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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.
One advantage of this pool, is eventual access to Acrobatics which provides some protection from holds and knockback. It also provides strong aerial control and is often used for PvP.
Jump Kick
Jump Kick is a good attack that has a chance to do knockup (basically a Leaping Pool equivalent of Air Superiority from the Flight Pool). You can use this for good damage, but especially to keep an enemy off their feet (and therefore unable to attack you).
Recommended # of Slots and Enhancement Priority | |  | | |
  | ( 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% | |
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Accuracy (60% Minimum) Default: 75% With max 100% enhancement: 150%
As a strong control power, you really don't want this to miss. Doing so can mean the matter of life or death.
 | 40% | |
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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% | |
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Endurance Reduction (0% Minimum) Default: 5.5 end With max 100% enhancement: 2.75 end
Don't focus on this; it's pretty cheap as it is.
 | 0% | |
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Recharge (0% Minimum) Default: 4 sec With max 100% enhancement: 2 sec
As a power that comes back even faster than Air Superiority, you really could chain attack with this an nothing else. It's almost like cheating :)
| HelpThe 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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Combat Jumping
Combat Jumping lets you jump fairly high in missions and gives a bonus to defense. In the levels between 6 and 14, you will be able to get over walls in cities that you wouldn't have been able to otherwise which greatly assists with your travel time.
Given the choice, I almost always take this over Jump Kick as my prerequisite power to Super Jump.
Recommended # of Slots and Enhancement Priority | |  | | |
 | ( Default Slot Only ) |
You can certainly buff serveral aspects of this power, but considering there are so many other ways to increase and modify your jumping height and speed, this isn't really necessary.
 | 25% | |
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(25% Minimum) Default: 2.25 With max % enhancement: 2.25
Every bonus to defense is useful. If you have spare slots, another defense here wouldn't hurt.
 | 0% | |
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Jump (0% Minimum) Default: ??% With max 100% enhancement: 0%
It's pretty good already.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: .07 end per second With max 100% enhancement: 0.035 end per second
It's already really low
| HelpThe 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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Super Jump
Super Jump is a nice travel power in that it's fast and has almost no vertical problems. Before my level 24 respec, it took me about 15 minutes to get from the Terra Volta entrance to the Reactor where the final mission took place since I only had Super Speed at the time.
There is one specific danger associated with Super Jump. If you are playing a squishy character and while traveling, you land in a group of enemies, they will immediately fire on you even though by the time the effects launch you are long gone.
Recommended # of Slots and Enhancement Priority | |  | | |
  | ( 2 Slots ) |
2 or 3 depending on what you want to do and whether you go with set IOs or regular
 | 80% | |
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Jump (80% Minimum) Default: ??% With max 100% enhancement: 0%
Not only do you increase your jump height (mostly unnecessary), but also your jumping SPEED. That's why you want to bring this up.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: .45 end per second With max 100% enhancement: 0.225 end per second
It's spendy, but unless you try to fight with SJ on, you shouldn't have any problems with it.
| HelpThe 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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Acrobatics
Like most defense-only powers, Acrobatics isn't a lot of fun, but can be very useful. For tanks who get tired of hitting the ground or getting held, the knockback and holds will save their life. Remember that knockback is just annoying but holds will drop your toggles.
Basically, if you can't afford the special IOs that remove knockback or if you find that you are susceptible to holds AND you took Super Jump as your travel power, then this power is worth it. Which is to say that I've never taken it on a single character (PvP'ers might have a different opinion).
Recommended # of Slots and Enhancement Priority | |  | | |
 | ( Default Slot Only ) |
It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
 | 40% | |
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Endurance Reduction (40% Minimum) Default: .26 end per second With max 100% enhancement: 0.13 end per second
This isn't too expensive, but you have the default slot anyway, so use it to drop the cost down a little.
 | 0% | |
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Recharge (0% Minimum) Default: 10 sec With max 100% enhancement: 5 sec
If you lose this toggle, you might want it back fast, but as long as you trigger others first, this will come back fast enough.
| HelpThe 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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July 28, 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.
Flurry
You smack an opponent repeatedly with a punching combo. Does a decent amount of damage and has a chance to disorient, but has a fairly long activation time (about 3 seconds) during which you won't be able to launch other powers.
It's a pretty strong attack (especially for low damage players), but almost everyone takes Hasten for the faster recharge to ALL powers. Still, I've always wanted to make a Dark Melee scrapper who took Dark Maul, Flurry, and Sands of Mu (all powers with the exact same animation), but I'd actually have to play long enough to get the Sands of Mu veteran reward…. (Edit: Woohoo! I made it and it's an AWESOME concept… Tons of fun to play!)
In the end your main reason to take this power is for a concept (like I did), or because you're playing a weaker player that needs a strong melee attack.
