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July 30, 2010

Presence Pool

This class gets short shrift when it may actually be more useful than people think. I'm theorizing here because I haven't tried some of this so let me know what you think.

What I can say is that people might be surprised how effective a taunt is for Defenders and Controllers. Using debuff and control, they can tank well and there could be utility for taunts in those cases.

Challenge

Hey! Pantywaist!
Hey! Pantywaist!

A weak taunt on a single target. Useful in that you don't bring more than one character at you, but especially in that the effect of taunt forces the given character to close to melee range. For enemies that are more dangerous at range (Voids or possibly sappers), that can be very useful.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
At least two slots to offset some of its disadvantages.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
The first disadvantage is that it requires an accuracy check and isn't automatic like other taunts.
20%
 
Taunt (20% Minimum)
Default: 4.1 sec
With max 100% enhancement: 8.2 sec
You either have to enhance this or recharge, but because of the accuracy check, longer taunt range is probably better.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
Unless you want to use this as a pulling move, 60 is probably enough.
0%
 
Recharge (0% Minimum)
Default: 3 sec
With max 100% enhancement: 1.5 sec
It's pretty quick already so I'd probably go for other aspects first.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Provoke

You guys are babies!
You guys are babies!

A weak taunt on a single target and anyone hear him. Does anyone but a Tank use this?.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
Three slots or more for best results.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
I believe if it misses your target, nothing else is taunted. I don't think it's an accuracy check per person, but either way, you need more.
50%
 
Taunt (50% Minimum)
Default: 4.1 sec
With max 100% enhancement: 8.2 sec
With a 10 second recharge, lengthen the time that they're taunted so you can maintain control.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
Unless you want to use this as a pulling move, 60 is probably enough.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
It's pretty quick already so I'd probably go for other aspects first.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Intimidate

Boo! Ha, what a Wuss
Boo! Ha, what a Wuss

Scares an enemy and makes him assumed the fear position for a while. Until and unless you attack, they'll stay there helpless.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
If you use this as a primary attack, slot this way higher. But as a control power, a few slots for accuracy are probably enough.
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
As a strong control power, you really don't want this to miss.
40%
 
Recharge (40% Minimum)
Default: 30 sec
With max 100% enhancement: 15 sec
It's pretty slow and kind of a pity to only be able to use it once or twice per battle, lower the recharge to make it more useful.
10%
 
Endurance Reduction (10% Minimum)
Default: 13 end
With max 100% enhancement: 6.5 end
Kind of spendy so see if you can spare a little attention for lowering it
0%
 
Fear (0% Minimum)
Default: ?? sec
With max 100% enhancement: 0 sec
I don't have information about how long this lasts, but it's a pretty decent amount of time already.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Invoke Panic

There will be no survivors!
There will be no survivors!

Scares all enemies in an aoe around you. Less useful in the past when they would run, but I think they've changed the power now. Everything around you assumes the fear position which is a pretty neat control power for anyone who can use enough of the previous three powers to get this one.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
If you use this as a primary attack, slot this way higher. But as a control power, a few slots for accuracy are probably enough.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
It's AoE so there's going to be multiple accuracy checks. Buff it up!
40%
 
Recharge (40% Minimum)
Default: 60 sec
With max 100% enhancement: 30 sec
As-is, this seems to be set as a use once per battle power, but by modifying recharge, you might be able to pull it off more.
10%
 
Endurance Reduction (10% Minimum)
Default: 22.8 end
With max 100% enhancement: 11.4 end
Kind of spendy so see if you can spare a little attention for lowering it
0%
 
Fear (0% Minimum)
Default: ?? sec
With max 100% enhancement: 0 sec
I don't have information about how long this lasts, but it's a pretty decent amount of time already.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Concealment Pool

The Concealment powerpool is the typically way of achieving stealth. While most stealth powers will let you sneak around, some are better than others for sneaking missions or taking awesome screenshots in the midst of enemies.

Stealth

Slapping Terra the DE Arch-Villain.
Slapping Terra the DE Arch-Villain.

Stealth (the power) only makes you harder to see. If you get close enough, an enemy will see you and start attacking. In door missions, this power isn't very useful since you will have to pass very close to enemies.

However, if you use Stealth with Hover or Fly, you can float across the cieling of warehouses, offices, ships, or any other mission that isn't extremely close quarters (caves) and you won't be seen.

The best combination with Stealth is Super Speed. Super Speed has a stealth element attached to it that when combined with Stealth gives FULL invisibility. You can stand in the middle of a crowd of enemies and take any photo you want, launch any power, click glowies or whatever you want with no restrictions.

There are some enemies that can see through any invisibility so watch out. They include Ritki Drones, Ruraluu Eyes, Snipers, and Monsters (of any type).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
40%
 
Endurance Reduction (40% Minimum)
Default: .33 end per second
With max 100% enhancement: 0.165 end per second
You want to fight with this on for the defense bonus, but not at this cost. Lower it before anything.
0%
 
(0% Minimum)
Default: 2.25
With max % enhancement: 2.25
If you're trying to max defense, go ahead, but even with full bonus, you only get 1% more defense or so.
0%
 
Recharge (0% Minimum)
Default: 20 sec
With max 100% enhancement: 10 sec
It's kind of long for recharge, but I'd still buff either other aspect first.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Grant Invisibility

Pretty simple. It gives invisibility to another player. For sneaking through a mission, this is a viable alternative to sneaking to the end and tping the team to you if you don't have or don't want tp. Also, sneak and tp is effective, but can be more boring for your team. If you give everyone Invisibility, they can search around for the end boss or Glowies too. This tactic is especially useful for those missions that require simultaneous action.

The effect of this power is temporary so warn your teammates. Also, they can attack and use any power, but if they do, the Invisibility will end.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
40%
 
Endurance Reduction (40% Minimum)
Default: 15.6 end
With max 100% enhancement: 7.8 end
If you use this on a few allies, it will get costly.
0%
 
Recharge (0% Minimum)
Default: 3 sec
With max 100% enhancement: 1.5 sec
It comes back fast enough.
0%
 
(0% Minimum)
Default: 2.25
With max % enhancement: 2.25
I wouldn't waste your time on this since it's for other people, not for you. The standard bonus is enough..
0%
 
Range (0% Minimum)
Default: 40 Feet
With max 60% enhancement: 64 Feet
How far away do you want to be before you make someone invisible? This seems pointless to me.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Invisibility

Invisibility
Invisibility

This gives you strong concealment, but has two important disadvantages. One, you can only use powers that affect yourself. Two, you can only use powers that affect yourself. The point here is that it works like Stealth and SS, except that you have to turn off Invisibility before attacking (which could be very, very bad).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
40%
 
Endurance Reduction (40% Minimum)
Default: 1.3 end
With max 100% enhancement: 0.65 end
VERY expensive. Lower this first before anything.
0%
 
(0% Minimum)
Default: 9
With max % enhancement: 9
This is worth buffing if you take it since you'll actually get some decent defense, but I'd put endurance first due to its large cost.
0%
 
Recharge (0% Minimum)
Default: 20 sec
With max 100% enhancement: 10 sec
It's kind of long for recharge, but I'd still buff either other aspect first.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Phase Shift

Phase Shift
Phase Shift

It makes you hard to see, but detectable like Stealth. The difference is that you can't be hurt by anything in the game so even though they can see you, they can't do anything about it. This opens up some interesting ways to play.

For example, if two enemy groups are too close together in a mission, a player with phase shift can go walk into the middle of one group and lead them away while the team deals with the others. You can also sneak to the end of missions and though you will be seen, you can make it to the end without getting hurt. It also makes for perfect herding since you have no danger of dying while gathering everything together.

Note: You can't use attack powers while it's on. So far it's still better than Invisibility which has the same disadvantage, but not the same advantages.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
60%
 
Recharge (60% Minimum)
Default: 180 sec
With max 100% enhancement: 90 sec
You can only keep Phase Shift active for about 30 seconds so it's good to bring it back faster.
20%
 
Endurance Reduction (20% Minimum)
Default: .65 end per second
With max 100% enhancement: 0.325 end per second
Drop this if you have the slots to do so.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Leaping Pool

NOTE! The strength of any power pool attack varies greatly depending on your AT. However, they are consistently twice or more as strong as any normal level 1 or 2 attack.

One advantage of this pool, is eventual access to Acrobatics which provides some protection from holds and knockback. It also provides strong aerial control and is often used for PvP.

Jump Kick

A flip on the ground and you kick them straight in the back. Ouch.
A flip on the ground and you kick them straight in the back. Ouch.

