kelika2 Posted March 11, 2020 Posted March 11, 2020 Energy Blast: Swap Explosive Blast and Power Push Gravity Control: Wormhole and Dimension Shift Invulnerability: Invincibility and Resist Energies Cold Domination: Frostwork and Sleet Illusion control: one of the invis abilities and Spectral Terror Staff Fighting: Serpent's Reach and Innocuous Strikes Mind Control: Telekinesis and Terrify Thermal: Thaw and Forge Super Strength: Jab and Punch. Hand Clap and Rage. Knockout Blow and Foot Stomp. 3 in 1 so here: Jab is useless on SS. Boxing which you are going to take anyways does more damage than Punch. For tankers, this frees up a power selection slot, for brutes, nothing changes. Examples of other sets having the stronger attack at tier1: Broadsword, Katana, Energy Melee. Hand Clap is 99% useless, swapping these two does not do much for brutes in the way of Rage. but for tanks it has it available before level 20(15) when exemped. Before you say anything, note Rage will not be perma at lower levels Swapping KO Blow and Foot Stomp makes everyones lives better. This game is all about AoE damage and pushing SS's aoe to 32/38 really sucks ass for the 10-25 TFs, which are coming up in a few weeks I think. Tanks get it at 20, and brutes at level 8. 1
Vanden Posted March 11, 2020 Posted March 11, 2020 I'm all for swapping Jab and Punch. A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Player2 Posted March 11, 2020 Posted March 11, 2020 Jab is a joke. Might as well remove the power and replace it with Do Nothing.
Major_Decoy Posted March 11, 2020 Posted March 11, 2020 I understand the argument you're making, but I would not want to trade Knock-out blow and Foot Stomp's positions. When soloing, I find having a single high damage attack much more useful than an AoE. Also, if you slot 6 Rage with Adjusted Targeting and you get about 50% global recharge (so, five purple sets or four purples sets and one Panacea) you can make Rage permanent at level 14.
JonnieNeutron Posted March 11, 2020 Posted March 11, 2020 12 minutes ago, Major_Decoy said: I understand the argument you're making, but I would not want to trade Knock-out blow and Foot Stomp's positions. When soloing, I find having a single high damage attack much more useful than an AoE. Also, if you slot 6 Rage with Adjusted Targeting and you get about 50% global recharge (so, five purple sets or four purples sets and one Panacea) you can make Rage permanent at level 14. Maybe soloing, but your highest ST attack really should be T8 or 9, FS would help mitigation on lowe level TF's
Major_Decoy Posted March 11, 2020 Posted March 11, 2020 (edited) 1 hour ago, JonnieNeutron said: your highest ST attack really should be T8 or 9 That is not true of Spines, Ice Melee, War Mace, or Titan Weapons. Super Strength is not the sole exception. Edit: But to be fair, at launch, Knock-out blow (and War Mace Clobber) were not high damage attacks, they were controls. Super Strength's highest damage attacks were Haymaker and Hurl. I say switch Knock-out Blow with Haymaker. Also, give Hurl the same damage as Knock-out blow and you'll get more people taking it again. Edited March 11, 2020 by Major_Decoy Historicity of the set
0th Power Posted March 12, 2020 Posted March 12, 2020 15 hours ago, Player2 said: Jab is a joke. Might as well remove the power and replace it with Do Nothing. What about “pick nose?” 1 I am Pro-Human I invented Combat Teleport I invented K'ong (More proof here too) Battle Rifle
Player2 Posted March 12, 2020 Posted March 12, 2020 1 hour ago, 0th Power said: What about “pick nose?” Also equivalent. 😄
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