X-Men: Legends - Strategy Guide (Page 03)
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To make Colossus most effective, max out Concussion Slam and Steel Skin. You also want to max out Knockback and Might; and a level or two of Mutant Mastery is also a help. At Concussion Legend level, Colossus' clap can clear out the *next* room--just stand near the door and execute the B-power and then walk into a room full of falling bodies. It is also very easy to hit combos with Concussion Slam. Equip him with a Power Enhancer to increase the damage from his attack. ============================= [4.5] Cyclops (Scott Summers) ============================= Mutant Powers ------------- A-power: Optic Beam/Optic Blast/Legend Blast: ranged attack that does energy damage to one opponent; can weld metal B-power: Optic Sweep/Optic Slam/Legend Slam: ranged attack that does energy damage to multiple targets in an arc in front of Cyclops, also knocks enemies back X-power: Tactics/Strategy/Command: Cyclops' leadership abilities add to his or the team's Strike and Agility scores Y-power: Optic Rage--an extremely powerful version of Optic Sweep Skills ------ - Accuracy: Increases chance of a critical hit for a ranged attack - Critical Strike: Increases chance of a critical hit for a melee attack - Leadership: Increases damage of and experience received from combos - Mutant Mastery: Increases maximum mutant energy - Point Blank Shot: Increases damage of ranged attack within 10 feet - Toughness: Increases maximum health When acquired: You pick up Cyclops just after fighting Mystique during the first mission. Recommended AI level: Normal Recommended AI power: Optic Beam Cyclops isn't really built for melee fighting. He has no melee skills except Critical Strike. His Tactics power can't even be purchased until level five, and isn't hugely useful until level 9, when you can get Tactics 3 and receive +6 to Strike and Agility. Since he is so weak at melee, you'll want to concentrate on powering up his ranged attacks. He's dependant on mutant energy, so pour stat points into Focus until you've gotten that stat into the 20s; you can then spare a few stat points to beef up his defense and health (Agility and Body). Max out Optic Beam to Legend Blast and Tactics to Command 3 for an insta- buff to all X-Men. (You'll also need levels in Tactics for the Weapon X Part Deux mission.) A few levels of Optic Sweep can be effective for crowd control and for taking out energy saps. Level up Cyclops' Leadership, Accuracy and Point Blank Shot skills as soon as possible. You will also want to put points into Mutant Mastery and, possibly, Toughness. Ignore Critical Strike. Optic Rage is nice, but not as useful as those Xtreme powers that have 360-degree radial effect (Optic Rage only works in a 90-degree arc in front of Cyclops). With his weak melee skills and the limited usefulness of his ranged attack early (before he has enough Focus to keep up the blasting), Cyclops is not a good choice for your team until the early teen levels. Afterwards, he will probably become a mainstay as his Optic Beam has the longest range of any mutant attack in X-Men Legends and Leadership will have a significant effect on your team. ================ [4.6] Emma Frost ================ A-power: Confuse/Command/Legend Command--confuses enemies so they are no longer able to fight; Command and Legend Command convert enemies to allies and add to their stats; the confusion/conversion effect is time-limited B-power: Fear/Terror/Legend Terror--causes enemies to flee in terror and reduces their stats; Terror and Legend Terror also cause mental damage; the fear effect is time-limited X-power: Psychic Shell/Diamond Shell/Impervious Shell--encases Emma in a diamond-hard substance that reduces physical damage, beam damage and pain Y-power: Psychic Bedlam--causes psychic (mental) damage to all enemies within 50 feet and paralyzes nearby enemies with fear Skills: - Critical Strike: Increases chance of a critical hit for a melee attack - Hardness: Reflects physical damage back at foes - Mutant Mastery: Increases maximum mutant energy - Psionic Strike/Fury: Adds mental damage to melee attacks - Shell Might: Increases lifting strength and damage of melee attacks when in Shell Form - Toughness: Increases maximum health When