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March 6, 2008

2008.03.06 18:51:48:10 CityOfHeroes

2008.03.06 18:51:48:10 CityOfHeroes
2008.03.06 18:51:48:10 CityOfHeroes

2008.03.06 18:51:46:57 CityOfHeroes

2008.03.06 18:51:46:57 CityOfHeroes
2008.03.06 18:51:46:57 CityOfHeroes

January 20, 2008

2008.01.20 21:02:53:17 CityOfHeroes

2008.01.20 21:02:53:17 CityOfHeroes
2008.01.20 21:02:53:17 CityOfHeroes

May 14, 2007

Gale’s Storm Summoning Guide

Make no mistake, storm is FUN! It's also very useful or very useless depending on how you use it. Be sure if you're going to take this set that you know what kind of character you're going to play and how you're going to play them beforehand.

Gale

Blasting enemies away with Gale (the power, not the person)
Blasting enemies away with Gale (the power, not the person)
Score2 of 5
Unslotted Strength.25 x Brawl

Summary

Does a very minor amount of damage and knocks back enemies in a wide cone in front of you. Most players really hate Knockback, but you can use this to great advantage if you know how.

In the end, I marked it 2 out of 5 because it does take some creativity to use it right.

How to Use

There are many reasons you would want to move enemies around:

  • First, melee attacks are generally far more powerful than ranged (think Rikti and Lost with their big-ass swords). Keeping enemies at distance is very helpful here.
  • Say some enemies escape your AOE effects (like Freezing Rain) or they were never in it to begin with. You can pop them back in.
  • Keep runners from getting away (knock them down so they can't run)
  • Enemies that fall can't fight back. Particularly when soloing, using gale constantly helps keep you alive.
  • If on a team and people hate the knockback when they're busy fighting, you can still make yourself useful by blasting down enemies that are keeping their distance (sniping types or a second group that's already aggroed).
  • Some missions and situations require that you keep enemies away. The Terra Volta reactor for example.
  • When fighting Arch-villains or GMs that have minions surrounding them, you can use gale to blow away the little guys (AVs and GMs don't tend to get blown back).

To be honest, I waited a while for this one. There were a bunch of other powers I thought I needed first. But Gale is Gale's signature power and there was no way I was going to skip it altogether. However, if I had known how useful it could be when used right, I might not have waited so long.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
One slot is usually enough though it's better if you work to get some accuracy bonuses from sets. If you really depend on this power, 2 slots might be warranted, though I never really found that to be the case.
40%
 
Accuracy (40% Minimum)
Default: 67.5%
With max 100% enhancement: 135%
This is a bare, bare minimum. If you want to use this power to keep about half of enemy groups on their butts, fine, but if you really want to use it for the cool control and positioning things like I described, try for closer to 60% or better accuracy.
0%
 
Recharge (0% Minimum)
Default: 8 sec
With max 100% enhancement: 4 sec
If you want to spam this on enemies, bump this up to 40% or better, but in my experience, the default recharge was fine (especially since I have other knockback powers already).
0%
 
Endurance Reduction (0% Minimum)
Default: 7.8 end
With max 100% enhancement: 3.9 end
It doesn't cost much and can't be used that quickly. I've never thought 'Man! I really need to lower the end cost on gale!'.
0%
 
Range (0% Minimum)
Default: 50 Feet
With max 60% enhancement: 80 Feet
50 feet is not as long as your attacks, but it's still pretty good.
0%
 
Knockback (0% Minimum)
Default: 10.4 Feet
With max 180% enhancement: 29.12 Feet

You could bump this up for fun I guess, but if you want to learn to position people with it, you shouldn't be messing with the distance they're thrown. Learn the default distance and use it that way forever.

Though note that this is the ONLY power aspect that can be enhanced to almost 200% of the original value. If you max this out, people will be FLYING!

0%
 
Damage (0% Minimum)
Default: 3.61 points
With max 100% enhancement: 7.22 points
This is a quarter the strength of brawl. It's totally not worth enhancing versus the other aspects of this power.

Help

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

O2 Boost

O2 Boost - Not a strong heal, but it removes disorient. Very useful
O2 Boost - Not a strong heal, but it removes disorient. Very useful
Score4 of 5

Summary

It's a decent single target heal that has two important advantages and two important disadvantages. The disadvantages are that it only works on team members (not you), and that it's fairly low power as heals go. The advantages are that it recharges VERY fast and it removes (and prevents) disorient/sleep effects.

If you never team at all and you're not playing a Mastermind, Controller or any other AT that has a pet, you could skip this power. In all other cases, this is a great thing to have.

How to Use

Besides the fact that even a weak heal can change the pace of the team, the disorient removal/protection is awesome! For example, if a team member dies and uses an awaken, you can use O2 Boost to both heal them and remove the disorient effect immediately thus allowing them to slap back on their toggles, pop inspirations, and get back into the fight right away (or at least not die again).

If you enhance this, it heals for over a third of your target's life total! Not so weak anymore!

If your team is fighting enemies that tend to stun, hit your teammates with O2 boost before the fight. Also remember that it prevents sleep, endurance drain, and increases their perception at the same time (which has useful PvP applications). The effects just mentioned last for 60 seconds so this power is quite a bit more useful than most people give it credit for.

As with any other single-target heal, when you see a team member go to yellow or red for their life total, just click their name and hit O2 Boost.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
In my case, I was able to buff heal by a lot and endurance by a little while also getting a set bonus that improved my endurance recovery only using 2 slots.
50%
 
Heal (50% Minimum)
Default: 17.4%
With max 100% enhancement: 34.8%
Healing is this power's main point so buff it up. If you give it two slots, you can get more creative and buff other attributes, but concentrate on heal.
20%
 
Endurance Reduction (20% Minimum)
Default: 13 end
With max 100% enhancement: 6.5 end
Assuming you give O2 Boost more than one slot, reducing the endurance charge is not a bad idea since it's kind of expensive.
0%
 
Recharge (0% Minimum)
Default: 4 sec
With max 100% enhancement: 2 sec
This has a very fast recharge for a heal. Put on auto, you'll practically be constantly healing with no room in the middle for attacks. If you can pull it with IO slotting or if you give this power more than 2 slots, recharge is possibly useful.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
80 feet is the same distance as your primary attacks and has always been long enough in my experience. Buff it if you must, but I didn't give this any attention.

Help

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

Snow Storm

Don't skip it!
Don't skip it!
Score4 of 5

Summary

Pick a target and fire Snow Storm. Besides having a cool animation, your target and everyone in a wide area around him will be slowed tremendously. A lot of people underestimate the power of powers that slow enemies so if it helps, think of it as doubling your entire team's speed instead.

How to Use

The effect is a toggle so it will last as long as you keep the power active and you have enough endurance, but it will also stop when your target dies so always target big beefy nasty things that are tough so you don't waste the power.

Like other powers that have an AoE debuff on a targeted enemy, you run some risk of Aggroing other groups if your target bolts. However, since the effect is a very powerful slow, you don't really have to worry about them getting very far very fast.

Also, remember that it doesn't just slow their run speed. For enemies that often fly away (CoT and tsoo spirits for example), this prevents them from flying too. And best of all, it reduces their recharge rage by over 60%!

A great combo is to sneak up to a group of enemies, knock them down with Gale and then slap Snow Storm on one of them to keep them under control while you launch Freezing Rain or other powers.

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 to max out both the endurance reduction and slow on this power. Use more if you want to add fun things like a chance of damage and less if you don't care to enhance the slow movement aspect. You could slot 2 endurance reduction and still get most of the benefit of this power.
80%
 
Endurance Reduction (80% Minimum)
Default: .52 end per second
With max 100% enhancement: 0.26 end per second
This power is as expensive as running Super Speed in the middle of battle. Considering you have many other powers that drain endurance in spectacular fashion, lower this as much as you can.
50%
 
(50% Minimum)
Default: 62.5
With max % enhancement: 62.5
While this only buffs the slow movement aspect of the power and not slow recharge rate, it's still very useful to keep enemies from running wherever they want. Especially if you have them pinned in an AoE effect like Freezing Rain.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
You COULD slot recharge if you want, but 10 seconds is not that long. If you find you're having to reapply Snow Storm a lot during battle, the key is more about picking better targets (tougher ones).

Help

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

Steamy Mist

Steamy Mist - Look for the small cloud of steam at my feet. It's easy to see its effective range
Steamy Mist - Look for the small cloud of steam at my feet. It's easy to see its effective range
Score6 of 5

Summary

This has to be one of the best Team aoe buffs ever. Not only is it a team stealth, but it raises your defense against everything and ups resistance to Cold, Fire, and Energy. Combine with Super Speed for true invisibility and Recall Friend for the almighty Sneak and TP combo.

How to Use

If you haven't figured it out by now, Storm is an endurance-sucking monster! Do everything you can to increase your endurance recovery and reduce your endurance usage and you should be able (and will want to), keep this power active pretty much all the time.

If you haven't figured it out by now, Storm is an endurance-sucking monster!

Typically, the only time I turn this off is in crowded areas like the market (to be polite), during rikti raids (because people say the EBs won't come if stealth powers are on), and when trying to find the last enemy on a "defeat all" map (if they can see me, they might shoot me making them easier to find).

But if you don't take my advice or are too low level to keep it on all the time, at least turn it on:

  • Whenever you enter a mission. If enemies are close to the door, they won't see you or your teammates.
  • When fighting any enemies that use Cold, Fire, or any kind of energy (that's a lot by the way).

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 a power that increases both Defense AND Resistance, you will slot this to the max, guaranteed.
80%
 
Endurance Reduction (80% Minimum)
Default: .52 end per second
With max 100% enhancement: 0.26 end per second
Just like Snow Storm, this power is as expensive as running Super Speed. Given the benefits, lower the end cost as much as you can so you can keep it on whenever you want.
40%
 
(40% Minimum)
Default: 5
With max % enhancement: 5
Very few powers provide team defense at this level. This is great for you, better if you're a Mastermind, and best when on teams.
40%
 
Damage Resist (40% Minimum)
Default: 20%
With max 60% enhancement: 32%
Maxed out, you get 25% or better damage resistance to Cold, Fire, and Energy.
20%
 
Recharge (20% Minimum)
Default: 15 sec
With max 100% enhancement: 7.5 sec
If you're not using IO's you might skip this, but it's trivial to get all of the above and recharge too otherwise. Get at least 20% so you can get it back faster if it drops.

Help

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

Freezing Rain

Freezing Rain - It's a mess out there, better stay inside...
Freezing Rain - It's a mess out there, better stay inside...
Score6 of 5
Unslotted Strength3 x Brawl

Summary

This power is chock full of neat stuff. It slows, lowers defense and resistance, makes enemies fall down constantly, makes them run so they stop attacking (but they can't), lowers their recharge rate, and does a rapid amount of DoT damage. Yeah, that's good stuff.

How to Use

This makes a good opening move when solo since many of your enemies will immediately fall down instead of attacking you. I prefer instead to blast them back with Gale and then hit them with the Freezing Rain once I can see where they'll stop.

When teaming, make sure to wait until you see where the action is before dropping the power. The tank might Herd or he might just rush in. Don't waste your power putting it where it won't do any good.

It's also useful for tactical retreats (covering your ass), managing accidentally aggro'ed second groups, or those annoying enemies that tend to stand off and snipe from a distance.

.

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 )
Unless you're just completely strapped for slots, this power really deserves a lot. Besides recharge to bring it back faster, defense debuff is a great attribute, but you'll want a few slots to buff it's range, damage, or slow effects.
80%
 
Recharge (80% Minimum)
Default: 60 sec
With max 100% enhancement: 30 sec
The main value of this power is being able to use it often. Recharge is your priority hands down.
50%
 
Defense Debuff (50% Minimum)
Default: 30-1
With max 60% enhancement: 21-1
You can't buff the damage resistance debuff effect (which is -35%), so give it to the Defense debuff instead.
0%
 
Endurance Reduction (0% Minimum)
Default: 18.2 end
With max 100% enhancement: 9.1 end
Kind of expensive, but doesn't come up often enough to be a huge drain. You'll probably manage a little endurance reduction in your slotting, but don't make it a focus.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
If you didn't take Steamy Mist, you might need to increase the range so you can launch Freezing Rain undetected until it's too late, but you wouldn't skip Steamy Mist so no need to worry about that... right!?
0%
 
Damage (0% Minimum)
Default: 30.3 points
With max 100% enhancement: 60.6 points
Just like most powers of this kind, you get a lot of orange floating numbers very fast, but they're all 1's. To do more damage, you can pop a lot of inspirations, use Aim or Build Up, and triple slot it for damage, but it will never be anything to write home about. You're better off adding Chance of Damage Procs instead (which is what I did).
0%
 
Accuracy (0% Minimum)
Default: 150%
With max 100% enhancement: 300%
I'm not sure what accuracy does. It doesn't affect the damage which seems to be auto-hit. It doesn't seem to affect the damage and defense debuffs. It MAY affect whether the enemies fall down or not, but it's already at 150%. Not a huge priority.
0%
 
(0% Minimum)
Default: 60
With max % enhancement: 60
It's strong enough as is and you have Snow Storm anyway. If you didn't take Snow Storm, it might be worth buffing this power.

Help

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

Hurricane

Hurricane - If you want to be pushy... In this case, I have several Fir Bolg trapped in a corner
Hurricane - If you want to be pushy... In this case, I have several Fir Bolg trapped in a corner
Score4 of 5

Summary

There's a bit of an activation delay so this is no "emergency power", but it's very useful. If you've ever fought Tsoo Sorcerers or Storm Mavens, you already know exactly how this power works. It swirls around you pushing everything away and occasionally knocking them down.

I didn't realize it until I actually had a Storm Defender, but it also has a fairly strong accuracy debuff effect as well. According to Mid's, it also reduces their range. Lastly, it causes occasional knockback.

How to Use

This power can be difficult to control because it slowly pushes away everything from you, but it's great for herding up loose enemies that have escaped AoE effects of your teammates. It's also one of your main powers for keeping enemies trapped in corners or keeping them from running through a doorway to kill you.

Some people say I'm pushy 😉

Better yet, if fighting a small number of enemies or a single boss when solo, this accuracy debuff if almost as strong as that of a Dark user. You're survivability is very strong when they can't hit you and even if they try, you're knocking them down on their butt.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
As a power that increases both Defense AND Resistance, you will slot this to the max, guaranteed.
80%
 
Endurance Reduction (80% Minimum)
Default: .65 end per second
With max 100% enhancement: 0.325 end per second
This power is even MORE expensive than Super Speed! Lower it as much as possible.
40%
 
To Hit Debuff (40% Minimum)
Default: 37.5%
With max 60% enhancement: 60%
Max slotted, you can get this close to 50% accuracy debuff which is awesome.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
It doesn't take very long to come back so I've never really though about more recharge.
0%
 
Knockback (0% Minimum)
Default: ? Feet
With max 180% enhancement: 0 Feet
I'm not actually sure what the knockback value is, but it doesn't really matter. The power of this effect is only good when they're close to you so enhancing the knockback would be counter to the goal of keeping them 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.

Thunder Clap

Thunder Clap - A wide area stun effect
Thunder Clap - A wide area stun effect
Score4 of 5

Summary

I sometimes find it hard to take a control power over an attack, but if you can find room for it, I recommend it. Thunderclap will (with a really powerful looking animation of lightning) stun everything around you. If you want to keep enemies from running, turn the tide of a battle gone wrong, or play in pvp, this is a good power to have. It's also great if you are working on a themed character (like I am :D).

How to Use

As a Mag 2 stun, you won't get most enemies other than Minions without an added stun effect (but Tornado and Lightning Storm both have stun attributes). You can either use this for control of the minions in a mob, handling aggroed second mobs, or for stacking with your pets' stuns to stun bosses.

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 )
Needing accuracy, recharge, and probably stun to be useful, 4 slots is probably a minimum
80%
 
Accuracy (80% Minimum)
Default: 60%
With max 100% enhancement: 120%
Go high. It starts out lower than most powers and needs to be high to be useful.
50%
 
Recharge (50% Minimum)
Default: 45 sec
With max 100% enhancement: 22.5 sec
This power is best when it comes back often. Both so you can stack it on the same enemy before the effect from the first wears off and because you can better control large rooms of enemies
20%
 
Stun (20% Minimum)
Default: 14.9 sec
With max 100% enhancement: 29.8 sec
Increase stun duration by at least 20% so the stun duration lasts long enough that you can launch the power again.
0%
 
Endurance Reduction (0% Minimum)
Default: 10.4 end
With max 100% enhancement: 5.2 end
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.

Tornado

Tornado - It may be random, but it's a pet! Always take the pet!
Tornado - It may be random, but it's a pet! Always take the pet!
Score4 of 5
Unslotted Strength32 x Brawl

Summary

Ok, yes, the tornado is a bit random. Actually, chaotic might be more accurate. It wanders about randomly, tossing enemies about, and causing disorient and fear. The main reason to use it is that it's a pet! This is especially useful in situations where you are fighting tough enemies that need to be distracted (like AVs or other players in PvP).

Best of all, Tornado does damage while also reducing the defense of your enemies. You can use it to absorb an alpha too. It may take some getting used to, but it is a powerful tool when used properly.

Note that it can't actually absorb and alpha strike like other pets since it can't be targeted, but since it tosses your enemies around, they can't actually hit you, can they?

How to Use

Tornado scatters enemies and causes chaos, but sometimes that's ok. Whenever you're soloing, there's no reason not to use it. You might hold it for group battles, but in smaller rooms or areas where a second aggroed group needs to be distracted, Tornado is a great candidate.

The main advantage to tornado is when you have a single enemy or the enemies are held. That means the tornado will spin there doing solid DoT damage (especially useful for AVs and Monsters. Added with the stun and defense debuff aspects of Tornado, it's not only extremely powerful, but debuffs them at the same time. Most people highly underestimate Tornado.

Since Tornado can't be targeted (and therefore can't be killed), it will do damage and fling people around for as long as it's out (about 30 seconds).

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 )
Slot this less than 6 and you're nuts!
80%
 
Recharge (80% Minimum)
Default: 60 sec
With max 100% enhancement: 30 sec
The only thing better than one Tornado, is two Tornados! You won't get there with enhancing this alone, but it doesn't take too much to make it happen (Hasten being your best bet and IO bonuses being your next.
40%
 
Defense Debuff (40% Minimum)
Default: 15-1
With max 60% enhancement: 10.5-1
This only makes you, your team, and Tornado itself hit harder. Bump this aspect as much as you can.
40%
 
Damage (40% Minimum)
Default: 407 points
With max 100% enhancement: 814 points
This thing hits hard when it does hit so give it all the damage enhancement you can spare.
0%
 
Endurance Reduction (0% Minimum)
Default: 20.8 end
With max 100% enhancement: 10.4 end
There are other aspects that deserve your slots far more.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
If you can't think of anything else to enhance, range will let you drop the Tornado further from you. Not really a key issue, but you could do it if you wanted.
0%
 
Stun (0% Minimum)
Default: 2 sec
With max 100% enhancement: 4 sec
The stun doesn't last long unless the Tornado has planted itself on just one enemy. It's not really worth enhancing.
0%
 
Knockback (0% Minimum)
Default: 6 Feet
With max 180% enhancement: 16.8 Feet
Why? Leave it empty

Help

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

Lightning Storm

Lightning Storm - Pet number two. Stationary, but badass!
Lightning Storm - Pet number two. Stationary, but badass!
Score6 of 5
Unslotted Strength4 x Brawl (per hit)

Summary

It does damage, knockback, and looks FREAKING COOL! It's a highly territorial power that will keep enemies away from wherever you place it and is invincible like Tornado. Point to note: it always forms directly over your head (can't be set at a targeted location).

You can't enhance it, but this also has a fear effect. Lastly, it drains endurance, and reduces your target's endurance recovery rate, but BOTH of these can be enhanced 😀

How to Use

As with other knockback powers, it can mess up your team's control pretty badly so it may take a while to get used to. But if you're guarding something, have only one or two enemies you're fighting, or it's already chaotic, fire away!

There's something so very satisfying about punishing the heck out of any enemy foolish enough to try and come within melee range 🙂

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 )
Slot this less than 6 and you're nuts!
80%
 
Recharge (80% Minimum)
Default: 90 sec
With max 100% enhancement: 45 sec
With a duration of 60 seconds, you can get this to the point of overlap without any other recharge bonuses (and you should). The only thing better than a Lightning Storm is TWO Lightning Storms.
50%
 
Damage (50% Minimum)
Default: 50 points
With max 100% enhancement: 100 points
This greatly adds to your over-all damage potential so don't leave it hanging.
0%
 
Range (0% Minimum)
Default: ? Feet
With max 60% enhancement: 0 Feet
According to Mid's planner, you can enhance the range of LS, but since you can't choose a casting position, I can only assume this increases the attack range of the storm. There are probably a bunch of applications for this, but I gave priority to other aspects.
0%
 
Endurance Modification (0% Minimum)
Default: 10%
With max 100% enhancement: 20%
This not only drains their endurance, but prevents recovery of endurance. Against AVs or bosses, this could be highly valuable so consider buffing this some if you can spare the slots.
15%
 
Endurance Reduction (15% Minimum)
Default: 31.2 end
With max 100% enhancement: 15.6 end
At 30 points endurance, drop it a little if you can.
0%
 
Accuracy (0% Minimum)
Default: 150%
With max 100% enhancement: 300%
With no enhancement at all, it already hits almost all the time because of it's inherent bonus to hit.
0%
 
Knockback (0% Minimum)
Default: 6 Feet
With max 180% enhancement: 16.8 Feet
Meh. 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.

This power more than most is very versitile. If you want stronger control, buffing endurance mod, range, and knockback isn't a bad idea. For increasing your damage output, Damage. In ANY case, buff recharge to the max! Lightning storm is just cool!

Summary

That reactor is mine... and wing raiders can't play! (Video: 5.5Mb)
That reactor is mine... and wing raiders can't play! (Video: 5.5Mb)

Most of your powers push or throw enemies around. As such, you can easily bring chaos and destruction to yourself and your team. However, there are some amazing things you can do if you practice. By learning the distance of your knockback powers, you can position enemies anywhere. If your team is in trouble, you can stun, toss, or distract enemies. If there's a door, you own it. No one gets through without your say-so. And if you can get your enemies into a corner, then they're yours.

Oh.. And you are the KING/QUEEN of the Respec Trial (or any other mission where the goal is to keep enemies away from something). No one plays goalie better than a Stormie!

March 20, 2007

2007.03.20 08:10:03 CityOfHeroes

2007.03.20 08:10:03 CityOfHeroes
2007.03.20 08:10:03 CityOfHeroes

February 26, 2007

2007.02.26 20:23:01:07 CityOfHeroes

2007.02.26 20:23:01:07 CityOfHeroes
2007.02.26 20:23:01:07 CityOfHeroes

2007.02.26 20:22:52:56 CityOfHeroes

2007.02.26 20:22:52:56 CityOfHeroes
2007.02.26 20:22:52:56 CityOfHeroes

2007.02.26 20:22:51:16 CityOfHeroes

2007.02.26 20:22:51:16 CityOfHeroes
2007.02.26 20:22:51:16 CityOfHeroes

2007.02.26 20:22:51:99 CityOfHeroes

2007.02.26 20:22:51:99 CityOfHeroes
2007.02.26 20:22:51:99 CityOfHeroes

2007.02.26 20:22:50:51 CityOfHeroes

2007.02.26 20:22:50:51 CityOfHeroes
2007.02.26 20:22:50:51 CityOfHeroes

Next Page »

Knockback

Referring to effects that send foes flying. These powers need to be used carefully as a very common strategy for battles is to get the enemies to group close together which you can undo in a hurry with a single knockback power.

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.

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.

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.

Aggro

Aggro is short for aggression and means that an enemy is paying attention to you. Controlling aggro means to keep enemies too busy to attack other team members. Taking aggro is when you are getting hit because you were noticed. Taking too much aggro is what happens right before you die.

Circle of Thorns

Circle of Thorns is a cultist group of demon worshipers. Usually abbreviated because it takes too long to type the full thing.

Note that they are one of the most hated enemy types because many types of the CoT use status effect powers such as stuns, accuracy debuffs, holds, slows, etc.

If you're just starving for deep, detailed, information about the CoT, click the link below:

EB

An EB (Elite Boss) is a very hard boss that's not quite an AV. When soloing or fighting on a team of 3 or less, many AVs will be rescaled in power to an EB instead (but not always).

With the difficulty system added in Issue 16, you can choose to fight AVs all the time instead of EBs.

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.

Herd

Herding is when someone (usually a tank)aggros a bunch of enemies and runs around trying to get them to chase him/her. Then they hide behind a pole, a corner, or run through a door in order to cluster the enemies together for better elimination.

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.

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.