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GameAmp: New Patron Powers..

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Zokushi Profile
Zokushi
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New Patron Powers.. 

Since I only play Mastermind just offering my comments on those sets : )


PATRON POWER LIST

Ghost Widow - Soul Mastery

Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.

Brute

* Gloom - Slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time.
* Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their life.
* Dark Obliteration - You hurl a large blast of negative energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.
* Summon Widow - Ghost Widow will assign a beautiful and deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Stalker

* Dark Blast - A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy.
* Moonbeam - An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.
* Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.
* Summon Widow - Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Corruptor

* Soul Drain - Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.
* Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.
* Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.
* Summon Mistress - Ghost Widow will assign a Fortunata Mistress for you to command. Arguably, the most powerful of the Fortunatas, these rare few have mastered numerous psychic abilities and have risen to the top of Lord Recluse's beautiful Black Widows.

Dominator

* Dark Consumption - The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain Hit Points of your enemy and add to your Endurance.
* Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.
* Dark Obliteration - You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.
* Summon Seer - Ghost Widow will assign a Fortunata Seer for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of their teammate.

Mastermind

* Night Fall - Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.

Well, if you took Dark Miasma this skill is rather synergistic. Nothing fancy, but can't begrudge another cone skill. With some Range and ToHit Debuff or Damage this could slip its way in to your commonly used pile.

* Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

Woohoo Armor! While it doesn't tell us just how much, DR is always a loved addition from MMs. Well, unless you're Forcefield : P I would bank on it being 11-17% but in our wildest dreams maybe more, around 26.

* Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.

Second cone power in the set. This one does an immobilize though, which can be pretty handy. The only downside to this, is be prepared for them to be mad at you for doing it and stuck in place able to pound you at range.

* Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.

Sad, but true. MMs wont be getting the 'ultimate' pets from these masteries. This skill looks alright, a single target hold, but no idea on the Mag on it. Considering it is a rank 4 skill I'd hope atleast 3 if not higher. Still, would probably rather an AE for a final.


Black Scorpion - Mace Mastery

Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.

Brute

* Mace Blast - The Executioner's Mace is capable of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.
* Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
* Disruptor Blast - Fires a tremendous charge of kinetic energy from your Executioner's Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.
* Summon Blaster - Black Scorpion will grant you an Arachnobot Blaster to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Stalker

* Mace Blast - The Bane Mace is capable of firing a bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.
* Mace Beam - Fires an extremely long range and accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knocks back the target. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.
* Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.
* Summon Spiderlings - Black Scorpion will grant you access to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned.

Corruptor

* Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
* Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
* Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.
* Summon Disruptor - Black Scorpion will grant you an Arachnobot Disruptor to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Dominator

* Poisonous Ray - The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target's Defense and Damage Resistance as it deals Toxic damage.
* Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
* Disruptor Blast - Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.
* Summon Tarantula - Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable.

Mastermind

* Web Envelope - The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

Depending on the range of this attack it could be very useful in PVP. As it is I frequently by web grenades to make people stop bouncing around due to the -jump. PVE it has less uses.

* Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

Ahh the armor. This one is geared to +Defense rather than DR (though it does give some toxic DR). Once again we have to wonder how much it'll be, but in vein of most defense buffs I'd have to say around 8% .. which would be disappointing.

* Mace Beam Volley - Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.

Hello aggro! This is the same as the energy torrent skill from /energy blasters in CoH. Let's hope it does a nice bit of damage for the pain it's going to get us!

* Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed.Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

So it's an upgraded web grenade. A little disappointing but the hold is nice. What worries me is the 'targets able to resist' remark, which makes me worried that it might only be a mag 2 hold. Atleast it still has the -jump!

Captain Mako - Leviathan Mastery

Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.

Brute

* Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.
* School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.
* Chum Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.
* Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Stalker

* Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.
* Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.
* Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.
* Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Corruptor

* School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.
* Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.
* Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.
* Summon Coralax - Captain Mako will show you how to summon a Coralax Red Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Dominator

* Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.
* Chum Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.
* Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.
* Summon Coralax - Captain Mako will show you how to summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Mastermind

* School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

Sharks? Well .. ok .. AE immobilize and dot, I surmise it'll do a nice chunk of damage since the mobs must be near the ground to get hit.

* Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

Wee Armor again! This time its DR to Lethal Smash and ... cold? Well, that has it's benefit against Ice/Ener blappers I suppose.

* Chum Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

Well I'd be disgusted at this power, but as a /poison MM I already spit lugis .. so moving on. This is simple a Cone damage power, but if it does decent damage .. toxic is a weak point on most mobs and Players.

* Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

Well it's a single target Hold which isn't bad. The plus damage should be pretty decent since it's a rank 4 skill. It doesn't have -jump but it will land a flyer!

Scirocco - Mu Mastery

Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.

Brute

* Mu Lightning - You can send a large blast of Mu energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you.
* Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.
* Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.
* Summon Striker - Scirocco will show you how to call upon a mystical Mu Striker to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Stalker

* Mu Bolts - You can quickly hurl small bolts of Mu electricity at foes, dealing some damage and draining some Endurance. Some of this Endurance may transfer back to you. Mu Bolts deals light damage, but recharges quickly.
* Zapp - A focused blast of Mu electrical energy that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance as it can be interrupted. Some of the Endurance you drain may transfer back to you.
* Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.
* Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Corruptor

* Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.
* Charged Armo r- When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.
* Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.
* Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Dominator

* Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.
* Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.
* Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.
* Summon Guardian - Scirocco will show you how to call upon a mystical Mu Guardian to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Mastermind

* Static Discharge - Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.

Ohh .. a Cone End drain. Well that should be rather handy if the drain is big enough like Short Circuit. No END means the mobs are just brawling.

* Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

Same as the Ghost Widow armor only Energy instead of Negative. Pretty handy though.

* Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

Same as /electric blasters this is a most likely targeted AE although it could radiate from a targetted mob. AE immobilize wouldn't be bad plus the -end, but be prepared to get aggro.

* Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

Ahh last power. So, it's a single target Hold + End Drain + End Transferrence. Not bad at all. It doesn't do damage, but that isn't just a big deal sine that's what your pets are for.

Over all... Patron powers could be nice for MMs. I think I Would take Scorpion's just for PVP reasons although Mako's sharks aren't bad due to the Toxic damage cone. I would probably stay away from Sirroco as I hardly use END as it is, though could find its uses in PVP and it your pets life expectancy. Ghost Widow is just Dark Miasma/Blast getting a few more skills which doesn't appeal to me, but could have benefits for any MM type especially Forcefield as -acc and your inherent +def would stack nicely.

Feel free to comment and on the other sets! Remember this is mainly conjecture since we don't have the actual numbers ^-^


Editted addendum: Most MMs agree that the 'epic' skill of the set being a single target hold is relatively squat compared to all other classes getting a pet. I'm tending to agree since as a /poison I already have one mag3 hold and as a ninja/ my Oni does a mag3 hold. Also, we really could've used status protection in favor of armor ><~ But I wont be a DOOM-sayer, they're still neat.



***THIS POST HAS BEEN EDITED***
03/31/06 18:25 Login to rate this user's post!
Wuigly Squigly Profile
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RE: New Patron Powers.. 

So just a quick question, were getting these powers insteada epic power pools correct? or is this just something new altogether?



***THIS POST HAS BEEN EDITED***



03/31/06 22:31 Login to rate this user's post!
Sunshine Profile
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RE: New Patron Powers.. 

QUOTE
So just a quick question, were getting these powers insteada epic power pools correct? or is this just something new altogether?


these are the villain equivalent of epic pool power sets.
u must complete a specific trial then collect a specific badge. BE SURE U CHOOSE THE ONE U WANT BECOZ ONCE U HAVE THAT BADGE U CANNNOT GET THE OTHER BADGES AND THE BADGE U GET DETERMINES WHICH SET U CAN TAP INTO. for example, choosing scirroco's trial will have u fight a djinn in the end to collect th "mirage" badge and after that scirocco's patron powers are the only ones u have access to




Thanks to Death Fetish for kicka$$ siggy!!!
04/01/06 00:05 Login to rate this user's post!
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RE: New Patron Powers.. 