Recommended # of Slots and Enhancement Priority | |  | | |
No one takes this power without a specific reason in mind when you could have hasten instead. If you took it, it's because you want to use it so give it some decent slotting.
 | 40% | |
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Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
Because of the long activation on this power, accuracy is the most important thing. Slot this with higher priority than anything else because if it misses, you're going to have a lot of time to regret it while this power misses (whiff whiff whiff).
 | 30% | |
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Damage (30% Minimum) Default: ?? points With max 100% enhancement: 0 points
This is a massive amount of damage for types like Defenders or Masterminds so buffing it is good.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: 5.4 end With max 100% enhancement: 2.7 end
Enhance endurance if you use this power regularly and need the extra endurance that would be saved.
 | 0% | |
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Stun (0% Minimum) Default: 13 sec With max 100% enhancement: 26 sec
Slotting this is a matter of why you took the power. It's a nice side benefit and can help you immensely as a squishie so increase stun duration if you think you need it (but it last so long already, you can just hit them again).
 | 0% | |
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Recharge (0% Minimum) Default: 3 sec With max 100% enhancement: 1.5 sec
Its animation matches its recharge. No need to enhance at all.
| HelpThe 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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Hasten
Many ATs have powers that take a long time to recharge. Having Hasten and firing it off pretty much every time it comes up can keep your slow recharging powers coming back significantly faster than normal.
Recommended # of Slots and Enhancement Priority | |  | | |
  | ( 2 Slots ) |
As good as this power is, you can only enhance one aspect so you only need 2.
 | 80% | |
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Recharge (80% Minimum) Default: 450 sec With max 100% enhancement: 225 sec
Boost this as high as you can. The point of Hasten is either to make you a very tough opponent in battle (due to fast recharge of all your powers) or to help extremely slow powers (usually the most powerful) come back more quickly.
| HelpThe 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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Super Speed
Super Speed and any other stealth power stack to give you full invisibility. With very few exceptions, you could in the middle of a group of enemies and make faces or slap them (/e slap in the chat window) and they won't do anything to you (as long as you don't activate any powers that affect enemies).
This gives you the extremely desirable ability to sneak through missions that only require you to find Glowies or defeat the mission boss and enemies around him. This is especially useful for cutting down the time it takes to complete TFs (though you'll need Recall Friend to really make that work). There are also a wealth of cool screen captures you can take that you could never otherwise.
Don't get me wrong though, mostly the reason I took this power on any of my characters was for speed (especially with new stealth powers that make using SS for stealth pretty unnecessary). Even though Teleport is technically faster, with Super Speed, you can really feel the speed.
Recommended # of Slots and Enhancement Priority | |  | | |
 | ( Default Slot Only ) |
2 is better, but I almost only give it just one since it works very well by itself (especially when used in tandem with any other run power like sprint or swift).
 | 40% | |
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Run (40% Minimum) Default: 64.4 ft/sec With max 100% enhancement: 128.8 ft/sec
I used to focus more on the endurance, but as I matured as a player, I found that I'm never lacking for endurance (and more importantly, I've learned to turn the power OFF whenever I'm not traveling).
 | 0% | |
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Endurance Reduction (0% Minimum) Default: .46 end per second With max 100% enhancement: 0.23 end per second
I used to focus more on this when I used SS for stealth reasons, but since I've abandoned that, I find I don't need the endurance.
| HelpThe 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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Whirlwind
You start spinning and toss enemies into the air. This deals no damage, but keeps people from closing to melee range. For builds that use jtag/> or melee range attacks, this is pretty much a waste of time except possibly as an escape mechanism.
As a support character, you could use it to protect yourself, or run into the crowd and save a dying friend by tossing every enemy near him into the air (though this is likely to draw fire to you). Since you can continue to attack while Whirlwind is on, a blaster would benefit by keeping enemies at a distance while firing at them.
The problem is the enormous endurance cost. It's designed to keep you from leaving it on and battling at the same time (but with creativity, you can undo that disadvantage ).
Recommended # of Slots and Enhancement Priority | |  | | |
Minimum of 2 for endurance reduction possibly 3 if you want to put special IOs in.
 | 80% | |
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Endurance Reduction (80% Minimum) Default: .98 end per second With max 100% enhancement: 0.49 end per second
 | 20% | |
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Recharge (20% Minimum) Default: 20 sec With max 100% enhancement: 10 sec
 | 0% | |
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Knockback (0% Minimum) Default: 4.15 Feet With max 180% enhancement: 11.62 Feet
| HelpThe 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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I've only taken it on one character (Gale), and it ended up being pointless since she already has hurricane which does basically the same thing only better. However, a scrapper/tank told me they took it as a form of control power which most characters of that type don't normally have.
April 10, 2010
Flame Mastery was an easy pick as my goal with Shazel was to make her as firey as possible. Fortunately, the powers are a perfect fit for her concept.
Bonfire
 | Unslotted Strength |  | 5.3 x Brawl |  |
Summary
Click it an target an area on the ground. That spot grows a large area of fire that will knock back any enemy that comes close and burn them as they approach.
How to Use
I finally realized that it has more uses than I thought. Generally, it is recommended for protecting doorways, corners, or anything else where you want to keep someone away.
Where it really comes in useful is for keeping people out of melee range. If you launch the power and then stand in the middle, enemies that try to get close will get thrown back leaving you free to continue blasting them to bits.
Recommended # of Slots and Enhancement Priority | |  | | |
 | ( Default Slot Only ) |
There's not much you can do with this so you won't need many slots.
 | 80% | |
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Damage (80% Minimum) Default: 127.9 points With max 100% enhancement: 255.8 points
It's an AoE attack that will hit enemies for about the strength of Flares for each hit. It's actually not that bad so it's worth adding to it a bit.
 | 80% | |
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Recharge (80% Minimum) Default: 120 sec With max 100% enhancement: 60 sec
Besides damage, recharge is the best way to enhance this.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: 16 end With max 100% enhancement: 8 end
It's a bit spendy, but you won't use it enough to worry too much about this.
 | 0% | |
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Range (0% Minimum) Default: 70 Feet With max 60% enhancement: 112 Feet
You don't need to set this very far away in most cases, particularly if you're going to go stand on it.
| HelpThe 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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Char
 | Unslotted Strength |  | 5.7 x Brawl |  |
Summary
A simple single-target hold, but that can save your butt! However, because you can't stack this no matter how much you buff recharge and hold, I subtract a few points.
