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== Overview ==
 
== Overview ==
  
'''Leadership''' is a power pool accessible to all archetypes. The leadership powers grants you and the allies around you various bonuses. The bonus depends on your [[Archetype]], and is listed below as a percentage. Leadership bonuses can stack, however some are unenhanceable.<br>
+
'''Leadership''' is a power pool accessible to all [[Archetype]]s.
  
You must have line of sight (LOS) in order to receive the Leadership bonus of an ally. Mastermind characters must have line of sight in order to grant Leadership to their minions.
+
Good leaders are rare. These powers can grant bonuses to your and your teammates.
  
 
== Power Tables ==
 
== Power Tables ==
 
The following table shows which powers are available and at what level:
 
The following table shows which powers are available and at what level:
 
{{Powers_LevelHeader}}
 
{{Powers_LevelHeader}}
{{Powers_LevelRow|Icon=Leadership Defense.png|Power=Maneuvers|Level=6|Effect=Toggle PBAoE Ally +DEF|Border=1}}
+
{{Powers_LevelRow|Icon=Leadership Defense.png|Power=Maneuvers|Level=4|Effect=Toggle PBAoE Team +DEF(All)|Border=1}}
{{Powers_LevelRow|Icon=Leadership_Assault.png|Power=Assault|Level=6|Effect=Toggle PBAoE Ally +DMG +RES(Placate, Taunt)|Border=1}}
+
{{Powers_LevelRow|Icon=Leadership_Assault.png|Power=Assault|Level=4|Effect=Toggle PBAoE Team +DMG Res(Taunt, Placate)|Border=1}}
{{Powers_LevelRow|Icon=Leadership_Tactics.png|Power=Tactics|Level=14|Effect=Toggle PBAoE Ally +ACC +Perception|Border=1}}
+
{{Powers_LevelRow|Icon=Leadership_Tactics.png|Power=Tactics|Level=14|Effect=Toggle PBAoE Team +ACC Res(Confuse, Fear) +Perception|Border=1}}
{{Powers_LevelRow|Icon=Leadership Vengence.png|Power=Vengeance |Level=20|Effect=Click PBAoE Ally +ACC +DEF +DMG +RES(Status Effects)|Border=0}}
+
{{Powers_LevelRow|Icon=Leadership_Vengence.png|Power=Vengeance|Level=14|Effect=Click Targeted AoE Team +DMG +ACC +DEF(All) Res(Effects)|Border=1}}
 +
{{Powers_LevelRow|Icon=Leadership_VictoryRush.png|Power=Victory Rush|Level=14|Effect=Ranged (Targeted AoE), Team +Recovery, -End Cost|Border=1}}
 
{{Powers_Footer}}
 
{{Powers_Footer}}
  
 
== Powers ==
 
== Powers ==
 +
=== [[File:Leadership_Assault.png]] Assault ===
 +
While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate.
  
=== [[Image:Leadership Defense.png]] Maneuvers ===
 
 
Maneuvers grants a defense bonus to you and any ally within range.
 
 
{{PowerBlock Start}}
 
{{PowerBlock Start}}
{{PowerBlock Level|6 (All Archetypes)}}
+
{{PowerBlock Level|4 (All Archetypes)}}
 
{{PowerBlock Recharge|Slow}}
 
{{PowerBlock Recharge|Slow}}
 
{{PowerBlock Effects|Toggle}}
 
{{PowerBlock Effects|Toggle}}
{{PowerBlock Blank|Player Based Area of Effect (60 feet)}}
+
{{PowerBlock Blank|Point Blank Area of Effect (60 feet radius)}}
{{PowerBlock Blank|Ally +Defense (Enhanceable)}}
+
{{PowerBlock Blank|Teammate +Damage, Resist(Taunt, Placate) }}
{{PowerBlock Blank|3.5% (Defender)}}
+
{{PowerBlock Blank|2.625% (Controller, Corruptor, Dominator, Mastermind, Peacebringer, Warshade)}}
+
{{PowerBlock Blank|2.275% (Blaster, Brute, Scrapper, Stalker, Tanker)}}
+
 
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
 
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|{{Enhance Defense Buff}}}}
 
 
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 +
{{PowerBlock Sets|None}}
 
{{PowerBlock End}}
 
{{PowerBlock End}}
  
=== [[Image:Leadership_Assault.png]] Assault ===
+
=== [[File:Leadership Defense.png]] Maneuvers ===
 +
A good leader knows how to protect his team. While active, this power increases the Defense of yourself and all nearby teammates to all attacks.
  
