Talk:Power Icons Legend
Hierarchy
Symbols have a hierarchy. If a power does damage and has a mez effect, the mez icon would be used.
If one effect of a power is much stronger than the other, the primary effect's icon is used. Frozen Armor provides defense and resistance, but the primary effect of the power is to provide defense. The defense symbol is used.
Control trumps buff/debuff trumps resist/defense trumps damage.
There are a couple of specific things that trump one another in the same general category.
Compound symbols (see below) trump standard icons.
Hold trumps disorient trumps sleep trumps immobilize.
Increase recharge speed (Hasten) trumps increase run speed (Swift).
Running trumps jumping trumps flying.
Healing trumps endurance.
Defense trumps resistance.
Damage trumps accuracy if the power's effect is equal.
Knockback/up/down sometimes trumps other control powers even when it is not the strongest effect.
Instant and Persistent / Buffs and Debuffs
Buff/debuffs have two main types of symbols. One is an arc, the other is a triangle. Buff/debuffs with the triangle have an instant effect. Buffs/debuffs with an arc have persistant effects. A triangle or arc at the top of the icon means a buff. A triangle at the bottom of the icon means a debuff. The exchange symbol is only used when the two things being affected are the same. Powers that buff/debuff multiple aspects should be using the icons found in Powers like Equip Thugs, Tactical Upgrade and Serum. Usage of which icon depends on the strength of the buff/debuff.
Compound Symbols
A few of the symbols used in power icons are combinations of two or more icon graphics. Some of the best examples of this are the power icons for Unchain Essence (defeated plus damage), Invincibility (defense plus accuracy/to hit plus buff) and Shiver (slow recharge plus slow movement). Many, many of the powers currently in the game could use compound icons to replace the current graphic. For example, Dark Extraction could use the defeated plus single pet summon icon. Stygian Circle could use the defeated plus heal buff icon.
Some of the images in the table below are not found in the game, but are provided for reference purposes.
Icon Table
Icon Type | Icon | Notes |
---|---|---|
Buff, Accuracy | Persistent accuracy or tohit buff. | |
Buff, Damage | Persistent damage buff. | |
Buff, Defense | Persistent defense buff. | |
Buff, Defense, Area of Effect | Persistent buff to area of effect defense. | |
Buff, Defense, Energy and Negative Energy | Persistent buff to energy and negative energy defense. | |
Buff, Defense, Fire and Cold | Persistent buff to fire and cold defense. | |
Buff, Defense, Melee | Persistent buff to melee defense. | |
Buff, Defense, Psionic | Persistent buff to psionic defense. | |
Buff, Defense, Ranged | Persistent buff to ranged defense. | |
Buff, Defense, Smashing and Lethal | Persistent buff to smashing and lethal defense. | |
Buff, Defense and To-Hit | To-Hit and defense granting buff. | |
Buff, Hit Points | Hit point granting buff. | |
Buff, Hit Points, Defeated | Hit point granting buff that requires a defeated target. | |
Buff, Hit Points, Timed | Hit point buff for a fixed period of time. | |
Buff, Endurance | Endurance granting buff. | |
Buff, Instant | A buff that provides an instant benefit. | |
Buff, Jump, Height | Jump height buff. | |
Buff, Mega | Potent buff to multiple attributes with trade-offs after power expires. | |
Buff, Multiple | Persistent buff to multiple attributes. | |
Buff, Multiple, Defeated | Persistent buff to multiple attributes that requires a defeated target. | |
Buff, Persistent | A buff that remains after the power has activated. | |
Buff, Range | Persistent range buff. | |
Buff, Recharge | Buff that increases the recharge speed of a targets' powers. | |
Buff, Recovery | Persistent recovery buff. | |
Buff, Regeneration | Persistent regeneration buff. | |
Buff, Run Speed | Increases the run speed of a power. | |
Buff, Secondary Effects | Buffs heals, defense buffs, endurance drains, disorients, holds, immobilizes, knockbacks and more. | |
Confusion | Confuse control effect. | |
Damage | Damage power. | |
Damage, Assassination | An interuptable melee power that does extra damage when hidden. | |
Damage, Chaining | A power that does damage to one target and has the chance "jump" to do damage to another target. | |
Damage, Defeated | Power that requires a defeated target to work. | |
Damage, Extreme | Power with extreme damage. | |
Damage, Melee, Heavy | Power with heavy melee damage. | |
Damage, Melee, Minor | Power with minor melee damage. | |
Damage, Melee, Moderate | Power with moderate melee damage. | |
Damage, Melee, Over Time | Melee power that does damage over time. | |
