Iconic Powers

Discussion in 'Oracle’s Database (Guides)' started by TheDark, Jan 1, 2015.

  1. TheDark Devoted Player

    Iconics Tree
    (Updated 05/03/2015)
    Batarang Multi-Shot
    • Unleashes Batarangs to knock down and stun your enemies
    • Mid Range
    • Narrow Cone
    • Base Power Cost 225
    • 40% modifier
    • Delivers 2 ticks of damage
    • Base Damage
      • Low hit of 12
      • High hit of 19
      • Total Low Damage of 24
      • Total High Damage of 38
    • The initial hit stuns the target. About a second later, the target(s) will get knocked back in a smoke explosion.
    Gag Glove
    • Launch a lead filled boxing glove at your enemies, damaging & knocking them back
    • [Power Interactions (Pi)] Dazes enemies, making them vulnerable to dazing effects for 12 seconds
    • Dazed enemies take additional damage
    • Mid Range
    • Base Power Cost 300
    • 1.7 cooldown
    • 40% modifier
    • Burst
    • Base Damage
      • With no Pi, low hit of 20
      • With no Pi, high hit of 27
      • With Pi, low hit of 30
      • With Pi, high hit of 42
    • Knocks back enemies in a cone AoE
    Clown Box
    • Encases and traps you in a giant box. Protects you from damage & emits a nerve gas upon your release which damages, stuns, knocks down, & roots your enemy.
    • Close Range Damage
    • 35% Supercharge
    • You are encased for 6.8 seconds
    • Damage Capped at 10,000 (Deathmike)
    • 30 second cool down
    • 40% modifier
    • Burst
    • Base Damage
      • Low hit of 100
      • High hit of 116
    Robot Sidekick
    [IMG]
    • Requires Level 10
    • Base Power Cost 350
    • Deploy a hovering security drone to assist in battle
    • Scales with Combat Rating
    • RS remains out until it is destroyed by enemies or banished by you
    • Pressing and holding the RS button on your keyboard/controller for 3 seconds will banish it
    • Damage Data: The robot's attacks are Melee Attack, Range Attack and Rockets
    • At Cr 85,
      • Melee Attacks 60 - 169
      • Range Attacks 18 - 27
      • Rockets 179 - 214
    • At Cr 111,
      • Melee Attacks 3 hits of 352 - 443, 1 Final melee hit 822 - 991 in its combo
      • Range Attacks 107 - 161
      • Rockets 1061 - 1269
    • Melee & Range Attacks perform a majority of its attacks depending on your distance from the enemy
    • RS activates a shield that last for 9 seconds. Its shield requires power from its own power bar.
    • It performs at the same level of aggression in any role
    Sonic Cry
    • Unleashes a sound blast to damage, snare, and stun enemies.
    • Close Range
    • 360 degree AoE
    • Base Power Cost 225
    • 40% modifier
    • Burst
    • Base Damage
      • Low hit of 21
      • High hit of 27
    • Starts to divide damage on 3 targets. Damages up to 8 targets.
    • Pushes and slows a maximum of 8 targets in it's 360 degree Area of Effect. It also stuns 3 targets only.
    • Like x 6
  2. TheDark Devoted Player

    Neo-Venom Boost
    • Temporarily increases strength, defense and damage output from an experimental derivative of Venom
    • Base Power Cost 450
    • 45 Second Cool Down
    • Grants 10 Weaponization Skill, 50 Weaponization Rating and 176 Defense for 15 seconds
    • 40% modifier
    • You have 15 seconds to PROC NVB off weapon (Precision) damage only. Your total damage will vary depending on how often you PROC with your weapon.
    • Base Damage
      • Low hit of 18
      • High hit of 21
    • PROCs scale with Might
    • Retains Stealth for Gadgets
    Hard Light Shield
    • Encases you in a shield that mitigates damage
    • Base Power Cost 350
    • Absorbs 100% of total damage dealt onto you
    • Scales with 100% of your Dominance & 100% Restoration + 10 (base shield strength).
    • The shield lasts 10 seconds but has a chance to break after 3 to 5 hits with each hit occuring every .75 seconds (dr strangeonline).
    • 40 second cool down
    • Retains Stealth
    Heat Vision
    • [Power Interaction] Inflicts Burning towards the end of the channeling for 7 seconds
    • Vulnerable to Interrupt
    • Far range
    • Base Power Cost 400
      • 250 power on initial cast
      • Followed by 3 ticks of power consumption
      • 50 power per tick
    • 4 second channeling
    • 4.8 second cooldown
    • 40% modifier
    • Channel Beam & Damage Over Time (Burning)
    • 12 ticks of Damage
    • Base Damage
      • Low hit of 8
      • High hit of 12
      • Total low of 96
      • Total high of 144
    • The final HV tick activates 7 additional ticks of Burning DoT Low Base of 1 and High Base of 2
    • Jump canceling HV immediately will cancel all damage. Jump Canceling after the 5th tick will give you a total of 9 ticks of HV damage.
    • Single Target damage for the first few ticks
    • PROCs off powers like Menace & Intimidation
    • Pushes
    Freeze Breath
    • [Power Interaction] Inflicts Frostbite effects for 16 seconds
    • Vulnerable to Interrupt
    • Mid Range
    • Cone AoE
    • Base Power Cost 300
    • Channel Beam
    • 3 second channeling
    • 9 second cooldown
    • 4 ticks
    • 40% modifier.
    • Base Damage
      • Low hit of 14
      • High hit of 19
      • Total low of 56
      • Total high of 76
    • Jump canceling cancels all damage
    • PROCs with Intimidation & Menace while channeling
    • Slows down targets
    Sonic Shout
    • Channel sonic energy to stun & damage your enemies
    • Vulnerable to Interrupt
    • Base Power Cost 325
      • 250 power on initial cost
      • Followed by 3 ticks of power consumption
      • 25 power per tick
    • Channel Beam
    • About 3.4 second channeling
    • 4.8 second cooldown
    • 7 ticks
    • 40% modifier
    • Base Damage
      • Low hit of 6
      • High hit of 14
      • Total low of 42
      • Total high of 98
    • Only the initial hit has a chance to activate the PROC off of Intimidation/Menace
    • Like x 6
  3. TheDark Devoted Player

