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Author Topic: CoV Patron Powers  (Read 2787 times)
eldaec
Terracotta Army
Posts: 11842


on: March 31, 2006, 05:44:01 PM

In a similar way to epic powers, it tirns out patron powers will turn up as an extra pool between levels 40 and 50.

You have to complete a trial to unlock the set you want.

Quote
Patron Powers

You have completed the trial set before you by your Patron. You have survived a battle against Ghost Widow’s true enemies, Black Scorpion’s creator, Scirocco’s dangerous djin, or Mako’s high-ranking nemesis. You have even come face to face with your own fate as you confronted the very heart of Arachnos itself.

You have prevailed and thus earned your reward. Accept your Patron Badge as a sign of honor - Scirocco will bestow the “Mirage”, Mako “Blood In The Water”, Ghost Widow the “Spiders Kiss”, and Black Scorpion “The Stinger”.

In addition to this badge, you will gain a respec and access to one of 20 new Patron Power Pools.

Each Patron Power Pool contains four powers. Ghost Widow focuses on harnessing the darkest undercurrents of the universe, Black Scorpion relies on the blunt power of deadly technology, Mako calls upon the malevolent spirits of the deep, and Scirocco draws from the electrical energies of the Mu.

The exact powers you will be able to acquire will be determined by the unique combination of your Patron and your Archetype. For instance, Scirocco can grant you access to many of the Mu Mystic powers, but your Archetype will determine which specific Mu abilities you will be able to choose. The powers you gain will be those that your archetype cannot typically access on its own (for example, Brutes will gain ranged attacks, while Corruptors will have access to defensive armors and so on).

The last power in most sets will allow you to summon one of your Patron’s signature soldiers. For instance, if you choose Ghost Widow, you can call forth a Fortunata. Black Scorpion will let you summon an Arachnobot, Scirocco a Mu, and Captain Mako brings forth a Coralax.

Patron Power selections will become available at threat levels 41, 44, 47 and 49. Once you have mastered these unspeakable powers, your strength will be rivaled by few among the City of Villains.

Click on a Patron’s name to see the powers they grant…

Ghost Widow
Black Scorpion
Captain Mako
Scirocco

Ghost Widow - Soul Mastery

image

Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.

BRUTE
Gloom: Gloom slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time.

Soul Tentacles: You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their life.

Dark Obliteration: You hurl a large blast of negative energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

Summon Widow: Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist-mounted retractable razors and darts tipped with deadly poison. You must have two other Soul Mastery powers before selecting this power.

STALKER
Dark Blast: A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target’s Accuracy.

Moonbeam: An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target’s Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

Soul Storm: Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

Summon Widow: Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist-mounted retractable razors and darts tipped with deadly poison. You must have two other Soul Mastery powers before selecting this power.

CORRUPTOR
Soul Drain: Using this power, you can drain the essence of all nearby foes’ souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.

Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

Soul Storm: Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

Summon Mistress: Ghost Widow will assign a Fortunata Mistress for you to command. Arguably, the most powerful of the Fortunatas, these rare few have mastered numerous psychic abilities and have risen to the top of Lord Recluse’s beautiful Black Widows.

DOMINATOR
Dark Consumption: The dark power of the Netherworld allows you to tap the essence of your foe’s soul and transfer it to yourself. This will drain Hit Points of your enemy and add to your Endurance.

Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.

Dark Obliteration: You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

Summon Seer: Ghost Widow will assign a Fortunata Seer for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of their teammates. You must have two other Soul Mastery powers before selecting this power.

MASTERMIND
Night Fall: Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.

Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

Soul Tentacles: You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.

Soul Storm: Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.

Black Scorpion - Mace Mastery

image

Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.

BRUTE
Mace Blast: The Executioner’s Mace is capable of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

Web Envelope: The Executioner’s Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and prevents jumping.

Disruptor Blast: Fires a tremendous charge of kinetic energy from your Executioner’s Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

Summon Blaster: Black Scorpion will grant you an Arachnobot Blaster to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats. You must have two other Mace Mastery powers before selecting this power.

STALKER
Mace Blast: The Bane Mace is capable of firing a bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

Mace Beam: Fires an extremely long range and accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knocks back the target. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

Web Cocoon: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

Summon Spiderlings: Black Scorpion will grant you access to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned. You must have two other Mace Mastery powers before selecting this power.

CORRUPTOR
Web Envelope: The Executioner’s Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

Scorpion Shield: Black Scorpion’s technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

Web Cocoon: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

Summon Disruptor: Black Scorpion will grant you an Arachnobot Disruptor to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats. You must have two other Mace Mastery powers before selecting this power.

DOMINATOR
Poisonous Ray: The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target’s Defense and Damage Resistance as it deals Toxic damage.

Scorpion Shield: Black Scorpion’s technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

Disruptor Blast: Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

Summon Tarantula: Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable.

MASTERMIND
Web Envelope: The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

Scorpion Shield: Black Scorpion’s technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

Mace Beam Volley: Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.