How to Use
The goal here is to handle enemies that are a giant pain to you before they can be a pain. sappers for example or enemies that hit particularly hard. Lock them down and deal them death without hesitation.
If fighting a GM or AV with a team, spam this because others probably are two. In combination, most big enemies will get held for at least part of the time making the fight a lot easier.
Recommended # of Slots and Enhancement Priority | |  | | |
You could probably get away with only 4, but the recharge is pathetic and needs adjusting.
 | 40% | |
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Accuracy (40% Minimum) Default: 90% With max 100% enhancement: 180%
Fortunately, you already start high for accuracy, but bump it up a little more just to be sure. You don't want a control power to miss.
 | 80% | |
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Recharge (80% Minimum) Default: 16 sec With max 100% enhancement: 8 sec
Bring it back as fast as you can for control reasons. You won't be able to stack it on a single target, but you can at least spread the control around a bit.
 | 50% | |
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Damage (50% Minimum) Default: 137.6 points With max 100% enhancement: 275.2 points
Among other things, this is a pretty decent attack. Once you've handled recharge, why not make it hit harder?
 | 30% | |
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Hold (30% Minimum) Default: 2.4 sec With max 100% enhancement: 4.8 sec
Even if you slot this to the max, you'll never hold anyone for long. Fortunately as a Blaster, you don't need very long to take them down anyway.
 | 30% | |
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Endurance Reduction (30% Minimum) Default: 10.7 end With max 100% enhancement: 5.35 end
Lowering endurance is good. Do it as much as you can afford after everything else.
 | 0% | |
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Range (0% Minimum) Default: 80 Feet With max 60% enhancement: 128 Feet
It's already the same range as all your other primary attacks so no need to make it further.
| HelpThe 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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Fire Shield
Summary
After spending levels and levels dying, it's nice to have some protection for a change. This power gives about 20% damage resistance from Fire, Smashing, Lethal, and Cold. If it helps, think of it as reducing most attacks by 1/5th.
How to Use
Turn it on. Keep it on. Enjoy.
Recommended # of Slots and Enhancement Priority | |  | | |
The goal is to leave it on all the time and have the highest resist possible. 4 slots is enough to do that.
 | 50% | |
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Damage Resist (50% Minimum) Default: 19.3% With max 60% enhancement: 30.88%
Take it as high as you can.
 | 80% | |
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Endurance Reduction (80% Minimum) Default: .33 end per second With max 100% enhancement: 0.165 end per second
Toggles are a constant drain and adds up.
 | 0% | |
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Recharge (0% Minimum) Default: 4 sec With max 100% enhancement: 2 sec
Comes back fast already. Don't worry about it.
| HelpThe 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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Melt Armor
Summary
Target an enemy, hit him and all near him (just like Fireball). Lowers defense of all affected targets by 7% and damage resistance by 9.75%.
How to Use
This isn't complicated. Use it on enemy groups before you start the rest of your combo. However, if you don't have a Tank nearby to take the aggro for you, this could be a dangerous thing to do.
By dropping Bonfire or Burn on a doorway, you can launch Melt Armor and run around the corner picking off anyone that makes it through. You can also save it for when you're fighting tough bosses or particularly well defended targets (like force field drones).
Recommended # of Slots and Enhancement Priority | |  | | |
If you take this, you'll need some slots to make it really work.
 | 60% | |
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Accuracy (60% Minimum) Default: 75% With max 100% enhancement: 150%
If the debuff is going to work, this has to hit.
 | 80% | |
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Recharge (80% Minimum) Default: 200 sec With max 100% enhancement: 100 sec
It's useful, but slow to recharge. Try to buff this to the max and you'll see it every 2 minutes or so.
 | 70% | |
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Defense Debuff (70% Minimum) Default: 7-1 With max 60% enhancement: 4.9-1
Small reductions in defense can have a big effect. Increase this to the max for a total defense reduction of 10% per target hit.
 | 30% | |
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Endurance Reduction (30% Minimum) Default: 22.8 end With max 100% enhancement: 11.4 end
It's pretty spendy.
 | 0% | |
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Range (0% Minimum) Default: 70 Feet With max 60% enhancement: 112 Feet
It's range is good as-is.
| HelpThe 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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Rise of the Phoenix
 | Unslotted Strength |  | 13.9 x Brawl (per target) |  |
Summary
Revives you and deals damage, stun, and knockback to any nearby foes.
How to Use
Of course you can just revive yourself from death when you die. That's the simple way. But what about making it part of your combo? If you have the cyborg booster pack, run to a group and self destruct. You'll die, but gain no debt. Use Rise of the Phoenix to come back and beat everything down. If they're close enough when you use it, you can use your nova right away followed by consume. Think about it! You could have some fun with this power
And remember that while the stun effect of this power doesn't last very long, you are protected from debt for the next several seconds. I would have rated it 5 of 5 for the revenge factor, but you do have to die to use it.
