Does Street Justice's Fear Finishers give the Presence Pool Fears a reason to exist?


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Posted

Simple enough question ...

Does Street Justice's Fear Finishers give the Presence Pool Fears a reason to exist?

My point being that Presence Pool Fear powers hardly ever have anything to synergize with, rendering them underpowered, lame and useless ever since they got nerfed into oblivion (years ago) to prevent them from being useful to anyone.

But now ... Street Justice delivers Fear effects too, which could be combined with the Presence Pool PBAoE Fear to ... well ... maybe not "Great" effect, but certainly to better effect than can be gained by trying to work with any other powersets (including Mind Control, Illusion Control and Dark {fill in the blank}).


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Posted

Casting them will interfere with Combo building and DPS, so I'd say no. It does give the set some synergy with Dark Armor, though. And the Vigilante Alignment power.

That said, if it is fun for you to take and use the pool Fears, by all means do so because fun is what it's all about.


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Posted

A reason to exist? Like using the Presence Pool Fears with any other set besides Street Justice?

Even if you personally think the pool underperforms, let's not remove options.


 

Posted

The Face of Fear (Exalted) - DM/DA Scrapper intends to totally give the presence pool a reason to exist.


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Posted

I don't think it will stack to enough of a proportion to be benificial. As cool as it would be, though.

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Posted

Quote:
Originally Posted by Daemodand View Post
Casting them will interfere with Combo building and DPS, so I'd say no.
The DPS part I'll give you. But the fear effect is applied after using Spinning Strike...which resets your combo meter to 0. And if i'm understanding the question right, OP is talking about stacking fear mag, which I'd assume would be; Spinning Strike (Combo level 3, reset to 0) > Presence Pool Fear Power...then continuing assault. So...wouldn't interfere with combo building more than anything else would at that point.


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Posted

Isn't it already mag 3 fear? You wouldn't gain much from adding a mag 2-3 fear on top of that other than getting a boss. And fear isn't that great of an effect on a boss. Note that while fear is usually coupled with -ToHit, neither the one from the pool or StJ do any. So you'd be left with a short duration fear on a boss. Not worth it. Especially due to number of power picks and that the StJ fear is only 30% chance.


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Originally Posted by PRAF68_EU View Post
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Posted

Wow! Intimidate,the ST fear lasts for base 10 secs, recharges in 30 and costs as much endurance as Head Splitter (13 end)!

And Invoke Panic lasts the same 10.43 secs, costs a whopping 22 end, recharges in 60 and... has an acc penalty (both are mag 2 btw)


 

Posted

Quote:
Originally Posted by Kioshi View Post
And Invoke Panic lasts the same 10.43 secs, costs a whopping 22 end, recharges in 60 and... has an acc penalty (both are mag 2 btw)
I've said before that Invoke Panic is quite possibly the worst power in the entire game.


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Posted

Quote:
Originally Posted by Dispari View Post
I've said before that Invoke Panic is quite possibly the worst power in the entire game.
Yes, but if you have the fee power picks and slots, there are some wonderful set bonuses in cheap fear sets. Still, almost ANYTHING is a better choice.


 

Posted

Quote:
Originally Posted by Death_Adder View Post
Yes, but if you have the fee power picks and slots, there are some wonderful set bonuses in cheap fear sets. Still, almost ANYTHING is a better choice.
If I have free power picks I'd get the concealment pool. You can add an extra three Lotgs with no slot investment. And it's not like those are hard to get with alignment merits. And the powers themselves actually come in handy at times.


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Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by Kioshi View Post
And Invoke Panic lasts the same 10.43 secs, costs a whopping 22 end, recharges in 60 and... has an acc penalty (both are mag 2 btw)
Reduce one of the three massive penalties to that power and you'd actually have a decently useable pool power.

As is, even with siginificant slot investment in the power it's like, why bother.

Going to give it a try again with a serious amount of +Acc and +Recovery in my DM/DA build, but I respeced into it once with SOs only, and quite frankly, with the hit on my END bar for the benefit it gave, I felt I was doing the enemy a favor using it.


