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Light

The rings that grant the ability to create Hard Light Constructs are given to only a chosen few. In times of great crisis, however, the Green Lantern and Sinestro Corps may choose individuals to be reservists, thereby swelling the ranks of Light Powered heroes and villains. Those who wield the power of Light are ideal front-line combatants dealing massive damage with imaginative constructs, or supporting their allies when the fight gets thickest.
Light is a Power Set that is included in the Fight for the Light DLC, that was released September 6th, 2011. Heroes can wield the green power of Will, while villains use the yellow power of Fear. Light is the game's seventh power.


SupportEdit

Light Support Tree

Support powers center on keeping you and your teammates in the fight.
Specializing in this tree grants +5% Critical Attack Damage and +10 Vitalization.

Construct Combos
Deputized Lanterns can perform Construct Combos by using Chainable Light Constructs from their loadout followed by a series of taps or holds. These attacks can chain additional constructs if purchased. When used as a follow up in a Construct Combo, Light Powers do not have role specific buffs or debuffs but cost no power to use.

Controller Role : In the Controller role you gain 350 Vitalization, your Dominance is increased by 100% and the strength of all Controller effects is significantly magnified.

Player versus Player: While in the Controller role you have a special advantage versus Nature, Sorcery, Electricity and Celestial users. Your harmful super powers remove their shielding effects and severely reduce their ability to heal in the Healing role. Using harmful super powers against them inspires Confidence within you, briefly increasing your damage by 135%.

Power Description Cast
Tier 1
Boxing

Pummel your target with boxing gloves made of hard light, damaging and knocking it down. This attack may provide protection against ranged attacks.

Tap Melee: Boxing x 5
Tap Range: Hand Clap x 3
Hold Range: Impact

Power Interactions : Dazed enemies take additional damage.
Control Role : Restores Power to group members over time.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
1.3s
1.5s

Tier 2
Hand Clap

Create a pair of construct hands that clap together around your target, damaging and knocking it down.

Tap Melee: Chainsaw x 5
Hold Melee: Grasping Hand
Tap Range: Hand Clap x 2

Power Interactions : Dazed enemies take additional damage.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
1.0s
1.1s

Impact

Generate a runaway train construct that crashes into your enemies, damaging and knocking them down.

Tap Melee: Chainsaw
Hold Melee: Grasping Hand

Control Role : Stuns enemies and restores Power to group members over time.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
1.5s
1.5s

Recharge

Recharge your team and instantly revitalize your group's three most fatigued members, restoring Power. Also increase your Might and Precision for a short time.

Applies +77 Might and +62 Precision for 6 seconds.
Damage Role : Increases all damage by 35% until the hit counter resets.

300

Tier 3 [Required level 8]
Restore

Activate a restorative power to prevent incoming damage, rapidly regenerate Health, and protect against control effects for a short time.

35% Supercharge Cost : Usable While Controlled
Damage Prevention = 100% Dominance + 100% Restoration

Light Barrier

Surrounds yourself in a light shield that frees you from control effects and prevents incoming damage. Some incoming damage will be directed back at your attackers.

Usable While Controlled
Damage Role : Increases all damage by 40% until the hit counter resets.
Damage Prevention = 100% Dominance + 100% Restoration

350

Entrap

Trap your enemies inside light construct spheres.

Tap Melee: Bat Swing x 4

Vulnerable to Interrupt
Power Interactions : Crushes enemies making them vulnerable to crushing effects.
Control Role : Reduces Healing In by 25% and Healing Out by 50%. Removes any Healer type shielding and Power Over Time effects.
Damage Role : Increases all damage by 40% until the hit counter resets.

300

Group Shielding

Shield yourself and your group members, preventing incoming damage and restoring Power over time.

50% Supercharge Cost : Usable While Controlled
Damage Prevention = 100% Dominance + 100% Restoration

Tier 4 [Required level 12]
Grasping Hand

Grab your target with a giant construct hand, stunning it and damaging it over time.

Hold Melee: Grasping Hand (Pull)
Tap Range: Fan
Hold Range: Light Blast

Power Interactions : Crushes enemies making them vulnerable to crushing effects.
Dazed enemies take additional damage.
Control Role : Reduces the target's damage output by 7% and removes any active Damage role buff.
Damage Role : Increases all damage by 45% until the hit counter resets.

350
2.3s
2.4s

Tier 5 [Required level 16]
Triage

Focus your emotions and heal your wounds over time.

Damage Role : Increases all damage by 50% until the hit counter resets.

350

Light Blast

Blast a beam of light at each of your enemies, damaging and stunning them.

Tap Melee: Boxing x 4

Control Role : Reduces Defense by 7% and Toughness by 10%.
Damage Role : Increases all damage by 50% until the hit counter resets.

350
3.5s
4.3s

Inspiration

Use your connection to the emotional spectrum to inspire yourself and up to 3 group members, increasing their Critical Strike Chance and causing additional damage.

Damage Role : Increases all damage by 50% until the hit counter resets.
Buffs: +15% Precision, +10% Critical Attack Chance

AssaultEdit

Light Assault Tree

Assault your enemies with hard light constructs!
Specializing in this tree grants +1% Critical Attack Chance and +35 Power.