Jump Kick is a good attack that has a chance to do knockup (basically a Leaping Pool equivalent of Air Superiority from the Flight Pool). You can use this for good damage, but especially to keep an enemy off their feet (and therefore unable to attack you).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
If you use this as a primary attack, slot this way higher. But as a control power, a few slots for accuracy are probably enough.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
As a strong control power, you really don't want this to miss. Doing so can mean the matter of life or death.
40%
 
Damage (40% Minimum)
Default: ?? points
With max 100% enhancement: 0 points
If you give it more slots, slot damage next. It's a pretty strong attack so it doesn't hurt to buff it some more.
0%
 
Endurance Reduction (0% Minimum)
Default: 5.5 end
With max 100% enhancement: 2.75 end
Don't focus on this; it's pretty cheap as it is.
0%
 
Recharge (0% Minimum)
Default: 4 sec
With max 100% enhancement: 2 sec
As a power that comes back even faster than Air Superiority, you really could chain attack with this an nothing else. It's almost like cheating 🙂

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Combat Jumping

Combat Jumping lets you jump fairly high in missions and gives a bonus to defense. In the levels between 6 and 14, you will be able to get over walls in cities that you wouldn't have been able to otherwise which greatly assists with your travel time.

Given the choice, I almost always take this over Jump Kick as my prerequisite power to Super Jump.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
You can certainly buff serveral aspects of this power, but considering there are so many other ways to increase and modify your jumping height and speed, this isn't really necessary.
25%
 
(25% Minimum)
Default: 2.25
With max % enhancement: 2.25
Every bonus to defense is useful. If you have spare slots, another defense here wouldn't hurt.
0%
 
Jump (0% Minimum)
Default: ??%
With max 100% enhancement: 0%
It's pretty good already.
0%
 
Endurance Reduction (0% Minimum)
Default: .07 end per second
With max 100% enhancement: 0.035 end per second
It's already really low

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Super Jump

You can get really high with SJ
You can get really high with SJ

Super Jump is a nice travel power in that it's fast and has almost no vertical problems. Before my level 24 respec, it took me about 15 minutes to get from the Terra Volta entrance to the Reactor where the final mission took place since I only had Super Speed at the time.

There is one specific danger associated with Super Jump. If you are playing a squishy character and while traveling, you land in a group of enemies, they will immediately fire on you even though by the time the effects launch you are long gone.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
2 or 3 depending on what you want to do and whether you go with set IOs or regular
80%
 
Jump (80% Minimum)
Default: ??%
With max 100% enhancement: 0%
Not only do you increase your jump height (mostly unnecessary), but also your jumping SPEED. That's why you want to bring this up.
0%
 
Endurance Reduction (0% Minimum)
Default: .45 end per second
With max 100% enhancement: 0.225 end per second
It's spendy, but unless you try to fight with SJ on, you shouldn't have any problems with it.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Acrobatics

Like most defense-only powers, Acrobatics isn't a lot of fun, but can be very useful. For tanks who get tired of hitting the ground or getting held, the knockback and holds will save their life. Remember that knockback is just annoying but holds will drop your toggles.

Basically, if you can't afford the special IOs that remove knockback or if you find that you are susceptible to holds AND you took Super Jump as your travel power, then this power is worth it. Which is to say that I've never taken it on a single character 😛 (PvP'ers might have a different opinion).

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
40%
 
Endurance Reduction (40% Minimum)
Default: .26 end per second
With max 100% enhancement: 0.13 end per second
This isn't too expensive, but you have the default slot anyway, so use it to drop the cost down a little.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
If you lose this toggle, you might want it back fast, but as long as you trigger others first, this will come back fast enough.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

July 29, 2010

Leadership Pool

Note to Masterminds (Villain class). Leadership is great because it affects you and your pets. As someone with a built-in team, this is a primary power pool for you.

Leadership powers are awesome in that they give you and your team buffs, but they can be a bit of an endurance drain AND they have varying levels of effectiveness depending on what AT you are.

Maneuvers

Turning on Maneuvers
Turning on Maneuvers

Increases the defense of your and any pet or teammate nearby. For this to be useful, you need to be the kind of person who plays in teams and typically stands near other players. If you stand far off, this won't be as helpful.

Right now, the types that get the highest bonus are Defenders and Villain Epics (Arachnos Soldiers and Widows).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
More is good, but this is enough for basic buffs.
25%
 
(25% Minimum)
Default: 2.7
With max % enhancement: 2.7
The buff actually ranges from 2.2% to 3.5% depending on your type. While this doesn't seem like a lot, it's a buff for you and your teammates. Taken all together, this can make a huge difference over time. Especially if you're a defender (who gets the largest buff)
40%
 
Endurance Reduction (40% Minimum)
Default: .39 end per second
With max 100% enhancement: 0.195 end per second
If you're playing someone who doesn't need to use many powers during battle (some Mastermind builds) or someone who bleeds endurance (many Defenders). This is less of an issue and maybe you can slot at Def/End IO here instead, but otherwise, use Endurance. Maybe even get rid of the other Defense enhancement and just go two End.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.
It covers me and my pets with pretty good range.
It covers me and my pets with pretty good range.

TIP: Not everyone realizes this but any thing that affects you or your teammates (and pets in cov) has a small icon next to your name/power bar. If you look in this photo, you can see the purple-colored shield signifying the effect of the Maneuvers power on my power bar and the powereffects bar of each of my pets that's close enough. This picture will also give you a pretty good idea of the range of the power based on which pets are covered and which aren't.


Assault

Turning on Assault
Turning on Assault

Increase your attack and the attack of nearby pets/players. This is awesome for Masterminds since they have a built-in team and also Villain Epics because Assault stacks with their built-in power that works the same way!

The bonus varies from 10% damage to 18% with Defenders being at the top and veats, Corruptors and Controllers following close behind at 15%.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
Give it one if you must, but two is best
80%
 
Endurance Reduction (80% Minimum)
Default: .39 end per second
With max 100% enhancement: 0.195 end per second
Unlike Maneuvers, you don't get the option of buffing anything but end reduction, so put everything you have into that.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Tactics

Increase your toHit and the toHit of nearby pets/players. If I have to drop anything from the Leadership pool, it's this one. While every little bit counts, I found the value of this to be far less once IO bonuses made it very easy to increase accuracy dramatically across your powers.

If you PvP there's still value in that you need every bit of toHit buff you can and this increases perception of stealthy foes, and helps protect against fear and confuse, but otherwise, I'm not really impressed.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
About the only reason I give this more than one is to slot an IO set for a bonus or because I just had plenty of slots to spare.
40%
 
Endurance Reduction (40% Minimum)
Default: .39 end per second
With max 100% enhancement: 0.195 end per second
Drop endurance first.
10%
 
To Hit Buff (10% Minimum)
Default: 7.5%
With max 60% enhancement: 12%
If you have more slots, go ahead and slot something from the toHit IO sets that gives a good bonus.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Vengeance

A teammate dies. Click this power to give yourself and any other teammates some strong buffs to damage, defense, toHit, regeneration rate, and resistance to all status effects! By the way, there's NO endurance cost for this power.

You may have seen this power used by Nemesis enemies.

One problem with the power is that a lot of people feel like it may give you incentive to let them die:

  • Oh sorry! Forgot to heal you.
  • Looks clear! You go first.
  • Oops, didn't see that war wolf there…

On the other hand, if you're in a fight that's hard enough that someone's going to die anyway, why not use this as a major turning power? It's invaluable against super-tough enemies like in the Imperious Task Force. Just remember you need to target a dead teammate in range and the effect hits people within 100 feet of you.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
If you're good at using this power, there's no reason not to make it even stronger!.
60%
 
Heal (60% Minimum)
Default: 14.7%
With max 100% enhancement: 29.4%
Heal rate buffs can really change the tide. Especially if you've got more defense to dodge attacks at the same time!
60%
 
(60% Minimum)
Default: 22.5
With max % enhancement: 22.5
This is awesome already, but more never hurts.
0%
 
To Hit Buff (0% Minimum)
Default: ??%
With max 60% enhancement: 0%
The other aspects of this power are more important.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
60 feet is plenty.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

To help you fire this power quicker, try this. Create two files on your computer like this:

c:\binds\pow\veng1.txt

v "target_custom_next friend defeated$$bind_load_file c:\binds\pow\veng2.txt"

c:\binds\pow\veng2.txt

v "powexec_name Vengeance$$bind_load_file c:\binds\pow\veng1.txt"

Then type: "/bindloadfile c:\binds\pow\veng1.txt" into your chat window and hit ENTER. Now you're primed to go. Whenever an friend dies, just tap the V key a few times. First it will target them (so long as they're on the visible screen) and then it will fire Vengeance. I would have missed my chance to use this power many times if not for this bind.