acquired: Emma comes to help free Illyana from the Astral Plane, and is first available during the GRSO attack on X-Mansion in Interlude #5. Recommended AI level: Normal Recommended AI power: Fear Emma Frost can be a very good character, but only under human control. The key to getting the most from the White Queen's powers is to maximize her melee ability using her Shell form in conjunction with Hardness, Psionic Strike and Shell Might. Her offensive powers are OK for crowd control, but they are not as much use to you when leaving Emma under AI control. Psychic Shell is as powerful a defense as Colossus' Steel Skin. Maximize it and also max out Hardness, Shell Might, Psionic Strike/Fury and Critical Strike. Split Emma's stat points up equally between Focus and Strike with the occasional point put into Agility or Body (her Shell will protect her from a lot of damage) and she becomes a great melee fighter. In order to get the most out of her attacks, you have to keep her Shell form in use at all times; and that requires human control. You don't want Emma using her Confuse or Fear powers on your opponents while you're trying to hit combos. The only effect is you will hit a lot fewer combos since all your enemies are either running away or fighting on your side. Level up either one of Emma's offensive powers. Fear is good because it eventually begins causing damage along with the fear effects. Buy her Xtreme power. Don't worry about Toughness or Mutant Mastery unless you just have some spare points. Play as Emma and keep her Shell up and just hammer away at your opponents. If you get mobbed, use Confuse or Fear to break up the crowd and take them down one-by-one. ========================== [4.7] Gambit (Remy LeBeau) ========================== A-power: Charged Card/Charged Shuffle/Card Legend--throws kinetically charged cards that cause energy damage and knockback; can also destroy objects with a touch (stand next to an object and press R+A) B-power: Staff Slam/Staff Detonation/Staff Legend--Gambit slams his staff on the ground, causing a concussive shockwave that knocks down and damages nearby enemies (energy damage) X-power: Kinetic Boost/Kinetic Amplification/Kinetic Mastery--boosts damage of Gambit's physical attacks and his movement speed; at high levels, adds energy damage to teammates' melee attacks Y-power: 52 Pick Up--Gambit fires off a full deck of kinetically charged cards, damaging enemies in a wide area Skills: - Critical Strike: Increases chance of a critical hit for a melee attack - Kinetic Strike/Fury: Adds kinetic damage to non-staff melee attacks - Overload: Adds energy to charged objects - Mutant Mastery: Increases maximum mutant energy - Staff Master: Adds kinetic energy to non-power staff attacks - Toughness: Increases maximum health When acquired: Gambit is held hostage by the Morlocks; you'll free him at the end of your first mission into their sewers. Recommended AI level: Normal Recommended AI power: Charged Card Gambit is another great character for players, who is less useful under AI control. By leveling his melee abilities, you can turn him into a very good fighter, but his powers are not used by the game as well as they could be. Still, if you do want to play with Gambit on your team, but not under your control, you can hit some pretty effective combos with either of his offensive powers. The other good thing about using Gambit as your character is the ability to charge objects (using his A-power) and hurl them at enemies, where they explode. Simply stand next to an object and press R+A, then quickly throw it at your opponents. You can also use this to destroy items; just charge them up and then step back. For an AI-controlled Gambit, Charged Card ends up being a better choice than Staff Slam. Because CC is a power that affects multiple enemies, you have a better chance of scoring a combo. For a player-controlled Gambit, Staff Slam is the better offensive power, though you won't hit as many combos. In both cases, you'll want to emphasize Gambit's Strike and Focus stats and level up Kinetic Boost, which also provides a bonus to his teammates at Amplification and Mastery levels. Level up Critical Strike, Staff Master and Toughness. Only level up Overload if you're going to use Gambit's ability to charge objects. You