X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 06).
Objectives:
* Rotate the sun mirror in the Temple of Anubis
* Rotate the sun mirror in the Temple of Sekhmet
* Find the canopic jars (4) in the Temple of Sekhmet
* Place the canopic jars (4) in the canopic container
* Find the sun crystal in the Ancient Labyrinth
Find and use the sun crystal as the final component to
open the great seal door.
* Pass the Great Seal
Areas:
* Teleport Chamber (X)
* Ra's Mouth
* Ancient Labyrinth (X)
* Temple of Anubis
* Temple of Sekhmet
Items:
[] Data disc: Ra's Mouth, left from the exit to Teleport Chamber (home
base), behind one of the ships that are on side platforms
[] Homing beacon: Ra's Mouth, as you enter from the Teleport Chamber, go
right at the first intersection, after rounding the corner, go through
the second door on the left, fly over to a ledge to the left and push
(or Levitate or TK) the column out of the way (must have Magneto, Jean,
Rogue or Iron Man to do this), then go through the door to get the
homing beacon
[] Tech station (+50 Health): Ra's Mouth, between the homing beacon and
the fight with Mr. Sinister
[] Homing beacon: Ancient Labyrinth, near the entrance to the Temple of
Sekhmet are two doors leading to bridges, take the right-hand door
to get to the room with the beacon
[] Weapon cache: Ancient Labyrinth, on a ledge of a room with a big pit,
to the left of the Xtraction point room (left as you face into the room)
[] Tech station (+50 Energy): Ancient Labyrinth, in a room near the
weapon cache, break down a wall to reach it
[] Danger Room Disc Challenge - Bishop: Ancient Labyrinth, beyond the
tech station, on the floor of a large room
[] Sketch book (Wolverine, Abyss, Mikhail): Ancient Labyrinth, in the
room with the Xtraction point
[] Homing beacon: Temple of Anubis, in the first room, take a left and
pick up the beacon from the middle of the floor
[] Sketch book (Egypt, Egypt Enemy, Bishop): Temple of Anubis, after
picking up the homing beacon, the floor will fall away and the sketch
book is in the bottom of the pit
[] Danger Room disc Survival 504: Temple of Anubis, after clearing the
pit produced by picking up the homing beacon, climb the stairs out and
the disc is at the top of the first flight of stairs
[] Data disc: Temple of Anubis, roughly in the center of the area, straight
ahead from where you enter, but the way is blocked by stones, you can
teleport through or work your way around and break through the walls
behind the room where the disc is at
[] Weapon cache: Temple of Anubis, next to the data disc
[] Tech station (+10 Body): Temple of Anubis, from the first room take
a right and find the station in the first main room, lower level
[] Weapon cache: Temple of Sekhmet, first room, behind first large pillar
to your left
[] Danger Room Disc Challenge - Wolverine: Temple of Sekhmet, first room,
behind second large pillar to your left
[] Tech station (+10 Focus): Temple of Sekhmet, from the Y-shaped room, go
left
[] Data disc: Temple of Sekhmet, from the Y-shaped room, go right and in
the room with the canopic jar, break through a wall on the right side
of the room and follow the corridor
[] Homing beacon: Temple of Sekhmet, from the Y-shaped room, go straight
and cross the chasm to get the beacon in the hall beyond
Recommended Team:
* Iceman, Toad or Storm to put out fires
* Storm for unique conversation with Beast/Mr. Sinister
* Flier or teleporter for fight against Mr. Sinister
* Character with Flight and Might (Magneto, Jean, Rogue or Iron Man)
to get homing beacon
* Character with good destructive power for breaking through walls
Explore your home base for a bit, play the Trivia Game, gain some
experience in the Danger Room, etc. etc. When you're ready, leave through
the main door and enter Ra's Mouth. Take the left path. After turning the
corner, fly over to the platform to your left and pick up a data disc on
the far side of the boat.
Now go back towards the entrance and head the opposite way (as though you
turned right at the first intersection rather than left). After turning the
corner, go through the second door on the left. You'll be on a small ledge
next to a large pit. Using Jean, Magneto, Rogue or Iron Man, fly across to
another ledge to your left. Push (or Levitate or TK) the column out of your
way, then go through the door to pick up a homing beacon.
Now head through the door opposite from the main entrance and build a
bridge across to a meeting with Beast and Mr. Sinister. This is a fairly
involved fight, but shouldn't be too difficult.
Mr. Sinister is the main villain here; but, he's invulnerable to your
attacks. To take down his defenses, you have to use one of the four
Nullifiers spaced around the platform. Stand next to a Nullifier and wait
for Mr. Sinister to get close and then Use the Nullifier. If Sinister is
caught in the blast, he will be vulnerable for approximately 10 seconds, so
lay into him.
