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Inherent Powers

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Overview

Inherent powers are permanent powers that a hero or villain automatically has without having to select them during training. There are inherent powers that are archetype-specific, origin-specific, and open to all characters. Not all inherent powers are available at level 1.

Origin-Specific Powers

Every character receives a minor ranged attack power that depends on his or her origin. For more information, see Origin Powers.

Archetype-Specific Powers

The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.

Inherent BlasterDesperation.png Assassination

A Stalker does his best work when attacking from ambush. When properly 'Hidden', a Stalker can pull off critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. Additionally, the Stalker has a chance to land a critical hit with most of his attack powers when attacking Held or Slept foes.

Type Archetype-Specific (Stalker)
Effects Always criticals from Hide
20% chance of critical on Held or Slept opponents

InherentPeacebringer CombatFlight.png Combat Flight

For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes.

Type Archetype-Specific (Peacebringer)
Effects Self: Fly, + Defense

Inherent BlasterDesperation.png Containment

Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.

Type Archetype-Specific (Controller)
Effects Self: Critical Damage (Special)

InherentPeacebringer InterSpacialLink.png Cosmic Balance

Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper or Blaster teammate. Finally each nearby Controller teammate will grant you limited Protection from Control effects. You cannot put Enhacements in this power.

Type Archetype-Specific (Peacebringer)
Effects Auto: Special

Inherent BlasterDesperation.png Critical Hit

The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to Double Damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.

Type Archetype-Specific (Scrapper)
Effects Critical Damage

InherentPeacebringer InterSpacialLink.png Dark Sustenance

Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker or Defender teammate. Your Damage will increase for each nearby Scrapper or Blaster teammate. Finally each nearby Controller teammate will grant you limited Protection from Control effects. You cannot put Enhacements in this power.

Type Archetype-Specific (Warshade)
Effects Auto: Special

Inherent BlasterDesperation.png Defiance

As a Blaster loses health, he begins to unleash his true power in a last ditch display of Defiance. The less health he has, the more damage he deals, and the more accurate his attacks become.

Defiance was added with Issue 5. As a Blaster’s health drops, he begins to see an increase in his damage output and a similarly-scaled ToHit buff. They are small at first, but the lower the Blaster's health gets, the bigger the bonuses become. An orange meter between endurance and experience shows the Blaster's current Defiance level, although it is graphically laggy and does not instantly show sudden changes.

The chart below demonstrates just how much of a bonus to base damage a player will see when his or her health is low:

Health Percentage Bonus Damage
70% +4%
50% +18%
40% +35%
30% +70%
20% +140%
10% +280%
1% +500%

Defiance's ToHit buff rises on a similar curve, allowing the Blaster to hit through all defenses for maximum damage when his back is to the wall. Therefore a Blaster is most deadly when he is at the brink of defeat.

Type Archetype-Specific (Blaster)
Effects Special: Self, +Damage, +Accuracy

Inherent BuffEffects.png Domination

Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance and increase the damage to all your attacks. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.

As of 8-1-06, Domination also offers protection from status effects and can be activated while suffering from them.

A Dominator's Domination level is shown by an orange bar between endurance and experience. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks.

Type Archetype-Specific (Dominator)
Effects Self: Critical Control

InherentPeacebringer EnergyFlight.png Energy Flight

Energy Flight allows you to travel large distancies quickly. If you attack a target while this power is on, your flight speed will be temporarily reduced. Your Energy Flight speed increases with your Level.

Type Archetype-Specific (Peacebringer)
Effects Toggle: Self Fly

Inherent BlasterDesperation.png Fury

As a Brute engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals.

A Brute's Fury level is shown by an orange bar between endurance and experience. It rises each time he deals damage or is damaged himself. The speed at which it rises is directly proportional to the recklessness of the brute.

Type Archetype-Specific (Brute)
Effects Self: +Damage (Special)

Inherent BlasterDesperation.png Gauntlet

Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.

This power is also referred to as "Punch-voke".

Type Archetype-Specific (Tanker)
Effects Taunt

Inherent BlasterDesperation.png Scourge

The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with his attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, ther is no escaping the Corruptors wrath. The Corruptor shows no mercy.

Scourge offers no chance of critical damage until the target is half dead. The chance then smoothly increases from 0% to 100% once the target has only 10% or less of its health remaining.

Type Archetype-Specific (Corruptor)
Effects Critical Damage

InherentWarshade ShadowRecall.png Shadow Recall

You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. Range is not infinite, but extremely long and can be enhaced. This power can be interrupted.

Type Archetype-Specific (Warshade)
Effects Zone Range Teleport Teammate

InherentWarshade ShadowStep.png Shadow Step

You can Teleport long distancies. Shadow Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.

Type Archetype-Specific (Warshade)
Effects Self Teleport

InherentPeacebringer InterSpacialLink.png Supremacy

A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby and has line-of-sight.

Type Archetype-Specific (Mastermind)
Effects Point Blank, Henchmen bonus, + Accuracy, + Damage

InherentPeacebringer InterSpacialLink.png Vigilance

The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.

Vigilance was introduced on 09/20/2005. As a Defender's teammates lose health, the Defender gains an endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger his team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.

Type Archetype-Specific (Defender)
Effects Endurance Discount

City of Heroes Collector DVD/Hero Kit Bonus Power

Inherent Sprint.png Prestige Power Slide

Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground.

Effects Boost Run Speed
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Running Speed.png Enhance Running Speed
TO Training Jump.png Enhance Jump

Good vs. Evil Bonus Powers

Flight JumpJet.png Jump Pack

This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.

Effects Self Toggle
+Jump
+Fly
Special

Teleportation Pocket D.png Pocket D VIP Pass

You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.

Effects Teleport to Pocket D

Universal Inherent Powers

Inherent Brawl.png Brawl

When all else fails, you have only your two fists to depend on.

Damage Minor
Recharge Fast
Effects Foe Minor Smashing Damage
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Attack Rate.png Increase Attack Rate
TO Training Damage.png Enhance Damage
TO Training Accuracy.png Enhance Accuracy

Inherent Rest.png Rest

Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.

Heroes and villains receive this ability on advancing to Level 2.

Minimum Level 2
Effects Self Heal Recover
-Defense
Enhancements TO Training Endurance Modification.png Enhance Endurance Modification
TO Training Attack Rate.png Increase Attack Rate
TO Training Heal.png Enhance Heal
TO Training Interrupt Time.png Reduce Interrupt Time

Inherent Sprint.png Sprint

Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.

Effects Boost Run Seed
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Running Speed.png Enhance Running Speed
TO Training Jump.png Enhance Jump

See Also

Veteran Reward Powers