Recommended # of Slots and Enhancement Priority | |  | | |
3 is enough though more is better.
 | 60% | |
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Recharge (60% Minimum) Default: 300 sec With max 100% enhancement: 150 sec
It's useful because you can use it when needed (if you bring it back soon enough).
 | 60% | |
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Damage (60% Minimum) Default: 333 points With max 100% enhancement: 666 points
Punish the dudes that put you down. Hit them as hard as you can!
 | 20% | |
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Heal (20% Minimum) Default: 50% With max 100% enhancement: 100%
If you have the room, slot some heal so you get back more of your life when rezzing.
 | 0% | |
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Stun (0% Minimum) Default: 2 sec With max 100% enhancement: 4 sec
Mid's hero planner says the stun value is only 2 seconds long, but in testing it was much longer. Buff it if you want, but I didn't find a need for it.
 | 0% | |
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Endurance Modification (0% Minimum) Default: 50% With max 100% enhancement: 100%
You get half your endurance back which is enough if you launch consumer immediately after.
| HelpThe 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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March 14, 2010
Electricity Mastery was the only set that really made sense for a Storm/Sonic based on the electric powers in the storm set. It also nicely synergizes with the powers I already have.
Electric Fence
 | Unslotted Strength |  | 3.3 x Brawl |  |
Summary
This is the same single-target immobilize power that blasters are forced to take in their secondary. It's low power and of little use.
How to Use
If you're desperate to keep something from running away, perhaps this will have some use for you. Also, you can immobilize them and let Tornado and Lightning storm rip them a new one (assuming you're not here just to read about the pool and not building a Storm/Sonic).
Recommended # of Slots and Enhancement Priority | |  | | |
 | ( Default Slot Only ) |
There's not much you can do with this so you won't need many slots.
 | 40% | |
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Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
Standard attack percentages. Make it accurate so it will hit.
 | 0% | |
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Range (0% Minimum) Default: 50 Feet With max 60% enhancement: 80 Feet
I think 50 is enough, but if you want to stop a runner, adding some distance might not be a bad idea.
 | 0% | |
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Damage (0% Minimum) Default: 43.2 points With max 100% enhancement: 86.4 points
So it's a decent attack. By the time you can get this, you'll have many much better attacks to use.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: 9.75 end With max 100% enhancement: 4.875 end
If you were to spam this power, the end cost would get pretty bad, but I don't know anyone that would do this.
 | 0% | |
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Recharge (0% Minimum) Default: 4 sec With max 100% enhancement: 2 sec
It already comes back 5 times faster than its immob duration.
 | 0% | |
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Immobilize (0% Minimum) Default: 22.4 sec With max 100% enhancement: 44.8 sec
This lasts a really long time. No enhancement necessary.
 | 0% | |
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Endurance Modification (0% Minimum) Default: 2.5% With max 100% enhancement: 5%
Drains an itty bitty little bit of endurance from the enemy and lowers their recovery rate for a while. If you already have a theme of controlling the enemy via their endurance, this would be helpful.
| HelpThe 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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Thunder Strike
 | Unslotted Strength |  | 8.27 x Brawl |  |
Summary
With a long activation delay, you jump into the air and drop down with a strong electrical melee blast. It hits your target, but also any other enemies that are close. Like most electrical powers, this also lowers the affected enemy's endurance recovery rate.
How to Use
First, this is the strongest attack you're going to get as a Defender and second, it's not single target! Besides being an attack, you can also use this to stack stun on enemies (if you have stun in your primary or secondary like I do).
Recommended # of Slots and Enhancement Priority | |  | | |
This power has a lot going for it. Give it 6 slots minimum
 | 40% | |
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Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
Standard attack percentages. Make it accurate so it will hit.
 | 80% | |
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Damage (80% Minimum) Default: 91.1 points With max 100% enhancement: 182.2 points
So it's a decent attack. By the time you can get this, you'll have many much better attacks to use.
 | 50% | |
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Recharge (50% Minimum) Default: 40 sec With max 100% enhancement: 20 sec
Bring it back as fast as you can for control and high damage.
 | 50% | |
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Stun (50% Minimum) Default: 7.45 sec With max 100% enhancement: 14.9 sec
Stun is a great secondary power particularly when dealing with tough enemies.
 | 30% | |
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Endurance Reduction (30% Minimum) Default: 23.1 end With max 100% enhancement: 11.55 end
Lowering endurance is good. Do it as much as you can afford after everything else.
 | 0% | |
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Knockback (0% Minimum) Default: 6 Feet With max 180% enhancement: 16.8 Feet
I've never thought I wanted more knockback on this. I kinda don't want the KB I have...
| HelpThe 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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Charged Armor
Summary
What's there to say? It's the damage reduction armor every Defender gets access to in the Epic pools. Smashing and Lethal resistance like normal with a side of energy resistance.
How to Use
Turn it on. Keep it on. Enjoy.
Recommended # of Slots and Enhancement Priority | |  | | |
You can fully slot this with 3 or 4 slots. I went with 4.
 | 50% | |
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Damage Resist (50% Minimum) Default: 27.5% With max 60% enhancement: 44%
Take it as high as you can.
 | 80% | |
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Endurance Reduction (80% Minimum) Default: .33 end per second With max 100% enhancement: 0.165 end per second
Toggles are a constant drain and add up.
 | 0% | |
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Recharge (0% Minimum) Default: 2 sec With max 100% enhancement: 1 sec
Comes back fast already. Don't worry about it.
| HelpThe 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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Shocking Bolt
 | Unslotted Strength |  | 2 x Brawl |  |
Summary
At good distance, you shock the enemy with electricity and hold them in an electrical field (exactly the same as the power that the Clockwork knights are always using at low levels).