should level up Kinetic Strike/Fury if you will be using Gambit a lot for hand-to-hand fighting. Use Staff Slam as a crowd-control measure, and then use lots of strong attacks hand-to-hand. Strong (B) attacks are more likely to cause Gambit to use his Staff; thus, you get the bonuses from the Staff Master skill. Keep Kinetic Boost up and use lots of melee attack sequences. ========================== [4.8] Iceman (Bobby Drake) ========================== A-power: Freeze Blast/Deep Freeze/Legend Freeze--slows or freezes enemies, builds ice bridges, puts out fires B-power: Ice Shards/Ice Spikes/Legend Spikes--throws ice projectiles (energy damage) X-power: Ice Armor/Ice Equipment/Ice Forge--reduces damage (all types), causes touch damage to attackers; higher levels add energy damage to teammates' punches Y-power: Freeze Frame--freezes enemies within 12 feet, slows enemies within 33 feet Skills: - Critical Strike: Increases chance of a critical hit for a melee attack - Cold Smash/Cold Crush: Adds cold damage to melee attacks - Ice Tracks: Iceman can glide through the air on sheets of ice - Mutant Mastery: Increases maximum mutant energy - Point Blank Shot: Increases damage of ranged attacks within 10 feet - Toughness: Increases maximum health When acquired: Bobby Drake will try to charm Alison during the first interlude in X-Mansion. Recommended AI level: Normal Recommended AI power: Freeze Blast Iceman is one of the more versatile X-Men. He's a good support character and he's a good fighter. As a bridge-builder, he's very useful--especially in some early missions when neither Jean nor Magma are available. Freeze Blast slows (or completely freezes) your opponents, making them easier targets. Note, it does no actual damage of its own. This is an especially important power for some of the tougher mutant bosses, as freezing them keeps them from using their most devastating attacks. Ice Shards is fairly weak unless boosted with the extra damage from Point Blank Shot. Considering the overall usefulness of his other two main powers, you probably don't want to waste points in this power and have to spend points on PBS as well. Ice Tracks is another pretty useless skill. The ice slides are hard to control, have incredibly short range until level 5, and are not nearly as useful as the Flying skill (since you can't carry teammates on your slide). Ice Armor is a great defensive power. It gives Bobby good protection, including a small touch attack damage bonus--i.e. any opponent that touches him is automatically damaged. He can also give his teammates an energy bonus to their melee attacks. Of course, you don't see the full benefit of this until you get to Ice Forge level, about midway through the game. The best build for Iceman is to max out Freeze Blast and Ice Armor and keep his Focus high and level up Mutant Mastery so he can keep up his shields and keep blasting away. Split remaining stat points between Agility and Body and don't worry much about his Strike. You can give him some levels in Cold Smash to increase his Melee ability and a point in Toughness will help him stay alive. You can also make Bobby more of a tank by maxing Cold Smash and Critical Strike and spending more points on his Strike stat; however, that will reduce his effectiveness at providing support for the rest of the team. =============== [4.9] Jean Grey =============== A-power: Telekinesis/Telekinetic Mastery/Telekinetic Legend--uses TK to throw enemies and objects about (mental damage), build bridges and pull distant switches B-power: Psychic Shout/Psychic Scream/Psychic Legend--radial attack that causes mental damage to opponents and reduces their Strike and Agility X-power: Telekinetic Shield/Telekinetic Shell/Telekinetic Armor--reduces damage (all types); Shell and Armor protect teammates Y-power: Phoenix Force--Jean Grey transforms into Phoenix, lifts all nearby enemies up and smashes them into the ground Skills: - Critical Strike: Increases chance of a critical hit for a melee attack - Flight: Allows flying and flight pickup (at level 3 and above) - Mutant Mastery: Increases maximum mutant energy - Psionic Strike/Psionic Fury: Adds mental damage to melee attacks - Telekinetic Combat: Increases damage of all mental attacks - Toughness: Increases maximum health When acquired: Jean