Dev Response - Trick Arrow Set


13th_Stranger

 

Posted

I'll still like the set, even with "sometimes debuffs" and bad control. I might even like it better-- it'll be an underdog!

One question does beg to be asked, though:

Where's the -hp regen debuff?


 

Posted

[ QUOTE ]

The fact was that it was too "Controllery" for a Defender power. There were also a lot of redundant debuffs that made the set VERY powerful.


[/ QUOTE ]

I see how all the listed changes make the set less powerful, but it doesn't make it any less 'controllery.' The powers still do all the same things. They'll just do them less effectively.

I'm not opposed to a defender set that 'breaks the mold' (to the extent that there is one; one thing I like about defender primaries is their variety), but when judging how powerful it is at what it does, keep in mind what it doesn't do.

It provides no status protection or healing for the TA defender or for teammates. So the debuffs/slows/controls have to be effective enough to make up for this. I've only tested my TA defender up to level 4, but I'd be interested to see how well one fairs solo or as the lone defender/controller on a small team when faced with Tsoo or other mezzing enemies.
Do those stacking abilities still seem too powerful under those circumstances?


 

Posted

The only tweak I don't fully understand is to Entangling Arrow. They're immobilized... and that's it. No damage/DoT, no -recharge, nothing. Just immobilized. You could always add in a minor -recovery function to simulate struggling in the net. That'd be asking a bit much, though.


 

Posted

[ QUOTE ]
Positron--

This seems like way too much reduction on Trick Arrow. How much is a group going to want a Defender with:

*No heal
*No defense/resist buff
*No endurance buff
*No recharge buff

Sets with heals and buffs can do the same -resist thing as TA.
Sets with heals and buffs can do the same slow thing as TA.
Sets with heals and buffs can debuff acc WAY better than TA.

...So I just don't see what TA brings to the table to compensate for its lack of variety (heals, buffs). I mean, Radiation is looking like Trick Arrow on steroids at this point.

What am I missing here?

P.S. -- Net Arrow is now inferior to Web Grenade, a Blaster secondary? Huh?

[/ QUOTE ]

Im wondering the same thing. Its a cool set in theory but TA sounds more like a blasterwannabe/secondary set than a team defender primary. Even with TA as it is today I was having problems on large team missions. This was with multiple TA defenders. I agree the set was very controllerish but don't gut it into uselessness.


 

Posted

My TA/A defender is up to level 7 and has Ice Arrow, Glue Arrow, and Flash Arrow. Entangling Arrow I skipped because.. hm.. hold.. or immobilize? ... Hold. And now that Entangling has lost the -recharge, there's even less reason to take it, since Ice Arrow still includes a -speed and -recharge component that will work on things you can't Hold in one shot (like Bosses).

I think the newly increased recharge timers are also pretty damn hefty. Would it be possible just to prevent powers from the same character stacking instead?

Overall, I like the set. You've already got one set that's completely on the Buff end of the Buff/Debuff spectrum (Empathy), and now TA is completely Debuff. It's a nice variance.

However, I also am concerned about the effectiveness of an all Debuff defender compared to some of the other sets. Buff sets are always useful regardless of the level of the enemy. However, a Debuff set loses effectiveness as you begin fighting higher level enemies, since the debuffs won't last as long, and you have to make ToHit rolls for some of TA's debuffs (like Flash Arrow). I'd like to see some high level TA testing before you really start nerfing the set (I volunteer! Ooh ooh! Me! *waves his hand vigorously*).


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Posted

I agree it was overpowered in the controlling regard, but wish it did more damage.

In fact, I would suggest that the damage be 50 - 100% heavier with the accuracy reduced and the main attacks (i.e. not quick shot) be INTERRUPTIBLE! I mean seriously ... drawing back and aiming a blazing arrow while in melee??


 

Posted

[ QUOTE ]
<ul type="square">
Net Arrow: Removed Recharge debuff from Net arrow (Set already has many recharge debuffs)[/list]
[/ QUOTE ]

This power needs help, only controllers will take it (forced to) and they will probably resent it. Perhaps an auto knockback to keep the enemy off of you, or anything really to make it desirable.