How to Use
It's not hugely powerful as an attack so don't take it for that reason. The main reason you want it is for what it was intended: a hold. If you already have some good stuns, sleep, or holds in your other sets, maybe this is superfluous, but I like the ability to stack holds or handle more enemies.
If you DON'T already have control powers, you really, really need this. Shocking Bolt will let you take problem enemies (like sappers) out of the battle for a bit. When fighting Archvillains and monsters, let your other team members focus on attacks while you help the controllers and other defenders spam holds.
Recommended # of Slots and Enhancement Priority | |  | | |
You'll only need 5 to buff most aspects of this power. If you want more damage, give it 6.
 | 60% | |
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Accuracy (60% Minimum) Default: 75% With max 100% enhancement: 150%
If you fire this, it's because you need something to stop moving. Make sure you hit it.
 | 60% | |
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Recharge (60% Minimum) Default: 16 sec With max 100% enhancement: 8 sec
Bring it back as fast as you can for control and high damage.
 | 40% | |
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Hold (40% Minimum) Default: 17.9 sec With max 100% enhancement: 35.8 sec
Lengthen the duration of the hold effect to help support stacking with multiple applications.
 | 10% | |
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Endurance Modification (10% Minimum) Default: 5.33% With max 100% enhancement: 10.66%
Use of this power can actually restore endurance to you. Slot this up some if you can.
 | 10% | |
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Endurance Reduction (10% Minimum) Default: 10.7 end With max 100% enhancement: 5.35 end
This isn't a huge priority, but you should easily be able to drop the endurance a little with everything else.
 | 0% | |
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Damage (0% Minimum) Default: 21.6 points With max 100% enhancement: 43.2 points
It's ok for an attack, but I think other attributes take priority.
 | 0% | |
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Range (0% Minimum) Default: 80 Feet With max 60% enhancement: 128 Feet
It's plenty long. Leave it alone.
| HelpThe 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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Power Sink
Summary
Drains endurance from nearby enemies and recovers some of your own endurance.
How to Use
As someone who uses a LOT of endurance, it doesn't hurt to be able to have some more. However, I did such a good job of controlling my endurance use, I didn't really need this power and thought about not taking it.
However, if you have a Nova power, it drains all your endurance. The best combo is Nova + Blue inspiration + End recover power. This is the last in the chain. With it, you can fire your Nova whenever you want in the middle of any battle since you can just get your endurance back in a second.
Remember you have to be in melee range to use this (which you will be if you just used your Nova so that works out just fine).
Recommended # of Slots and Enhancement Priority | |  | | |
3 is good, 4 is better, more is kind of a waste.
 | 80% | |
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Recharge (80% Minimum) Default: 120 sec With max 100% enhancement: 60 sec
The ONLY disadvantage to this power is the long recharge so fix that first.
 | 40% | |
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Endurance Modification (40% Minimum) Default: 25% With max 100% enhancement: 50%
You regain 25 percent of your end (unenhanced) PER target hit. It's still good to bump this up in case you only have one or two enemies around to suck from AND because the end mod attribute also increase the amount the enemy is drained (41% unenhanced, 80% fully slotted).
 | 0% | |
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Endurance Reduction (0% Minimum) Default: 16.3 end With max 100% enhancement: 8.15 end
You'll gain plenty of endurance from using this so this is not necessary.
| HelpThe 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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April 1, 2009
 Because Powerpools are commonly available Powersets to all characters (even Villains), I put together a separate guide for just them. Along with pictures and descriptions, I give relative strengths and weaknesses of each.
If you're like me and like to make concept characters, you may find a pool power that most people ignore that would be perfect for your new character.
Jordan's Guide to Power Pools
May 16, 2007
All power sets in CoH/V have secondary effects. Fire is a simply about damage. Your attacks do damage and the secondary effect is extra damage, usually DoT. Because of this, you can do some ridiculous amounts of damage and if you like to see massive groups of enemies dropping like George Bush's approval ratings, Fire Blast is for you.
Flares
 | Unslotted Strength |  | 5.6 x Brawl |  |
Summary
As with all blasters, you actually want to take your weakest attack because of Defiance. It's one of the 3 powers you can fire while Mezzed and it also recharges quickly which helps to build your Defiance meter.
How to Use
It depends on your playstyle, but it's good to keep in your attack chain when fighting single-target enemies because of it's fast recharge and Defiance buff. And of course you should be using it whenever stunned. Otherwise, if you have a choice to hit this or another power that does more damage, you should probably hit the other power.
Recommended # of Slots and Enhancement Priority | |  | | |
The default slot is all you'll need.
 | 40% | |
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Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
More is better, but this is a good minimum.
 | 85% | |
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Damage (85% Minimum) Default: 133 points With max 100% enhancement: 266 points
This set is all about damage. Slot it up!!!
 | 20% | |
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Endurance Reduction (20% Minimum) Default: 3.69 end With max 100% enhancement: 1.845 end
This is such a cheap power that you don't need to slot endurance, but if you can't get at least a little with IOs, you're doing it wrong.
 | 20% | |
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Recharge (20% Minimum) Default: 2.18 sec With max 100% enhancement: 1.09 sec
This already recharges super fast, no real need to bump it up.
 | 0% | |
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Range (0% Minimum) Default: 80 Feet With max 60% enhancement: 128 Feet
The range is fine, but considering there's no need to buff endurance or recharge, I wouldn't mind extending the range, but there's no way to do that with Ranged IO sets and I didn't see any point to increasing range at the cost of IO set bonuses.
| HelpThe 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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Fire Blast
 | Unslotted Strength |  | 8.2 x Brawl |  |
Summary
You toss a chunk of fire at the enemy. It kind of looks like throwing a wet towel, except that it's not a towel, and it's on fire, and…uhhhh. What was my point again?
