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Force Field Revamp and Force Composition
Force Field is one of the oldest sets in the game, dating back to the original launch of City of Heroes, but this classic set hasn't quite been able to keep up in today's game. In Rebirth Issue 5 this iconic powerset will be getting a long-deserved set of improvements to let it shine as the support set it deserves to be. As a bonus, Force Field is also being proliferated to Corruptors in Rebirth Issue 5. Elements of this revamp are also part of the new Force Composition set, letting Guardians play around with force fields too!
Force Field Revamp
Unlike many other Issue 0 era powersets, Force Field has remained substantially unchanged since its release. This power set dates to a time when the original Cryptic Studios developers were first getting their feet under themselves, and before the many early revamps that settled the game on a final vision for the types of capabilities different categories of sets 'ought' to provide.
As a result, many of the set's powers have designs and effects that don't really fit in with the 'modern' understanding of how a support set provides benefits to its team. Due to this, even in the cases where these powers are quite effective at what they do - for example, controlling enemy positioning - the things that they do don't really add up to the same level of contribution to the team's effectiveness as other support sets. This has left the set leaning heavily on the few powers that do provide 'standard' support effects - the three main defense-granting bubbles - with the other powers relegated to novelties or niche use cases.
Yet, at the same time these unusual powers are what grant the set its own unique identity. Trying to simply shove Force Field into the same mold as everything else would be a gross disservice to the set and to the players that have enjoyed it over the years. The challenge of revamping Force Field is to make its underused powers more viable and improve the set's support capabilities while still preserving its unique playstyles and legacy.
This revamp rests on several core pillars:
Deflection Shield, Insulation Shield, Dispersion Bubble
These powers are already good! The only problem they have is that they've been unfairly expected to carry the set's entire load by themselves. With the improvements to the rest of the set, they can step back and continue to do their job as well as they have always done.
Personal Force Field
Personal Force Field is a strong self-protection power, but fundamentally a selfish one - to take advantage of it the user must withdraw their support from the rest of the team, which is a tradeoff a support set should not have to make. This change reverses that - by allowing the user to 'bubble up' while still affecting enemies, it lets them temporarily gain strong survivability in a dangerous situation so they can focus on helping salvage that situation for their team. The activation time has also been reduced to make it a more responsive panic button.
Obviously one cannot allow near-invincibility in toggle form without OnlyAffectsSelf indefinitely! The original version shut off after 30 seconds, but after discussion and feedback from players, the ability to leave PFF on indefinitely was restored and it simply regains the OnlyAffectsSelf status after 30 seconds. This gives the best of both worlds - the new ability to use it for a burst of in-combat invincibility while still attacking, and also the ability for long periods of use for travel or emergency use.
Force Bolt
Force bolt is an effective power at what it does - single target soft control - so this update rewards and expands on this support capability while also broadening the power's overall usefulness. Since it is often used repeatedly to juggle targets, the stacking stun effect (which disorients minions in one hit, LTs in two, and bosses in three) rewards this while allowing you to perhaps cut back on how many times you have to hit things to keep them under control! Increasing the damage of the power to match a standard tier 1 blast also means that this repeated use doesn't represent as much of an interruption to your attack chain. Finally, the splash knockdown gives the power additional usefulness against groups as well as single hard targets, or you can slot a knockback-to-knockdown enhancement in the power to convert it to a small-area group knockdown attack.

Barrier Field (formerly Detention Field)
Detention Field's effects were powerful, but only useful in very niche cases. We don't want to change or remove these effects since they are useful in some situations, so instead we are broadening the usefulness of the power by adding an alternate support function. The original function of the power is also being made more reliable, while also allowing some interaction with the detained target so you can have them right where you want them when it expires.

Repulsion Field
Repulsion Field and Force Bubble are too conceptually similar, and Repulsion Field is not a strong enough support power, to take up two independent slots in the power set. This change frees up a slot for us to broaden the set's variety of available support powers, while still preserving the use of Repulsion Field for those who like this power (particularly now that it does not have a cripplingly high ongoing endurance cost when it isn't even doing anything), and also lets us lean into the conceptual similarities between it and Force Bubble with their toggle interaction. Since the user will likely be toggling it on and off more frequently than before, the activation time has been reduced to make this gameplay more fluid.
Containment Shell
Containment Shell gives the set a new type of support ability that uses the new Attract mechanic to contribute to Force Field's theme of controlling mob positioning. The repel protection and KB-to-KD conversion also allows it to act as a 'sticky trap', where the player can use the set's other positioning tools to knockback or repel targets into it and it will keep them there.

