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May 14, 2007

Jordan’s Guide to Dark Blast

All dark blast powers have great range and your sniper attack (which you only have to wait until level 4 to get) has the longest range of any attack in the game. A dark defender makes a great puller since even at the earliest levels, you can hit from a long way away and whatever you hit has reduced accuracy. Best of all, most Defender Secondaries are shared with Blaster's primaries, but darkness can only be found with Defenders (and Corruptors for Villains).

Dark Blast

Your basic attack. Dark Blast.
Your basic attack. Dark Blast.
Score4 of 5

Summary

This is your basic power and one you have to take. It's a decent attack with a good recharge rate and will be one of your major attacks throughout the game.

Unslotted Strength3.3 x Brawl

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 )
If you have Dark Miasma as your secondary, four slots is enough to max out the combat attributes. Otherwise, a few extra slots devoted to accuracy reduction is not unwarranted.
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
As is standard with any regular attack, accuracy is most important so your target, but you'll only need 40% or so enhancement to make sure you hit most of the time.
70%
 
Damage (70% Minimum)
Default: 36 points
With max 100% enhancement: 72 points
This power cycles fast and you're going to use it a lot so make sure it hits decently hard when you do.
20%
 
To Hit Debuff (20% Minimum)
Default: -9.4%
With max 60% enhancement: -15.04%
At nearly 10% to hit debuff unslotted, this power does pretty well already, but the more you give it, the better. Firing this along with other dark attacks on a fairly constant basis helps keep you safe and alive.
10%
 
Endurance Reduction (10% Minimum)
Default: 5.2 end
With max 100% enhancement: 2.6 end
At such a low cost, this isn't a huge priority, but it always helps to lower endurance cost. You should easily be able to reduce it by 10% or more using IOs.
0%
 
Recharge (0% Minimum)
Default: 4 sec
With max 100% enhancement: 2 sec
At only 4 second recharge, you'll barely be able to hit two other powers before this is back anyway. Unless you want to put Dark Blast on auto-fire and just sit there spamming one attack, I don't see a lot of point in enhancing this on purpose.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
80 feet is a pretty safe distance (a full 20 feet further than many blaster attacks). You can enhance this power's range if you have a point to doing so, but in most cases, it's really 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.

Gloom

Gloom and it's DoT.
Gloom and it's DoT.
Score5 of 5

Summary

Unslotted Strength5.6 x Brawl

Gloom is fun. Fire it and your target takes DoT damage for about 3 seconds. The total damage is equal to a bit more than dark blast and when it hits, your target freezes for a moment while they do a "I'm hit and in pain" animation. At times during my build, I've dropped the power to fit other powers in sooner, but always take it again in a later level.

Compare this photo to the one's in the Moonbeam section below. This particular enemy was hit with Moonbeam first and had to come much closer before he was in range for Gloom. This will give you an idea of the difference in range between the two.

Note that due to the animation enemies do when hit, once you fire gloom, you'll have a second or so to activate interruptable powers like the self-heal from the medicine pool or such.

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 )
If you have Dark Miasma as your secondary, four slots is enough to max out the combat attributes. Otherwise, a few extra slots devoted to accuracy reduction is not unwarranted.
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
Standard. Just enhance it enough that you don't miss.
80%
 
Damage (80% Minimum)
Default: 63.6 points
With max 100% enhancement: 127.2 points
As your main attack through the whole game, any amount you can spare in damage will benefit you here.
30%
 
Recharge (30% Minimum)
Default: 8 sec
With max 100% enhancement: 4 sec
You don't have many single target attacks so it's a good idea to buff your recharge to get this back faster.
10%
 
Endurance Reduction (10% Minimum)
Default: 8.5 end
With max 100% enhancement: 4.25 end
Not too spendy, but if you can lower the endurance cost, go for it.
20%
 
To Hit Debuff (20% Minimum)
Default: -9.4%
With max 60% enhancement: -15.04%
Same as Dark Blast, but because of slower recharge and greater endurance cost, fix those first, then worry about this.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
Same as Dark Blast.

