Kindness Power Pool!


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Posted

A simple pool to get rid of some annoyances while still being sort of useful - and very flavourful for the more pacifist-type heroes, and for sneaky villains. (Especially those packing flame-throwers.)

Kindness

Tier 1:
Gentle Encouragement: Auto, Small PBAoE (Not Self) ally +res (all, ~5%), +regen (~50%), -interrupt

A word of encouragement, a pat on the shoulder - just being there makes your friends and allies feel more at ease, able to handle more punishment and cope under pressure.

Gentle Hands: Toggle, -100 magnitude knockback, +10% strength to healing

Even delivering the most terrible attacks, there's a gentleness to your attacks - your foes are not sent flying, and your allies find your healing touches more soothing.

Tier 2:
Gentle Discouragement: Ranged -dam (-1000%, 5 seconds). 120 second recharge.

No. That's not acceptable behaviour. That over-the-top blast you're charging up? I won't have it.

Tier 3:
Gentle Face: Toggle, -100 magnitude afraid to all powers and summons, self +res (all, ~5%)

With a face like that, who would flee from you? And to strike that face... unconsciously, your enemies tend to hold back.


 

Posted

That T2 power would make the pool more powerful than most Scrapper secondaries...add the T3 and you're close to outdoing most Tanker primaries.


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Posted

I am going out on a limb but I don't think they mean 30% defense, etc. I think they mean more of like an extra 30% enhancement to defense powers you already have. Similar to how Alpha works. This pool, if nothing else, could save some slots.


 

Posted

Yeah...

1) It isn't that easy to make Knockback go away... especially since KD is a form of Knockback, and those powers would make it stop working.

2) Why the heck should there be a power that makes your Fear powers stop working?

3) Why is the +Def bigger than the +Res considering you need MORE Res to be equivalent to Def?

4) I don't think there SHOULD be a way to make KB just go away, learn to use it, or don't take those sets.



 

Posted

Quote:
Originally Posted by The_Spad_EU View Post
That T2 power would make the pool more powerful than most Scrapper secondaries...add the T3 and you're close to outdoing most Tanker primaries.
Note that it's not adding 30% to defense and resistance. It's strengthening your existing defense and resistance powers by 30% of their base value, much like power build up.


Quote:
Originally Posted by Thirty-Seven View Post
Yeah...

1) It isn't that easy to make Knockback go away... especially since KD is a form of Knockback, and those powers would make it stop working.

2) Why the heck should there be a power that makes your Fear powers stop working?

3) Why is the +Def bigger than the +Res considering you need MORE Res to be equivalent to Def?

4) I don't think there SHOULD be a way to make KB just go away, learn to use it, or don't take those sets.
1) That'd be the sacrifice required, alongside the power pick and the reduced damage, for making powers like Lightning Clap on Tankers actually usable in more than corner cases.

2) Because Fear - as seen on Caltrops, Rain of Fire, Ignite - is an annoyance, and the current solutions (slows, immobilises or knockdowns) are fairly impractical. At a cost - again, a power pick and damage reduction - someone could use them without said 'solutions'. (Note that it's not affecting Terrorize, the much more useful 'stand in place and cower' status effect.)

3) You didn't actually read the post, did you? Because it's not. +10% (13% with both powers) to all resistances, 5% (+6.5%~ with both powers) to all defenses.

4) I'm not hating knockback sets - I'm hating those powers with wildly impractical knockbacks, in places where you wouldn't want them. Hand Clap, Lightning Clap, Peacebringers, etc.


 

Posted

Quote:
Originally Posted by Calhou View Post
3) You didn't actually read the post, did you? Because it's not. +10% (13% with both powers) to all resistances, 5% (+6.5%~ with both powers) to all defenses.
So the T2/T3 powers are better than Weave (or equal for tanks) and much better than Tough. Plus it counts as an effective 1.5 extra Def Buff and Res enhancements in every power that can take it? And that's assuming the powers are unenhanceable.

That's obscenely powerful.


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Posted

Quote:
Originally Posted by Calhou View Post
3) You didn't actually read the post, did you? Because it's not. +10% (13% with both powers) to all resistances, 5% (+6.5%~ with both powers) to all defenses.
When I read it, it said +30% Def and +10% Res.



 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
When I read it, it said +30% Def and +10% Res.
No, it didn't.


 

Posted

Quote:
Originally Posted by Calhou View Post
2) Because Fear - as seen on Caltrops, Rain of Fire, Ignite - is an annoyance, and the current solutions (slows, immobilises or knockdowns) are fairly impractical. At a cost - again, a power pick and damage reduction - someone could use them without said 'solutions'. (Note that it's not affecting Terrorize, the much more useful 'stand in place and cower' status effect.)
And yet terrorize lets them attack and run away. Most "fear" powers HAVE a slow, to keep them in the area of effect. Also, do you know what they're not doing while they're running away? They're not *shooting at you.* Removing that = eating a lot of incoming fire when putting a rain down.

Quote:
4) I'm not hating knockback sets - I'm hating those powers with wildly impractical knockbacks, in places where you wouldn't want them. Hand Clap, Lightning Clap, Peacebringers, etc.
PB knockback is not "impractical." And, as mentioned above, knockdown (and up) is a form of knock*back.* So while you're cutting out the KB for (say) Hand Clap... well, the power itself now does nothing. Haymaker now loses the (useful) knockup. Foot stomp now loses the (useful) knockdown with nothing in return. In fact, given you'd have to take two other powers, and you've got a -damage, -fury generation on them, you're starting to *badly* hurt YOURSELF by making those fights take longer... with no mitigation via knock*down* at all. (T3 = hitting -20% damage total? Really? Worse than an even-con TO's worth?)

Looks like a pool I'd universally skip, frankly, and advise others not to take.


 

Posted

how i read that the tier 2 power does +strength to effect which is what powerboost says, the tier 4 however reads as just a straight buff

in any case i would never use this for any reason, yes some powers are annoying with kb, but thats why they are skippable or usable as set mules, and also i would NEVER take something that debuffs self