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Part 10
City of Heroes

Part 10

A detailed review of City of Heroes combat powersets: Martial Arts, Spines, Dark Armor, Invulnerability, Regeneration, and Super Reflexes, with ratings and analysis.

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A detailed review of City of Heroes combat powersets: Martial Arts, Spines, Dark Armor, Invulnerability, Regeneration, and Super Reflexes, with ratings and analysis.

Walkthrough
  1. 1
    Martial Arts: Generally considered weak. Thunder Kick is average. Storm Kick has horrible damage and long animations. Shadow Maul is good. Cobra Strike is often worthless due to long activation and risk of missing. Crane Kick is good but has a long activation. Crippling Axe Kick and Immobilize are mostly useless for melee-only scrappers. Dragon's Tail is the only AoE and is weak. Eagle's Claw has very good damage but the longest activation time. Rating: 1/6.
  2. 2
    Spines: Primarily an AoE powerset. Barb Swipe is weak. Spine Burst is a standard AoE. Impale is good ranged with an immobilize. Quills combined with Spine Burst is effective. Ripper and Throw Spines are decent. While it can handle groups, Blasters are generally better at AoE. Rating: 2/6.
  3. 3
    Dark Armor: Not very good. Dark Embrace offers resistances but conflicts with Murky Cloud (elemental) and Obsidian Shield (disable) resistances, forcing a choice between survivability from attacks or disables. Death Shroud's AoE effect is minimal. Dark Regeneration drains half endurance and is not effective. Cloak of Darkness is a good stealth ability. Cloak of Fear, a toggle AoE Fear, is considered the worst power in the game for a Scrapper. Oppressive Gloom (AoE Disorient) is untested. Soul Transfer and Resurrects are useless. Rating: 1/4.
  4. 4
    Invulnerability: A strong defensive powerset. Resist Physical Damage is good. Temporary Invulnerability can reach high resistance caps. Dull Pain increases max health. Resist Elements and Resist Energies are weak. Unyielding Stance offers good disable and damage resistance, potentially allowing a Tanker to skip Temporary Invulnerability. Invincibility is the best power, significantly improving defense and evasion. Tough Hide is less useful. Unstoppable is situational for post-combat recovery. Rating: 3/4.
  5. 5
    Regeneration: An excellent powerset. Fast Healing is decent but not worth slotting once Instant Healing is available. Reconstruction is not used after Instant Healing. Dull Pain can still increase max health. Quick Recovery is an upgraded Stamina and worth slotting. Integration is a key power to use constantly. Resilience is moderately useful. Instant Healing is one of the best powers, capable of healing faster than Rest when fully slotted. Revive is worthless. Moment of Glory is highly situational. Rating: 4/4.
  6. 6
    Super Reflexes: Improved after a patch. With proper slotting and power pools, it can make a character almost unhittable. Focused Fighting and Focused Senses are useful. Agile and Dodge offer similar benefits.
Tips
  • For Martial Arts, focus on Shadow Maul and Crane Kick for damage, but be mindful of long activation times.
  • Spines can be effective for AoE, but consider Blaster archetypes for superior AoE capabilities.
  • When using Dark Armor, prioritize Obsidian Shield for disables over Dark Embrace if survivability against holds and stuns is critical.
  • Invulnerability's Invincibility power should be heavily slotted for maximum benefit.
  • Regeneration's Instant Healing is a top-tier power; prioritize slotting it and Quick Recovery for rapid healing.
  • Integration from Regeneration should be used constantly.
  • For Super Reflexes, careful slotting is key to maximizing evasion.

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