To complicate things, Mr. Sinister will constantly hit you with energy
draining rays as well as a power that causes you to run in fear. Ignore
Beast (as much as possible), try to dodge Sinister's beams, and keep luring
him to the Nullifiers. Once Mr. Sinister is defeated, enter the Ancient
Labyrinth through the door opposite the bridge.
The Ancient Labyrinth is well-named. This is a fairly complicated area, so
follow the directions closely. From the entrance, take the right-hand door
and follow the hall around until you see a room with a flaming floor to
your right. Break down the wall and use Storm, Toad or Iceman to put out
the fires. (If you don’t have of these three you could fly over or teleport
past the flames with one team member and the rest will follow. Or just run
through and take the damage.)
This opens the way to the Temple of Sekhmet, but don't go there yet.
Continue down the main hall and around the corner and break down the wall
to your left. You can keep breaking down walls to open up a set of three
rooms that contain minor loot.
Leave this set of rooms and go straight. You'll come to a pair of doors to
your right that lead to bridges. When you step through a door you are
instantly transported to a room that is off the map. The first door leads
to a homing beacon. The second door leads to a pull lever that opens a door
opposite the bridge.
Go through the newly opened door. To the right is a large room with an
Xtraction point. Pass the Xtraction point room and go straight through to
another room and turn left onto a small ledge. Go left along the ledge to
pick up a weapon cache. Go back into the previous room and break down the
wall opposite the way you came in.
Pick up the +50 Energy tech station. Break down the far wall and enter a
very large room. At the far end you can find the Challenge - Bishop Danger
Room disc. Head to your left from the disc and climb a pile of stones to a
wall you can break through. Head to your left, break through the wall, turn
left and break through the wall again to drop down into a pit.
Go to the far end of the pit, climb the stones and head around to your
right. Go through the door, take the door to your right and break through
the far wall to open the way to the Temple of Anubis. Head back and
continue through the hall until you reach your starting point at the Ra's
Mouth exit. Go straight through the door opposite the exit, drop down into
the pit, then climb the stairs to collect the sun crystal.
The door behind the crystal will open and you can follow your map around to
the Xtraction point. In this room, in the corner diagonally opposite the
Xtraction point, behind a column, is a sketch book (Wolverine, Abyss,
Mikhail). You've now cleared this area, collected all the swag and have an
Xtraction point to use as your "base" for exploring the temples of Anubis
and Sekhmet. Save your game and head for the Temple of Anubis.
In the first room, head left and pick up the homing beacon in the next
room. The floor will fall away. Drop down, fight the mini-boss, collect a
sketch book (Egypt, Egypt Enemy, Bishop), then leave through the door in
the pit. Climb the stairs and pick up the Survival 504 Danger Room disc in
the hall at the top of the stairs.
At the top of the next flight of stairs, pull the lever, then head back
into the homing beacon room and leave through the door directly opposite.
In the next room, take the door in the middle of the right wall, and break
your way through walls to a large room in the center of the temple area.
Break through the wall that is to your right as you come into the room and
head into the small side room for a weapon cache and data disc.
Back in the large room, break your way through the wall opposite the one
you came through the first time, and work your way back toward the exit to
the Ancient Labyrinth. You'll enter a large room with a sunken level that
has a +10 Body tech station. Now head for the "back" of the temple--the
places you haven't explored yet.
In the very back of the temple is the altar room. Before entering the room,
make sure there are no enemies left (there is an Anubite Warrior disguised
as a statue next to each door into the altar room). When you enter the
altar room, you'll get a pop-up conversation. Make sure you press ENTER to
exit the conversation normally, or your game will glitch (see section B.08
for more info.)
One of the statues will be marked (with a red arrow hovering over it and a
red X on your map.) Destroy the statues, in the order they are marked, on
both sides of the chasm to cause the altar with the sun crystal to move
into the light. Head back to the Ancient Labyrinth, save your game, then
head to the Temple of Sekhmet.
In the first large room, with all the pillars, find a weapon cache behind
the first large pillar on your left and the Challenge - Wolverine Danger
Room disc behind the second large pillar on the left. In the next room,
turn left to pick up your first canopic jar. Then go forward and to the
right to get the second jar.
Going deeper into the temple, you will come to a Y-shaped room where you
can continue straight or go left or right. Go left to reach the third
canopic jar and a +10 Focus tech station. The right-hand path leads to the
fourth canopic jar. You'll need a flier or bridge-builder to get it. To
pick up a data disc, go to the right side of the room and break through the
back wall and follow the corridor to the disc.
When you reach a chasm that must be bridged (or flown or teleported over),
you can either cross the chasm (and then another) or take the hall to the
left, both go to the same room. The hall on the other side of the chasm
contains a homing beacon. You may want to clear out both halls for the XP.
In the large room you arrive in, cross the wood bridge and stand in front
of the square container and press Use to put your canopic jars in the
container. This opens the way for you to continue, so head down the hall.
