Archetypal Powers (a statement against power proliferation)
Tanker Taunts (and I think Brute taunts too, but I'm not sure about that) have a substantial -range component to them, such that it effectively requires enemies to close in on the taunter to attack.
The Presence Pool powers do not have this effect.
So there's one good reason to use the set's Taunt over the pool.
When tankers only had the same single-target taunt as scrappers did (back in issue oh I can't even remember it was so long ago, I'm gonna say before issue 2), players were complaining that they had to "dip into the presence pool" in order to get a properly working Taunt power.
Thankfully the devs listened and gave tankers the Taunts they have today, so that they wouldn't have to "waste" one of their power pools (we can only get four different power pools so it's kind of a big deal) in order to get a power that by all means should be inherent to the AT.
I haven't read through the rest of your suggestion but I'll go and do that now. I just figured that you didn't know why it is the way it is now and why it would be a bad idea to go back to the way it once was back in the age of dinosaurs.
Edit: I have now read the rest of your suggestion and I don't really understand what it's supposed to be good for. Is there a point to it? Can you summarize why you think the current powers system should be changed and replaced with your new version? Proliferation isn't really what you're talking about: proliferation as used in CoH is about having the same power set available for many different Archetypes, while you seem to be talking about having the same powers available within many different power sets. The former is an excellent idea, the latter is, well, just necessary sometimes and certainly not something worth talking about much. It's just the way things are.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
Also on the Taunt front: the Tanker version is auto-hit, whereas the pool power isn't. Taunt is better than Provoke in every way. Other ATs trying to take a Taunt-like power will never match what Taunt can do.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Wow that's a lot to change and balance. I would support tanks being given their Taunt clickable power automatically, in addition to Gauntlet; of all the ATs they seem to have the most boring inherent (IMO).
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
Going to try to break this down a little:
Regardless it does nothing to alter my point that there is no difference between the various Set Taunts. This is proliferation in a bad way - distributing the same power out across many sets.
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While offensively, they tend to stack up well together, maybe with a slight edge to Rage (but the rest of the set is built with it in mind), but if you look at it from the crash's perspective, you'll see that Defense-based primary sets get hit harder from the crash than Resistance-based sets. As such, Rage is not easy to balance with the other Tanker secondaries because of how different it is.
Archetypes without a Taunt in their power set can go to the Presence pool; so why force it on Tanks, Scrapers, and Brutes? By force I mean deny a thematic power, and offer instead a power anyone can have. A Dark Controller gets to chose from 9 Dark powers, but a Dark Tank only gets to chose between 8 plus Taunt. Use that ninth power to further define/diversify the Set theme. If a player thinks Taunt is a must for his/her character - allow the player to decide which of the set powers to replace with a pool power - dont deny the option. |
Look at any power set shared by different archetypes. Invulnerability for example Tankers get better defense benefits from the set than Scrappers do, generally on the order of +33% more defense. Force Fields are another good example; the Defender version grants better protection, but the Controller version has better secondary effects Knockback and a stronger Detention Field. The Mastermind version is the worst of all, having neither of these advantages. And this plays exactly to my point. Why create all these individually tuned versions of powers when you could make one power which is then augmented by the archetype of the character using it? |
For instance, you could straight port Ice Armor to Brutes. Just take the set, and allow them to use it. The Devs don't need to make a new set exactly like Ice Armor for them to use. As soon as they got it, their Defense and effect values would be already set up, with the Defense values lower than that of the Tankers, because of the AT modifiers. There's no need to make a new powerset to do it. It's already handled.
