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March 6, 2008

2008.03.06 17:53:10:98 CityOfHeroes

2008.03.06 17:53:10:98 CityOfHeroes
2008.03.06 17:53:10:98 CityOfHeroes

2008.03.06 17:53:05:59 CityOfHeroes

2008.03.06 17:53:05:59 CityOfHeroes
2008.03.06 17:53:05:59 CityOfHeroes

2008.03.06 17:52:50:35 CityOfHeroes

2008.03.06 17:52:50:35 CityOfHeroes
2008.03.06 17:52:50:35 CityOfHeroes

2008.03.06 17:52:47:29 CityOfHeroes

2008.03.06 17:52:47:29 CityOfHeroes
2008.03.06 17:52:47:29 CityOfHeroes

2008.03.06 17:52:45:35 CityOfHeroes

2008.03.06 17:52:45:35 CityOfHeroes
2008.03.06 17:52:45:35 CityOfHeroes

2008.03.06 17:52:43:90 CityOfHeroes

2008.03.06 17:52:43:90 CityOfHeroes
2008.03.06 17:52:43:90 CityOfHeroes

2008.03.06 17:52:34:82 CityOfHeroes

2008.03.06 17:52:34:82 CityOfHeroes
2008.03.06 17:52:34:82 CityOfHeroes

2008.03.06 17:52:23:82 CityOfHeroes

2008.03.06 17:52:23:82 CityOfHeroes
2008.03.06 17:52:23:82 CityOfHeroes

2008.03.06 17:52:21:07 CityOfHeroes

2008.03.06 17:52:21:07 CityOfHeroes
2008.03.06 17:52:21:07 CityOfHeroes

May 14, 2007

Jordan’s Guide to Dark Miasma

Dark Miasma is a very strong set with a variety of interesting and powerful abilities including the almighty Dark Servant who is your loyal fluffy pet of darkness (Mua ha ha!)

Twilight Grasp

Firing Twilight Grasp
Firing Twilight Grasp
Score5 of 5

Summary

Select a target, activate, reap.

TG is just a cool power. Sure, you're not the uber-healer that Empath Defenders are because you need a target enemy to suck from in order to fire your heal, but as with other dark powers, there are significant benefits to balance the drawback.

In the picture, you can see the effect as it hits my target healing me for 292. My pet launched TG at the same time healing me for 368 :). Note that your heal and Fluffy's are the same strength when unslotted.

First, your target loses accuracy, damage potential, and regen. HUGE benefit when fighting mean things like AVs, other players in PvP, or GMs.

Second, you and any of your nearby teammates or pets get healed.

This is a great heal and there's no reason not to take it. Even if you didn't want to be in the "team healer" role, you still want it to heal yourself and it has pretty significant debuffing effect on your targeted enemy.

How to Use

You need a target enemy and it has to hit that target. The battle can take a nasty turn when your heal misses once or twice so slot with accuracy first. If you find that you're missing too often, target minions rather than lieutenants and bosses until you can get stronger enhancements or can make changes to your build.

Even if you're not the primary healer on the team, spamming heals with TG is a good idea to reduce the enemy's accuracy and especially regeneration (since AVs and Monsters regen so DAMN FAST)

Remember that the heal affects only people close to you and it's the only heal you have that helps others so you'll have to train your teammates to stay close for heals. I find it's easiest just to announce that you'll stay close to the tank or a scrapper (pick which teammate you like more) and if someone wants heals, they need to stick close to the two of you.

Note that the same power from the same set for Masterminds has a much smaller heal radius than a Defender.

If you're hanging out with a melee character, remember to control your aggro by avoiding attacks when necessary and sticking to heals and debuffs.

Because TG roots you temporarily and there's a short activation delay, you may find that you miss healing some teammates who are moving around a lot. Using the heal is a bit of an art form that you'll learn with practice.

When fighting a boss or monster, stand in melee range with your damage dealers and CTRL click it to put it on autofire so it launches whenever it comes up. This way, even if a long attack chain starts to do damage to you or your team, you have a better chance of the heal hitting in the middle and saving you.

