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Power Pools - Fitness & Speed

Last Modified: April 4, 2009

Power pools are sets of powers (four in each set) that are accessible to all ats starting at level 6. They increase the variety of builds that players can take which is desperately needed because you can get kind of depressed putting a lot of effort into a character only to find out that everyone else built theirs the exact same way.

Each pool works the same way: The first two powers are available from level 6, the second at 14 (and you must have taken one of the two level 6 powers), the last at level 20 (and you must have taken any two of the other three powers).

Fitness

Being able to play without a lot of down time between battles is the primary reason I recommend this pool. Health increases your heal rate and Stamina increases your endurance recovery rate. Together, you won't have to rest between most battles and it's less likely that you'll run out of endurance during a fight.

The other big reason to take Fitness is to augment your travel powers:

Swift

Stamina

If you hate running slowly in combat or missions, but don't want to waste endurance on Sprint, Swift gives you roughly the same effect without having to toggle a power. Also, Sprint with Super Speed gets you close to the cap for land speed.

But the best use of Swift is to make Fly faster. Since Swift can take flight enhancements, you can boost the "slowest travel power" and make it just a little bit faster. Since I have many flying heroes, that's a big bonus to me.

Slotting PriorityCity of Heroes: run enhancement OR City of Heroes: fly enhancement
City of Heroes: run enhancementIf you take this for run, 30% is probably fine, but you can take it up to 80% or more if you have the slots to spare.
City of Heroes: fly enhancementIf you took this to increase your flight speed, shoot for 90% or better if you can spare the slots. Fly is the slowest travel power, but you'd be amazed how much you can improve it with Swift alone.

Hurdle

Hurdle

While taking Swift will get you close to the landspeed cap with Super Speed, if you can't jump over obstacles, you're not going to go very fast. Also, with Super Jump, Hurdle will increase your jump speed. So I recommend Hurdle for SJ and SS.

Fly doesn't get any benefit from hurdle so you should always take Swift if you want to fly.

As far as Teleport, it doesn't benefit from Hurdle OR Swift, so just take the one you like better.

Slotting PriorityCity of Heroes: jump enhancement
City of Heroes: jump enhancementI've never had to give this more than one slot for it to be perfectly usable so go with anywhere from 30% to 90% as your slots allow.

Health

Health

While you could take both Swift and Hurdle on your way to Stamina, you could theoretically skip Health, but I don't see why you would. Having additional regeneration is always a benefit both for times when you're in battle and the time between battles.

It's really about downtime and having Health reduces downtime significantly.

Slotting PriorityCity of Heroes: heal enhancement
City of Heroes: heal enhancementSure it works well with one slot, but the more healing the better so shoot for 90%+ as slots allow

Stamina

Stamina

There are very few ATs that can get away without Stamina. Doing so makes you play much slower and work harder to conserve energy (though depending on what you play, the powers you take, and how clever you are with enhancements, you can do).

Also some powers rebuild or reduce your endurance bar (ex. Regen powerset, or Warshades with Stygian Circle, and PeaceBringers with Conserve Power). Also, when teaming, you don't fight as hard and long and tend not to run as low (YMMV)

Speed

Flurry

Whackity, whackity, whack!
Whackity, whackity, whack!

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 good attack, 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 :) (of course, I'd actually have to play long enough to get the Sands of Mu veteran reward….)

Hasten

Glowing hands. Must be hasten
Glowing hands. Must be 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.


Slotting PriorityCity of Heroes: recharge enhancement
City of Heroes: recharge enhancementSlot with the maximum of three recharge reducers so you can use it right away. If you're playing a character with a lot of long-recharge powers, just fire Hasten every time it comes up rather than wait till you're about to fight.

Super Speed

I'm a blur with my stealth power an SS together
I'm a blur with my stealth power an SS together
In the air, with SS on, I'm a speeding comet still :D
In the air, with SS on, I'm a speeding comet still :D

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. Even though Teleport is technically faster, with Super Speed, you can really feel the speed (especially if you took my advice and built a shorter character).

Slotting PriorityCity of Heroes: run enhancement > City of Heroes: end_reduce enhancement
City of Heroes: run enhancementIt's pretty fast with just one enhancement, but take it as high as you can without sacrificing slots you need somewhere else
City of Heroes: end_reduce enhancementThere's really no reason to add slots to SS. You might put in an Endurance Reducer if you get tired of turning off SS before battles though.

Because Super Speeders can easily get stuck in ravines, or behind large walls, it's often desirable to combine it with Super Jump or Fly powers. The simplest way to do this is to take Hover which is a single power that needs only a few slots to be useful.

Whirlwind

Toss them around. Fun for certain builds :D
Toss them around. Fun for certain builds :D

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.


Slotting PriorityCity of Heroes: end_reduce enhancement > City of Heroes: recharge enhancement | City of Heroes: knockback enhancement
City of Heroes: end_reduce enhancementIt's a monster endurance drain. If you're going to take it for any reason, you'll need to lessen that first. Shoot for 90%+ unless you don't want to devote extra slots to Whirlwind (which I would understand).
City of Heroes: recharge enhancementIt takes about 20 seconds to recharge which is probably penty unless it drops in the middle of a battle. In that case, you will want it to come back sooner so 30% or so recharge won't hurt. Don't slot recharge at the expense of endurance reduction though!
City of Heroes: knockback enhancementI'm not sure why you'd slot this because it would make controlling where enemies go even harder. Maybe someone else will disagree, but I doubt it.

I've only taken it on one character (Gale), and it's all kinds of fun :) Since she has a pet tornado, it seemed like a good idea for her to go spinning around too. Not only that, but it's a challenge to find a way to use otherwise abandoned powers.

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