Light Power Guides

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Assault
Support
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 contructs 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.

[Damage Role]
Chaining together consecutive Construct Combos for a period of four seconds or more causes significantly increased damage until the combo chain is broken. While causing increased damage in this manner, Construct Combos begin inflicting and become vulnerable to counter mechanics.

[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]
The following rules take effect in PVP arenas: Light Barrier is less effective, reducing incoming damage by 25%. Passive damage and damage over time effects have reduced damage or duration when used against players. No bonus Vitalization is gained in Controller role.
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 contructs 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.

[Damage Role]
Chaining together consecutive Construct Combos for a period of four seconds or more causes significantly increased damage until the combo chain is broken. While causing increased damage in this manner, Construct Combos begin inflicting and become vulnerable to counter mechanics.

[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]
The following rules take effect in PVP arenas: Light Barrier is less effective, reducing incoming damage by 25%. Passive damage and damage over time effects have reduced damage or duration when used against players. No bonus Vitalization is gained in Controller role.
Light Claws
Slashes your target with giant claws, damaging and stunning it

[Construct Combos]
Tap Melee: Light Claws (x4)
Hold Melee: Final Claw
Tap Ranged: Ram
Hold Ranged: Minigun
Hold Melee after Final Claw: (Entrap Swing)

[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 (at least five seconds)
Minigun
[Vulnerable to Interrupt]
Constructs a trio of rifles to blanket the area with gunfire, damaging, pushing back, stunning and potentially juggling your enemies

[Construct Combos]
Tap Melee: Whip Thrash (x2)
Hold Melee: Snap Trap
Tap Range: Ram

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Spikequake
Erupts 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 (at least five seconds).
Ram
Smash your enemies with a forward-moving construct, damaging and knocking them down

[Construct Combos]
Tap Melee: Whip Thrash (x2)
Hold Melee: Snap Trap
Tap Range: Fan

[Control Role]
Stuns enemies.

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Ballistic Assault
[Requires Level 8]
[25% Supercharge Cost]
Construct an attack helicopter that deploys a volley of construct missiles at your enemies, heavily damaging and knocking them down

[Power Interactions]
Dazed enemies, making them vulnerable to dazing effects.

Whip Thrash
[Requires Level 8]
[Vulnerable to Block]
[Controller Debuff]
Thrash your enemies with a construct chain, repeatedly damaging and stunning them

[Construct Combos]
Tap Ranged: Hand Clap (x3)
Hold Ranged: Impact
Tap Melee: Whip Thrash

[Power Interactions]
Dazed enemies take additional damage.

[Controlle Role]
Reduces Enemy Defenses.

[Damage Role]
Increases all damage by 40% until the hit counter resets (at least five seconds)
Strafing Run
[Requires Level 8]
[50% Supercharge Cost]
Generates 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.

[Power Interactions]
Inflicts Burning to make enemies vulnerable to burning effects.
Chompers
[Requires Level 12]
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 (at least five seconds)
Light Weight
[Requires Level 12]
[Vulnerable to Block]
[Controller Debuff]
Create a construct weight and swing it around, continuously damaging and knocking down nearby enemies. Also provides protection against ranged attacks

[Construct Combos]
Tap Ranged: Light Weight

[Controlle Role]
Reduces the target's damage output and removes Damage role buffs.

[Damage Role]
Increases all damage by 45% until the hit counter resets (at least five seconds)
Fan
[Requires Level 16]
Creates a mechanical fan construct to damage, stun, pull, and knockdown enemies

[Construct Combos]
Tap Melee: Light Claws (x4)
Hold Range: Impact

[Power Interactions]
Dazed enemies take additional damage.

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)
Chainsaw
[Requires Level 16]
Leap at your enemies with a giant chainsaw, damaging them. This attack may panic nearby enemies

[Construct Combos]
Tap Melee: Chainsaw (x5)
Hold Melee: Chainsaw
Tap Range: Ram
Hold Range: Minigun
Hold Range after Chainsaw (x5): Light Claws

[Power Interactions]
Dazed enemies take additional damage.

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)
Snap Trap
[Requires Level 16]
[Controller Debuff]
Catch your target in the jaws of a trap, stunning it and causing damave over time

[Construct Combos]
Tap Range: Fan
Hold Range: Light Blast

[Power Interactions]
Dazed enemies take additional damage.

[Control Role]
Reduces the target's ability to Heal.

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)
Boxing
Pummels your target with boxing gloves made of hard light, damaging and knocking it down. This attack may provide protection against ranged attacks

[Construct Combos]
Tap Melee: Boxing (x5)
Tap Ranged: Hand Clap (x3)
Hold Ranged: Impact
Hold Melee after: Boxing (x5): Chainsaw

[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 (at least five seconds)
Entrap
[Controller Debuff]
Trap your enemies inside light construct spheres

[Construct Combos]
Tap Melee: Swing (x4)
Hold Melee after Swing (x4): Boxing
Hold Range: Impact

[Power Interactions]
Crushes enemies making them vulnerable to crushing effects

[Control Role]
Reduces the target's ability to heal.