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Posted

Quote:
Originally Posted by Redlynne View Post
Simple enough question ...

Does Street Justice's Fear Finishers give the Presence Pool Fears a reason to exist?
Hurrr, they already had a reason to exist.

They already synergised with things.

Thanks for coming to the party though!


 

Posted

The presence power pool misses the key secondary components of it powers:

- Taunts do not have shortened visibility range, so if you taunt a ranged mob they will shoot you from afar instead of closing in like with the primary taunts.

- Fears do not have the usual -ToHit that makes them useful to fear opponents that take trickle damage (dots, auras, AoE...).

They should not be as good as the primary powers which is achieved by much lower recharge, lower mag and the AoE powers are centered on the caster instead on a ranged target, which is a big difference.

The AoE fear requires 3 power picks so there is a good justification to make it less then useless.


 

Posted

Quote:
Originally Posted by Necrotron_RO View Post
Reduce one of the three massive penalties to that power and you'd actually have a decently useable pool power.

As is, even with siginificant slot investment in the power it's like, why bother.

I respeced into it once with SOs only, and quite frankly, with the hit on my END bar for the benefit it gave, I felt I was doing the enemy a favor using it.
Which pretty much sums up the point of my OP. For the investment required to even get there, the Fear Powers in the Presence Pool are underpowered, overly penalized, and require maximal slot investment in order to be minimally useful. They were Nerfed Into The Ground years ago ... and have never seen the light of being useful ever since. Even with powersets that have Fear Effects in them, the Fear powers in the Presence Pool are rarely if ever taken by players, simply because THEY'RE NOT WORTH THE INVESTMENT that they *require* to even be made marginal contributors.

First step to "correcting" this problem with these powers would be to UN-NERF them, methinks. At the very least, the Presence Pool Fear powers need to have a reason ... an excuse ... for being able to synergize with at least SOME powersets.

I therefore ask the Powers Team Devs (Arbiter Hawk, Synapse, Black Scorpion) to do a Datamining run on the Live Server Playerbase to find out what the distribution of Presence Pool Fear Powers TAKEN is ... and if that (I'm presuming) under-representation speaks at all to the USELESSNESS of these powers relative to competing options. Follow up question ... do the Fear powers in the Presence Pool need Dev Love?


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Posted

Quote:
Originally Posted by Dispari View Post
I've said before that Invoke Panic is quite possibly the worst power in the entire game.
The worst?

Them's fightin' words, and I'll throw out (up?) Sonic Repulsion, Time Bomb, Flurrry, Whirlwind, the AoE cage from Dark Miasma, and, well ...

You know what? This game has a handful of truly awful powers, and trying to choose which one is the worst is like choosing which pile of doog poo is worse. They're all bad, just differently so. And, eventually, someone will come by and say, "That pile of dog poo? Well, lemme tell ya', when I was a kid, we'd be thankful for a pile of dog poo for the compost heap ..."


 

Posted

Sonic Repulsion is a pretty useful power. Of course, if you expect it to wipe out +4x8 mobs, then no, it won't be a good power for you.


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Posted

Quote:
Originally Posted by BurningChick View Post
The worst?

Them's fightin' words, and I'll throw out (up?) Sonic Repulsion, Time Bomb, Flurrry, Whirlwind, the AoE cage from Dark Miasma, and, well ...

You know what? This game has a handful of truly awful powers, and trying to choose which one is the worst is like choosing which pile of doog poo is worse. They're all bad, just differently so. And, eventually, someone will come by and say, "That pile of dog poo? Well, lemme tell ya', when I was a kid, we'd be thankful for a pile of dog poo for the compost heap ..."
I'm willing to fight. Invoke Panic has the following attributes:

* Even if you double its duration and halve the recharge it's still not perma
* The effect only works on minions
* It has a severe accuracy penalty besides
* And it eats 1/5th of your endurance on top of that
* It has no other secondary effect, and fear is weak by itself

On top of that it requires two prerequisite powers. None of the powers you listed are that awful. At least all those powers only waste one power pick and not three.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.