Is Presence Pool any good?
It's not horrible.
If you're taking it for concept and don't mind that there are much better things you could be spending your picks and slots on, then by all means go for it. If you're going to go with the Presence pool, consider picking up Touch of Fear so you CAN fear bosses. Invoke Panic or Intimidate + Touch of Fear is a feared boss, with a significant to-hit debuff.
Also, pull that Miracle 3 piece out of True Grit and replace with one of the 2 pieces. You don't need End red or recharge, and the heal component is lower on the 3 piece than the 2 piece.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
You know ever since the Fear was put into things like burn, I could not stand it. It just pisses me off worse than that other thread talking about runners as is, let alone a fear power that is subpar that FORCES the baddies to get away from you. I am all about provoke though, grab that definitely if you are trying to get some taunt down. I mean for a concept, ok, but to purposely grab a power for a conceptual reason when the power in itself is subpar (this is my personal opinion, though so please do not lash out at me). Now the combo of fear powers might be ok, but just my experience feels like its semi useless. Fear is what you want? Make an illusion troller. Cheers and good luck.
@Possible
A couple of this, a couple of that.
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On a sidenote, I know that Burns attributes says "Afraid" whereas the Invoke Panic and the other says "Terrorize" Then a spectral terror is "Fear" Granted they all fall under Mez, but do they all react the same way? I notice burn makes them run, period, which would make sense for the Burn affect and them running. I remember using the panic thing on a Lvl 1 group once and even THEY ran even after a short few seconds. Don't have the spec terror on my ill/rad yet, will let you know. Just thought I would point out the different Mez types (even if they fall all under fear) that come from said powers.
@Possible
A couple of this, a couple of that.
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Enemies do not seem to run from Cloak of Fear. They cower. So yeah, not all fear effects are the same.
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burn has an "affraid" affect, not fear. As Werner said, they're totally different.
Using any power on a level 1 group will most likely cause them to run away, that's hardly a viable way of testing an affect.
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burn has an "affraid" affect, not fear. As Werner said, they're totally different.
Using any power on a level 1 group will most likely cause them to run away, that's hardly a viable way of testing an affect. |
Originally Posted by Possible
On a sidenote, I know that Burns attributes says "Afraid"
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And No? So you do not have the greatest chance of fearing a baddie that is 49 levels below you? If the power MISSES they will run, regardless, but then again thats not what I said was it? They run because of threat level more than likely. What I was saying is that they ran after being feared only a few seconds.
@Possible
A couple of this, a couple of that.
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Unless you want it for concept, and in my book, concept > effectiveness, then don't.
You don't need to worry about controlling a group as a scrapper, esspecailly a dm/SD one. Just kick the group's @ and move on. Take powers that'll help you in that respect. Tough and weave come to mind... maybe a choic or too for an epic power pool... set bonues that enhance defence. Stuff like that will go ALOT further then the presence power pool IMO.
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As a fan of the Presence pool, I can tell you that enemies do not run from the fear affects. They simply cower in place.
Also, unless you're willing to put a lot of slots into them, it's probably not worth the power selections. Without the slots the powers are kinda weak. Slotted up though they are quite effective.
Reading a bit in Paragon Wiki and from my own experience it's because Fear effects fall into two categories. Fear effects either cause Terrorize or Afraid (or even both).
Fear effects causing Terrorize cause the target to cower and not run, though if attacked the cowering is suspended briefly allowing the target either to attack or run a short distance before commencing to cower again.
Fear effects causing Afraid make the targets flee.
Some Fear effects do one or the other or even both. Fearsome Stare is Terrorize only, Spectral Terror has both and Tornado has only Afraid for some examples.
How "Avoid" fits into this nomenclature I'm not sure.
I am messing around on Mid's trying to come up with the end build for my lvl 39 DM/SD scrapper who is thematically like Batman/Spawn type, so I started to look into the Presence pool for Intimidate and specifically Invoke Panic. With Shield Charge, Soul Drain and Dark Consumption slotted with a set of Obliteration, I was thinking that Invoke Panic would compliment the other AoE's into a nice little Scraptroller. Mag 2 group hold, I am not expecting to hold AV's or bosses but hopefully minions.
So am I on the right track?
I don't see this pool in a lot of builds, so not sure if it works or not.
Any help or comments are greatly appreciated.
Here is my build so far
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Night Haunter: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(19)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21)
Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Rcvry+(23), Mrcl-Heal(23), Mrcl-Heal/EndRdx/Rchg(48)
Level 6: Hurdle -- Jump-I(A)
Level 8: Siphon Life -- HO:Golgi(A), HO:Golgi(9), HO:Golgi(9), HO:Nucle(11), HO:Nucle(11), HO:Nucle(17)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15), Zephyr-Travel(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Rchg(27), Oblit-Dmg(29)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/EndRdx/Rchg(31), Numna-Heal/Rchg(31), Numna-EndRdx/Rchg(31), Numna-Heal/EndRdx(33)
Level 22: Stamina -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod(34), P'Shift-End%(34), P'Shift-EndMod/Acc(34)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), DefBuff-I(40)
Level 26: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(36), GSFC-ToHit/Rchg(37), GSFC-ToHit(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(39)
Level 28: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg(40)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(42), Hectmb-Dmg/Rchg(42), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(43)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Rchg(45), Oblit-Dmg(45)
Level 38: Provoke -- Zinger-Dam%(A)
Level 41: Intimidate -- Abys-EndRdx/Fear(A), Abys-Dam%(46), Abys-Acc/EndRdx(46), Abys-Fear/Rng(46), Abys-Acc/Fear/Rchg(48)
Level 44: Invoke Panic -- Abys-Dam%(A), Abys-Fear/Rng(48), Abys-Acc/Fear/Rchg(50), Abys-Acc/EndRdx(50), Abys-EndRdx/Fear(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
American-Dynamo 50 MA/SR: Freedom
2 RWZ challenges, 4 AV's solo'ed no temps, no insp