Hybrid Slot Abilities: Difference between revisions

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{{issue23}}
{{wip|date=2012-04-04}}
{{TOCright}}
{{TOCright}}
== Overview ==
== Overview ==
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== Hybrid Ability Details ==
== Hybrid Ability Details ==
=== Auto and Toggle Powers ===
=== Auto and Toggle Powers ===
Slotting a Hybrid power grants an automatic, always-on ability by being slotted, as well as a toggle power. 
The Hybrid toggle power has the following characteristics:
*cost 0 endurance
*have a 120 second recharge
*have a maximum duration of 120 seconds
*persist through any crowd control
Abilities come in four rarity levels. The higher the rarity level, the more [[Incarnate Component]]s are needed to create them. Components to create them are currently only available by participating in [[Incarnate System]] content or upgrading [[Incarnate Thread Component|Incarnate Threads]].
Abilities come in four rarity levels. The higher the rarity level, the more [[Incarnate Component]]s are needed to create them. Components to create them are currently only available by participating in [[Incarnate System]] content or upgrading [[Incarnate Thread Component|Incarnate Threads]].


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=== [[File:Incarnate Hybrid Assault Common.png|24px|Assault Common]] Assault ===
=== [[File:Incarnate Hybrid Assault Common.png|24px|Assault Common]] Assault ===
The Assault tree grants all damaging powers a chance to trigger a stacking damage buff for some or all damage types.
The Assault tree grants all damaging powers a chance to trigger an effect.  Assault Radial powers now do "[[Doublehit]]". This new effect type deals an amount of damage based on the recharge and effect area of the power that triggers it. This effect scales up in frequency and in amount of damage as you climb the tree.


{| class="wikitable" style="text-align:center;" width="100%"
{| class="wikitable" style="text-align:center;" width="100%"
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| {{BoostRarity|C|Hybrid|Assault}} || {{BoostRarity|U|Hybrid|Assault}} || {{BoostRarity|U|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|VR|Hybrid|Assault}} || {{BoostRarity|VR|Hybrid|Assault}}
| {{BoostRarity|C|Hybrid|Assault}} || {{BoostRarity|U|Hybrid|Assault}} || {{BoostRarity|U|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|R|Hybrid|Assault}} || {{BoostRarity|VR|Hybrid|Assault}} || {{BoostRarity|VR|Hybrid|Assault}}
|-
|-
! {{red|?Amount?%}}<br />Damage Buff
! Auto +DMG Buff
| [[Smashing Damage|S]]/[[Lethal Damage|L]] || S/L/[[Fire Damage|F]]/[[Cold Damage|C]] || S/L/[[Energy Damage|E]]/[[Negative Energy Damage|NE]] || S/L/F/C || S/L/F/C/E/NE || S/L/E/NE/[[Psionic Damage|P]]/[[Toxic Damage|T]] || S/L/E/NE || S/L/F/C/E/NE/P/T || S/L/F/C/E/NE/P/T
| 2.5% || 5% || 5% || 7.5% || 7.5% || 7.5% || 7.5% || 10% || 10%
|-
|-
! Stacks
! Chance of +DMG
| 3 || 3 || 3 || 3 || 3 || 3 || 3 || 5 || 3
| 20% || 35% ||  || 55% || 40% || 30% ||  || 65% ||
|-
! Stacks of +DMG
| 3 || 3 || || 3 || 3 || 3 || || 5 ||  
|-
! Chance of Double Hit
|  ||  || Moderate ||  || Moderate || Moderate || High ||  || High
|-
! Amount of Triggering Power's Damage
| ||  || Moderate ||  || Small || Moderate || Moderate || || Large
|-
! Damage Type
|  ||  ||  Smashing ||  ||  Smashing ||  Smashing ||  Energy ||  ||  Energy
|-
|-
! Chance
| 20% || 35% || 35% || 55% || 40% || 40% || 55% || 60% || 80%
|}
|}


=== [[File:Incarnate Hybrid Control Common.png|24px|Control Common]] Control ===
=== [[File:Incarnate Hybrid Control Common.png|24px|Control Common]] Control ===
The Control tree gives the character a toggle which, while running, gives a character's controls a chance of damaging enemies that are controlled or at low health, or increasing the [[magnitude]] of controls.
The Control tree grants most powers a chance to trigger an effect.  All powers can activate the chance to "damage to controlled enemies".  All mez powers can activate the "+1 magnitude".  All damaging powers can activate the "chance to mez".


