Firespray's Guide to One-Slot-Wonders


Alef_infinity

 

Posted

With the recent announcement that the Fitness Pool is going to become inherent, many people are faced with a wonderful dilemma. We'll be getting three more power choices, but no extra slots to slot them with. With this in mind, I wrote a short guide to pool powers which are useful with only the single base slot in them. These powers are One-Slot-Wonders.

Pool Powers

Fighting > Weave: minimum of 4% defense to all positions/types (depending on AT), good place to mule a LotG +recharge. Requires two other less useful powers to get to first.

Flight > Hover: nice for toons who want to keep out of melee range. Decent speed/maneuverability for only one slot. Can be used to mule several useful IOs (Luck of the Gambler +recharge, Freebird +stealth, Kismet + Accuracy, Winter’s gift slow resistance, Blessing of the Zephyr KB resistance)

Flight > Air Superiority: With a single accuracy enhancement, the damage isn’t great, but the 100% chance of knockup on a short recharge is great mitigation.

Concealment > Stealth: Situationally useful by itself, but a great power to mule a Luck of the Gambler +recharge, especially since two other powers in the set can be used for the exact same thing.

Concealment > Grant Invisibility: Situationally useful by itself, but a great power to mule a Luck of the Gambler +recharge, especially since two other powers in the set can be used for the exact same thing.

Concealment > Invisibility: Situationally useful by itself, but a great power to mule a Luck of the Gambler +recharge, especially since two other powers in the set can be used for the exact same thing.

Leadership > Maneuvers: A small defense boost for your whole team with a moderately high end cost makes this only a decent pick, but it can be used to mule Luck of the gambler +recharge and doesn’t require any prerequisite power picks

Leadership > Assault: Since the damage boost is unenhanceable, most people only put a single endurance reduction slot in this anyway. Doesn’t require any prerequisite picks.

Leadership > Tactics: A small to-hit boost for the whole team, for a moderately high endurance cost makes this an okay pick. It can be used to mule a couple decent sets, including the Gaussian’s chance for build up and the Rectified reticle increased perception. Requires either Assault or Maneuvers

Leadership > Vengeance: A very nice buff for the whole team if a teammate dies. This can be used to mule a lot of different set pieces, including Luck of the Gambler. Requires two other powers from the leadership pool, but the pool contains other good choices, so that’s not such a big deal.

Leaping > Combat Jumping: A minor defense buff and better maneuverability when jumping. Combat jumping has a very low endurance cost, and can be used to mule several useful IOs (Luck of the Gambler +recharge, Freebird +stealth, Kismet + Accuracy, Winter’s gift slow resistance, Blessing of the Zephyr KB resistance)

Leaping > Super Jump: It’s a travel power. Gives good maneuverability while leaping, decent vertical ability (enough to get by in nearly every zone, Grandville and the Shadow Shard are the two major exceptions), and decent speed. Works very well with only a single jump enhancement in it.

Speed > Hasten: An excellent power. It gives a 70% recharge buff to all your other powers when active. It’s better with more slots, but with only a single level 50 generic recharge IO and no global recharge, it’s up about half the time.

Speed > Super Speed: It’s a travel power. A single run enhancement will get you to the run speed cap. It is the second fastest travel power, and much easier to use than teleport. It does not give you anything in the way of added vertical mobility.

This is not necessarily an exhaustive list, but this should help you out some when determining what new powers you'd like to choose. I plan to eventually expand this guide to add in powers from all primary/secondary sets and epic/patron pools for all ATs as well, but that will take a LOT longer. If you're interested in helping, send me a PM and we'll work something out.


 

Posted

This change will allow people to take situational powers that they might otherwise skip. You missed a few:

Recall Friend, possibly Teleport Foe. Stimulant, Aid Other, Aid Self, Resusitate.

Then there are a lot of one-slot powers from powersets, some of which can be situationally useful with only one slot but would be better with more. Bonfire. Group Invisibility. Mutation and just about all other Rez powers that people generally skip. Permafrost and Tempature Protection. One with the Shield. Lots more.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
This change will allow people to take situational powers that they might otherwise skip. You missed a few:

Recall Friend, possibly Teleport Foe. Stimulant, Aid Other, Aid Self, Resusitate.
I purposely left them out because I don't feel that they're worth taking. They are all too situational to be really all that useful to most people, and they can't be used to mule any useful sets.