I wonder if you can help other people get thier patron badge if you already have a different one?
I want to play all 4 missions myself. See ya guys in the training room with my Lvl 40's when I7 drops..
Wooo hoooo!!!!



04/01/06 04:07 Login to rate this user's post!
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RE: New Patron Powers.. 

so we will only be able to get these badges wen issue 7 is realesed?




04/01/06 04:28 Login to rate this user's post!
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RE: New Patron Powers.. 

Yes, these r only available after i7.
I think that u can do other ppls trials to help them on it, but im not sure if doing that will earn u the badge or not... im looking for the link to the site, one sec

Edited to add: i found the official site, click Here



***THIS POST HAS BEEN EDITED***




Thanks to Death Fetish for kicka$$ siggy!!!
04/01/06 15:03 Login to rate this user's post!
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RE: New Patron Powers.. 

Question: Why is there no epic set based on Lord Redulcus?



04/01/06 16:25 Login to rate this user's post!
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RE: New Patron Powers.. 

Because that would put you on the same level as Ghost Widow and Captain Mako as second only to Lord Recluse himself. And they wouldn't let some uppity so called "Destined One" steal some of their hard won power and influence. And besides Lord Recluse likes to see you what you can do without any help.



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Medivh: Shalomski - Warlock; Mikain - Hunter

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View my tip on how to get the badges for taking damage at level 2 here http://cityofvillains.gameamp.com/tip_libr...raries/1172.php

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And 40 other alts under lvl 20 on all servers.

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04/01/06 19:19 Login to rate this user's post!
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RE: New Patron Powers.. 

I think we are moving the "How many posts can you post in a row" contest here. The villain above me set the record on the CoH gameamp site (sorry used to saying it, only "hero" instead of "villain"). Anyway, where did you find that list Zokushi? I've been googling all over and can't find it.



"Probably the saddest thing you'll ever see is a mosquito sucking on a mummy. Forget it, little friend."
04/01/06 20:05 Login to rate this user's post!
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RE: New Patron Powers.. 

QUOTE
I think we are moving the "How many posts can you post in a row" contest here.  The villain above me set the record on the CoH gameamp site (sorry used to saying it, only "hero" instead of "villain").  Anyway, where did you find that list Zokushi?  I've been googling all over and can't find it.


It's on the main page : ) I just copied here for ease of use.

http://cityofvillains.gameamp.com/news/viewNews/2149.php
http://www.cityofvillains.com/feature_update_issue_7f.html




------------------------------------------------------------------------
Type First Think Later
------------------------------------------------------------------------
City of Villians/Heros - Virtue Shard (Roleplayer)
34 Ninja/Poison Mastermind - Violet Lotus Flower
32 MA/Regen Scrapper - Oritsu-Kieshu
** Ninja/Dark Mastermind - Zokushii Baikokudo
------------------------------------------------------------------------
04/02/06 22:13 Login to rate this user's post!
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RE: New Patron Powers.. 

Not real Crazy about power based on patrons, having my plant dom using sharks or eletricity just don't fit, give me vine sheilds, give me something that fits. I may use em for some of my toons, but like the way they did it in COH better.

Doc



Current Faves:
COV:
Doc Mandrake L50 Plant/Thorn -269 Badges
Katie 80 L50 NRG/Therm Corr
Radicator L50 Sonic/Rad Corr- 192 Badges
Deadpan L50 Dark/Dark Brute
Luther Rogue L47 Thug MM

COH:
Doc Vengeance L50 Dark Dark Dark Def
Sabrina Reborn L37 PB
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04/05/06 08:56 Login to rate this user's post!
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RE: New Patron Powers.. 

I can't wait for the Patron Powers. I love the idea of it.
As far as them not fitting my character? Well I can make them fit since my character is up to me. I love the idea of Patrons, I think it really ties the game together.
I would like to see a patron for every type of power instead of being AT based.
Like DM set Energy Set etc...