Anyway, it's fast and good damage. It's a solid power for use through the game. Get it and slot it well.
Recommended # of Slots and Enhancement Priority | |  | | |
The default slot is all you'll need.
 | 40% | |
|
Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
More is better, but this is a good minimum.
 | 85% | |
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Damage (85% Minimum) Default: 197 points With max 100% enhancement: 394 points
This set is all about damage. Slot it up!!!
 | 20% | |
|
Recharge (20% Minimum) Default: 4 sec With max 100% enhancement: 2 sec
It doesn't hurt to have your powers back faster so try to get at least a little recharge in here.
 | 20% | |
|
Endurance Reduction (20% Minimum) Default: 5.2 end With max 100% enhancement: 2.6 end
Fairly low already, but reduce it as much as you can.
 | 0% | |
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Range (0% Minimum) Default: 80 Feet With max 60% enhancement: 128 Feet
The range is fine.
| HelpThe 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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Fire Ball
 | Unslotted Strength |  | 3 x Brawl (to each enemy) |  |
Summary
Aren't AoE powers fun? You just toss this fun little hot potato over to the enemy of your choice and it explodes in his hands damaging him and everyone around him. Besides being fast and powerful, it's great in your AoE combo and it helps when hunting because you can drop an entire group of enemies that are several levels below you in one hit.
Recommended # of Slots and Enhancement Priority | |  | | |
Unless you have something against AoE powers, you'll want at least 5 slots, maybe 6.
 | 40% | |
|
Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
More is better, but this is a good minimum.
 | 85% | |
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Damage (85% Minimum) Default: 70.4 points With max 100% enhancement: 140.8 points
This set is all about damage. Slot it up!!!
 | 40% | |
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Recharge (40% Minimum) Default: 16 sec With max 100% enhancement: 8 sec
It takes a while to come back so buff this as much as you can.
 | 30% | |
|
Endurance Reduction (30% Minimum) Default: 15.2 end With max 100% enhancement: 7.6 end
Buff other attributes first, but when you can, drop endurance too.
 | 0% | |
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Range (0% Minimum) Default: 80 Feet With max 60% enhancement: 128 Feet
You have other priorities and the range is 80 feet anyway.
| HelpThe 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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Rain of Fire
 | Unslotted Strength |  | 6.3 x Brawl (per target) |  |
Summary
Click the power then choose a location on screen to call down a fire storm of damage. It lasts for about 15 seconds and damages anything in its area of effect sending a stream of orange damage numbers flying over their heads. It's a very visually satisfying power .
You'll notice in the pic that the enemies are taking 3 damage per tic. This is only because they are so much lower level than me. However, I have seen up to 5 damage per tic on enemies at least one level above me with fully slotted Rain of Fire + Build Up + Aim + one or two Inspirations.
How to Use
The three most important things you need to know about Rain of Fire are:
- It can scatter enemies. Try to use it when you WANT the enemies to scatter (like when soloing and you want to split aggro from multiple enemies), when they are held in place by someone else's effect, or when they're almost dead anyway.
- It slows enemies (unenhancable) which helps keep them from running out of the area. This is the closest thing a Fire Blaster has to a mass control power. If you want to limit the enemies that come through a door or if you want to make enemies run from you so you have time to get away, Rain of Fire can be used for that.
- It can be enhanced with powers like Aim and Build Up and with inspirations. Any time you use it, try to use at least one damage buffing power first.
Recommended # of Slots and Enhancement Priority | |  | | |
Even without secondary attributes to buff, this power is so cool that I've never used less than 6 slots on it.
 | 85% | |
|
Damage (85% Minimum) Default: 151.4 points With max 100% enhancement: 302.8 points
Use this correctly and it will do a lot of damage. Using this power helps prevent that annoying issue where you end up with a bunch of enemies who have tiny slivers of life left over after your attack chain.
 | 60% | |
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Recharge (60% Minimum) Default: 60 sec With max 100% enhancement: 30 sec
It takes a while to come back so buff this as much as you can.
 | 40% | |
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Endurance Reduction (40% Minimum) Default: 26 end With max 100% enhancement: 13 end
This takes a chunk of end. Give it at least 40 but shoot for even more if you can.
 | 0% | |
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Range (0% Minimum) Default: 60 Feet With max 60% enhancement: 96 Feet
If you do manage to get some extra, it won't hurt since it's a little shorter range than a normal attack; just don't make this a priority over other attributes.
 | 0% | |
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Accuracy (0% Minimum) Default: 150% With max 100% enhancement: 300%
Unlike your other powers, this one hits pretty much automatically. You can focus entirely on damage and such instead for a change!
| HelpThe 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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Fire Breath
 | Unslotted Strength |  | 5.2 x Brawl (per target) |  |
Summary
Select a target and fire. It and everything nearby and between you and them (in a 30 degree arc) takes damage. Learning to use cone powers correctly is key to playing the game well so do your best. Once you get used to it, this power does a LOT of damage to a bunch of enemies.
