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DCUO BASIC GUIDE TO DPS

Posted on November 22, 2011 by Genius

With the FOS raids out, it has become very clear as to who knows how to play as DPS and who doesnt. FOS raids require good, competent and skilled DPSers to be able to complete them within a reasonable amount of time and heartache. Thus I thought I would write a BASIC DPS guide (for raiding) for existing and new folks. So if you are doing half the dmg of experienced players in Raids, read below and learn the basics around DPS.

Section 1. Use a ranged weapon (Except DONT use handblasters)


Even with the melee weapon updates SOE did, there is almost always too many enemies that do nasty AOEs near the tank (even trash enemies in FOS). Maybe someday they will make it so that enemies do more dmg to whoever has threat (or some other mechanic) and less dmg to those nearby but without threat. Until then, just use a ranged weapon.

Section 2. Dont try and do raids that you arent really geared for
(be honest with yourself) (or unless with your own league and they are willing to carry you and the risks entailed with you being undergeared). Without the minimum level gear for each raid you will die more, do little dmg, use up power and just be a drag on the team. Here is a general list of MINIMUM gear requirements for each class of raid: Khandaq Tier 1 (gear you get from marks from doing duos and Tier 1 Alerts) Outer Batcave Tier 1 Inner Batcave Tier 1 with a few pieces of Tier 2 (gear you get from doing Tier2 Alerts, Khandaq, Batcave raids and daylies) Batcave Subconstruct Actually easier than Inner Batcave but still helpful to have Tier 1 with a few Tier2 pieces) Fortress Chasm ALL Tier 2 Fortress Core Tier 2 and a few pieces of Tier 3 (gear u get from doing Fortress Raids) Thus, as you can see, please dont try and do Fortress Raids in Tier1, greens etc. You will be noticed and yelled at from team. Save yourself the headache and do the other raids and alerts to get the proper gear first.

Section 3. Regardless of Powerset Learn how each power buffs your dmg
In short, what this means is dont just spam your weapon. Use a power or mix of powers in an order that boosts dmg to both the powers used and your weapon. Here is an example with Sorcery: Unbuffed Ranged Bow attack = 60 dmg (per attack) Unbuffed Flury Shot = 215 dmg (no crits for this example) Ranged Bow attack buffed after Weapon of Destiny WOD (which increase dmg 45% until hit counter on weapon stops or at least 5 seconds) = 85 dmg (per attack and not including dmg from WOD itself) Flurry Shot buffed after WOD = 260 Here is an example of power to power buffing: Unbuffed Karmic Backlash dmg = 177 Karmic Backlash after buffing with WOD = 247 ALL powersets have this type of buffing interaction (as noted in the power descriptions for each power). Learn them and experiment with the best combinations and order of interactions to maximize your dmg in a given situation.

Section 4. Learn and use your powersets power interations


Powers within a set and across sets can interact with one another. For example, in sorcery, one of the main dps power interactions is Bad Karma. Bad Karma (in DPS mode) makes it so that enemies inflicted with it will do dmg to other enemies and can also synergize with other Sorcery powers like Circle of Protection. Enemies inflicted with Bad Karma will take TWO ticks of dmg (the 2nd tick is half the dmg of the first) instead of one! If you are using Circle without first inflicting Bad Karma you are cutting your potential dmg significantly! All powersets have various interactions and since some other powersets have similar power qualities sometimes you can interact with a teammates powers. For example, a Gadgets toon has various ice powers that could interact with an Ice tanks.

Section 5. Putting it altogether


Here is an example of putting Section 3 and 4 together: WOD, Karmic Backlash, Circle of Protection, Shoot Bow This combo will AOE inflict Bad Karma via Karmic Backlash (buffed 45% by WOD) to all nearby enemies; keeping WOD active. Circle of Protection (buffed 40% by Karmic Backlash) will do TWO ticks of AOE DMG to enemies with bad karma AND the Circle will now buff your dmg with Bow (which still has WOD active) by 50%! You could also do Karmic, WOD, COP, BOW for a slight variation on the above depending on what you want to buff.

Section 6: DONT USE ACTIVE ICONICS (HEAT VISION, BATARANGS ETC.) IN DPS ROLE.
They chew up waaaaaay too much power for waaay too long a cast time and to waaay less damage than other abilities in your power pool. Except Neovenom Boost. NVB is good in the right set up. Take the time to learn your WEAPON, ROLE, and POWER INTERACTIONS and you will be on the road to good DPS. There are other things you should learn after this too, like animation canceling etc.
We would like to say a big THANK YOU to cabgold for making this guide. We think this will be extremely helpful for all of the DCUO community members and we hope you will enjoy it.

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DCUO GUIDES SKILL POINTS AND WEAPON TREES


Posted on August 30, 2011 by Genius

Everyone here wants to be able to figure out the best way to get their characters innate skills from extra skill points. When I wanted to do the best I could as a fire tank, I didnt want to waste skill points on stats I didnt need to help my tanking. I made a chart in excel, then on a whim, made them for the other roles as well. These charts take the main stats in the game, in order of importance (in my personal opinion!) depending on your role. Basically, it will tell you how many skill points you need to fully max out all the innates for your role in the trees, starting with the most important stat (once again, in my own opinion) and moving on down. Feel free to use this data to mix and match however you want!