[ QUOTE ]
<ul type="square">
Acid Arrow: Reduced Damage Resistance debuff of Acid Arrow. (Set has 2 damage resistance debuffs that could stack)

Disruption Arrow: Reduced Damage Resistance debuff of Disruption Arrow. (Set has 2 damage resistance debuffs that could stack). Increased Recharge rate of Disruption Arrow to 120 for Defender and Controller to prevent multiple stacking[/list]
[/ QUOTE ]

Perhaps instead of giving the set two half powers that debuff resistance, changing one to debuff something else (perhaps defense) would be an alternate way to go.


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Posted

I agree that some of the powers were a bit much, and the two fairly quick recharge targetted -res debuffs were making me drool, but I think this set got nerfed a little too hard.

The new recharge times are far too long, and practically force the player into taking hasten to compensate. Could the recharges be scaled back a bit and just nerf the duration a little? Or code it so it can't stack from the same player? I agree that the recharge on some powers was much too swift, but going from 30 seconds to 120 seems a bit drastic. And maybe roll back the -recharge nerf on entangling arrow so its useful again. and a little bit on glue arrow, as slowing is part of this sets damage mitigation ability, since it has no healing capability.

Also, if youre going to nerf the -res on acid/disruption arrow to where you need both powers to equal a typical defender -res power, then please consider making only one -res power and coding something new for the other. That or maybe since trick arrow is a debuff only set, maybe it needs a more powerful -res effect then the other defender sets can achieve.

Finally, I haven't tested yet, but is the -acc debuff on flash arrow significant? Flash's acc debuff should be on par with Radiation's Radiation Infection. This is mostly because as a debuff only set, Trick Arrow needs to have some kind of heavy duty -acc debuff to protect teammates. If Flash/Acid arrow have equivalent -acc/-def as Radiation Infection does, then it should be fine. Otherwise, the set doesn't debuff enough to protect without some kind of heal.


Sometimes the enemy is so swift and the path so treacherous that you can run no further.
It is then that you must turn and resolve to fight
and in all likelihood die horribly
but you never know when you are going to get lucky, so go for it!
- Captain Fwiffo

 

Posted

Positron, please rethink taking the "easy" route of increasing recharge times to prevent stacking of powers.

This was done with Tar Patch, and the only thing it did was make the power less useful for those who weren't self-stacking the resistance debuffs. It's still possible to self-stack with slotting and Hasten, so the goal wasn't even accomplished.

Instead, consider leaving the recharges as they are and making subsequent uses of these powers remove any previous applications (not dissimilar to the new pet rules). That way the powers can still be used as originally intended, and no combination of slotting, Hasten, Speed Boost, Accelerate Metabolism, and Adrenaline Boost will allow self-stacking. Problem solved, and players are happy.

Regards,
GP


 

Posted

I was trying to come up with something both useful and unique for the Trick Arrows to make it less controllery and more defendery. What if we replaced the Entangling Arrow with the following:

Illumination Arrow (or Marker)
Ranged, Click, Target (-Def, -Stealth)

This could have a high Def Debuff (-30 maybe?), but only last 10 seconds or so with a 20 second recharge. That would require frequent applications to maintain the single target buff, but would greatly improve the accuracy of anyone that targeted the marked enemy. As a single target debuff, it's not extremely powerful but could be quite useful against troublesome opponents.

The -stealth component is just kind of an added bonus that wouldn't have much effect through most of the game (are there any mobs other than knives with stealth?) but would be an extra feature for pvp.


 

Posted

I only played the set up to 7, but I must say I'm surprised by some of these changes.

Ignoring the glaringly obvious issues (Entangle now worst level 1 power choice in the game -- or tied with Gale at least), I must say that I already felt like the set was a bit boring at low levels.

Spamming Ice Arrow was kinda fun, but that and glue was all that I felt contributed. Flash array (a.k.a. smoke grenade) is okay if we have nothing else to waste a power slot on, but when I used it I saw no noticeable effect on accuracy and the -perception must be fairly inconsequential.

It would be nice to have a level 1 power choice that either did something useful or didn't require 6-slots for any noticeable effect (Flash arrow).

Also looking at the recharge times, have you considered how the set will feel when played? Having all long recharge powers just doesn't feel very defender-like to me. I guess it will be heavily slanted towards offenders (as it has no really good powers besides -resist, which now requires two powers) since blasting will be about the only thing the defender can do most of the time due to excessive recharges and required power stacking.

