Adeon Hawkwood

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  1. It depends a lot on what you're looking for really. I mostly look for Recovery, Recharge and Ranged Defense. Accuracy can be useful although with an AR/Dev it's not truely needed. Health and Regeneration are useful as well but harder to get in really noticeable quantities. Other bonuses are hard to get in sufficient quantities to really matter.

    For specific sets:
    5-slot Positrons (or a Ragnarok if you have the cash) are great in your AoEs
    6-slot Thunderstrikes are a good choice for you single target attacks (and Gun Drone), Sniper rifle is iffy depending on if you want Interrupt reduction or not.
    Blessing of the Zephyr has some powerful bonuses for only two slots, plus it's one of the places you can get a KB resistance IO
    4-slotted Dark Watchers Dispair is a good choice for Smoke Grenade.

    There are some other good ones but that's what I recall off the top of my head. I recently posted my AR/Dev build in another thread, you might want to take a look (scroll down to the last post which has the final version). I'm taking a different tack from you but a lot of the slotting would work anyway.
    http://boards.cityofheroes.com/showthread.php?t=185266
  2. Ah I see. Well for the AoE power you can probably get away with 5 slots. I have 5-slotted Positron's blasts in them and that provides a nice selction of set bonuses as well as a decent array of enhancment values.
  3. Quote:
    Originally Posted by Nethergoat View Post
    being nit picky:

    Aside from the impact of balancing on recipes drop rates are the same as ever.

    MA changed what's available by changing player behavior.
    Most players will be using tickets efficiently, so it's never going to generate much common salvage.
    True enough, I technically said that it changed the supply
  4. Quote:
    Originally Posted by Not_Epsilon View Post
    I agree that there is inflation, but a large question is, is the amount of inflation comparable to the amount of deflation in certain items? I know for a fact that the PS proc has gone down, KB procs down, SP +3% have gone down, and alot of the odder recipes are becoming available.
    There is some truth in that. Overall though it looks to me like prices are going up. Basically drop rates on some items have increased substantially (most rare recipes) while the rates for other have plummeted (tier 3 common salvage especially).
  5. A few quick thoughts after looking over your builds:

    1. I recommend taking both buckshot and flamethrower in your solo build. Buckshot is great as an emergency power for keeping enemies away from you and flame thrower does very good damage. AR is light on single target damage so you really want all of your cones to make up for it (M30 Grenade is also useful but less so than the cones).

    2. Neither Gun Drone nor Full Auto are up anywhere near often enough to make endurance a concern, replace the endurance redux SO with a second recharge SO. In your solo build you should give FA two recharge redux SOs as well.

    3. Web grenade doesn't really need 3 imobilization enhancers. Against minions and lietenants they'll be dead before that and against bosses I find that slotting for snare is more useful since it gives almost the same effect without requiring it to be spammed as much.

    4. I wouldn't bother 6-slotting Targeting drone. It's potentially useful if you're going to put in a Gaussian for the defense but in general you can get better usage of those slots elsewhere (especially since you seem to be doing an SO only build). Give it 2 To Hit SOs and an End Redux.

    5. Trip mine is not that useful on most teams since it generally slows you down for little benefit

    6. Time bomb is (IMHO) completely useless in any build

    7. Maneuvers has no use for recharge reduction unless you plan to toggle it on and off during the middle of a fight or something wierd like that.

    8. Consider switching tactics for Targeting Drone in your team build. In my experience Tactics is of limited utility on a team simply because most people will tune their character to give themselves sufficient accuracy without the assistance of teammates.

    9. Take Caltrops in your solo build. Trust me, it's a wonderful power.

    10. Remember you can put a stealth IO in sprint so you don't have to tie up a slot in Hover which could be put to better use.

    -Adeon
  6. Quote:
    Originally Posted by RagManX View Post
    Ur d0ing it rong!

