Power Pools used regularly?


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Posted

Quote:
Originally Posted by RevolverMike View Post
I'm surprised that so many people dislike hasten. I would have figured it would be the new "fitness". Recharge makes builds better. period.
People don't like it because of the horrid uncustomizable hand glow it forces upon your character.

I hate it too, but I'm not going to gimp my character over such a reason as making my character look less "pretty"


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
People don't like it because of the horrid uncustomizable hand glow it forces upon your character.

I hate it too, but I'm not going to gimp my character over such a reason as making my character look less "pretty"

I like your thinking Dread. I would have assumed more would be of the same thought.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
Recharge makes builds better. period.
Yes, if we had no recharge, we'd use every power once only. That would be bad. I still very rarely use Hasten.


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Posted

it's hard to let go of fighting, maneuvers, speed and hover/cj


 

Posted

I guess its just the min/max'er in me. Every toon (of mine) needs to be eventually softcapped and than built for the most recharge you can get in. Because of that, things that provide recharge or Def/LotG slots are musts.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
People don't like it because of the horrid uncustomizable hand glow it forces upon your character.

I hate it too, but I'm not going to gimp my character over such a reason as making my character look less "pretty"
I wouldn't say not taking Hasten "gimps" a character. Gimping them would mean that they'd somehow lose recharge, taking them below the baseline. Hasten puts them above it, which is positive, but not having it makes one remain at the baseline. I'll take it with most of my characters if I can fit it (and it helps that I'm fond of yellow).

Fighting for my tanks and MM's, travel (sans TP) based on concept, and anything else based on personal tastes with said character.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
I also find it strange that so many people take CJ as I would never take it. it turns off ninja run.
I like my increased mobility. The only time sprint/ninja run is off is during battles like in BAF where there isnt much movement. Also, and im sure the numbers arent the same across AT's, but Maneuvers gives more defense than CJ. Yes, more End cost to it but I'm someone who gives every single toon Numina, Miracle, and P Shift procs. Which im sure isnt standard across the player base.
First step upon creating a character: /bind c "powexecname Ninja Run$$powexecname Combat Jumping"

I can't even use either power at level one but I respect the primacy of their eventual roles in my builds. If you just keep ninja run on all the time not only do you waste a huge amount of endurance, you have severely reduced combat mobility compared to switching to CJ due to the four second suppression upon attacking. I'm not saying it's impossible to make that workable, but life is a heck of a lot easier when you have both. The above bind has made switching between them such second nature to me that I don't even think about it. If I'm attacking anything I'm running CJ, if I am moving rapidly I'm running NR. Works like a charm.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
I also find it strange that so many people take CJ as I would never take it. it turns off ninja run.
I like my increased mobility. The only time sprint/ninja run is off is during battles like in BAF where there isnt much movement. Also, and im sure the numbers arent the same across AT's, but Maneuvers gives more defense than CJ. Yes, more End cost to it but I'm someone who gives every single toon Numina, Miracle, and P Shift procs. Which im sure isnt standard across the player base.
I use all those things, but there is no such thing as "extra" endurance in most of my builds, barring the one that uses T4 Ageless Core. I run lots of toggles and I build for sustained DPS - the kind of thing you need if you're going to spend 3-5 minutes firing attacks non-stop to take down am AV or Pylon or something like that. Running Maneuvers instead of CJ when it's not in the build's budget for other powers is not an option given how I play. However, on the builds that do have Maneuvers, I typically run both. So it's not a matter of "CJ instead of Maneuvers". It's a matter of "CJ always and sometimes also Maneuvers".

Running Ninja Run in combat is horribly endurance inefficient. Not only is it an expensive toggle, you can't directly reduce its end cost unless you have a power like Conserve Power. Moreover, you can't benefit from NR's movement while active in combat, because it suppresses when you attack. (This is true of "real" travel powers, too.)

Edit: Like PleaseRecycle, I use binds to toggle between various travel powers and things like CJ. On some characters that does include Ninja Run. I keep those bound to buttons on the sides of my mouse, so changing travel modes is a matter of moving my thumb or ring finger. (This is something I find very useful with Fly/Hover.)