Damage, Melee, Superior | Power with superior melee damage. | |
Damage, Over Time | Power that does damage over time. | |
Damage, Ranged, Heavy | Ranged damage power that does heavy damage. | |
Damage, Ranged, Minor, Fast | Minor damage ranged power that has a recharge of fast. | |
Damage, Ranged, Minor, Very Fast | Minor damage ranged power that has a recharge of very fast. | |
Damage, Ranged, Moderate | Ranged damage power that does moderate damage. | |
Damage, Ranged, Short | Ranged damage power with decreased range. | |
Damage, Ranged, Sniper | An interuptable ranged damage power with increased range. | |
Damage, Weapon | Power that creates a weapon from one of the four classic elements (air, earth, fire, ice). | |
Damage, Weapon, Greater | Power that creates a superior weapon from one of the four classic elements (air, earth, fire, ice). | |
Debuff, Accuracy | Accuracy or to-hit debuff. | |
Debuff, Damage | Persistent damage debuff. | |
Debuff, Defense | Persistent defense debuff. | |
Debuff, Endurance | Endurance debuff. | |
Debuff, Hit Points | Hit point debuff. | |
Debuff, Instant | Debuff that has an instant effect. | |
Debuff, Mez | Debuff to control-type powers.. | |
Debuff, Multiple | Debuff to multiple attributes. | |
Debuff, Perception | Persistent perception debuff. | |
Debuff, Persistent | A debuff with persistent effects. | |
Debuff, Recovery | Persistent recovery debuff. | |
Debuff, Regeneration | Persistent regeneration debuff. | |
Debuff, Resistance | Persistent resistance debuff. | |
Disorient | Disorient control effect. | |
Effect Over Time | A power that has an effect over a period of time. | |
Endurance | Endurance related power. | |
Exchange | A power that exchanges the same attribute between caster and target.. | |
Fear | Fear control effect. | |
Fly | Flight related power. | |
Force Bubble | Power that prevents foes from entering and remaining in melee range. | |
Hold | Hold control effect. | |
Immobilize | Immobilization control effect. | |
Intangibility | Intangibility related power. | |
Invisibility | Power that causes invisibility. | |
Jump, Distance | Jump distance power. | |
Jump, Height | Jump height power. | |
Knockback | Knockback related power. | |
Knockdown | Knockdown related power. | |
Knockup | Knockup related power. | |
Mez | Control related power. | |
Placate | Placate related power. | |
Resistance | Damage resistance related power. | |
Resistance, Cold | Power that provides cold resistance. | |
Resistance, Energy | Power that provides energy resistance. | |
Resistance, Energy and Negative Energy | Power that provides energy and negative energy resistance. | |
Resistance, Fire and Cold | Power that provides fire and cold resistance. | |
Resistance, Negative Energy | Power that provides negative energy resistance. | |
Resistance, Mez | Power that provides protection from control-type effects. | |
Resistance, Psionic | Power that provides psionic resistance. | |
Resistance, Smashing and Lethal | Power that provides smashing and lethal resistance. | |
Resurrection | Power that revives a fallen character. | |
Shapeshift | Power that shifts form. | |
Sleep | Sleep control effect. | |
Slow, Movement | Movement-slowing power. | |
Slow, Recharge | Power that increases target's recharge time. | |
Slow, Recharge and Movement | Power that increases the recharge time and decreases the movement speed of the target(s). | |
Stealth | Power that provides stealth to the target. | |
Summon | Power that summons a pet or henchman. | |
Summon, Buff, Multiple | Power that provides a buff to multiple attributes of a pet or henchman. | |
Summon, Equip | Power that provides a moderate increase to the capabilities of a pet or henchman. | |
Summon, Extraction | Summons one pet or henchman from a defeated target. | |
Summon, Fear | Summons or upgrades a pet or henchman with fear abilities. | |
Summon, Multiple | Summons a large number of pets. | |
Summon, One Ally | Summons one pet or henchman. | |
Summon, Placate | Summons a pet or henchman with placate abilities. | |
Summon, Taunt | Summons a pet or henchman with taunt abilities. | |
Summon, Three Allies | Summons three pets or henchmen. | |
Summon, Two Allies | Summons two pets or henchmen. | |
Summon, Upgrade | Power that provides further increase to the capabilities of a pet or henchman. | |
Taunt | Taunt related power. | |
Teleportation | Power that teleports target from one location to another without physically touching the space in-between. | |
Teleportation, Group | Power that teleports a group from one location to another. | |
Teleportation, Target | Power that teleports a foe from one location to another. |
[[Category:]]
Notes
Icons Explained.