One last thing. People have this really bad habit of trying to Rez before you can use the power. You might have to tell them to STAY DEAD. Possibly 3 or 4 times before they figure it out.

July 28, 2010

Speed Pool

NOTE! The strength of any power pool attack varies greatly depending on your AT. However, they are consistently twice or more as strong as any normal level 1 or 2 attack.

Flurry

Whackity, whackity, whack!
Whackity, whackity, whack!

You smack an opponent repeatedly with a punching combo. Does a decent amount of damage and has a chance to disorient, but has a fairly long activation time (about 3 seconds) during which you won't be able to launch other powers.

It's a pretty strong attack (especially for low damage players), but almost everyone takes Hasten for the faster recharge to ALL powers. Still, I've always wanted to make a Dark Melee scrapper who took Dark Maul, Flurry, and Sands of Mu (all powers with the exact same animation), but I'd actually have to play long enough to get the Sands of Mu veteran reward…. (Edit: Woohoo! I made it and it's an AWESOME concept… Tons of fun to play!)

In the end your main reason to take this power is for a concept (like I did), or because you're playing a weaker player that needs a strong melee attack.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 4 Slots )
No one takes this power without a specific reason in mind when you could have hasten instead. If you took it, it's because you want to use it so give it some decent slotting.
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
Because of the long activation on this power, accuracy is the most important thing. Slot this with higher priority than anything else because if it misses, you're going to have a lot of time to regret it while this power misses (whiff whiff whiff).
30%
 
Damage (30% Minimum)
Default: ?? points
With max 100% enhancement: 0 points
This is a massive amount of damage for types like Defenders or Masterminds so buffing it is good.
0%
 
Endurance Reduction (0% Minimum)
Default: 5.4 end
With max 100% enhancement: 2.7 end
Enhance endurance if you use this power regularly and need the extra endurance that would be saved.
0%
 
Stun (0% Minimum)
Default: 13 sec
With max 100% enhancement: 26 sec
Slotting this is a matter of why you took the power. It's a nice side benefit and can help you immensely as a squishie so increase stun duration if you think you need it (but it last so long already, you can just hit them again).
0%
 
Recharge (0% Minimum)
Default: 3 sec
With max 100% enhancement: 1.5 sec
Its animation matches its recharge. No need to enhance at all.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Hasten

Glowing hands. Must be hasten
Glowing hands. Must be hasten

Many ATs have powers that take a long time to recharge. Having Hasten and firing it off pretty much every time it comes up can keep your slow recharging powers coming back significantly faster than normal.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
As good as this power is, you can only enhance one aspect so you only need 2.
80%
 
Recharge (80% Minimum)
Default: 450 sec
With max 100% enhancement: 225 sec
Boost this as high as you can. The point of Hasten is either to make you a very tough opponent in battle (due to fast recharge of all your powers) or to help extremely slow powers (usually the most powerful) come back more quickly.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Super Speed

I'm a blur with my stealth power an SS together
I'm a blur with my stealth power an SS together
In the air, with SS on, I'm a speeding comet still :D
In the air, with SS on, I'm a speeding comet still 😀

Super Speed and any other stealth power stack to give you full invisibility. With very few exceptions, you could in the middle of a group of enemies and make faces or slap them (/e slap in the chat window) and they won't do anything to you (as long as you don't activate any powers that affect enemies).

This gives you the extremely desirable ability to sneak through missions that only require you to find Glowies or defeat the mission boss and enemies around him. This is especially useful for cutting down the time it takes to complete TFs (though you'll need Recall Friend to really make that work). There are also a wealth of cool screen captures you can take that you could never otherwise.

Don't get me wrong though, mostly the reason I took this power on any of my characters was for speed (especially with new stealth powers that make using SS for stealth pretty unnecessary). Even though Teleport is technically faster, with Super Speed, you can really feel the speed.

Note that not matter what you do, you can't run faster than 92ish MPH.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
2 is better, but I almost only give it just one since it works very well by itself (especially when used in tandem with any other run power like sprint or swift).
40%
 
Run (40% Minimum)
Default: 64.4 ft/sec
With max 100% enhancement: 128.8 ft/sec
I used to focus more on the endurance, but as I matured as a player, I found that I'm never lacking for endurance (and more importantly, I've learned to turn the power OFF whenever I'm not traveling).
0%
 
Endurance Reduction (0% Minimum)
Default: .46 end per second
With max 100% enhancement: 0.23 end per second
I used to focus more on this when I used SS for stealth reasons, but since I've abandoned that, I find I don't need the endurance.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Because Super Speeders can easily get stuck in ravines, or behind large walls, it's often desirable to combine it with other powers. Hover or any jumping power like Hurdle, , or Ninja Run for example.

Whirlwind

Toss them around. Fun for certain builds :D
Toss them around. Fun for certain builds 😀

You start spinning and toss enemies into the air. This deals no damage, but keeps people from closing to melee range. For builds that use jtag/> or melee range attacks, this is pretty much a waste of time except possibly as an escape mechanism.

As a support character, you could use it to protect yourself, or run into the crowd and save a dying friend by tossing every enemy near him into the air (though this is likely to draw fire to you). Since you can continue to attack while Whirlwind is on, a blaster would benefit by keeping enemies at a distance while firing at them.

The problem is the enormous endurance cost. It's designed to keep you from leaving it on and battling at the same time (but with creativity, you can undo that disadvantage 🙂 ).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
Minimum of 2 for endurance reduction possibly 3 if you want to put special IOs in.
80%
 
Endurance Reduction (80% Minimum)
Default: .98 end per second
With max 100% enhancement: 0.49 end per second
20%
 
Recharge (20% Minimum)
Default: 20 sec
With max 100% enhancement: 10 sec
0%
 
Knockback (0% Minimum)
Default: 4.15 Feet
With max 180% enhancement: 11.62 Feet

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

I've only taken it on one character (Gale), and it ended up being pointless since she already has hurricane which does basically the same thing only better. However, a scrapper/tank told me they took it as a form of control power which most characters of that type don't normally have.

June 12, 2010

Willpower / Stone Melee Tank Guide by Saist

Filed under: Guides,Stone Melee,Tanks,Willpower — Jeremy

The following guide was written by Saist a.k.a. The Very Grumpy Bunny. It has been posted here with permission, but the original can be found here.

Jordan Yen, of Jordan's Town, has been bugging me to join in his ongoing contest with new player guide(s). So, here's a another, not so new character build, and to date, probably one of the cheapest ones to actually make. It's a Willpower / Stone Melee tank, made largely because I saw somebody with a WP/Stone tank a MoSTF.

The Major Issues

Saying that Willpower has issues is a bit misleading. The set is honestly one of the better balanced sets for survivability. There's really no "what the blazes were you thinking" power or "that's an auto-skip power" to be had in the set. Willpower is a good solid set for those who have never played C.o.H. before, and an excellent choice for veterans as well.

That being said, there are some things that Willpower players probably should know.

  • Willpower is pretty much about the regeneration rate, so anything that boosts regeneration and the HP cap is a good thing.
  • There's no native resistance to slows. Which means that every single enemy critter with a slow attack is going to slow down a WP with no problem.
  • The native taunt aura is weak. All other Tank Taunt aura's taunt for 400%, Willpower's aura only taunts for 300%.
  • The native taunt also can't build against Gauntlet as it has no damage component.

Stone Melee is also a good set, providing players know what they are getting.

  • Like Energy Melee, Stone Melee is weak on the AOE damage.
  • Stone Melee is also an incredible endurance hog.

Because of these factors, Willpower / Stone both works well together, and doesn't work well together. The lack of a strong AOE component, or a taunt that builds against Gauntlet means that Aggro Tanks will have to work really hard to hold aggro on AOE heavy teams.

However, Willpower's high recovery potential means it can support sustained use of Stone Melee's hardest hitting powers.

Overall Power Selection and Design

The Willpower set itself is an Asynchronous Mixed Resist / Defense / Regeneration set. What this means is that the set has native resists, native defenses, and native regenerations, but the resists and the defenses generally don't stack for the same damage type. This gives Willpower a wider range of power types compared to other tank sets, and is one of the reasons. Technically, each power type is weaker when directly compared to another power sets power with the same effect. In the case of Willpower though, it's the entire package that makes the set, not a single solitary power.