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Posted

Without exception:

-Speed (Hasten)
-Leadership (Maneuvers)
-Fighting (Boxing, Tough, Weave)

Character-to-Character:

-Leaping or Flight (Combat Jumping, Hover, Fly, Afterburner)
-Leadership (Tactics, Assault, Vengeance)


 

Posted

Oooh, awesome idea using the thumb button for travel. I used to bind that to miscellaneous stuff but eventually stopped because I never used the stuff in the first place so a shortcut was unnecessary. For a while there I exclusively used ninja run on all characters but now I've started taking fly when possible for its occasional high level utility. My only problem has been that I don't have space in my normal power tray configuration for easy access to it - problem solved!


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Without exception:

-Speed (Hasten)
-Leadership (Maneuvers)
-Fighting (Boxing, Tough, Weave)

Character-to-Character:

-Leaping or Flight (Combat Jumping, Hover, Fly, Afterburner)
-Leadership (Tactics, Assault, Vengeance)
I did take the Medicine pool on a toon with no sort of in-sets self-heal (Elec/Shd/Mu Scrapper) and on my Dark characters with Soul Drain, I usually take Tactics as well (slotted with GFSC). Other than that, I am not sure if I have ever taken a pool power outside the same 5 pools THB listed.


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Posted

Quote:
Originally Posted by Roderick View Post
A lot of people are going to say Hasten. I personally don't take it unless I can get it within a few seconds of permanent. I hate the fluctuation in my recharge if it isn't up more or less constantly.

For me, Combat Jumping is almost a given. I only consider skipping it on flyers, and if they spend a lot of time on the ground (like flying melee characters), I'll probably take it anyways. The bit of extra defense (especially when trying to softcap), the extra mobility, the Immob protection, and the ability to take several good IOs make it too invaluable to pass up.

I often take the Fighting pool, but that's mostly because I play a lot of melee.

Other than that, the only consistent choices are to avoid Medicine and Presence. I don't find anything in Presence useful, and I don't really care for the Medicine powers being Interruptable.
d itto on everything except I do not specificly avoid medicine and presence


 

Posted

Teleportation - I use Recall Friend on any character I can afford the power slot.

Medicine - Aid Other, Heal Self, and Rescusitate (at least the first two) on most blasters, my widow, and any defender w/o a heal

Fighting - Punch or Kick, Tough, Weave on most melee characters

Flight - Hover on most squishies, Fly on nearly every character

Jumping - Combat Jumping - on Brutes, Rad/Fire/Fire blaster, and Widow

Speed - Hasten - on Inv/EM tank, Widow, Rad/Rad defender


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Posted

Hell is a SS/SR brute with Hasten.

Save for a few concept characters, always Combat Jumping. Then at least one of Maneuvers or Weave (with prereqs). That's about it for pools. Hasten can be handy but going for perma without purples leaves no room for more useful set bonuses.

Ninja Run + Rocket Board made travel powers a non-necessity for me. Though even before Ninja Run I viewed travel powers as a wasted power that should only be picked after I have a solid attack chain and all of the major defense powers.


 

Posted

Like many people, almost all my high level builds include Hasten near or fully perma'd. The only 50s I have anymore that don't have Hasten are my Bot/Force and Willpower/Super Strength, because neither of them benefits particularly much from Recharge.

The ones who have no other source of stealth almost all have Super Speed + Celerity IO, the only exceptions to this are my durable melee characters who can get by with 30 ft Stealth from an IO and don't care about taking a couple potshots here and there when running through mobs.

Several of my characters (read: the ones who can't softcap their designated type(s) or position(s) without it) take Fighting for Weave and frequently a mule of the 3% Def IOs in Tough. I often don't bother to slot and run Tough up if it's the only source of S/L resist a character has, because it doesn't make a lot of difference when it is and costs quite a bit of endurance.

Nearly all of my characters, 50 or otherwise, have at least Maneuvers from Leadership. Several also have Assault or Tactics (depending on if I can spare the slots to enhance Tactics or not) and Vengeance.

All of my Masterminds who have no heals in their secondary have at least Aid Other from Medicine; the utility of being able to patch allies up when you have a horde of henchmen to tend to is just too important to pass up. Some have Aid Self and one has Resuscitate (the Bot/Force... what else is he going to take?) Some of them also have Presence for Tankerminding.