I must say I'm pretty disappointed that our "new sets" have sooo many recycled powers (smoke gren and nerfed web grenade? gimme a break). And the issue is made worse by the fact that the recycled powers are even stripped of fun and/or usefullness (web grean with no -recharge, tar patch with no -resist, Smoke gren with a longer (it seems) recharge, etc).

And I must agree with the others that these changes do nothing to change the "controllerlike" feel of the set. Let's be honest, all you did was weaken it and make it less interactive by excessive recharge times.


 

Posted

[ QUOTE ]
Ok, this set is currently undergoing a revision.

The fact was that it was too "Controllery" for a Defender power. There were also a lot of redundant debuffs that made the set VERY powerful.

Here are a list of changes that are currently being made. They are not in a patch yet, so I don't know when they will make it to the Training Room server:

<ul type="square">
Net Arrow: Removed Recharge debuff from Net arrow (Set already has many recharge debuffs)

Ice Arrow: Ice Arrow is now available later (swapped availability of Ice arrow and flash arrow). Increased recharge and decreased duration of Ice Arrow. Reduced Slow debuff. (To bring it in line with similar hold powers like Petrifying Gaze). Reduced base Accuracy of Ice Arrow. It was 120% of normal and should not have been.

Poison Gas Arrow: Increased Recharge of Poison Gas Arrow to 60 seconds from 24 seconds to prevent multiple stacking. Removed Recharge debuff from Poison Gas Arrow. Reduced its duration/lifetime. Reduced its chance to sleep. Fixed Poison Gas Arrow visual f/x.

Acid Arrow: Reduced Damage Resistance debuff of Acid Arrow. (Set has 2 damage resistance debuffs that could stack)

Disruption Arrow: Reduced Damage Resistance debuff of Disruption Arrow. (Set has 2 damage resistance debuffs that could stack). Increased Recharge rate of Disruption Arrow to 120 for Defender and Controller to prevent multiple stacking

Glue Arrow: Reduced Duration of Glue Arrow from 45 seconds to 30 second and Increased Recharge time from 20 seconds to 120 seconds to prevent multiple stacking. Fixed Glue Arrow visual f/x.

Flash Arrow: Added the ability to add Accuracy Enhancements to Flash Arrow. Fixed Controller version so it no longer AutoHits.[/list]
[/ QUOTE ]

Once again..

The power of overnerfing is strong in the devs... Yes.. Yes... Soon the darkside will take over...

Powers that take forever to return to be used are not fun. Please reconsider the recharge times in favor of a flag that says the power will not stack from the same player.

Sailor eX
"Not in the face!"


<sigh> Viv says its no longer "all me".
http://wendy-mags.mybrute.com/

 

Posted

[ QUOTE ]
Ice Arrow: Ice Arrow is now available later (swapped availability of Ice arrow and flash arrow). Increased recharge and decreased duration of Ice Arrow. Reduced Slow debuff. (To bring it in line with similar hold powers like Petrifying Gaze). Reduced base Accuracy of Ice Arrow. It was 120% of normal and should not have been.


[/ QUOTE ]

Anything about the moderate damage it was supposed to do? Last I saw, this power did no damage at all.


 

Posted

Positron,

If the changes you listed above do actually make it to test, please do everyone a favor and play a TA/A defender solo, and in an 8-player group. I'd like to know how defendery you feel....whether or not your debuffs are helping to keep the group alive.

I'm from the "dont increase recharge times" camp. The more this tactic is used to prevent uber-builds, the fewer viable build options become available. It'd practically force TA defenders to use perma-hasten.

FWIW, I'd also prefer TA as a blaster secondary. This set is on par with devices. Currently, there isnt really a great secondary for archery blasters to use, aside from devices


 

Posted

What about replacing ice arrow with some kind of foam arrow. The ice concept/graphics seems so similar to other powers in the game. An arrow that releases a foam-like substance would be unique and more in-line with a trick arrow power.

-mb


 

Posted

I spent about 2 minutes with Trick Arrow this morning and have to admit that I was thinking, "A Defender hold at level 1? Sweet!"