I approached the Willpower slot design with 3 primary goals in mind:

  • Boost HP Cap
  • Boost Regeneration
  • Boost Recharge Rate

As can be seen, my love of frankenslotting continues. Now I feel sure that somebody is going to come along and say that I missed an opportunity to make this build .001% better by switching out some of the crafted level 50 IO's for an IO set.

I don't particullary care, and I'll explain why at the end of the post.

Now, the most expensive part of this build is the procs. Again, I knew on paper going into this build that there was no protection against slows. The proc's really are not required to make a Willpower Build shine. Now, procs can make a good willpower set great, but if you just want something to cut your teeth on, this build is a bit overkill.

The Build: Primary Powers

Now into the powers and the slots.

Mind over Body: Mind over Body is the primary resistance for Smashing, Lethal, and Psionic Damage.

Compared to the Dark Armor set that I just looked at, the outright resist values are indeed lower. As we'll so though shortly, this isn't really an apples to apples comparison.

For the slotting, I went mostly with a 3 slot Titanium Coating for the health boost, and an Aegis Resist / Endurance IO to lesson endurance usage and increase resists.

Fast Healing: The primary native regeneration power.

The power is slammed far into ED with 3 level 50 crafted Heal IO's.

The proc in use is the Regenerative Tissue: Regeneration proc.

Indomitable Will: The primary anti-mez power for Willpower, IW also offers a Psionic Defense Bonus.

Leveraging this Defense Status are both a LoTG 7.5 recharge proc

And a GoTA: Run proc.

Rise to the Challenge: The Willpower's taunt aura.

Rise to the Challenge also increases the player's regeneration rate while fighting mobs, while decreasing a mob's to-hit rating. The To-Hit debuff combo's well with Defense sets, as a lower to-hit is the equivelent of a higher defense rating.

Here though, for Willpower, I focused more on the healing aspect, maximixing the healing aspect while in a mob situation, and edging off the endurance usage.

A Doctored Wounds End / Heal provides the extra heals and endurance reduction ontop of the 3 slotted Numina's Convelesence.

Quick Recovery: Willpower offers a native recovery bonus.

Here a level 50 crafted IO backs up a double slot Performance Shifter with chance for endurance.

Heightened Senses: The primary defensive power of the Willpower set.

While Mind over Body provides a strong resistance to Smashing, Lethal, and Psionic damage, Heightened Senses only provides for minor Smashing and Lethal damage defense with no protection against Psionic Damage.

Rather, Heightened Senses provides a strong defense against the other damage types, Cold, Fire, Energy, Negative Energy.

Heightened Senses, as a defense power, shares the same IO's as Indomitable Will.

High Pain Tolerance: This power simply offers resistance to all damage types, and raises the players maximum HP. No fancy IO sets here, just straight level 50 crafted IO's to maximize the dual nature of this power.

Strength of Will: The tier 9, I'm in trouble power for the Willpower set.

Like High Pain Tolerance, it's IO potential is limited, since the only enhancements it can accept are Resist Damage and Reduce Endurance Consumption. However, since it's Endurance usage is only 2.60 End, this really isn't a barrier to usage.

Still, it was a good place to slot a Steadfast Protection: resist / defense proc.

The Secondary Powers

With the primary powers done, now onto the attacks:

Stone Fist: Reasonable Damage, Reasonable endurance usage.

Stone Mallet: Another melee attack, same slotting with Crushing Impact.

Heavy Mallet: Another Melee attack, and more Crushing Impact.

Taunt: I know I keep saying this over and over. Tanks need taunt.

Perfect Zinger is leveraged for it's 5% recharge boost, incidentally capping the 5% recharge buffs.

Fault: Originally I was not going to take this power, and for the longest time ran without it.

However, one of my friends also has a Willpower / Stone tank, and his internet service died one night while he was prime-tanking an ITF. He called me to login in and finish the TF out. I found, strangely, that fault helped shore up the poor aggro control.

I also figured out that I hated the power because every tank whose taken this before probably slotted it for knockback instead of stun.

Tremor: The only PBAOE power Stone Melee gets.

Scirocco's Dervish is pretty much the only good PBAOE damage set for a power that's used on a repetitive basis.

Seismic Smash: Also known as kiss your endurance good bye.

Even with a near 70% decrease in endurnace consumption from Crushing Impact, this attack still wipes out 1/10 of an average endurance bar

Hurl: Stone Melee is one of the few tank attacks with a ranged component.

Devestation: useful for the damage and max HP bonus.

Pool Powers

Combat Jumping: I knew early on that I wanted another base for Luck of the Gambler proc, and since only the jump and fly sets offer this slotting, I went with Combat Jumping.

As mentioned, Combat jumping is just a proc mule.

Super Jump: not much to type here really.

Winter's Gift was chosen as it's unique proc helps shore up Willpower's lack of any native resistance to slows.

Health: Proc Mule.

Hosting Numina's unique, and a 3 slot on the numina set for the HP boost.

Stamina: same slotting as Quick Recovery

Boxing. As normal, a single stun.

Tough: not much to write here. Same slotting as Mind over Body.

Weave: Same slotting as the other defensive powers.

Power Performance

Okay, here we go with the analysis of what this slotting does.

44

Now, on these initial numbers, you might notice that they aren't actually that far off of the numbers from the heavily IO'd Dark Tank I just showed. Both have near 70% resistance to Smashing / Lethal damage. The Dark tank as better esoteric resists, the Willpower tank has better esoteric defenses.

There are differences though.

The Dark tank has a maximum HP of 2550, and that's after the inclusion of all of the available Accolades to boost Hit points.

The Willpower tank has a current maximum HP of 2816 and is missing two HP boosting accolades. Those accolades will give 93.70 hp and 187.41 hp respectively, bringing the Willpower's tank maximum health up to around 3097.

The Dark Tank has a regeneration rate of 23.92 HP per second.

The Willpower Tank has an out of combat regeneration rate of 53.36… and in combat sustained regeneration of… 134 hp/sec.

Then there's the small matter of Strength of Will. Activate it…

In Strength of Will, smashing / lethal resistance is hard-capped, resistances to everything else increase, and endurance recovery goes up. Even on SO's, Strength of Will will be touching hard-cap smash / lethal numbers.

There's also the matter of Defense Debuff Resistance, something I found difficult to take pictures of. Basically put, when something attacks a Willpower tank with a power that removes Defense, not as much defense is removed in each attack.

The Dark armor set gets no such benefit, so any attack that takes aware defense… takes away the maximum amount of defense.

Now, as I said earlier, I know this build is not as tightly optimized as the Dark Tank / Energy Melee build. It doesn't need to be. This tank is Master of capable and has prime-tanked all of the Master of capable task forces.

Now, once I get the last couple of HP buff accolades, I'll be within a hundred points or so of the HP cap.

When writing this guide (and why it's going up now and I'm still finishing it out), is I've been playing around with a build that works on increasing the HP cap by sacrificing some of the end-recovery capability.

I figure my HP cap bonus's as follows:

1.5% : 1, 2
1.88%: 1, 2, 3
1.13%: 1, 2, 3, 4
2.25%: 1

Swapping out the level 50 crafted Endurance IO's for a performance shifter endurance / something would put me at the 1.88% cap, and in theory, a Miracle proc placed on Fast Healing would make up the endurance usage.

I'm not entirely sure that's the best way to go though, and I'm not likely to change it for now.

Dark Armor / Energy Melee Tank Guide by Saist

Filed under: Dark Armor,Electric Melee,Guides,Tanks — Jeremy

The following guide was written by Saist a.k.a. The Very Grumpy Bunny. It has been posted here with permission, but the original can be found here.

Jordan Yen, of Jordan's Town, has been bugging me to join in his ongoing contest with a new player guide. So, here's a new character build, and to date, the most expensive one I've made. It's a Dark Armor / Energy Melee tank, made largely to explore the on-paper issues with both sets.

The Major Issues

I've written about Dark Armor before and what I see as the problems with the set. On the surface the set has low resists and aura's that prevent effective tanking. As I played the set, I found there was another issues, endurance consumption. To put this in perspective, an Ice Armor Tank and a Stone Armor tank can stack the following powers:

  • .26 e/s :: Frozen Armor
  • .26 e/s :: Chilling Embrace
  • .26 e/s :: Wet Ice
  • .52 e/s :: Icicles
  • .26 e/s :: Glacial Armor
  • 1.56 end / sec :: Total
  • .26 e/s :: Rock Armor
  • .78 e/s :: Mud Pots
  • .21 e/s :: Rooted
  • .26 e/s :: Brimstone Armor
  • .26 e/s :: Crystal Armor
  • .26 e/s :: Minerals
  • 2.03 end / sec :: Total

Now, Ice gets two Endurance Recovery powers, Energy Absorbtion and Hibernate. Stone Armor gets granite, which produces the following base stackables at high levels.

