Power Pools: Difference between revisions
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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: | 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: | ||
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Pool powers aren't as effective as their cousins in primary and secondary powersets. However, they can be used to | 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 ([[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. | 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. | ||
[[Category:Power Pools]] |
Revision as of 14:54, 21 July 2006
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 |
Fourth power | Level 20, and at least two other powers |
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 Invulnerability Tanker), 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 primaries; the choice is yours.