Ah well, can't say that isn't a reasonable change. Can't wait to play around with it some more this weekend.


 

Posted

Positron,
Please swap Flash Arrow to first and Net Arrow to second.
4 of the 6 controller primaries already offer an immobilize at level 1. Can't see why I'd ever want to take both, please give me some design flexibility.

Even after that swap, Net Arrow isn't very interesting for a controller. Primary versions will be more powerful, right? and I can take an AoE immobilize in most sets, why would I want another for 1-target? Can you make it a little more unique?


 

Posted

Increasing the recharge time so much on so many of the set's powers will make the set less tactical and more boing to play. Increasing recharge times is not the only tool you guys have to balance out powers, but it sure seems that it is the first one you use to the point that it really being over used now.


 

Posted

My TA/A is only up to 10, so haven't tried Acid, Gas or Resonator yet to comment on those changes.

Glue Arrow, on the other hand... Glue Arrow *is* TA, it's the mainstay of the set. It needs to be available for every battle, and it needs to last for a good bit of the battle. The 2 min recharge doesn't even bother me that much, though 90 secs might be nice, but I think the 30sec duration is too short - I know that won't last a whole battle when I'm solo. I'll give it some testing once it's live, and I may change my mind, but my first impression is that the duration is too short.

Two quick questions as well: Does TA have the 5% Acc bonus for being a drawn weapon set? Does it have the additional Acc bonus that is Archery's "special effect"?


"Trust me, it worked in the Simpsons." - Calash

 

Posted

[ QUOTE ]
Ok, this set is currently undergoing a revision.

The fact was that it was too "Controllery" for a Defender power. There were also a lot of redundant debuffs that made the set VERY powerful.

Here are a list of changes that are currently being made. They are not in a patch yet, so I don't know when they will make it to the Training Room server:

<ul type="square">
Net Arrow: Removed Recharge debuff from Net arrow (Set already has many recharge debuffs)[/list]
[/ QUOTE ]

Making this power weaker than Web Grenade from blaster&gt;devices is not a wise move. If this power is going to be just an immob, at least give it -jump and -fly too, since even web grenade has those on it and I don't think anyone ever felt it was overpowered.

[ QUOTE ]
<ul type="square">
Ice Arrow: Ice Arrow is now available later (swapped availability of Ice arrow and flash arrow). Increased recharge and decreased duration of Ice Arrow. Reduced Slow debuff. (To bring it in line with similar hold powers like Petrifying Gaze). Reduced base Accuracy of Ice Arrow. It was 120% of normal and should not have been.[/list]
[/ QUOTE ]

This is actually understandable. At level 1 having a hold as a defender (and level 2 controller with 2 holds) was a tad bit much...100% agree with this change.

[ QUOTE ]
<ul type="square">
Poison Gas Arrow: Increased Recharge of Poison Gas Arrow to 60 seconds from 24 seconds to prevent multiple stacking. Removed Recharge debuff from Poison Gas Arrow. Reduced its duration/lifetime. Reduced its chance to sleep. Fixed Poison Gas Arrow visual f/x.[/list]
[/ QUOTE ]

Personally the Durration was fine before, the recharge was fine before. The better solution instead of increasing recharge and decreasing durration is to code it for only one use by each user. On test right now the arrows show up like pets (green named Poison Gas Arrow, with the defender/controller's name below)...why not just make the first one go away when you use PGA a second time?

[ QUOTE ]
<ul type="square">
Acid Arrow: Reduced Damage Resistance debuff of Acid Arrow. (Set has 2 damage resistance debuffs that could stack)[/list]
[/ QUOTE ]

Currently it is 20% resistance debuff (from my testing)...so how is that too strong, even when combined with disruption arrow? If it needs to be lowered I can understand dropping it to 15-18%, but really any lower and it starts to become much less useful than comparable powers form other sets.

[ QUOTE ]
<ul type="square">
Disruption Arrow: Reduced Damage Resistance debuff of Disruption Arrow. (Set has 2 damage resistance debuffs that could stack). Increased Recharge rate of Disruption Arrow to 120 for Defender and Controller to prevent multiple stacking[/list]
[/ QUOTE ]

Same as suggestion for PGA...don't increase the recharge time, just make it so only one disruption arrow can be out at a time.