Help

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

Moonbeam

Moonbeam activation.
Moonbeam activation.
Score5 of 5

Summary

I love this power. It has the longest range of any attack in the game and it looks really cool. Like most snipe powers, the activation is very long and can be interrupted by things like getting hit or moving. So make sure you've completely stopped moving and that nothing's about to hit you before launching this power or you just wasted the endurance cost of activating it.

See that target waaaaayyyy off in the distance? Yeah, I can hit that…

How to Use

Unslotted Strength9 x Brawl

Anyway, Moonbeam is an excellent way to start a battle when teaming since your target will take significant damage (about equal to Dark Blast and Gloom combined) and is such long range that it's rare that they'll be able to return fire before you run and hide behind your team mates or a wall.

It's also a very good way to finish off a runner as long as they don't run behind a wall or off a ledge before the attack fires.

Moonbeam firing.
Moonbeam firing.

The key is to fire Moonbeam when you have little to no chance of getting interrupted by damage. You will discover these situations very easily with some practice, but here are some that work for me:

  • In teams it's usually pretty easy when you don't have aggro, but make sure to target something that's being hit by someone else too or you might face drawing unwanted attention. Also make sure to pick a target with a fairly significant amount of life remaining or they could go down before your attack even launches.
  • When soloing, after you get an activation reduction enhancement or two in it, you can often fire it between enemy attacks if you time it right.
  • Because Darkest Night will make your enemies miss you most of the time, you can often fire Moonbeam safely after they've been debuffed.
  • The delay caused by the "Ouch" animation that enemies do after getting hit with Gloom can give you enough time to fire Moonbeam as long as you do it very quickly after triggering Gloom.
  • Moonbeam also stacks well with Tar Patch if the enemy is trying to run.

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 )
I love snipe powers so this one gets 6 slots easy.
30%
 
Accuracy (30% Minimum)
Default: 90%
With max 100% enhancement: 180%
Moonbeam already has a higher-than-average accuracy rate, but it's so depressing when it misses that I still say slot it up as much as you can.
70%
 
Damage (70% Minimum)
Default: 99.8 points
With max 100% enhancement: 199.6 points
When this hits, I want them to feel it. As an opener, you want the enemy you hit to have a little life left as you can. And when you're firing out of enemy range, this will be the only attack you'll have so the more power the better.
40%
 
Range (40% Minimum)
Default: 175 Feet
With max 60% enhancement: 280 Feet
If you don't use this power the way I do, maybe you don't care, but I like to buff the range as much as possible. First, I can do some amazing long distance Pulls that way. Second, when I'm flying around, there are times when enemies can't hit me, but i can hit them.
40%
 
Interrupt (40% Minimum)
Default: 3 Sec
With max 120% enhancement: 1.2 Sec
The biggest disadvantage to a snipe is the activation delay. To make it easier to fire in tough battles, reduce the interruptable time span.
20%
 
Recharge (20% Minimum)
Default: 12 sec
With max 100% enhancement: 6 sec
This power takes a little too long to recharge, but with only 20% or so enhancement, it comes back about as fast as Gloom (unenhanced).
10%
 
Endurance Reduction (10% Minimum)
Default: 14.4 end
With max 100% enhancement: 7.2 end
Expensive especially if you get interrupted (which makes this wasted endurance, but if you have slots to spare, put it towards interrupt instead.
0%
 
To Hit Debuff (0% Minimum)
Default: -9.4%
With max 60% enhancement: -15.04%
With the other enhanceable aspects, you won't likely have room for this.

Help

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

Dark Pit

Throwing sticky black confusion blob
Throwing sticky black confusion blob
Score3 of 5

Summary

You target something, fire Dark Pit, and it, along with nearby enemies, get stunned for a while (as long as you've slotted some accuracy enhancements and they're not too high level). Sounds a lot like howling twilight without the slow, damage, rez, and a chance to miss (HT doesn't miss). Hmmm…

If you took Dark Maisma as your primary power set, Howling Twilight is stronger and has a ton of secondary effects that Dark Pit does not

I gave this a pretty low score originally, but you may not have taken Dark as your primary and there's nothing wrong with stacking stuns (using BOTH). The last time I Repeced Jordan, I put in Dark Pit and tried it as a stacking stun, but also as an alternate when Howling Twilight was recharging. I found it to be useful for both.