Note: This only shows how many skill points you need to max out the stats in different categories, but doesnt take into account skill points in weapons that you use with no bonus or skill points needed to flesh out any abilities you want in your movement tree. These will give you three or four skills in each weapon tree, but they wont be block breakers finishers, or lunge attacks. Heres the fire tank table I made when first starting this guide. When youre trying to respeccing 70+ skill points from one build to the other, it helps if you write down your build.

Fire tank

In my opinion, the most important skills for a fire tank in order are health, restoration, crit heal chance, and crit heal magnitude. The last three improve your own survivability and make your healers job much easier. In the first columns going for health, it shows how many skill points are needed in each tree in order to unlock the bonuses in that tree. Brawling and Two Handed will require 6 skill points to unlock all their health bonuses and Rifle, Hand Blasters, and One Handed all take 7 points to unlock their full bonuses. In each weapon tree, the first four skills down the middle of the tree will grant some sort of bonus in addition to the attack they give. The One Handed tree does not have such a skill that increases health, only the 3 +15 health skills. Similarly, Martial Arts and Staff require only 2 or 3 skill points to unlock their meager bonus, while Dual Pistols, Dual Wield, and Bow do not have any bonuses in the health tree whatsoever. Looking at this chart, youll see it takes 38 skill points to unlock everything in the weapons trees that gives you a health bonus, and this bonus is an extra 315 health (which turns into an extra 600+ when fully buffed as as a fire tank) Now in the second set of columns, we look at Restoration and how many additional skill points it will take in each tree to give you your bonus for that stat. Youll notice you didnt need to spend any skill points in Brawling, One Handed, or Hand Blasters to get 3 restoration points each; this is because one of the skills you purchased earlier to drill down and get health already gave you that bonus. It takes an additional 19 skill points to unlock all the restoration innates in the tree, giving you an additional 150 restoration. The same theory applies with critical healing chance which requires 10 more SP to fully unlock a bonus 12%, and critical healing magnitude takes a final 18 points to unlock an additional 60%. This gives a total of 85 skill points, only in the weapons tree, to FULLY max out a fire tank. I have not included stats on defense because at the current time, very few people have the 95+ skill points possible to spend in their weapons, innates, and movement modes (and if they do they probably dont need this guide!) and with the current armor set defense is less useful for health for anyone except ice tanks.

That being said, heres the other skills, and my opinion on order of importance. If you want to mix and match as you drill down, the tables should provide enough info on what the bonuses are for each tree even if its not specifically spelled out.

Controller: Power Regeneration

Controller: Crowd Control

DPS

Healing

Ice Tanking

A special note about ice tanking: Ice tanks have a very high dominance multiplier over other classes which allows them to generate aggro quickly since they cannot taunt. After maxing out defense, you can go for dominance or health. I chose health first but with the new raid and content coming out, dominance is probably the way to go, followed by health. I made this chart before the latest update to use on our leagues forums.

HOW TO GEAR UP CORRECTLY IN DCUO FOR A DPS ROLE


Posted on August 3, 2011 by Genius

First and foremost Im going to tell you what every new DCUO player needs to know: SKILL POINTS are the leveling system in this game. Levels 1-30 are a tutorial for you to adjust to your powers, learn the combat system and understand that feat points lead to skill points. While new players first notice it lets you purchase points to use other weapon classes, but the real value is in the innate abilites (might, crits, defense, health, vitalization, dominance and restoration). These will make you better at your role and you never stop leveling your character with skill points. At level 30 you should have at LEAST 25 skill points to be able to move comfortably through level 30 content. I try and have my new characters reach 30 skills by 30 and it is very achieveable. To be the best DPS you can be (obtaining all DPS innate skills) you need 80 skill points. Now thats out of the way, on to the good stuff! You have three options and by the time you get to level 30 youll know which kind of DPS will suit you best. Lets find out which you gravitate to more.

1. PRECISION:
Do you find yourself using only your weapons? Cant get enough of that pistol Full Auto? Love Arrow Storm and forget to use your powers? Then precision is your style. Precision is the damage you do from weapon attacks. 10 precision = 1 weapon DPS. So if you have a 77.9 weapon with 200 precision, your weapon damage is 97.9. Precision can be a difficult path to go by, as the best precision gear in the game is more often than not an Epic drop from an iconic battle. If you find yourself leaning towards precision, it will be a hard road in survival as most precision based gear is low on defense and health. The trade off is fair though. You almost never need power (mana) and will be a favourite with controllers in raids because of it. Put your skill points into critical attack damage, followed by critical attack chance. Simply put, you want things to hit as hard as they can when they crit before you need to increase your luck. At level 30, you do not want to walk into a raid with anything less than 180 precision. Notable and coveted Precision gear: Gear slot: Name Main DPS stat (location, enemy) Head: Captain Colds Furred Hood 44 Precision (Strykers Island, Rogues) Face: Catwomans goggles 9 Precision (Catwoman Challenge, Catwoman) Ring: Loop of the Alien Kings 15 Precision (Outer Caverns/Inner Sanctum, Bastion Turret/Perimeter Guard) Back: Doomsdays Savage Spines 29 Precision (Smallville, Doomsday) Pistols: Plated Neutronium Pistols 32 Precision (Inner Sanctum, Brother Eye)

