FineBlade Posted November 18, 2019 Posted November 18, 2019 I have a spines/Fa currently at lvl 38 and was wondering if there are any powers that I may not need. I plan to only use SO enhancements. Wasn't sure if Temperature Protection was a useful defense power and was also wondering if I would benefit much from the Leadership pool powers. Just looking for suggestions on powers i can do without and maybe some power pool powers that would help. Only been back for about 2 weeks and I still can't believe I get to play COH again!!
Seigmoraig Posted November 18, 2019 Posted November 18, 2019 (edited) The only skippable power in /FA is the self rez Rise of the Phoenix as you can just eat some inspirations (rez/break free) or you can buy a self rez power for 1,000,000 inf from the P2W vendor. Temperature protection is one of the powers that will organically get you to the 90% fire resist cap. Never skip any toggles or auto powers from defensive sets except if you have a super end game billion inf build. In the leadership pool, Maneuvers is very important for a /FA character because you don't naturally have any +Def powers and you will need this power to mule a Luck of the Gambler at minimum if not slot in some other 5/6 piece Defence sets. I would even say that Maneuvers is a must have an ANY character as these Def bonuses stack up together across the whole team. Other power pools that are good to get are Tough and Weave from the Fighting pool, most builds across all archtypes will use these 2 powers. Haste from the Speed pool is another all star that almost everyone gets at some point in their build, with the aforementioned Luck of the Gambler IO ( Defence/Global Recharge Speed ) slotted everywhere it will fit in your build will get your Haste power permanent. Your last power pool could be for your Travel Power if you choose to use one, I get by just fine with the free travel powers available at the P2W Vendor: Ninja/Beast run + Sprint with the 5000 inf jetpacks. Once you get to epic power pool levels (35) the Mu Patron pool for Spines/FA builds (and mostly all farming builds) is very good, you get an AoE root and AoE nuke powers that have short animation times. Edited November 18, 2019 by Seigmoraig
Nyghtmaire Posted November 18, 2019 Posted November 18, 2019 If only using SOs, then Rise of the Phoenix is an excellent power for resetting a fight - Mag 4 stun for 15 seconds, time to bring up your toggles, a medium-sized heal, and a KB to the mobs around you (I like it even on IOs: it is a decent recharge mule for a stupefy or any of the heal sets, or a nice one-slot-wonder for the preventive medicine proc). Inspirations don’t allow for the same kind of effect unless you eat a Rez, a break free, and a bunch of purples for defense. If you had all those (mainly the defense), you wouldn’t have died in the first place! 🤣 1 The Splintered Soul Project: (Nyght****) 21 and counting (18 max). DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.
Mageman Posted December 1, 2019 Posted December 1, 2019 Personally, I always go for a travel power outside of the P2W vendor. Especially with /FA, you don't have any Knockback protection - so slotting Blessing of the Zephyr: Knockback Reduction (4 Points) is a must when running non-farming missions. Here's my opinion on the various travel powers: Fly - this is my old "go to" travel power. I enjoy flying above everything and not having to worry about something attacking me. However, it's the slowest of the travel powers. Super Jump - not a favorite of mine. Although you can turn mid-jump (like fly), you're still going to start falling at some point and won't be able to jump again until you reach the ground. Teleport - I really love this power, however, it works best with hover from Flight power pool. Plus you can learn Long Range Teleport to move between zones. Super Speed - this is the power I use with my /FA brutes. This is a fairly fast movement power (limited vertically - which can be compensated for by Steam Jump or a 5,000 Inf jet pack from the P2W vendor). Also, it adds +Stealth - which I use when soloing door missions to get to the end fast, bypassing whatever is in between. Whichever power you choose, you can leave it with just it's starting slot with the above-mentioned Blessing of the Zephyr.
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