If you already have Howling Twilight and aren't worried about the extra control, you could skip it. Otherwise, never underestimate the usefulness of an AoE stun.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
Two slots is enough though I might have given it 3 or 4 if it was my only stun power (but I took Dark as my secondary so there was no need).
60%
 
Accuracy (60% Minimum)
Default: 60%
With max 100% enhancement: 120%
You use this power to lock down groups of enemies. Not so useful if it misses. Quite deadly in fact. Considering that and that it starts a little low to begin with, don't skip on the accuracy!
50%
 
Stun (50% Minimum)
Default: 12 sec
With max 100% enhancement: 24 sec
If the recharge were a little bit shorter, I'd probably say buff the recharge so you can fire it twice as often as compared to buffing stun, but it's not. Once you use this, you want the enemies to wander brainless as long as possible so lengthen the stun first and then recharge if you can.
20%
 
Recharge (20% Minimum)
Default: 60 sec
With max 100% enhancement: 30 sec
It's a pretty long recharge. Even max enhanced, you'll only be able to use this once every 30 seconds which won't help you much since most battles are over by then. Even unenhanced, you'll probably be able to use it at the start of each battle on teams and when solo, you'll want stun duration not recharge anyway.
0%
 
Endurance Reduction (0% Minimum)
Default: 13 end
With max 100% enhancement: 6.5 end
At the long recharge, the endurance pull isn't that big of a deal.
0%
 
Range (0% Minimum)
Default: 70 Feet
With max 60% enhancement: 112 Feet
Only a little shorter than a normal attack. Enhance it if you must, but it's not a huge priority.

Help

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

Tenebrous Tentacles

The cone range of TT and NF.
The cone range of TT and NF.
Score5 of 5

Summary

Immobilizes and damages enemies in a cone in front of you. Controlling a battle where you have enemies running all over is very hard. Using this will keep enemies you worked so hard to herd together/sneak up on from running all over. Note that it recharges in plenty of time to use it again before the effect from the first one wears off.

You can see that the Tentacles hit this entire group. It has a great cone range, but doesn't go as deep as Night fall. However, Night Fall has a much narrower cone. Look closely and you can see that the 11's are damage from the TT while the 13's from Night Fall miss four or so enemies on the outer edges. To fix this, back up before you fire Night Fall to fit more people in the cone

The cone is nice and wide, but not as deep as I'd like so you an often miss enemies further away. Even the ones you hit can still hit you back (they're only immobilized), but like most dark powers this drops their accuracy.

How to Use

Use this to make sure that your victims don't get away from you. This is especially important when badge hunting or if you've worked hard to herd stuff together into area effects like Tar Patch. It also helps to keep stunned enemies from wandering off or prevents them from getting somewhere you don't want to be.

Unslotted Strength3.3 x Brawl (each target)

For the endurance cost, this is a waste to use on less than 2+ enemies unless you just want to keep an enemy from moving. One you have Dark Servant (who uses this and Petrifying Gaze constantly), you won't need use TT on anything but 3 or more enemies (which is, of course, assuming you took Dark Maisma as your primary). Though note that if you have endurance to spare (usually at later levels and after careful slotting of IO bonuses), use it at much as you want.

One important note: as an AoE attack and an Immobilize, you have access to a MANY "chance of damage" IOs which can vastly improve your total damage. Even if not that, with so many different effects in the power, you'll have access to other procs that do things like hold or slow, etc.

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 )
Even with the highest power IO enhancements I could find, I couldn't slot all the stuff I wanted. You'll 6 slot this no matter what you do or UR DOIN IT WRONG!
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
It really sucks if this misses, but it comes back really fast which means you can try again. Slot more than 40 if you can, but if you can't, you'll probably be fine.
90%
 
Range (90% Minimum)
Default: 40 Feet
With max 60% enhancement: 64 Feet
WEAK! Only 40 doesn't get you much. Slot as much as you can so you can get this close to the range of your other attacks or you'll constantly be missing enemies
30%
 
