The Hammers of Justice
Overview
The Hammers of Justice are a group of Rogues in City of Villains during the Sgt. Schorr arc of the same name. They appear mostly as NPCs in missions to offer the player choices as a fellow Rogue, but can be fought in the final mission, Celebratory Antics if the player refuses give them a cut of their final pay. If the player does not fight them and instead gives into their demands, each member can be summoned once by the player through a granted pet temporary power.
Enemy Types
Elite Bosses
Colleague
Main Article: Colleague
An Arachnos lab assistant who found herself immolated in an accident that granted her control over fire and flame, Colleague worked tirelessly for Arachnos for years until she was approached by Positron, who sought to convince her to become an agent working for the Freedom Phalanx. After evaluating her options, she chose to pursue his offer and has been working for the Freedom Phalanx ever since, diligently feeding secrets to the heroes of Paragon City. A recent crackdown within Arachnos has Colleague thinking of officially going straight, but before she makes that leap, she is working with the Hammers of Justice and using her Arachnos connections to help its agents infiltrate top secret labs.
Levels: 30-54
Powers
Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.
Ring of Fire Ranged, Light DoT(Fire), Foe Immobilize, -Fly
You immobilize your foe in a ring of fire, causing fire damage over time. Affected targets cannot move and are unable to fly.
Char Ranged, High DoT(Fire), Foe Hold
You surround your target with charred soot and ash, choking them. This momentarily incapacitates them, holding them in place. The target also suffers fire damage over time due to the smoldering debris.
Cinders Low-Accuracy, PBAoE, Foe Hold
You create a whirling field of cinders around yourself, causing nearby targets to choke. This causes all affected targets to become incapacitated and held in place.
Bonfire Ranged (Location AoE), Minor DoT(Fire), Foe Knockback
You can create a bonfire at the feet of a distant target. This causes any foes who try to pass through it to suffer fire damage and be knocked back.
Fire Imps Summon Imps
You create 3 small Imps out of pure flame. Fire Imps will viciously attack any nearby foes, but they only possess the most basic instincts and cannot be controlled.
Power Bolt Ranged, Moderate DMG(Energy/Smash), Foe Chance for Knockdown
You rapidly hurl a bolt of energy at a single foe, causing energy and smashing damage. There is a chance that the target will also be knocked down.
Power Blast Ranged, Heavy DMG(Energy/Smash), Foe Chance for Knockback
You launch a more powerful blast of energy at a single foe, causing energy and smashing damage. There is a chance that the target will also be knocked back.
Power Burst Close, High DMG(Energy/Smash), Foe Chance for Knockback
You launch a very powerful burst of energy at a single foe, causing energy and smashing damage. There is a chance that the target will also be knocked back.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.
Network
Main Article: Network
Network started his 'career' as a bookkeeper for The Family, until a fateful day on which he came across a powerful 'information suit' while cataloging the contents of a 'recovered' cargo container. This suit tied his mind directly into information networks around the world, giving him the bandwidth to accumulate unmatched resources within the organization and make a real name for himself. Eventually, he came across information that made him look at his employers in a new light and reconsider his role with them. This discovery drove him to offer his services to Sgt. Schorr, the leader of the Hammers of Justice, an organization whose secrets he had already learned through the information acquired through his suit.
Levels: 30-54
Powers
Single Shot Ranged, Light DMG(Energy), Minor DoT(Energy), Foe -Regeneration, Chance for Knockdown
You fire a single blast from your Beam Rifle, causing energy damage and lowering your target's regeneration. The target will also suffer minor energy damage over time. There is also a chance the target may be knocked down.
Charged Shot Ranged, Moderate DMG(Energy), Minor DoT(Energy), Foe -Recovery, Chance for Knockdown
You charge up your beam rifle to launch a concentrated blast of energy at your foe, causing energy damage and lowering recovery. The target will also suffer minor energy damage over time. There is also a chance that your target will be knocked down by the blast.
Cutting Beam Ranged (Cone), Moderate DMG(Energy), Minor DoT(Energy), Foe -Defense
You fire a steady beam of energy from your beam rifle, sweeping it in a broad arc across the foes in front of you. This causes energy damage to all affected targets, as well as a reduction in defense. There is also a chance that an affected target will suffer additional energy damage over time due to the lingering effects of the energy beam.