    I bought a level 26 Miracle +recovery crafted IO for 17 million in the past week or two. If you spent the 100 million it typically goes for, then you are the problem, not the seller. Why are you in such a hurry to get every IO you want? If you were to take your time to IO your character, you could do it for 30-60% off what you just spent.

    RagManX
    This is pretty much it. I'm not rich by any means although I do some marketering on the side. My Blaster is pretty well equipped but I didn't buy it all at once, I bought it up over the course of several months as and when I had the cash, a purple here (back when they went for 60mil at least), a Positron's Blast there etc. If I'd tried to buy it all at once it would have been impossible but by spreading it out over time it seems a lot more reasonable.
  7. I can't really say much about energy however regarding Devices I'd advise dropping Time Bomb. Quite frankly it's an awful, awful power to use. The rest of the Devices set is pretty good just make sure you slot it up. In particular, slot Smoke Grenade for both Accuracy and To Hit debuff, it provides decent damage mitigation but the debuff is not Auto-Hit (unlike Flash Arrow in TA). Also it's important to note that Cloaking Device does not provide full stelth you'll want to pick up a Stealth IO to go with it (slot the IO in Sprint and always turn on sprint when stealthing to save slots).

    Regarding Munitions Mastery I strongly urge you to take at least Surveillance and preferably LRM. Surveillance is a very nice debuff to help out against bosses and LRM is a decent mini-Nuke power.

    You've gone a bit heavier into the travel pools than I tend to like. Taking Combat Jumping is probably unnecessary. While it does provide a Defense Bonus it isn't that big (you can get similar bonuses for IO sets) and frankly you could probably find a better use for the power. The point about using it with Super Speed is well taken but a better option would (IMHO) be to switch Swift for Hurdle and slot it up a bit. Hover is fast enough for in mission use if you slot it for flight speed a bit. Personally I take Super Jump for travel power on almost all of my toons but it's largely a preference thing (I find Flight boring and Super Speed limiting).

    -Adeon
  8. Well for those who are curious this is what I finally did. There are soem places where my personal preferances dictacted slotting that might not be the most efficient but suits me . I got lucky last night and got a second LotG on a Merit roll hence why that's there. Regarding Caltrops I'm amazed I never took them before, they are exceedingly useful.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Adeon Hawkwood: Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Web Grenade -- HO:Endo(A), Slow-I(46)
    Level 2: Slug -- Apoc-Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Apoc-Acc/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Apoc-Dam%(11)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17), Zephyr-Travel(34), Zephyr-ResKB(34)
    Level 8: Beanbag -- Stpfy-Stun/Rng(A), Stpfy-Acc/Rchg(17), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(42)
    Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(25), Rec'dRet-Pcptn(46)
    Level 12: Sniper Rifle -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(29), Mantic-Dmg/EndRdx/Rchg(29)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Winter-ResSlow(31)
    Level 16: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
    Level 20: Cloaking Device -- LkGmblr-Rchg+(A)
    Level 22: Swift -- Run-I(A)
    Level 24: Health -- Heal-I(A), Heal-I(46)
    Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), EndMod-I(36)
    Level 28: Taser -- HO:Endo(A), Rope-Acc/Stun/Rchg(33)
    Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
    Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), Ragnrk-Knock%(37)
    Level 35: Smoke Grenade -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-ToHitDeb/EndRdx(45)
    Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(42), ResDam-I(42)
    Level 44: Surveillance -- HO:Lyso(A), UndDef-DefDeb/Rchg(45), UndDef-Rchg(45)
    Level 47: LRM Rocket -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Posi-Dmg/Rchg(48), HO:Nucle(48)
    Level 49: Trip Mine -- Oblit-Dmg/Rchg(A), Sciroc-Dmg/Rchg(50), M'Strk-Dmg/Rchg(50), HO:Nucle(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
  9. Quote:
    Originally Posted by Fury_Flechette View Post
    * 6 slotted Gaussians - adds hps, recovery, damage buff and +2.5% defense to all
    * Slotted CJ with Zephyrs. Slotting the base defense of CJ with defense is not a lot of bang for the buck since the base defense is 1.75%.
    * Moved slots away from cloaking device. Defense is effectively 1.75% base when suppressed (which is most of the time when you're attacking). It's not that expensive of a toggle (.21 end/sec as currently slotted)
    * Slotted more Thunderstrikes into your blasts. Actually removed 4 purple IOs from your build. Purples are nice but they aren't always the most optimal things to slot.
    * Removed a purple from FA - the dmg/end is okay to have end there but only for end redx. With FA's long animation, end usage wasn't as much of a problem. If you dislike this setup, remove the proc.
    * 6 slotted beanbag with Stupefy for both the recharge bonus and ranged defense
    * Changed the slotting for stamina: one perf shifter end mod, perf shifter +end and a normal end mod IO is pretty optimal
    * 4 slotted smoke grenade - this maxes out the tohit debuff and adds nice global bonuses: +hps, +recovery and +recharge all for 4 slots.
    Well first off thanks for replying, you've definitely given me a few good ideas.