At the end of the hall, pull the lever on the upper platform to "rotate the
sun crystal". You're now ready to pass the Great Seal.
=============================
C.29: Survival of the Fittest
=============================
Objectives:
* Defeat Apocalypse
Areas:
* Hall of the Dead (X)
* Vault of Ages (X - Change Team only)
Items:
[] Danger Room Disc Qualifying Exam 500: Hall of the Dead, immediately
to your left as you enter
[] Data disc: Hall of the Dead, down the left path in the room after
the Living Monolith battle
[] Homing beacon: Hall of the Dead, in the room with the data disc, stand
roughly in the center of the room, on the lower level, and move around
until "Use loose stone" appears, then press Use to reveal the beacon
[] Tech station (+10 Speed): Hall of the Dead, past the Monolith battle,
in a room with a glowing statue, Use the statue to reveal the station
[] Weapon cache: Hall of the Dead, in the room with the Xtraction point
[] Sketch book (Holocaust, Archangel, Apocalypse): Hall of the Dead,
in the room with the Xtraction point
[] Homing beacon: Vault of the Ages, in a side alcove of the main arena
[] Tech station (+10 Strike): Vault of the Ages, one of the generator rooms
is reached by a hall that splits, take the left-hand hall to get to
the tech station
Recommended Team:
* Nightcrawler with Master of Chaos comes in real handy during the
battle against Apocalypse and the Four Horsemen
Return to the Ancient Labyrinth's Xtraction point room. Use the pedestal in
front of the anubite statues to place the sun crystal on it and open the
door into the Hall of the Dead. As you enter the Hall, directly to your
left is the Qualifying Exam 500 Danger Room disc.
The next room contains a boss fight against the Living Monolith. This is a
long fight, but not an especially difficult one. Monolith is powered by the
sun's rays reflected to him from the four pedestals on the sides of the
room. When all four pedestals are active, Monolith is invulnerable. You can
de-activate a pedestal for a short period of time simply by standing on it.
This will cause the pedestal to rise up.
You do not have to remain standing on the pedestal as it rises, nor do you
need to de-activate more than one pedestal at a time (de-activating more
than one pedestal does not make Monolith any more vulnerable than de-
activating just one).
With one pedestal not reflecting light to Monolith, he is vulnerable to
your attacks--though, only just barely. You'll be hard pressed to do a lot
of damage to Monolith, so this battle is one where you just keep pounding
and use health and energy packs like water.
Run to one side of the room and raise a pedestal. Beat on Monolith for a
bit, then raise the other pedestal on that side of the room. Keep
alternating the pedestals and keep Monolith vulnerable and keep hitting
him. He will, eventually, go down. Head through to the next large room and
take the left-hand door.
In the room at the end of the hall is the final data disc. You can also
reveal a homing beacon by Using a "loose stone" in the floor. Just walk
around the lower level near the center of the room until you get the notice
on your screen.
Return to the previous room and continue deeper into the Hall. In the next
room is a glowing statue. Use it to reveal a +10 Speed tech station and
open the door into the next room. That room has a sketch book (Holocaust,
Archangel, Apocalypse), a weapon cache and an Xtraction point.
Since you're headed back to base for a rest and refit, might as well use
the Secret portal next to Forge and rescue Iron Man. In the X-in-a-circle-
shaped room, there are three different devices that need to be activated in
each corner other than the one through which you enter.
Once all three are activated, Tony Stark appears in the center of the room.
Talk to him, and, if you've recovered all his armor, you will unlock Iron
Man as a playable character. When you're ready for the climactic battle,
return to the Hall of the Dead and exit to the Vault of Ages.
NOTE: You might want to put Nightcrawler on your team and buy the ability
to redistribute his skill points. Buy up every level of Teleport Frenzy and
Master of Chaos that you are able to purchase. Also put points into
Teleport Mastery and Critical Strike. (Or, you can just ignore that advice
and make the final battle a lot tougher. Your call.)
When you first fight Apocalypse, he actually seems a bit of a pushover,
and, truth be told, he is. If you know what you're doing (and, since you're
reading this, you will know what you're doing), this climactic battle turns
out to be pretty anti-climactic. First, you have to fight Apoc straight up.
He's not that tough. Spam Nightcrawler's Teleport Frenzy on him and he'll
go down fairly quickly.
He jumps into his machine and powers up. OK, two can play that game. Jump
into the machine yourself and you'll be imbued with the Power of the Four.
You now have:
* Emma Frost's Psychic Beam (Attack button)
* Quicksilver's Speed Charge (Smash button)
* Polaris' Magnetic Burst (Jump button)
* Sabretooth's Regeneration (Use button)
The two you want to use most are Emma's and Polaris' powers. Using these
powers does not consume energy, but you do have a limited amount of time
you can use them. You'll get a yellow gauge at the bottom of the screen
showing your remaining power. You can increase this power by picking up a
yellow DNA Orb--looks like a yellow Xtreme token. These orbs will start
dropping like flies, so you shouldn't have any problem staying powered up.
