Leadership: Difference between revisions

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== Overview ==
== Overview ==
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== Historical ==
== Historical ==
{{historical|type=section}}
{{historical|type=section}}
{{Issue24}}
* [[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 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.
* [[Issue 24]] added the Victory Rush power.

Latest revision as of 09:54, 2 October 2023

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
Maneuvers 4 Toggle: PBAoE Team +DEF(All)
Assault 4 Toggle: PBAoE Team +DMG Res(Taunt, Placate)
Tactics 14 Toggle: PBAoE Team +ToHit, +Res(Confuse, Fear) +Perception
Vengeance 14 Ranged (Targeted AoE) Team +DMG, +ToHit, +DEF(All) Res(Effects)
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.

Recharge Moderate
Minimum Level 4 (All Archetypes)
Effects Toggle: Point Blank Area of Effect
Team +Damage, +Resistance(Taunt, Placate)
Enhancements Reduce Endurance Cost
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.

Recharge Moderate
Minimum Level 4 (All Archetypes)
Effects Toggle: Point Blank Area of Effect
Team +Defense(All)
Enhancements Enhance Defense Buffs
Reduce Endurance Cost
Increase Attack Rate
Set Categories 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.

Recharge Moderate
Minimum Level 14 (All Archetypes)
Effects Toggle: Point Blank Area of Effect
Team +ToHit, +Perception, +Resistance(Confuse, Fear)
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance ToHit Buff
Set Categories 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.

Recharge Very Slow
Minimum Level 14 (All Archetypes)
Effects Ranged (Targeted Area of Effect)
Team +Defense(All), +ToHit, +Damage, +Resistance(Effects)
Enhancements Enhance Defense Buffs
Enhance Heal
Enhance Range
Enhance ToHit Buff
Set Categories Defense
Healing/Absorb
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 Very Long
Minimum Level 14 (All Archetypes)
Effects Ranged (Targeted Area of Effect)
Team +Recovery, -Endurance
Enhancements Reduce Endurance Cost
Enhance Endurance Modification
Enhance Range
Set Categories 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, Tanker 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
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
% of Base Hit Points
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%


Victory Rush Effects By Enemy Rank
Rank Recovery Endurance Discount
Minion 0.1% 0.05%
Lieutenant/Sniper 0.3% 0.15%
Boss/Player 0.6% 0.3%
Elite Boss 0.8% 0.4%
Archvillain/Giant Monster 1.0% 0.5%
Other Targets 0.05% 0.025%

Historical

This section contains information that no longer applies to the current version of Homecoming: City of Heroes/Villains. It is provided for historical purposes.

This information contains features from the Issue 24 beta that have been released on Homecoming.
  • 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.
  • Issue 26 adjusted Tanker Leadership toggles to match the Controller values.

External Links

Leadership Pool at City of Data v2.0