procchi

Citizen
  • Posts

    2
  • Joined

  1. Amazingly enough, my Inv/SS tank does NOT have/use Rage.
    Indeed, I have a very limited set of selections from SS - Jab, Haymaker, Taunt, Knockout Blow and Footstomp. I flesh out the attack Chain with Air Superiority, which I consider the superior pre-requisite for flight, and also have hasten.

    Why did I not take the other powers?
    Punch - I consider it an underperforming power, and would much rather my second defense pick instead.
    Hand Clap - I want to keep my enemies close to me - not knock them away where they might stagger out of my aggro range and attack the rest of my team.
    Rage - I've never seen the need, and frankly, I'd rather not have the crash - I put up with it crashing enough when I have to use unstoppable, and I'd not like another - smaller - crash from Rage.
    Hurl - again, I want to keep my enemies close - but the animation time on this power is a bit long and slow, so I skip it.

    This means I have 5 of my secondary set and all 9 of my Primary set. Add in 3 powers from the Fitness Pool, 2 from the Flight Pool, 1 from Speed pool - leaves me with 4 slots for an ancillary Power Pool - though one one respec I took only three, and added super-speed for a dual movement power build.
  2. I'm currently working up a blaster, and am at level 21. Natural Origin, Assault Rifle/Devices as Primary Secondary. So the idea of most of the 'super' movement powers is kind of foreign to my concept. I'm taking it on the basis of "Powers and Abilities Mortal Man can cash in on" rather than "Powers and abilities far beyond those of mortal man"

    That being said, I DO have the fitness pool, so adding a bit of help by a second enhancement to Swift/Hurdle doesn't seem too much of a difficulty, and I can see Combat Jumping as not being 'too' super - as opposed to Hover, Teleport Foe/Recall Friend, so I might add that to the build at some point.