Continue to ignore Apoc and run to one of the two doors from which power
conduits come into the room. Just walk through the door (in your powered-up
state of course) and blow (Polaris' Magnetic Burst) through the enemies
beyond.
If you happen to enter the room that branches right and left, go right.
Either way you will reach one of the two generators powering Apoc's
machine. He'll be there ahead of you, so fight him (lots of Psychic Beam
and the occasional Magnetic Burst work really well).
When he's defeated, he returns to his machine to power up, so take the
opportunity to destroy the generator. You can only use melee attacks (not
powers) on the machine, and the best way is to use the Power Jump (Jump +
Smash). If you remained imbued with the Power of the Four, you should
destroy it in two or three hits. Otherwise, it's going to take a while.
Once the generator is destroyed, you lose your Power, so run back to the
main room and use Apoc's machine again and head for the other generator.
Defeat Apoc, destroy the generator, go back to the main room.
Now it's a straight-up fight again, but Apoc starts by summoning his Four
Horsemen (Abyss, Mikhail, Holocaust and Archangel). If, at any point, you
defeat Apoc and a Horseman is still alive, he'll use the Horseman to
regenerate (the Horseman will be turned into a statue).
So, here's where Kurt's Master of Chaos comes in handy. Run (or, better,
teleport) to a Horseman that is far away from Apoc and unload Master of
Chaos on him. Nightcrawler's Xtreme power is the exception to the rule of
not using Xtremes on bosses--if no other enemy is near, every Chaos attack
hits the one target. One MoC should take out each Horseman.
Now it's just a matter of beating down Apoc and he's not that much harder
now than he was when this whole fight started. Truthfully, if you do this
right, it will take you less time to get the ending cinematics than it did
to read this explanation.
After the credits roll, you're back in the Vault of the Ages. In a side
alcove is a homing beacon (or XP reward). In the generator room that
branches, on the left path, is a +10 Strike tech station.
That's it!
You've defeated all the enemies. Collected all the goodies. Unlocked
Deadpool and Iron Man (and, hopefully, Professor X by beating all the
Danger Room courses) and it's time to start a new game. Just choose New
Game and you'll get the option to start with default characters or
characters as they were in a saved game.
Good night, Bub.
/
\ /--MEN LEGENDS II-----------------------------------------------------
\/
/\---Section D. ALLIES---------------------------------------------------
/ \
/
*HOW TO READ THE SKILL LISTINGS*
There will be a header number (such as C.01.a.vi) followed by the skill
name followed in parentheses by the skill type. There will then be a colon,
followed by any skill pre-requisites (i.e. other skills that you must
acquire first before unlocking this skill) and then the skill description:
Header number - Skill name (skill type): Pre-requisites. Description.
Underneath the skill header will be the list of ranks, their level
requirements, effects and energy point (EP) cost:
(level requirement): effects, cost EP
If the level requirement for a skill rank is 1, then that skill is
available from the beginning of the game, unless there is another skill
pre-requisite.
*ABOUT STATS*
All characters receive four stat points each level that may be spent in any
way you choose (or may be spent by the AUTO-TRAIT option). Each character
also receives two stat points that are automatically assigned. Under each
character's Commentary is a section on Stats that shows the character's
starting stat points (at level 1) and ending stat points (at level 99) not
including the player-selectable stat point allocations (i.e. only the stat
points automatically assingned).
Furthermore, there are maximum stats for each character. You cannot buy
stat ranks for any character once that character has 250 points (or more).
However, you can still boost the stat using tech stations, Danger Room
awards and equipment. However, there are absolute maximums beyond which
tech station bonuses will cause the stat to "reset" and start over again at
1. (Danger Room awards and equipment boosts do not cause this.) These stat
maximums are listed with each character.*
* Stat max values are taken from Majestros' FAQ, as listed in the Credits.
=============
D.01: Bishop
=============
D.01.a) Skills
--------------
D.01.a.i - Bio Beam (Beam): Channels energy through his hands to blast foes
with a beam of focused power.
(Level 1): 11-15 energy damage, 14EP
(Level 4): 21-26 energy damage, 20EP
(Level 7): 32-38 energy damage, 27EP
(Level 10): 43-50 energy damage, 33EP
(Level 13): 54-62 energy damage, 40EP
(Level 16): 65-74 energy damage, 47EP
(Level 19): 76-88 energy damage, 53EP
(Level 22): 86-98 energy damage, 60EP
(Level 25): 97-110 energy damage, 67EP
(Level 28): 108-122 energy damage, 73EP
(Level 31): 119-134 energy damage, 80EP
(Level 34): 130-146 energy damage, 86EP
(Level 37): 141-158 energy damage, 93EP
(Level 40): 151-170 energy damage, 100EP
(Level 43): 162-182 energy damage, 106EP
(Level 46): 173-194 energy damage, 113EP
(Level 49): 184-206 energy damage, 120EP
(Level 52): 195-218 energy damage, 126EP
(Level 55): 206-230 energy damage, 133EP
(Level 58): 217-242 energy damage, 140EP
D.01.a.ii - Plasma Blaster (Projectile): Uses guns to fire projectiles that
stun enemies. (Press and hold.)