2. MIGHT
Run out of power (mana) all the time? Forget to use your mouse/X and Y button? Like me, you love to use your powers and if youve got it, youll drop it like its hot. Might is damage you do from your powers and powers alone. Stack your might and stack it high. At level 30, 1 might = 0.45% power damage increase. Ive personally found this to be the most effective at end game and my most recent character, Disasterpiece is a testament to how lethal it can be. In 4 days I got him from character creator to level 30 (with the help of my hero league =D) and the second I hit 30 was dropped into Kahndaq. Straight after that I was put into Brainiacs Sub Construct and finished at the top of the DPS charts at 850k. Like precision based gear, youll have to sacrifice some defensive stats to push the limit of your powers. Controllers will hate you for burning through power, but you keep the bad guys (or good guys) from killing them, so keep your head up! Might based gear is scattered everywhere, from epics to raid drops to random blue pieces that have abnormally high numbers. Stack your skill points in might (duh!) and then go for crit damage followed by crit chance. At level 30 you do not want to walk into a raid (or hard alert for that matter) with anything less than 1200 might. Notable and coveted Might gear: Head: Scarecrows Tattered Helm 123 Might (Arkham Asylum, Scarecrow) Back: Punchlines Sign 89 Might (Ace Chemicals, Punchline) Waist: Reinforced Neutronium Belt 70 Might (Inner Sanctum, ARC) Bow: Dormorian Hunters Bow 123 Might (Outer Caverns, RCP) Rifle: Ultra Modern Minigun 123 Might (Sub Construct, Brainiac)

3. BALANCE SPEC
You use both equally. You use your powers and weapons in sync to get a mix of both combat styles. Tier gear was made for you. At level 30, grab the Kabuki gear from duos, Psycho from Hard Alerts, then move on to Tier 1 and Tier 2. These gear sets are a perfect balance of both stats and have the better defense of any dps gear. Not much more to say that hasnt been said, really. At level 30 you do not want to walk into a raid with any less than 1100 Might and 120 Precision. Notable and coveted Balanced gear: Tier 2 Factional Armour.

DCUO LEGENDS PVP BEGINNERS CHARACTER GUIDE


Posted on February 10, 2011 by Genius

Last update November 11. 2011.


This is a beginners guide to Legends Arena. It lists all the characters moves and a little about what each does. There are no stats on this. Its really just to give those new to Legends an idea of what their powers do. The format will be: Legend Name Main Weapon Type & Secondary Weapon Type {Removed Combos} Movement Type {Changes from PVE Movement Modes} New Combos Power Slot 1-6 Short description of power (Power Effects) [Range, Type of Targeting, Debuff/Buff Duration, Cast Time, Power Duration, Recharge] (Effects not Caused by Power Activation IE Pet Buff or Summoned Object Effects) {Power Specific Note} ~Alternate Power Bar if Any~ As I continue to test these characters and as new characters are added I will update this as needed. If you see any problems with this guide please PM me and Ill look into it (A video of the change needed would be appreciated).

Buying Legends:
To Buy Legends You Need Marks Of Legend Gained From Completing PVP Matches. You Get Two For Winning A Match And One For Losing. Robin 10 Marks Of Legend (Sent To Heroes By Mail At Level 5) Harley 10 Marks Of Legend (Sent To Villains By Mail At Level 5) Huntress 10 Marks Of Legend Nightwing 35 Marks Of Legend Bane 55 Marks Of Legend Joker 70 Marks Of Legend Catwoman 70 Marks Of Legend Two-Face 70 Marks Of Legend Batman Preorder Exclusive Arkham Asylum Joker Purchase Through Marketplace for 1000 Station Points

Legend Vendor Locations:


Heroes Watchtower 1. Enter Reactor Core Through Meta Wing. All PVP Vendors Are Here. 2. Enter War Room Though Central Hub. The Vendor Next To Beast Boy Sells Legends. Villains Hall Of Doom 1. Enter Armory Through Meta Wing. All PVP Vendors Are Here. 2. Enter The Pit. The Vendor By Catwoman and Ambush Bug Sells Legends. (Located Under Meta Wing) All Characters come equipped with Simulation Soder Cola and a Breakout Trinket. Simulation Soda Cola 60 Second Recharge. Breakout Trinket Breakout of Control Effects and gain immunity to Control Effects. Adds 250 mobility defense to self for 20 seconds 45 second recharge.