The activation time is a little long (almost 3 seconds) so I know a lot of people that skip this, but I like to have a solid single-target combo and AoE combo. Without Fire Breath, there's no AoE combo.
How to Use
When opening an attack on clustered enemies who aren't pinned down or cornered in any way, realize this will make them run around. Either start with Rain of Fire (which slows them) or start with Fire Breath and follow with a fast activation power like Fireball which will hit them before they've had a chance to run.
While it's a waste on single targets, it's great for groups; just try to maneuver them into the cone area. Backing up slightly helps too, but remember the normal range of Fire Breath is short. If you buff it up like I did, it will help you hit more enemies without as much effort.
Recommended # of Slots and Enhancement Priority | |  | | |
This power is good, but suffers from low range. For that reason, I usually six-slot it to make up the difference.
 | 30% | |
|
Accuracy (30% Minimum) Default: 90% With max 100% enhancement: 180%
This power starts off with boosted accuracy compared to a normal attack, but it's still good to buff it more. As an AoE, any target you miss affects your total damage output.
 | 85% | |
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Damage (85% Minimum) Default: 125 points With max 100% enhancement: 250 points
Use this correctly and it will do a lot of damage. Using this power helps prevent that annoying issue where you end up with a bunch of enemies who have tiny slivers of life left over after your attack chain.
 | 20% | |
|
Recharge (20% Minimum) Default: 16 sec With max 100% enhancement: 8 sec
It takes a while to come back so buff this as much as you can.
 | 40% | |
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Range (40% Minimum) Default: 40 Feet With max 60% enhancement: 64 Feet
Buff this as much as you can. If you get to about 50% enhancement, it will be 60 range which is the same as unenhanced Rain of Fire.
 | 20% | |
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Endurance Reduction (20% Minimum) Default: 15.2 end With max 100% enhancement: 7.6 end
It's always good to lower endurance, but I put this as the last priority for this power. It's not high enough to be a big issue compared to other attributes.
| HelpThe 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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Aim
Summary
Buffs your ToHit and Damage for about 10 seconds.
How to Use
With Build Up in my secondary, I always fire one, then the other, then powers for crazy damage boost. You can also alternate them for a more consistent power boost, but I usually use them together.
For example, for the most powerful snipe power every, use Aim, Build Up, and then Blazing Bolt. Under those buffs and a snipe's natural accuracy bonus, you'll hit pretty much anything and hit it really danged hard.
Just remember that the boost only lasts 10 seconds use one really powerful attack (like a Nova) or several very short activation attacks (Blaze and Fire Blast for example).
Recommended # of Slots and Enhancement Priority | |  | | |
  | ( 2 Slots ) |
3 is definitely better if you want full recharge AND an IO set bonus, but I've typically needed the slots for other things and went with 2.
 | 60% | |
|
Recharge (60% Minimum) Default: 90 sec With max 100% enhancement: 45 sec
It takes a while to come back so buff this as much as you can.
 | 0% | |
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To Hit Buff (0% Minimum) Default: 37.5% With max 60% enhancement: 60%
It's not really necessary, but if you do go for set bonuses, you'll probably end up with some of this.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: 5.2 end With max 100% enhancement: 2.6 end
Recharge is all that matters, but if you buff anything else for a set bonus.
| HelpThe 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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Blaze
 | Unslotted Strength |  | 8.3 x Brawl |  |
Summary
This is a great single target power. Just make sure that if you're firing an attack chain on an enemy who's nearly dead, hit tab to target another enemy who's got significantly more life before using Blaze.
Recommended # of Slots and Enhancement Priority | |  | | |
This power is fast, powerful and awesome in every way except for range. You'll want 6 slots for sure.
 | 40% | |
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Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
Standard accuracy.
 | 85% | |
|
Damage (85% Minimum) Default: 199 points With max 100% enhancement: 398 points
Extremely powerful already. Make it MOAR!.
 | 40% | |
|
Recharge (40% Minimum) Default: 10 sec With max 100% enhancement: 5 sec
Considering the power of Blaze, bringing in back as soon as possible will greatly increase your single-target damage rate.
 | 40% | |
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Range (40% Minimum) Default: 40 Feet With max 60% enhancement: 64 Feet
Buff this as much as you can. If you get to about 50% enhancement, it will be 60 range which is the same as unenhanced Rain of Fire.
 | 20% | |
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Endurance Reduction (20% Minimum) Default: 15.2 end With max 100% enhancement: 7.6 end
It's always good to lower endurance, but I put this as the last priority for this power. It's not high enough to be a big issue compared to other attributes.
| HelpThe 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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Blazing Bolt
 | Unslotted Strength |  | 14.8 x Brawl |  |
Summary
Build some power, create a beam of pure light between you and your target, watch them turn extra crispy. It's a very satisfying way to say, Hey you! You're toast!"