Construct Combos
Deputized Lanterns can perform Construct Combos by using Chainable Light Constructs from their loadout followed by a series of taps or holds. These attacks can chain additional constructs if purchased. When used as a follow up in a Construct Combo, Light Powers do not have role specific buffs or debuffs but cost no power to use.

Controller Role : In the Controller role you gain 350 Vitalization, your Dominance is increased by 100% and the strength of all Controller effects is significantly magnified.

Player versus Player: While in the Controller role you have a special advantage versus Nature, Sorcery, Electricity and Celestial users. Your harmful super powers remove their shielding effects and severely reduce their ability to heal in the Healing role. Using harmful super powers against them inspires Confidence within you, briefly increasing your damage by 135%.

Power Description Cast
Tier 1
Light Claws

Slash your target with giant claws, damaging and stunning it.

Tap Melee: Light Claws x 4
Hold Melee: Light Claws
Tap Range: Ram
Hold Range: Minigun

Power Interactions : Dazed enemies take additional damage.
Control Role : Panics target and restores Power to group members over time.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
1.3s
2.5s

Tier 2
Minigun

Construct a trio of rifles to blanket the area with gun fire, damaging, pushing back, stunning and potentially juggling your enemies.

Tap Melee: Whip Thrash x 2
Hold Melee: Snap Trap

Damage Role : Increases all damage by 35% until the hit counter resets.

250
3.5s
4.3s

Spikequake

Erupt spikes at the feet of your target and nearby enemies, damaging them over time and knocking them down.

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Dazed enemies take additional damage.
Control Role : Stuns up to two enemies.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
1.5s
1.5s

Ram

Smashes your enemies with a forward-moving construct, damaging and knocking them down.

Tap Melee: Whip Thrash x 2
Hold Melee: Snap Trap

Control Role : Stuns enemies.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
1.3s
1.4s

Tier 3 [Required level 8]
Ballistic Assault

Construct an attack helicopter that deploys a volley of construct missiles at your enemies, heavily damaging and knocking them down.

25% Supercharge Cost
Power Interactions : Dazes enemies, making them vulnerable to dazing effects.

5.0s
5.0s

Light Weight

Create a construct weight and swing it around, continuously damaging and knocking down nearby enemies. Also provides protection against ranged attacks.

Tap Range: Light Weight

Vulnerable to Block
Control Role : Reduces the target's damage output by 7% and removes any active Damage role buff.
Damage Role : Increases all damage by 40% until the hit counter resets.

300
3.5s
3.5s

Strafing Run

Generate a construct jet to bomb your target and surrounding enemies, stunning them, heavily damaging them, setting them on fire and causing them to flee in panic.

50% Supercharge Cost
Power Interactions : Inflicts Burning to make enemies vulnerable to burning effects.

1.5s
1.8s

Tier 4 [Required level 12]
Chompers

Create construct chompers that latch on to your enemies, damaging them over time and causing them to Panic.

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Dazed enemies take additional damage.
Damage Role : Increases all damage by 45% until the hit counter resets.

300
1.5s
1.5s

Whip Thrash

Thrash your enemies with a construct chain, repeatedly damaging and stunning them.

Tap Range: Hand Clap x 3
Hold Range: Impact
Tap Melee: Whip Thrash

Vulnerable to Block
Power Interactions : Dazed enemies take additional damage.
Control Role : Reduces Defense by 7% and Toughness by 10%.
Damage Role : Increases all damage by 45% until the hit counter resets.

350
1.8s
1.8s

Tier 5 [Required level 16]
Fan

Create a mechanical fan construct to damage, stun, pull and knockdown enemies.

Tap Melee: Light Claws x 4

Power Interactions : Dazed enemies take additional damage.
Damage Role : Increases all damage by 50% until the hit counter resets.

300
3.3s
3.4s

Chainsaw

Leap at your enemies with a giant chainsaw, damaging them. This attack may panic nearby enemies.

Tap Melee: Chainsaw x 5
Hold Melee: Chainsaw
Tap Range: Ram
Hold Range: Minigun

Power Interactions : Dazed enemies take additional damage.
Damage Role : Increases all damage by 50% until the hit counter resets.

350
1.3s
2.2s

Snap Trap

Catch your target in the jaws of a trap, stunning and causing damage over time.

Tap Range: Fan
Hold Range: Light Blast

Power Interactions : Dazed enemies take additional damage.
Control Role : Reduces Healing In by 25% and Healing Out by 50%. Removes any Healer type shielding and Power Over Time effects.
Damage Role : Increases all damage by 50% until the hit counter resets.

300
1.3s
1.4s

TriviaEdit

  • Hero players will wield the Green light of Will whilst Villain players wield the Yellow light of Fear.
  • The damage from the initial cast of a Light power is based on Might.
  • The damage from a Construct combo is based on the equipped Weapon DPS and Precision.
  • The power to be activated by a construct combo must be purchased with a power point in order to be activated from the initial power.
  • Construct Combos are Vulnerable to Counter Mechanics just like Weapon Combos.

GalleryEdit

See AlsoEdit

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