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Difference between revisions of "Speed"

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Similar to [[Kinetics#Repel|Repel]], Point Blank Area of Effect Knockback/Knockdown. Whirlwind is created by spinning really fast.
 
Similar to [[Kinetics#Repel|Repel]], Point Blank Area of Effect Knockback/Knockdown. Whirlwind is created by spinning really fast.
  
[[Category:Gameplay]][[Category:Powersets]][[Category:Power Pools]]
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[[Category:Power Pools]]
  
 
{{PowerBlock_Start}}  
 
{{PowerBlock_Start}}  

Revision as of 19:58, 24 April 2006

Overview

Speed

Speed is the best tree if you want to get somewhere fast. Its moves also use speed to other advantages, such as lowering cooldowns and knocking people back. It is a great tree to look into if you are interested in being speedy.

Speed is technically the fastest movement tree in the game, however, you are much more prone to obstacles since you are stuck on the ground. When combined with super jump you have the fastest traveling in game.

Powers

SuperSpeed Flurry.png Flurry

Damage over Time 'Matrix' style attack with slight chance to stun.

Damage Minor
Recharge Fast
Minimum Level 6 (Any Archtype)
Effects Chance to Stun
Enhancements Damage
Disorient Duration
Endurance Reduction
Recharge Reduction
Accuracy

SuperSpeed AcceleratedCombat.png Hasten

+Recharge for 2 minutes. Recharge modification is between 60% and 70%.

Damage None
Recharge Slow
Minimum Level 6 (Any Archtype)
Effects Lowers Cooldown Time
Enhancements Endurance Reduction
Recharge Reduction

SuperSpeed SuperSpeed.png Super Speed

Dramatically increase ground speed. Also grants minor stealth. The minor stealth does not work on everyone, however.

Damage None
Recharge Very Fast
Minimum Level 14 (Any Archtype)
Effects Increases Run Speed Dramatically
Enhancements Endurance Reduction
Run Speed

SuperSpeed Whirlwind.png Whirlwind

Similar to Repel, Point Blank Area of Effect Knockback/Knockdown. Whirlwind is created by spinning really fast.

Damage None
Recharge Moderate
Minimum Level 20 (Any Archtype)
Effects Knocks Foes back
Enhancements Endurance Reduction
Recharge Reduction
Knockback Distance