Assault grants you and your allies a bonus to damage, as well as a resistance to Placate and Taunt effects.
 
 
{{PowerBlock Start}}
 
{{PowerBlock Start}}
{{PowerBlock Level|6 (All Archetypes)}}
+
{{PowerBlock Level|4 (All Archetypes)}}
 
{{PowerBlock Recharge|Slow}}
 
{{PowerBlock Recharge|Slow}}
 
{{PowerBlock Effects|Toggle}}
 
{{PowerBlock Effects|Toggle}}
{{PowerBlock Blank|Player Based Area of Effect (60 feet)}}
+
{{PowerBlock Blank|Point Blank Area of Effect (60 feet radius)}}
{{PowerBlock Blank|Ally +Damage (Unenhanceable)}}
+
{{PowerBlock Blank|Teammate +Defense}}
{{PowerBlock Blank|18.75% (Defender)}}
+
{{PowerBlock Enhancements|{{Enhance Defense Buff}}}}
{{PowerBlock Blank|15% (Controller, Kheldians, Corruptor)}}
+
{{PowerBlock Blank|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|12% (Mastermind)}}
+
{{PowerBlock Blank|10.5% (Blaster, Brute, Dominator, Scrapper, Stalker, Tanker)}}
+
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
+
 
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 +
{{PowerBlock Sets|{{Set Defense}}}}
 
{{PowerBlock End}}
 
{{PowerBlock End}}
  
=== [[Image:Leadership_Tactics.png]] Tactics ===
+
=== [[File:Leadership_Tactics.png]] Tactics ===
 +
While this power is active, your chance to hit and that of all your nearby teammates is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects, as well as your Perception so you can detect Stealthy foes. Purchasing Tactics requires the user to be level 14 and possess Maneuvers or Assault.
  
Tactics grants you and your allies a bonus to Accuracy. It also adds a bonus to you and your ally's Perception and Resistance to Fear.
 
 
{{PowerBlock Start}}
 
{{PowerBlock Start}}
 
{{PowerBlock Level|14 (All Archetypes)}}
 
{{PowerBlock Level|14 (All Archetypes)}}
 
{{PowerBlock Recharge|Slow}}
 
{{PowerBlock Recharge|Slow}}
 
{{PowerBlock Effects|Toggle}}
 
{{PowerBlock Effects|Toggle}}
{{PowerBlock Blank|Player Based Area of Effect (60 feet)}}
+
{{PowerBlock Blank|Point Blank Area of Effect (60 feet radius)}}
{{PowerBlock Blank|Ally +Accuracy (Enhanceable), +Perc}}
+
{{PowerBlock Blank|Teammate +ToHit, +Perception, Protect(Confuse),}}
{{PowerBlock Blank|12.5% (Defender)}}
+
{{PowerBlock Blank|Resist(Confuse, Fear, -Perception)}}
{{PowerBlock Blank|10% (Controller, Kheldians, Corruptor, Mastermind)}}
+
{{PowerBlock Blank|7% (Blaster, Brute, Dominator, Scrapper, Stalker, Tanker)}}
+
 
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
 
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|{{Enhance ToHit Buff}}}}
 
 
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 +
{{PowerBlock Blank|{{Enhance ToHit Buff}}}}
 +
{{PowerBlock Sets|{{Set To Hit Buff}}}}
 
{{PowerBlock End}}
 
{{PowerBlock End}}
  
=== [[Image:Leadership Vengence.png]] Vengeance ===
+
=== [[File:Leadership Vengence.png]] Vengeance ===
 +
The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to chance to hit, Damage and Defense to all attacks. A Vengeful team has no fear, and Vengeance protects you and your Teammates from Fear effects. It also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate and Knockback. You must be at least level 14 and have two other Leadership powers before selecting Vengeance. This power does not stack with multiple castings.
 +
 
 +
Vengeance cannot target defeated pets. Vengeance is unique in that its buffs will not apply to a character who already has a Vengeance buff active from a different character. (Its heal is not a buff and always applies.) You can, however, have multiple Vengeance buffs trigger simultaneously - if a defeated team mate is [[Teleportation#Recall Friend|Recalled]] and multiple players have Vengeance queued to trigger, all of the multiple Vengeance buffs will stack. This is often used in [[Lord Recluse's Strike Force]] and [[Statesman's Task Force]] to provide a suitable buff to damage to take out multiple concurrent Heroes/AVs.
  