Recommended # of Slots and Enhancement Priority | |  | | |
It's a snipe power. Slot it to the max!.
 | 30% | |
|
Accuracy (30% Minimum) Default: 90% With max 100% enhancement: 180%
Standard accuracy.
 | 85% | |
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Damage (85% Minimum) Default: 354.8 points With max 100% enhancement: 709.6 points
Extremely powerful already. Make it MOAR!.
 | 40% | |
|
Recharge (40% Minimum) Default: 12 sec With max 100% enhancement: 6 sec
Considering the power of Blaze, bringing in back as soon as possible will greatly increase your single-target damage rate.
 | 40% | |
|
Interrupt (40% Minimum) Default: 3 Sec With max 120% enhancement: 1.2 Sec
Lower this to reduce the chance of someone interrupting the power.
 | 40% | |
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Endurance Reduction (40% Minimum) Default: 14.4 end With max 100% enhancement: 7.2 end
You can use endurance in a hurry with snipe powers since one interruption cancels the power while still charging you for the endurance.
 | 0% | |
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Range (0% Minimum) Default: 150 Feet With max 60% enhancement: 240 Feet
Personally I like to buff the range as much as I can for even better death from afar-ness, but it's not necessary in any way unless you just want to.
| HelpThe 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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Inferno
 | Unslotted Strength |  | 15.4 x Brawl |  |
Summary
So here's the thing. The first time I used this power, I was set to run from any survivors… but there weren't any. I'm used to a Defender nova which isn't nearly as strong so when everything went down, I was really shocked.
There's just no substitute for being able to take down an entire group of enemies in one shot like this. Best of all, there's no knockback so if you used Rain of Fire just before this, it will continue to pelt anyone you missed or that was too high level to get taken out in the first shot.
Recommended # of Slots and Enhancement Priority | |  | | |
4 is enough to slot up damage and recharge as high as you can.
 | 90% | |
|
Recharge (90% Minimum) Default: 360 sec With max 100% enhancement: 180 sec
I love novas! Bring ib back FAST for explosive firey destruction!
 | 85% | |
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Damage (85% Minimum) Default: 369.4 points With max 100% enhancement: 738.8 points
Hits harder than your snipe power to every affected target! Da-yum!
 | 0% | |
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Accuracy (0% Minimum) Default: 105% With max 100% enhancement: 210%
I've never really had this miss. If you have a problem, just use Aim first.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: 20.8 end With max 100% enhancement: 10.4 end
Since using this power drains all your endurance, what's the point in reducing the cost? About the only thing is if you use up all your endurance in your attack chain and then try to fire Inferno.
| HelpThe 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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Summary
As sets go, I haven't seen many where I wanted so many powers. Especially since they revised Defiance and it's actually worth taking all your low attack powers! It's also so simple to figure slotting. Everything is damage with its secondary effect being… more damage!
All power sets in the game have secondary effects, but fire is a simply about damage. Your attacks do damage and the secondary effect is extra damage, usually DoT.
Ring of Fire
 | Unslotted Strength |  | 6.2 x Brawl |  |
Summary
Hit a target with it and freeze them in place for a few seconds. Also does fire damage over time.
How to Use
You have to take it, but it's fairly useful anyway (mostly when soloing. For example, for tough enemies, root them in place with Ring of Fire then drop Rain of Fire (assuming you took Fire Blast as your primary powerset.
You can also use it to freeze runners in their tracks, but I found that anything tough enough to resist my damage for more than a few seconds tended to resist immobilization anyway. In the end, I found it to not be very useful at all.
Recommended # of Slots and Enhancement Priority | |  | | |
 | ( Default Slot Only ) |
I never found much use for this so I didn't give it any slots beyond the default.
 | 40% | |
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Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
If you take this at all, it's for control. Make sure it doesn't miss.
 | 0% | |
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Damage (0% Minimum) Default: 149 points With max 100% enhancement: 298 points
It does about as much damage as Fire Blast, but takes a long time to do it. If you want to slot it up, you can, but I had better things to do with my slots.
 | 0% | |
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Endurance Reduction (0% Minimum) Default: 7.8 end With max 100% enhancement: 3.9 end
Didn't slot enough to bother with this.
 | 0% | |
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Recharge (0% Minimum) Default: 6 sec With max 100% enhancement: 3 sec
Didn't slot enough to bother with this.
 | 0% | |
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Range (0% Minimum) Default: 50 Feet With max 60% enhancement: 80 Feet
Didn't slot enough to bother with this.
 | 0% | |
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Immobilize (0% Minimum) Default: 2 sec With max 100% enhancement: 4 sec
Didn't slot enough to bother with this.
| HelpThe 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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Fire Sword
 | Unslotted Strength |  | 6.8 x Brawl |  |
Summary
Whip out a sword of fire and beat stuff with it. It can be annoying because of the short animation delay of forming your sword if it wasn't out already, but that can be mitigated with the right combo.
It's nearly as strong as Blaze (from Fire Blast) so it's good to have, but I would focus on other powers first. You'll have plenty of attacks to go around so if you find yourself at a point where you don't have any other powers you really want to take, pick up Fire Sword then.
Don't get me wrong, it's powerful, just that if you have a ranged power that works instead, why use it? Most of the time I forget I even have it unless I'm fighting a tough enemy like an AV or GM.
Recommended # of Slots and Enhancement Priority | |  | | |
4 slots is enough
 | 40% | |
|
Accuracy (40% Minimum) Default: 75% With max 100% enhancement: 150%
Standard.
 | 85% | |
|
Damage (85% Minimum) Default: 160 points With max 100% enhancement: 320 points
If you take it, make it worth it!
 | 30% | |
|
Endurance Reduction (30% Minimum) Default: 10.2 end With max 100% enhancement: 5.1 end
Didn't slot enough to bother with this.
 | 30% | |
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Recharge (30% Minimum) Default: 10 sec With max 100% enhancement: 5 sec
Didn't slot enough to bother with this.
| HelpThe 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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Combustion
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