Control/Mez icons: Almost all of these you'll be familiar with as they are the same graphic used on a training enhancement. A few exceptions and some unique icons (Force Bubble, Telekinesis, Wormhole) are out there.
Buff and Debuff icons: Buff/debuffs have 2 types of symbols. One is an arc, the other is a triangle. Buff/debuffs with the triangle have an instant effect. For example, Healing Aura gives you hit points. Buffs/debuffs with an arc have persistant effects. For example, Recovery Aura increases your recovery rate for a period of time. A triangle or arc at the top of the icon means a buff. A triangle at the bottom of the icon means a debuff. The exchange symbol is somewhat ambiguous. The way I conceive it, the exchange symbol is only used when the two things being affected are the same. For example, in Absorb Pain caster loses hit points, target gains hit points. Usage is correct. Dark Consumption target loses hit points, caster gains endurance. Usage incorrect. Powers that buff/debuff multiple aspects should be using the icons found in Powers like Equip Thugs, Tactical Upgrade and Serum. Usage of which icon depends on the strength of the buff/debuff.
Resistance icons: The basic resist symbol is the icon used on the training enhancement. There are no resistance buffs used in the iconography. All resistance is assumed to have a buffing effect. Resistance debuff could certainly be a valid symbol, using the downward arc described above. Resistance icons have variations depending on what type of resistance they provide. Temp Invulnerability uses smashing/lethal, Resist Elements uses fire/cold, Resist Energy uses energy/negative energy and Minerals uses a psionic resistance symbol. The symbol for increased resistance to mez effects is used in powers like Unyeilding and Rooted.
Defense icons: The basic defense symbol is a shield. Flavors currently exsist for melee, ranged and AoE defense. Missing are icons for the different types of damage (smash/lethal/fire/cold/toxic/energy/negative energy/psionic). If we used the same symbology as resistance, we could have the flavor of defense on top of the shield symbol and it would be more clear how each defense power functions. A boost to your current mez defense is the symbol used by Clarity.
Melee icons: Any power that does damage could use the icon found on the training enhancement. I consider it the default damage icon. Melee icons have three tiers depending on how much damage they do. Look at Brawl, Punch and Haymaker for examples of tiers 1, 2 and 3. Barrage uses the icon for melee damage over time. The extreme damage symbol used on Nova can also be added into this category. A few more icons exsist such as assassin's strike, elemental weapon, greater elemental weapon and chain-type powers that are used only in certain specific powers.
Ranged icons: Once again, any power that does damage could use the icon found on the training enhancement. The extreme damage symbol used on Nova is part of this category. There are four tiers of standard ranged damage. Only powers with a recharge time of "Very Fast" should use the tier 0 ranged icon as in the power Nuetrino Bolt. Small, medium and large powers use the other ranged icons that appear as skinny, normal and thick beams and I call them Tier 1, 2 and 3. Sniper powers have a unique icon. Short range powers have a unique icon like the one found on the Power Burst icon.
Pet icons: Any power that is a pet or henchman, or effects only a pet or henchman should have a ring at the bottom. If a pet has a specific power effect (taunt or fear) that icon should replace the rising sphere on most of the pet icons. The number of pets summoned should be the number of rising spheres found on the power icon. The pet power icons should be used only when the power summons something that can be killed. Voltaic Sentinal is not a pet, Gun Drone is.
Form icons: Icons should be used when you actually shift forms. Kheldian Nova and Dwarf powers use this icon. IMO, Granite should use this as well.
New Icons Needed In thinking about this, I found the game really, really needs some additional icons not currently used but are consistent with existing iconography. Flavored defense and resistance debuffs are desperately needed, imo.