Batman Martial Arts {Heavy Shuriken, Shuriken Storm, Charged Shuriken or Smoke Bomb} Acrobatics
Batarang Flurry 1RMBH Block Breaker Swarm of Bats Slam the ground with your fist, releasing a smoke bomb and a swarm of bats to attack enemies around you. (Area Knock Back) [Melee Range, Area, 4 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Explosive Batarang Throw a Batarang that will stick to your target and stun them, then explode and knock them down. (Ranged Stun, Ranged Knock Down) [Ranged/Area, Single Target/Area, 7 Second Recharge] {This Power Will Stun And Damage A Single Target And Upon Exploding Will Damage And Knock Down All Enemies In A Small Area Around The Initial Target.} Grapple Line Using a grapple line pull your target toward you. (Pull, Ranged Ground, Ranged Stun) [Ranged, Single Target, 3 Second Recharge] {This Powers Recharge Starts After Its Animation Finishes.} Forward Flip Lunge at your target with a fast and powerful punch. (Knock Down) [Lunge, Single Target, 4 Second Recharge] Stealth Go into stealth mode and become harder to detect. (Enters Stealth, Changes to Stealth bar, Turns off Movement mode, Slows Regular Movement, Can be used in Combat) [78 Second Recharge] {This Power Does No Damage And Costs No Power. If You Activate Movement Mode You Will Exit Stealth.} Activate Bat Drone Summon a Tactical Drone that uses Battle Plan to regenerate your energy and increase critical damage for a short time. (Summon Passive Pet) [2 Second Cast, 40 Second Duration, 102 Second Recharge] (Energy Regen, +50 Critical Hit Damage for 11 Seconds) {This Power Does No Damage. There is No Cast Bar For This Power. It Takes 6 Seconds For the Drone To Grant Energy Regen and Critical Damage Bonus.} ~Stealth Bar~ {Any Powers Used While Stealthed Will Not Cost Power} Surprise Attack Attack from the shadows with a swift and powerful attack with high Critical Hit Chance. (Exits Stealth) [Melee Range, Single Target] Cuff em Cuff your target from the shadows. (Ranged Stun, Retains Stealth) [1 Second Cast, Very Short Range, Single Target, 15 Second Recharge] {The Range For This Power Is Barely That Of An Area Attack. This Power Does No Damage. This Power Has No Cast Bar. Your Target Must Be In Range After The 1 Second Cast For The Stun To Be Effective.} Sleep Batarang Throw a Batarang laced in a potent sleep agent. (Ranged Stun, Retains Stealth) [Ranged, Single Target, 14 Second Recharge] {This Power Does No Damage.}

Joker One Handed & Dual Pistols Acrobatics {Without Grapple Line or Glide Line. Double Jump Changed To Strong Jump} & Flight
Get Back Attack your enemies in an area around you. (Area Knock Back) [Melee Range, Area, 4 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Clown Box - Encase yourself in a Clown Box to protect yourself from damage and regenerate Energy. (Self Encasement, Energy Regen) [10 Second Duration, 64 Second Recharge] {Box Will Be Destroyed With Enough Damage. Can Use Get Back And Backflip in Box. Get Back Will Damage Box. This Power Does No Damage And Costs No Power. Unlike Its Gadgets Counterpart This Power Cannot Be Broken Out Of Prematurely Unless The Box Is Destroyed.} Confetti Bomb Throw an exploding Present to drench an area in Joker Gas. (Area Stun, Interruptible) [Area, 2 Second Cast, 4 Second Duration, 5 Second Recharge] {This Power Only Does Damage To Those Caught In The Initial Explosion. Any Enemy That Enters The Cloud Of Joker Toxin Will Be Stunned. This Power Starts To Recharge After The Cast Time Has Passed. This Power Can Only Be Interrupted With A CC.} Barrel of Laughs - Call three Joker Goons into the fight. (Summon 3 Aggressive Pet) [1 Second Cast, 40 Second Duration, 104 Second Recharge] {Duration For This Power Is Taken From The Summon Of The First Joker Goon. All Joker Goons Summon 1 Second Apart Starting After The 1 Second Animation. This Power Does No Damage.} Backflip Launch yourself backward damaging your target with a kick. (Knock Down, Dodge) [Melee Range, Small Cone, 2 Second Buff, 3 Second Recharge] {Can Be Used While Stunned or Knocked Down.}

Equip Pistols Draw your pistols and equip your jetpack. (Equips Dual Pistols, Changes Movement Mode to Flight, Changes Power Bar*) {You Will Not Be Able to Move or Attack Until the Animation For This Power Has Finished.} ~Equip Pistols~ Equip Crowbar Draw your crowbar. (Equips One-Handed, Changes Movement Mode To Acrobatics, Changes Power Bar*)