    1. I can see the argument for it, I've just never liked overslotting powers with buffs they can't use just for set bonuses, still it is a nice set.
    2. Now this I hadn't considered it does make a lot of sense.
    3. Yeah I figured this out last night after I posted, the buff from both cloaking device and CJ is so minor that enhancing it does nothing.
    4. I know that purples aren't always the best, but I still like them . You do make good points on both the Apoc and Ragnarok set though. Regarding Sniper Rifle I actually like the Sniper sets for the Interrupt Reduction, I find it sllows me to get a sniper shot off in combat if I time it right. Slotting half of Thunderstrike and half of MAnticore's Sting gives almost as much defense while still allowing some interrupt reduction.
    5. This one I definitely agree with more than the Apoc, I hadn't noticed how much I was over the ED damage cap.
    6. This one I disagree with. the End Shifter Proc gives an equivalent 0.02 End/sec recharge and you give up more than that unless you four slot stamina. It's more useful for a blaster with a nuke due to the possibility of it activating during the crash when your end can't recharge normally
    7. Very nice, I missed this one when I was looking at sets. The only slight issue is the lack of accuracy but overall I've probably got enough global accuracy and to hit to make up for it.

    Thanks again
    Adeon
  10. I'm working on my AR/Dev Blaster and would like to get people's opinions on a few things. For the most part I'm happy with how he plays but there are a few things I'd be interested in people's overall opinion. As a note I've been working on him for quite a while (he's my first character so he means a lot to me ) and I've kinda picked the selection up in pieces here and there. For example I do eventually plan to finish the Apocalypse set, get a second LotG and put some Cytoskeleton Exposures in Targeting Drone and Cloaking Device when I have the cash. Also, I tend to solo and team in equal measure (depending on how I'm feeling).

    There are two things I am curious to get people's opinions on:
    1. Caltrops. I confess I've never used this power. I've toyed one and off with dropping something (probably Recall Friend) to pick it up but I've never really been convinced that it's useful.
    2. Recall Friend. I like this power in part because I enjoy doing Shadow Shard TFs and watching everyone bob along with Raptor Packs irritates me (especially since Geyser Jumping is huge fun). However I'm tempted to drop it for something better.
    3. The Thunderstrikes in Burst and Gun Drone. I've currently got Ruins in these powers but I'm thinking of either switching them for Thunderstrikes for the defense set bonuses. Alternatively I could switch to a 4 or 5-slot frankenslot and free up some slots for use elsewhere.
    4. Flamethrower and Buckshot. Currently I have a full Positron in those but I'm planning to drop the Proc for a Range IO. This gets them up to 56.5ft which seems like it might help a bit.
    5. Sniper Rifle. I'm probably going to change the slotting here. I'm just not sure to what yet.