    Mesmerizing Lasso
    • Single Target pull that grounds & stuns
    • In Tank role, it is a single target taunt. This taunt is stronger than normal Tank taunts.
    • Max Far Range
    • Single Target Damage
    • Base Power Cost 225
    • 1.75 cool down
    • 40% modifier
    • Delivers burst initial hit followed by 6 DoT ticks
    • Base Damage
      • Low burst hit of 19
      • High burst hit of 25
      • Low DoT tick of 1
      • High DoT tick of 2
      • Total Low Damage of 25
      • Total High Damage of 37
    Word of Power
    • [Power Interactions] Inflicts Electrified effects
    • 50% Supercharge
    • 3 second animation
    • Gives small ticks of heals to the team.
    • Gives 5 ticks of burst blue heals.
    • At 0 Vit, WoP gives 100 power back.
    Pheremone Bloom
    • Healing ability
    • 35% Supercharge
    • 1 initial burst heal
    • 39 Heal Over Time ticks
    Amazonian Deflection
    • Knocks down target on hit
    • Gives 5000 Defense
    • +100% Control Resistance
    • 5000 Toughness
    • The damage reflection appears to be tied to your Might stat.(Penryn)
    • Like x 5
  4. TheDark Devoted Player

    X Ray Vision
    Innate
    Increases your chances of detecting nearby concealed enemies.
    Permanently Gain 5 perception.

    Super Strength
    Innate
    Gain strength, allowing you to lift large objects, including vehicles.
    Permanently Gain +10% Weaponization Rating.

    Nanoweave Armor
    Innate
    Permanently Gain +200 Defense & +200 Toughness

    Powerful Resistance
    Innate
    Permanently Gain +200 Health

    Intimidating Gaze
    Innate
    Increase the potency of certain defensive and healing abilities. As well as increase the duration of encasement, levitation, stun, and root control effects. Higher Dominance allows control effects to affect NPCs with higher Will Power.
    Permanently Gain +40 Dominance.

    Wisdom of Solomon
    Innate
    Permanently Gain +75 Vitalization (4 to 5 PoT ticks) & +125 Power

    Miracle Worker
    Innate
    Increase the Health amount restored by critical healing.
    Permanently Gain 10% Critical Healing Magnitude.

    Empathic Healing
    Innate
    Better your odds of creating critical Health restoring effects.
    Permanently Gain 3% Critical Healing Chance.

    Weapons Expert
    Innate
    Better your odds of critical attacks that deal more damage.
    Permanently Gain 3% Critical Attack Chance

    Tactical Genius
    Innate
    Increases the amount of Damage of critical attacks.
    Permanently Gain 10% Critical Attack Damage.
    • Like x 4
  5. TheDark Devoted Player

    Anyone have any more info on Amazonian Deflection, Clown Box's damage shield cap, or Pheromone Bloom's healing base numbers?
  6. Deathmike Devoted Player

    Clown Box was capped at 10k last time I tested (a month ago or so).

    Deathmike out.
    • Like x 1
  7. True Zen New Player

    those percentages should be more.
  8. TheDark Devoted Player

    I was testing Taunts with my tank alt. For those that were curious about making a Xmen Cyclops theme toon or Superman theme toon for Tank role, any power used in Tank role activates a Taunt as well as aggro.

    Hard Light Shield works for sure but using Heat Vision as a taunting power definitely works to taunt enemies near you when you cast and enemies that you hit with HV at a distance. I'm also positive that channeling HV continues the taunt.