Harley Two Handed Acrobatics


Hammer Spin Spin around, swinging your hammer wildly. (Area Knock Down) [Melee Range, Area, 3 Second Duration, 10 Second Recharge] {You Can Move Harley While Using This Power. You Will Be Vulnerable To Block Hard Stun While Using This Power. This Powers Recharge Starts After Its Animation Finishes.} Glove Punch Attack your enemies with a lead filled boxing glove. (Short Ranged Knock Back) [Short Range, Cone, 2 Second Recharge] Bomb Toss Pull out a large bomb to hurl at your enemies. (Creates Object) [1 Second Cast, 25 Second Duration, 12 Second Recharge] (Ranged Damage^, Large Area Effected, Inflicts Burning, Area Stun) {This Power Does No Damage. The Recharge For This Power Starts After Its Cast Time.} Stealth Go into stealth mode and become harder to detect. (Enters Stealth, Changes to Stealth bar, Turns off Movement mode, Slows Regular Movement, Can be used in Combat) [78 Second Recharge] {This Power Does No Damage And Costs No Power. If You Activate Movement Mode You Will Exit Stealth.} Forward Flip Lunge at your target with a fast and powerful kick. (Knock Down, Dodge) [Lunge, Single Target, 2.5 Second Buff, 4 Second Recharge] {Will Lunge Hard Stun Block Breakers And Rolls.} Backflip Launch yourself backward damaging your target with a kick. (Knock Down, Dodge) [Melee Range, Small Cone, 2 Second Buff, 4 Second Recharge] {Can Be Used While Stunned Or Knocked Down.} ~Stealth Bar~ {Any Powers Used While Stealthed Will Not Cost Power} Surprise Attack -Attack from the shadows with a swift and powerful attack with high Critical Hit Chance. (Exits Stealth) [Melee Range, Single Target] Head Bonk Knee your target from the shadows, stunning them. (Ranged Stun, Retains Stealth) [Very Short Range, Single Target, 15 Second Recharge] {The Range For This Power Is Barely That Of An Area Attack. This Power Does No Damage. This Power Will Move You Toward The Target.}

Nightwing Dual Wield {Ultra Flurry} Acrobatics


Taser Line Shoot an electrified Grapple Line to damage your target and pull them close. (Pull, Ranged Stun) [Ranged, Single Target, 3 Second Recharge] {The Recharge For This Power Starts After Its Animation.} Wing-Ding Flurry Throw a swarm of exploding Wing-Dings at your enemies. (Range Stun, Ranged Knock Down) [Short Range, Cone, 4 Second Recharge] Escrima Slam - Slam your Escrima down to damage enemies around you. (Area Knock Back) [Melee Range, Area, 3 Second Recharge] {Can Be Used While Stunned Or Knocked Down.} Clink Throw a trap to encase your enemies in a personal prison. (Ranged Encasement) [Ranged, Single Target, 12 Second Recharge] Forward Flip - Lunge at your target with a fast and powerful kick. (Knock Down, Dodge) [Lunge, Single Target, 1.5 Second Buff, 4 Second Recharge] {Will Lunge Hard Stun Block Breakers And Rolls.} Backflip Launch yourself backward damaging your target with a kick. (Knock Down, Dodge) [Melee Range, Small Cone, 2 Second Buff, 4 Second Recharge] {Can Be Used While Stunned Or Knocked Down.}

Robin Staff {Staff Spin} Acrobatics


Batarang Flurry - 1RMBH Block Breaker Batarang Fan Jump in the air and throw electrified Batarangs to stun enemies around you and then explode. (Area Stun, Area Knock Down) [Melee Range, Area, 5 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Staff Flurry Spin your staff with great speed creating an air current to knock back and damage enemies. (Ranged Push) [Ranged, Cone, 4 Second Duration, 12 Second Recharge] {Robin Can Be Turned While Using This Power. While This Power is Active You Are Vulnerable To Lunge Hard Stun. The Recharge For This Power Starts After The Animation Stops. Once Activated The Player Cannot Stop This Power Themselves.} Flipline Flip into the air and shoot an electrified Grapple Line to stun your target. (Ranged Stun) [Ranged, Single Target, 2 Second Recharge] Stealth -Go into stealth mode and become harder to detect. (Enters Stealth, Changes to Stealth bar, Turns off Movement mode, Slows Regular Movement, Can be used in Combat) [78 Second Recharge] {This Power Does No Damage And Costs No Power. If You Activate Movement Mode You Will Exit Stealth.} Forward Flip Lunge at your target with a fast and powerful kick. (Knock Down, Dodge) [Lunge, Single Target, 1.5 Second Buff, 4 Second Recharge] {Will Lunge Hard Stun Block Breakers and Rolls.} Backflip Escape Launch yourself backward damaging your target with a kick as you attempt to escape combat. (Knock Down, Dodge) [Melee, Small Cone, 2 Second Buff, 4 Second Recharge] {Using This Power Will Launch Robin Backward Much Further Then Other Backflip Powers.} ~Stealth Bar~ {Any Powers Used While Stealthed Will Not Cost Power} Surprise Attack - Attack from the shadows with a swift and powerful attack with high Critical Hit Chance. (Exits Stealth) [Melee Range, Single Target] Tied Up Tie your target from the shadows. (Ranged Stun, Retains Stealth) [1 Second Cast, Very Short Range, Single Target, 15 Second Recharge] {The Range For This Power Is Barely That Of An Area Attack. This Power Does No Damage. This Power Has No Cast Bar. Your Target Must Be In Range After The 1 Second Cast For The Stun To Be Effective.}