    Anyway that's my thoughts.

    Thanks
    Adeon

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Adeon Hawkwood: Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Fitness
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Web Grenade -- HO:Endo(A), Slow-I(46)
    Level 2: Slug -- Apoc-Dmg(A), Apoc-Acc/Rchg(7), Apoc-Dam%(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), Range-I(17)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), DefBuff-I(17), DefBuff-I(46)
    Level 8: Beanbag -- HO:Endo(A), Rope-Acc/Stun/Rchg(31), Stpfy-Acc/Stun/Rchg(33), RechRdx-I(42)
    Level 10: Targeting Drone -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(23), ToHit-I(25)
    Level 12: Sniper Rifle -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(25), ExtrmM-Acc/ActRdx/Rng(27), ExtrmM-Dmg/ActRdx/Rchg(27), ExtrmM-Dmg/EndRdx/Rchg(29), ExtrmM-Acc/Rng/Rchg(29)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 16: Recall Friend -- Winter-ResSlow(A)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Range-I(23)
    Level 20: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), RedFtn-Def/EndRdx(34), S'dpty-Def/EndRdx(46)
    Level 22: Swift -- Run-I(A)
    Level 24: Health -- Heal-I(A)
    Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), EndMod-I(36)
    Level 28: Taser -- HO:Endo(A), RechRdx-I(33), Dsrnt-I(33)
    Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
    Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), Ragnrk-Knock%(37)
    Level 35: Smoke Grenade -- HO:Lyso(A), ToHitDeb-I(43)
    Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(42), ResDam-I(42)
    Level 44: Surveillance -- HO:Lyso(A), UndDef-DefDeb/Rchg(45), UndDef-Rchg(45)
    Level 47: LRM Rocket -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Posi-Dmg/Rchg(48), HO:Nucle(48)
    Level 49: Trip Mine -- Oblit-Dmg/Rchg(A), Sciroc-Dmg/Rchg(50), M'Strk-Dmg/Rchg(50), HO:Nucle(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
  11. It's not a particularly popular combination is all. Energy is somewhat unpopular since the knockback can cause problems (especially on teams) while Devices is regarded as weak since you're sacrificing pure killing power for survivability. You won't be an ultra fast killing machine but it should be an decent combination for soloing since the knockback in Energy will stack with the mitigation from Devices to keep you safe.
  12. Quote:
    Originally Posted by CyWolf View Post
    You sure he doesn't mean using the whip in the upgrade animation like how the thugs MM throws somthing to his minions the demon MM pulls out a whip and whips the demon to upgrade it?
    Check the post that the OP linked to. BaBs says that he is testing them and thinking of making them the upgrade animation as well. That implies that there will be some sort of whip based attack somewhere in the game (probably for the Demon MMs attacks).
  13. Very good summary. The only thing I'd add is that while hitting the soft cap is extremely beneficial if you aren't specifically trying to (i.e. most Blasters) getting 10%-15% defense still makes a lot of difference over 0% defense.
  14. Well I think other people have covered a lot of the basics (although I'll reiterate that Paragon Wiki is an excellent resource). The other thing that I'll add is to check out the sub-forum for your server here. Someone there should be able to give you the names of some of the global channels which are an excellent resource for finding teams. Also a lot of them have resources for SG recruiting which is useful since it's hard to really find out anything about a prospective SG in game.
  15. Adeon Hawkwood

    Statesman TF

    It sounds like a lot of your problems were communcation related. It's almost impossible to stand up to LR on your own without buffs so one of the defenders (preferably the Kin sicne SB helps a lot for a stoner) needed to stick with you and keep buffing you up so that you could distract LR while the rest of your team took down the towers.
  16. I'm sure that this has been reported elsewhere but the latest patch said that the animation for Ice Arrow and Entangling Arrow had been fixed. I don't know about Entangling arrow but the Ice Arrow animation is still firing off to early.
  17. Arcery reamins fun throughout it's life (especially once you get Rain of Arrows). Yes, at higher levels the damage curve drops off a bit (although your girlfriend having melt armour will help a bit there), but the animations for archery are so nice that you won't care.
  18. Adeon Hawkwood