[ QUOTE ]
<ul type="square">
Glue Arrow: Reduced Duration of Glue Arrow from 45 seconds to 30 second and Increased Recharge time from 20 seconds to 120 seconds to prevent multiple stacking. Fixed Glue Arrow visual f/x.[/list]
[/ QUOTE ]

Ack! Lets see, we now go from not needing hasten to be able to slow the bad guys consistantly...to needing hasten. Hasten + 6 +3 level recharges gets Glue to 30 second recharge...but leaves no room for other slotting. True you don't need to have it up every 30 seconds, but a better solution would be to make it have a 45 second recharge, with 30 second durration...and then make it not stackable (just like pet summons). Then if I want it back often I can put recharges or take hasten. But if I want to enhance it's slow I can slot slows. Not to point at other sets, but defender&gt;dark miasma&gt;tar patch is a similar power with far better affects and recharge time than glue will be with these changes.

[ QUOTE ]
<ul type="square">
Flash Arrow: Added the ability to add Accuracy Enhancements to Flash Arrow. Fixed Controller version so it no longer AutoHits.[/list]
[/ QUOTE ]

Flash Arrow should be auto hit for defenders and need acc for controllers. In comparison look at controller&gt;fire control&gt;smoke (auto-hit, -acc, -perception, primary power) and blaster&gt;devices&gt;smoke grenade (needs acc, -acc, -perception, secondary power)....why can't we use the same exact setup for defender/controllers using TA? Just makes sense that the Defender would auto-hit, since this is a staple way of keeping damage down in a team. Where as a controller's secondary should never do as well as defender's primary...thus the need for acc on controllers. Also, is the -acc sticking after the target gets attacked? I know the -perception goes away, but it does feel like the -acc is not sticking.



Overall I am happy with the set, and I do think it needs some changes to make it a bit more balanced. But saying that it is too "controllery for a defender power" is way off. Dark Miasma is more "controllery" to me than TA is, yet nothing has ever happened to make it less "controllery". Dark Blast (a secondary) is very "controllery"...what with its AoE Disorient and Cone Immob...yet again, nothing is ever done to make it less that way.

Please don't make TA just a patched together, weaker version of other sets. Please.


 

Posted

[ QUOTE ]
[ QUOTE ]
Ok, this set is currently undergoing a revision.

The fact was that it was too "Controllery" for a Defender power. There were also a lot of redundant debuffs that made the set VERY powerful.

Here are a list of changes that are currently being made. They are not in a patch yet, so I don't know when they will make it to the Training Room server:

<ul type="square">
Net Arrow: Removed Recharge debuff from Net arrow (Set already has many recharge debuffs)[/list]
[/ QUOTE ]

Making this power weaker than Web Grenade from blaster&gt;devices is not a wise move. If this power is going to be just an immob, at least give it -jump and -fly too, since even web grenade has those on it and I don't think anyone ever felt it was overpowered.

[ QUOTE ]
<ul type="square">
Ice Arrow: Ice Arrow is now available later (swapped availability of Ice arrow and flash arrow). Increased recharge and decreased duration of Ice Arrow. Reduced Slow debuff. (To bring it in line with similar hold powers like Petrifying Gaze). Reduced base Accuracy of Ice Arrow. It was 120% of normal and should not have been.[/list]
[/ QUOTE ]

This is actually understandable. At level 1 having a hold as a defender (and level 2 controller with 2 holds) was a tad bit much...100% agree with this change.

[ QUOTE ]
<ul type="square">
Poison Gas Arrow: Increased Recharge of Poison Gas Arrow to 60 seconds from 24 seconds to prevent multiple stacking. Removed Recharge debuff from Poison Gas Arrow. Reduced its duration/lifetime. Reduced its chance to sleep. Fixed Poison Gas Arrow visual f/x.[/list]
[/ QUOTE ]

Personally the Durration was fine before, the recharge was fine before. The better solution instead of increasing recharge and decreasing durration is to code it for only one use by each user. On test right now the arrows show up like pets (green named Poison Gas Arrow, with the defender/controller's name below)...why not just make the first one go away when you use PGA a second time?

