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Posts
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Joined
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Is it uh, is it normal for Grave Knights to sometimes just sit back and do nothing but toss out long range spells? I swear I've had fights where at least one of my knights didn't draw his sword a single time.
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You can't actually slot recharge reduction into pets. But endurance reduction reduces both the cost of summoning minions, and the cost of the minions powers.
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The main similarity is in the medic, and even then I tried to make this one more of a support unit that's less likely to run into melee range. The other two soldiers I aimed for knockback, ala the robots power set, as a form of minor control. The Riot Guards are mainly aimed at said control through stuns and knockups, and are mainly meant as tanks. The captain more of a beefed up enforcer then anything, support based but with a good deal of firepower. If anything I need to cut back on the damage of the Riot and Captain units to make them a bit more balanced, but this was my first attempt.
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One more for the road! This is the idea I had for the SWAT/Rogue SWAT mastermind powerset. Just reposting it here for coverage purposes.
Swat/Rogue Swat Mastermind
As an officer/former officer of the PPD SWAT team, you command the respect of the men under you.
Powers
12 gauge- Fires a single blast from your shotgun. ((Damage Medium, recharge fast)) ((7 lethal damage and 3 smashing damage at level 1, 25 lethal and 10 smashing damage at level 50, 1 second activation time, 3 second recharge time.))
Call Officer- Summons 1-3 officers to follow your orders. Third officer will be a triage unit. The first two officers use shotguns, while the third uses a pistol.
AP shot-Fires an armor piercing shotgun slug that knocks some foes back. ((Damage high, recharge moderate, knockback)) ((16 lethal damage at level 1, 55 lethal damage at level 50, 2 second activation time, 6 second cooldown, 25% chance for knockback))
Riot control-Upgrades your team with the latest in Riot Control gear.
Buckshot-Good at close range. Fires a cone of buckshot pellets that can
knock some foes down. ((Damage moderate, recharge high, knockback, cone effect.)) ((5 lethal damage on level 1, 15 lethal damage on level 50, 2 second activation time, 8 second cooldown, 50% chance for knockback on affected targets.))
Call Riot guards- Summons 1-2 Riot Guards to assist you. Riot Guards are highly trained, tough officers who excel in fighting toe to toe and in disabling the enemy.
Request reinforcements- Two highly trained veteran SWAT snipers appear to assist you. Unlike normal officers these officers are very busy, and can only remain for a short time.
Call Captain- Calls one highly experienced SWAT captain to aid you. This hard as nails officer will stop at nothing to get the job done. He is so good at what he does that he inspires other officers.
OR
Request PPD Shell- Request Clearance for a PPD Shell unit. These awesome but costly units are reserved for major conflicts and against powerful foes
Assault upgrade- Outfits the SWAT team with the most advanced assault weaponry available.
Officer powers
12 gauge-((Damage light, recharge fast)) ((5 points of lethal damage at level 1 and 2 points of smashing damage, 13 points of damage and 5 points of smashing damage at level 50, 1 second activation, 5 recharge time))
12 gauge blast- ((Damage moderate, recharge moderate)) ((5 points of lethal damage and 3 points of smashing damage at level 1, 15 points of lethal damage and five points of smashing at level 50, 1 second activation, 3 recharge time))
Riot Control powers
Beanbag-((Damage light, recharge long, disorient))
Buckshot-((Damage moderate, recharge long, knockback, cone of effect)) ((6 points of smashing damage at level 1, 23 points of smashing damage at level 50, 1.87 seconds activation time, 8 second recharge time, 50% chance for a magnitude .79 knock back on level one, 1.95 on level 50))
Doubleblast-((Moderate DoT, moderate recharge)) ((2 ticks of 9 lethal, 3 smashing damage over 2 seconds at level 1, 2 ticks of 17 lethal, 9 smashing damage over 2 seconds at level 50, 2.5 second activation time, 6 recharge time))
Assault Upgrade powers
Incediary Flechette- ((Damage moderate, recharge long, medium length DoT, AoE)) ((4 points of lethal damage, 3 ticks of fire damage over 3 seconds at level 1, 11 points of lethal damage, 3 ticks of 3 fire damage over 3 seconds at level 50, 1.5 second activation time, 16 second recharge time, wide area cone blast))
AP shot-((Damage high, recharge long, knockback)) ((15 points of lethal damage at level 1, 31 points of lethal damage at level 50, 1.6 second activation time, 16 recharge time, 50% change for a .79 mag knockback at level 1, 1.9 mag knockback at level 50))