Heres the thing if there is an ability common to the majority of sets within an archetype, something that they all can do thats called an inherent power. And it should be recognized that there are more than one inherent power per archetype. Below I have collected the archetypal abilities into 4 inherent powers which are earned at levels 1, 6, 10, and 20. Inherent powers are not currently enhance-able, but I suggest these be, and come with one free slot when you get the power. Most are auto powers; and those that are not rarely allow endurance or recharge reduction, and never allow enhancements from invention sets. |
Does it mean a lot of work? Yes it does. Will the game be better? My answer is that the game would be more diverse. The math that Ive done (and probably not entirely correctly) is based on 2-slotting the appropriate Archetype power with SOs of the same level. This leaves the opportunity for undervaluing an archetype power, which could be disastrous. Players could also super enhance their archetypal abilities. With these archetypal powers diluting the enhancement supply, those powers that are heavily slotted will stand out even more. You would see diversity in archetypes far more than you do today: the Gauntlet Tank focused on mob control, the Robust Tank focused on occupying the boss, the Hale Tank (meatshield) sponges up damage for the team, etc. |
Tanker Powers: 1) Gauntlet (auto) this is an AoE secondary taunt attack against the same target as your primary attack. Any target(s) hit increase their aggro towards you and suffer a -25% debuff to attack ranges. This power allows you to slot Taunt enhancements on any attack power you take, and adds +60% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Taunt in all secondary sets with another theme power. 6) Robust (auto) +23% boost to any power that provides defense, protection, and/or resistance. It also adds 1 to your threat rating. Enhancements: defense, resistance. Reduce values of defensive sets to same values as Scrapper/Stalker. 10) Hale (auto) +50% hit point boost. It also adds 1 to your threat rating. Enhancements: heal. All archetypes use the same schedule of hit point improvement per level, this power augments it. 20) Build-Up (click) +20% to hit and +80% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power. Note that as a click power, using this anywhere but prior to starting an attack chain should spoil the sequence. |
2) Why? Why not just have your armor values be stronger from the get-go? There's absolutely no need for this to be a level 6 "inherent" power when the armors can just be set to their correct value at the beginning of play. Also, Tankers already have the highest AT modifier for their Threat rating. Boosting it by 1 wouldn't help all that much. Also, Tankers have their powers as about 33% more effective as Scrapper secondary powers. Lowering their base to Scrapper values, then boosting them 23% would be a nerf to Tankers across the boards. Something that they'd now need to slot to get back to the same status quo. That's a bad idea.
3) Hale is just a bad idea. Several Tanker sets can already get to the HP cap, and some can perma-it. Adding 50% HP to an already-capped Tanker does nothing.
4) This means creating whole new powers in every Tanker set, then creating new animations for each of those attacks, three times over. I'd rather have them make a new set, honestly, then try to do this.
5) Additionally, I know a lot of tankers that use enhancement sets to get the bonuses. You'd be taking that option away from them.
Scrapper Powers: 1) Critical Hit (auto) 3% (plus any value from the power) chance of critical hit with any attack. It also adds 1 to your threat rating. Enhancements: to hit buff. 6) Build-Up (click) +20% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all primary sets with another theme power. 10) Hale (auto) +25% hit point boost. Enhancements: heal. 20) Challenge (auto) Targeted secondary taunt attack and -20% debuff to targets range. This power adds +30% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Challenge in all primary sets with another theme power. |
Controller Powers: 1) Containment (auto) +50% damage to targets Held, Immobilized, Slept, or Disoriented. Enhancements: damage. 6) Protection (auto) Your primary and secondary power sets each give you one of the eight damage keywords, each of these keywords gives you 3 pts. of protection from secondary effects of that type. Enhancements: defense. The secondary effects do not carry the damage tags as far as I can tell, but they need to. 10) Magnify (auto) +20% boost to the magnitude and duration of any secondary effects of your powers (cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport foe) Enhancement: accuracy (standing in for all secondary effects). 20) Amplify (click) for a short time the damage and range of all your attacks are at -25% but the magnitude and duration of secondary effects improves +20%. Enhancements: to hit buff (which boosts the magnitude of any cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport powers you have, not the duration). |
2) I honestly am not sure what you're suggesting here. Are you suggesting that if a Controller uses a hold power, that they get Mag protection from holds? If so, that is a huge buff to many sets, but not so much to others (look at Illusion Controllers, for instance). Also, there would be absolutely no way to slot that, since Defense buff enhancements don't buff Mag protection.
3) Again, a huge buff to an AT that largely doesn't need it. And again, look across all controller sets and you'll see a large disparity here amongst powersets within the AT.
4) This would be used by very few people. The duration and strength of the powers are usually enough, but the damage is where they tend to need help.
