Category: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:
See [[Power Pools]] for details.


{|
[[Category:Power Sets]]
|+ Prerequisites for pool powers
|-
| 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 ([[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.

Latest revision as of 05:28, 6 June 2012

See Power Pools for details.

Pages in category "Power Pools"

The following 16 pages are in this category, out of 16 total.