Repulsion Bomb
Repulsion Bomb was already an effective attack, so this is simply a touchup to increase the power's support value by making its stun more reliable.
Force Bubble
Similar to Detention Field, Force Bubble's effects were strong in specific cases but overall had a relatively niche use. Adding additional debuff effects makes it a more broadly useful general support power, the slow makes the repel more reliable and controllable, and the repel effect being optional allows for the power's original use to still exist without forcing an effect which can be disruptive in other situations.
Force Composition for Guardians

Revamping Force Field also allows for Guardians to join in on the fun! Force Composition melds classic Force Field-throwing shenanigans with Invulnerability's resiliency and the Guardian's self-and-allies-alike take on support powers. Both stalwart bastion and battering ram, Force Composition will allow you to bowl over your enemies in style.
Temp Invulnerability
Toggle: Self +Res(Smash, Lethal)
When you toggle on this power, you imbue yourself with force to become highly resistant to Smashing and Lethal damage.
All Guardian secondaries open with a basic armor toggle, and Force Composition is no different. Temp Invulnerability gives the set a solid base of Smashing and Lethal resistance to build on.
Force Bolt
Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
Discharges a bolt of force that deals a decent amount of Smashing Damage and knocks foes back a good distance. If the target is currently Flying they will also be knocked out of the air. The target may also be disoriented by the impact, though stronger targets may require multiple impacts to be affected. The force of this attack is so strong that it can also knock down other nearby enemies, though they will not take any damage or be disoriented.
The second power in a Guardian secondary is always the set's most basic support power, and ideally should be one the player can rely on from level 1 to 50 to give a solid, reliable core of support capability. The newly revamped Force Bolt is perfect for this slot, providing a solid multifunctional version of the set's support capabilities in the areas of enemy positioning, knockdown, and mez effects.
Force Affinity
Auto: Self +Res(All DMG but Psionics), Endurance Discount
Your affinity for manipulating force enables you to redirect and streamline the forces in and around your body, allowing you to weaken the impact of attacks and make your own motions more efficient. This gives you a small amount of Resistance to all damage except Psionics and reduces the endurance cost of your powers.
Force Affinity brings in a portion of Invul's broad-spectrum resistances, borrowing from Unyielding to build on the base provided by Temp Invulnerability. As mez protection is covered by Dispersion Bubble below, those effects are replaced with an endurance discount effect to help keep endurance use under control.
Dispersion Bubble
Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient)< +DEF(All), Self +Res(Knockback, Sleep)
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attack types. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The user is also granted protection from Knockback and Sleep, but this additional protection does not apply to allies.
Giving a good amount of protection of varied types to both the user and allies, Dispersion Bubble is a classic 'Guardian-style' support power and a natural choice for the set. For teammates, this iconic power gives a portion of the defense and mez protection expected from a Force Field style set. For the user, this power both acts as the set's mez protection and mimics the role of Invul's Invincibility by providing the user with solid layered mitigation of defense on top of resistance.
Force Barrier
PBAOE, Team +Absorb
Projects a strong protective Force Barrier over yourself and nearby allies. This grants you and all nearby allies a significant amount of damage absorption for a short time.
Force Barrier is the conceptual child of Invul's Dull Pain and Force Field's new Barrier Field, with a Guardian-style PBAoE twist. This provides the user with a measure of health sustain, while allowing that mitigation to extend to allies in standard Guardian fashion. It wouldn't be a Force Field set if you couldn't cast some sort of bubble on your allies, after all!

