of this Power
| Containment Field | |
|---|---|
| Information | |
| Power Set | Force |
| Type | Crowd Control |
| Range | 50 feet |
| Cost | 28 energy |
| Activation Time | 0.67-2.5 sec |
| Effects | |
Charge
| |
Description
Hold
Containment Field allows you to imprison a foe in a sphere of solid energy, preventing them from making a move.
Effects
Charge
- Paralyzes the target. Paralyzed targets can't move or attack. The target is able to struggle to break free from the hold early, and damage the target takes will reduce the duration as well.
- While held, the target is enclosed in a force bubble that absorbs a portion of incoming damage and also makes it more difficult to break the Paralyze.
- Must be fully charged.
Advantages
Accelerated Metabolism
Every time you use this ability you have a chance to return a small amount of energy.
Grinding Halt
Causes your Containment Field power to remove travel powers from affected targets.
Nailed to the Ground
Details
Rank 1
- 0-2 Hold for 12s
- Absorbs up to 8435 damage for 12s
Rank 2
- 0-2 Hold for 12s
- Absorbs up to 8435 damage for 12s
Rank 3
- 0-2 Hold for 12s
- Absorbs up to 8435 damage for 12s
Notes
- The hold halves any damage the target takes but makes it harder to break out of.
- The absorb shield given to the target balances out the low Energy cost combined with the high Hold strength
- Numbers assume level 40 with base stats and no Super Stats
- The Grinding Halt advantage has since been removed from the game.
- Like other holds that produce bubbles, it is highly recommended that you do not use it on an Alert villain (especially ones with time limits such as Dockside Dustup or Two Minute Drill). You are likely to hear some colorful words if you do.