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 is a six-slot power no matter how you look at it. It's so important and used so much, that you can't afford not to buff it as far as you possibly can.
70%
 
Accuracy (70% Minimum)
Default: 75%
With max 100% enhancement: 150%
You're either using this to heal you and your team or you're using it as a debuff. Either way, you don't want it to miss. Shoot for 70+ percent bonus to accuracy before worrying about any other buffs (remember, you can't enhance it, but TG has a signifigant -regen effect to it so spam it on tough bosses and monsters).
50%
 
Heal (50% Minimum)
Default: 23%
With max 100% enhancement: 46%
Straight up, after you're happy with your accuracy slotting, slot heal. Go as high as you want, but slot at least 40%. This becomes particularly important late in the game where the gap between the percentage of your heal vs. team mate life totals widens (remember your heal strength is a percentage of YOUR life total). Note that you can make up for some lack of healing power with a faster recharge rate (and firing TG twice as often).
40%
 
Recharge (40% Minimum)
Default: 8 sec
With max 100% enhancement: 4 sec
It takes almost 2 and a half seconds just to activate TG. If you miss, you might not have much time to react before you die. Having the power come back faster is a good idea if you can. With IOs it's pretty easy to get at least 40% recharge along with a great accuracy and heal.
0%
 
Endurance Reduction (0% Minimum)
Default: 8 end
With max 100% enhancement: 4 end
Endurance is always good to reduce if you haven't got anything else better to do, but considering the end cost is already fairly low for TG and you get an end bonus due to Vigilance, chances are you're not going to desperately need this.
0%
 
To Hit Debuff (0% Minimum)
Default: -6%
With max 60% enhancement: -9.6%
Accuracy Debuff is a nice extra you get with all your dark powers, but this isn't going to be your main debuffing power and even slotted to the max, it's not that strong. Buff it if you want, but I'd take everything else (even range) first. At best, you get to slot Acc Debuff IOs in here which can help with your overall percentages or if you want to put something unique in (Like Dark Watchers Chance for Recharge Slow)
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
At 80 feet range out of the box, you don't really need to enhance range. I'm sure there's some killer application for doing so, but nothing comes to mind. Over-all this should be your last priority for slotting.

Help

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

With Issue 13, the new "accurate Healing" IO sets are your friend. They provide heavy accuracy and healing at the same time allowing you to do more with fewer slots

Tar Patch

Score5 of 5

Summary

Click the power and then target a spot on the screen and click again. That spot becomes the center of the Tar Patch in which enemies find that they can no longer jump or fly, have slowed reaction time, and lower resistance (note that this is auto hit and can't miss though high level enemies and certain kinds of enemies (like Warwolves) are less affected).

Massive black spinning splotch = Tar Patch. It's very easy to see the effective area of Tar Patch
Massive black spinning splotch = Tar Patch. It's very easy to see the effective area of Tar Patch

With this in effect, they can't get to you as fast, can't run or fly away, and you can hit them a lot harder.

How to Use

  • When playing in a team with a tank, as the team prepares, click Tar Patch and select a spot under the group you're about to fight, but don't drop it yet. Tanks work in one of two ways: they rush up to the group and get to work or they herd. If they like to just rush in, drop the TP as soon as you see the group notice the tank (meaning the aggro is on him). If your tank is a herder, wait until they have stopped running and start fighting and drop the patch there.
  • When doing pulls, enemies will run towards you immediately after the pulling attack. So before firing, place the tar patch in the doorway, hallway, or on a corner that you know the enemy will run through while trying to get to you. Your goal is both to prevent them from getting to you and to lower their defense for the team to take them out faster. This also groups them together as the people who hit the patch first will run slowly allowing the ones behind to catch up.

    Just make sure that you and your team mates are far enough behind the tar patch (or are around a corner) so that the enemies don't stop short of TP to shoot you from the other side (before getting in the patch). Also make sure that when playing on a team, your team mates know what the Tar Patch is and if they hold their fire until the enemies are in it, the attacks will hit a lot harder.

