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Posted

So the idea behind this power pool is to provide a general set of tools to aid your hero in surviving the various fights they find themselves in.  I also wanted to provide an alternative to those taking the Leaping Pool just for Acrobatics...

 

1. Stable Footing - Toggle: Self +Res(Knockback, Repel)

2. Sidearm - Ranged, Minor Dmg(Lethal), Foe -Def

3. Tackle - Self Teleport, Single Target knockdown & Smashing damage

4. Battle Hardened - Toggle: Self +Res(Sleep, Disorient)

5. Combat Stimulant - Self +Recovery, +Heal Over Time, +Recharge

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Posted (edited)

The problem you have here is that the proposed set basically plugs the entire CC vulnerability built into the ATs that don't have CC protection. It's also very "Self" oriented, which is not consistent with the existing pool sets, not a single "Target non-self friendly" power to be seen.

 

A more consistent example would be:

1. Combat Stimulant - Melee Range Ally +Recovery, +Regen, +Recharge 20s - 60s cooldown

2. Sidearm - Ranged, Minor Dmg(Lethal), Foe -Def

3. Forced March - Superspeed clone travel power

4. Stable Footing - Self +Res(Knockback, Repel) 30s - 120s cooldown

5. Battle Hardened - Self +Res(Fear, Sleep, Slow, Stun) 30s - 300s cooldown

 

Even then having two status protection clicky powers is probably excessive.

Edited by jacknife2058
Posted (edited)
3 hours ago, jacknife2058 said:

The problem you have here is that the proposed set basically plugs the entire CC vulnerability built into the ATs that don't have CC protection. It's also very "Self" oriented, which is not consistent with the existing pool sets, not a single "Target non-self friendly" power to be seen.

 

A more consistent example would be:

1. Combat Stimulant - Melee Range Ally +Recovery, +Regen, +Recharge 20s - 60s cooldown

2. Sidearm - Ranged, Minor Dmg(Lethal), Foe -Def

3. Forced March - Superspeed clone travel power

4. Stable Footing - Self +Res(Knockback, Repel) 30s - 120s cooldown

5. Battle Hardened - Self +Res(Fear, Sleep, Slow, Stun) 30s - 300s cooldown

 

Even then having two status protection clicky powers is probably excessive.

i think most would skip stable footing, you can get kb protection in a io, so that kinda balances out having two status protection powers. I would definitely get this pool on some of my toons if i could. The stun protection would be great for when you fight malta. Also I like OPs tackle power better than forced march.

Edited by Communistpenguin
Posted

There are a number of "Self" oriented power pools.

 

The fighting pool, is attack, attack, self only toggle, self only toggle with immobilization resistance, attack. The presence pool is foe targeted, foe targeted, foe targeted, foe targeted, Self only click. The leaping pool is attack, self only toggle with immobilization protection, travel power, self only toggle with knock protection, hold protection (only mag 1), and hold resistance.

 

As a reminder, resistance shortens duration while protection is the "If the magnitude of the status effect is less than or equal to this number, the status effect is suppressed" The exception is Res(Knock and Repel) because there is no duration on those two, just magnitudes, so knockback and repel resistance reduce the distance you are thrown.

 

These powers are not plugging holes in crowd control vulnerability, but they do make you recover faster.

 

Stable Footing might be able to be slotted to improve knock and repel resistance.

 

That said, Battle Hardened seems like it might not be worth taking. Perhaps if, instead of being a toggle that provided resistance, it was a click that could be used while asleep or disoriented.

Posted

Yeah, my question was whether the OP intended the toggles to be mez protection or mez resistance.  While, of course, mez resistance is not mez protection, I think that the way that the game usually shorthand-describes mez-protection toggles is the way the OP describes them.  For example, the short description of Indomitable Will (from Willpower) is "Toggle: Self Res (Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback). DEF(Psionics)". But obviously that power grants protection from disorient/hold/immob/sleep/fear/repel/kb, not just resistance to them.

 

Even if he does envision protection, I don't think this set would necessarily be overpowered.  It doesn't grant any hold protection, nor exotics like fear/confuse, and running two toggles for protection from KB/Repel/Stun/Sleep doesn't necessarily seem overpowered.

Posted
4 hours ago, aethereal said:

Yeah, my question was whether the OP intended the toggles to be mez protection or mez resistance.

 

I'm thinking on par with what the leaping pool provides.

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