One thing I wanted to say is it is smart to remember that kelvin is based on survivability but he’s not necessarily a tank. people that play him as much as say, master oddjob here know that, but just reminding those who are looking here to get a better understanding of how to play Kelvin. He plays a lot like Shayne and aurox in terms of cthings like chasing and damage and, well, survivability.
That said, I play capture, so for that, I use three white items. shield regen, skill damage, and I want skill cooldown reduction but I haven’t gotten a no negative white one of those. I’m sure it’s obvious why you’d use shield regen, its stated lots of times. More absorbtion and it comes back faster than health regen.
However, the things I want to go into are the other two. Skill damage is great because one of the best ways to play kelvin is to base it off your chomp. With the second mutation, you can add 3% of your current health as damage. which is sweet. Additionally, chomp gives kelvin more maximum health for each kill. In story missions this means you’ll probably end the mission with over 8000 to 10000 health. In capture, it’s more like 2800. I’m sure in meltdown he’s a lot better since you can one hit chomp a lot of minions for some extra health.
With this health, as stated, it can increase your damage. Now I am not sure if chomp’s damage maxes at 500, or just the % of enemy maximum health does, but either way, it increase your damage on a lot of enemies, which make your health go up more if you chomp for the kill which increased the damage… you get the point.
Basically, skill damage and cooldown reduction are great ways to help abuse this aspect of kelvin. Well, not abuse, but just use that effect very well.
I agree though that health/ shield increases are good as well, it all depends on what you prefer for your build.