gives you the tour of the upper two floors of X-Mansion during your first visit. Recommended AI level: Normal Recommended AI power: Psychic Shout Jean comes in a very close second to Storm as the most indispensable mutant in the game. Both have the best party-wide shields in the game (reducing all types of damage for all members of the team), both can fly, move distant objects, add bonus damage to melee attacks and have devastating mutant attacks. Storm's ability to weld metal and her Leadership skill put her just slightly ahead of Jean for overall usefulness. There's almost no way to go wrong leveling Jean. The only mistake you can make is trying to "have it all". You can't max out all her powers and all her skills, so you're going to have to sacrifice something. You can start with Mutant Mastery and Toughness. Jean's Focus should be high enough that MM is not needed, while her shield can protect against taking too much damage. You also don't need to spend points in Critical Strike or Psionic Strike, as hand-to-hand combat is not Jean's forte; and you really only need three levels of Flight (to get teammate pickup)--unless you really intend to fly all the way through every stage. So far that's 19 skill points saved; if you level her all the way to 45th level, you *can* max out her mutant powers and her Telekinetic Combat skill. But, what if you aren't going to power level? And what if you want Jean to be a bit tougher mano-a-mano? Well, then, there are other ways to spread the skill points around. Consider you will almost always have Storm on your team (she is the most useful character), so her shield can substitute for Jean's. There's 12 skill points you don't need to spend. You don't need to max out Telekinesis. Even though it causes damage, it's not as good an offensive power as Psychic Shout. So all you really need is a few levels of TK to build bridges and move objects. That's another eight or nine skill points you don't need to spend. Now you have some freedom to build up Jean's melee combat using Psionic Strike. You can fortify her health with a level of Toughness and give her more power with a level of Mutant Mastery. Like I said, it's hard to go wrong building up Jean Grey. Just don't try to spread points over *all* her powers and skills; rather, build up to the max those skills that best complement each other and Jean will be devastatingly effective no matter what you do. =============================== [4.10] Jubilee (Jubilation Lee) =============================== A-power: Energy Burst/Energy Blast/Legend Blast--throws charged energy globes causing energy damage and knockback B-power: Photo Flash/Strobe Flash/Legend Flash--radial light attack confuses enemies; Strobe and Legend Flash convert enemies to allies X-power: Bait/Taunt/Pep Rally--reduces enemies' damage; Taunt and Pep Rally increase teammates' Strike and Agility Y-power: Independence Day--sets off a bunch of fireworks Skills: - Accuracy: Increases the chance of a critical hit with a ranged attack - Critical Strike: Increases chance of a critical hit for a melee attack - Detonate: Adds energy to charged objects - Mutant Mastery: Increases maximum mutant energy - Point Blank Shot: Increases damage of ranged attacks within 10 feet - Toughness: Increases maximum health When acquired: You find Jubilee hanging out on the grounds of X-Mansion during the second interlude. Recommended AI level: Normal Recommended AI power: Energy Burst Many people compare Jubilee to Gambit, usually in a manner unfavorable to Jubilee; however, Jubilee is much closer to Cyclops than to Gambit. The resemblance to Everyone's Favorite Cajun(tm) is superficial in that their ranged attacks are somewhat similar; however, Jubilee gets Accuracy and Point Blank Shot, which means her ranged attack is actually far more effective. Also, Jubilee's buffing power raises teammates' Strike and Agility, just like Cyclops, with the added bonus of decreasing the damage done by your opponents. The only problem--and the reason Jubilee doesn't make it on a lot of teams--is she offers nothing else. She has no other supporting powers or skills: she can't build bridges, or fly, or weld metal or add a Leadership bonus to combos. The result...you usually end up using Cyclops or Storm rather than Jubilee. Which is a shame, really. With