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City of Heroes Strategy Guide-chapter297

City of Heroes Strategy Guide

that it is capitalized if necessary. You will have options later to alter your costume and even your powers, but you are stuck with your name forever.
The only other initial choice you will have to make is the city zone in which you will
begin the game after you complete the tutorial. You can choose Atlas Park or Galaxy City. It makes little difference, though I always pick Atlas Park since the main origin contacts are located in City Hall there.

1.1.2. Power Types
There are three basic types of powers: passive, toggle, and click. While most
powers are vastly different from each other, there are some consistent patterns regarding a power’s magnitude and the type of activation it requires. Villains of a higher tier, like bosses versus minions, require a higher magnitude of power to affect them. This applies to powers like holds, not straight damage attacks.
Passive powers are always on and never require activation. They tend to affect
things like regeneration rates or defensive properties. They are generally the weakest powers in terms of effect, but the fact that they are always running gives them an undeniable advantage. Since their effects tend to be minimal, you may need to look at them in terms of how they stack up in combination with other similar powers.
Toggle powers have to be activated, but then they remain active until turned off.
They require an initial endurance cost to activate and then a small endurance cost per second that they are active. They can be turned off either by choice, a toggle-dropping attack against you, or by running out of endurance. Some powers have a very low endurance cost, and are easy to keep on all or most of the time. Others, due to their higher costs, will need to be activated on a situational basis. Endurance drain is a very important factor when deciding on which powers you want to use regularly. Additionally, most toggle powers have a fairly fast recharge time, usually only a few seconds.
Click powers are activated, produce their effect, and end. Almost all attacks are clicks, except for a few toggles. For non-attack powers, such as defensive or buff related powers, clicks tend to be significantly more powerful from their toggle counterparts. Also, click powers may have a very long recharge time, meaning their usefulness may be limited. Of course, many powerful superpowers don’t need to be used at every battle, so it all evens out.

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July 29, 2010 · 3 Comments ·
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