(Level 1): 11-15 energy dmg/sec, 1 second stun, 12EP/s
(Level 4): 20-25 energy dmg/sec, 1 second stun, 18EP/s
(Level 7): 30-36 energy dmg/sec, 1 second stun, 24EP/s
(Level 10): 40-46 energy dmg/sec, 1 second stun, 30EP/s
(Level 13): 49-57 energy dmg/sec, 1 second stun, 36EP/s
(Level 16): 59-68 energy dmg/sec, 1 second stun, 42EP/s
(Level 19): 69-78 energy dmg/sec, 1 second stun, 48EP/s
(Level 22): 78-89 energy dmg/sec, 2 second stun, 54EP/s
(Level 25): 88-100 energy dmg/sec, 2 second stun, 60EP/s
(Level 28): 98-110 energy dmg/sec, 2 second stun, 66EP/s
(Level 31): 107-121 energy dmg/sec, 2 second stun, 72EP/s
(Level 34): 117-131 energy dmg/sec, 2 second stun, 78EP/s
(Level 37): 127-142 energy dmg/sec, 2 second stun, 84EP/s
(Level 40): 136-153 energy dmg/sec, 3 second stun, 90EP/s
(Level 43): 146-163 energy dmg/sec, 3 second stun, 96EP/s
(Level 46): 156-174 energy dmg/sec, 3 second stun, 102EP/s
(Level 49): 165-185 energy dmg/sec, 3 second stun, 108EP/s
(Level 52): 175-195 energy dmg/sec, 3 second stun, 114EP/s
(Level 55): 185-206 energy dmg/sec, 3 second stun, 120EP/s
(Level 58): 195-217 energy dmg/sec, 4 second stun, 126EP/s
D.01.a.iii - Sapping Strike (Melee): Requires Level 7. Melee attack that
reduces damage victims do by 50% for a time. Drains batteries.
(Level 7): 30-36 energy damage, 2 seconds, 22EP
(Level 10): 39-46 energy damage, 2 seconds, 28EP
(Level 13): 49-57 energy damage, 2 seconds, 34EP
(Level 16): 59-67 energy damage, 2 seconds, 40EP
(Level 19): 68-78 energy damage, 2 seconds, 46EP
(Level 22): 78-89 energy damage, 3 seconds, 52EP
(Level 25): 88-99 energy damage, 3 seconds, 58EP
(Level 28): 97-110 energy damage, 3 seconds, 64EP
(Level 31): 107-121 energy damage, 3 seconds, 70EP
(Level 34): 117-131 energy damage, 4 seconds, 77EP
(Level 37): 127-142 energy damage, 4 seconds, 83EP
(Level 40): 136-153 energy damage, 4 seconds, 89EP
(Level 43): 146-163 energy damage, 4 seconds, 95EP
(Level 46): 156-174 energy damage, 5 seconds, 101EP
(Level 49): 165-185 energy damage, 5 seconds, 107EP
(Level 52): 175-195 energy damage, 5 seconds, 113EP
(Level 55): 185-206 energy damage, 5 seconds, 119EP
(Level 58): 195-217 energy damage, 6 seconds, 126EP
D.01.a.iv - Full Auto (Projectile): Requires Level 14, Plasma Blaster.
Fires both guns in a spray of bullets causing radiation damage. (Press and
hold.)
(Level 14): 30-36 radiation dmg over 1 second, 36EP/s
(Level 17): 35-42 radiation dmg over 1 second, 43EP/s
(Level 20): 41-48 radiation dmg over 1 second, 50EP/s
(Level 23): 47-55 radiation dmg over 1 second, 57EP/s
(Level 26): 53-61 radiation dmg over 1 second, 64EP/s
(Level 29): 59-68 radiation dmg over 1 second, 71EP/s
(Level 32): 64-74 radiation dmg over 1 second, 78EP/s
(Level 35): 70-80 radiation dmg over 1 second, 85EP/s
(Level 38): 76-87 radiation dmg over 1 second, 92EP/s
(Level 41): 82-93 radiation dmg over 1 second, 99EP/s
(Level 44): 88-100 radiation dmg over 1 second, 106EP/s
(Level 47): 93-106 radiation dmg over 1 second, 113EP/s
(Level 50): 99-112 radiation dmg over 1 second, 120EP/s
(Level 53): 105-119 radiation dmg over 1 second, 127EP/s
(Level 56): 111-125 radiation dmg over 1 second, 134EP/s
(Level 59): 117-132 radiation dmg over 1 second, 142EP/s
D.01.a.v - Rapid Fire (Projectile): Requires Level 21, Full Auto. Fires
both guns in broad sweeps with atomic radiation rounds.