Quote:
Originally Posted by Local_Man View Post
Then there are a lot of one-slot powers from powersets, some of which can be situationally useful with only one slot but would be better with more. Bonfire. Group Invisibility. Mutation and just about all other Rez powers that people generally skip. Permafrost and Tempature Protection. One with the Shield. Lots more.
I'm hoping to eventually compile a list of all these as well, but it's going to take quite awhile.


 

Posted

Quote:
Originally Posted by firespray View Post
I purposely left them out because I don't feel that they're worth taking. They are all too situational to be really all that useful to most people, and they can't be used to mule any useful sets.



I'm hoping to eventually compile a list of all these as well, but it's going to take quite awhile.
My Blasters and youngling Doms love teleport foe...of course I solo so that might make a difference....ok, I'll be quiet

Great list. Thanks for coming up with it and sharing

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by firespray View Post
They are all too situational to be really all that useful to most people, and they can't be used to mule any useful sets.
While you do have a good list, I hope this train of thought isn't preventing it from becoming even better.


 

Posted

Any of my chars who only took 3 power pools (Fitness included in those 3) will prob all get Stealth/Invis/Recall Friend. Great muling and good utility in teams, especially speed TFs.


 

Posted

Well, if this guide is about powers that don't need extra slotting, then leaving out the Teleport and Medicine Pools is just wrong they're fine right out of the box.

If the criteria is usefulness and muling, then I say the Stealth powers are just as situational as the Teleportation Pool and leaving one out while putting the other in is illogical. Especially since you can get 16 POINTS OF KB PROTECTION with the Teleportation Pool without any extra slotting (Blessing of the Zephyr). Or, use one of those powers for 20% Slow Redux (Winter's Gift).


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Local_Man View Post
This change will allow people to take situational powers that they might otherwise skip. You missed a few:

Recall Friend, possibly Teleport Foe. Stimulant, Aid Other, Aid Self, Resusitate.

Then there are a lot of one-slot powers from powersets, some of which can be situationally useful with only one slot but would be better with more. Bonfire. Group Invisibility. Mutation and just about all other Rez powers that people generally skip. Permafrost and Tempature Protection. One with the Shield. Lots more.
* Bonfire is a very good example. Pretty meh, except for that odd time you get totally swarmed by an ambush while still fighting another spawn, now it's a useful panic button. Other panic buttons like AOE Sleeps are much more tempting now as well. Stick an Accuracy in there and if the situation arises you've a tool reserved to at least give your team breathing space.

Things like Fallout with just an Accuracy in there (in combination with Mutation). If I still had access to my Fire/Rad I'd be all over that combo once i19 hits.

SoAs Vengence is another, always had better options to take and could never see myself squeezing it in before level 49. Now it'll easily fit before that.

Temperature protection for Fire Armour is another. Yes it's not the best, but it needs no slots and gives you -Recharge protection. Normally I'd never take it but as a throw-away power with no additional End costs which gives some protection against one of your holes (-recharge is evil to Fire Armour as it kills off Healing Flames) it's probably worth getting and then forgetting about.


 

Posted

Quote:
Originally Posted by firespray View Post
I purposely left them out because I don't feel that they're worth taking. They are all too situational to be really all that useful to most people, and they can't be used to mule any useful sets.
Recall Friend, especially combined with stealth sources (like the Concealment Pool), can significantly speed up a number of tasks (like TFs). It's massively helpful on the Transcendence Trial for example. It's also good for snagging anyone who gets into the zone late (saving them the full trip), yanking people out of trouble now and then (make sure they're okay with it!), repositioning deadies for safer rezzes. In short, it's a very good QoL tool to me and a fair number of other people.

I really wouldn't discount the Teleport pool. As a concrete example, I can now potentially reach -12 knockback reduction easily on my Dark/Stone tanker just from travel powers (Combat Jumping, Superjump, Recall Friend), and she already has the stealth to make best use of Recall Friend. The Concealment pool would add little as I am planning to emphasize survivability (thus prioritizing defense over recharge). And Recall Friend adds more utility than any other travel power alternatives I can think of (that's slottable with Universal Travel sets).

The previous slotting forced to use up a slot just on a Steadfast -KB to reach -12 protection. So this change already frees up at least one slot.