Containment Shell
Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown
Projects a Containment Shell to pull in and capture foes in a targeted location. This hollow force field shell immobilizes and exerts a strong attractive force on any foe that attempts to cross its boundary, pulling them into the shell's interior, though more powerful foes may be able to resist. The attractive force also prevents foes from being pushed out of the shell, preventing jumping, making affected foes immune to Repel effects, and causing Knockback effects to be reduced to Knockdown.
Containment Shell is another power from the new version of Force Field that naturally makes the jump to the Guardian version of the set. Controlling enemy positioning is not a strong support theme in any existing guardian set, so this adds to the variety available to the archetype.
Repulsion Bomb
Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient
A powerful Repulsion Bomb is hurled at your foes dealing a moderate amount of damage and knocking them off of their feet. Foes struck by Repulsion Bomb have a good chance to become disoriented.
Repulsion Bomb's nature as a combination offense-and-defense power makes it another natural choice for inclusion, as this sort of melding of support and offense is a microcosm of the archetype as a whole.
Force Shielding
Auto: Self +DEF(All but Psionics), +Res (Debuff DEF)
Your abilities allow you to surround your body with a protective layer of force, causing some attacks to deflect away from you. This grants you Defense to all types of attacks except Psionics, as well as resistance to Defense Debuff effects.
Force Shielding is a renamed version of Invul's Tough Hide, and rounds out Force Composition's take on that set's signature layered mitigation, giving the set two resistance powers and two defense powers.
Suppression Field
Ranged (Location AoE), Foe -Speed, -Jump, -Fly, Hold, -DMG(All)
Projects a debilitating Suppression Field at a targeted location. This semi-solid force field greatly hampers the movements of all enemies caught in it. Affected enemies will have their movement greatly Slowed and will not be able to fly or jump, and will sometimes be completely Held for brief periods. Their movements will also be weakened to such a degree that their attacks will deal less damage.
Suppression Field takes the revamped Force Bubble's debuff effects and builds on them in a form more suited to the Guardian's nature as a hybrid melee and ranged archetype. A repel effect would not be appropriate for an archetype intended to frequently engage in melee combat, so instead this power allows you to glue opponents in place while mitigating their damage through debuffs and mez.
Check out the revamped Force Field and Guardian Force Composition, along with many more features in Rebirth Issue 5, this week on our Public Test Server (PTS)!
Need help? Join our Discord: https://discord.com/invite/mhkYg2sQPe
Force Field Revamp and Force Composition
Force Field is one of the oldest sets in the game, dating back to the original launch of City of Heroes, but this classic set hasn't quite been able to keep up in today's game. In Rebirth Issue 5 this iconic powerset will be getting a long-deserved set of improvements to let it shine as the support set it deserves to be. As a bonus, Force Field is also being proliferated to Corruptors in Rebirth Issue 5. Elements of this revamp are also part of the new Force Composition set, letting Guardians play around with force fields too!
Force Field Revamp
Unlike many other Issue 0 era powersets, Force Field has remained substantially unchanged since its release. This power set dates to a time when the original Cryptic Studios developers were first getting their feet under themselves, and before the many early revamps that settled the game on a final vision for the types of capabilities different categories of sets 'ought' to provide.
As a result, many of the set's powers have designs and effects that don't really fit in with the 'modern' understanding of how a support set provides benefits to its team. Due to this, even in the cases where these powers are quite effective at what they do - for example, controlling enemy positioning - the things that they do don't really add up to the same level of contribution to the team's effectiveness as other support sets. This has left the set leaning heavily on the few powers that do provide 'standard' support effects - the three main defense-granting bubbles - with the other powers relegated to novelties or niche use cases.
Yet, at the same time these unusual powers are what grant the set its own unique identity. Trying to simply shove Force Field into the same mold as everything else would be a gross disservice to the set and to the players that have enjoyed it over the years. The challenge of revamping Force Field is to make its underused powers more viable and improve the set's support capabilities while still preserving its unique playstyles and legacy.
This revamp rests on several core pillars:
- Improvements should be directed towards the powers that are currently considered most lackluster and skippable - every power should be able to compete for a spot in your build.
- These changes should act to improve the support capability of the powers, relative to their current state where many are good at things that just aren't very useful for supporting the team.
- Whenever possible, these changes should mesh with, augment, or complement those powers' existing playstyles rather than replacing them, particularly in terms of the set's secondary theme of controlling enemy positioning.
- Whenever possible, these changes should not remove those powers' current capabilities, and existing uses of those powers should remain.



- No changes
These powers are already good! The only problem they have is that they've been unfairly expected to carry the set's entire load by themselves. With the improvements to the rest of the set, they can step back and continue to do their job as well as they have always done.

No longer has OnlyAffectsSelf, allowing the user to buff and attack normally while active- Does not have OnlyAffectsSelf for 30 seconds after activation, allowing the user to buff and attack normally. After 30 seconds OnlyAffectsSelf will activate.
- Personal Force Field cannot be activated more often than once every 120 seconds
- Activation time reduced from 2.03 to 1.03 seconds
- ]Recharge increased to 140 seconds
Personal Force Field is a strong self-protection power, but fundamentally a selfish one - to take advantage of it the user must withdraw their support from the rest of the team, which is a tradeoff a support set should not have to make. This change reverses that - by allowing the user to 'bubble up' while still affecting enemies, it lets them temporarily gain strong survivability in a dangerous situation so they can focus on helping salvage that situation for their team. The activation time has also been reduced to make it a more responsive panic button.
Obviously one cannot allow near-invincibility in toggle form without OnlyAffectsSelf indefinitely! The original version shut off after 30 seconds, but after discussion and feedback from players, the ability to leave PFF on indefinitely was restored and it simply regains the OnlyAffectsSelf status after 30 seconds. This gives the best of both worlds - the new ability to use it for a burst of in-combat invincibility while still attacking, and also the ability for long periods of use for travel or emergency use.

