Leadership
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
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 |
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 |
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 |
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 |
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.
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 |
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% |
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
- 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