a few levels of Photo Flash, Jubilee can be very effective at crowd control. You can buff your teammates, confuse your enemies and then sit back and throw energy bursts while your accompanying tanks cut them to pieces. OK, this won't be that effective against boss characters; but, for most of the game your primary concern is being mobbed by too many bad guys and Jubilee is a great help here. Max out Energy Burst and Bait, buy her Xtreme Power and level up Accuracy and Point Blank Shot. Keep Focus high; and a point or two of Mutant Mastery wouldn't hurt. Don't worry with Critical Strike, and only buy a level of Toughness if you're having a hard time keeping her alive. Level up Photo Flash, but don't buy any levels of Strobe Flash--your object is to confuse mobs, not convert them. If you have some points left over, level up Detonate for some grenade-throwing fun. =============================== [4.11] Magma (Alison Crestmere) =============================== A-power: Fiery Blast/Magma Blast/Magma Legend--fires balls of fire (energy damage) in an arc in front of Magma causing energy damage; is capable of welding metal B-power: Lava Fissure/Lava Rift/Legend Rift--molten rock erupts from the ground causing energy damage and throwing opponents in the air; can also build molten rock bridges X-power: Fiery Form/Magma Form/Atlas Form--gives Magma protection from damage, damages attackers and adds Might and energy damage to her own melee attacks Y-power: Volcano--Vesuvius erupts under your opponents' feet Skills: - Burning Rage/Erupting Rage: Adds fire damage to melee attacks - Critical Strike: Increases chance of a critical hit for a melee attack - Lava Tracks: Allows Magma to glide through the air on streams of lava - Magma Might: Increases lifting strength and damage of melee attacks when in Fiery Form - Mutant Mastery: Increases maximum mutant energy - Toughness: Increases maximum health When acquired: You play as Alison during all the interludes; however, you can't use her as Magma until you've completed your X-Men Qualification Exam after the mission to save the Arbiter. Recommended AI level: Normal Recommended AI power: Lava Fissure Magma is, primarily, a tank. Her ranged power, Fiery Blast, is very weak-- it has no knockback and no bonuses from other skills (such as Point Blank Shot). Lava Fissure is a great offensive power, but has limited range. However, the combination of Fiery Form, Burning Rage and Magma Might makes Alison one tough little cookie. And her Xtreme power, Volcano, isn't too bad either. You really do not need to put any additional points into Fiery Blast. The one point you start with is sufficient if you really need to back up Cyclops or Storm and weld metal. Lava Fissure is a great offensive power, and allows Magma to build bridges. Your main goal with Magma is, like Emma Frost, keep up your defensive power and lay into your enemies with your fists and feet. You'll need to max out Fiery Form, Burning Rage, Critical Strike and Magma Might. You also want to take Lava Fissure up to at least the Lava Rift 3 or 4 level; all the way to Legend Rift if you have the points. Since defensive powers are so expensive, you might want to consider a point or two of Mutant Mastery. Lava Tracks, like Iceman's Ice Tracks, is fun to play with for about ten minutes and then will never be used again; don't waste points on it. Since you will be operating within a shield most of the time, don't worry about Toughness. Definitely buy Magma's Xtreme power. Keep Magma's Focus and Strike scores high and don't worry as much with Agility and Body. Perhaps 1 of 3 points to Focus, 1 of 3 to Strike and 1 of 3 split to Agility and Body. Keep Fiery Form up at all times, use Lava Fissure if you get mobbed and just pound away with your fists. ================================= [4.12] Nightcrawler (Kurt Wagner) ================================= A-power: Teleport Leap/Teleport Strike/Legend Strike--teleport ahead for a distance; if an enemy is ahead, teleport behind him and strike B-power: Teleport Flurry/Teleport Frenzy/Legend Frenzy--teleport around an area, hitting multiple enemies (or one or two enemies multiple times) and end back at start position X-power: Shadow Blend/Shadow Arts/Shadow Mastery--reduces damage (all types) and increases Agility Y-power: Blindside Blitz--Unrelenting teleport attack frenzy Skills: - Acrobatics: Increases Nightcrawler's Agility and allows a double jump - Critical Strike: Increases chance of a critical hit for a melee attack, also increases critical chance when using teleport attacks - Leap of Faith: Gives a chance that Nightcrawler will use his Teleport Leap to rescue teammates from death if they are about to die; this only works if the computer AI is controlling Nightcrawler - Mutant Mastery: Increases maximum mutant energy - Sucker Punch: Adds to the chance of scoring a critical hit when making a teleport attack - Toughness: Increases maximum health When acquired: You'll meet Kurt during the second interlude at X-Mansion. Recommended AI level: Normal Recommended AI power: Teleport Flurry Nightcrawler is the one X-Man who almost has to be controlled by the game's artificial intelligence. His most useful skill is Leap of Faith, which doesn't work when Kurt is controlled by a player. It's OK to just let the AI control Nightcrawler, with Teleport Flurry set as his AI power; just let him jump around the room attacking your opponents. You will also want a few levels of Teleport Leap, as this ability comes in handy in a few instances. Shadow Blend has the highest damage reduction of any personal shield in the game (-80 damage, all types, at Shadow Mastery 3). It also raises Nightcrawler's Agility. However, if you use Teleport Leap or Flurry often, which you should, Kurt isn't going to be hit anyway. Save the points from this and buy some Toughness instead. Kurt's Flurry/Frenzy power should be maxed out and take Teleport Leap to level 4 or 5 so you can teleport other X-Men; don't bother buying the Teleport Strike levels. Max level Sucker Punch and Critical Strike as they stack; this will allow Nightcrawler to hit lots of criticals (triple damage) when using Flurry (or Leap as an attack). Because Flurry is so expensive, you want to have a high Focus stat and probably max out Mutant Mastery. Buy levels of Acrobatics instead of spending stat points on Agility. Don't put too many points into Strike, as it doesn't affect his teleport attacks. Keep his Body score up to help maintain health. Definitely buy Leap of Faith to maximum level. Keep Flurry as Nightcrawler's AI power, let the AI control him and just spam the L button in combat. Kurt will be teleporting in-and-out all over the battlefield, doing a lot of damage while taking almost nothing in return. =================================== [4.13] Professor X (Charles Xavier) =================================== A-power: Hammer Legend--super strong psychic punch B-power: Blast Legend--radial blast of psychic energy X-power: Psychic Defense--reduces physical damage, knockback and pain Y-power: Psychic Maelstrom--large blast of psychic energy and lightning Skills: - Astral Knockback: adds knockback to mental attacks - Critical Strike: Increases chance of a critical hit for a melee attack - Leadership: Increases damage of and experience received from combos - Might: Increases lifting strength and damage of melee attacks - Mutant Mastery: Increases maximum mutant energy - Toughness: Increases maximum health When acquired: Prof X is only available as a playable character during the mission to free Illyana's mind from the Astral Plane, and again for the boss battle against Shadow King (as Astral Gladiator). You cannot otherwise play as Xavier. Recommended AI level: Normal Recommended AI power: Blast Legend Prof X is a set character. There's no leveling involved. He's a powerful melee fighter and has devastating mental attacks. There's not much to say about him, as you only use him twice and you can't adjust his powers and skills. As Astral Gladiator, you can "level up" his stats; information about recommended settings is covered in the Walkthrough, section 6.23. ================================ [4.14] Psylocke (Betsy Braddock) ================================ A-power: Psychic Slash/Psychic Hammer/Hammer Legend--powerful psychic blade attack (mental damage) B-power: Psychic Bolts/Psychic Spikes/Legend Bolts--throws psychic bolts (mental damage) X-power: Psychic Defense/Psychic Armor/Psychic Wall--reduces damage from mental attacks; Armor and Wall cover teammates as well Y-power: Psychic Onslaught--psychic blades strike down your