Triage Unit powers
Single shot- ((Damage light, recharge fast)) ((5 points of lethal damage on level 1, 15 points of lethal damage on level 50, 1.5 second activation, 5 seconds cooldown))
Double shot-((Moderate damage over time, recharge moderate)) ((2 ticks of 3 lethal damage at level 1, 2 ticks of 8 lethal damage at level 50, 2 second activation time, 3 second recharge time))
Med-kit- ((Healing, 15 second recharge)) ((Heals for 20 points at level 1, 115 at level 50, 2 second activation time, 15 second recharge time))
Riot Upgrade powers
Energy pills- ((Removes hold, slow, and sleep effects, 20 second recharge)) ((Removes 1 stun, sleep, immobilize, or hold effect from 1 target, 3 second activation time, 20 second recharge time))
Triple shot- ((Damage high, recharge long)) ((3 ticks of 2 damage at level 1, 3 ticks of 6 damage at level 50, 2 second activation time, 10 second recharge time))
Assault Upgrades
Empty clip-((Damage medium, recharge long, Area of effect)) ((5 ticks of 1 damage at level 1, 5 ticks of 3 damage at level 50, 3 second activation time, 16 second recharge time, 10% chance for a .5 mag knockback at level 1, 1 mag knockback at level 50))
Team assist- ((PBAoE Team Heal)) ((10 PBAoE points of team healing at level 1, 90 PBAoE points of team healing at level 50, 3 second activation time, 40 ft radius, 20 second recharge time))
Tear Gas Grenade-((Hold/immobilize, -damage)) ((3.00 magnitude hold on target for 4 seconds, 15% damage on target for 15 seconds, 15 foot AoE, 3 second activation time, 35 recharge time))
Riot Guard powers ((Riot Guards are shield/war mace tankers without Gaunlet))
Bash- ((Melee, moderate damage, fast recharge minor disorient)) ((8 points of smashing damage at level 1, 26 points of smashing damage at level 50, 1.3 second activation time, 4 seconds recharge time, 30% chance to lower target resistance by 15% for 10 seconds, 20% chance for mag 2 stun on the target for 2 seconds))
Pulverize- ((Melee, high damage, moderate recharge, minor disorient)) ((10 points of smashing damage at level 1, 35 points of smashing damage at level 50, 1.5 second activation time, 8 recharge time, 30% chance for a mag 2 stun for 4 seconds))
Deflection-(Self +DEF(Melee), +Res(Lethal, Smashing) ((10% melee defense, 10% smashing resistance, 10% lethal resistance))
Riot Upgrades
Whirling Mace- ((Point Blank AoE melee, moderate damage, long recharge, minor disorient)) ((10 points of PBAoE smashing damage at level 1, 30 points of PBAoE smashing damage at level 50, 8 foot radius, 3 second activation time, 16 seconds recharge time, 20% chance for a mag 2, 2 second stun on every target hit))
Battle agility- ((Self +defense ((Ranged, AoE)) +Res ((defense debuff)) ((10% ranged and AoE defense, 12% defense resistance))
Assault upgrades
Grant Cover- ((PBAoE, Team (But not self) DEF (All) )) ((6% defense to smashing, lethal, negative, energy, fire, cold, melee, ranged, AoE damage, 10% resistance to all))
Crowd Control- ((Melee (Cone), moderate damage, knockback)) ((12 points of smashing damage at level 1, 32 points of smashing damage at level 50, 2 second activation time, 16 seconds recharge time, 25% chance for a mag .67 knockback))
Shatter- ((Melee, extreme damage, high knockup)) ((14 points of smashing damage at level 1, 35 points of smashing damage at level 50, 45 degree arc, 8 foot range, 2.33 activation time, 16 second recharge time, 30% chance for a .67 mag knockback))
Captain Powerset ((Captains utlize a mini-gun and team buffs))
Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))
Chain Gun- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))
Manuevers- ((PBAoE Team Defense +All)) ((PBAoE 5% defense on all mastermind minions))
Riot Upgrades
Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% slow on all effected targets))
Focused Barrage- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))
Tactics- ((PBAoE Team +ACC Res (Confusion, fear) +perception)) ((5% PBAoE to-hit, 35% perception for masterminds minions))
Assault Upgrades
Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))
Light'em up!- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of 1 lethal damage over 6 seconds on level 1, 20 ticks of 4 damage on level 50, 60 degree arc, 50 foot range 90 degree arc, 5 seconds activation time, 30 second cooldown, 50% slow on all effected targets))
Assault- ((PBAoE Team +DMG, resist taunt and placate)) ((15% damage increase, 45% resistance to taunt and placate for mastermind minions))
ALTERNATIVELY
PPD Shell powers
Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))
Minigun Burst- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))
Energy Punch- ((Moderate Smashing/energy damage, long recharge)) ((6 smashing and 3 energy damage at level 1, 30 smashing and 13 energy damage at level 50. 1 second activation time, 16 second cooldown, 30% chance for a 2.00 magnitude for 4 seconds.))