Defender Powers: 1) Vigilance (auto) endurance discount as teammates are injured. Any power you have with the keyword group (group fly, group teleport) has a -30% endurance discount. Enhancement: endurance 6) Protector (auto) any granted power you provide has a +20% effectiveness. Any Healing, Recharge, and/or Recovery that you use on a teammate has a +20% effectiveness. Enhancements: defense, resist, heal, modification, recharge. 10) Aim (click) +42.5% to hit and +42.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all secondary sets with another themed power. 20) Aware (auto) +12% buff to power and perception range. Enhancements: range. Your powers extend into your senses, allowing you to see the big picture as well as notice the little details. |
2) Depending on the set, this can be overpowering. Force Fields, Sonic, Empathy, etc would be vastly improved by this, while other sets that focus on debuffing, like Radiation, Storm, and Dark would be largely unaffected. This would throw off balance within the AT.
3) Again, animation issues means time I'd rather see the Devs spend on new sets entirely).
4) Not that useful, but not that bad, either.
Blaster Powers: 1) Defiance (auto) your initial powers can be used even if you are mezzed or stopped. Additionally each successful attack you make adds a +1% damage buff per (10 pts. of damage done) to future attacks for a 10 second duration. Enhancement: damage. 6) Aim (click) +37.5% to hit and +62.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all primary sets with another themed power. 10) Hale (auto) +25% hit point boost. Enhancements: heal. 20) Build-Up (click) +15% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power. |
2) Again, animation times
3) Why do Blasters get a HP boost, again? They're supposed to be offensive-minded characters. Giving them more defensive values seems anti-thematic.
4) Animation issues, and a nerf to low-level Blasters, as most of them can get Build up sooner than level 20.
[quote]Peacebringer Powers:
1) Energy Flight (toggle) allows you to fly quickly. Enhancements: endurance, fly
6) Cosmic Balance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance. Now enhance able.
10) Combat Flight (toggle) allows you to fly, slower than energy flight but using less endurance and providing some defense. Enhancements: defense, endurance, fly
20) Energize (auto) grants teammates +3% to maximum endurance, health, and movement, as well as 1 pt of protection from Sleep powers. Enhancements: endurance, defense, fly, heal, jump, range, run. The energy emanating from a Peacekeeper energizes his teammates. [quote]
1) They already get this at level 1, but they'd basically loose their team-based buffs until level 6, which would be a nerf to really low-level PBs.
2) Fine with this, but PBs tend to be slot-starved as it is. Adding another power for them to add slots to would be seen as a nerf.
3) Again, they already have this. IF your idea were to go through, then you'd be offering buffs to other ATs, while leaving PBs pretty much as they are, which would throw them out of balance.
4) 3% would be a waste. It's just too small to even notice on most things.
Warshade Powers: 1) Shadow Step (click) allows you to teleport long ranges. Enhancements: endurance, range 6) Dark Sustenance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance. Now enhance able. 10) Shadow Recall (click) allows you to teleport a teammate to yourself. Enhancements: endurance, range, recharge. 20) Vampiric (auto) Grant teammates +3% to regen, recovery, and recharge rates, as well as 1 pt of protection from Fear powers. Enhancements: endurance, defense, heal, recharge. Your dark energy increases your allys metabolic rate, which in turn feeds your own Dark Sustenance. |
Special Note: Both the Nova and Dwarf forms already have a Morphic power that behaves like an archetype inherent power while that form is active, which could be expanded upon slightly. Both Dwarf forms should add: Increase threat rating by 1. |
Stopping here because I'm getting tired of writing.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Is there any significant difference between Stone taunt, Energy taunt, or Mace taunt? What exactly is the difference between a character with 9 superstrengh powers and a character with 8 superstrength powers and 1 Presence pool power? If you take the pool version, you get credit to unlock the higher level powers, and you can select the power at level 6. If you take the set power, you get 20 extra range, the color of the button matches the color of your offensive power set (seriously, you pick your powers based on color co-ordination?!), and you do not redraw your weapons. I know there was a forum suggestion for a range debuff on the set version but I dont know if it ever went live. Regardless it does nothing to alter my point that there is no difference between the various Set Taunts. This is proliferation in a bad way - distributing the same power out across many sets.