Piercing Beam Ranged (Narrow Cone), High DMG(Energy), Minor DoT(Energy), Foe -Resist(All)
You fire a supercharged beam of energy in a narrow cone that pierces through up to 3 enemies. Affected targets suffer energy damage and reduced resistance to all types of damage. There is a chance that affected targets will also suffer additional energy damage over time due to the lingering effects of the beam.
Overcharge Ranged (Targeted AoE), High DMG(Energy), Minor DoT(Energy), Foe -Defense, Chance for Disorient
You overcharge your beam rifle, releasing the energy in a massive beam at a group of distant foes. Affected targets suffer energy damage, with a small amount of lingering energy damage over time, along with reduction in their defense. There is also a high chance that for an affected target to be stunned.
Web Grenade Ranged, Foe Immobilize, -Speed, -Recharge, -Fly, -Jump
You throw a grenade at a single target. On impact, this grenade expels as a strong, sticky gel that can can immobilize most targets and prevent flight. The target will also suffer reductions in their movement and attack speeds.
Smoke Grenade Ranged (Targeted AoE), Foe -Perception, -ToHit
You throw a grenade at a single target. On impact, this grenade expels as a thick smoke that obscures a small area. This reduces the perception and chance to hit for all targets caught within the area of effect.
Targeting Drone Toggle, Self +Perception, +ToHit, Resist(ToHit Debuff)
When this small device is activated, a Targeting Drone will begin to hover around your head and assist your combat performance with laser sights. These sights dramatically improve your chance to hit and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that reduce your perception and chance to hit.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.
Second Measure
Main Article: Second Measure
As a hired assassin, few could match Second Measure's efficacy. He usually works for the highest bidder, which of late has been the Tsoo. Recent events have him reevaluating his links to the Tsoo, however, so he is working with the Hammers of Justice to use his position within the organization to bring down some of their more vicious elements.
Levels: 30-54
Powers
Sting of the Wasp Melee, Light DMG(Lethal), Foe -Defense, Chance for Critical Hit
You perform a tough slashing attack with your blade, causing lethal damage. This attack will also reduce the defenses of your target and has a chance to land a critical strike, causing additional lethal damage. If hidden, this critical strike chance is guaranteed.
Gambler's Cut Melee, Moderate DMG(Lethal), Foe -Defense, Chance for Critical Hit
You perform a quick slashing attack with your blade, causing lethal damage. This attack will also reduce the target's defenses and has a small chance for a critical strike, causing additional lethal damage. If hidden, this critical strike chance is guaranteed.
Shuriken Ranged, Light DMG(Lethal), Light DoT(Lethal)
A classic small throwing weapon, you can throw Shurikens at a pretty fast fire rate. You must be level 44 and have Web Grenade or Caltrops before selecting this power. Note that Shuriken is unaffected by Range changes.
Assassin's Blade Melee, Heavy DMG(Lethal), Chance for Critical Hit
You impale your foe on your blade, causing lethal damage. There is a chance that this attack will be a critical hit, causing additional lethal damage. If hidden, this critical strike chance is guaranteed.
Placate Ranged, Foe Placate, Self Hide
You placate a foe, convincing them to break off their attacks on you. If successful, you will also be hidden from your foes. This stealth effect is very brief and offers no defense bonuses, but it will allow you to set up an attack for a critical strike. If you attack a placated foe, the effect will break, allowing the foe to attack you once more.
Golden Dragonfly Melee (Cone), Moderate DMG(Lethal), Foe -Defense, Chance for Knockdown, Chance for Critical Hit
You perform a devastating Golden Dragonfly attack that deals a massive amount of lethal damage and can even knock a foe down to the ground and reduce their Defense. The power of this attack can actually extend a short distance through multiple foes. If executed while hidden, only some affected targets may be hit with a Critical, however, there is a chance you may land a Critical hit with Golden Dragonfly even if you are not Hidden.
Dark Regeneration PBAoE, Minor DMG(Negative), Self Heal
You tap the dark essence of the Netherworld to drain a small amount of life through negative energy damage from all enemies nearby, healing yourself in the process. The more foes affected, the more you will be healed.
Cloak of Fear PBAoE, Foe Fear, -ToHit
You can wrap yourself in a nightmarish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, with a reduced chance to hit.
Hide Self Stealth, Def( All7.5% )
You utilize masterful stealth techniques to become almost impossible to detect. When properly hidden, you can pull off critical hits with your attacks. If you attack or are damaged while hidden, the effect will break and you will be unable to set up guaranteed critical strikes, though you will retain your defense bonuses for a short while.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.