Web Cocoon: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have two other Mace Mastery powers before selecting this power.

Captain Mako - Leviathan Mastery

image

Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.

BRUTE
Spirit Shark: You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

School of Sharks: You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

Chum Spray: Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

Summon Guardian: Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina. You must have two other Leviathan Mastery powers before selecting this power.

STALKER
Spirit Shark: You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

Water Spout: Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

Spirit Shark Jaws: You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

Summon Guardian: Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina. You must have two other Leviathan Mastery powers before selecting this power.

CORRUPTOR
School of Sharks: You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

Spirit Shark Jaws: You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

Summon Coralax: Captain Mako will show you how to summon a Coralax Red Hybrid to do your bidding. The Coralax are humans who have been infected with living coral. You must have two other Leviathan Mastery powers before selecting this power.

DOMINATOR
Water Spout: Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

Chum Spray: Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time.

Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage. You must have one other Leviathan Master power before selecting this power.

Summon Coralax: Captain Mako will show you how to summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral. You must have two other Leviathan Mastery powers before selecting this power.

MASTERMIND
School of Sharks: You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

Chum Spray: Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time.

Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage. You must have one other Leviathan Mastery power before selecting this power.

Spirit Shark Jaws: You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have two other Leviathan Mastery powers before selecting this power.

Scirocco - Mu Mastery

image

Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.

BRUTE
Mu Lightning: You can send a large blast of Mu energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you.

Electrifying Fences: Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

Ball Lightning: Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

Summon Striker: Scirocco will show you how to call upon a mystical Mu Striker to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

STALKER
Mu Bolts: You can quickly hurl small bolts of Mu electricity at foes, dealing some damage and draining some Endurance. Some of this Endurance may transfer back to you. Mu Bolts deals light damage, but recharges quickly.

Zapp: A focused blast of Mu electrical energy that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance as it can be interrupted. Some of the Endurance you drain may transfer back to you.

Electric Shackles: Electric Shackles binds a foe’s limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

Summon Adept: Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

CORRUPTOR
Power Sink: Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

Electric Shackles: Electric Shackles binds a foe’s limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

Summon Adept: Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

DOMINATOR
Power Sink: Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

Ball Lightning: Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

Summon Guardian: Scirocco will show you how to call upon a mystical Mu Guardian to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

MASTERMIND
Static Discharge: Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.

Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

Electrifying Fences: Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance. You must have one other Mu Mastery power before selecting this power.

Electric Shackles: Electric Shackles binds a foe’s limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have two other Mu Mastery powers before selecting this power.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
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Telemediocrity
Terracotta Army
Posts: 791


Reply #1 on: March 31, 2006, 07:03:46 PM

Does CoH already have these, or are they getting them later?
Trippy
Administrator
Posts: 23622


Reply #2 on: March 31, 2006, 07:16:25 PM

Does CoH already have these, or are they getting them later?
CoH already has the equivalent and no Trial needed to unlock them.
Llava
Contributor
Posts: 4602

Rrava roves you rong time


Reply #3 on: April 01, 2006, 08:45:41 PM

Use of the word "Trial" is misleading.

Trials require several players.

They refer to it as the "Patron's Arc" in the original post, which leads me to believe it's a standard story-arc type string of missions that can be soloed.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
Typhon
Terracotta Army
Posts: 2493


Reply #4 on: April 02, 2006, 06:01:29 AM

From the quick read-through it seems like the hero ancilliary powers have more diversity (not that less diversity is necessarily bad, the game already has enough balance issues).  Is that just me remembering wrong?
Trippy
Administrator
Posts: 23622


Reply #5 on: April 02, 2006, 07:34:04 AM

From the quick read-through it seems like the hero ancilliary powers have more diversity (not that less diversity is necessarily bad, the game already has enough balance issues).  Is that just me remembering wrong?
You might be right. It looks like there's more overlap in powers in CoV between the different archetypes cutting down on the variety but there also looks to be fewer "recycled" powers (under-40 powers borrowed from other archetype power pools) as well which was one of the complaints with the CoH ancillary power pools.
Llava
Contributor
Posts: 4602

Rrava roves you rong time


Reply #6 on: April 02, 2006, 09:44:08 AM

My problem is that a lot of the various Patrons don't really differ much in what they offer.

For a Dominator, what's the (other than cosmetic) difference between choosing Scirocco or Ghost Widow?  Both have a PBAE Endurance regen, a self toggle armor, an AE blast, and a pet.

That the saints may enjoy their beatitude and the grace of God more abundantly they are permitted to see the punishment of the damned in hell. -Saint Thomas Aquinas, Summa Theologica
dEOS
Terracotta Army
Posts: 91


Reply #7 on: April 07, 2006, 03:01:46 AM

The good thing is that I just don't care as the 30s are such a grind that getting my toons to 40 is a whole game in itself.
Then considering I have to grind even longer just to get 3 more powers? Hell, no!

d

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