Archetypes without a Taunt in their power set can go to the Presence pool; so why force it on Tanks, Scrapers, and Brutes? By force I mean deny a thematic power, and offer instead a power anyone can have. A Dark Controller gets to chose from 9 Dark powers, but a Dark Tank only gets to chose between 8 plus Taunt. Use that ninth power to further define/diversify the Set theme. If a player thinks Taunt is a must for his/her character - allow the player to decide which of the set powers to replace with a pool power - dont deny the option.
Similarly, every Blaster and Corrupter primary excepting Assault Rifle and Dark Blast has an Aim power. Almost every Tanker secondary, Brute, Stalker and Scrapper primary has a Build Up power. Some of these sets have special names for these boost powers Amplify, Focus Chi; but only Rage appears to be anything different from the norm. Salvage these and make then different in more than name only. Stalkers have this proliferation limitation far worse than any other archetype.
Look at any power set shared by different archetypes. Invulnerability for example Tankers get better defense benefits from the set than Scrappers do, generally on the order of +33% more defense. Force Fields are another good example; the Defender version grants better protection, but the Controller version has better secondary effects Knockback and a stronger Detention Field. The Mastermind version is the worst of all, having neither of these advantages. And this plays exactly to my point. Why create all these individually tuned versions of powers when you could make one power which is then augmented by the archetype of the character using it?
Heres the thing if there is an ability common to the majority of sets within an archetype, something that they all can do thats called an inherent power. And it should be recognized that there are more than one inherent power per archetype. Below I have collected the archetypal abilities into 4 inherent powers which are earned at levels 1, 6, 10, and 20. Inherent powers are not currently enhance-able, but I suggest these be, and come with one free slot when you get the power. Most are auto powers; and those that are not rarely allow endurance or recharge reduction, and never allow enhancements from invention sets.
Does it mean a lot of work? Yes it does. Will the game be better? My answer is that the game would be more diverse. The math that Ive done (and probably not entirely correctly) is based on 2-slotting the appropriate Archetype power with SOs of the same level. This leaves the opportunity for undervaluing an archetype power, which could be disastrous. Players could also super enhance their archetypal abilities. With these archetypal powers diluting the enhancement supply, those powers that are heavily slotted will stand out even more. You would see diversity in archetypes far more than you do today: the Gauntlet Tank focused on mob control, the Robust Tank focused on occupying the boss, the Hale Tank (meatshield) sponges up damage for the team, etc.
Tanker Powers:
1) Gauntlet (auto) this is an AoE secondary taunt attack against the same target as your primary attack. Any target(s) hit increase their aggro towards you and suffer a -25% debuff to attack ranges. This power allows you to slot Taunt enhancements on any attack power you take, and adds +60% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Taunt in all secondary sets with another theme power.
6) Robust (auto) +23% boost to any power that provides defense, protection, and/or resistance. It also adds 1 to your threat rating. Enhancements: defense, resistance. Reduce values of defensive sets to same values as Scrapper/Stalker.
10) Hale (auto) +50% hit point boost. It also adds 1 to your threat rating. Enhancements: heal. All archetypes use the same schedule of hit point improvement per level, this power augments it.
20) Build-Up (click) +20% to hit and +80% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power. Note that as a click power, using this anywhere but prior to starting an attack chain should spoil the sequence.
Scrapper Powers:
1) Critical Hit (auto) 3% (plus any value from the power) chance of critical hit with any attack. It also adds 1 to your threat rating. Enhancements: to hit buff.
6) Build-Up (click) +20% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all primary sets with another theme power.
10) Hale (auto) +25% hit point boost. Enhancements: heal.
20) Challenge (auto) Targeted secondary taunt attack and -20% debuff to targets range. This power adds +30% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Challenge in all primary sets with another theme power.
Controller Powers:
1) Containment (auto) +50% damage to targets Held, Immobilized, Slept, or Disoriented. Enhancements: damage.
6) Protection (auto) Your primary and secondary power sets each give you one of the eight damage keywords, each of these keywords gives you 3 pts. of protection from secondary effects of that type. Enhancements: defense. The secondary effects do not carry the damage tags as far as I can tell, but they need to.
10) Magnify (auto) +20% boost to the magnitude and duration of any secondary effects of your powers (cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport foe) Enhancement: accuracy (standing in for all secondary effects).