I will be getting the sharks because they look cool and have toxic damge which almost no bad guy has def against.




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RE: New Patron Powers.. 

Anyone notice on the main site the wolf with the robotic lower half. Glad to see I can get more tecnical looking besides just doing the arms. Back on subject, Powers seem cool. i like Mako's shark power, and ghost widow's powers will fit my corruptor nicely. Wish there were more for us natural orgins though, Oh well, maybe in future issues.



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RE: New Patron Powers.. 

Im a corrupter level 40 dark/dark powers
i am not sure wat patron to choose, its between Sciricoo and mako.
my powers are based around just shooting them and healing my self, no hold powers and helping team members and stuff.
i think the electric powers would be good becasue they give me armour but so does mako's.
if u have any advice plz tell me wat u would choose. the corrupter powers do basically the same things but im not sure.



***THIS POST HAS BEEN EDITED***



04/05/06 15:07 Login to rate this user's post!
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RE: New Patron Powers.. 

QUOTE
I can't wait for the Patron Powers. I love the idea of it. 
As far as them not fitting my character? Well I can make them fit since my character is up to me. I love the idea of Patrons, I think it really ties the game together.
I would like to see a patron for every type of power instead of being AT based.
Like DM set Energy Set etc...

I will be getting the sharks because they look cool and have toxic damge which almost no bad guy has def against.



part of your point was exactly my point. in COH they are based that way and i like that because it matches my powers, My dark scrapper and dark def both have dark sets to match. and yes i make my character, but if i make a plant dom who's "part plant"himself I cant or rather wont come up with some reason to "work in" red lightning, so i'll likely use them where they fit and i like them and my other toons will use other pools and such to round themselves out
04/05/06 15:24 Login to rate this user's post!
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RE: New Patron Powers.. 

QUOTE
Not real Crazy about power based on patrons, having my plant dom using sharks or eletricity just don't fit, give me vine sheilds, give me something that fits. I may use em for some of my toons, but like the way they did it in COH better.

Doc



I agree. . .This is about as stupid as Debt is . . .

Just as I ask, why are you in debt if you do not teleport to the hospital?(It was conveyed in the story that you gain debt for having to be teleported to hospital). . .

I ask, why is a villain who is to work themself up in the isles "hoor" of a General, why am I not a General myself? . . . That Patron idea seems to be inconsistent with the Storyline. . .I was there to impress or replace Lord Recluse, not impress his lackeys or become one of his lackey's - lackeys. . . What the hell do I want a sponsor for? I am Project Destiny. . .



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RE: New Patron Powers.. 

Not been on forums for a few days so sorry if i'm a little behind.

To be honest, i'm kinda disapointed with the look of the patron powers, as people have mentioned, they really dont fit in with the concept of some ATs. i play a MM and a Stalker and the options that are open really dont suit how i planned those toons for the last 10 lvls.

My Stalker will be my first lvl 50 and holds and ranged attacks really dont appeal to me (but then again everything seems to be about PvP in the Devs eyes, but thats a diffrent issue). i was hoping for something along the lines of 'Earth's Embrace' for my Stalker and upon reading what the patron powers are going to be i doubt i'm going to even bother with them... unfortunatly it seems like they are going to be another half baked idea from the Devs that people are going to moan and complain about.

As far as my MM is concerned (and i know there are ATs that will find some of the Patron Powers usefull) then i dont think i'll bother with powers that are going to draw more aggro to him rather than my pets

I'm not fussed tbh, if i dont like them then i'll avoid them.

i just feel its like the CoH Epic Powers... Powers that aint that 'Epic'. people may argue that these powers arent ment to be class changing powers but by the defination of Epic, then i feel they should be stand alone powers that do something outwith the current power pools rather than half-baked summaries of the weaker powers from various power sets.

it just seems to me that the Devs have let them selves down again after producing a game that after nearly a year and a half i still play and enjoy day in day out.

and i rather not mention the next 'its not a nerf, honest guv' thing thats coming up in the next issue.

i would like to hear other peoples opinions on the patron powers right enough.... please restore my faith! ;P




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RE: New Patron Powers.. 

