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Power Pools - Medicine & Concealment
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NOTE! This page has not yet been adjusted for IOs and their affect on slotting and builds.

Medicine

Aid Other

This is the power you see the Crey using all the time where they whip out a little spray gun and heal a cryo tank or something. It takes a few seconds to use and is Interruptable, but heals an ally for a decent amount of life. You have to be somewhat close to use it.

There are two ways to slot this for it to be usable mid-combat. One is to halve the interrupt time so you have better odds of firing it while taking damage. If you play an AT that tends to take damage fairly constantly, this is the better option. Then it just becomes a matter of timing for getting the heal in between attacks.

Minimum SlottingCity of Heroes: interrupt enhancementCity of Heroes: interrupt enhancementCity of Heroes: interrupt enhancement

The other is to halve the recharge time so you can use it more often during combat. The difference is in what kind of character you play. If you have the enemies constantly under control or if you're in a team and aren't taking Aggro, you can afford the long interrupt time and probably would rather fire it more often.

Note to MasterMinds, this is the slotting you'd want.

Minimum SlottingCity of Heroes: recharge enhancementCity of Heroes: recharge enhancementCity of Heroes: recharge enhancement

In the last scenario where you tend to heal people only between battles and not during battle, you'll be better off Buffing the heal rather than the other two characteristics.

Minimum SlottingCity of Heroes: heal enhancement

For this power, slotting is all in your playstyle.

Stimulant

This frees an ally from Hold effects (Sleep,Stun, etc) and makes them resistant to these effects for a while.

Like before, you can halve the Interrupt time to use it better in battle.

Minimum SlottingCity of Heroes: interrupt enhancementCity of Heroes: interrupt enhancementCity of Heroes: interrupt enhancement

However, in all other respects, slotting for recharge is the better option.

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You want to be able to fire it rapidly because if a teammate gets stunned, it's usually going to happen to another teammate in another second or two. Also, if you're going to enter a battle where there are enemies you know will stun you, you can fire this effect on each team member to "immunize" them to the effect temporarily. The key here is to be able to use it on everyone in a very short ammount of time so the effect doesn't wear off your first team member before you've applied it to the last. Lastly, the effect stacks. If one of your teammates seems particularly weak to stuns or is very important that they don't get stunned (like your tank), you can fire the effect multiple times on the same ally (it Stacks).

Aid Self

Heals you (interruptable).

If you have built a character type that can spare 3 seconds in the middle of combat or if you are good at running and coming back after healing, just slot it with heals to get the most out of it each Activation.

Minimum SlottingCity of Heroes: heal enhancementCity of Heroes: heal enhancementCity of Heroes: heal enhancement

If you really must use it in the middle of battle, slot with three Activation Reducers.

Minimum SlottingCity of Heroes: interrupt enhancementCity of Heroes: interrupt enhancementCity of Heroes: interrupt enhancement

Resuscitate

Dead on the left, rezzed on the right.
Dead on the left, rezzed on the right.

Rezes an team member (not including you of course).

A simple power that's the same as an Awaken Inspiration. The only slotting that makes sense is to reduce the long recharge time of three minutes. Usually when you're reviving people, it's more than one.

Minimum SlottingCity of Heroes: recharge enhancementCity of Heroes: recharge enhancementCity of Heroes: recharge enhancement

If you have a different Rez power and this is just a filler, you can save the slots and just use one Recharge Reducer.

Concealment

The Concealment Power Pool is the typically way of achieving stealth. While most stealth powers will let you sneak around, some are better than others for sneaking missions or taking awesome screenshots in the midst of enemies.

Stealth

Slapping Terra the DE Arch-Villain.
Slapping Terra the DE Arch-Villain.

Stealth (the power) only makes you harder to see. If you get close enough, an enemy will see you and start attacking. In door missions, this power isn't very useful since you will have to pass very close to enemies.

However, if you use Stealth with Hover or Fly, you can float across the cieling of warehouses, offices, ships, or any other mission that isn't extremely close quarters (caves) and you won't be seen.

The best combination with Stealth is Super Speed. Super Speed has a stealth element attached to it that when combined with Stealth gives FULL invisibility. You can stand in the middle of a crowd of enemies and take any photo you want, launch any power, click Glowies or whatever you want with no restrictions.

There are some enemies that can see through any invisibility so watch out. They include Ritki Drones, Ruraluu Eyes, Snipers, and Monsters (of any type).

Minimum SlottingCity of Heroes: def_buff enhancement

Grant Invisibility

Pretty simple. It gives invisibility to another player. For sneaking through a mission, this is a viable alternative to sneaking to the end and TPing the team to you if you don't have or don't want TP. Also, sneak and TP is effective, but can be more boring for your team. If you give everyone Invisibility, they can search around for the end boss or Glowies too. This tactic is especially useful for those missions that require simultaneous action.

The effect of this power is temporary so warn your teammates. Also, they can attack and use any power, but if they do, the Invisibility will end.

Minimum SlottingCity of Heroes: def_buff enhancement

Invisibility

Invisibility
Invisibility

This gives you strong concealment, but has two important disadvantages. One, you can only use powers that affect yourself. Two, you can only use powers that affect yourself. The point here is that it works like Stealth and SS, except that you have to turn off Invisibility before attacking (which could be very, very bad).

Minimum SlottingCity of Heroes: end_reduce enhancementCity of Heroes: end_reduce enhancementCity of Heroes: end_reduce enhancement

Phase Shift

Phase Shift
Phase Shift

It makes you hard to see, but detectable like Stealth. The difference is that you can't be hurt by anything in the game so even though they can see you, they can't do anything about it. This opens up some interesting ways to play.

For example, if two enemy groups are too close together in a mission, a player with phase shift can go walk into the middle of one group and lead them away while the team deals with the others. You can also sneak to the end of missions and though you will be seen, you can make it to the end without getting hurt. It also makes for perfect Herding since you have no danger of dying while gathering everything together.

Disadvantage 1: You can't use attack powers while it's on. So far it's still better than Invisibility which has the same disadvantage, but not the same advantages.

Disadvantage 2: The Devs made changed it from a Toggle power to a Click power. BZZZT! You lose! If the recharge wasn't so ridiculously long, maybe, but as it is, meh. It takes work to use this power.

Minimum SlottingCity of Heroes: recharge enhancementCity of Heroes: recharge enhancementCity of Heroes: recharge enhancement

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