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*>Rigel Kent
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There are hundreds of powers available in City of Heroes and City of Villains, grouped into sets of four to fourteen each. They are used in different ways to achieve different purposes-- for instance, a click-activated power that deals damage to enemies, or a persistent toggle that raises personal damage resistance.
== The Role of Powers ==
 
Some novice players are confused by the combat system of City of Heroes, because powers don't work quite the same as similar aspects of other MMOGs.<br>
= Inherent Powers =
<br>
 
'''Powers''' are any sort of action that your character makes to significantly affect gameplay. They are to City of Heroes what skills and spells are to other MMOGs. What makes City of Heroes unique is that - unlike most other MMOGs - there is no "attack" or "autoattack" function; this is because all attacks are themselves powers!<br>
Inherent Powers need not be selected by the player, and are granted automatically upon creation, or shortly after creation.
<br>
 
To lend a more exciting, comic-book feel to combat, you do not merely attack; you choose a specific type of attack. After your attack, you choose another. Hence do you send each given attack for a dynamic battle, rather than the same attack over and over (with abilities mixed in).<br>
All player characters receive two basic powers upon creation, Brawl and Sprint.  Upon reaching level 2, a third basic power is granted, Rest.
<br>
 
Powers in City of Heroes do not provide specific information, but instead generalize on the power's identity with relation to similar powers. As a result, any statistics in the guide, though generally true, may be inaccurate or rendered incorrect after a game patch.<br>
If created from an account with a City of Heroes pre-order code, or a City of Heroes DVD edition code, the player character also receives a prestige power upon creation.  These powers are functionally identical to Sprint, but have different graphical appearances.
<br>
 
== Power Sets ==
Player characters receive an additional inherent power depending on their archetype.  Among the hero ATs, Blasters receive Defiance, Controllers receive Containment, Defenders receive Vigilance, Scrappers receive Criticals, and Tankers receive Gauntlet.  Among the epic hero ATs, Peacebringers receive Cosmic Balance, and Warshades receive Dark Sustenance.  Among the villain ATs, Brutes receive Fury, Corruptors receive Scourge, Dominators receive Domination, Masterminds receive Supremacy, and Stalkers receive Assassination.
All powers in the game are part of a power set. Such power sets include [[City_of_Heroes/Powers:Super_Strength|Super Strength]], [[City_of_Heroes/Powers:Flight|Flight]], and [[City_of_Heroes/Powers:Mind_Control|Mind Control]]. There are four main types of power set:<br>
 
<br>
Finally, a player character receives an inherent power depending on their origin.  These powers disappear once the character reaches level 10, but are useful as additional attacks through the low levels.
----
 
=== Primary Power Sets ===
= Primary and Secondary Sets =
A hero's primary set is the defining set that the hero makes the most use of. There are 9 powers in primary sets, of which either of the first two may be selected at character creation, with others becoming available as the hero gains levels.<br>
 
=== Secondary Power Sets ===
These sets contain nine powers each, all related by concept and purpose.  For instance, the Fire Blast set primarily contains fiery powers that attack from a range, while the Traps set primarily contains tools and gadgets that buff allies and debuff enemies.
The secondary set holds significant sway in a hero's style of play, though less so than the primary set. The secondary set also has 9 powers, however, you are required to choose the first power in the set (instead of one of the first 2) at character creation, and subsequent powers become available at higher levels than primary sets. Additionally, secondary powers are only 80% as effective as primary powers. For this reason, players that want to do one thing and do it very well will only get a few powers form their secondary set, while players that want a more dynamic and adaptive character will get many powers from their secondary set.<br>
 
=== Power Pool Sets ===
== Assault Sets ==
The power pool has powers that any character, regardless of archetype, may have. It is organized into 10 sets of 4 powers each. Unlike other power sets, power pool sets have pre-requisites in addition to minimum level: To get the third power in a pool set, you must have either of the first two powers, and to get the fourth power in the set, you must have any 2 of the other three powers. A hero may have powers from 0-4 pools; they are forbidden from having more than four power pools.<br>
 
<br>
Assault sets combine ranged and melee attacks.  Common to each set is a selection of fast-recharging ranged attacks, hard-hitting melee or short ranged attacks, a long ranged sniper attack, and a self buff of some sort.
This is probably to prevent a player from making a hero too weak, because pool powers are generally weaker than primary and even secondary powers. Just as secondary powers are weaker, but important to round out a character, so are power pool even weaker, but with a huge potential to round out your character. Additionally, four of the powers pools have a "travel power" which greatly increases a hero's movement speed when used, one of which nearly all heroes have. Many players even consider a travel power a necessity, to be obtained as early as possible. (The travel powers are [[City_of_Heroes/Powers:Flight#Fly|Fly]] in the Flight set, [[City_of_Heroes/Powers:Leaping#Super%20Jump|Super Jump]] in the Leaping set, [[City_of_Heroes/Powers:Speed#Super%20Speed|Super Speed]] in the Speed set, and [[City_of_Heroes/Powers:Teleportation#Teleport|Teleport]] in the Teleportation set.) Because power pools can make a player so well-rounded, many have less effectiveness when used by archetypes that are known for lacking such powers. (Notably the [[City_of_Heroes/Powers:Fighting|Fighting]] and [[City_of_Heroes/Powers:Leadership|Leadership]] sets.<br>
 
<br>
Dominators select an Assault set as a secondary.
Also note that most players refer to power pool sets as "pools". Although it is technically a misnomer, it is used more commonly and should be considered a synonym.<br>
 
<br>
*Energy Assault - Dominators
=== Tertiary Power Pool Sets ===
*Fiery Assault - Dominators
Tertiary sets are an addition to City of Heroes made after release. Like primary and secondary sets, tertiary sets are also dependent on the hero's archetype. They have four powers each, mostly out of primary and secondary sets not available to the given archetype, but some only found in tertiary sets. These are far more effective than powers from the power pool, and are powers that significantly counteract the archetype's shortcomings.<br>
*Ice Assault - Dominators
<br>
*Psionic Assault - Dominators
The tertiary power pools become available at level 41. They have the same limitations as the normal power pool regarding obtaining the third and fourth powers in the sets. Each hero may only have powers from one tertiary pool, and may choose not to have any tertiary pool. The tertiary pool does not count against the 4-set maximum of the regular power pool, and similarly having 4 sets out of the regular power pool does not prevent one from obtaining a tertiary set.
*Thorny Assault - Dominators
----
 
<br>
== Buff Sets ==
There are two power sets which do not fit into the above categories:<br>
 
<br>
Buff sets contain the strongest buffs and debuffs in the game. There is a large variety of ways in which to enhance allies or weaken enemies-- for instance, a player can drop the accuracy of a group of enemies to near zero, or recover life points that have been lost by the team. Consequently, each set specializes in a different thing, and plays differently than the rest.
The '''[[City_of_Heroes/Powers:Inherent|Inherent]]''' set is a set of powers that the hero automatically has, without selecting them. These powers help the hero to perform in the early game, when it has few powers otherwise. Most heroes will find the inherent powers of very little use (but still some) as they expand their catalogue of powers.<br>
 
<br>
Defenders select a Buff set as a primary set. Controllers, Corruptors, and Masterminds select a Buff set as a secondary.
With the exception of one power dependent on your archetype, the powers in the inherent set are the same for all characters on a game account. Through very rare circumstances, an account can gain inherent powers that most accounts don't have; these are then inherent for all heroes belonging to that account.<br>
 
<br>
*Cold Domination - Corruptors
'''[[City_of_Heroes/Powers:Temporary_Powers|Temporary Powers]]''' are powers that the hero can not count on having forever. These are often given as rewards for completing [[City_of_Heroes/Missions|missions]], but can be obtained in many ways. Depending on the power, the hero will lose it after one of the following:
*Dark Miasma - Corruptors, Defenders, Masterminds
* It has seen a specific amount of use.
*Empathy - Controllers, Defenders
* It has been in the posession of the hero for a certain amount of time played.
*Force Fields - Controllers, Defenders, Masterminds
* It has been in the posession of the hero for a certain amount of real time (even if the player is offline).
*Kinetics - Controllers, Corruptors, Defenders
The power's description should say how and after what degree a power will be lost.<br>
*Poison - Masterminds
<br>
*Radiation Emission - Controllers, Corruptors, Defenders
Additionally, each hero recieves a temporary inherent power, which the hero has unlimited use of until it reaches level 10. Which power this is depends on the hero's origin.
*Sonic Resonance - Controllers, Corruptors, Defenders
*Storm Summoning - Controllers, Defenders
*Thermal Radiation - Corruptors
*Traps - Corruptors, Masterminds
*Trick Arrows - Controllers, Defenders, Masterminds
 
== Control Sets ==
 
Control sets contain the strongest status effect inflicting powers in the game. These sets can often immobilize, disorient, hold, or put to sleep entire groups of enemies at a time.  Control sets usually also contain a single pet with limited AI.
 
Controllers and Dominators select a Control set as a primary set.
 
*Earth Control - Controllers
*Fire Control - Controllers, Dominators
*Gravity Control - Controllers, Dominators
*Ice Control - Controllers, Dominators
*Illusion Control - Controllers, Dominators
*Mind Control - Controllers, Dominators
*Plant Control - Dominators
 
== Defense Sets ==
 
Defense sets protect their users against personal harm. They generally raise the users' defense against taking damage, resistance to damage taken, and/or tolerance to status effects.
 
Tankers select a Defense set as a primary set.  Brutes, Scrappers, and Stalkers select a Defense set as a secondary set.
 
*Dark Armor - Brutes, Scrappers, Stalkers
*Energy Aura - Brutes, Stalkers
*Fiery Aura - Brutes, Tankers
*Ice Armor - Tankers
*Invulnerability - Brutes, Scrappers, Tankers
*Ninjitsu - Stalkers
*Regeneration - Scrappers, Stalkers
*Stone Armor - Brutes, Tankers
*Super Reflexes - Scrappers, Stalkers
 
== Melee Sets ==
 
Melee sets have a variety of melee or short range attacks to deal damage up close. They also usually contain some minor utility powers, such as a self buff, a ranged taunt or placate, or a low damage attack that inflicts a status effect.
 
Brutes, Scrappers, and Stalkers select a Melee set as a primary set. Tankers select a Melee set as a secondary set.
 
*Battle Axe - Tankers
*Broad Sword - Scrappers
*Claws - Scrappers, Stalkers
*Dark Melee - Brutes, Scrappers
*Energy Melee - Brutes, Stalkers, Tankers
*Fire Melee - Brutes, Tankers
*Ice Melee - Tankers
*Katana - Scrappers
*Martial Arts - Scrappers, Stalkers
*Ninja Blade - Stalkers
*Spines - Scrappers, Stalkers
*Stone Melee - Brutes, Tankers
*Super Strength - Brutes, Tankers
*War Mace - Tankers
 
== Ranged Sets ==
 
Ranged sets have a variety of ranged attacks to deal damage from a distance. They also usually contain some minor utility powers, such as a self buff, a long range sniper attack, or a low damage attack that inflicts a status effect.
 
Blasters and Corruptors select a Ranged set as a primary set.  Defenders select a Ranged set as a secondary set.
 
*Archery - Blasters, Defenders
*Assault Rifle - Blasters, Corruptors
*Dark Blast - Corruptors, Defenders
*Electric Blast - Blasters, Defenders
*Energy Blast - Blasters, Corruptors, Defenders
*Fire Blast - Blasters, Corruptors
*Ice Blast - Blasters, Corruptors
*Psychic Blast - Defenders
*Radiation Blast - Corruptors, Defenders
*Sonic Attack - Blasters, Corruptors, Defenders
 
== Summon Sets ==
 
Summon sets allow Masterminds to summon up to six pets, with advanced control options. The sets also provide a selection of pet-only buffs, and three modest ranged attacks.
 