enemies Skills: - Blade Master: Increases damage and range of psychic blade attacks - Critical Strike: Increases chance of a critical hit for a melee attack - Mutant Mastery: Increases maximum mutant energy - Psionic Strike/Psionic Fury: Adds mental damage to melee attacks - Toughness: Increases maximum health When acquired: You'll help her fight Sentinels during the NYC riots; she'll be available after that series of missions. Recommended AI level: Normal Recommended AI power: Psychic Bolts Psylocke doesn't show up until the game is about 75% finished. You can only use her during the last four missions; however, she's a very useful X-Man to have around. Psychic Slash in conjunction with Blade Master is an attack on par with Wolverine's Brutal Slash. Blade Master also affects Psychic Bolts, which makes that easily the most powerful "scattershot" ranged attack in the game. Betsy has the fewest skill trees of any X-Man. Also, her Psychic Defense only protects against mental damage and is nowhere near as useful as the shields of Jean or Storm. Thus, you have the option of maximizing both her A and B powers and most of her skills--even if you don't power level. This gives Psylocke the option to fight from range or hand-to-hand at equal effectiveness. She may be the only true "combination" fighter in the game. Go ahead and buy her A and B powers up to Legend level. Also max out Blade Master, Psionic Strike and Critical Strike. If you have some points left over, buy her Xtreme power and a point or two of Mutant Mastery or Toughness. Keep her Focus high and put the occasional point into Body or Agility; you can ignore her Strike stat. In combat, you can either sit back and sling bolts at your enemies, or close in and slash them with your psychic blade. The only thing Betsy really lacks is a decent crowd control ability; if she gets mobbed, you're in trouble, so keep Colossus, Emma or Jubilee on the team to break up the gangs. ========================= [4.15] Rogue (Anna Marie) ========================= A-power: Southern Strike/Southern Smash/Southern Legend--powerful punch attack B-power: Ability Drain/Ability Sap/Consume Ability--stun attack that steals powers from the victim; while the victim is stunned, Rogue can use the stolen power by pressing R+B X-power: Bullet Proof/Iron Maiden/Invulnerability--reduces damage and pain Y-power: Energy Drain--saps energy from all enemies, stuns them and prevents them from using their powers for a short time Skills: - Critical Strike: Increases chance of a critical hit for a melee attack - Flight: Allows flying and flight pickup (at level 3 and above) - Grappling: Increases Strike and reflects punches and kicks - Might: Increases lifting strength and damage of melee attacks - Mutant Mastery: Increases maximum mutant energy - Toughness: Increases maximum health When acquired: Rogue is hanging out in the sitting room of the X-Mansion during your first interlude there. Recommended AI level: Aggressive Recommended AI power: Ability Drain Rogue might be one of the most difficult characters to get a handle on in X-Men Legends. Her two offensive powers are radically different; and, when you use Ability Drain, you actually end up with a different power mapped to your B button. Rogue is set up as a tank. Southern Strike is second only to Colossus' Power Smash in terms of raw, physical damage--and is also a very slow attack. Her personal shield is not quite as powerful as Colossus', but will still shield her from a lot of damage. Grappling not only increases her Strike rating, it also adds to her defense by deflecting melee damage. Finally, she gets both Might and Flying, making her the only X-Man that could fly tanks over a ravine. Too bad there's really no opportunity to do so... Ability Drain is most useful against boss mutants (Mystique, Pyro, Avalance, etc.); and is a good power to use as Rogue's AI power for scoring combos. Southern Strike is less useful as it is easy to dodge; but, coupled with a Muscle Accelerator or under the influence of Gambit's Kinetic Mastery, it can do a lot of damage. Because Grappling aids in defense, you probably don't need Rogue's personal shield--especially if you have a party-wide shield (Jean, Storm) available. Max out Rogue's Critical Strike, Grappling and Might skills. You should