Power Pools over the course of the game


Balorn

 

Posted

I'm curious, how much have the base Power Pools evolved since the game's start? I know there's been tweaks to the speeds/end costs of travel powers but wondering what else has changed.


 

Posted

Jump kick now gnocks stuff into spees.

Right, this is what I recall.

Acrobatics had better knockback protection long ago.
Phase used to be permanant, no timer on it. A phased toon could not attack a phased toon. (The better to hunt carnie illusionists my dear)
Tough and Weave had thier modifiers changed to reflect the at they were being used on.
Stamina used to be required for every toon. Now a couple MM builds dont need it. :P
Steath and Invis recieved defence supression
Leadership - Assault(taunt, placate), and Tactics(confuse, fear) had resists and +perception added
Pretty sure Speed - Flurry, and Jumping - Jump kick were dmg buffed
Whirlwinds end cost was reduced.

Thats all I recall, and I am sure I am wrong on some.


 

Posted

Speaking of the about pool powers..

They should take a look at some of the tier 4 powers. Team Teleport and Group Fly in particular. Is there any real use for these?

This is just my opinion but I would like to see Team Teleport become something like Team Recall and Group Fly made into Grant Flight or something.

Also, the Presence Pool, does anyone even use these?


 

Posted

Quote:
Originally Posted by BubblegumBomb View Post
Speaking of the about pool powers..

They should take a look at some of the tier 4 powers. Team Teleport and Group Fly in particular. Is there any real use for these?

This is just my opinion but I would like to see Team Teleport become something like Team Recall and Group Fly made into Grant Flight or something.

Also, the Presence Pool, does anyone even use these?
Team teleport is nice for zerging a spawn with the whole team at once to spread the alpha out.

Presence... Tankerminds love it. I have it on my teaming stone tank to piss the whole room off. Need it? No. Usefull? Yes.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
Team teleport is nice for zerging a spawn with the whole team at once to spread the alpha out.
First time I've heard of someone using Team tp.


Hasten has changed, It used to grant +Def and took Def enhancements. It now has an end crash it didn't have originally.

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Posted

Quote:
Originally Posted by Derangedpolygot View Post
First time I've heard of someone using Team tp.
My mastermind uses teamport all the time to keep the bots together.

Quote:
Originally Posted by Derangedpolygot View Post
Hasten has changed, It used to grant +Def and took Def enhancements.
I came in here to post this.


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Posted

Quote:
Originally Posted by BubblegumBomb View Post
They should take a look at some of the tier 4 powers. Team Teleport and Group Fly in particular. Is there any real use for these?
Team Teleport does seem to be designed for "all of us simultaneously jump that guy" as opposed to travel. Plus, you could get your team out of stacking Caltrops patches.

The problem with Group Fly is the to hit debuff which is actually very strong but inflicted upon your whole team. Otherwise it'd be more desirable.


 

Posted

Hasten used to be permanent with just one (SO) recharge enhancer.

(In Beta it was a toggle.)


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Posted

Quote:
Originally Posted by SinisterDirge View Post
Acrobatics had better knockback protection long ago.
Phase used to be permanant, no timer on it. A phased toon could not attack a phased toon. (The better to hunt carnie illusionists my dear).
Both of these intrigue me. With how limited Intangibility is in the game, I wonder if there's a chance of that getting adjusted. Then again, I understandf that perma phase runs the risk of being broken.

On the opposite end, due to the number of IOs with KB protection, I wonder if Acrobatics could stand buffing.


 

Posted

Ooh! Ooh!

Whirlwind used to allow abilities to be used without their animation time!

Much better graphically, thematically and fun-wise.


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Posted

Quote:
Originally Posted by BubblegumBomb View Post
Speaking of the about pool powers..

They should take a look at some of the tier 4 powers. Team Teleport and Group Fly in particular. Is there any real use for these?

This is just my opinion but I would like to see Team Teleport become something like Team Recall and Group Fly made into Grant Flight or something.

Also, the Presence Pool, does anyone even use these?
Groupfly is helpful for taking on rikti dropships for those that dont have a jetpack or flight.


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Posted

Quote:
Originally Posted by Zamuel View Post
The problem with Group Fly is the to hit debuff which is actually very strong but inflicted upon your whole team. Otherwise it'd be more desirable.
The other problem with it is Elec Armor, as I found out when someone turned it on mid-battle and my tank started getting knocked all over the place (Grounded doesn't work when flying).


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Posted

Quote:
Originally Posted by Derangedpolygot View Post
First time I've heard of someone using Team tp.
A friend of mine used to use it on her Kin/Dark a lot. Great fun when coupled with my Fire/Rad controller. Used to scare the pants off PuGs though


 

Posted

Quote:
Originally Posted by StratoNexus View Post
Sigh. Whirlwind also used to be Knockup instead of Knockback.
Oh yeah! Good times with my regen scrapper juggling a spawn to death because he was my only toon that could afford the end drain.


 

Posted

Team Teleport is popular for Traps users last I heard, if it still works for them.

Group Fly can be handy for Masterminds.


 

Posted

Quote:
Originally Posted by Zamuel View Post
I'm curious, how much have the base Power Pools evolved since the game's start? I know there's been tweaks to the speeds/end costs of travel powers but wondering what else has changed.
Most have devolved in other words had things taken from it

Hasten use to give 5% defense and was pretty darn easy to make perma

Acrobatics was totally gutted; the KB protection use to be off the charts. It was great now it is um semi useful

Stealth use to give 5% defense at all times and did not suppress (this had to change for PVP purpose)

If i remember correctly it's been a while I think Maneuvers, Combat Jumping and Tactics all had their numbers lowered {can some one verify for me old age is catching up with me }


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Posted

Quote:
Originally Posted by Zamuel View Post
Both of these intrigue me. With how limited Intangibility is in the game, I wonder if there's a chance of that getting adjusted. Then again, I understandf that perma phase runs the risk of being broken.

On the opposite end, due to the number of IOs with KB protection, I wonder if Acrobatics could stand buffing.
Perma Phase went away after people in the arena would win one match and then go into perma phasemode until the match was over winning the event. I remember the long rants on that power and how it was destroying what little the people played the PVP arena


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Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA