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Fighting Pool

Last Modified: July 30, 2010

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

Boxing

One to the gut
One to the gut

A strong attack with a disorient. If you're looking for another punch power or need the disorient to fit a concept character, go for it. Otherwise, the only reason to take it is you want Tough and Weave, but not Kick.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
If you use this as a primary attack, slot this way higher. But as a control power, a few slots for accuracy are probably enough.
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
Attack standard of 40% buff
40%
 
Damage (40% Minimum)
Default: ?? points
With max 100% enhancement: 0 points
Again, the total power varies based on your character type and level.
0%
 
Endurance Reduction (0% Minimum)
Default: 4.42 end
With max 100% enhancement: 2.21 end
Don't focus on this; it's pretty cheap as it is.
0%
 
Recharge (0% Minimum)
Default: 2.5 sec
With max 100% enhancement: 1.25 sec
It may not seem like it comes back fast, but it really does. It takes a few seconds for your enemy to stand up after being knocked down so with only a slight recharge bonus either in this power or globally (Hasten or IOs) you can practically chain attack with just Air Superiority.
0%
 
Stun (0% Minimum)
Default: 13.5 sec
With max 100% enhancement: 27 sec
You can increase the stun if you use this power primarily for stunning, but it's already decent as-is.

Help

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

I've notitced that most guides and sample builds take boxing over kick. I expect it's because of the shorter activation time and lack of knockback (which most builds can't handle very well).

Kick

Offa my wall you!
Offa my wall you!

Takes twice as long to activate than brawl and has a small chance to knockback. Good for a concept character that needs either another kick or knockback power and remember it's stronger than your first two primary attacks.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
If you use this as a primary attack, slot this way higher. But as a control power, a few slots for accuracy are probably enough.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
Standard buff of accuracy.
40%
 
Damage (40% Minimum)
Default: ?? points
With max 100% enhancement: 0 points
If you give it more slots, slot damage next. It's a pretty strong attack so it doesn't hurt to buff it some more.
0%
 
Endurance Reduction (0% Minimum)
Default: 4.94 end
With max 100% enhancement: 2.47 end
Don't focus on this; it's pretty cheap as it is.
0%
 
Recharge (0% Minimum)
Default: 3 sec
With max 100% enhancement: 1.5 sec
Comes back plenty fast.

Help

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

Tough

Rarr! Bring it!
Rarr! Bring it!

A toggle power that increase resistance to Smashing and Lethal damage. Useful for up close fighters, not so good for people who don't ever enter melee range.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
3 is enough to buff endurance and resistance. More is always better.
60%
 
Endurance Reduction (60% Minimum)
Default: .33 end per second
With max 100% enhancement: 0.165 end per second
These drains add up. Lower it a bit.
60%
 
Damage Resist (60% Minimum)
Default: 11.3%
With max 60% enhancement: 18.08%
You took the trouble to take this power for damage resistance so make it count. Buff as high as your slotting will allow.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
It is a pain to wait 10 seconds for it to come back, but I still wouldn't focus on 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.

Weave

Try and hit me. Go ahead. Try!
Try and hit me. Go ahead. Try!

A toggle power that increase defense to all damage and helps resist immobilize. Useful for up close fighters, not so good for people who don't ever enter melee range.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
3 is enough to buff what you need. More is always better.
60%
 
Endurance Reduction (60% Minimum)
Default: .33 end per second
With max 100% enhancement: 0.165 end per second
These drains add up. Lower it a bit.
30%
 
(30% Minimum)
Default: 3.75
With max % enhancement: 3.75
It's actually pretty strong so buffing is worth it for this compared to hover or combat jumping for a change.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
It is a pain to wait 10 seconds for it to come back, but I still wouldn't focus on 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.

Tags and Categories

Categories: Fighting Pool, Kick, Punch, Tough, Weave

Comments

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  1. The things you read when up late at night!

    Love the site – big fan!

    Anyway since this page was made back in 2007 but still has a lot of useful information, I’ll just say that “Provoke” is still a great tool to have as a tanker.

    Normal Taunt on a tanker (although should be good enough) simply isn’t due to its limited number of foes and recharge time. There are many other tools to keep aggro on a tanker yes – but none as easy as using a power like provoke/taunt. Remember that COH/COV is about the journey and not the end game in many respects and many tankers have very poor aggro control in the “main” levels of 12-35. Most builds can squeeze in Provoke for their tanker since it’s a pool power and has no pre-req. You’ll be the envy of other tankers being able to hold aggro EASILY during these gaming levels without explaining a single word to PUGs. I also see many Tanks take a self-rez which in my opinion, can be easily skipped and replaced by Provoke. (Awakens are cheap – and you’re always teaming with a tank so someone else will be glad to rez you when needed.)

    Provoke is also excellent as a back-up for the trigger happy Blaster and Scrapper now-a-days that tend to pop up often (Defenders and Controllers usually behave themselves)

    All other AT’s outside of Brutes and Tanks should still avoid this tree as Jordan stated though. I just wanted to throw in my 2-cents for a highly UNDER-RATED power that is Provoke. Extra Taunt IO’s benefits aren’t too shabby either.

    • Can’t disagree though the funny thing is that now that Jordan is 50 and I’ve learned that Dark Defenders can tank groups at +4 team size 6, this advice isn’t necessarily as absolute as it once was 🙂

      But I wonder if Provoke does anything about the aggro cap…

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AT

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

IO - Invention Origin

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