  • .26 e/s :: Granite
  • .78 e/s :: Mud Pots
  • .21 e/s :: Rooted
  • 1.25 end / sec :: Total

Dark by comparison, with all stackable armors

  • .52 e/s :: Death Shroud
  • .21 e/s :: Dark Embrace
  • .21 e/s :: Murky Cloud
  • .21 e/s :: Obsidian Shield
  • .26 e/s :: Cloak of Darkness
  • .08 e/s :: Oppressive Gloom
  • 1.49 end / sec :: Total
  • 52 e/s :: Cloak of Fear
  • 2.01 end / sec :: Total

Without Cloak of Fear, Dark Armor is nipping right on the heels of Ice's endurance consumption. With Cloak of Fear on, Dark Armor nips right at Stone Armor's heels. This is a set that can't hard-cap resistances, can't soft-cap defenses, has no native endurance recovery, and no native regeneration boosts. Now, Energy Melee is something I haven't addressed before, mostly because I don't really see a problem with the set. One of the factors of CoH development is that all power-set balances are based off of Single Origin enhancements, and on SO's, Energy Melee is one of the best single target damage producers in the game. Still, the CoH forums are filled with players with battle axes to grind on the subject of changes to the Energy Melee set. Terms like nerfed, useless, and pointless, are often used by multiple players. As a tanking set, I'm not really going to argue with some points. Energy Melee's lack of AOE punch simply means tanks need to work their taunt to hold aggro in mob combat.

Overall Power Selection and Design

So, now for the powers I wound up taking. As a note, this character is still incomplete, it's only level 48. However, I already have the enhancements for the final power, so I can tell you what's going to happen with the build.

As I said, this is my most expensive character build to date. Early on my design goal had been to maximise the recharge and make Conserve Power permanent. However, when I actually checked the numbers on Conserve Power, at the recharge cap of 500%, there would still be a down time of 30 seconds between the power's recharges… and as I found out on my Controller Builds, increasing the recharge rate without equally increasing the endurance recovery rate was not a good thing for a sustained combat build. Thus, approaching the practical recharge rate cap was actually going to make endurance consumption problems worse, rather than better.

There was also the additional problem that I needed to spend slots on knockback procs as the Dark Armor lacks any native knockback protection. I also knew from experience that I'd need the Numina and Miracle procs to help offset the load from the Tough and Weave pool powers. With the recharge rate strategy out of the question, and with Physical Perfection looking like a requirement, I went back to the drawing board to rework power choices. I started focusing on sets that offered Endurance Capacity boosts, as boosting the total endurance would also boost endurance recovery. Eventually as I figured that my average Melee attack slot budget was going to be about 4 slots, rather than the 5 slots I had allocated for the Crushing Impact set. So, late in the life of the build, I started looking through power-sets and slots coming up with a new design goal. Of the Melee Damage IO slots, only 3 had buffs I'd actually be interested in for my tank in the pump 4 slot; Crushing Impact with it's accuracy boost; Mako's Bite with it's damage boost, and Kinetic Combat with it's defense boost. The sheer costs of using Kinetic Combat were an instant turn off:

  • The set doesn't drop above level 35, so it was rare and hard to come across.
  • The drop level also meant that the effective power range meant lower damage, higher endurance consumption, higher recharge times, and lower accuracy.
  • The set costs a ton of influence on the market, with recipies commanding 80,000,000+ inf price-points. I'd need 20 IO's, with 4 recipes per melee power, which means that buy them on the market, I'd be looking at over 1,600,000,000 in influence… presuming I was able to win those builds.

As I rose in level though, the problems with Dark Armor became… insurmountable. As a tank set, the usual strategies and franken slotting weren't working. On SO's and affordable IO sets, Dark Armor sucks. Plain and simple. Now, I'll go into some changes that I think need to be made to Dark Armor to bring it up to par with Fire Armor towards the end of this guide.

Yes. I just said what you think I said. For tanks, Dark Armor is worse than Fire Aura.

Anyways, once I had resigned myself to needing Kinetic Combat to just survive, I started setting aside merits for the recipies and worked out the slots to try and push a softcap to smashing / lethal defense. The following build is the result.

The Build: Primary Powers

Death Shroud: Death Shroud is the primary taunt aura, and a huge end drain.

The slotting choice paired a 4 set Eradication for it's maximum endurance boost and maximum health boost with a Scirocco Dervish:Damage / Endurance to try and help take the edge off the end drain and boost damage up.

Dark Embrace: Dark Embrace is the primary smashing / lethal resist power for Dark Armor.

I went with the 3 slot Impervium Armor for it's recovery boost and not the 4 boost for increased endurance as….

I needed the fourth slot for the Steadfast resist / def boost, which helped put the build into softcap.

Dark Regeneration: The Dark Armor's party peice. Just two enemies can completely refill a Dark Tank's HP, at a 1000 plus Hit Point heal on a non-ED pressing 92% boost.

The bad news is the endurance consumption. The Accurate Heal sets are low on endurnace IO's, and Dark Regeneration requires a too-hit check. Ergo, the power chomps out nearly 25 endurnace, just about a forth of a players average endurance.

I went with Touch of the Nictus over Theft of Esscence mostly for the higher Maximum Endurance buff.

Obsidian Shield: One of the reasons why you would want a Dark Armor. Obsidian shield offers extremely high resistance to Psionic Damage.

I went with a 4 set of Impervium Armor here for a couple of reasons. First, to get the Psionic Resistance far into ED. Second, for themaxium endurance boost. This meant having to go without another knockback IO, so there are some critters that can knock this particular tank around.

Murky Cloud: The Anti-Mez. Slotted like Dark Embrace…

Only with a Knockback proc.

Cloak of Darkness: One of the powers that wasn't really thought out that well for tanks. Without an additional stealth, such as an IO or Super Speed, Cloak of Darkness's hide bonus isn't enough to not be seen by enemies. As will be shown with the next power, while it's not enough to prevent aggro, it is enough to interefere with aggro.

It is useful as a platform for Luck of the Gambler, and it's defense footing became important later on.

Oppressive Gloom: Another power that just was not thought through went brought to tanks. Okay, I'll get the obvious issue out of the way. The trade-off of health for stunis not an issue. That isn't the problem.

Lets go ahead and get the slotting out of the way. I did go with a 5 slot Razzle Dazzle for the Defense boost.

Here's the problem: The Status Aura's Prevent Tanks from Holding Aggro. Here's my tank fighting a mob of carnies. Note how the carnies are bunched around the tank in a close group. Every one of them is in melee range and the team can utilize their AOE powers to maximum effect.

Stun OFF
Stun OFF
Stun ON
Stun ON

Here we can see that the carnies are stunned. They start trying to GET AWAY FROM THE TANK.

This is why Oppressive Gloomand Cloak of Fear, which I did not take for this build, ARE ABSOLUTELY HORRIBLE FOR TANKS.

Yes, with either power personal survivability increases. An enemy that is not attacking is as good as an enemy that isn't there. However, this now means that with the survivability factor turned up, my tank now has to CHASE DOWN runners. If my tank is keeping a troublesome Archvillain, Ebby, Monster, or other critter in place, a stunned or feared enemy critter will simply leave the area. Once out of melee range, what happens when the critter recovers? They do a perception check. If your tank is running Cloak of Darkness, it's entirely probable that a stunned enemy that wandered off will promptly start firing on your teammates. Then there's the additional problem that both of the status auras are All-Or-Nothing powers. Either the enemy is mezzed, or they aren't. So while I can knock even-con Carnies out of the running pretty easily, Nemesis, Rikti, Devouring Earth, Cimerorans, Malta, and higher con-enemies… not so much. Thing is, these powers are Great on Scrappers. A scrapper doesn't care if an enemy critter wanders the other way, or if a wandered off critter recovers and chooses to pick on the squishy defender, blaster, or controller. I'm not even sure the status aura's are such a bad idea on Brutes. On a tank, it's just bad.

The Build: Secondary Powers

Okay, to rehash from before, Energy Melee is heavy on the single target damage. For Purposes of leveling guide, there's also a pool power in here.

Barrage: the basic 1-2 punch of the EM set.

Kinetic Combat. To reiterate, getting these sets took several months of work. However, no other damage set offers the defense or max health bonus's.

