Power Pools used regularly?
I always take a form of invisibility, a vertical travel, a self-heal, and either recall friend (non-melees) or the fighting pool (melees):
- SPEED: Superspeed for invisibility with Celerity:Stealth if the primary/secondary does not contain a stealth power (if it does, I'll just use the stealth io for either fly or jump). Hasten if there is not a needed auto-fire power in the primary/secondary (for example Active Defense).
- FLIGHT or LEAPING: Fly or Superjump for vertical travel.
- MEDICINE: Aid Self if the primary/secondary does not contain a self heal.
- TELEPORT: Recall Friend on non-melees, FIGHTING: on melees.
There are many times I would like to add a fifth pool, and keep hoping the devs will offer a way to obtain this.
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What power pools do you find you use regularly on different ATs?
Do you stick to these sets for just certain Archetypes or for all your toons? I try to do something different with each toon but in the end they turn out very similar. |
Speed: Hasten, Super Speed
Fighting: Boxing, Tough, Weave
Leaping: Combat Jumping
Leadership: Maneuvers
I tend to slot my toons for defense, so I lean towards powers that help with that directly or by slotting/set bonuses.
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I take recall friend on all my stalkers.
I also take hover on all my characters.(defense, knockback protection, ability to be anywhere what more do you need)
I usualy end up taking flying....and occasionaly after burner now.
Everything else depends on the character and powers and whatever concept i am going for.
I do tend to not get The Taunt and Fear powers...and since they broke the concealment pool i dont get much of that stuff either.
Rule 3: No build is made up of a stupid amount of Power Pools. That usually just shows either disbelief in the AT/Powersets being played and/or self absorbency.
Rule 4: If on MM then Presence Pool |
Though I suppose could be the exception that proves the rule.
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For me the only two are Speed for Hasten and Leaping for Combat Jumping. It used to only be the former (obviously, go back far enough and you add Fitness), but I've gotten to the point that I feel hobbled trying to jump around in combat without CJ.
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Leadership.
If your entire team took Assault that's 80-120% damage for everyone at all times... still amazes me every time I log on that no one takes assault.
Ever since CoV I always wanted to get some friends and do a lowbie corruptor group. Several /rad with hasten doing perma AM from very early on, one FF, and the rest thermal or sonic to Cap everyone's defense and resist while all running assault and blasting. When I first thought about it we needed a MM for /FF, but today you could do a FF/ Defender in the same group.
Varies for me on AT and power sets.
Combat Jumping is almost ALWAYS taken. It's a mule for LoTG at worst and extra defense at best.
Fighting is taken on EVERY melee toon I have, as well as I number of other toons. However some, like my Dark/Dark/Soul defender doesn't.
Hover is usually taken on ranged toons. But not always.
Hasten is a rarity for me. I don't think it's needed. But it's still on my speedster toon, my Arc/TA Corr and DP/Dev/Munitions Blaster.
Recall Friend is taken on any toon with full stealth, such as my Dev blaster (Clocking Device + Stealth Proc) and my Stalkers, mostly for team utility.
Leadership varies on if I need Maneuvers to soft cap. However I also have a BS/SD I'm making that uses assault for more damage. (Barbarian concept)
Medicine was taken on a Paladin concept that I deleted. I might use it on SD or SR for Aid Self.
The Taunt pool I never take.
Pool Powers I tend to use a lot:
Medicine (For Aid Self largely)
Flight (For travel)
Super Speed (Mostly for Hasten, occasionally for travel as well)
Leadership (Mostly for vengeance, but Tactics is useful too)
On any kind of support character also add Teleportation for Recall Friend.
Characters:
The Heroic Mary Grace (50)
The Mystical Thunderspark (50)
The Candy-loving Little Jenny (50)
Almost all of my characters do similar things-varies based on power slots I have "left over".
1). Hasten-always save most MMs. I hate the FX but I think I've learned to tune it out. It'll be perfect once (if?) we get pool customization
2). Concealment-Generally get this. Especially true for power sets w/o stealth included. Even ones that do generally get this for LotG mules (unless heavy defense build w lots of defense powers to throw LotG in)
3). Leadership. Often try to fit in Assault and Manuevers. Both help me solo and teams. These are only taken if I need a bit more DEF to softcap OR have the END/power choice to spare
4). Others. Generally CJ is in there if I need DEF or another LotG slot. -Normally- don't take any travel powers anymore as ninja run/sprint/raptor packs are had. If I do it's anything that fits conceptually -except- Super Speed as I normally want travel powers to easily get over things. I loathe SS. I normally get SJ or Teleport (key bound of course)
That's about it. For the first time I got aid self on a character recently (Stalker) and it's okay-first time since beta I've used it. I don't have a problem using -any- pool though if it fits conceptually-concept/coolness > all else.
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Rule 1: Hasten is my Ketchup.
Rule 2: If I am on a Willpower build then Leaderships is my Ketchup.
Rule 3: No build is made up of a stupid amount of Power Pools. That usually just shows either disbelief in the AT/Powersets being played and/or self absorbency.
Rule 4: If on MM then Presence Pool
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.