What Ankh said.
Commenting on the powers...note this is just my opinion, not gospel law or anything. I'm not tellin' ya what to do, just what I think. I'm also making my comments from a gameplay and not a concept point of view. I don't know your RP concept. Fitting your character concept should be the most important thing. All I'm saying here is game system stuff.
While I make recommendations regarding powers in this post, I'm not trying to say that a Grav/Kin MUST take X, Y, Z powers in such-and-such combinations. I'm just saying that these are good powers, and if you don't have them, you should be aware what you're giving up and the ramifications of that choice, so you can adjust your playstyle (and manage the expectations of other players, accordingly).
With that in mind... as a general sort of blanket statement, Gravity/Kinetics is an excellent power combination. It is extremely effective. The downside is that...almost all the Gravity and Kinetics powers are click-activation, not passives or toggles. This means that you need to do a lot of micromanagement and active usage of powers, not 'fire and forget'.
Anyway.
Siphon Speed: You might wanna get Siphon Speed earlier. It's available at Level 10, you've left it to 18. Siphon Speed is really that good, particularly at lower levels. It makes your powers recharge faster, and makes you move faster as well. Which is huge at low levels. That said, it's not a BIG deal to leave it off til Level 18. 's just that many folks take it ASAP.
Fitness Pool and Stamina: You've tapped into the Fitness pool for Hurdle, but you don't have anything else from the pool. Note that the vast majority of CoH builds take Stamina for endurance management reasons. You don't NEED Stamina, but it's the EASIEST solution to end problems. And a Grav/Kin will run tight on endurance, because all your powers are click activation; you've got few passives and toggles. Thus you'll burn end pretty quickly.
That said, a Kinetics user does get Transference - once you do, your end issues are gone forever. But Transference is only available at level 35. What are you gonna do until then? Of course, if you're willing to tough it out until you do get Transference, that's fine. Just be aware you might be gasping along the way. You can also take Stamina initially and then later respec out of it. But bear in mind, you might lose Transference when you exemp down.
Medicine Pool: This really isn't worth it for a Kinetics user, unless you want the tricorder-esque animation for concept reasons. Transfusion is a superior heal to Aid Self and Aid Other, if you know how to use it. Increase Density is a better mezbreaker than Stimulant (not that you HAVE either, but, y'know). The only thing Medicine does that Kinetics doesn't is rez. But Resuscitate is a lousy rez anyway. It's essentially an out of combat rez, not one that's suitable for use in the middle of a fight. And if you're rezzing other players once the fighting is over, you might as well just let them use an Awaken inspiration. If you wanna be helpful, just carry extra Awakens in your inventory. Resuscitate is NOT worth sinking so many power choices into the Medicine tree.
On that note, if you're taking Medicine Pool because you wanna be helpful and provide support to other players...if that's the reason, well, then it's puzzling that you don't have Increase Density. Breaking other folks out of mez, or pre-emptively keeping mez protection on 'em...is, y'know, kinda important if support's what you're going for.
Fulcrum Shift: If you want this, get it when it's available at Level 38. It's really too awesome a power to leave off even three levels. It's that good. It's one of the two reasons why many players like having Kinetics folks on their team (the other being Speed Boost). It's a massive, massive, damage buff for you and your allies. Like really massive.
Lift and Propel: These powers are why many folks roll Gravity - the powerset's famous for being a controller set that actually has proper ranged attacks. But you've not taken Lift at all, and you've left Propel off until Level 49. Likewise, you haven't taken the ranged attack from your chosen Ancillary Power Pool (Mental Blast). Is this intentional? Are you planning to use Boxing and Air Superiority as your attacks instead? That's a workable choice, but then you've left Air Superiority pretty late in the build...