Riot Upgrades
Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% chance for a 20% slow on all effected targets))
Heavy Minigun Burst- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))
Assault Upgrade
Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))
Heavy assault burst- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of .5 lethal damage over 6 seconds on level 1, 20 ticks of 2 damage on level 50, 60 degree arc, 50 foot range, 6.5 seconds activation time, 30 second cooldown, 30% chance for a 30% slow on all effected targets))
Bone Smasher- ((Heavy damage, long recharge)) ((9 smashing and 6 energy damage at level 1, 44 smashing and 28 energy damage at level 50. 1.5 second activation time, 20 second recharge time. 60% chance for a 3.00 magnitude stun for 6 seconds on target.))
Veteran Sniper powers
Sniper Rifle- ((Extreme damage, long recharge, knockback))
Slug- ((Ranged, high damage, moderate recharge))
Full Auto- ((Superior DoT, Long recharge))
Burst-((Moderate damage over time, fast recharge))
Officer resistances-
Smashing-20%
Lethal-20%
AoE-10%
Confuse-25% duration
Confuse protection-2.0
Riot guard resistances-
Smashing-25%
Lethal-25%
AoE-10%
Fire-5%
Cold-5%
Toxic-5%
Confuse-30% duration
Confuse protection-2.0
Captain resistances
Smashing-23%
Lethal-23%
AoE-15%
Fire-8%
Ice-8%
Toxic-8%
Terrorize protection-4.0
Terrorize-33.33% duration
Confuse-33.33% duration
Confuse protection-2.0
The idea being a ranged and melee mix, with a focus on range. The Riot guards are meant to serve as tankers for the other officers. The damage levels can be lowered or raised as neccesary, obviously. Another possible idea is removing the Riot Guards and focusing on ranged with either the Snipers, or with a psychic division theme. Just batting around ideas. -
Double post, edited the SWAT powerset with resistances and possible damage numbers for various attacks and such. Figured it deserved a notification post.
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I do believe that set bonus's only effect you, and not your minions. Now if an IO has a proc on it then THAT can be set off by your minions, but set bonus's do squat for them.
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I actually put in an idea for a PPD SWAT team into the MM idea thread. I need to go back and fine tune it, add resistances and such, tweak some of the powersets and maybe, MAYBE change the level 18 power and a few names. Not that they'd ever go for it, but its fun to dream, eh?
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In general for 'ranged' minions I think they need to remove brawl or melee attacks. Replace them with ranged attacks that are a bit weaker then the brawl/whatever they replace. Even though I have to admit that I do love the look of Rifle butt.
As has been said, remove the grenade from the Medic and give him an AoE heal, and a single target shot to replace the lost grenade. Decide if Spec-Ops are going to be damage dealers or CCers. If it's damage, remove most of the CC and give them AoE damage and better single target. If its CC then still buff single target damage, but decrease the cooldown on most of their CC. Do some tweaking to the AI so that Spec Ops won't try to apply the SAME CC that the other SpecOP just applied.
For the Commando...buff LRM, decrease the cooldown. Widen the cone on Full Auto. -
Delgran Consian. He's an ex-marine who decided he didn't like serving all that much. After leaving the service he decided to open up a detective agency in Independance Port. He kept in contact with his old squad though, and when a contract calls for it, he pulls them into the action. Doesn't consider himself a 'super' or 'power' at all. Just a man with a gun, an iron will to repulse pain, and an anti-grav device he flies around with for fun.
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I was poking around with the idea of a SWAT or Rogue SWAT powerset. One large reason is because, well, this game doesn't have a Shotgun powerset, and...that's really the big reason. Anyway! Let the fun begin!