Enemies qualify as "controlled" if under the effect of: [[Hold]], [[Immobilize]], [[Sleep]], {{red|?? others ?? Disorient, Fear, Confuse ??}}
Enemies qualify as "controlled" if under the effect of: [[confuse]], [[fear]], [[hold]], [[immobilize]], [[sleep]], [[stun]]


{| class="wikitable" style="text-align:center;" width="100%"
{| class="wikitable" style="text-align:center;" width="100%"
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| {{BoostRarity|C|Hybrid|Control}} || {{BoostRarity|U|Hybrid|Control}} || {{BoostRarity|U|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|VR|Hybrid|Control}} || {{BoostRarity|VR|Hybrid|Control}}
| {{BoostRarity|C|Hybrid|Control}} || {{BoostRarity|U|Hybrid|Control}} || {{BoostRarity|U|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|R|Hybrid|Control}} || {{BoostRarity|VR|Hybrid|Control}} || {{BoostRarity|VR|Hybrid|Control}}
|-
|-
! Damage to Controlled Enemies
! Auto [[Resistance (Mechanics)|Status Resistance]]
| [[Lethal Damage|Lethal]] || [[Lethal Damage|Lethal]] || [[Lethal Damage|Lethal]] || [[Lethal Damage|Lethal]] || [[Psionic Damage|Psionic]] || [[Psionic Damage|Psionic]] || [[Lethal Damage|Lethal]] || [[Lethal Damage|Lethal]] || [[Psionic Damage|Psionic]]
| 10% || 20% || 20% || 30% || 30% || 30% || 30% || 40% || 40%
|-
|-
! Damage to Low-Health Enemies
! Chance of Damage to Controlled Enemies/Type
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}}<br />[[Lethal Damage|Lethal]]&nbsp; || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}}<br />[[Psionic Damage|Psionic]]&nbsp; || {{checkmark|yes}}<br />[[Lethal Damage|Lethal]]&nbsp; || {{checkmark|no}} || {{checkmark|yes}}<br />[[Psionic Damage|Psionic]]&nbsp;
| 10%/[[Lethal Damage|Lethal]] || 20%/Lethal || || 50%/Lethal || 35%/[[Psionic Damage|Psionic]] || || || 75%/Psionic ||
|-
|-
! +1 Magnitude to Controls
 
| {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}}
! +1 [[Magnitude]] to Controls
| || 20%  || || 50%  || 35%  || 45% || || 75% ||  
|-
|-
! Chance
! Chance to Mez/Type
| 10% || 20% || 20% || 50% || 35% || 35% || 50% || 75% || 75%
| || || 35%/[[Fear]] || || || 45%/Fear || 45%/Fear, 45%/[[Immobilize]] || || 70%/Fear, 70%/Immobilize, 100%/[[Stun]] (if Feared and Immobilized)
|}
|}


=== [[File:Incarnate Hybrid Melee Common.png|24px|Melee Common]] Melee ===
=== [[File:Incarnate Hybrid Melee Common.png|24px|Melee Common]] Melee ===
The Melee tree grants a [[Health Regeneration|regeneration]] [[buff]] plus either a [[defense]] or [[Resistance (Mechanics)|resistance]] buff, and higher levels may grant some [[Status Effect]] protection. These buffs stack based on the number of enemies within melee range.
The Melee tree grants a [[Health Regeneration|regeneration]] [[buff]] plus either a [[defense]] or [[Resistance (Mechanics)|resistance]] buff, and higher levels may grant some [[Status Effect]] protection. These buffs stack based on the number of enemies within melee range.