    Leveling

    Also most servers have some Global channels dedicated to finding teams, those can often be a good resource. Check the sub-forum for your server, someone ther can probably tell you the names.
  19. If the team size thing works outside it'll be useful for the Volcanic badge since very few Igneous bosses spawn if you're solo.
  20. Definetly take Slug. The one problem with AR is it's weak ST damage and losing Slug hurts that even more. I'd say take Slug at 4, Build up at 8, and M30 Grenade at 26 (I found that the endurace of M30 Grenade is high enough to make it worth pushing the power back until after you have Stamina). You can either drop Ignite entirely or switch out something else.

    Regarding Ignote, I don't like it but I know a lot of people do so you'll have to decide if you want it or not .

    Consider switching Cyro Freeze Ray for Surveillance. You've got 3 single target stuns (even if two are melee attacks) so you probably don't need a ST Hold as well. Surveillance is a useful power to have against AVs or if you have to solo.

    Hasten is tricky. I'd actually advocate dropping it entirely. I've got an AR/Dev Blaster and with a little bit of +Recharge Set Bonuses (I have 4 5-slotted Positron's Blast sets) I find that my recharge is just fine without Hasten. You'll get more benefit from it than me due to the longer recharge on Build Up and Boost Range but you don't really need it for any of your attacks (except LRM Rocket which is great fun but not hugely powerful anyway).
  21. The reason that KB has a bad rep is not for the effect itself (with the exception of the truly annoying KB in some melee powers) but because so many players misuse it. Used correctly knockback provides huge amounts of damage mitigation since enemies spend most of their time flying through the air rather than attacking. Used poorly KB scatterns enemies far and wide making AoEs less effective which slows the team and results in them taking more damage (due to slower rate of killing and less effective debuffs).

    As Rush Bolt said you'll need to learn to move around so that you knock enemies somewhere useful rather than scattering them. One useful trick is to get hover since attacking from above will turn KB into knockdown.

    As for slotting knockback, you can try but in general I think you'll find that the lower damage hurts a lot more than the higher mitigation helps.
  22. Quote:
    Originally Posted by Stillhart View Post
    I question your use of the population of CoX as a representative cross-section of humanity as a whole.
    True, but it's more dramatic to phrase it that way .
  23. Quote:
    Originally Posted by StarGeek View Post
    Remember, you can also buy common IO recipes directly off of the workbench.

    I made a tidy profit DXP weekend reselling recipes in high demand by buying off of the WB and relisting on the market.
    The fact that that was profitable lowers my faith in the intelligence of humanity by another notch .
  24. Quote:
    Originally Posted by Claudius View Post
    Dunno if this have already been asked and answered. And sorry if it already have and I just failed at doing a search.
    But are villains allowed to pick Ancillary Power Pools or do they have to stick with Patron Power Pools if they switch sides? and vise versa for Heroes ?
    Since aren't the Patron Power Pools directly connected to the Arachnos Patron: Black Scorpion, Captain Mako, Ghost Widow, and Scirocco?

    Or are they possiblely(hopefully) able to pick from both?
    Thematically they should get EPPs and Heroes switching over should have at least the option to get PPPs. But that would mean that the devs need to implement EPPs and PPPs for every AT which is a lot of work (even assuming that they mostly reuse existing ones). They might do it but I suspect that they'll end up keeping power selection as is although this could be an issue for a Villain who switches without first gaining access to the PPPs
  25. Yeah mine looks very similar although I tend to open with Flamethrower to maximize the DoT and work a grenade in there somewhere. I was mostly thinknig of the proc for use on bosses where opening with burst to try and trip the proc is at least mildly useful.