also max out one of Southern Strike or Ability Drain and buy the other up to at least level four or five of the second branch (i.e. Southern Smash 4 or 5; Ability Sap 4 or 5). Take three levels of Flight to pick up objects, and a level each of Toughness and Mutant Mastery. Concentrate Rogue's stat points on Focus, Strike and Body. =========================== [4.16] Storm (Ororo Munroe) =========================== A-power: Lightning Strike/Chain Lightning/Legend Lightning--a slow- developing, ranged energy attack; Chain and Legend Lightning affect multiple opponents; can weld metal B-power: Whirlwind/Tornado/Legend Vortex--creates a whirlwind that picks up and throws enemies, doing physical damage in the process; can also put out fires and move distant objects X-power: Storm Shield/Hail Shield/Blizzard Shield--reduces damage (all types); Hail And Blizzard Shield protect teammates as well Y-power: Cyclone Fury--a powerful, area-wide lightning and wind attack Skills: - Critical Strike: Increases chance of a critical hit for a melee attack - Lightning Fury/Lightning Rage: Adds lightning damage to melee attacks - Flight: Allows flying and flight pickup (at level 3 and above) - Leadership: Increases damage of and experience received from combos - Mutant Mastery: Increases maximum mutant energy - Toughness: Increases maximum health When acquired: You can meet Storm during your first tour of X-Mansion. Recommended AI level: Normal Recommended AI power: Lightning Strike Like Jean Grey, it is very difficult to pick-and-choose from among Storm's powers and skills. It would be nice if you could just maximize all of them. Unfortunately, this just doesn't work, so sacrifices have to be made. By far, Storm's best offensive power is Lightning; you want this leveled up to Legend status. Whirlwind, while incredibly useful and effective, can be sacrificed. Buy a few levels for putting out fires and moving objects--just in case you don't have Iceman or Jean nearby. You can sacrifice Storm Shield if you will be using Jean Grey and her TK Shield; however, it's more likely you will sacrifice Jean's TK Shield in favor of Storm Shield so maximize this to Blizzard Shield 3. The easiest skills to give up are the melee-oriented ones; Ororo won't beat many people with her fists. A level or two of Lightning Fury early in the game is a big help; but don't bother maxing that skill tree. You can also ignore Critical Strike and Toughness. Storm is dependant on mutant energy, so at least one level of Mutant Mastery is a plus. You also don't need more than three levels of Flight (for teammate pickup). That leaves Leadership as the only skill tree that must be maxed out, and that will give you plenty more points for increasing Storm's mutant powers. Because Storm can weld metal (with Lightning), cross gaps (by flying the team members across), move objects and put out fires (with Whirlwind) and adds Leadership bonuses to combos, she is the ultimate Swiss Army Knife of the X-Men. Unless you have some personal vendetta against Storm, you should always have her on your team. In the early missions, Storm is a better leader than Cyclops. With a level or two of Lightning Fury, she can hold her own hand-to-hand when her energy runs out; and your energy will run out a lot until you get into the low teens in level. Once you have leveled up a bit, you won't be running out of power and you can focus on mutant attacks. You'll also be able to bring Cyclops into the mix and double your Leadership bonuses. Chain Lightning/Legend Lightning is great for hitting combos and Whirlwind is very useful for crowd control. Equip Storm with a DNA Regenerator--or, better, the mask of Xorn--and let her keep the party shield up and just spam her mutant attacks. ======================== [4.17] Wolverine (Logan) ======================== A-power: Brutal Slash/Eviscerate/Legend Slash--Wolverines staple power, a powerful strike with his extended claws B-power: Claw Flurry/Claw Frenzy/Legend Frenzy--multiple slashing attacks against all enemies in the area X-power: Feral Rage/Berserker Rage/Unstoppable Rage--adds +5 to Wolverine's Agility and increases movement speed by 30%, Berserker Rage also increases Strike by +5 and Unstoppable Rage also increases Body by +5
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