20) Amplify (click) for a short time the damage and range of all your attacks are at -25% but the magnitude and duration of secondary effects improves +20%. Enhancements: to hit buff (which boosts the magnitude of any cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport powers you have, not the duration).
Defender Powers:
1) Vigilance (auto) endurance discount as teammates are injured. Any power you have with the keyword group (group fly, group teleport) has a -30% endurance discount. Enhancement: endurance
6) Protector (auto) any granted power you provide has a +20% effectiveness. Any Healing, Recharge, and/or Recovery that you use on a teammate has a +20% effectiveness. Enhancements: defense, resist, heal, modification, recharge.
10) Aim (click) +42.5% to hit and +42.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all secondary sets with another themed power.
20) Aware (auto) +12% buff to power and perception range. Enhancements: range. Your powers extend into your senses, allowing you to see the big picture as well as notice the little details.
Blaster Powers:
1) Defiance (auto) your initial powers can be used even if you are mezzed or stopped. Additionally each successful attack you make adds a +1% damage buff per (10 pts. of damage done) to future attacks for a 10 second duration. Enhancement: damage.
6) Aim (click) +37.5% to hit and +62.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all primary sets with another themed power.
10) Hale (auto) +25% hit point boost. Enhancements: heal.
20) Build-Up (click) +15% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power.
Peacebringer Powers:
1) Energy Flight (toggle) allows you to fly quickly. Enhancements: endurance, fly
6) Cosmic Balance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance. Now enhance able.
10) Combat Flight (toggle) allows you to fly, slower than energy flight but using less endurance and providing some defense. Enhancements: defense, endurance, fly
20) Energize (auto) grants teammates +3% to maximum endurance, health, and movement, as well as 1 pt of protection from Sleep powers. Enhancements: endurance, defense, fly, heal, jump, range, run. The energy emanating from a Peacekeeper energizes his teammates.
Warshade Powers:
1) Shadow Step (click) allows you to teleport long ranges. Enhancements: endurance, range
6) Dark Sustenance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance. Now enhance able.
10) Shadow Recall (click) allows you to teleport a teammate to yourself. Enhancements: endurance, range, recharge.
20) Vampiric (auto) Grant teammates +3% to regen, recovery, and recharge rates, as well as 1 pt of protection from Fear powers. Enhancements: endurance, defense, heal, recharge. Your dark energy increases your allys metabolic rate, which in turn feeds your own Dark Sustenance.
Special Note: Both the Nova and Dwarf forms already have a Morphic power that behaves like an archetype inherent power while that form is active, which could be expanded upon slightly. Both Dwarf forms should add: Increase threat rating by 1.
Brute Powers:
1) Fury (auto) Adds to the damage of all your attacks which increases with each attack by or against you. It also adds 1 to your threat rating. Enhancement: damage.
6) Hearty (auto) +26% boost to any power that provides defense, protection, and/or resistance. +30% hit point boost. It also adds 1 to your threat rating. Enhancements: defense, heal, resistance. Reduce values of defensive sets to same values as Scrapper/Stalker.
10) Build-Up (click) +20% to hit and +80% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace Build-up in all primary sets with another theme power.
20) Challenge (auto) Targeted secondary taunt attack and -20% debuff to targets range. This power adds +30% to the taunt value of every attack you make. This power allows you to slot Taunt enhancements on any attack power you take. It also adds 1 to your threat rating. Enhancements: taunt. Replace Challenge in all primary sets with another theme power.
Stalker Powers:
1) Hide (toggle) makes you difficult to detect. Enhancement: recharge. Replace Hide in all secondary sets with another theme power. Drop the defensive bonus provided.
6) Assassinate (toggle, interruptible) an interruptible prep move that once set, grants a +50% boost to the damage of your next attack. It also grants your next attack a 5% chance (plus any value from the power) for Critical Hit. If the target is Held or Slept this improves to 20% and if your threat value to the target is zero, this improves to 100%. It also grants a secondary attack that can demoralize your foe, causing fear or reducing their chance to hit. This power adds 1 to your threat rating. Enhancements: interrupt, damage. Replace Assassin Strike in all primary sets with another theme power.
10) Hale (auto) +25% hit point boost. Enhancements: heal.
20) Placate (target) if successful, reduces your threat value against the target by the powers magnitude (minimum of 0). Enhancement: accuracy. Replace Placate in all primary sets with another theme power.