Bane Brawling Acrobatics {Without Grapple Line or Glide Line. Double Jump Changed To Strong Jump}
Elbow Drop 4LMB 1LMBH Knocks Down {Usable Only When Venom Up Is Active} Ground Slam Slam the ground with your fist, damaging the enemies around you. (Area Knock Back) [Melee Range, Area, 5 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Battle Roar With great force roar at your enemies, pushing them back and damaging them (Ranged Push, +250 Toughness To Group) [Ranged, Cone, 15 Second Buff, 2 Second Duration, 12 Second Recharge] {While Using This Power You Are Vulnerable To Lunge Hard Stun.} Seismic Slam Jump down and pull a piece of concrete from the ground to hurl at your enemies. (Creates Object) [1 Second Cast, 15 Second Duration, 12 Second Recharge] (Ranged Damage^, Area Push, Area Ground, Large Area Effected) {This Power Does No Damage. The Recharge For This Power Starts After Its Cast Time.} Crushing Lunge Lunge at you target and slam your fist down on top of them. (Knock Down) [Lunge, Single Target/Area, 4 Second Recharge] {This Power Lunges at a Single Target And Does Melee Ranged Area Damage And Knock Down Around The Target.} Venom Up Increase your Venom flow to increase your attack power and health. (Critical Hit Chance Increase, Self Heal, Damage and Control Immunity, Changes Power Bar) {This Power Costs 100% Supercharge To Activate. When Activated Grants 3 Second Damage Immunity And Activates A Breakout Effect While Animation Plays. This Power Does No Damage.} Venom Clap Clap your hands and soak your target and enemies around them in a contaminated Venom, poisoning them. (Inflicts Damage Over Time, Interruptible) [Ranged, Single Target/Area, 8 Second DoT, 1 Second Cast, 17 Second Recharge] {This Power Will Start Its Damage Over Time 1 Second After Its Initial Hit. This Power Will Effect Enemies In A Small Radius Around The Main Target. This Power Can Only Be Interrupted With CC. The Recharge For This Power Starts After Its Cast Time.} ~Venom Up (First Use)~ Venom Up - Increase your Venom flow to increase your attack power and health. (Critical Hit Chance Increase, Self Heal, Damage and Control Immunity, Changes Power Bar) [60 Second Buff] {This Power Costs 100% Supercharge To Activate. When Activated Grants 3 Second Damage Immunity And Activates A Breakout Effect While Animation Plays. This Power Does No Damage.} ~Venom Up (Second Use)~ Grapple Line Using a grapple line pull your target toward you. (Pull, Ranged Ground) [Ranged, Single Target, 3 Second Recharge] {The Recharge For This Power Starts After The Animation Stops.} Venom Clap {Removed From Power Bar}

Huntress Martial Arts & Dual Pistols Acrobatics


Spinning Backhand - Attack the enemies around you with an electrified strike. (Area Knock Back) [Melee Range, Area, 4 Second Recharge] {Can Be Used While Stunned Or Knocked Down.} Wrangle Use an electrified Grapple Line to stun your target. (Ranged Stun, Ranged Root) [Ranged, Single Target, 15 Second Recharge] {This Power Does Two Ticks Of Damage.} EMP Canister Drop an EMP to stun nearby enemies. (Area Stun) [Melee Range, Area, 8 Second Recharge] Forward Flip -Lunge at your target with a fast and powerful kick. (Knock Down) [Lunge, Single Target, 4 Second Recharge] {Will Lunge Hard Stun Block Breakers and Rolls.} Backflip -Launch yourself backward damaging your target with a kick. (Knock Down, Dodge) [Melee Range, Small Cone, 2 Second Buff, 4 Second Recharge] {Can Be Used While Stunned Or Knocked Down.} Equip Crossbows Draw your crossbows. (Equips Dual Pistols, Changes Power Bar*) {You Will Not Be Able to Attack Until the Animation For This Power Has Finished.} ~Equip Crossbows~ Equip Bare Hands - Holster your crossbows. (Equips Martial Arts, Changes Power Bar*)

Arkham Asylum Joker One Handed & Dual Pistols Acrobatics {Without Grapple Line or Glide Line. Double Jump Changed To Strong Jump}
Get Back Attack your enemies in an area around you. (Area Knock Back) [Melee Range, Area, 4 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Clown Box Encase yourself in a Clown Box to protect yourself from damage and regenerate Energy. (Self Encasement, Energy Regen) [10 Second Duration, 64 Second Recharge] {Box Will Be Destroyed With Enough Damage. Can Use Get Back And Backflip in Box. Get Back Will Damage Box. This Power Does No Damage And Costs No Power. Unlike Its Gadgets Counterpart This Power Cannot Be Broken Out Of Prematurely Unless The Box Is Destroyed.} Bouncy Blast Unleashed specialized Joker Toxin to pull your enemies into a bombardment of lethal bouncing balls. (Ranged Area Knock Back, Interruptible) [Ranged, Single Target/Area] {This Power Costs 25% Supercharge To Activate. During The 2 Second Animation For This Power You Are Vulnerable To Lunge Hard Stun. This Power Will Effect Enemies In A Radius Around The Main Target Indicated By The Cloud Of Joker Toxin. All Those Initially Hit By Joker Toxin Cloud Will Be Knocked Back Into Its Center.} Barrel of Laughs Call three Joker Goons into the fight. (Summon 3 Aggressive Pet) [1 Second Cast, 40 Second Duration, 104 Second Recharge] {Duration For This Power Is Taken From The Summon Of The First Joker Goon. All Joker Goons Summon 1 Second Apart Starting After The 1 Second Animation. This Power Does No Damage.} Backflip Launch yourself backward damaging your target with a kick. (Knock Down, Dodge) [Melee Range, Small Cone, 2 Second Buff, 3 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Equip Pistols -Draw your pistols and equip your jetpack. (Equips Dual Pistols, Changes Power Bar*) {You Will Not Be Able to Move or Attack Until the Animation For This Power Has Finished.} ~Equip Pistols~ Equip Machete Draw your machete. (Equips One-Handed, Changes Power Bar*)