    Clown Box seemed to remove the NPC's attention on me everytime I cast it but the detaunt was not labeled in the combat log.

    Here's a video of me messing around with CLown Box & Heat Vision on an alt test run. There was basically a Heat Vision war between me and the superchicks.



    Anytime we used an power, the combat log says _____'s innate power hits ____. We believe that's the taunt being activated. Throughout the video there are times when I waited for the taunt to expire and times when I had to cast the power just to stay alive.
  9. chipzes Committed Player

    They talked about that during the Earth revamp discussions regarding Envelop SC. From what I remember it was said that encasements cause us to be treated like objects, and objects aren't capable of having aggro (which is why Brick was changed to taunt when his owner uses Envelop). So while it is not a dedicated detaunt it does remove the user from the aggro table.
  10. TheDark Devoted Player

    Interesting...

    Yea because I was looking at the combat log and was like what's this
    • Like x 1
  11. TheDark Devoted Player

    I updated the attacks on Robot Sidekick at CR 111. I didn't want to leave league again to test whether the damage proficiencies boost its damage. At the moment I'm going with no because it scales with CR. If someone hasn't check it out on test server with no league damage buffs, then I'll check it on Monday.

    I'm also curious if anyone has, or can, check Robot Sidekick's damage in melee and range over 2 minutes using the combat log analyzer.
    I currently did once manually with on ps and for 4,997 damage from RS with range & 9,933 damage with melee both at 30 seconds of combat time.
  12. TheDark Devoted Player

    Robot Sidekick
    CR 111

    Range
    4,997 damage with range attacks at 30 seconds of combat time

    21,922 damage in 58 seconds of combat time
    22,482 damage in 67 seconds of combat time
    22,395 damage in 60 seconds of combat time

    Melee
    9,933 damage with melee at 30 seconds of combat time

    37,155 damage in 92 seconds of combat
    34,896 damage in 88 seconds of combat

    ***All attacks deal a ranges of damage.

    This is you standing in close range for it to perform Melee Attacks (which performs a majority,75%, of the attacks) with its Rockets. This is also a range of its damage.
    • Like x 1
  13. Judgmental Jolt Well-Known Player

    Question: HL Shield takes dominance + restoration + 10, so does that mean that it no longer functions as a healer type shield? (Meaning it won't automatically break after three hits)

    It's possible that I had misconceptions about it before, but this is a change to my understanding of how the iconic HL shield worked.

    EDIT: Second question! Any chance Movement Skills can be added here? or will they get their own thread? I feel that iconics and movement would fit well together
    • Like x 1
  14. TheDark Devoted Player

    I remember it was labeled a healer type shield so that previous movement powers with debuffs would remove it. Or something like that. I didn't use it all the time so I don't remember if it ever broke on 3 hits. PS is down & for some reason i can't go on test server to see.

    Idk if I'll ever do all the movement trees. I don't have the time like I did a year ago. IF I do it would probably only be the Acro tree & I would just do base numbers & single target info.

    Update****According to Dr strangeonline's tests
    10 second shield duration but has a chance to break after 3 - 5 hits(with a hit occurring every .75 seconds).
  15. Evil_Ash75 Level 30

    I guess if you wanted to make a Superman or Cyclops Tank you could go with Heat Vision though the channeling I feel would leave you open, then again I'm thinking pure Iconic. Haven't really played with my Iconic Tank, but I covered my loadouts and reasoning, based on Epic_Wins' recommendations and loadout here.

    https://forums.station.sony.com/dcuo/index.php?threads/epic-wins-guide-to-iconic-tanking.2188/

    I quickly disliked Clown Box and found it annoying getting bounced around. I too felt like it dropped aggro when cast (mostly because I'd get bounced and it didn't seem like the NPCs would follow). Might have to dust my Iconic Tank off and try some things out.
  16. Absolix Loyal Player

    If I remember correctly, using Clown Box classifies the user as an object, and objects cannot hold aggro.
  17. Evil_Ash75 Level 30

    That would explain it. Epic_Wins likes it, not for me though.
  18. L T Devoted Player

    Is Iconic Heat Vision the same as the Legends power? IE does it give you damage mitigation and control immunity for the first 3 seconds?

    I know the power description doesn't say that, but the power descriptions in the legends characters don't include that information either.
  19. Absolix Loyal Player

    No, the Heat Vision from Legends has the effects of the empowered channeling mod built in. To get the same effect you would have to have the mod equipped.
  20. TheDark Devoted Player

    I use the empowered channeling mod when I use Heat vision. I won't use HV in instances I'm not overgeared for. Sometimes I use it in there for lazy tanking because of the taunting while channeling effect. I made a rage tank & I'm still playing around with it.

    Forgot, I don't use clown box when I tank in the t6 raids. But if I run into a group of misinformed, know it all yet always wrong & rude players, I Clown Box to get them all slayed.
    • Like x 1