Difference between revisions of "Power Pools"
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*[[Teleportation]] | *[[Teleportation]] | ||
− | + | == See Also == | |
+ | * [[Ancillary Power Pools]], available for Heroes starting at Level 41 | ||
+ | * [[Patron Power Pools]], available for Villains starting at Level 41 after a special mission | ||
[[Category:Power Pools| ]] | [[Category:Power Pools| ]] |
Revision as of 09:19, 31 October 2007
Starting from level 6, your hero or villain can choose new abilities from the power pools rather than their primary or secondary Powersets. You may choose abilities from up to four power pools. Each pool has four abilities:
First power | Level 6 |
Second power | Level 6 |
Third power | Level 14, and at least one other power from this pool |
Fourth power | Level 20, and at least two other powers from this pool |
The Travel Powers come from the power pools; the interesting travel-only ability is the third power in its pool, so you only need to choose one of the first two powers. Being without a travel power at level 14 could mean making your pick-up group team-mates wait. There are slightly more difficult alternatives to taking a travel power pool, particularly for those with Kinetics.
Pool powers aren't as effective as their cousins in primary and secondary powersets. However, they can be used to cover a weakness in your power sets (Aid Self for an Electric Armor Brute), provide support abilities to your team-mates (Assault for a Defender), or have a suprising twist or contradiction on your Archetype and power sets. This comes at a loss in raw power from dedication to your main powers; the choice is yours.
See Also
- Ancillary Power Pools, available for Heroes starting at Level 41
- Patron Power Pools, available for Villains starting at Level 41 after a special mission