Note the following table leaves out the Regeneration buff, since it is a part of every Melee ability.
*The Radial branch of this tree produces a Taunt aura.  This aura grows stronger in taunt power as the tree is climbed. 
*The Core branch of this tree front-loads some of its maximum buff value as the tree is climbed. The higher in the tree, the larger the portion of buff value is front-loaded.  At tier 1, the core side of the tree will front-load 1/3rd of its protection, and the core side will front-load up to 3/4ths of its protection at tier 4.


{| class="wikitable" style="text-align:center;" width="100%"
{| class="wikitable" style="text-align:center;" width="100%"
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| {{BoostRarity|C|Hybrid|Melee}} || {{BoostRarity|U|Hybrid|Melee}} || {{BoostRarity|U|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|VR|Hybrid|Melee}} || {{BoostRarity|VR|Hybrid|Melee}}
| {{BoostRarity|C|Hybrid|Melee}} || {{BoostRarity|U|Hybrid|Melee}} || {{BoostRarity|U|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|R|Hybrid|Melee}} || {{BoostRarity|VR|Hybrid|Melee}} || {{BoostRarity|VR|Hybrid|Melee}}
|-
|-
! Defense Buff
! Auto +Regeneration
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}}
| 7.5% || 15% || 15% || 22.5% || 22.5% || 22.5% || 22.5% || 30% || 30%
|-
! Regeneration Buff
| colspan="9" |{{Checkmark|Yes}}
|-
! Front-Loaded Abilities
| 5.85% Regeneration || 30.6% Regeneration<br /> 1.36% Resistance(all) ||  || 67.5% Regeneration<br /> 4% Resistance(all)<br /> 2.0 Status Protection|| 118.13% Regeneration<br /> 7% Resistance(all) ||  ||  || 241.2% Regeneration<br /> 16.08% Resistance(all)<br /> 10.72 Status Protection ||
|-
! Resistance (all)
| {{checkmark|no}} || {{checkmark|yes}}<br />1.0% || {{checkmark|no}} || {{checkmark|yes}}<br />2.0% || {{checkmark|yes}}<br />2.0% || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}}<br />3.0% || {{checkmark|no}}
|-
! Defense (all)
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}}<br />0.5% || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}}<br />1.0% || {{checkmark|yes}}<br />1.0% || {{checkmark|no}} || {{checkmark|yes}}<br />1.5%
|-
|-
! Resistance Buff
! Status Protection
| {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}}
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}}<br />0.5 || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}}<br />0.5 || {{checkmark|yes}}<br />1.0 || {{checkmark|yes}}<br />1.0
|-
|-
! Increased Status Protection
! Taunt Aura
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|yes}}
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}}
|-
|-
! Stacks
! Stacks
| 5 || 5 || 5 || 5 || 8 || 8 || 5 || 10 || 10
| 4 || 4 || 4 || 4 || 7 || 7 || 4 || 9 || 9
|-
|-
! Radius
! Radius
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=== [[File:Incarnate Hybrid Support Common.png|24px|Support Common]] Support ===
=== [[File:Incarnate Hybrid Support Common.png|24px|Support Common]] Support ===
The Support tree gives the character a league- and teammate affecting toggle which, while running, gives a [[damage]] and [[defense]] buff, and may also buff accuracy. Higher tiers may grant {{red|??a special effect??}}. Core versions of the Support tree double the bonuses for pets.
The Support tree gives the character access to a league affecting toggle which gives a [[damage]] and [[defense]] buff.  Higher tiers may also buff accuracy and/or may grant enhancement bonuses to stuns, sleeps, immobilizes, holds, confuses, fears, terrorizes, and heals. Core versions of the Support tree double the bonuses for pets.


Note the following table leaves out the damage buff, since it is a part of every Support ability.  
Up to five Support Hybrid powers can stack on a single target at any given time.  The target cap on all versions of Support is 255.


