Yeah, that's what I mean. The power basically allows two saves against the effect. Half effect for succeeding the Dodge means the Fort is extremely likely to succeed, assuming equal PL.
Faaaaaar from ideal. But it could still be useful against squads of mooks, who tend to have lower bonuses and can autofail under certain circumstances. And again, it's an alternate power so it's cost is represented by the action required to use it rather than the points required to buy it...I just need to remember its limitations against 'named' foes.
*reads more*
Hmm. But a Perception ranged area effect does -not- allow a Dodge. Standard resistance only. That's substantially more expensive, but it would make it FAR more effective as a combat tactic. That might be worth spending another Alternate Power slot on...
Faaaaaar from ideal. But it could still be useful against squads of mooks, who tend to have lower bonuses and can autofail under certain circumstances. And again, it's an alternate power so it's cost is represented by the action required to use it rather than the points required to buy it...I just need to remember its limitations against 'named' foes.

*reads more*
Hmm. But a Perception ranged area effect does -not- allow a Dodge. Standard resistance only. That's substantially more expensive, but it would make it FAR more effective as a combat tactic. That might be worth spending another Alternate Power slot on...
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