Catwoman Feline Fatale Acrobatics


Whip Kick 1LMB 1LMBH Stuns High Heel 2LMB 1LMBH Juggles Axe Kick 3LMB 1LMBH Lunges and Knocks Down Whipping Drill 4LMB 1LMBH Area Damage Heavy Shuriken 1RMBH Block Breaker Shuriken Storm 2RMBH Block Breaker Enhanced Shuriken 3RMBH Block Breaker Whip Pull - Using your whip pull your target toward you. (Pull, Ranged Ground) [Ranged, Single Target, 8 Second Recharge] {This Powers Recharge Starts After Its Animation Finishes.} Cat Swipe Attack with a powerful and swift series of 4 blows, ending with a stunning backward flip kick. (Stun) [Melee/Lunge, Single Target, 10 Second Recharge] {This Power Will Move You Toward Your Target With Each Slash. The Fourth Melee Attack Of This Power Will Lunge You At Your Target Slightly And Stun Them. While Using This Power You Are Vulnerable To Block Hard Stun.} Whip Flurry With great agility attack the enemies around you with your whip 5 times. (Area Stun) [Mild Range, Area, 5 Second Recharge] {This Power Will Move You Toward Your Main Target With Each Whip Strike. The First Whip Strike To Make Contact Will Stun. While Using This Power You Are Vulnerable To Block Hard Stun.} Smoke Cloud Drop a pellet of scientifically augmented smoke that surrounds you, protecting you from damage and returning it to your attackers. (Damage Immunity, Damage Return, +350 Power Heal Critical Chance To Group) [10 Second Buff/15 Second Buff, 30 Second Recharge] {This Power Costs No Power. The Damage Immunity And Return Of This Power Lasts 10 Seconds. The Group Buff Of This Power Lasts 15 Seconds.} Backflip -Launch yourself backward damaging your target with a kick. (Knock Down, Dodge) [Melee Range, Small Cone, 2 Second Buff, 4 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Stealth Go into stealth mode and become harder to detect. (Enters Stealth, Changes to Stealth bar, Turns off Movement mode, Slows Regular Movement, Can be used in Combat) [78 Second Recharge] {This Power Does No Damage And Costs No Power. If You Activate Movement Mode You Will Exit Stealth.} ~Stealth Bar~ {Any Powers Used While Stealthed Will Not Cost Power} Surprise Attack Attack from the shadows with a swift and powerful attack with high Critical Hit Chance. (Exits Stealth) [Melee Range, Single Target] Sleep Dart Throw a dart laced in a potent sleep agent. (Ranged Stun, Retains Stealth) [Ranged, Single Target, 15 Second Recharge] {This Power Does No Damage.}

Links. http://forums.station.sony.com/dcuopc/posts/list.m?topic_id=27727

HOW TO GEAR UP CORRECTLY IN DCUO FOR A DPS ROLE


Posted on August 3, 2011 by Genius

First and foremost Im going to tell you what every new DCUO player needs to know: SKILL POINTS are the leveling system in this game. Levels 1-30 are a tutorial for you to adjust to your powers, learn the combat system and understand that feat points lead to skill points. While new players first notice it lets you purchase points to use other weapon classes, but the real value is in the innate abilites (might, crits, defense, health, vitalization, dominance and restoration). These will make you better at your role and you never stop leveling your character with skill points. At level 30 you should have at LEAST 25 skill points to be able to move comfortably through level 30 content. I try and have my new characters reach 30 skills by 30 and it is very achieveable. To be the best DPS you can be (obtaining all DPS innate skills) you need 80 skill points. Now thats out of the way, on to the good stuff! You have three options and by the time you get to level 30 youll know which kind of DPS will suit you best. Lets find out which you gravitate to more.

1. PRECISION:
Do you find yourself using only your weapons? Cant get enough of that pistol Full Auto? Love Arrow Storm and forget to use your powers? Then precision is your style. Precision is the damage you do from weapon attacks. 10 precision = 1 weapon DPS. So if you have a 77.9 weapon with 200 precision, your weapon damage is 97.9. Precision can be a difficult path to go by, as the best precision gear in the game is more often than not an Epic drop from an iconic battle. If you find yourself leaning towards precision, it will be a hard road in survival as most precision based gear is low on defense and health. The trade off is fair though. You almost never need power (mana) and will be a favourite with controllers in raids because of it. Put your skill points into critical attack damage, followed by critical attack chance. Simply put, you want things to hit as hard as they can when they crit before you need to increase your luck. At level 30, you do not want to walk into a raid with anything less than 180 precision. Notable and coveted Precision gear: Gear slot: Name Main DPS stat (location, enemy) Head: Captain Colds Furred Hood 44 Precision (Strykers Island, Rogues) Face: Catwomans goggles 9 Precision (Catwoman Challenge, Catwoman) Ring: Loop of the Alien Kings 15 Precision (Outer Caverns/Inner Sanctum, Bastion Turret/Perimeter Guard) Back: Doomsdays Savage Spines 29 Precision (Smallville, Doomsday) Pistols: Plated Neutronium Pistols 32 Precision (Inner Sanctum, Brother Eye)