{| class="wikitable" style="text-align:center;" width="100%"
{| class="wikitable" style="text-align:center;" width="100%"
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| {{BoostRarity|C|Hybrid|Support}} || {{BoostRarity|U|Hybrid|Support}} || {{BoostRarity|U|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|VR|Hybrid|Support}} || {{BoostRarity|VR|Hybrid|Support}}
| {{BoostRarity|C|Hybrid|Support}} || {{BoostRarity|U|Hybrid|Support}} || {{BoostRarity|U|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|R|Hybrid|Support}} || {{BoostRarity|VR|Hybrid|Support}} || {{BoostRarity|VR|Hybrid|Support}}
|-
|-
! {{red|?Amount?%}}<br />Defense Buff
! Auto Endurance Discount
| Melee<br />S/L || Melee, AoE<br />S/L/E/NE || Melee, AoE<br />S/L/E/NE || Melee, AoE<br />S/L/E/NE/F/C || Melee, AoE<br />S/L/E/NE/F/C || Melee, AoE<br />S/L/E/NE || Melee, AoE<br />S/L/E/NE/F/C || Def(All) || Def(All)
| 2.5% || 5% || 5% || 7.5% || 7.5% || 7.5% || 7.5% || 10% || 10%
|-
! Damage Buff
| colspan="9" |{{Checkmark|Yes}}
|-
|-
! {{red|?Amount?%}}<br />Accuracy Buff
! Defense Buff
| Melee<br />S/L || Melee, AoE<br />S/L/E/NE || Melee, AoE<br />S/L/E/NE || Melee, AoE<br />S/L/F/C/E/N || Melee, AoE<br />S/L/F/C/E/N || Melee, AoE<br />S/L/F/C/E/N || Melee, AoE<br />S/L/F/C/E/N || Def(All) || Def(All)
|-
! Accuracy Buff
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|yes}}
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|yes}}
|-
|-
! "Special"
! Mez and Healing Buff
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|yes}}
| {{checkmark|no}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|yes}}
|-
|-
! Doubled for Pets
! Doubled for Pets
| {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}}
| {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|yes}} || {{checkmark|no}} || {{checkmark|no}} || {{checkmark|yes}} || {{checkmark|no}}
|-
! Buff Amount
| 2% || 2% || 2% || 4% || 3% || 8% || 6% || 6% || 8%
|-
|-
! Radius
! Radius
| 50ft || 50ft || 50ft || 50ft || 50ft || 50ft || 50ft || 50ft || 80ft
| 50ft || 50ft || 50ft || 50ft || 50ft || 50ft || 50ft || 50ft || 80ft
|}
|}
=== [[File:Incarnate Hybrid X Common.png|24px|X Common]] X ===
{{red|Fill in the blank.}}
{| class="wikitable" style="text-align:center;" width="100%"
! width="10%" | &nbsp; !! width="10%" | [[X Hybrid|Hybrid]] !! width="10%" | [[X Core Hybrid|Core Hybrid]] !! width="10%" | [[X Radial Hybrid|Radial Hybrid]] !! width="10%" | [[X Total Core Hybrid|Total Core Hybrid]] !! width="10%" | [[X Partial Core Hybrid|Partial Core Hybrid]] !! width="10%" | [[X Partial Radial Hybrid|Partial Radial Hybrid]] !! width="10%" | [[X Total Radial Hybrid|Total Radial Hybrid]] !! width="10%" | [[X Core Final Hybrid|Core Final Hybrid]] !! width="10%" | [[X Radial Final Hybrid|Radial Final Hybrid]]
|-
! Rarity
| {{BoostRarity|C|Hybrid|Cryonic}} || {{BoostRarity|U|Hybrid|Cryonic}} || {{BoostRarity|U|Hybrid|Cryonic}} || {{BoostRarity|R|Hybrid|Cryonic}} || {{BoostRarity|R|Hybrid|Cryonic}} || {{BoostRarity|R|Hybrid|Cryonic}} || {{BoostRarity|R|Hybrid|Cryonic}} || {{BoostRarity|VR|Hybrid|Cryonic}} || {{BoostRarity|VR|Hybrid|Cryonic}}
|-
! X
| {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}}
|-
! Y
| {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}}
|-
! Z
| {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}}
|-
! Max targets
| # || # || # || # || # || # || # || # || #
|-
! Range/radius
| XYZ || XYZ || XYZ || XYZ || XYZ || XYZ || XYZ || XYZ || XYZ
|-
! ED Bypass
| {{FracImg|one-sixth}} || {{FracImg|one-third}} || {{FracImg|one-third}} || {{FracImg|one-half}} || {{FracImg|one-half}} || {{FracImg|one-half}} || {{FracImg|one-half}} || {{FracImg|two-thirds}} || {{FracImg|two-thirds}}
|-
! Level Shift
| {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|No}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}} || {{Checkmark|Yes}}
|}
== See Also ==
*[[Incarnate System]]
*[[Hybrid Slot]]
*[[Incarnate Component]]