To Hit Debuff (30% Minimum)
Default: -9.4%
With max 60% enhancement: -15.04%
Exactly the same debuff as your other attacks, but it's an AoE debuff so it's well worth pumping this up a bit. The more, the better.
10%
 
Endurance Reduction (10% Minimum)
Default: 10.2 end
With max 100% enhancement: 5.1 end
If you use this as a control power only or if you put in the Chance of Damage procs like I suggested, you'll want to fire this a lot. That can eat up endurance if you don't take it easy so slot at least a little endurance reduction.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
For this kind of power, 10 seconds is not bad at all. You would do fine even if you never enhanced this further, but feel free to do so if you wish. Note that the accuracy debuff duration of dark powers is generally 10 seconds so even without enhancement, you can keep your targets perma-debuffed as well as immobilized and taking damage. However, if you take my advice with the procs, the more you fire it, the more chances you have for extra damage so it may be worth buffing the recharge for that alone.
0%
 
Damage (0% Minimum)
Default: 33.8 points
With max 100% enhancement: 67.6 points
Same damage as Dark Blast, but done as DoT so it doesn't seem as if it's that powerful when you use it. Slot it up if you wish, but consider Chance of Damage procs for extra damage instead. The over-all damage you deal will be much higher in the end. Use this mostly for control (immob) and accuracy debuff instead.

Help

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

Night fall

Overhead shot of Night Fall to show range.
Overhead shot of Night Fall to show range.
Score4 of 5

Summary

Unslotted Strength3.6 x Brawl (each target)

It's a cone attack that does great damage in a very short dot. If for no other reason, take this power because of the giant mass of orange damage numbers that will float over enemy heads when you use it .

How to Use

Points to note are that the cone is about half that of tenebrous tentacles, but the range is longer. Back up a bit before you fire it to hit more things.

The range of Night Fall is nearly the same as Dark Blast and Gloom. If you are in a mission where there are clusters of enemies, be careful not to fire it point blank. You might hit enemies in a nearby group that otherwise wouldn't have noticed you yet.

This power works very well with Tenebrous Tentacles. When you come across a group that's already nicely packed, but tends to spread out after your first hit, open with TT to root them in place so you can hit them all with Night Fall immediately after. This combo works exceptionally well for hunting missions or badge hunting when you want to take down large groups in a hurry (something my scrapper can't do even at very high levels).

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 )
As an excellent attack that's AoE and hella-fun too, I can't see you getting away with less than 6 slots on this (though with Purple IO slotting, I got it down to 5).
30%
 
Accuracy (30% Minimum)
Default: 75%
With max 100% enhancement: 150%
The more accuracy, the better, but always buff it at least a little.
90%
 
Damage (90% Minimum)
Default: 39.8 points
With max 100% enhancement: 79.6 points
Even though this does only a little more damage than Tenebrous Tentacles, it's only purpose is as an attack so use it that way. The more damage the better.
30%
 
Endurance Reduction (30% Minimum)
Default: 13.1 end
With max 100% enhancement: 6.55 end
This is one of your more expensive regular attack powers so buff the endurance reduction as much as you can.
10%
 
Recharge (10% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
If you've got the endurance to spare, try enhancing the recharge a bit so you can fire it more quickly.
0%
 
To Hit Debuff (0% Minimum)
Default: -9.4%
With max 60% enhancement: -15.04%
If you manage to buff everything else and can't think of anything else to do, there's always accuracy debuff.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
I've never once thought that I wanted Night Fall to have longer range. If you want to buff this for some reason, give it about 40% to make it the same range as Dark Blast and Gloom.

Help

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

Torrent

Blammo! Nice knockback.
Blammo! Nice knockback.
Score3 of 5

Summary

Unslotted Strength1.3 x Brawl

Torrent does a small amount of damage with knockback in a cone in front of you. This would be good for defenders who find that enemies are getting too close too quickly, but not if you have effects that require enemies to stay in one place or stay close together.

For example, with Dark Maisma as a primary power set, I want foes to be in a nice tight pack, not flying all over. What's the point of using Tar Patch to slow them, Tentacles to root them, and Darkest Night to make their accuracy worthless, if you blow them all out of range of these effects?