Masterminds select a Summon set as a primary set.
 
*Mercenaries - Masterminds
*Necromancy - Masterminds
*Ninjas - Masterminds
*Robotics - Masterminds
 
== Support Sets ==
 
Support sets assist Blasters in their capacity as ranged fighters. These sets usually contain immobilizing, slowing, or knockback powers to maintain range advantage, self buffs, and powerful melee attacks to punish enemies that come too close.
 
Blasters select a Support sets as a secondary set.
 
*Devices - Blasters
*Electricity Manipulation - Blasters
*Energy Manipulation - Blasters
*Fire Manipulation - Blasters
*Ice Manipulation - Blasters
 
= Epic Sets =
 
Epic ATs are limited to predetermined power sets, one primary and one secondary. These sets are larger than the standard primary and secondary sets to compensate for the inability to select different sets.
 
Peacebringers have the Luminous Blast set as a primary set, and the Luminous Aura set as a secondary set.
 
Warshades have the Umbral Blast set as a primary set, and the Umbral Aura set as a secondary set.
 
= Power Pools =
 
These are the power sets that all archetypes can access at level 6 and abovePowers in these pools tend to be weaker versions of powers found in primary and secondary sets, or are powers to aid in movement. Each player character can select from up to four power pools.
 
*[[City of Heroes/Archetypes/PowerPools/Concealment|Concealment]]
*[[City of Heroes/Archetypes/PowerPools/Fighting|Fighting]]
*[[City of Heroes/Archetypes/PowerPools/Fitness|Fitness]]
*[[City of Heroes/Archetypes/PowerPools/Flight|Flight]]
*[[City of Heroes/Archetypes/PowerPools/Leadership|Leadership]]
*[[City of Heroes/Archetypes/PowerPools/Leaping|Leaping]]
*[[City of Heroes/Archetypes/PowerPools/Medicine|Medicine]]
*[[City of Heroes/Archetypes/PowerPools/Presence|Presence]]
*[[City of Heroes/Archetypes/PowerPools/Speed|Speed]]
*[[City of Heroes/Archetypes/PowerPools/Teleportation|Teleportation]]
 
= Ancillary Pools =
These are the power sets that are Archetype specific and are only available to the five non-epic hero archetypes at level 41 and above. Each hero can select from only one ancillary pool.
 
*[[City of Heroes/Archetypes/Ancillary_Pools/Blasters|Blaster Ancillary Pools]]
*[[City of Heroes/Archetypes/Ancillary_Pools/Controllers|Controller Ancillary Pools]]
*[[City of Heroes/Archetypes/Ancillary_Pools/Defenders|Defender Ancillary Pools]]
*[[City of Heroes/Archetypes/Ancillary_Pools/Scrappers|Scrapper Ancillary Pools]]
*[[City of Heroes/Archetypes/Ancillary_Pools/Tankers|Tanker Ancillary Pools]]

Revision as of 04:22, 19 February 2006

The Role of Powers

Some novice players are confused by the combat system of City of Heroes, because powers don't work quite the same as similar aspects of other MMOGs.

Powers are any sort of action that your character makes to significantly affect gameplay. They are to City of Heroes what skills and spells are to other MMOGs. What makes City of Heroes unique is that - unlike most other MMOGs - there is no "attack" or "autoattack" function; this is because all attacks are themselves powers!

To lend a more exciting, comic-book feel to combat, you do not merely attack; you choose a specific type of attack. After your attack, you choose another. Hence do you send each given attack for a dynamic battle, rather than the same attack over and over (with abilities mixed in).