(Level 21): 43-50 radiation dmg over 3 seconds, 52EP
(Level 24): 49-56 radiation dmg over 3 seconds, 59EP
(Level 27): 55-63 radiation dmg over 3 seconds, 66EP
(Level 30): 61-69 radiation dmg over 3 seconds, 73EP
(Level 33): 67-76 radiation dmg over 3 seconds, 80EP
(Level 36): 73-82 radiation dmg over 3 seconds, 87EP
(Level 39): 79-89 radiation dmg over 3 seconds, 94EP
(Level 42): 85-95 radiation dmg over 3 seconds, 101EP
(Level 45): 91-102 radiation dmg over 3 seconds, 108EP
(Level 48): 97-108 radiation dmg over 3 seconds, 115EP
(Level 51): 103-115 radiation dmg over 3 seconds, 122EP
(Level 54): 109-121 radiation dmg over 3 seconds, 129EP
(Level 57): 115-128 radiation dmg over 3 seconds, 136EP
(Level 60): 121-135 radiation dmg over 3 seconds, 144EP
D.01.a.vi - Bombardment (Radial): Requires Level 28. Fires several high-
powered rounds into the air. They then crash down, smashing into enemies
and surrounding objects.
(Level 28): 43-50 energy damage, 84EP
(Level 31): 47-54 energy damage, 93EP
(Level 34): 51-59 energy damage, 103EP
(Level 37): 55-63 energy damage, 112EP
(Level 40): 59-68 energy damage, 122EP
(Level 43): 64-73 energy damage, 132EP
(Level 46): 68-77 energy damage, 141EP
(Level 49): 72-82 energy damage, 151EP
(Level 52): 76-86 energy damage, 160EP
(Level 55): 80-91 energy damage, 170EP
(Level 58): 85-96 energy damage, 180EP
D.01.a.vii - Bio Blast (Radial): Requires Level 28, Sapping Strike. Radial
energy attack that damages enemies and has a chance of doing a 'Deadly
Strike' (33% instant HP loss).
(Level 28): 46-54 energy dmg, 5% chance for Deadly Strike, 92EP
(Level 31): 59-59 energy dmg, 6% chance for Deadly Strike, 102EP
(Level 34): 55-64 energy dmg, 7% chance for Deadly Strike, 113EP
(Level 37): 60-69 energy dmg, 9% chance for Deadly Strike, 123EP
(Level 40): 65-75 energy dmg, 10% chance for Deadly Strike, 134EP
(Level 43): 70-80 energy dmg, 12% chance for Deadly Strike, 145EP
(Level 46): 75-85 energy dmg, 13% chance for Deadly Strike, 155EP
(Level 49): 80-91 energy dmg, 14% chance for Deadly Strike, 166EP
(Level 52): 85-95 energy dmg, 16% chance for Deadly Strike, 176EP
(Level 55): 90-101 energy dmg, 17% chance for Deadly Strike, 187EP
(Level 58): 95-107 energy dmg, 19% chance for Deadly Strike, 198EP
D.01.a.viii - Big Bang (Radial, Xtreme): Requires Level 15. Sucks in
surrounding energy releasing it in a violent explosion of power nullifying
enemy powers.
(Level 15): 85-96 energy damage, 2 second nullify
(Level 20): 117-131 energy damage, 2 second nullify
(Level 25): 149-167 energy damage, 3 second nullify
(Level 30): 182-202 energy damage, 4 second nullify
(Level 35): 214-238 energy damage, 4 second nullify
(Level 40): 246-273 energy damage, 5 second nullify
(Level 45): 279-309 energy damage, 6 second nullify
D.01.a.ix - Superconductor (Boost, Xtreme): Requires Level 20. Entire party
spends no EP and takes no energy damage for a time.
(Level 20): 15 seconds
(Level 25): 22 seconds
(Level 30): 30 seconds
(Level 35): 37 seconds
(Level 40): 45 seconds
D.01.a.x - Absorption (Boost): Requires Level 7. Absorbs a percentage of
energy damage as HP gain and boosts physical resistance.