  • When soloing, using the corner technique is good, but if you're higher level, using Fearsome Stare or Howling Twilight is a great way to open. Both will prevent an Alpha Strike and allow you time to get the debuffs active (Tar Patch, Darkest Night etc) before the enemies start attacking.
  • Also note that for missions where you know enemies are going to be in a certain place (Respec Trial, some Croatoa missions, Ambushes, etc.), Tar patch is a useful thing to have down before they get there. Not only does it debuff and slow them, but they tend to get bunched together making for more AoE damage goodness 🙂

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 matter how I wanted to slot this power, four slots was enough.
60%
 
(60% Minimum)
Default: -90
With max % enhancement: -90
Reducing damage resistance is this power's best attribute (about 30%), but you can't enhance that so give highest priority to the slow. Remember that slowing enemies is the same net effect as speeding up your whole team so never underestimate slow effects. Give it a 60% increase at a minimum (though I shoot for the maximum of 98% or so).
50%
 
Recharge (50% Minimum)
Default: 90 sec
With max 100% enhancement: 45 sec
You'll want to give recharge about 50% or more to easily use it once per battle, but shoot for 80%+ if you want to be able to use it almost immediately after it expires.
0%
 
Range (0% Minimum)
Default: 90 Feet
With max 60% enhancement: 144 Feet
90 feet is further than most of your attacks and considering it's pretty easy to just drop this under a Tank/Scrapper (when teaming) or around a corner and lure people, that's probably more than enough. However, there are possibly uses for having it further out so slot range if you feel you have enough slow or recharge (but my guess is that will never happen.
0%
 
Endurance Reduction (0% Minimum)
Default: 8 end
With max 100% enhancement: 4 end
Endurance is always good to reduce if you haven't got anything else better to do, just like TG, it's not a priority. Especially for a power that only recharges every minute or 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.

Darkest Night

What Darkest Night looks like.
What Darkest Night looks like.
Score5 of 5

Summary

Target a foe, click the power and as long as you don't turn off the power, lose your endurance, or have your target die, the target and all nearby enemies lose accuracy (20% unslotted) and damage potential (about 40% unenhanceable). Note that his power is also auto hit (never misses). The only drawback is when you're teaming and killing things too fast to use it effectively (which doesn't matter because you don't really need it in those cases).

You can see the darkness effect at the target's feet and a reddish black glow on the chest of enemies close enough to the target to be affected too.

[+] My Darkest Night test

By the description, I wasn't too excited. In fact, I waited for my level 24 respec to try this power out on the test server. Here's how the test went: (click the [+] to read the rest)

How to Use

This is not a hard power to use. Just hit the toughest or most annoying enemy you see (Sappers anyone?) to make their attacks largely ineffective.

Difficult to use in large teams, but killer when fighting AVs/Monsters, soloing, or for PvP

When soloing, it's invaluable to keep them from hitting you but because you have to debuff and damage, you'll lose endurance fast! Be sure to turn off unnecessary powers to save endurance (like fly, super speed, sprint etc).

When teaming, it's less of a problem since you can easily let others do the damage and concentrate on debuffing. The main problem is if your team is cutting through enemies too quickly for you to make use of Darkest Night. But really, that just means you don't need to use it so don't waste your endurance.

When your team accidentally aggros another group, Darkest Night can often handle them until the team is ready.

However, if your team is having to progress slowly due to a particular type of problem enemy or if you've run into something tough, now's the time to use DN. It's also useful for handling enemies that are sniping away at your team instead of closing to fighting distance.

DN also makes a great Pulling move. First, DN has a great range. Second, return fire from your target and nearby enemies doesn't usually hit you and if it does, has reduced damage. If your pull was not effective and you grabbed the whole room, you will likely survive long enough to run since the effective accuracy and damage of many of the enemies will be cut down.