On the other hand, if you take a different primary (like Storm), you might like this power. It has a wicked-strong knockback on it (check the distance these Hellions were thrown!)

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
The default slot is all you'll need.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
The only point to using this power is because you want to move something which won't happen if you miss.
40%
 
Recharge (40% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
Knockback powers are best when they can be used again soon. Slot for about 40% minimum.
30%
 
Endurance Reduction (30% Minimum)
Default: 14.4 end
With max 100% enhancement: 7.2 end
Buff it if you can.
0%
 
Knockback (0% Minimum)
Default: -9.4 Feet
With max 180% enhancement: -26.32 Feet
It's got a pretty good knockback value already, but you can buff it if you just like to see stuff fly. Chances are that you won't really have any point to doing so though.
0%
 
To Hit Debuff (0% Minimum)
Default: -9.4%
With max 60% enhancement: -15.04%
I don't usually give Torrent many slots so after accuracy and recharge, I don't have room for even this.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
If someone comes close enough for you to hit them, you can knock them back again. That's plenty in most cases since usually you use torrent to get them out of melee range.
0%
 
Damage (0% Minimum)
Default: 14.5 points
With max 100% enhancement: 29 points
It's does only about the same damage of brawl and has a really slow recharge. Don't use this as an attack.

Help

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

Life Drain

A heal which damages.
A heal which damages.
Score3 to 5 of 5 (depending on your primary)

Summary

Unslotted Strength3.3 x Brawl
Unslotted Heal10% of Your Life Total

Damages an enemy and heals you.

How to Use

I never noticed this until I did the math, but Life Drain has the same range and attack power as Dark Blast while healing you. If you want another attack to fill your chain or find that you need that extra heal now and then, this might be a good bet.

In practice, I found that I didn't need the attack and that the heals from Twilight Grasp (along with fluffy throwing the same thing) make this unnecessary, but if you didn't take dark as a primary, you might need this. For example, a Storm/Dark (since Storm has no self heals).

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 )
As both a strong attack and a heal, if you take this power, max it out!
70%
 
Accuracy (70% Minimum)
Default: 75%
With max 100% enhancement: 150%
When dealing with a heal that requires an accuracy check, you don't want it to ever miss. Make sure to slot this REALLY high.
90%
 
Recharge (90% Minimum)
Default: 15 sec
With max 100% enhancement: 7.5 sec
Either as an attack or a heal, you want this to come back as fast as possible. Give it max recharge.
40%
 
Heal (40% Minimum)
Default: 10%
With max 100% enhancement: 20%
If you use this more as a heal, slot this as high as you can. Otherwise, give the enhancement to damage. Either way, prioritize recharge.
40%
 
Damage (40% Minimum)
Default: 36.1 points
With max 100% enhancement: 72.2 points
If you use this an attack, slot this as high as you can, but remember to give priority to recharge.
0%
 
Endurance Reduction (0% Minimum)
Default: 12 end
With max 100% enhancement: 6 end
If you give LD enough slots to afford some endurance reduction, go for it, but this won't be your priority.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
It's got really good range already. Granted it's not as long as Dark Blast and Gloom, but you'll most often use this at closer range anyway either because you're in a melee battle or close to a tank or scrapper who is.
0%
 
To Hit Debuff (0% Minimum)
Default: -9.4%
With max 60% enhancement: -15.04%
If you manage to buff everything else and can't think of anything else to do, there's always accuracy debuff.

Help

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

Blackstar

Kaboom! Hee hee hee.
Kaboom! Hee hee hee.
Score4 of 5

Summary

It's a nova power that's far weaker than those of blasters, but is still a lot of fun. Besides doing massive ammounts of damage (for a Defender), it does significant Accuracy Debuff to all affected enemies.

Unlike some other nova powers, there is no knockback so even if you don't kill them, they're still nicely huddled for further attacks AND as with all dark powers, their accuracy is debuffed so you have a better chance of surviving even if you do draw all the aggro to yourself.

How to Use

Unslotted Strength16 x Brawl

That's right. I said 16 times the strength of brawl.
Drop a group to between one third and one half of their life total and use this to finish them off. If you have Dark Maisma as a primary powerset, make sure that Dark Servant is out to take aggro and to perform holds and heals on any survivors while you wait for the endurance recovery prevention effect to wear off. In groups where there are plenty of other team members to get enemy attention, fire it whenever you want though never as an opening move.