Swat/Rogue Swat Mastermind
As an officer/former officer of the PPD SWAT team, you command the respect of the men under you.
Powers
12 gauge- Fires a single blast from your shotgun. ((Damage Medium, recharge fast))
Call Officer- Summons 1-3 officers to follow your orders. Third officer will be a triage unit. The first two officers use shotguns, while the third uses a pistol.
AP shot-Fires an armor piercing shotgun slug that knocks some foes back. ((Damage high, recharge moderate, knockback))
Riot control-Upgrades your team with the latest in Riot Control gear.
Buckshot-Good at close range. Fires a cone of buckshot pellets that can
knock some foes down. ((Damage moderate, recharge high, knockback, cone effect))
Call Riot guards- Summons 1-2 Riot Guards to assist you. Riot Guards are highly trained, tough officers who excel in fighting toe to toe and in disabling the enemy.
Request reinforcements- Two highly trained SWAT snipers appear to assist you. Unlike normal officers these officers are very busy, and can only remain for a short time.
Call Captain- Calls one highly experienced SWAT captain to aid you. This hard as nails officer will stop at nothing to get the job done. He is so good at what he does that he inspires other officers.
Assault upgrade- Outfits the SWAT team with the most advanced assault weaponry available.
Officer powers
12 gauge-((Damage light, recharge fast)) ((5 points of lethal damage at level 1 and 2 points of smashing damage, 13 points of damage and 5 points of smashing damage at level 50, 1 second activation, 5 recharge time))
12 gauge blast- ((Damage moderate, recharge moderate)) ((5 points of lethal damage and 3 points of smashing damage at level 1, 15 points of lethal damage and five points of smashing at level 50, 1 second activation, 3 recharge time))
Riot Control powers
Beanbag-((Damage light, recharge long, disorient))
Buckshot-((Damage moderate, recharge long, knockback, cone of effect)) ((6 points of smashing damage at level 1, 23 points of smashing damage at level 50, 1.87 seconds activation time, 8 second recharge time, 50% chance for a magnitude .79 knock back on level one, 1.95 on level 50))
Doubleblast-((Moderate DoT, moderate recharge)) ((2 ticks of 9 lethal, 3 smashing damage over 2 seconds at level 1, 2 ticks of 17 lethal, 9 smashing damage over 2 seconds at level 50, 2.5 second activation time, 6 recharge time))
Assault Upgrade powers
Incediary Flechette- ((Damage moderate, recharge long, medium length DoT, AoE)) ((4 points of lethal damage, 3 ticks of fire damage over 3 seconds at level 1, 11 points of lethal damage, 3 ticks of 3 fire damage over 3 seconds at level 50, 1.5 second activation time, 16 second recharge time, wide area cone blast))
AP shot-((Damage high, recharge long, knockback)) ((15 points of lethal damage at level 1, 31 points of lethal damage at level 50, 1.6 second activation time, 16 recharge time, 50% change for a .79 mag knockback at level 1, 1.9 mag knockback at level 50))
Triage Unit powers
Single shot- ((Damage light, recharge fast)) ((5 points of lethal damage on level 1, 15 points of lethal damage on level 50, 1.5 second activation, 5 seconds cooldown))
Double shot-((Moderate damage over time, recharge moderate)) ((2 ticks of 3 lethal damage at level 1, 2 ticks of 8 lethal damage at level 50, 2 second activation time, 3 second recharge time))
Med-kit- ((Healing, 15 second recharge)) ((Heals for 20 points at level 1, 115 at level 50, 2 second activation time, 15 second recharge time))
Riot Upgrade powers
Energy pills- ((Removes hold, slow, and sleep effects, 20 second recharge)) ((Removes 1 stun, sleep, immobilize, or hold effect from 1 target, 3 second activation time, 20 second recharge time))
Triple shot- ((Damage high, recharge long)) ((3 ticks of 2 damage at level 1, 3 ticks of 6 damage at level 50, 2 second activation time, 10 second recharge time))
Assault Upgrades
Empty clip-((Damage medium, recharge long, Area of effect)) ((5 ticks of 1 damage at level 1, 5 ticks of 3 damage at level 50, 3 second activation time, 16 second recharge time, 10% chance for a .5 mag knockback at level 1, 1 mag knockback at level 50))