On that note, you can use Darkest Night to HERD! (Yeah, you heard me). Try this sometime: sneak to the back of a room. Use Darkest night on one of the enemies in the back, run out of the room while the effect starts and around a corner. Drop Tar Patch on the corner between you and the enemies. Once the train of enemies shows up, they will bunch up on the tar patch as the first ones in it will slow down and the ones behind will quickly catch up. Now it's easy to hit them all with AOE attacks, but it also makes sure they're all in range of the Darkest Night debuff. Proceed to cut down at your leisure 🙂

Don't underestimate Darkest Night as I first did. This will become one of your most used powers in the game!

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
You can only slot a few aspects, but with 3 slots, you can max the endurance reduction and get at least one set bonus from the -acc sets.
80%
 
Endurance Reduction (80% Minimum)
Default: .52 end per second
With max 100% enhancement: 0.26 end per second
Reducing damage potential is this power's best attribute, but you can't enhance that so give highest priority to Endurance reduction. This power eats endurance which becomes an even bigger problem when you're soloing. Buff this to the max if you can.
40%
 
To Hit Debuff (40% Minimum)
Default: -90%
With max 60% enhancement: -144%
It's pretty strong already, but the more the better. Try to max it out if you can, but at least give it a minimum of 40% or so.
50%
 
Recharge (50% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
The only time I've ever thought ''Wow, I need to have DN back faster'' is when I got stunned and it dropped during a tough fight. That doesn't happen near often enough to be a big issue so this is low on your list of priorities
0%
 
Range (0% Minimum)
Default: 70 Feet
With max 60% enhancement: 112 Feet
Once again, it's already got a great range and really doesn't need more unless you don't have any stealth ability and you want to do DN herding like I described above. In that case, take this as high as you can to be able to pull enemies without getting too close.

Help

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

Howling Twilight

Rendered them all helpless with a rez. Sweeet!
Rendered them all helpless with a rez. Sweeet!
Score6 of 5

Summary

Wow. Where do I begin?

To use this power, you have to target a living enemy nearby (in about the same range as one of your regular attacks). Ok, so as a rez maybe it's a pain to use since you have to have a "victim" enemy to suck life from, but here's what you get instead:

  • Rezzes ALL of your dead teammates that are within AoE range around you. They get mostly full life and endurance, no disorientation (so they are up and rocking right away).
  • It does AoE damage to your target and nearby enemies (though it's a pretty small amount)
  • It's an AoE slow effect to your target and nearby enemies
  • It does -recharge of 63% to all affected enemies. So not only can they not run fast, but their attack rate is lower too.
  • Your target and nearby enemies are stunned for a few moments
  • There's no accuracy check, it just works
  • It destroys enemy Regen (one of the very few powers around that does)

How to Use

As an attack, it's weak. Don't do that. But as an opening moveSHAZAM! Think about it! They get stunned and slowed instantly eliminating an alpha. It's cake to lay down your other debuffs and control with the enemies wandering around stunned (even if it's only a few seconds, that's usually enough).

You can also hold the power until the battle starts getting bad. When it does, select one of your team members who's in trouble and fire it to stun all enemies near their current target (this only works if you're in range of their target). At this point they can retreat (or the whole team can depending) and heal.

Lastly, when you have a group of 3 to 6 sniping enemies who aren't in melee range with your group, hit one of them with HT to stun the whole lot and ease the pressure on the rest of your team for a few seconds. It's also useful if you accidentally aggro a second group of enemies.

Remember that HT is not interruptible. Even if you immediately take lethal damage, as long as you began the animation, the power will rez all your team mates.

Even though it won't stun or slow AVs or Monsters much, it's still good to spam HT on them for the strong -Regen effect (thus helping to kill their health regeneration which is usually very strong). If Mid's planner is right, this is a -500% to regen! Use it appropriately.