(Level 7): 45% energy dmg as HP gain, +21% DEF, 10% (PR), 13 secs, 88EP
(Level 10): 45% energy dmg as HP gain, +29% DEF, 10% (PR), 15 secs, 111EP
(Level 13): 45% energy dmg as HP gain, +37% DEF, 11% (PR), 17 secs, 134EP
(Level 16): 45% energy dmg as HP gain, +45% DEF, 11% (PR), 20 secs, 157EP
(Level 19): 46% energy dmg as HP gain, +53% DEF, 12% (PR), 22 secs, 180EP
(Level 22): 46% energy dmg as HP gain, +62% DEF, 13% (PR), 25 secs, 203EP
(Level 25): 46% energy dmg as HP gain, +70% DEF, 13% (PR), 27 secs, 226EP
(Level 28): 47% energy dmg as HP gain, +78% DEF, 14% (PR), 30 secs, 249EP
(Level 31): 47% energy dmg as HP gain, +86% DEF, 14% (PR), 32 secs, 272EP
(Level 34): 47% energy dmg as HP gain, +95% DEF, 15% (PR), 35 secs, 295EP
(Level 37): 48% energy dmg as HP gain, +103% DEF, 15% (PR), 37 secs, 318EP
(Level 40): 48% energy dmg as HP gain, +111% DEF, 16% (PR), 40 secs, 341EP
(Level 43): 48% energy dmg as HP gain, +119% DEF, 17% (PR), 42 secs, 364EP
(Level 46): 48% energy dmg as HP gain, +128% DEF, 17% (PR), 45 secs, 387EP
(Level 49): 49% energy dmg as HP gain, +136% DEF, 18% (PR), 47 secs, 410EP
(Level 52): 49% energy dmg as HP gain, +144% DEF, 18% (PR), 50 secs, 433EP
(Level 55): 49% energy dmg as HP gain, +152% DEF, 19% (PR), 52 secs, 456EP
(Level 58): 50% energy dmg as HP gain, +160% DEF, 20% (PR), 55 secs, 480EP
D.01.a.xi - Energy Fury (Boost): Requires Level 14, Absorption. Gives bonus
energy damage to melee attacks for self and allies for a time.
(Level 14): +5% energy dmg, +21% ATK, 13 seconds, 132EP
(Level 17): +8% energy dmg, +30% ATK, 15 seconds, 157EP
(Level 20): +11% energy dmg, +39% ATK, 18 seconds, 183EP
(Level 23): +14% energy dmg, +49% ATK, 21 seconds, 208EP
(Level 26): +17% energy dmg, +58% ATK, 24 seconds, 234EP
(Level 29): +19% energy dmg, +67% ATK, 27 seconds, 260EP
(Level 32): +22% energy dmg, +76% ATK, 29 seconds, 285EP
(Level 35): +25% energy dmg, +86% ATK, 32 seconds, 311EP
(Level 38): +28% energy dmg, +95% ATK, 35 seconds, 336EP
(Level 41): +31% energy dmg, +104% ATK, 38 seconds, 362EP
(Level 44): +34% energy dmg, +114% ATK, 41 seconds, 388EP
(Level 47): +36% energy dmg, +123% ATK, 43 seconds, 413EP
(Level 50): +39% energy dmg, +132% ATK, 46 seconds, 439EP
(Level 53): +42% energy dmg, +142% ATK, 49 seconds, 464EP
(Level 56): +45% energy dmg, +151% ATK, 52 seconds, 490EP
(Level 59): +48% energy dmg, +160% ATK, 55 seconds, 516EP
D.01.a.xii - Energy Combat (Passive): Adds energy damage to melee attacks.
(Level 1): +50% as energy damage
(Level 2): +65% as energy damage
(Level 3): +80% as energy damage
(Level 4): +95% as energy damage
(Level 5): +110% as energy damage
(Level 6): +125% as energy damage
(Level 7): +140% as energy damage
(Level 8): +155% as energy damage
(Level 9): +170% as energy damage
(Level 10): +185% as energy damage
(Level 11): +200% as energy damage
(Level 12): +215% as energy damage
(Level 13): +230% as energy damage
(Level 14): +245% as energy damage
(Level 15): +260% as energy damage
D.01.a.xiii - Gun Mastery (Passive): Requires Level 14, Mutant Master. Adds
to gun damage and increases chance for criticals with gun attacks.
(Level 14): +5% damage, +1% critical chance
(Level 15): +9% damage, +1% critical chance
(Level 16): +12% damage, +2% critical chance
(Level 17): +15% damage, +2% critical chance
(Level 18): +18% damage, +3% critical chance
(Level 19): +22% damage, +3% critical chance
(Level 20): +25% damage, +4% critical chance
(Level 21): +28% damage, +4% critical chance
(Level 22): +31% damage, +5% critical chance
(Level 23): +34% damage, +5% critical chance
(Level 24): +38% damage, +6% critical chance
(Level 25): +41% damage, +6% critical chance
(Level 26): +44% damage, +7% critical chance
(Level 27): +47% damage, +7% critical chance
(Level 28): +50% damage, +8% critical chance
D.01.a.xiv - Power Trip (Passive): Requires Level 21, Sapping Strike. Adds
to DEF, movement speed and energy resistance.