Travel powers other than Super Speed have become a rarity in my builds. I only have a few characters with Hover/Fly because of concept reasons and only one with Super Jump anymore. The plethora of account-wide and temp Travel Powers available to me means I only take one if it's really important to that character to have it.


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Posted

For me, it depends quite a bit on AT type.

I tend to take Flight on the bulk of my characters. That's probably the most
frequent pool I use. In addition to Fly, Air Superiority is a great power (more so
for the KD than the dmg - although the dmg is as good as a T1/T2 attack).

More often than not, I'm a solo player, so pools that appeal to me are the ones
that help a toon be more self-sufficient, like Stealth and Medicine for "squishy"
characters, and Fighting and Leadership are for more survivable melee toons.

Hasten is a mixed bag for me - with set bonues, LotG's, incarnate Alpha powers,
I can usually get "enough" recharge to satisfy me without needing to burn a pool,
for a single power pick.

Of course, for some of my min/maxed toons, Hasten IS important, and they
take it, but probably ~75% of my characters don't bother with it.


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Posted

Hasten on everything, various picks for building defense (combat jumping, manuvers, hover, tough+weave) and/or slotting LotG (vengeance, concealment pool), and sometimes tactics. Occasionally medicine, though I hate taking it.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
People don't like it because of the horrid uncustomizable hand glow it forces upon your character.

I hate it too, but I'm not going to gimp my character over such a reason as making my character look less "pretty"
This sums it up. Which is why I complain about Hasten's FX every chance I get. I sometimes randomly post how I want it to change in Tunnel Rat's FX thread.

Still not going to gimp my toons by not taking it.

I take Hasten at lvl 30 on EVERY toon.


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Posted

Quote:
Originally Posted by ArchGemini View Post
I did take the Medicine pool on a toon with no sort of in-sets self-heal (Elec/Shd/Mu Scrapper) and on my Dark characters with Soul Drain, I usually take Tactics as well (slotted with GFSC). Other than that, I am not sure if I have ever taken a pool power outside the same 5 pools THB listed.
I also have Provoke on my Warshade, but 99% of the builds I make can't fit it in.


 

Posted

Ever since Fitness became inherent, there is no particular Power Pool I consistently use.

I often pick up travel powers, but I don't consistently choose a particular travel pool.

I'll consistently pick up the Fighting pool - but only on Willpower characters. I pretty consistently avoid it on everything else.

I've taken every other power pool at least once.


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Posted

There isn't any power pool that I have on all of my toons. However... there are power pools that I *never* take:

Concealment: With power stealth and enhancement stealth I can never find a good reason to take something from this pool. You move slower, it drains plenty of endurance, and there's better options if you are going for defense (Weave, Maneuvers, Combat Jumping). The high end power, Phase Shift, is useful but it is also available as a temp power. Because of this, I don't think I'll be taking concealment on anything anytime soon.

Presence: I recently broke this trend with my Kheldian (took Provoke). The fear powers in presence are horrible and require heavy slotting to be mediocre. The taunt powers are the only reason why you'd take from this pool, and in general nearly anything that would take a taunt power from presence already learns a taunt power. A scrapper can benefit from provoke more than confront, maybe, but unless you are IOed out and have a toon you feel is good enough to warrant taking provoke, you'll skip this pool again and again. The actual effectiveness of the taunt powers is only so-so, since just about everything can still steal aggro.


I take the following powers from the following sets for various reasons:

Fighting: I grab tough and weave for all of my melee toons. They're good buffs.

Leadership: I grab at least maneuvers on any support toon. Might as well make them more supportive. I'll also grab the other three powers, since all of them are useful in pretty much any teaming situation.

Leaping: Combat Jumping for defense, immobilization protection, and general maneuverability on the battlefield. Well aimed jumps can help you traverse an active field with ease, letting you get to enemies to fight them without having to deal with other players.

Medicine: Aid self and Resuscitate are great powers that can find room for themselves on many sets. Aid self six-slotted can be a beast sometimes, and everyone will thank you for the rez powers.