[+] Howling Twilight Games

Click to read about some of the awesome things you can do with HT

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 )
Though this power is very useful and has many enhanceable properties, recharge is your focus. I found 4 slots to be sufficient to max recharge while getting a little extra slow and stun just for fun.
80%
 
Recharge (80% Minimum)
Default: 180 sec
With max 100% enhancement: 90 sec
The major drawback to this power is that it takes 3 minutes to recharge. Fully slot recharge reduction or at least give it as much as you can. My minimum is 80% and that's only because I have set bonuses and hasten too. At max recharge, you'll get to use it every 90 seconds.
30%
 
Stun (30% Minimum)
Default: 15 sec
With max 100% enhancement: 30 sec
(This is a Mag 2 Stun which means it wont' typically affect bosses) The default disorient duration is very short. Since this is one of the major bonuses to this power, extend it as much as you have the slots for. 30% minimum.
30%
 
Endurance Reduction (30% Minimum)
Default: 26 end
With max 100% enhancement: 13 end
This uses as much endurance as 3 or more attacks. Even if you can't use it often, lowering the endurance cost isn't a bad idea.
20%
 
(20% Minimum)
Default: 63
With max % enhancement: 63
Slow is just icing on the icing as far as I'm concerned.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
One of HT's other drawbacks is needing an enemy to suck energy from. By adding range, you don't have to be as close to activate your power. Granted, you could just pull an enemy instead, but opening with HT is safer. If you're satisfied with everything else, feel free to slot this up too.
0%
 
Damage (0% Minimum)
Default: 9 points
With max 100% enhancement: 18 points
This does barely less than brawl unslotted and barely more than brawl fully slotted. It's kind of neat and gives you access to slotting any special IOs you want from Ranged Damage sets, but it's really a waste to slot otherwise. It doesn't do enough damage to matter compared to the other things you should be slotting here.

Help

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

Shadow Fall

Me and the team with Shadow Fall.
Me and the team with Shadow Fall.
Score5 of 5

Summary

Not only does it give you stealth, but any nearby team members/pets also get stealth. It also gives defense and damage resistance. The icing on the cake is that the damage resistance includes Psionics! This is one of the few powers in the game that protects against Psi, and it's a team AOE. Right on.

[+] Glory moment with Shadow Fall

Shadow fall can be very valuable to a team as I learned once...

How to Use

Sneak/TP with my Warshade. Just doesn't work as well.
Sneak/TP with my Warshade. Just doesn't work as well.

Remember that no other stealth powers combine with SF, but Super Speed does (and also Stealth IOs)! Man do I love sneak and TP. Better yet, you can sneak and TP without shadowfall, but you might get noticed before you're ready like in this picture (my Warshade did sneak and TP, but one of my guys drew aggro).

Instead, warn your team not to move when you begin the TPs and you'll typically be fine with Shadow Fall covering your team. Once everyone is there, you can start the attack.

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 is a 6 slot power, no question. If you could slot it 8 or 10, you would.
50%
 
(50% Minimum)
Default: 5
With max % enhancement: 5
Unslotted, Shadow fall is already more powerful than a fully slotted maneuvers which is cool because it gives defense verses ALL attacks (like Maneuvers). Slot this up to the max
50%
 
Damage Resist (50% Minimum)
Default: 20%
With max 60% enhancement: 32%
Energy and dark energy are everywhere in the game so it's highly useful to resist it. But so little resists Psionic that it's worth slotting for that reason alone!
80%
 
Endurance Reduction (80% Minimum)
Default: .52 end per second
With max 100% enhancement: 0.26 end per second
I don't know about you, but with the combination of defense, resistance and stealth, I like to leave Shadow Fall on pretty much all the time. Lowering per-second end cost is a must.
0%
 
Recharge (0% Minimum)
Default: 15 sec
With max 100% enhancement: 7.5 sec
If you get stunned out of Shadow Fall, chances are it's not the very first thing you're going to put back. Recharge really isn't hugely necessary and should never be a priority over the other three.

Help

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

Fearsome Stare

It's not that scary you wimps
It's not that scary you wimps
Score4 of 5

Summary

Point at an enemy, fire it and a wave of fear hits all enemies in a Cone near your target. It also decreases their accuracy.

When I used it, the range was excellent and the cone width was ample enough to reduce an entire group of 10 to 15 or so enemies into an "afraid" huddle. When under fear effect, they will not attack unless they are attacked first and even then only fire one shot before resuming the fear stance.