== External Links ==
== External Links ==
* [http://goingrogue.na.cityofheroes.com/en/game-info/incarnates/lore.html Incarnate Lore] on [http://www.cityofheroes.com cityofheroes.com]
* [http://web.archive.org/web/20111201232324/http://goingrogue.na.cityofheroes.com/en/game-info/incarnates/lore.html Official Incarnate Lore]


{{Navbox Incarnate System}}
[[Category:Incarnate System]]
[[Category:Incarnate System]]
[[Category:Incarnate System Abilities]]
[[Category:Incarnate System Abilities]]

Latest revision as of 04:06, 1 November 2013

Overview

This used to require a (now obsolete) VIP subscription.

Hybrid Slot Abilities are powers placed in the Hybrid Slot of the Incarnate System. The Hybrid Slot Abilities grant Incarnates new powers based on the core Archetypes. Characters can choose a style that shores up a weakness, or one that further strengthens existing abilities. The Assault Tree increases damage, the Control Tree assists in locking down foes, the Melee Tree increases defense and status protection, and the Support Tree grants bonuses to the character and their teammates.

A subscription is required for players to access the Incarnate System.

Hybrid Ability Details

Auto and Toggle Powers

Slotting a Hybrid power grants an automatic, always-on ability by being slotted, as well as a toggle power.

The Hybrid toggle power has the following characteristics:

  • cost 0 endurance
  • have a 120 second recharge
  • have a maximum duration of 120 seconds
  • persist through any crowd control

Abilities come in four rarity levels. The higher the rarity level, the more Incarnate Components are needed to create them. Components to create them are currently only available by participating in Incarnate System content or upgrading Incarnate Threads.

Common   Common   Common   Common   Common  
Uncommon   Uncommon   Uncommon   Uncommon   Uncommon  
Rare   Rare   Rare   Rare   Rare  
Very Rare   Very Rare   Very Rare   Very Rare   Very Rare  

Hybrid Ability Types

Assault Common Assault

The Assault tree grants all damaging powers a chance to trigger an effect. Assault Radial powers now do "Doublehit". This new effect type deals an amount of damage based on the recharge and effect area of the power that triggers it. This effect scales up in frequency and in amount of damage as you climb the tree.

  Genome Core Genome Radial Genome Total Core Graft Partial Core Graft Partial Radial Graft Total Radial Graft Core Embodiment Radial Embodiment
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Auto +DMG Buff 2.5% 5% 5% 7.5% 7.5% 7.5% 7.5% 10% 10%
Chance of +DMG 20% 35% 55% 40% 30% 65%
Stacks of +DMG 3 3 3 3 3 5
Chance of Double Hit Moderate Moderate Moderate High High
Amount of Triggering Power's Damage Moderate Small Moderate Moderate Large
Damage Type Smashing Smashing Smashing Energy Energy

Control Common Control

The Control tree grants most powers a chance to trigger an effect. All powers can activate the chance to "damage to controlled enemies". All mez powers can activate the "+1 magnitude". All damaging powers can activate the "chance to mez".