Speed: Hasten is one of the most powerful powers in the game. If you have anything that is strong but has a slow recharge, you take hasten to fire it off as frequently as possible. There are very few toons that can't benefit from hasten, but it does stop you from getting other power pools so I tend to only prioritize this on toons with those slow-recharge powers.

Teleport: Recall friend and a little initiative is the fastest way to travel. Also good to port a dead body to safety to rez/veng it, good to port someone past a dangerous area. If someone needs to go somewhere and you're already there, recall friend is YOUR friend .



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Posted

Fighting: Mostly on Melee ATs. I will take it on ranged DPS if I have the slots.

Leadership: Mmm...this is situational. Obviously every MM I have takes it. Otherwise, case-by-case.

Concealment: Grant Stealth and Stealth are good powers.

Movement Pools (Leaping/Speed/Jumping/Teleportation): Again, situational based on the characer. I've actually completely foregone movement powers on a select few characters.

Medicine: Highly underated. Sloted right they heal for a great amount and are difficult to interrupt. I leave out Stimulant because I don't often get in a situation where a friend gets mezzed and needs to be let out RIGHT that moment. And often I don't have room for Resuscitate. When I do, it's great.


 

Posted

There are only 2 power pools that I take on nearly every character. One is the speed pool, since every character I make has hasten, and super speed is my favorite travel power. The other is the fighting pool, since almost all my characters build for defense in one way or another, and weave helps.

I take leaping the most after those two probably, since I like combat jumping, and a few toons lately have been taking leap attack to give them some extra AoE.

Leadership and flight are probably the next most common.

I almost never use the other power pools.


 

Posted

Despite the fact that most of my characters take Leadership for whatever reason, it's the first thing I consider when I need to drop toggles for practical use. I'm also weaning myself off Hover for practical use, except when I need the Def, because I'm such a flying nuisance...

Always:
- Haste (I can get away without it on my WM/EA and an odd tanker, but even then, I'm going to include it post-respec)
- *insert travel power that isn't Teleportation*, concept is king, but I tend to go for Super Speed when it doesn't matter. Fly for when I'm choked for power pools but need some LotG mules, yay Afterburner. Sometimes, I take two.

Almost Always:
- Combat Jumping
- Maneuvers
- SMACKUMS/Tough/Weave, if melee; never have space on squishies unless they're Res-based

Filler:
- Assault (Tactics replaces, if the char has serious hitrate issues)
- Vengies to taste, must-have if I'm packing teh rez
- Pick Two or Less: Stealth/GI/Invisibility

NOPE:
- Teleportation (not gamepad-friendly)
- Presence
- Medicine (I will never have space to take Aid Self+filler, much less the rez, even on characters that'd like it)


 

Posted

My priority really is this

Travel power - this really does depend on concept but I tend to use Combat Jumping and Flight more than Super Speed and Teleport. And with the introduction of universal City Traveller it makes realising a concept a lot easier.

Combat Jumping - as people have said it is so useful, doesn't need additional slots, helps with defence, is a good IO mule etc. I will tend to end up with this on all my toons even if its the level 49 power choice

Fighting Pool - I take this on every Tank and Brute I have (and the couple of scrappers) to help boost their resistance/defence. I do use it on some squishy toons if I am aiming for the softcap, e.g. my Kinetic/Archery/Mace defender

Leadership - I take this on every Mastermind I have as it makes sense. I also take maneuvers or assault on most of support toons (controller, defender, corruptor). Maneuvers has also made an appearance on my TriFire tank to help with soft capping. I will occasionally take Tactics and Vengence depending on how much room I have power wise.

Hasten - I will tkae this on every Dominator I have and it is a must on my Warshade. I rarely will use it on other toons depending if they have any long recharge powers which will benefit from it (e.g. Accelerate Metabolism, Phantom Army) and will usually aim to make it perma.

Hover - I will take this occasionally for concept reasons, or as a LotG mule

Medicine - I will take this on most of my Masterminds if I can fit it in

Presence - I have taken this on one of my Masterminds and find it quite useful

Stealth - I have taken Grant Invisibilty on my Warshade as a mule, take stealth a couple of times for concept reasons and have taken the full set on a toon for concept reasons


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