QUOTE
Since I only play Mastermind just offering my comments on those sets : )


PATRON POWER LIST

Ghost Widow - Soul Mastery

Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.

Brute

    * Gloom - Slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time.
    * Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their life.
    * Dark Obliteration - You hurl a large blast of negative energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.
    * Summon Widow - Ghost Widow will assign a beautiful and deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Stalker

    * Dark Blast - A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy.
    * Moonbeam - An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.
    * Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.
    * Summon Widow - Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Corruptor

    * Soul Drain - Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.
    * Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.
    * Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.
    * Summon Mistress - Ghost Widow will assign a Fortunata Mistress for you to command. Arguably, the most powerful of the Fortunatas, these rare few have mastered numerous psychic abilities and have risen to the top of Lord Recluse's beautiful Black Widows.

Dominator

    * Dark Consumption - The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain Hit Points of your enemy and add to your Endurance.
    * Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.
    * Dark Obliteration - You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.
    * Summon Seer - Ghost Widow will assign a Fortunata Seer for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of their teammate.

Mastermind

    * Night Fall - Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.

Well, if you took Dark Miasma this skill is rather synergistic. Nothing fancy, but can't begrudge another cone skill. With some Range and ToHit Debuff or Damage this could slip its way in to your commonly used pile.

    * Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

Woohoo Armor! While it doesn't tell us just how much, DR is always a loved addition from MMs. Well, unless you're Forcefield : P I would bank on it being 11-17% but in our wildest dreams maybe more, around 26.

    * Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.

Second cone power in the set. This one does an immobilize though, which can be pretty handy. The only downside to this, is be prepared for them to be mad at you for doing it and stuck in place able to pound you at range.

    * Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.

Sad, but true. MMs wont be getting the 'ultimate' pets from these masteries. This skill looks alright, a single target hold, but no idea on the Mag on it. Considering it is a rank 4 skill I'd hope atleast 3 if not higher. Still, would probably rather an AE for a final.


Black Scorpion - Mace Mastery

Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.

Brute

    * Mace Blast - The Executioner's Mace is capable of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.
    * Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area.  This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
    * Disruptor Blast - Fires a tremendous charge of kinetic energy from your Executioner's Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.
    * Summon Blaster - Black Scorpion will grant you an Arachnobot Blaster to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Stalker

    * Mace Blast - The Bane Mace is capable of firing a bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.
    * Mace Beam - Fires an extremely long range and accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knocks back the target. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.
    * Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed.  Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.
    * Summon Spiderlings - Black Scorpion will grant you access to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned.

Corruptor

    * Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
    * Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
    * Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.
    * Summon Disruptor - Black Scorpion will grant you an Arachnobot Disruptor to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Dominator

    * Poisonous Ray - The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target's Defense and Damage Resistance as it deals Toxic damage.
    * Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
    * Disruptor Blast - Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.
    * Summon Tarantula - Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable.

Mastermind

    * Web Envelope - The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

Depending on the range of this attack it could be very useful in PVP. As it is I frequently by web grenades to make people stop bouncing around due to the -jump. PVE it has less uses.

    * Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

Ahh the armor. This one is geared to +Defense rather than DR (though it does give some toxic DR). Once again we have to wonder how much it'll be, but in vein of most defense buffs I'd have to say around 8% .. which would be disappointing.

    * Mace Beam Volley - Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.

Hello aggro! This is the same as the energy torrent skill from /energy blasters in CoH. Let's hope it does a nice bit of damage for the pain it's going to get us!

    * Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed.Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

So it's an upgraded web grenade. A little disappointing but the hold is nice. What worries me is the 'targets able to resist' remark, which makes me worried that it might only be a mag 2 hold. Atleast it still has the -jump!

Captain Mako - Leviathan Mastery

Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.