Bone Smasher: Not much to write about. Another melee attack with Kinetic Combat. Did I mention the ludicrous amount of effort that went into getting these sets?

Boxing: As mentioned in the design section, I went through several different possible builds trying to fit in the powers I needed to handle the sheer endurance drain of the Dark Armor set. In most builds I simply toss a stun boost on Boxing and leave it alone. For this build, after looking at the numbers, I decided the best power to drop was Energy Punch.

While Energy Punch's DPA @ 50 was better than Boxing; 53.60dpa vs. 31.60dpa, the Damage Per Cast Cycle was in Boxing's Favor; 9.47dpcc versus 9.21dpcc. This freed up a power letting me take Physical Perfection later on, and Boxing was taken early in the respec chain.

Whirling Hands: The only PbAOE the EM set gets.

As with Death Shroud, a Scirocco Dervish damage-endurance IO takes the ting off the low levels of the Eradication Set.

Taunt: Every tank needs this. Period. If you ever run into a tank that says they can tank without taunt, laugh. Loudly.

Perfect Zinger was chosen for the defense buffs. It's +psidamage proc is fun to use as well.

Stun: One of the reasons EM combines well with dark is that the stuns can stack.

As with Oppressive Gloom, theRazzle Dazzle set is leveraged for it's defensive Boost.

Energy Transfer: The party peice of the EM set. Energy transferoffers an extremly high damage count for a bit of health. Worth it.

Total Focus: the tier 9 attack power. Massive damage.

The Energy Melee Power Controversy

To be fair, I do need to address thatthere is a bit of controversy over the last two powers; Energy Transfer and Total Focus. The animation on Energy Transfer used to be much shorter, and requests to un-nerf the power are frequent on the City of Heroes forums, as a thread from this month indicates. Total Focus also animates like a PbAOE attack. Many players feel that the damage output does not match the animation times, and to be fair, there is a fair bit of point on this matter. In the case of Total Focus, it's a tier 9 Single Target attack. Here's how it's Damage per Activation / Damage per Cast Cycle stacks up against the other Tier 9 single target attacks @ level on tanks:

  • Greater Fire Sword: 56.86 / 9.24
  • Seismic Smash: 105.59 / 7.37
  • Total Focus: 47.99 / 6.80

So, compared to it's revivals, it actually is weaker. The same cannot be said for Energy Transfer:

  • Incinerate: 66.60 / 9.53
  • Greater Ice Sword: 37.42 / 7.07
  • Energy Transfer: 138.46 / 16.31

Which, brings me to something a lot of players don't understand. Sets are balanced against what the entire set does, not what other sets do. In some aspects Energy Melee is weaker than other melee sets with weaker average attacks, and a lack of an AOE punch. As an entire set on Tanks, I'm not entirely convinced that Energy Melee is out of line for what it is described to do.

The Pool Powers

Now we get to the edging powers, and for this build, also known as proc city.

Combat Jumping: I took combat jumping to help stack up the defense. It's a minor amount, but every bit helps this build. I also used it as a proc point.

Knockback IO: Another 4 points of Knockback protection

Luck of the Gambler 7.5: I didn't entirely give up on increasing the recharge rate.

Kismet Accuracy: This power should actually be named Kismet: To Hit buff. One of the issues with this particular build is that there's a lack of decent accuracy boosts, and against con-higher enemies, missing with attacks gets to be a bit of a pain. As dark doesn't have a passive defense power, I wound up putting the buff on Combat Jumping and when I need to renew it, just swap back and forth between CJ and Super Jump.

Super Jump: if this was an SO build, this would be the path taken to get acrobatics. Since I wanted a anther Def buff slot to host a LoTG 7.5, it was either jump or fly… and fly's a little slow for a tank.

Blessing of the Zephyr: taken mostly for the extra knockback protection.

Swift: how do you make swift sound interesting?

Health: More expensive procs.

Miracle set: I wound up 3 slotting with the Miracle set for the health boost and IO recovery boost.

Numina Proc: Strange that this and the LoTG 7.5's are not the most expensive IO's in the build…

Stamina: I ran out of slots, or this would have 3 crafted level 50 IO's.

Conserve Power: Takes forever to come back, but if I have to lay on the self-heal power, it's still very much needed.

Physical Perfection: A newer pool power, this boosts Regeneration and Recovery at half the rate of health and stamina. Slotted for Endurance Recovery.

Tough: given the sheer end-drain this build pulls down, Tough and Weave would be the final powers taken after Physical Perfection.

4 slotted with Impervium Armorto push resists into ED and gain another max endurance boost.

Weave: not pictured.

Weave is the reason there arefour more LoTG IO's sitting at the bottom of the enhancement screen. So, yes, this build will get another 7.85% defense, 7.5% recharge,1.13% hp cap boost, 10% regeneration boost, and an accuracy boost.

Power Performance

So, there's the slotting, now here's how it looks with Accolades. Due to a bug in the power source display*, I turned them off to just show the base stats.

And now, for the payoff:

With 38.05% defense to Smashing / Lethal, the additional 7.85% from Weave will place total Smash / Lethal defense at around 45.9%… over softcap. Melee defense will approach 37%. In practice, as is, the existing defense tends to hold up well enough in average combat.*For those interested in knowing what that bug is, the power sources flicker on and off, shifting the list up and down, making it difficult to read.

Fixing the Dark Armor Set

As indicated at the start of the build guide, I do have some furtherrefinements to the idea to fix the Dark Armor power set against SO's.When I originally advocated changes I looked mostly at changing or removing the status effects that didn't fit with the tanking objectives, and increasing effective defense. I expressed somereservations about the suggested changes as they might not fit within the cottage rules, and thus not be considered. To reiterate the issues,as I have played them:

  • Extreme Endurance cost does not match defensive performance ofthe set
  • Native Mez Powers interfere with ability to hold aggro
  • Resists are low
  • No way to maintain moderate levels of defense

Extreme Endurance Usage and Low Resists

Dark Regeneration Modification:Energy Absorbtion / Heat Loss / Eclipse hybrid

Lets deal with the endurance question first. One of the other Extreme Endurance Sets is Ice, which getsEnergy Absorbtion. Each affected enemy returns 15 endurance points base, and when capped into ED, an Ice tank recover around 30 endurance per enemy. Energy Absorbtion also boosts Defense. A fully saturated unslotted EA swipe will give around 5%~8% defense. The conceptual idea then is this:

Implement EA as a Dark Miasma Resist

Part of the work has already been done. The WarShade Epic Hero Archtype gets a power called Eclipse which already does a stacking Resist bonus based on enemies. For the Dark tank, scale that back to something like 1.2% resistance non-buffable for 10 targets max. the Result is that in Mob Combat Dark Tanks will be able to press 80% resistance to smashing / lethal and be within slotting distance of hard-cap Psionic resistance. Now, since we don't want a straight rip off of EA, convert the straight endurance recovery into an average 2.5% per target, max 10 target, recovery rate bonus. The conceptual idea is this:

Activating Dark Regeneration gives the player 50% of base Secondary Speed Boost recovery, or 25% recovery rate

If the player chooses to slot recovery IO's over health IO's, they'll be able to produce a recovery effect equivelent to getting hit by an unslotted speed boost. Now, while i would prefer that the actual heal component on Dark Regeneration be unchanged since this is supposed to be about bringing Dark Armor into parity with the realistic play performance of other tanking power sets, adding in a resistance bonus and a recovery bonus might neccessitate dropping the total heal component.

Anti Status Effect

Counter the counter-intuitive Mez Effect Powers: Combine Mud Pots and Death Shroud.

A potential solution to the enemies that wander off when stunned or feared could be found in the Stone Armor set. The power Mud Pots contains a 2 magnitude immobilize component. Implement this Immobilize component into Death Shroud on the Dark Armor set. Poof, stunned or feared enemies have a lower chance of walking around and getting lost from the aggro. Considering that just about every other dark set in the game has an immobilize of some sort, the idea certainly fits.

Defense Debuff Resistance

Add a Defense Debuff Resistance Component: Empower Cloak of Darkness

As the Dark armor set is primarily a Resistance based power set, it doesn't get any sort of Defense Debuff Resistance even though it contains a native Defense Power. Adding in a minor Defense Debuff Resistance Component to Cloak of Darkness would help Dark Tanks retain what defense they could naturally obtain.

April 10, 2010

Shazel’s Flame Mastery Guide

Flame Mastery was an easy pick as my goal with Shazel was to make her as firey as possible. Fortunately, the powers are a perfect fit for her concept.