(Level 21): +115% DEF, +3% movement speed, 10% energy resist
(Level 21): +122% DEF, +5% movement speed, 13% energy resist
(Level 21): +129% DEF, +7% movement speed, 16% energy resist
(Level 21): +136% DEF, +9% movement speed, 19% energy resist
(Level 22): +143% DEF, +12% movement speed, 22% energy resist
(Level 22): +150% DEF, +13% movement speed, 25% energy resist
(Level 22): +157% DEF, +15% movement speed, 28% energy resist
(Level 23): +165% DEF, +17% movement speed, 31% energy resist
(Level 23): +171% DEF, +19% movement speed, 34% energy resist
(Level 23): +178% DEF, +21% movement speed, 37% energy resist
(Level 23): +185% DEF, +23% movement speed, 40% energy resist
(Level 24): +192% DEF, +25% movement speed, 43% energy resist
(Level 24): +199% DEF, +27% movement speed, 46% energy resist
(Level 24): +206% DEF, +29% movement speed, 49% energy resist
(Level 25): +213% DEF, +31% movement speed, 52% energy resist
D.01.a.xv - Mutant Master (Passive): Requires Level 7. Increases EP
regeneration rate.
(Level 7): +30% EP regeneration
(Level 8): +42% EP regeneration
(Level 9): +54% EP regeneration
(Level 10): +66% EP regeneration
(Level 11): +78% EP regeneration
(Level 12): +90% EP regeneration
(Level 13): +102% EP regeneration
(Level 14): +114% EP regeneration
(Level 15): +126% EP regeneration
(Level 16): +139% EP regeneration
(Level 17): +150% EP regeneration
(Level 18): +162% EP regeneration
(Level 19): +175% EP regeneration
(Level 20): +187% EP regeneration
(Level 21): +199% EP regeneration
D.01.b) Commentary
------------------
On his own, Bishop is not that strong with average attacks. Power Trip
gives him good DEF and ups his movement speed, making him one of the faster
characters, if you choose to utilize it. Bishop is best used as a computer-
controlled character with maxed Energy Fury to boost damage for your tank
(or tanks). Given the extra damage from Energy Fury, Nightcrawler or
Wolverine become quite fearsome.
Superconductor can be helpful if you want to spam mutant attacks from
characters with low Focus scores (like tanks). Big Bang doesn't do as much
damage as other Xtremes, but the power nullification can be helpful,
especially when you're facing enemies that revive fallen teammates.
For offense, combine a gun skill with Gun Mastery and let him operate under
AI control for maximum effectiveness. A few levels of Mutant Master will
keep him firing almost continuously.
Buy:
* Plasma Blaster: few levels until you can get...
* Full Auto: keep maxed until you can buy...
* Rapid Fire: preferred offensive skill, keep maxed
* Superconductor: keep maxed if you have an energy-hungry tank on your team
* Energy Fury: keep maxed if you heavily use characters that rely on melee
damage
* Gun Mastery: keep maxed to improve gun skills
* Power Trip: a few levels to improve defense
* Mutant Master: keep near max for energy regen
Don't Buy:
* Bio Beam or Sapping Strike: not useful
* Absorption: might help save on some health packs, but they're plentiful
* Energy Combat: Bishop is not a melee character
Stats
-----
At level 1: 16 Body, 20 Focus, 16 Strike, 16 Speed
At level 99: 41 Body, 118 Focus, 41 Strike, 65 Speed
Max: 284 Body, 322 Focus, 274 Strike, 298 Speed
Build:
1/2 Focus
1/4 Body
1/8 each Strike and Speed
===============
D.02: Colossus
===============
D.02.a) Skills
-------------
D.02.a.i - Iron Fist (Melee): Increased melee attack with knockback.
(Level 1): +250% physical damage, 40 knockback, 8EP
(Level 4): +280% physical damage, 53 knockback, 11EP
(Level 7): +310% physical damage, 67 knockback, 15EP
(Level 10): +341% physical damage, 81 knockback, 18EP
(Level 13): +370% physical damage, 95 knockback, 22EP
(Level 16): +400% physical damage, 109 knockback, 25EP
(Level 19): +430% physical damage, 123 knockback, 29EP
(Level 22): +460% physical damage, 137 knockback, 33EP
(Level 25): +491% physical damage, 151 knockback, 36EP
(Level 28): +520% physical damage, 165 knockback, 40EP
(Level 31): +550% physical damage, 179 knockback, 43EP
(Level 34): +580% physical damage, 193 knockback, 47EP
(Level 37): +610% physical damage, 207 knockback, 50EP
(Level 40): +641% physical damage, 221 knockback, 54EP
(Level 43): +670% physical damage, 235 knockback, 58EP
(Level 46): +700% physical damage, 249 knockback, 61EP
(Level 49): +731% physical damage, 263 knockback, 65EP
(Level 52): +760% physical damage, 277 knockback, 68EP
(Level 55): +790% physical damage, 291 knockback, 72EP
(Level 58): +820% physical damage, 305 knockback, 76EP
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