Brute

    * Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.
    * School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.
    * Chum Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.
    * Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Stalker

    * Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.
    * Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.
    * Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time.  Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.
    * Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Corruptor

    * School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.
    * Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.
    * Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time.  Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.
    * Summon Coralax - Captain Mako will show you how to summon a Coralax Red Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Dominator

    * Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.
    * Chum Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.
    * Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.
    * Summon Coralax - Captain Mako will show you how to summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Mastermind

    * School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

Sharks? Well .. ok .. AE immobilize and dot, I surmise it'll do a nice chunk of damage since the mobs must be near the ground to get hit.

    * Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

Wee Armor again! This time its DR to Lethal Smash and ... cold? Well, that has it's benefit against Ice/Ener blappers I suppose.

    * Chum Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

Well I'd be disgusted at this power, but as a /poison MM I already spit lugis .. so moving on. This is simple a Cone damage power, but if it does decent damage .. toxic is a weak point on most mobs and Players.

    * Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time.  Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

Well it's a single target Hold which isn't bad. The plus damage should be pretty decent since it's a rank 4 skill. It doesn't have -jump but it will land a flyer!

Scirocco - Mu Mastery

Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.

Brute

    * Mu Lightning - You can send a large blast of Mu energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you.
    * Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.
    * Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.
    * Summon Striker - Scirocco will show you how to call upon a mystical Mu Striker to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Stalker

    * Mu Bolts - You can quickly hurl small bolts of Mu electricity at foes, dealing some damage and draining some Endurance. Some of this Endurance may transfer back to you. Mu Bolts deals light damage, but recharges quickly.
    * Zapp - A focused blast of Mu electrical energy that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance as it can be interrupted. Some of the Endurance you drain may transfer back to you.
    * Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.
    * Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Corruptor

    * Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.
    * Charged Armo r- When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.
    * Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.
    * Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Dominator

    * Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.
    * Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.
    * Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.
    * Summon Guardian - Scirocco will show you how to call upon a mystical Mu Guardian to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Mastermind

    * Static Discharge - Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.

Ohh .. a Cone End drain. Well that should be rather handy if the drain is big enough like Short Circuit. No END means the mobs are just brawling.

    * Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

Same as the Ghost Widow armor only Energy instead of Negative. Pretty handy though.

    * Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

Same as /electric blasters this is a most likely targeted AE although it could radiate from a targetted mob. AE immobilize wouldn't be bad plus the -end, but be prepared to get aggro.

    * Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

Ahh last power. So, it's a single target Hold + End Drain + End Transferrence. Not bad at all. It doesn't do damage, but that isn't just a big deal sine that's what your pets are for.

Over all... Patron powers could be nice for MMs. I think I Would take Scorpion's just for PVP reasons although Mako's sharks aren't bad due to the Toxic damage cone. I would probably stay away from Sirroco as I hardly use END as it is, though could find its uses in PVP and it your pets life expectancy. Ghost Widow is just Dark Miasma/Blast getting a few more skills which doesn't appeal to me, but could have benefits for any MM type especially Forcefield as -acc and your inherent +def would stack nicely.

Feel free to comment and on the other sets! Remember this is mainly conjecture since we don't have the actual numbers ^-^


Editted addendum: Most MMs agree that the 'epic' skill of the set being a single target hold is relatively squat compared to all other classes getting a pet. I'm tending to agree since as a /poison I already have one mag3 hold and as a ninja/ my Oni does a mag3 hold. Also, we really could've used status protection in favor of armor ><~ But I wont be a DOOM-sayer, they're still neat.




YAAAAAAAAAAAAAAAAAAAY!

someone who isnt complaining about MM PPPs

I like the MM PPPs too I dont give a crap if I dont get another pet or some super pet we can already get up to 8 anyways



04/07/06 20:52 Login to rate this user's post!
Lord Rott Profile
Lord Rott
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RE: New Patron Powers.. 

AWWWWWW Man-
No new pet for a MM. Whats up with that. Oh well. At least I can get a nice defense buff. I'm thinking Mako for myself. this should be fun....now if we can just get an official release date.....hmmmmmm.