I didn't get a very good shot of a large group of enemies, but you can definitely see how good the effective range of Blackstar is.

See Blackstar in action (Video: 1.6Mb)
See Blackstar in action (Video: 1.6Mb)

Either way you play it, as of issue 6, you can take an endurance recovery inspiration to get a little endurance to use to continue the fight immediately. Though you will run out very quickly, it prevents down time and can give you back your toggles temporarily. Most importantly, if you have Dark Consumption from the Darkness Mastery set, you can suck endurance from survivors to get back in the game at full force.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
For whatever reason, I don't use Blackstar as much as I probably should. I usually 3 slot it, though 4 or 5 would make it perform better.
90%
 
Recharge (90% Minimum)
Default: 360 sec
With max 100% enhancement: 180 sec
It's a nova. Bring it back as fast as you can.
70%
 
Damage (70% Minimum)
Default: 176.2 points
With max 100% enhancement: 352.4 points
It's already super-powered, but a little more never hurts. Buff it as high as you can.
30%
 
Accuracy (30% Minimum)
Default: 105%
With max 100% enhancement: 210%
You get an automatic bonus to accuracy, but it's still depressing if it misses. Add a little extra just in case.
0%
 
To Hit Debuff (0% Minimum)
Default: -62.5%
With max 60% enhancement: -100%
That's not a typo. It really does debuff accuracy by 62.5! If you're tripping over your extra powerslots and can't think of anything else to do, you can buff this, but that's pretty unlikely.
0%
 
Endurance Reduction (0% Minimum)
Default: 20.8 end
With max 100% enhancement: 10.4 end
After using this power, you'll be fully drained anyway. The only reason to slot this is if you find you're trying to launch Blackstar at the end of an attack combo that leaves you super drained of endurance (something that I've never experienced in practice). This really isn't a big deal.

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 20, 2007

2007.03.20 06:43:54 CityOfHeroes

2007.03.20 06:43:54 CityOfHeroes
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2007.03.20 06:33:49 CityOfHeroes

2007.03.20 06:33:49 CityOfHeroes
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2007.03.20 06:33:47 CityOfHeroes

2007.03.20 06:33:47 CityOfHeroes
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2007.03.20 06:33:46 CityOfHeroes
2007.03.20 06:33:46 CityOfHeroes

2007.03.20 06:33:45 CityOfHeroes

2007.03.20 06:33:45 CityOfHeroes
2007.03.20 06:33:45 CityOfHeroes

2007.03.20 06:33:44 CityOfHeroes

2007.03.20 06:33:44 CityOfHeroes
2007.03.20 06:33:44 CityOfHeroes

2007.03.20 06:33:43 CityOfHeroes

2007.03.20 06:33:43 CityOfHeroes
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2007.03.20 06:33:42 CityOfHeroes

2007.03.20 06:33:42 CityOfHeroes
2007.03.20 06:33:42 CityOfHeroes

February 26, 2007

2007.02.26 20:16:59:60 CityOfHeroes

2007.02.26 20:16:59:60 CityOfHeroes
2007.02.26 20:16:59:60 CityOfHeroes

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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.

DoT

Death over time/damage over time. This refers to any effect that deals damage (surprise surprise) over a period of time rather than all at once. Fire and Dark powers have many DoT attacks.

Pull

To attack or otherwise get the attention of an enemie or small group of enemies. The purpose is to separate between 1 and 5 enemies from a larger group so that you or your team can take them on in chunks rather than all at once.

Repec

Character Respecification. Getting one of these allows you to relevel your character from level 1 to your current level instantly. You can choose all new powers and slotting choices (though you have to stick with the same primary and secondary power choices. You get these typically after new Issues or from the Respec Trials which are basically task forces with a respec as the award.

AoE

Area of effect. An AoE power is one that will affect not just yourself or your target, but anything around you/your target. For example, an AoE heal will affect nearby allies and an AoE attack will affect nearby enemies.

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.