- Now does splash knockdown on up to 3 secondary targets within 15 feet of the main target
- Now inflicts a stacking magnitude 1.5 stun (main target only)
- Damage increased to scale 1.0 (main target only)
Force bolt is an effective power at what it does - single target soft control - so this update rewards and expands on this support capability while also broadening the power's overall usefulness. Since it is often used repeatedly to juggle targets, the stacking stun effect (which disorients minions in one hit, LTs in two, and bosses in three) rewards this while allowing you to perhaps cut back on how many times you have to hit things to keep them under control! Increasing the damage of the power to match a standard tier 1 blast also means that this repeated use doesn't represent as much of an interruption to your attack chain. Finally, the splash knockdown gives the power additional usefulness against groups as well as single hard targets, or you can slot a knockback-to-knockdown enhancement in the power to convert it to a small-area group knockdown attack.


- This power has been renamed from Detention Field to Barrier Field, and may now be used on either enemy or friendly targets
- When used against a friendly target, it grants that target a large amount of absorb over time for a short time, without hindering their ability to attack
- When used against an enemy target, it functions as the current Detention Field power
- Detention effect increased to mag 6, allowing it to affect standard EBs, and it will also more reliably Immobilize the captured target
- Knockback, Attract, and Repel effects from other Force Field (or Force Composition!) powers can now move the captured target
Detention Field's effects were powerful, but only useful in very niche cases. We don't want to change or remove these effects since they are useful in some situations, so instead we are broadening the usefulness of the power by adding an alternate support function. The original function of the power is also being made more reliable, while also allowing some interaction with the detained target so you can have them right where you want them when it expires.


- This power is no longer purchased independently, but rather is automatically granted by purchasing Force Bubble
- Ongoing endurance cost removed
- Activation time reduced from 2.03 to 1.03 seconds
- When used alone, acts as the current Repulsion Field power
- When used while Force Bubble is active, has no effects itself but enables Force Bubble's repel effect
Repulsion Field and Force Bubble are too conceptually similar, and Repulsion Field is not a strong enough support power, to take up two independent slots in the power set. This change frees up a slot for us to broaden the set's variety of available support powers, while still preserving the use of Repulsion Field for those who like this power (particularly now that it does not have a cripplingly high ongoing endurance cost when it isn't even doing anything), and also lets us lean into the conceptual similarities between it and Force Bubble with their toggle interaction. Since the user will likely be toggling it on and off more frequently than before, the activation time has been reduced to make this gameplay more fluid.

- New power, takes Repulsion Field's old slot in the set - if you previously had Repulsion Field, you will now have Containment Shell
- Location targeted persistent patch that immobilizes targets and Attracts them inwards
- Prevents repel and converts KB to KD on affected targets
Containment Shell gives the set a new type of support ability that uses the new Attract mechanic to contribute to Force Field's theme of controlling mob positioning. The repel protection and KB-to-KD conversion also allows it to act as a 'sticky trap', where the player can use the set's other positioning tools to knockback or repel targets into it and it will keep them there.


- Chance to stun minions increased to 75%
- Now has a 50% chance to stun LTs
Repulsion Bomb was already an effective attack, so this is simply a touchup to increase the power's support value by making its stun more reliable.

- Now automatically grants Repulsion Field on purchase - if you previously had Force Bubble, you will now have both Force Bubble and Repulsion Field
- Now inflicts significant -damage debuff and movement slow
- Repel is no longer permanently active - toggle on Repulsion Field to enable repel, or leave it off to inflict only the debuffs with no repel
- Endurance cost decreased from 0.69 to 0.52 end/sec (0.86 to 0.65 for Masterminds)
Similar to Detention Field, Force Bubble's effects were strong in specific cases but overall had a relatively niche use. Adding additional debuff effects makes it a more broadly useful general support power, the slow makes the repel more reliable and controllable, and the repel effect being optional allows for the power's original use to still exist without forcing an effect which can be disruptive in other situations.
Force Composition for Guardians

Revamping Force Field also allows for Guardians to join in on the fun! Force Composition melds classic Force Field-throwing shenanigans with Invulnerability's resiliency and the Guardian's self-and-allies-alike take on support powers. Both stalwart bastion and battering ram, Force Composition will allow you to bowl over your enemies in style.

Toggle: Self +Res(Smash, Lethal)
When you toggle on this power, you imbue yourself with force to become highly resistant to Smashing and Lethal damage.
All Guardian secondaries open with a basic armor toggle, and Force Composition is no different. Temp Invulnerability gives the set a solid base of Smashing and Lethal resistance to build on.

Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
Discharges a bolt of force that deals a decent amount of Smashing Damage and knocks foes back a good distance. If the target is currently Flying they will also be knocked out of the air. The target may also be disoriented by the impact, though stronger targets may require multiple impacts to be affected. The force of this attack is so strong that it can also knock down other nearby enemies, though they will not take any damage or be disoriented.
The second power in a Guardian secondary is always the set's most basic support power, and ideally should be one the player can rely on from level 1 to 50 to give a solid, reliable core of support capability. The newly revamped Force Bolt is perfect for this slot, providing a solid multifunctional version of the set's support capabilities in the areas of enemy positioning, knockdown, and mez effects.

Auto: Self +Res(All DMG but Psionics), Endurance Discount
Your affinity for manipulating force enables you to redirect and streamline the forces in and around your body, allowing you to weaken the impact of attacks and make your own motions more efficient. This gives you a small amount of Resistance to all damage except Psionics and reduces the endurance cost of your powers.
Force Affinity brings in a portion of Invul's broad-spectrum resistances, borrowing from Unyielding to build on the base provided by Temp Invulnerability. As mez protection is covered by Dispersion Bubble below, those effects are replaced with an endurance discount effect to help keep endurance use under control.

Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient)< +DEF(All), Self +Res(Knockback, Sleep)
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attack types. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The user is also granted protection from Knockback and Sleep, but this additional protection does not apply to allies.
Giving a good amount of protection of varied types to both the user and allies, Dispersion Bubble is a classic 'Guardian-style' support power and a natural choice for the set. For teammates, this iconic power gives a portion of the defense and mez protection expected from a Force Field style set. For the user, this power both acts as the set's mez protection and mimics the role of Invul's Invincibility by providing the user with solid layered mitigation of defense on top of resistance.

PBAOE, Team +Absorb
Projects a strong protective Force Barrier over yourself and nearby allies. This grants you and all nearby allies a significant amount of damage absorption for a short time.
Force Barrier is the conceptual child of Invul's Dull Pain and Force Field's new Barrier Field, with a Guardian-style PBAoE twist. This provides the user with a measure of health sustain, while allowing that mitigation to extend to allies in standard Guardian fashion. It wouldn't be a Force Field set if you couldn't cast some sort of bubble on your allies, after all!


Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown
Projects a Containment Shell to pull in and capture foes in a targeted location. This hollow force field shell immobilizes and exerts a strong attractive force on any foe that attempts to cross its boundary, pulling them into the shell's interior, though more powerful foes may be able to resist. The attractive force also prevents foes from being pushed out of the shell, preventing jumping, making affected foes immune to Repel effects, and causing Knockback effects to be reduced to Knockdown.
Containment Shell is another power from the new version of Force Field that naturally makes the jump to the Guardian version of the set. Controlling enemy positioning is not a strong support theme in any existing guardian set, so this adds to the variety available to the archetype.

Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient
A powerful Repulsion Bomb is hurled at your foes dealing a moderate amount of damage and knocking them off of their feet. Foes struck by Repulsion Bomb have a good chance to become disoriented.
Repulsion Bomb's nature as a combination offense-and-defense power makes it another natural choice for inclusion, as this sort of melding of support and offense is a microcosm of the archetype as a whole.

Auto: Self +DEF(All but Psionics), +Res (Debuff DEF)
Your abilities allow you to surround your body with a protective layer of force, causing some attacks to deflect away from you. This grants you Defense to all types of attacks except Psionics, as well as resistance to Defense Debuff effects.
Force Shielding is a renamed version of Invul's Tough Hide, and rounds out Force Composition's take on that set's signature layered mitigation, giving the set two resistance powers and two defense powers.

Ranged (Location AoE), Foe -Speed, -Jump, -Fly, Hold, -DMG(All)
Projects a debilitating Suppression Field at a targeted location. This semi-solid force field greatly hampers the movements of all enemies caught in it. Affected enemies will have their movement greatly Slowed and will not be able to fly or jump, and will sometimes be completely Held for brief periods. Their movements will also be weakened to such a degree that their attacks will deal less damage.
Suppression Field takes the revamped Force Bubble's debuff effects and builds on them in a form more suited to the Guardian's nature as a hybrid melee and ranged archetype. A repel effect would not be appropriate for an archetype intended to frequently engage in melee combat, so instead this power allows you to glue opponents in place while mitigating their damage through debuffs and mez.
Check out the revamped Force Field and Guardian Force Composition, along with many more features in Rebirth Issue 5, this week on our Public Test Server (PTS)!