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Part 8
City of Heroes

Part 8

Reviewing City of Heroes Part 8 powersets including Radiation Emission, Storm Summoning, Dark Blast, Electrical Blast, and Energy Blast.

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Reviewing City of Heroes Part 8 powersets including Radiation Emission, Storm Summoning, Dark Blast, Electrical Blast, and Energy Blast.

Walkthrough
  1. 1
    Inertial Reduction: This power can function as a travel power, though acquiring a dedicated travel power might be more efficient.
  2. 2
    Transferance: Similar to Consume, this power is obtained late but remains useful, though not as potent as Recovery Aura.
  3. 3
    Fulcrum Shift: An Area of Effect (AoE) Siphon Power that is excellent when used with Siphon Power.
  4. 4
    Radiation Emission Powerset: Offers significant utility.
  5. 5
    Radiant Aura: Standard Point Blank Area of Effect (PBAoE) healing.
  6. 6
    Radiation Infection: Makes enemies easier to hit and reduces their damage output against you.
  7. 7
    Accelerate Metabolism: Considered one of the best powers in the game, combining weakened versions of Hasten, Siphon Power, Recovery Aura, Integration, and Siphon Speed. It can stack with Hasten for extremely fast power recharge.
  8. 8
    Enervating Field: Useful for reducing enemy damage output while increasing damage taken by them.
  9. 9
    Mutation: Functions as a resurrect power; ideally, you won't need it if you prevent allies from dying and they have an awaken.
  10. 10
    Lingering Radiation: A click power, not a toggle, requiring re-casting. It has a low recharge time, making re-casting manageable.
  11. 11
    Choking Cloud: Has a very high endurance cost and is a PBAoE, appearing largely useless.
  12. 12
    Fallout: Requires enemies to be very close to a corpse to function, making it largely ineffective.
  13. 13
    EM Pulse: Situational, potentially useful as a last resort to escape overwhelming odds, but likely not worth a power slot.
  14. 14
    Storm Summoning Powerset: An interesting but generally less effective set.
  15. 15
    Gale: Generally considered worthless.
  16. 16
    Knockback: Generally considered bad.
  17. 17
    O2 Boost: Generally regarded as ineffective due to low impact.
  18. 18
    Snow Storm: A strong AoE Shiver power that is very effective.
  19. 19
    Steamy Mist: Decent, but not a defining power for the set.
  20. 20
    Freezing Rain: Combines Enervating Field and Snow Storm effects, proving quite effective.
  21. 21
    Hurricane: The only Knockback power considered worthwhile; it's a PBAoE toggle that can push enemies away.
  22. 22
    Thunder Clap: A useful PBAoE disorient, particularly for Controllers, though less so for Defenders as it only stuns minions.
  23. 23
    Tornado: Has a fear effect, but information is scarce, suggesting it's likely not worth taking.
  24. 24
    Lightning Storm: Features a fear effect and is described as horrible, with a long recharge and high endurance cost for poor damage.
  25. 25
    Dark Blast Secondary: A strong secondary effect that pairs well with Force Field.
  26. 26
    Dark Blast: Decent.
  27. 27
    Gloom: Decent, useful for its -ACC (accuracy reduction).
  28. 28
    Moonbeam: A good early snipe power.
  29. 29
    Dark Pit: An early AoE Disorient, not a PBAoE, and considered very nice.
  30. 30
    Tenebrous Tentacles: An immobilize cone power that is risky.
  31. 31
    Nightfall: Similar to Tenebrous Tentacles but lacks immobilize, primarily useful for cone-style -ACC.
  32. 32
    Torrent: A cone power primarily for cone-style -ACC.
  33. 33
    Life Drain: Likely not worth the power slot due to questionable heal and -ACC.
  34. 34
    Blackstar: Drains endurance significantly while providing -ACC.
  35. 35
    Electrical Blast Secondary: Considered a very poor secondary for Defenders.
  36. 36
    The -END (endurance reduction) effect is deemed useless for Defenders who cannot deal significant damage with Blast sets.
  37. 37
    Energy Blast Secondary: Not ideal for Defenders.
  38. 38
    While good for Blasters due to damage, its primary strength is lost on Defenders.
Tips
  • Accelerate Metabolism in Radiation Emission is a powerset-defining power that significantly boosts recharge rates when combined with Hasten.
  • Dark Blast's -ACC is consistently useful throughout the game, unlike some other debuffs.
  • Electrical Blast is highly discouraged for Defenders due to its useless -END effect.
  • Radiation Emission is rated 5/6 for its utility and powerful abilities like Accelerate Metabolism.
  • Dark Blast secondary is rated 5/5 for its effective and long-lasting -ACC debuff.
  • Storm Summoning is rated 2/6, with Snow Storm and Freezing Rain being its main strengths.
  • Electrical Blast is rated 1/5, considered one of the most worthless powersets for Defenders.
  • Energy Blast is noted as not great for Defenders.

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