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Impact
Generate a runaway train construct that crashes into your enemies, damaging and knocking them down

[Construct Combos]
Tap Melee: Chainsaw (x5)
Hold Melee: Grasping Hand
Hold Range: Light Blast

[Control Role]
Stuns enemies and restores Power to group members over time

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Recharge
Restores your team and instantly revitalize your group's three most fatigued members, restoring Power. Also increase your Might and Precision for a short time

[Damage Role]
Increases all damage by 35% until the hit counter resets.
Restore
[Requires Level 8]
[Usable While Controlled]
[35% Supercharge Cost]
Activate a restorative power to prevent incoming damage, rapidly regenerate Health, and protect against control effects for a short time.
Light Barrier
[Requires Level 8]
[Usable While Controlled]
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

[Damage Role]
Increases all damage by 40% until the hit counter resets (at least five seconds)
Hand Clap
[Requires Level 8]
Create a pair of construct hands that clap together around your target, damaging and knocking it down

[Construct Combos]
Tap Melee: Chainsaw (x5)
Hold Melee: Grasping Hand
Tap Range: Hand Clap (x2)

[Power Interactions]
Dazed enemies take additional damage.

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Group Shielding
[Requires Level 8]
[Usable While Controlled]
[50% Supercharge Cost]
Shield yourself and your group members, preventing incoming damage and restoring Power over time
Grasping Hand
[Requires Level 12]
[Controller Debuff]
Grab your target with a giant construct hand, stunning it and damaging it over time

[Construct Combos]
Hold Melee: Grasping Hand
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 and removes Damage role buffs.

[Damage Role]
Increases all damage by 45% until the hit counter resets (at least five seconds)
Triage
[Requires Level 16]
Focus your emotions and heal your wounds over time

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)
Light Blast
[Requires Level 16]
[Vulnerable to Interrupt]
[Controller Debuff]
Blasts a beam of light at each of your enemies, damaging and stunning them.
If enemies are below 35% health, the attack deals extra damage.

[Construct Combos]
Tap Melee: Boxing (x4)
Hold Range: Minigun

[Control Role]
Reduces enemy defenses.

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)
Inspiration
[Requires Level 16]
[Attack Buff]
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 (at least five seconds)

Light DPS Guide

Light players assault their enemies with hard light constructs and support their allies to keep them in the fight. Heroes wield the green power of Will, while villains use the yellow power of Fear. This power is available by buying it from Marketplace with 600 Station Cash

Light DPS guide updated to GU59

Read more

Light Changelog

Game Update 57

  • Tree Changes
    • In order to allow viable Range and Melee loadouts to be created with the same build, Light Weight and Chain Whip have swapped places in the Assault tree. Power points have been reset and refunded for Light power users due to these improvements.
  • Corrected a number of visual hit FX issues that do not affect game play but could result in enemies reacting improperly when hit with the following abilities:
    • Chompers
    • Spikequake
    • Group Shielding
    • Strafing Run
    • Boxing
    • Entrap
    • Shielding
    • Triage
  • Removed role restrictions from Light Construct Combo Advanced Mechanics allowing these to cause full damage in Control role.
  • Increased both the base instant damage, and the power interaction instant damage for following Light powers when used directly from the tray:
    • Chainsaw
    • Light Claws
    • Fan
    • Chompers
    • Spikequake
    • Boxing
    • Hand Clap
  • Impact
    • Increased base damage when used from the tray. When used as a Construct Combo it will also hit three times.
  • Ram
    • Increased base damage when used from the tray. When used as a Construct Combo it will also hit three times.
  • Light Blast
    • Increased the damage caused against enemies with low health. The amount of damage inflicted now increases with closer ranges.
  • Light Claws
    • Tuned input notifies so the Final Claw attack is a little easier to activate.
  • Entrap
    • Entrap and its Construct Combos including Lunging Swing and Swing can now combo into Impact.
  • Construct Combos:
    • Melee Construct Combos now cause increased damage. This specifically affects:
      • Chainsaw
      • Light Claws
      • Boxing
      • Swing (Entrap)
    • Ranged Construct Combos now cause increased damage, with the most damage being caused within 13m of a target. This specifically affects:
      • Fan
      • Minigun
      • Ram
      • Snap Trap
      • Grasping Hand
      • Hand Clap
      • Impact
      • Light Blast
    • If your Construct Combo is interrupted after triggering Advanced Mechanic (AM) damage you now have a three second window of time to restart the combo without losing the AM damage increase.