Power Pools over the course of the game
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.
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?
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? |
Presence... Tankerminds love it. I have it on my teaming stone tank to piss the whole room off. Need it? No. Usefull? Yes.
Team teleport is nice for zerging a spawn with the whole team at once to spread the alpha out.
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Hasten has changed, It used to grant +Def and took Def enhancements. It now has an end crash it didn't have originally.
Vengeance used to stack, but is now flagged to not stack.
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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?
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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.
Hasten used to be permanent with just one (SO) recharge enhancer.
(In Beta it was a toggle.)
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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). |
On the opposite end, due to the number of IOs with KB protection, I wonder if Acrobatics could stand buffing.
Ooh! Ooh!
Whirlwind used to allow abilities to be used without their animation time!
Much better graphically, thematically and fun-wise.
Eastern Standard Time (Australia)
is 15 hours ahead of
Eastern Standard Time (North America)
which is 5 hours behind
Greenwich Mean Time (GMT)
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? |
Friends don't let friends buy an ncsoft controlled project.
Tech support IRL, CLR/DRU/MED/WHM/PRI/DEF. Hmm, I sense a pattern...
S 80% E 80% A 40% K 0%
A few of my alts
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Team Teleport is popular for Traps users last I heard, if it still works for them.
Group Fly can be handy for Masterminds.
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.
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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 }
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
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. |
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
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.
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Mission Architect Handyman