Enemies qualify as "controlled" if under the effect of: confuse, fear, hold, immobilize, sleep, stun

  Genome Core Genome Radial Genome Total Core Graft Partial Core Graft Partial Radial Graft Total Radial Graft Core Embodiment Radial Embodiment
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Auto Status Resistance 10% 20% 20% 30% 30% 30% 30% 40% 40%
Chance of Damage to Controlled Enemies/Type 10%/Lethal 20%/Lethal 50%/Lethal 35%/Psionic 75%/Psionic
+1 Magnitude to Controls 20% 50% 35% 45% 75%
Chance to Mez/Type 35%/Fear 45%/Fear 45%/Fear, 45%/Immobilize 70%/Fear, 70%/Immobilize, 100%/Stun (if Feared and Immobilized)

Melee Common Melee

The Melee tree grants a regeneration buff plus either a defense or resistance buff, and higher levels may grant some Status Effect protection. These buffs stack based on the number of enemies within melee range.

  • The Radial branch of this tree produces a Taunt aura. This aura grows stronger in taunt power as the tree is climbed.
  • The Core branch of this tree front-loads some of its maximum buff value as the tree is climbed. The higher in the tree, the larger the portion of buff value is front-loaded. At tier 1, the core side of the tree will front-load 1/3rd of its protection, and the core side will front-load up to 3/4ths of its protection at tier 4.
  Genome Core Genome Radial Genome Total Core Graft Partial Core Graft Partial Radial Graft Total Radial Graft Core Embodiment Radial Embodiment
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Auto +Regeneration 7.5% 15% 15% 22.5% 22.5% 22.5% 22.5% 30% 30%
Regeneration Buff Yes
Front-Loaded Abilities 5.85% Regeneration 30.6% Regeneration
1.36% Resistance(all)
67.5% Regeneration
4% Resistance(all)
2.0 Status Protection
118.13% Regeneration
7% Resistance(all)
241.2% Regeneration
16.08% Resistance(all)
10.72 Status Protection
Resistance (all) No Yes
1.0%
No Yes
2.0%
Yes
2.0%
No No Yes
3.0%
No
Defense (all) No No Yes
0.5%
No No Yes
1.0%
Yes
1.0%
No Yes
1.5%
Status Protection No No No Yes
0.5
No No Yes
0.5
Yes
1.0
Yes
1.0
Taunt Aura No No Yes No No Yes Yes No Yes
Stacks 4 4 4 4 7 7 4 9 9
Radius 8ft 8ft 8ft 8ft 8ft 8ft 8ft 10ft 10ft

Support Common Support

The Support tree gives the character access to a league affecting toggle which gives a damage and defense buff. Higher tiers may also buff accuracy and/or may grant enhancement bonuses to stuns, sleeps, immobilizes, holds, confuses, fears, terrorizes, and heals. Core versions of the Support tree double the bonuses for pets.

Up to five Support Hybrid powers can stack on a single target at any given time. The target cap on all versions of Support is 255.

  Genome Core Genome Radial Genome Total Core Graft Partial Core Graft Partial Radial Graft Total Radial Graft Core Embodiment Radial Embodiment
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Auto Endurance Discount 2.5% 5% 5% 7.5% 7.5% 7.5% 7.5% 10% 10%
Damage Buff Yes
Defense Buff Melee
S/L
Melee, AoE
S/L/E/NE
Melee, AoE
S/L/E/NE
Melee, AoE
S/L/F/C/E/N
Melee, AoE
S/L/F/C/E/N
Melee, AoE
S/L/F/C/E/N
Melee, AoE
S/L/F/C/E/N
Def(All) Def(All)
Accuracy Buff No No Yes Yes No Yes Yes Yes Yes
Mez and Healing Buff No No No No Yes No Yes Yes Yes
Doubled for Pets No Yes No Yes Yes No No Yes No
Buff Amount 2% 2% 2% 4% 3% 8% 6% 6% 8%
Radius 50ft 50ft 50ft 50ft 50ft 50ft 50ft 50ft 80ft

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