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July 27, 2008

2008.07.27 13:07:52:67 CityOfHeroes

2008.07.27 13:07:52:67 CityOfHeroes
2008.07.27 13:07:52:67 CityOfHeroes

2008.07.27 13:07:50:01 CityOfHeroes

2008.07.27 13:07:50:01 CityOfHeroes
2008.07.27 13:07:50:01 CityOfHeroes

2008.07.27 13:07:48:50 CityOfHeroes

2008.07.27 13:07:48:50 CityOfHeroes
2008.07.27 13:07:48:50 CityOfHeroes

January 4, 2008

2008.01.04 10:48:26:01 CityOfHeroes

2008.01.04 10:48:26:01 CityOfHeroes
2008.01.04 10:48:26:01 CityOfHeroes

May 14, 2007

Medicine Pool

Aid Other

This is the power you see the Crey using all the time where they whip out a little spray gun and heal a cryo tank or something. It takes a few seconds to use and is interruptable, but heals an ally for a decent amount of life. You have to be somewhat close to use it.

There are two ways to slot this for it to be usable mid-combat. One is to halve the interrupt time so you have better odds of firing it while taking damage. If you play an AT that tends to take damage fairly constantly, this is the better option. Then it just becomes a matter of timing for getting the heal in between attacks.

Otherwise, if you can avoid aggro (because of control, debuffs, or teammed with a tanker), you can just fire it anyway. And clearly it's useful after or between battles where you're not going to be interrupted.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
As an interruptable heal, you want to give this at least three slots, probably more.
40%
 
Recharge (40% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
This is a little long for a heal. Especially if you want to heal more than one person. Lower the recharge first.
40%
 
Heal (40% Minimum)
Default: 26%
With max 100% enhancement: 52%
For most heals, recharge is better than heal so you can use it more often. In this case because it's interruptable, you want to heal as much as you can in every application so treat heal and recharge equally.
40%
 
Interrupt (40% Minimum)
Default: 1 Sec
With max 120% enhancement: 0.4 Sec
Even with a short interrupt time of 1 second, adding a single IO will drop that to .6 seconds making it much easier to use in the heat of battle.
0%
 
Endurance Reduction (0% Minimum)
Default: 6.5 end
With max 100% enhancement: 3.25 end
This is cheaper than most attacks. Probably not a 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.

Stimulant

This frees an ally from hold effects (sleep,stun, etc) and makes them resistant to these effects for a while. This is basically a "grant Inspiration" power.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
It's a bit spendy and slow, but not so much that you'll need a lot of slots.
40%
 
Endurance Reduction (40% Minimum)
Default: 13 end
With max 100% enhancement: 6.5 end
Again, if you use this on a team regularly, the endurance cost is going to hurt. Drop it down a bit.
40%
 
Recharge (40% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
You only really need to buff this if you're playing defender and want to protect your whole team (which takes a long time at 10 seconds per use).
0%
 
Interrupt (0% Minimum)
Default: 1 Sec
With max 120% enhancement: 0.4 Sec
Even with a short interrupt time of 1 second, adding a single IO will drop that to .6 seconds making it much easier to use in the heat of battle.

Help

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

You want to be able to fire it rapidly because if a teammate gets stunned, it's usually going to happen to another teammate in another second or two. Also, if you're going to enter a battle where there are enemies you know will stun you, you can fire this effect on each team member to "immunize" them to the effect temporarily. The key here is to be able to use it on everyone in a very short ammount of time so the effect doesn't wear off your first team member before you've applied it to the last. Lastly, the effect stacks. If one of your teammates seems particularly weak to stuns or is very important that they don't get stunned (like your tank), you can fire the effect multiple times on the same ally.

Aid Self

Heals you (interruptable). Also offers some stun resistance.

If you have built a character type that can spare 4 seconds in the middle of combat or if you are good at running and coming back after healing, just slot it with heals to get the most out of it each activation.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
As an interruptable heal, you want to give this at least three slots, probably more.
40%
 
Recharge (40% Minimum)
Default: 20 sec
With max 100% enhancement: 10 sec
You want heals back whenever possible. Bring down the recharge a bit
40%
 
Heal (40% Minimum)
Default: 26%
With max 100% enhancement: 52%
For most heals, recharge is better than heal so you can use it more often. In this case because it's interruptable, you want to heal as much as you can in every application so treat heal and recharge equally (or edge towards heal)
40%
 
Interrupt (40% Minimum)
Default: 1 Sec
With max 120% enhancement: 0.4 Sec
Even with a short interrupt time of 1 second, adding a single IO will drop that to .6 seconds making it much easier to use in the heat of battle.
0%
 
Endurance Reduction (0% Minimum)
Default: 13 end
With max 100% enhancement: 6.5 end
This is kind of a lot, but other aspects should get 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.

Resuscitate

Dead on the left, rezzed on the right.
Dead on the left, rezzed on the right.

Rezes a team member (not including you of course).

A simple power that's the same as an awaken inspiration. The only slotting that makes sense is to reduce the long recharge time of three minutes. Usually when you're reviving people, it's more than one.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
You can get away with two, but three is better.
80%
 
Recharge (80% Minimum)
Default: 180 sec
With max 100% enhancement: 90 sec
Hopefully people aren't dying too often, but usually when someone dies, someone else is dead too. Bring it back faster for best results.
20%
 
Interrupt (20% Minimum)
Default: 4 Sec
With max 120% enhancement: 1.6 Sec
If you can spare it, try to slot this. With 4 seconds to interrupt, you'll be much happier by lowering this a little.
0%
 
Endurance Reduction (0% Minimum)
Default: 32.5 end
With max 100% enhancement: 16.25 end
Expensive, but not used often. Don't focus on this.
0%
 
Heal (0% Minimum)
Default: 100%
With max 100% enhancement: 200%
Ok, why can you even slot for health when they're healed full anyway?

Help

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

AT

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

Inspiration

Inspirations are consumable boosts to accuracy, damage, your life total, endurance, etc. You can buy them, but you also get them randomly in battles.