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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

In the midst of a tough group battle the power of Light can be used to support the team in many ways. Create a wall to protect you and your allies, throttle and stun an enemy with a giant hand or use a blast of light to recharge your team's power.
Specializing in this tree grants +5% Critical Attack Damage and +10 Vitalization.

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. When targeting them with your super powers you severely reduce their ability to heal in the Healing role. Attacking them may inspire Confidence within you, briefly increasing your damage by 35%.

Power Description Cast
Tier 1
Boxing

Pummels and knocks down enemies with boxing gloves made of hard light, may provide protection against ranged attacks.

Tap Melee: Boxing x 4
Hold Melee: Boxing
Tap Range: Hand Clap x 3
Hold Range: Impact

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

Knocks down and crushes the enemy between two giant hands.

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

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

250
1.0s
1.1s

Impact

Crashes a train into enemies knocking them down.

Tap Melee: Chainsaw
Hold Melee: Grasping Hand

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

250
1.5s
1.5s

Recharge

Restores Power to the three most fatigued group members.

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

Restores some of your health.

35% Supercharge Cost : Usable While Controlled
Dominance added to Restoration to affect the amount Healed.

Light Barrier

Surrounds you in a protective shield that causes damage to anyone that strikes it. 

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

350

Entrap

Encases enemies around a nearby target, placing them in 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 Defense by 7% and Toughness by 10%.
Damage Role : Increases all damage by 40% until the hit counter resets.

300

Group Shielding

Shields you and group mates, preventing damage and restoring Power.

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

Tier 4 [Required level 12]
Grasping Hand

Grabs and stuns the enemy with a giant hand.

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

Power Interactions : Crushes target making them vulnerable to crushing effects.
Control Role : Reduces the target's damage output by 7% and removes any active Damage buff.
Damage Role : Increases all damage by 40% until the hit counter resets.

350
2.3s
2.4s

Tier 5 [Required level 16]
Shielding

Constructs a shield to prevent damage and state effects to yourself and those standing behind your defenses. Chance for shield to break on each hit.

Vulnerable to Interrupt
Damage Role : Increases all damage by 50% until the hit counter resets.
Damage Prevention has a Cap of 10,000

450

Light Blast

Blasts a beam of light to smash and stun an opponent, dealing additional damage to enemies at 35% health or below.

Tap Melee: Boxing x 4

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.

350
3.5s
4.3s

Triage

Heals your wounds as you focus, incoming attacks may break your concentration, ending the effect.

Vulnerable to Interrupt
Damage Role : Increases all damage by 50% until the hit counter resets.
Dominance added to Restoration to affect the amount Healed.

350

AssaultEdit

Light Assault Tree

A Light powered warrior is tough to defeat when charging in to battle with deadly constructs. Rain devastation on your enemies with missiles and bombs, blast them with a hail of bullets, or smash them out of the way with brute force.
Specializing in this tree grants +1% Critical Attack Chance and +35 Power.

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. When targeting them with your super powers you severely reduce their ability to heal in the Healing role. Attacking them may inspire Confidence within you, briefly increasing your damage by 35%.

Power Description Cast
Tier 1
Light Claws

Slashes and stuns opponents with giant claws.

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

Control Role : Restores Power to group members over time. Panics the target.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
1.3s
2.5s

Tier 2
Minigun

Constructs a trio of rifles to blanket the area with gun fire and stun opponents.

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

Erupts spikes at the feet of nearby enemies to knock them down and cause damage over time.

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

250
1.5s
1.5s

Ram

Smashes and flings enemies into the air.

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

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

250
1.3s
1.4s

Tier 3 [Required level 8]
Ballistic Assault

Constructs a missile strike, launching a devastating forward assault.

25% Supercharge Cost

5.0s
5.0s

Light Weight

Creates a light construct weight and swings it around to knock down enemies and 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 buff.
Damage Role : Increases all damage by 40% until the hit counter resets.

300
3.5s
3.5s

Strafing Run

Generates a light construct jet to bomb enemies surrounding your target, setting them on fire and causing them to flee in panic.

50% Supercharge Cost

1.5s
1.8s

Tier 4 [Required level 12]
Chompers

Panics and causes damage over time to the target and others in the area.

Power Interactions : Panics target, making them vulnerable to helpless effects.
Damage Role : Increases all damage by 45% until the hit counter resets.

300
1.5s
1.5s

Whip Thrash

Punishes and stuns enemies.

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

Vulnerable to Block
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

Creates a fan construct to pull enemies toward you and knock them down.

Tap Melee: Light Claws x 4

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

300
3.3s
3.4s

Chainsaw

Mauls your enemies with a giant chainsaw, May panic nearby enemies.

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

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

350
1.3s
2.2s

Snap Trap

Snaps and stuns a target with the jaws of a trap.

Tap Range: Fan
Hold Range: Light Blast

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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