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− | Starting from level 6, your hero or villain can choose new abilities from the '''power pools''' rather than their primary or secondary [[Category:Powersets|Powersets]]. You may choose abilities from up to four power pools. Each pool has four abilities:
| + | See [[Power Pools]] for details. |
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− | {|
| + | [[Category:Power Sets]] |
− | |+ Prerequisites for pool powers
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− | | First power
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− | | Level 6
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− | | Second power
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− | | Level 6
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− | | Third power
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− | | Level 14, and at least one other power
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− | |-
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− | | Fourth power
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− | | Level 20, and at least two other powers
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− | |}
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− | 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]].
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− | Pool powers aren't as effective as their cousins in primary and secondary powersets. However, they can be used to
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− | cover a weakness in your power sets ([[Medicine#Aid Self|Aid Self]] for an Invulnerability Tanker), provide support abilities to your team-mates ([[Leadership#Assault|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 primaries; the choice is yours.
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Latest revision as of 05:28, 6 June 2012
See Power Pools for details.
Pages in category "Power Pools"
The following 16 pages are in this category, out of 16 total.