Vengeance is a click power and can only be used on defeated teammates.
 
When Vengeance is used, teammates in range of the caster are healed, given massive boosts to Accuracy, Damage, and Defense, as well as resistance to most status effects (Disorient, Hold, Immobilize, Sleep, Confuse, Taunt, Knockback).
 
 
{{PowerBlock Start}}
 
{{PowerBlock Start}}
{{PowerBlock Level|20 (All Archetypes)}}
+
{{PowerBlock Level|14 (All Archetypes)}}
 
{{PowerBlock Recharge|Very Slow}}
 
{{PowerBlock Recharge|Very Slow}}
 +
{{PowerBlock Duration|2 minutes}}
 
{{PowerBlock Effects|Click}}
 
{{PowerBlock Effects|Click}}
{{PowerBlock Blank|Player Based Area of Effect (60 feet)}}
+
{{PowerBlock Blank|Area of Effect (60 feet range, 100 feet radius)}}
{{PowerBlock Blank|Ally +Defense, +Accuracy, Heal (Enhanceable), +Damage, }}
+
{{PowerBlock Blank|Teammate +Defense, +ToHit, +Damage, Heal, }}
{{PowerBlock Blank|31.25% (Defender)}}
+
{{PowerBlock Blank|Protect(Fear, Knockback, Knockup, Repel),}}
{{PowerBlock Blank|27.5% (Controller, Kheldians, Corruptor, Mastermind)}}
+
{{PowerBlock Blank|Resist(Fear, Disorient, Sleep, Immobilize, Hold, Confuse, Taunt, Placate)}}
{{PowerBlock Blank|25% (Blaster, Brute, Dominator, Scrapper, Stalker, Tanker)}}
+
{{PowerBlock Enhancements|{{Enhance Defense Buff}}}}
{{PowerBlock Enhancements|{{Enhance ToHit Buff}}}}
+
{{PowerBlock Blank|{{Enhance Defense Buff}}}}
+
 
{{PowerBlock Blank|{{Enhance Heal}}}}
 
{{PowerBlock Blank|{{Enhance Heal}}}}
 
{{PowerBlock Blank|{{Enhance Range}}}}
 
{{PowerBlock Blank|{{Enhance Range}}}}
 +
{{PowerBlock Blank|{{Enhance ToHit Buff}}}}
 +
{{PowerBlock Sets|{{Set Defense}}}}
 +
{{PowerBlock Blank|{{Set Healing}}}}
 +
{{PowerBlock Blank|{{Set To Hit Buff}}}}
 
{{PowerBlock End}}
 
{{PowerBlock End}}
  
==External Links==
+
=== [[File:Leadership_VictoryRush.png]] Victory Rush ===
{{NoFuturePoolSet|Power={{PAGENAMEE}}}}
+
The defeat of an opponent gives your team a rush of adrenaline. The excitement of your victory increases the recovery and reduces the endurance cost of your powers. This effect extends to your teammates as well. The total strength of this bonus is dependent upon the rank of the enemy on which this is cast, with Archvillains and Giant Monsters providing the greatest benefit. This power does not stack with multiple castings. You must be level 14 and have trained at least two other Leadership powers before you can train Victory Rush. This power's Recharge Time cannot be reduced.
 +
 
 +
{{PowerBlock_Start}}
 +
{{PowerBlock_Recharge|5 minutes}}
 +
{{PowerBlock_Level|14}}
 +
{{PowerBlock_Effects|Ranged (Targeted AoE)}}
 +
{{PowerBlock_Blank|Team +Recovery, -End Cost}}
 +
{{PowerBlock_Enhancements|{{Enhance Range}}}}
 +
{{PowerBlock_Blank|{{Reduce Endurance Cost}}}}
 +
{{PowerBlock_Blank|{{Enhance Endurance Modification}}}}
 +
{{PowerBlock_Sets|{{Set Endurance Modification}}}}
 +
{{PowerBlock_End}}
 +
 
 +
== Archetype Differences ==
 +
As with many pools, the effects of the different Leadership powers vary in strength depending on the Archetype of the character using them. The Leadership pool has more variance than any other pool, though, especially for Vengeance.
 +
 
 +
 
 +
{| border="1" cellpadding="4" cellspacing="0" align="center" style="text-align:right"
 +
|+ '''Toggle Effects By Archetype'''
 +
|- style="background:#efefef; text-align:center"
 +
! Archetype
 +
! Maneuvers
 +
! Assault
 +
! Tactics: ToHit
 +
! style="border-left:1px dotted black;" | Tactics: Perception
 +
|-
 +
|align="left"|Defender
 +
|3.500% Def
 +
|18.75% Dmg
 +
|align="center"|12.5%
 +
| style="border-left:1px dotted black;" | 252.5 at level 14 – 432.5 at level 50
 +
|-
 +
|align="left"|Arachnos Soldier,<br />Arachnos Widow
 +
|3.500% Def
 +
|15.00% Dmg
 +
|align="center"|10.0%
 +
| style="border-left:1px dotted black;" | 202.0 at level 14 – 346.0 at level 50
 +
|-
 +
|align="left"|Controller, Corruptor
 +
|2.625% Def
 +
|15.00% Dmg
 +
|align="center"|10.0%
 +
| style="border-left:1px dotted black;" | 202.0 at level 14 – 346.0 at level 50
 +
|-
 +
|align="left"|Peacebringer, Warshade
 +
|2.625% Def
 +
|13.50% Dmg
 +
|align="center"|9.0%
 +
| style="border-left:1px dotted black;" | 181.8 at level 14 – 311.4 at level 50
 +
|-
 +
|align="left"|Dominator, Mastermind
 +
|2.625% Def
 +
|11.25% Dmg
 +
|align="center"|7.5%
 +
| style="border-left:1px dotted black;" | 151.5 at level 14 – 259.5 at level 50
 +
|-
 +
|align="left"|Blaster, Brute, Scrapper,<br />Stalker, Tanker
 +
|2.275% Def
 +
|10.50% Dmg
 +
|align="center"|7.0%
 +
| style="border-left:1px dotted black;" | 141.4 at level 14 – 242.2 at level 50
 +
|-
 +
|}
 +
 
 +
<br />
 +
 
 +
{| border="1" cellpadding="5" cellspacing="0" align="center" style="text-align:center"
 +
|+ '''Vengeance Effects By Archetype'''
 +
|- style="background:#efefef"
 +
! Archetype !! Defense !! Damage !! ToHit !! Resist !! Heal
 +
|-
 +
|align="left"|Arachnos Soldier,<br />Arachnos Widow
 +
| 25.00% || 35.00% || 35% || 69.2% || 7.5%
 +
|-
 +
|align="left"|Blaster
 +
| 17.5% || 43.75% || 26.25% || 55.36% || 8.0%
 +
|-
 +
|align="left"|Brute
 +
| 18.75% || 35% || 35% || 69.2% || 6.43%
 +
|-
 +
|align="left"|Controller
 +
| 22.5% || 28% || 28% || 55.36% || 11.6%
 +
|-
 +
|align="left"|Corruptor
 +
| 21.25% || 29.75% || 29.75% || 55.36% || 9.0%
 +
|-
 +
|align="left"|Defender
 +
| 25% || 35% || 35% || 55.36% || 13.2%
 +
|-
 +
|align="left"|Dominator
 +
| 21.25% || 29.75% || 29.75% || 55.36% || 11.6%
 +
|-
 +
|align="left"|Mastermind
 +
| 22.5% || 28% || 28% || 55.36% || 14.7%
 +
|-
 +
|align="left"|Peacebringer, Warshade
 +
| 18.75% || 31.5% || 31.5% || 62.28% || 9.0%
 +
|-
 +
|align="left"|Scrapper
 +
| 18.75%  || 43.75% || 35% || 69.2% || 7.2%
 +
|-
 +
|align="left"|Stalker
 +
| 18.75% || 35% || 35% || 69.2% || 8.0%
 +
|-
 +
|align="left"|Tanker
 +
| 25% || 35% || 35% || 86.5% || 5.14%
 +
|-
 +
|}
 +
 
 +
== Historical ==
 +
{{historical|type=section}}
 +
* [[Issue 21]] reduced the first two powers (Assault and Maneuvers) from level 6, to each unlocking at level 4. The third power (Tactics) still requires level 14 and a single power prerequisite. Issue 21 also reduced the fourth power (Vengeance) to level 14, though it still requires two power prerequisites.
 +
* [[Issue 24]] added the Victory Rush power.
 +
 
 +
== External Links ==
 +
{{RedTomaxPoolSet|Power={{PAGENAMEE}}}}
  
 
[[Category:Power Pools]]
 
[[Category:Power Pools]]

Latest revision as of 02:53, 28 January 2013

This information contains features that were to be implemented in Issue 24 and was current as of the game's shut down date.

Overview

Leadership is a power pool accessible to all Archetypes.

Good leaders are rare. These powers can grant bonuses to your and your teammates.

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Leadership Defense.png Maneuvers 4 Toggle PBAoE Team +DEF(All)
Leadership Assault.png Assault 4 Toggle PBAoE Team +DMG Res(Taunt, Placate)
Leadership Tactics.png Tactics 14 Toggle PBAoE Team +ACC Res(Confuse, Fear) +Perception
Leadership Vengence.png Vengeance 14 Click Targeted AoE Team +DMG +ACC +DEF(All) Res(Effects)
Leadership VictoryRush.png Victory Rush 14 Ranged (Targeted AoE), Team +Recovery, -End Cost

Powers

Leadership Assault.png Assault

While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate.

Minimum Level 4 (All Archetypes)
Recharge Slow
Effects Toggle
Point Blank Area of Effect (60 feet radius)
Teammate +Damage, Resist(Taunt, Placate)
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Attack Rate.png Increase Attack Rate
Set Categories None

Leadership Defense.png Maneuvers

A good leader knows how to protect his team. While active, this power increases the Defense of yourself and all nearby teammates to all attacks.

Minimum Level 4 (All Archetypes)
Recharge Slow
Effects Toggle
Point Blank Area of Effect (60 feet radius)
Teammate +Defense
Enhancements TO Training Defense Buff.png Enhance Defense Buffs
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Attack Rate.png Increase Attack Rate
Set Categories IO Defense Buff.png Defense

Leadership Tactics.png Tactics

While this power is active, your chance to hit and that of all your nearby teammates is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects, as well as your Perception so you can detect Stealthy foes. Purchasing Tactics requires the user to be level 14 and possess Maneuvers or Assault.

Minimum Level 14 (All Archetypes)
Recharge Slow
Effects Toggle
Point Blank Area of Effect (60 feet radius)
Teammate +ToHit, +Perception, Protect(Confuse),
Resist(Confuse, Fear, -Perception)
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Attack Rate.png Increase Attack Rate
TO Training ToHit Buffs.png Enhance ToHit Buff
Set Categories IO To Hit Buff.png To Hit Buff

Leadership Vengence.png Vengeance

The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to chance to hit, Damage and Defense to all attacks. A Vengeful team has no fear, and Vengeance protects you and your Teammates from Fear effects. It also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate and Knockback. You must be at least level 14 and have two other Leadership powers before selecting Vengeance. This power does not stack with multiple castings.

Vengeance cannot target defeated pets. Vengeance is unique in that its buffs will not apply to a character who already has a Vengeance buff active from a different character. (Its heal is not a buff and always applies.) You can, however, have multiple Vengeance buffs trigger simultaneously - if a defeated team mate is Recalled and multiple players have Vengeance queued to trigger, all of the multiple Vengeance buffs will stack. This is often used in Lord Recluse's Strike Force and Statesman's Task Force to provide a suitable buff to damage to take out multiple concurrent Heroes/AVs.

Minimum Level 14 (All Archetypes)
Recharge Very Slow
Duration 2 minutes
Effects Click
Area of Effect (60 feet range, 100 feet radius)
Teammate +Defense, +ToHit, +Damage, Heal,
Protect(Fear, Knockback, Knockup, Repel),
Resist(Fear, Disorient, Sleep, Immobilize, Hold, Confuse, Taunt, Placate)
Enhancements TO Training Defense Buff.png Enhance Defense Buffs
TO Training Heal.png Enhance Heal
TO Training Range.png Enhance Range
TO Training ToHit Buffs.png Enhance ToHit Buff
Set Categories IO Defense Buff.png Defense
IO Healing-Absorb.png Healing/Absorb
IO To Hit Buff.png To Hit Buff

Leadership VictoryRush.png Victory Rush

The defeat of an opponent gives your team a rush of adrenaline. The excitement of your victory increases the recovery and reduces the endurance cost of your powers. This effect extends to your teammates as well. The total strength of this bonus is dependent upon the rank of the enemy on which this is cast, with Archvillains and Giant Monsters providing the greatest benefit. This power does not stack with multiple castings. You must be level 14 and have trained at least two other Leadership powers before you can train Victory Rush. This power's Recharge Time cannot be reduced.

Recharge 5 minutes
Minimum Level 14
Effects Ranged (Targeted AoE)
Team +Recovery, -End Cost
Enhancements TO Training Range.png Enhance Range
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Endurance Modification.png Enhance Endurance Modification
Set Categories IO Endurance Modification.png Endurance Modification

Archetype Differences

As with many pools, the effects of the different Leadership powers vary in strength depending on the Archetype of the character using them. The Leadership pool has more variance than any other pool, though, especially for Vengeance.


Toggle Effects By Archetype
Archetype Maneuvers Assault Tactics: ToHit Tactics: Perception
Defender 3.500% Def 18.75% Dmg 12.5% 252.5 at level 14 – 432.5 at level 50
Arachnos Soldier,
Arachnos Widow
3.500% Def 15.00% Dmg 10.0% 202.0 at level 14 – 346.0 at level 50
Controller, Corruptor 2.625% Def 15.00% Dmg 10.0% 202.0 at level 14 – 346.0 at level 50
Peacebringer, Warshade 2.625% Def 13.50% Dmg 9.0% 181.8 at level 14 – 311.4 at level 50
Dominator, Mastermind 2.625% Def 11.25% Dmg 7.5% 151.5 at level 14 – 259.5 at level 50
Blaster, Brute, Scrapper,
Stalker, Tanker
2.275% Def 10.50% Dmg 7.0% 141.4 at level 14 – 242.2 at level 50


Vengeance Effects By Archetype
Archetype Defense Damage ToHit Resist Heal
Arachnos Soldier,
Arachnos Widow
25.00% 35.00% 35% 69.2% 7.5%
Blaster 17.5% 43.75% 26.25% 55.36% 8.0%
Brute 18.75% 35% 35% 69.2% 6.43%
Controller 22.5% 28% 28% 55.36% 11.6%
Corruptor 21.25% 29.75% 29.75% 55.36% 9.0%
Defender 25% 35% 35% 55.36% 13.2%
Dominator 21.25% 29.75% 29.75% 55.36% 11.6%
Mastermind 22.5% 28% 28% 55.36% 14.7%
Peacebringer, Warshade 18.75% 31.5% 31.5% 62.28% 9.0%
Scrapper 18.75% 43.75% 35% 69.2% 7.2%
Stalker 18.75% 35% 35% 69.2% 8.0%
Tanker 25% 35% 35% 86.5% 5.14%

Historical

Badge time.png This section contains information that no longer applies to the current version of City of Heroes Freedom. It is provided for historical purposes.
  • Issue 21 reduced the first two powers (Assault and Maneuvers) from level 6, to each unlocking at level 4. The third power (Tactics) still requires level 14 and a single power prerequisite. Issue 21 also reduced the fourth power (Vengeance) to level 14, though it still requires two power prerequisites.
  • Issue 24 added the Victory Rush power.

External Links

Leadership Pool at RedTomax.com