[ QUOTE ]
<ul type="square">
Acid Arrow: Reduced Damage Resistance debuff of Acid Arrow. (Set has 2 damage resistance debuffs that could stack)[/list]
[/ QUOTE ]

Currently it is 20% resistance debuff (from my testing)...so how is that too strong, even when combined with disruption arrow? If it needs to be lowered I can understand dropping it to 15-18%, but really any lower and it starts to become much less useful than comparable powers form other sets.

[ QUOTE ]
<ul type="square">
Disruption Arrow: Reduced Damage Resistance debuff of Disruption Arrow. (Set has 2 damage resistance debuffs that could stack). Increased Recharge rate of Disruption Arrow to 120 for Defender and Controller to prevent multiple stacking[/list]
[/ QUOTE ]

Same as suggestion for PGA...don't increase the recharge time, just make it so only one disruption arrow can be out at a time.

[ QUOTE ]
<ul type="square">
Glue Arrow: Reduced Duration of Glue Arrow from 45 seconds to 30 second and Increased Recharge time from 20 seconds to 120 seconds to prevent multiple stacking. Fixed Glue Arrow visual f/x.[/list]
[/ QUOTE ]

Ack! Lets see, we now go from not needing hasten to be able to slow the bad guys consistantly...to needing hasten. Hasten + 6 +3 level recharges gets Glue to 30 second recharge...but leaves no room for other slotting. True you don't need to have it up every 30 seconds, but a better solution would be to make it have a 45 second recharge, with 30 second durration...and then make it not stackable (just like pet summons). Then if I want it back often I can put recharges or take hasten. But if I want to enhance it's slow I can slot slows. Not to point at other sets, but defender&gt;dark miasma&gt;tar patch is a similar power with far better affects and recharge time than glue will be with these changes.

[ QUOTE ]
<ul type="square">
Flash Arrow: Added the ability to add Accuracy Enhancements to Flash Arrow. Fixed Controller version so it no longer AutoHits.[/list]
[/ QUOTE ]

Flash Arrow should be auto hit for defenders and need acc for controllers. In comparison look at controller&gt;fire control&gt;smoke (auto-hit, -acc, -perception, primary power) and blaster&gt;devices&gt;smoke grenade (needs acc, -acc, -perception, secondary power)....why can't we use the same exact setup for defender/controllers using TA? Just makes sense that the Defender would auto-hit, since this is a staple way of keeping damage down in a team. Where as a controller's secondary should never do as well as defender's primary...thus the need for acc on controllers. Also, is the -acc sticking after the target gets attacked? I know the -perception goes away, but it does feel like the -acc is not sticking.



Overall I am happy with the set, and I do think it needs some changes to make it a bit more balanced. But saying that it is too "controllery for a defender power" is way off. Dark Miasma is more "controllery" to me than TA is, yet nothing has ever happened to make it less "controllery". Dark Blast (a secondary) is very "controllery"...what with its AoE Disorient and Cone Immob...yet again, nothing is ever done to make it less that way.

Please don't make TA just a patched together, weaker version of other sets. Please.

[/ QUOTE ]Agreed. You saved me a lot of typing.


 

Posted

[ QUOTE ]

Glue Arrow: Reduced Duration of Glue Arrow from 45 seconds to 30 second and Increased Recharge time from 20 seconds to 120 seconds to prevent multiple stacking. Fixed Glue Arrow visual f/x.

[/ QUOTE ]
I'm glad the set is being re-balanced but does anybody else think that going from 20sec recharge to 120sec is a bit harsh?

It's not the only change being done, and you can prevent stacking by simply not allowing the power to stack w/ itself (like you do w/ buffs for example). And if the recharge were changed to 60 seconds it would still be hard (i.e. require lots of enhancements) to stack, you'd either need 4 recharge SOs or six-slotted hasten and 2 recharge SOs. So basically, in light of all the other changes, and the decrease of duration to 30 seconds, I think that 120sec recharge is too much and 60 seconds would be much more appropriate.


 

Posted

Gof Forbid defenders blur the lines a bit, meanwhile troller secondaries work at 80-100% effectiveness of defenders. Meanwhile defender secondaries work at 66%.

Cheers!


 

Posted

To me (from limited playing, but more teaming) TA seems more of a controller primary power, than a defender.

*/TA controllers will have control out of their eyeballs.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617