Special Note: I would much rather add Placate to the Presence Pool as a level 14 power, halving the magnitude and duration, then:
Stalker Powers (the cooler way):
1) Hide (toggle) makes you difficult to detect. While toggled, double the magnitude and duration of any Placate power you use. Enhancement: recharge. Replace Hide in all secondary sets with another theme power. Drop the defensive bonus provided.
6) Assassination (auto) automatic critical hit when hidden and 20% chance for critical hit when target is slept or held. It also does a secondary attack that can demoralize your foe, causing fear and/or reducing their chance to hit. This power adds 1 to your threat rating. Enhancements: fear, to hit debuff.
10) Hale (auto) +25% hit point boost. Enhancements: heal.
20) Assassins Strike (toggle, interruptible) an interruptible prep move that once set, grants a +60% boost to the damage of your next melee attack. Enhancements: interrupt, damage. Replace Assassin Strike in all primary sets with another theme power.
Dont think heroes should have a Placate skill? Oh youre clever, you got me monologue-ing!
Dominator Powers:
1) Domination (toggle) +20% accuracy buff and +50% damage for any of your attacks with a secondary effect. Enhancements: accuracy, damage.
6) Protection (auto) Your primary and secondary power sets each give you one of the eight damage keywords, each of these keywords gives you 3 pts. of protection from secondary effects of that type. Enhancements: defense. Your own powers can be used against you? Not a chance.
10) Magnify (auto) +20% boost to the magnitude and duration of any secondary effects of your powers (cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport foe) Enhancement: accuracy (standing in for all secondary effects).
20) Power Boost (click) +25% to the duration of any secondary effects of your powers. +25% to powers that offer buffs, heals, and movement speed to teammates. Enhancement: fear, fly, heal, hold, immobilize, jump modification, run, sleep, slow, stun. Replace Power Boost (Build-up and Aim) in all secondary sets with another theme power.
Mastermind Powers:
1) Supremacy (auto) is all about effective teamwork. You grant damage and to hit bonuses to your pets. It also adds 1 to your threat rating. Enhancements: damage, to hit.
6) Shifty (auto) +10% boost to speed and +25% resistance to slow movement, but costs you -20% to total health. Enhancements: fly, jump, range (teleport), run, resist (slow).
10) Isolate (click) -12% defense debuff and -8% resistance debuff on your target for 10 seconds. All your pets in range will attack your target at least once during this time, but will quickly return to their own fight. Enhancements: defense debuff, endurance, recharge. The opposite of Aim/ Build-up powers used by other archetypes. You study your foe and devise a means to beat down their defenses using multiple attacks from multiple angles.
20) Aware (auto) +12% buff to power and perception range. Enhancements: range. Your powers extend into your senses, allowing you to see the big picture as well as notice the little details.
Corrupter Powers:
1) Scourge (auto) +2.5% * (.5 (current health/max health)) chance for +60% damage. Enhancement: damage.
6) Aim (click) +42.5% to hit and +42.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all primary sets with another themed power.
10) Supercharge (click) +42.5% to hit and +42.5% damage to all AoE attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Very similar to Aim, this power will momentarily ramp up AoE powers.
20) Reach (auto) +20% buff to power range. Enhancements: range. You can do just fine from here.
Soldier of Arachnos Powers:
1) Conditioning (auto) +.3% to regeneration rate and +1.05% to recovery rates. Enhancements: heal, modification.
6) Technique (auto) +20% to the magnitude of your disorienting, immobilize, and/or knock down powers. You also have +10% resistance to range debuff effects and +5% total hit points. It also adds 1 to your threat rating. Enhancements: defense, immobilize, knockback, stun.
10) Small Unit Tactics (auto) you grant your teammates a +3% debuff resistance to powers that debuff their movement, defense, and/or hit chance. Enhancements: resistance.
20) Inspire (target) gives a teammate a +3% boost to endurance and improves maximum endurance for a short while. Enhancements: endurance.
and sorry this wound up being so long.
Just call me "The Pool Guy" - cause I believe that power pools are the ultimate in powerset proliferation. Fewer powers to develop and available to all.
"ADVERBS - we define action!"
"ADVERSE - we are action!"