Bonfire

An area control effect.
An area control effect.
Score2 of 5
Unslotted Strength5.3 x Brawl

Summary

Click it an target an area on the ground. That spot grows a large area of fire that will knock back any enemy that comes close and burn them as they approach.

How to Use

I finally realized that it has more uses than I thought. Generally, it is recommended for protecting doorways, corners, or anything else where you want to keep someone away.

Where it really comes in useful is for keeping people out of melee range. If you launch the power and then stand in the middle, enemies that try to get close will get thrown back leaving you free to continue blasting them to bits.

Bonfire is a little like a Blaster's version of Hurricane from the Storm set

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
There's not much you can do with this so you won't need many slots.
80%
 
Damage (80% Minimum)
Default: 127.9 points
With max 100% enhancement: 255.8 points
It's an AoE attack that will hit enemies for about the strength of Flares for each hit. It's actually not that bad so it's worth adding to it a bit.
80%
 
Recharge (80% Minimum)
Default: 120 sec
With max 100% enhancement: 60 sec
Besides damage, recharge is the best way to enhance this.
0%
 
Endurance Reduction (0% Minimum)
Default: 16 end
With max 100% enhancement: 8 end
It's a bit spendy, but you won't use it enough to worry too much about this.
0%
 
Range (0% Minimum)
Default: 70 Feet
With max 60% enhancement: 112 Feet
You don't need to set this very far away in most cases, particularly if you're going to go stand on it.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Char

Choke and burn!
Choke and burn!
Score3 of 5
Unslotted Strength5.7 x Brawl

Summary

A simple single-target hold, but that can save your butt! However, because you can't stack this no matter how much you buff recharge and hold, I subtract a few points.

How to Use

The goal here is to handle enemies that are a giant pain to you before they can be a pain. sappers for example or enemies that hit particularly hard. Lock them down and deal them death without hesitation.

If fighting a GM or AV with a team, spam this because others probably are two. In combination, most big enemies will get held for at least part of the time making the fight a lot easier.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 5 Slots )
You could probably get away with only 4, but the recharge is pathetic and needs adjusting.
40%
 
Accuracy (40% Minimum)
Default: 90%
With max 100% enhancement: 180%
Fortunately, you already start high for accuracy, but bump it up a little more just to be sure. You don't want a control power to miss.
80%
 
Recharge (80% Minimum)
Default: 16 sec
With max 100% enhancement: 8 sec
Bring it back as fast as you can for control reasons. You won't be able to stack it on a single target, but you can at least spread the control around a bit.
50%
 
Damage (50% Minimum)
Default: 137.6 points
With max 100% enhancement: 275.2 points
Among other things, this is a pretty decent attack. Once you've handled recharge, why not make it hit harder?
30%
 
Hold (30% Minimum)
Default: 2.4 sec
With max 100% enhancement: 4.8 sec
Even if you slot this to the max, you'll never hold anyone for long. Fortunately as a Blaster, you don't need very long to take them down anyway.
30%
 
Endurance Reduction (30% Minimum)
Default: 10.7 end
With max 100% enhancement: 5.35 end
Lowering endurance is good. Do it as much as you can afford after everything else.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
It's already the same range as all your other primary attacks so no need to make it further.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Fire Shield

Protection at last.
Protection at last.
Score5 of 5

Summary

After spending levels and levels dying, it's nice to have some protection for a change. This power gives about 20% damage resistance from Fire, Smashing, Lethal, and Cold. If it helps, think of it as reducing most attacks by 1/5th.

How to Use

Turn it on. Keep it on. Enjoy.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 4 Slots )
The goal is to leave it on all the time and have the highest resist possible. 4 slots is enough to do that.
50%
 
Damage Resist (50% Minimum)
Default: 19.3%
With max 60% enhancement: 30.88%
Take it as high as you can.
80%
 
Endurance Reduction (80% Minimum)
Default: .33 end per second
With max 100% enhancement: 0.165 end per second
Toggles are a constant drain and adds up.
0%
 
Recharge (0% Minimum)
Default: 4 sec
With max 100% enhancement: 2 sec
Comes back fast already. Don't worry about it.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Melt Armor

Weaken them before the barbeque.
Weaken them before the barbeque.
Score3 of 5

Summary

Target an enemy, hit him and all near him (just like Fireball). Lowers defense of all affected targets by 7% and damage resistance by 9.75%.

How to Use

This isn't complicated. Use it on enemy groups before you start the rest of your combo. However, if you don't have a Tank nearby to take the aggro for you, this could be a dangerous thing to do.

By dropping Bonfire or Burn on a doorway, you can launch Melt Armor and run around the corner picking off anyone that makes it through. You can also save it for when you're fighting tough bosses or particularly well defended targets (like force field drones).

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 5 Slots )
If you take this, you'll need some slots to make it really work.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
If the debuff is going to work, this has to hit.
80%
 
Recharge (80% Minimum)
Default: 200 sec
With max 100% enhancement: 100 sec
It's useful, but slow to recharge. Try to buff this to the max and you'll see it every 2 minutes or so.
70%
 
Defense Debuff (70% Minimum)
Default: 7-1
With max 60% enhancement: 4.9-1
Small reductions in defense can have a big effect. Increase this to the max for a total defense reduction of 10% per target hit.
30%
 
Endurance Reduction (30% Minimum)
Default: 22.8 end
With max 100% enhancement: 11.4 end
It's pretty spendy.
0%
 
Range (0% Minimum)
Default: 70 Feet
With max 60% enhancement: 112 Feet
It's range is good as-is.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Rise of the Phoenix

I'm baaaack!
I'm baaaack!
Score4 of 5
Unslotted Strength13.9 x Brawl (per target)

Summary

Revives you and deals damage, stun, and knockback to any nearby foes.

How to Use

Using Self Destruct and Rise of the Phoenix for giggles :) (Video: 4.6Mb)
Using Self Destruct and Rise of the Phoenix for giggles 🙂 (Video: 4.6Mb)

Of course you can just revive yourself from death when you die. That's the simple way. But what about making it part of your combo? If you have the cyborg booster pack, run to a group and self destruct. You'll die, but gain no debt. Use Rise of the Phoenix to come back and beat everything down. If they're close enough when you use it, you can use your nova right away followed by consume. Think about it! You could have some fun with this power 🙂

And remember that while the stun effect of this power doesn't last very long, you are protected from debt for the next several seconds. I would have rated it 5 of 5 for the revenge factor, but you do have to die to use it.

Rise of the Phoenix does as much damage as a Nova power! Don't underestimate it as a regular part of your strategy!

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
3 is enough though more is better.
60%
 
Recharge (60% Minimum)
Default: 300 sec
With max 100% enhancement: 150 sec
It's useful because you can use it when needed (if you bring it back soon enough).
60%
 
Damage (60% Minimum)
Default: 333 points
With max 100% enhancement: 666 points
Punish the dudes that put you down. Hit them as hard as you can!
20%
 
Heal (20% Minimum)
Default: 50%
With max 100% enhancement: 100%
If you have the room, slot some heal so you get back more of your life when rezzing.
0%
 
Stun (0% Minimum)
Default: 2 sec
With max 100% enhancement: 4 sec
Mid's hero planner says the stun value is only 2 seconds long, but in testing it was much longer. Buff it if you want, but I didn't find a need for it.
0%
 
Endurance Modification (0% Minimum)
Default: 50%
With max 100% enhancement: 100%
You get half your endurance back which is enough if you launch consumer immediately after.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

March 14, 2010

Gale’s Electricity Mastery Guide

Electricity Mastery was the only set that really made sense for a Storm/Sonic based on the electric powers in the storm set. It also nicely synergizes with the powers I already have.

Electric Fence

Hold still
Hold still
Score1 of 5
Unslotted Strength3.3 x Brawl

Summary

This is the same single-target immobilize power that blasters are forced to take in their secondary. It's low power and of little use.