Team assist- ((PBAoE Team Heal)) ((10 PBAoE points of team healing at level 1, 90 PBAoE points of team healing at level 50, 3 second activation time, 40 ft radius, 20 second recharge time))
Tear Gas Grenade-((Hold/immobilize, -damage)) ((3.00 magnitude hold on target for 4 seconds, 15% damage on target for 15 seconds, 15 foot AoE, 3 second activation time, 35 recharge time))
Riot Guard powers ((Riot Guards are shield/war mace tankers without Gaunlet))
Bash- ((Melee, moderate damage, fast recharge minor disorient)) ((8 points of smashing damage at level 1, 26 points of smashing damage at level 50, 1.3 second activation time, 4 seconds recharge time, 30% chance to lower target resistance by 15% for 10 seconds, 20% chance for mag 2 stun on the target for 2 seconds))
Pulverize- ((Melee, high damage, moderate recharge, minor disorient)) ((10 points of smashing damage at level 1, 35 points of smashing damage at level 50, 1.5 second activation time, 8 recharge time, 30% chance for a mag 2 stun for 4 seconds))
Deflection-(Self +DEF(Melee), +Res(Lethal, Smashing) ((10% melee defense, 10% smashing resistance, 10% lethal resistance))
Riot Upgrades
Whirling Mace- ((Point Blank AoE melee, moderate damage, long recharge, minor disorient)) ((10 points of PBAoE smashing damage at level 1, 30 points of PBAoE smashing damage at level 50, 8 foot radius, 3 second activation time, 16 seconds recharge time, 20% chance for a mag 2, 2 second stun on every target hit))
Battle agility- ((Self +defense ((Ranged, AoE)) +Res ((defense debuff)) ((10% ranged and AoE defense, 12% defense resistance))
Assault upgrades
Grant Cover- ((PBAoE, Team (But not self) DEF (All) )) ((6% defense to smashing, lethal, negative, energy, fire, cold, melee, ranged, AoE damage, 10% resistance to all))
Crowd Control- ((Melee (Cone), moderate damage, knockback)) ((12 points of smashing damage at level 1, 32 points of smashing damage at level 50, 2 second activation time, 16 seconds recharge time, 25% chance for a mag .67 knockback))
Shatter- ((Melee, extreme damage, high knockup)) ((14 points of smashing damage at level 1, 35 points of smashing damage at level 50, 45 degree arc, 8 foot range, 2.33 activation time, 16 second recharge time, 30% chance for a .67 mag knockback))
Captain Powerset ((Captains utlize a mini-gun and team buffs))
Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))
Chain Gun- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))
Manuevers- ((PBAoE Team Defense +All)) ((PBAoE 5% defense on all mastermind minions))
Riot Upgrades
Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% chance for a 20% slow on all effected targets))
Focused Barrage- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))
Tactics- ((PBAoE Team +ACC Res (Confusion, fear) +perception)) ((5% PBAoE to-hit, 35% perception for masterminds minions))
Assault Upgrades
Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))
Light'em up!- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of .5 lethal damage over 6 seconds on level 1, 20 ticks of 2 damage on level 50, 60 degree arc, 50 foot range, 6.5 seconds activation time, 30 second cooldown, 30% chance for a 30% slow on all effected targets))
Assault- ((PBAoE Team +DMG, resist taunt and placate)) ((15% damage increase, 45% resistance to taunt and placate for mastermind minions))
Sniper powers
Sniper Rifle- ((Extreme damage, long recharge, knockback))
Slug- ((Ranged, high damage, moderate recharge))
Full Auto- ((Superior DoT, Long recharge))
Burst-((Moderate damage over time, fast recharge))
Officer resistances-
Smashing-20%
Lethal-20%
AoE-10%
Confuse-25% duration
Confuse protection-2.0
Riot guard resistances-
Smashing-25%
Lethal-25%
AoE-10%
Fire-5%
Cold-5%
Toxic-5%
Confuse-30% duration
Confuse protection-2.0
Captain resistances
Smashing-23%
Lethal-23%
AoE-15%
Fire-8%
Ice-8%
Toxic-8%
Terrorize protection-4.0
Terrorize-33.33% duration
Confuse-33.33% duration
Confuse protection-2.0
That's the general gist of it. The shotgun blasts would be short range, around that of Corruption in Demon summoning, the Triage Unit would be medium range, the Riot Guards obviously melee, and the Captain would be medium/long range. Double bonus, PPD would work in Pratoreia or in Paragon...