04/09/06 08:27 Login to rate this user's post!
sportgenius Profile
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RE: New Patron Powers.. 

Ok, I never got a 40+ in CoH and my Villian will get there before my hero. The thing about this that gets me wondering, can you respec to chose a different patron power pool? If it requires a badge and you can't redo the mish then I'm guessing no. What about in CoH? Do they have to do a mish and a badge to get the epics?




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There once was a genius with razors
With claws, he was a trail-blazer
He hit level 50
I thought that was nifty
So I called to say "Gratz!" on my Razr


--- Crookwood
04/13/06 20:20 Login to rate this user's post!
Wuigly Squigly Profile
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RE: New Patron Powers.. 

PPPs will be irreverseable once you have completed the mission for whatever person you got: Ghost Widow, Cpt Mako, Scirrioco w/e. This is different from CoH where you didnt even have to complete a mission to get the EPPs. I suppose it adds uniqueness to it all, but when you make the choice, choose wisely, cause the only way to undo it would be to restart your character all over again, This is unless the devs have a change of heart.



04/13/06 20:26 Login to rate this user's post!
Lythos Profile
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RE: New Patron Powers.. 

QUOTE
PPPs will be irreverseable once you have completed the mission for whatever person you got: Ghost Widow, Cpt Mako, Scirrioco w/e. This is different from CoH where you didnt even have to complete a mission to get the EPPs. I suppose it adds uniqueness to it all, but when you make the choice, choose wisely, cause the only way to undo it would be to restart your character all over again, This is unless the devs have a change of heart.


Because they are irreversable they are MORE powerful than Hero APPs so Villians are in controll in RV

Muhahaha




04/22/06 21:27 Login to rate this user's post!
Word to yo motha! Profile
Word to yo motha!
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RE: New Patron Powers.. 

QUOTE
Just as I ask, why are you in debt if you do not teleport to the hospital?(It was conveyed in the story that you gain debt for having to be teleported to hospital). .


The reason they debt debt is 'cause u died and u have 'many things to learn' it takes longer to gain experiance when u have just been defeated. (they are not talking about money debt)



---------------------------------------
Triumph
Heroes:
Mutataion-Stone (Earth/Kinetics Controller)-50
Professor.Benaz (Fire/Rad Controller)-50
Energy-Burn (Fire/Energy Blaster)-33 Dark Matter (Tri-form Warshade)-30
Granite Guardian (stone/Fire Tanker)-38
---------------------------------------
Villians:
Mechanized Manic (robot/Force field)-28
Shadow Reaper- (Necromancy/Dark)-20
---------------------------------------
Freedom
X'aos (Dark/Dark Defender)-32 <----Active
05/07/06 19:19 Login to rate this user's post!
Word to yo motha! Profile
Word to yo motha!
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Joined: 03/21/2006
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RE: New Patron Powers.. 

QUOTE
Just as I ask, why are you in debt if you do not teleport to the hospital?(It was conveyed in the story that you gain debt for having to be teleported to hospital). .


The reason they debt debt is 'cause u died and u have 'many things to learn' it takes longer to gain experiance when u have just been defeated. (they are not talking about money debt)



---------------------------------------
Triumph
Heroes:
Mutataion-Stone (Earth/Kinetics Controller)-50
Professor.Benaz (Fire/Rad Controller)-50
Energy-Burn (Fire/Energy Blaster)-33 Dark Matter (Tri-form Warshade)-30
Granite Guardian (stone/Fire Tanker)-38
---------------------------------------
Villians:
Mechanized Manic (robot/Force field)-28
Shadow Reaper- (Necromancy/Dark)-20
---------------------------------------
Freedom
X'aos (Dark/Dark Defender)-32 <----Active
05/07/06 19:21 Login to rate this user's post!
Hobsnob Profile
Hobsnob
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RE: New Patron Powers.. 

WIll stalker PPPs be affected by assassination?



Hobsnob

Thanks to Invasion Designs

City of Heroes/Villains
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