How to Use

If you're desperate to keep something from running away, perhaps this will have some use for you. Also, you can immobilize them and let Tornado and Lightning storm rip them a new one (assuming you're not here just to read about the pool and not building a Storm/Sonic).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
There's not much you can do with this so you won't need many slots.
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
Standard attack percentages. Make it accurate so it will hit.
0%
 
Range (0% Minimum)
Default: 50 Feet
With max 60% enhancement: 80 Feet
I think 50 is enough, but if you want to stop a runner, adding some distance might not be a bad idea.
0%
 
Damage (0% Minimum)
Default: 43.2 points
With max 100% enhancement: 86.4 points
So it's a decent attack. By the time you can get this, you'll have many much better attacks to use.
0%
 
Endurance Reduction (0% Minimum)
Default: 9.75 end
With max 100% enhancement: 4.875 end
If you were to spam this power, the end cost would get pretty bad, but I don't know anyone that would do this.
0%
 
Recharge (0% Minimum)
Default: 4 sec
With max 100% enhancement: 2 sec
It already comes back 5 times faster than its immob duration.
0%
 
Immobilize (0% Minimum)
Default: 22.4 sec
With max 100% enhancement: 44.8 sec
This lasts a really long time. No enhancement necessary.
0%
 
Endurance Modification (0% Minimum)
Default: 2.5%
With max 100% enhancement: 5%
Drains an itty bitty little bit of endurance from the enemy and lowers their recovery rate for a while. If you already have a theme of controlling the enemy via their endurance, this would be helpful.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Thunder Strike

Blammo!
Blammo!
Score6 of 5
Unslotted Strength8.27 x Brawl

Summary

With a long activation delay, you jump into the air and drop down with a strong electrical melee blast. It hits your target, but also any other enemies that are close. Like most electrical powers, this also lowers the affected enemy's endurance recovery rate.

How to Use

First, this is the strongest attack you're going to get as a Defender and second, it's not single target! Besides being an attack, you can also use this to stack stun on enemies (if you have stun in your primary or secondary like I do).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 6 Slots )
This power has a lot going for it. Give it 6 slots minimum
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
Standard attack percentages. Make it accurate so it will hit.
80%
 
Damage (80% Minimum)
Default: 91.1 points
With max 100% enhancement: 182.2 points
So it's a decent attack. By the time you can get this, you'll have many much better attacks to use.
50%
 
Recharge (50% Minimum)
Default: 40 sec
With max 100% enhancement: 20 sec
Bring it back as fast as you can for control and high damage.
50%
 
Stun (50% Minimum)
Default: 7.45 sec
With max 100% enhancement: 14.9 sec
Stun is a great secondary power particularly when dealing with tough enemies.
30%
 
Endurance Reduction (30% Minimum)
Default: 23.1 end
With max 100% enhancement: 11.55 end
Lowering endurance is good. Do it as much as you can afford after everything else.
0%
 
Knockback (0% Minimum)
Default: 6 Feet
With max 180% enhancement: 16.8 Feet
I've never thought I wanted more knockback on this. I kinda don't want the KB I have...

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Charged Armor

Protection at last.
Protection at last.
Score5 of 5

Summary

What's there to say? It's the damage reduction armor every Defender gets access to in the Epic pools. Smashing and Lethal resistance like normal with a side of energy resistance.

How to Use

Turn it on. Keep it on. Enjoy.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 4 Slots )
You can fully slot this with 3 or 4 slots. I went with 4.
50%
 
Damage Resist (50% Minimum)
Default: 27.5%
With max 60% enhancement: 44%
Take it as high as you can.
80%
 
Endurance Reduction (80% Minimum)
Default: .33 end per second
With max 100% enhancement: 0.165 end per second
Toggles are a constant drain and add up.
0%
 
Recharge (0% Minimum)
Default: 2 sec
With max 100% enhancement: 1 sec
Comes back fast already. Don't worry about it.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Shocking Bolt

Same as the Clockwork power we all hate.
Same as the Clockwork power we all hate.
Score4 of 5
Unslotted Strength2 x Brawl

Summary

At good distance, you shock the enemy with electricity and hold them in an electrical field (exactly the same as the power that the Clockwork knights are always using at low levels).

How to Use

It's not hugely powerful as an attack so don't take it for that reason. The main reason you want it is for what it was intended: a hold. If you already have some good stuns, sleep, or holds in your other sets, maybe this is superfluous, but I like the ability to stack holds or handle more enemies.

If you DON'T already have control powers, you really, really need this. Shocking Bolt will let you take problem enemies (like sappers) out of the battle for a bit. When fighting Archvillains and monsters, let your other team members focus on attacks while you help the controllers and other defenders spam holds.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 5 Slots )
You'll only need 5 to buff most aspects of this power. If you want more damage, give it 6.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
If you fire this, it's because you need something to stop moving. Make sure you hit it.
60%
 
Recharge (60% Minimum)
Default: 16 sec
With max 100% enhancement: 8 sec
Bring it back as fast as you can for control and high damage.
40%
 
Hold (40% Minimum)
Default: 17.9 sec
With max 100% enhancement: 35.8 sec
Lengthen the duration of the hold effect to help support stacking with multiple applications.
10%
 
Endurance Modification (10% Minimum)
Default: 5.33%
With max 100% enhancement: 10.66%
Use of this power can actually restore endurance to you. Slot this up some if you can.
10%
 
Endurance Reduction (10% Minimum)
Default: 10.7 end
With max 100% enhancement: 5.35 end
This isn't a huge priority, but you should easily be able to drop the endurance a little with everything else.
0%
 
Damage (0% Minimum)
Default: 21.6 points
With max 100% enhancement: 43.2 points
It's ok for an attack, but I think other attributes take priority.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
It's plenty long. Leave it alone.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Power Sink

Slurp!
Slurp!
Score3 of 5

Summary

Drains endurance from nearby enemies and recovers some of your own endurance.

How to Use

As someone who uses a LOT of endurance, it doesn't hurt to be able to have some more. However, I did such a good job of controlling my endurance use, I didn't really need this power and thought about not taking it.

However, if you have a Nova power, it drains all your endurance. The best combo is Nova + Blue inspiration + End recover power. This is the last in the chain. With it, you can fire your Nova whenever you want in the middle of any battle since you can just get your endurance back in a second.

Remember you have to be in melee range to use this (which you will be if you just used your Nova so that works out just fine).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
3 is good, 4 is better, more is kind of a waste.
80%
 
Recharge (80% Minimum)
Default: 120 sec
With max 100% enhancement: 60 sec
The ONLY disadvantage to this power is the long recharge so fix that first.
40%
 
Endurance Modification (40% Minimum)
Default: 25%
With max 100% enhancement: 50%
You regain 25 percent of your end (unenhanced) PER target hit. It's still good to bump this up in case you only have one or two enemies around to suck from AND because the end mod attribute also increase the amount the enemy is drained (41% unenhanced, 80% fully slotted).
0%
 
Endurance Reduction (0% Minimum)
Default: 16.3 end
With max 100% enhancement: 8.15 end
You'll gain plenty of endurance from using this so this is not necessary.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

September 5, 2009

2009.09.05 15:03:49:48 CityOfHeroes

2009.09.05 15:03:49:48 CityOfHeroes (Video: 10.3Mb)
2009.09.05 15:03:49:48 CityOfHeroes (Video: 10.3Mb)

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SS

Super Speed. One of the four basic travel powers.

AT

Archetype. This refers to what character type your character is: blaster, defender, tank, etc.

PvP

Player vs Player. Though the Arenas allow players to combat each other, the zones designated for PvP combat are far more popular. Some only allow Villain vs Hero combat, while others allow free-for-all battles.

AT

Archetype. This refers to what character type your character is: blaster, defender, tank, etc.

IO - Invention Origin

IO stands for Invention Origin and refers to the new enhancement type introduced as of Issue 9. They are typically stronger than standard enhancements and have the awesome advantage of never becoming outleveled. Further, there are sets of IOs that provide special bonuses or powers when arranged properly.

PvP

Player vs Player. Though the Arenas allow players to combat each other, the zones designated for PvP combat are far more popular. Some only allow Villain vs Hero combat, while others allow free-for-all battles.

Rez

Short for resurrect.

AT

Archetype. This refers to what character type your character is: blaster, defender, tank, etc.

AT

Archetype. This refers to what character type your character is: blaster, defender, tank, etc.

Glowie

Boxes or other equipment that glow and make a slow pulsing sound. Many missions include a task to find certain items or seek clues which usually involves finding glowies.

TF

Task Force. Certain contacts give task forces and each requires a certain minimum amount of players to begin. They consists of a series of missions or tasks while you follow a small story plot.

They are typically excellent experience and let you see some places in the game you'd never get to otherwise.

GM

Game Moderators. It's a carry-over term from Dungeons and Dragons that refers to the people who run the game. In this case, employees of Cryptic.

It can also mean Giant Monster such as the ones that occasionally wander around Paragon.

AV

Arch-Villain. The toughest enemies in the game (other than Giant Monsters) that usually take several Heroes at a time to defeat.

Nova

Nova is a high level attack power for energy blasters that does a massive amount of damage and knockback in an AoE around the caster. Eventually, all similar powers came to be referred to as Novas.