How to Use

  • Opening attacks – since you won't get return fire except for enemies that the power missed and, even then, they'll have reduced accuracy (I still think Howling Twilight is better for this, but depending on recharge, you might need to stagger them).
  • For halting the attack of a second group you accidentally aggroed
  • Or for getting that small group of snipers to stop taking potshots at your group while you're all busy taking out the enemies in melee range.

Note that if you have DoT powers (like Tenebrous Tentacles), this power is less useful for the group you're fighting because every time they take a hit from the DoT, they'll fire back. Granted, it's still slower than before so there's still solid advantage to this power, but less so than if you didn't use the DoT.

Your choices are to avoid a secondary powerset with DoT damage, don't use the DoT on the group you used Fearsome Stare on, or save Fearsome Stare for the "right" situations (like the three listed above).

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 )
4 slots is enough for everything you'd want to do, though in practice, I use 5 for a set bonus and to make Fearsome Stare an AoE attack with a chance of damage .
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
This power is pointless if it misses. Make sure to slot this 60%+ for accuracy.
50%
 
Recharge (50% Minimum)
Default: 40 sec
With max 100% enhancement: 20 sec
Recharge and fear duration seem at first to have the same effect, but considering you might want to turn around and hit something else with fear, having it recharge faster is the better choice. 25%+.
20%
 
To Hit Debuff (20% Minimum)
Default: 19%
With max 60% enhancement: 30.4%
My attacks lower accuracy, but if you don't take Dark Blast as a secondary, you might get some mileage from adding to Accuracy Debuff. Considering this is a cone Acc Debuff with a low activation cost (compared to Darkest Night), giving it some power isn't a bad idea.
10%
 
Fear (10% Minimum)
Default: 22 sec
With max 100% enhancement: 44 sec
The fear component is strong and already lasts for over 20 seconds. Buff it if you want, but I'd focus on everything else first. At best this gives you access to fear IOs (my favorite of which is Chance for Psionic damage which makes FS an attack too!)
0%
 
Endurance Reduction (0% Minimum)
Default: 9 end
With max 100% enhancement: 4.5 end
It doesn't take much more endurance than a basic attack. Not really worth enhancing.
0%
 
Range (0% Minimum)
Default: 70 Feet
With max 60% enhancement: 112 Feet
I'd be cautious about adding range. If you make it too strong, you could end up drawing attention from enemies you're not ready for. Only add Range if you have a specific reason for doing 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.

Note that I really like to add "Chance of Damage" procs to Fearsome stare making it both a control power AND an attack.

Petrifying gaze

Freeze sucka!
Freeze sucka!
Score3 of 5

Summary

A true hold power, when you fire it, the target is frozen in a "shocked" position and can't move or activate powers until the power fades. Even though this only works on minions and sometimes lieutenants (rarely if ever bosses), it's great for controlling some of the aggro and damage that's on you. It also effectively keeps runners from getting away.

How to Use

I've never had great luck holding bosses and stuff that I really find dangerous, but it is good for holding problem enemies like sappers and such. It's possible to hold higher enemies with the help of you Dark Servant (who also has Petrifying gaze) or with other holds from teammates. Also, if you can fire the power often enough, you can sometimes hold them and perhaps even lock them down.

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 might go 5 if you use this enough, but I didn't find that to be the case. 4 was enough for me especially once you get into more expensive IO sets.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
This power is pointless if it misses. Make sure to slot this 60%+ for accuracy.
50%
 
Recharge (50% Minimum)
Default: 16 sec
With max 100% enhancement: 8 sec
The effects from PG stack so it's in your best interests to reduce recharge as much as you can rather. On single targets the effect is the same, as extending hold, but for multiple targets, recharge is better. Go for 50%+
20%
 
Hold (20% Minimum)
Default: 12 sec
With max 100% enhancement: 24 sec
After recharge, increase hold duration to increase the time period in which you can stack the power.
0%
 
Endurance Reduction (0% Minimum)
Default: 8 end
With max 100% enhancement: 4 end
It doesn't take much more endurance than a basic attack. Not really worth enhancing.
0%
 
Range (0% Minimum)
Default: 70 Feet
With max 60% enhancement: 112 Feet
Adding range can be useful for stopping runners in their tracks, but it's not something I would focus on too much.

