Power Pools: Difference between revisions

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imported>StormyD (historical)
(Saying the prerequisite for 2nd pool power is level 8 is misleading; elaborated on prerequisites for 3rd & 4th pool powers; replaced "primaries" with "main powers" at part of article before list)
imported>Jumping Jack (historical)
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*[[Teleportation]]
*[[Teleportation]]


''See Also:'' [[Ancillary Power Pools]], available starting at Level 41


[[Category:Power Pools| ]]
[[Category:Power Pools| ]]

Revision as of 23:45, 24 October 2007

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:

Prerequisites for pool powers
First power Level 6
Second power Level 6
Third power Level 14, and at least one other power from this pool
Fourth power Level 20, and at least two other powers from this pool

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 Electric Armor Brute), 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 main powers; the choice is yours.

See Also: Ancillary Power Pools, available starting at Level 41