Gravity Distortion Field: You don't have your wide-area hold. This is a very interesting omission. I mean, the area holds are massive in reach and most controllers consider it a critical part of their arsenal - you can lock down most of a full team's spawn with this. Why don't you have it? Mind...there are downsides to the area hold powers. They have a horrendously long recharge time, so in many cases it's probably just better to spam your single-target hold over and over again. I have seen some pretty damn good controller builds that don't take the area hold. But those builds generally have some other method of wide-area control. Your build doesn't; essentially for a Grav/Kin, Gravity Distortion Field is the only area crowd control available to you. Crushing Field doesn't count as area lockdown because it doesn't prevent enemies from attacking, merely constrains their mobility. That's why GDF is so important. You don't HAVE to take it, but if you leave it out, be aware you're missing a tool most controllers have.
Speed Boost: You haven't taken Speed Boost. SB is one of the best ally buffs in the game, and I'm totally serious when I say...if you're a Kinetics character without Speed Boost, other players might get mildly annoyed with you. 'cause they'd expect you to have it, and if you don't, well...I mean, if you're hanging with us in the Drunkard's Walk crowd, we're cool with it. But if you're teamed with J. Random Players, many of 'em might be =(
I know at least two Kinetics players who don't have Speed Boost, mind you - both of them omitted it because the idea of speeding up allies didn't fit with concept. That's fine because both of 'em play with fellow RPers, who understand that...but even RP players will be puzzled by a Kin that doesn't have SB.
I also know of another Kin player, a non-RPer, who doesn't have Speed Boost because he's annoyed by people who keep asking for it. SB has a very short buff duration, so you need to reapply it very often to folks. And it's easy to miss when it runs out on someone. Folks yelling 'SB PLZ' is, uh, yeah, the bane of a Kin.
I have SB on my Kin, but I made macro buttons to make the buffing process easier. I also really don't mind being reminded by folks when their buffs run out, or being stopped by random players on the street who want a boost.
So, y'know...figure out what ya wanna do with regards to SB, but be warned whichever path you choose. The route of the SBer and non SBer- alike is fraught with annoyance and peril. =)
-- Acyl
Commenting on the powers...note this is just my opinion, not gospel law or anything. I'm not tellin' ya what to do, just what I think. I'm also making my comments from a gameplay and not a concept point of view. I don't know your RP concept. Fitting your character concept should be the most important thing. All I'm saying here is game system stuff.
While I make recommendations regarding powers in this post, I'm not trying to say that a Grav/Kin MUST take X, Y, Z powers in such-and-such combinations. I'm just saying that these are good powers, and if you don't have them, you should be aware what you're giving up and the ramifications of that choice, so you can adjust your playstyle (and manage the expectations of other players, accordingly).
With that in mind... as a general sort of blanket statement, Gravity/Kinetics is an excellent power combination. It is extremely effective. The downside is that...almost all the Gravity and Kinetics powers are click-activation, not passives or toggles. This means that you need to do a lot of micromanagement and active usage of powers, not 'fire and forget'.
Anyway.
Siphon Speed: You might wanna get Siphon Speed earlier. It's available at Level 10, you've left it to 18. Siphon Speed is really that good, particularly at lower levels. It makes your powers recharge faster, and makes you move faster as well. Which is huge at low levels. That said, it's not a BIG deal to leave it off til Level 18. 's just that many folks take it ASAP.
Fitness Pool and Stamina: You've tapped into the Fitness pool for Hurdle, but you don't have anything else from the pool. Note that the vast majority of CoH builds take Stamina for endurance management reasons. You don't NEED Stamina, but it's the EASIEST solution to end problems. And a Grav/Kin will run tight on endurance, because all your powers are click activation; you've got few passives and toggles. Thus you'll burn end pretty quickly.
That said, a Kinetics user does get Transference - once you do, your end issues are gone forever. But Transference is only available at level 35. What are you gonna do until then? Of course, if you're willing to tough it out until you do get Transference, that's fine. Just be aware you might be gasping along the way. You can also take Stamina initially and then later respec out of it. But bear in mind, you might lose Transference when you exemp down.