Powers in City of Heroes do not provide specific information, but instead generalize on the power's identity with relation to similar powers. As a result, any statistics in the guide, though generally true, may be inaccurate or rendered incorrect after a game patch.

Power Sets

All powers in the game are part of a power set. Such power sets include Super Strength, Flight, and Mind Control. There are four main types of power set:


Primary Power Sets

A hero's primary set is the defining set that the hero makes the most use of. There are 9 powers in primary sets, of which either of the first two may be selected at character creation, with others becoming available as the hero gains levels.

Secondary Power Sets

The secondary set holds significant sway in a hero's style of play, though less so than the primary set. The secondary set also has 9 powers, however, you are required to choose the first power in the set (instead of one of the first 2) at character creation, and subsequent powers become available at higher levels than primary sets. Additionally, secondary powers are only 80% as effective as primary powers. For this reason, players that want to do one thing and do it very well will only get a few powers form their secondary set, while players that want a more dynamic and adaptive character will get many powers from their secondary set.

Power Pool Sets

The power pool has powers that any character, regardless of archetype, may have. It is organized into 10 sets of 4 powers each. Unlike other power sets, power pool sets have pre-requisites in addition to minimum level: To get the third power in a pool set, you must have either of the first two powers, and to get the fourth power in the set, you must have any 2 of the other three powers. A hero may have powers from 0-4 pools; they are forbidden from having more than four power pools.

This is probably to prevent a player from making a hero too weak, because pool powers are generally weaker than primary and even secondary powers. Just as secondary powers are weaker, but important to round out a character, so are power pool even weaker, but with a huge potential to round out your character. Additionally, four of the powers pools have a "travel power" which greatly increases a hero's movement speed when used, one of which nearly all heroes have. Many players even consider a travel power a necessity, to be obtained as early as possible. (The travel powers are Fly in the Flight set, Super Jump in the Leaping set, Super Speed in the Speed set, and Teleport in the Teleportation set.) Because power pools can make a player so well-rounded, many have less effectiveness when used by archetypes that are known for lacking such powers. (Notably the Fighting and Leadership sets.

Also note that most players refer to power pool sets as "pools". Although it is technically a misnomer, it is used more commonly and should be considered a synonym.

Tertiary Power Pool Sets

Tertiary sets are an addition to City of Heroes made after release. Like primary and secondary sets, tertiary sets are also dependent on the hero's archetype. They have four powers each, mostly out of primary and secondary sets not available to the given archetype, but some only found in tertiary sets. These are far more effective than powers from the power pool, and are powers that significantly counteract the archetype's shortcomings.

The tertiary power pools become available at level 41. They have the same limitations as the normal power pool regarding obtaining the third and fourth powers in the sets. Each hero may only have powers from one tertiary pool, and may choose not to have any tertiary pool. The tertiary pool does not count against the 4-set maximum of the regular power pool, and similarly having 4 sets out of the regular power pool does not prevent one from obtaining a tertiary set.



There are two power sets which do not fit into the above categories:

The Inherent set is a set of powers that the hero automatically has, without selecting them. These powers help the hero to perform in the early game, when it has few powers otherwise. Most heroes will find the inherent powers of very little use (but still some) as they expand their catalogue of powers.

With the exception of one power dependent on your archetype, the powers in the inherent set are the same for all characters on a game account. Through very rare circumstances, an account can gain inherent powers that most accounts don't have; these are then inherent for all heroes belonging to that account.

Temporary Powers are powers that the hero can not count on having forever. These are often given as rewards for completing missions, but can be obtained in many ways. Depending on the power, the hero will lose it after one of the following:

  • It has seen a specific amount of use.
  • It has been in the posession of the hero for a certain amount of time played.
  • It has been in the posession of the hero for a certain amount of real time (even if the player is offline).

The power's description should say how and after what degree a power will be lost.

Additionally, each hero recieves a temporary inherent power, which the hero has unlimited use of until it reaches level 10. Which power this is depends on the hero's origin.