As for the Medicine pool... I've already seen a fair number of people talking about taking Aid Self on softcapped builds otherwise lacking self-heals, improving their own survivability even further just with one slot. Rezzes are handy and never really need anything more than one slot. I'd consider Heal Other and Stimulant more marginal, but Stimulant at least grants a touch of mez protection on team lacking powers like Clear Mind..


 

Posted

Quote:
Originally Posted by firespray View Post
I purposely left them out because I don't feel that they're worth taking. They are all too situational to be really all that useful to most people, and they can't be used to mule any useful sets.



I'm hoping to eventually compile a list of all these as well, but it's going to take quite awhile.
If you are doing a "guide," you probably should expand it beyond your personal preferences. I think the purpose of a guide is to help people make choices from the available options. You can certainly include your personal preferences, but let folks make up their own minds. Most of the additional powers that I plan to take will not be "mules" for IOs but situationally useful powers that I would like to have but could not have fit in, but for this change.

I think that many people will use these extra powers for situational powers that they otherwise would like but felt they needed to skip. Or for powers that they find fun but not as badly needed as other powers until this change. I can see taking Repel on a Kinetics character. Or Telekinesis on a Mind Controller or Dominator.

Recall Friend can be amazingly useful. (In fact, I plan on adding Recall Friend to my main Ill/Rad.) Any character with invisibility can use it to bring the team to the objective of a mission. Any character with a Rez ally power can use it to pull that ally out of danger so he/she can be rezzed. And Controllers can use Recall Friend to pull their pets out of places when they are stuck.

Teleport foe? Less useful than Recall Friend, but many characters can make great use of it. Any Dark Miama character (and some other Dark powersets) can use Teleport Foe to pull a foe nearby for a siphon-type power like Howling Twilight or Twilight Grasp. Kinetics characters can grab a "battery" for their siphon powers. It also makes a nice pulling tool for weaker characters to thin out groups and deal with them one-by-one. Warshades get it as one of their power picks, but it is great to grab a foe, Hold him, defeat him, and then use his carcass to make a pet -- all before going into a big fight.

Bonfire is definitely one that some people will add. It can be more useful than Carnifax suggests -- There are lots of situational uses if you look for them. For example, you can use Bonfire to add some damage to an AV who resists knockback while knocking back all other foes wanting to join the fight (very useful during the Statesman's TF).


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by firespray View Post
I purposely left them out because I don't feel that they're worth taking. They are all too situational to be really all that useful to most people, and they can't be used to mule any useful sets.
I thought recall friend and/or tp foe took universal travel, which gets them knockback.

I agree that they're situational, but on any toon who's taken recall friend, I use it several times an hour if I'm teamed, and usually each of those uses saves the team as a whole several minutes. Similarly, I use TP foe a lot as long as I'm not running at +2 or so, and it has made many fights which could have been awful into cake.

I think it would be worth including powers even if they're fairly situational. Many people are pretty happy with their builds, and will simply be looking for three more picks of any sort whatsoever, and they might want utility powers. I've found that, for the most part, I find utility powers very rewarding in terms of QoL, even when they don't directly affect my damage output.


 

Posted

I've got to agree with the "There's more to useful than just 'can it take a set.'" Then again, I've been playing Khelds since I4, so paying attention to stretching slots is pretty much second nature.

Stimulant, for instance, may not take a set, but it's useful on its own, even with a single slot. Keep the squishy that's keeping you from being mezzed up and in action.

I'd definitely expand it past "useful because it can take a global/proc."


 

Posted

I'm surprised you neglected to list Karma's KB protection global, useful to squishies and Fire/Dark armor. Hover, combat jumping, stealth, grant invisibility, invisibility, and weave all can take it.

Recall Friend can take the universal travel sets, so you can get 20% slow resist or KP protection easily through it. Beyond that I'd say it is only situational in that you need at least one other person on the team to recall. Whether it's getting members to the mission faster, getting the team assembled at an objective for speed runs, or getting a downed player somewhere safe to rez, Recall Friend is quite useful.


Leader of the Insanity Guns
"We rush in where fools fear to tread!"
------------
Joe Insanity 50 AR/Dev Blaster - Infinity
CykaTek 50 Bots/FF Mastermind - Infinity