Medicine Pool: This really isn't worth it for a Kinetics user, unless you want the tricorder-esque animation for concept reasons. Transfusion is a superior heal to Aid Self and Aid Other, if you know how to use it. Increase Density is a better mezbreaker than Stimulant (not that you HAVE either, but, y'know). The only thing Medicine does that Kinetics doesn't is rez. But Resuscitate is a lousy rez anyway. It's essentially an out of combat rez, not one that's suitable for use in the middle of a fight. And if you're rezzing other players once the fighting is over, you might as well just let them use an Awaken inspiration. If you wanna be helpful, just carry extra Awakens in your inventory. Resuscitate is NOT worth sinking so many power choices into the Medicine tree.
On that note, if you're taking Medicine Pool because you wanna be helpful and provide support to other players...if that's the reason, well, then it's puzzling that you don't have Increase Density. Breaking other folks out of mez, or pre-emptively keeping mez protection on 'em...is, y'know, kinda important if support's what you're going for.
Fulcrum Shift: If you want this, get it when it's available at Level 38. It's really too awesome a power to leave off even three levels. It's that good. It's one of the two reasons why many players like having Kinetics folks on their team (the other being Speed Boost). It's a massive, massive, damage buff for you and your allies. Like really massive.
Lift and Propel: These powers are why many folks roll Gravity - the powerset's famous for being a controller set that actually has proper ranged attacks. But you've not taken Lift at all, and you've left Propel off until Level 49. Likewise, you haven't taken the ranged attack from your chosen Ancillary Power Pool (Mental Blast). Is this intentional? Are you planning to use Boxing and Air Superiority as your attacks instead? That's a workable choice, but then you've left Air Superiority pretty late in the build...
Gravity Distortion Field: You don't have your wide-area hold. This is a very interesting omission. I mean, the area holds are massive in reach and most controllers consider it a critical part of their arsenal - you can lock down most of a full team's spawn with this. Why don't you have it? Mind...there are downsides to the area hold powers. They have a horrendously long recharge time, so in many cases it's probably just better to spam your single-target hold over and over again. I have seen some pretty damn good controller builds that don't take the area hold. But those builds generally have some other method of wide-area control. Your build doesn't; essentially for a Grav/Kin, Gravity Distortion Field is the only area crowd control available to you. Crushing Field doesn't count as area lockdown because it doesn't prevent enemies from attacking, merely constrains their mobility. That's why GDF is so important. You don't HAVE to take it, but if you leave it out, be aware you're missing a tool most controllers have.
Speed Boost: You haven't taken Speed Boost. SB is one of the best ally buffs in the game, and I'm totally serious when I say...if you're a Kinetics character without Speed Boost, other players might get mildly annoyed with you. 'cause they'd expect you to have it, and if you don't, well...I mean, if you're hanging with us in the Drunkard's Walk crowd, we're cool with it. But if you're teamed with J. Random Players, many of 'em might be =(
I know at least two Kinetics players who don't have Speed Boost, mind you - both of them omitted it because the idea of speeding up allies didn't fit with concept. That's fine because both of 'em play with fellow RPers, who understand that...but even RP players will be puzzled by a Kin that doesn't have SB.
I also know of another Kin player, a non-RPer, who doesn't have Speed Boost because he's annoyed by people who keep asking for it. SB has a very short buff duration, so you need to reapply it very often to folks. And it's easy to miss when it runs out on someone. Folks yelling 'SB PLZ' is, uh, yeah, the bane of a Kin.
I have SB on my Kin, but I made macro buttons to make the buffing process easier. I also really don't mind being reminded by folks when their buffs run out, or being stopped by random players on the street who want a boost.
So, y'know...figure out what ya wanna do with regards to SB, but be warned whichever path you choose. The route of the SBer and non SBer- alike is fraught with annoyance and peril. =)
-- Acyl