Help

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

Black Hole

Phasing enemies out with Black Hole
Phasing enemies out with Black Hole
Score0 of 5

Summary

When I read reviews and talked to people, the answer was always the same: Don't take Black Hole. Just to see, I copied my character to the test server to see how it works.

The Jaeger in the back is hard to see and smoky because of the effect of Black Hole. He'll attack and move like normal, but won't be affected by anything until he phases back in.

You pick a target and launch the power. The target and nearby enemies have a chance of being "phased out" where they turn partially invisible and can't affect you or be affected. After a little while they come back, but until then, you can effectively cut the numbers of opponents down.

How to Use

The only time I would ever use this power is when soloing against enemies that are too high to take alone, or as an emergency retreat tactic for yourself or a team. The rest of the time, you want the enemies to be able to take damage. What's the use of cone attacks, AoE's, or Novas if some of the enemies are gone?

Not only that, you have to teach teammates what the power is an how it works so they don't waste their time trying to attack the phased-out enemies. This often proves to be more of a hassle than it's worth. The benefit is just too iffy. If your goal is to take normally useless powers and find a way to make them useful, this would be a good candidate.

Slotting

If you find a good use for this power, then you can share the slotting with me.

Dark Servant

Score6 of 5
Dark Servant a.k.a Fluffy
Dark Servant a.k.a Fluffy

Summary

You are nuts if you don't take this power. Fluffy is a good pet who follows you around and hits enemies with Darkest Night, Twilight Grasp, Tenebrous Tentacles, and Petrifying Gaze. He's basically a spare Dark Defender which effectively doubles your effectiveness.

Isn't he CUTE?! 😀

His tenebrous tentacles don't hit as hard as yours do, but his heal works very well and can take some of the pressure off you since you won't have to heal as often.

How to Use

Simple. Have him out whenever you're fighting. Period. Just be sure to dismiss him before you try to go sneaking around.

He'll obediently follow you around mostly only attacking if you attack something first or if something attacks him (or you). If you get held, he'll keep them busy until you come back.

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 )
Six slot power, hands down, no question. He's just got too many attributes to buff though be sure to follow the listed priority.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
He's like a mini-you so make sure he can hit what he targets. Best of all, accuracy helps ALL his powers. 60%+ minimum (considering his heal, like yours, requires an accuracy check)
50%
 
Recharge (50% Minimum)
Default: 240 sec
With max 100% enhancement: 120 sec
Fluffy, unlike many pets, eventually expires. Fortunately, his summon duration and his recharge are matched so you can keep him out all the time. However, recharge is still useful in case he dies or you have to dismiss him for sneaking or such.
40%
 
Heal (40% Minimum)
Default: ?%
With max 100% enhancement: 0%
He's always around tossing heals. You might as well make sure they're doing decent work. 40%+
40%
 
To Hit Debuff (40% Minimum)
Default: ?%
With max 60% enhancement: 0%
The more you can afford to put here, the better. All his powers lower accuracy and stack with yours.
20%
 
Hold (20% Minimum)
Default: ? sec
With max 100% enhancement: 0 sec
After recharge, increase hold duration to increase the time period in which you can stack the power.
0%
 
Endurance Reduction (0% Minimum)
Default: 26 end
With max 100% enhancement: 13 end
Fluffy uses a lot of endurance to summon, but it's so long between summons that it's not something to worry about too much. Most importantly, he has far too many other important things to buff.
0%
 
Immobilize (0% Minimum)
Default: ? sec
With max 100% enhancement: 0 sec
There's no reason at all for this. He fires his tentacles (immobilization power) all the time. Becuase of multiple applications, there's no need to lengthen the duration. At best use it for IO bonuses (for example, Trap of the Hunter Chance for Lethal)

Help

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

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

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.

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.

Cone

This refers to any attack that has a narrow field of effect near you, but widens the further from you you go. They are especially useful in that they hit multiple opponents, but can be challenging to target correctly for maximum effect.