2. MIGHT
Run out of power (mana) all the time? Forget to use your mouse/X and Y button? Like me, you love to use your powers and if youve got it, youll drop it like its hot. Might is damage you do from your powers and powers alone. Stack your might and stack it high. At level 30, 1 might = 0.45% power damage increase. Ive personally found this to be the most effective at end game and my most recent character, Disasterpiece is a testament to how lethal it can be. In 4 days I got him from character creator to level 30 (with the help of my hero league =D) and the second I hit 30 was dropped into Kahndaq. Straight after that I was put into Brainiacs Sub Construct and finished at the top of the DPS charts at 850k. Like precision based gear, youll have to sacrifice some defensive stats to push the limit of your powers. Controllers will hate you for burning through power, but you keep the bad guys (or good guys) from killing them, so keep your head up! Might based gear is scattered everywhere, from epics to raid drops to random blue pieces that have abnormally high numbers. Stack your skill points in might (duh!) and then go for crit damage followed by crit chance. At level 30 you do not want to walk into a raid (or hard alert for that matter) with anything less than 1200 might. Notable and coveted Might gear: Head: Scarecrows Tattered Helm 123 Might (Arkham Asylum, Scarecrow) Back: Punchlines Sign 89 Might (Ace Chemicals, Punchline) Waist: Reinforced Neutronium Belt 70 Might (Inner Sanctum, ARC) Bow: Dormorian Hunters Bow 123 Might (Outer Caverns, RCP) Rifle: Ultra Modern Minigun 123 Might (Sub Construct, Brainiac)

3. BALANCE SPEC
You use both equally. You use your powers and weapons in sync to get a mix of both combat styles. Tier gear was made for you. At level 30, grab the Kabuki gear from duos, Psycho from Hard Alerts, then move on to Tier 1 and Tier 2. These gear sets are a perfect balance of both stats and have the better defense of any dps gear. Not much more to say that hasnt been said, really. At level 30 you do not want to walk into a raid with any less than 1100 Might and 120 Precision. Notable and coveted Balanced gear: Tier 2 Factional Armour.

Two-Face Rifle Rifle Acrobatics {Without Grapple Line or Glide Line. Double Jump Changed To Strong Jump}

Bullet Storm Spray the area in front of you with bullets. [Ranged, Cone, 4 Second Duration, 15 Second Recharge] {Two-Face Can Be Turned While Using This Power. While Using This Power You Are Vulnerable To Lunge Hard Stun. This Powers Recharge Starts After Its Animation Finishes.} In Your Face Fire an explosive round into the ground, damaging those around you and flipping you backward. (Area Knock Down, Dodge) [Melee Range, Area, 2 Second Buff, 4 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Twisted Minds Flip the coin three times and decide who will come to your aid. (Summon 3 Aggressive Pet) [4 Second Cast Time, 40 Second Duration, 120 Second Recharge] {Duration For This Power Is Taken From The Summon Of The First Two-Face Henchman. All Two-Face Henchmen Summon 1 Second Apart Starting 1 Second After The Start Of The Animation. This Power Does No Damage.} Fire Barrel - Attach a timed proximity bomb to a gasoline filled barrel that leaves a flaming trap after exploding. (Summon Trap, Interruptible) [Melee Range, Area, 1 Second Cast, 76 Second Duration/12 Second Duration, 20 Second Recharge] (Area Damage Over Time, Large Area Effected) {The Summoned Barrel has a 76 Second Duration. The Following Area Effect Has A 12 Second Duration. You can be Lunge Hard Stunned During The Cast Time Of This Power. This Power Does No Damage} Harvey Domination Attach a timed proximity bomb to a gasoline filled barrel that leaves a flaming trap after exploding. (Summon Trap, Interruptible) [Melee Range, Area, 1 Second Cast, 76 Second Duration/12 Second Duration, 20 Second Recharge] (Area Damage Over Time, Large Area Effected) {The Summoned Barrel has a 76 Second Duration. The Following Area Effect Has A 12 Second Duration. You can be Lunge Hard Stunned During The Cast Time Of This Power. This Power Does No Damage} Two-Face Domination Youve flipped the coin and its come up tails, Two-Face is in control now. (Changes Power Bar*) [90 Second Duration, 90 Second Recharge] {This Power Costs 50% Supercharge To Activate. When Activated Grants 3 Second Damage Immunity While Its Animation Plays. The Recharge For This Power Starts After Its Animation Finishes. This Power Does No Damage.} ~Harvey Domination~ Bullet Storm - Spray the area in front of you with bullets pushing your targets back. (Ranged Push) [Ranged, Cone, 4 Second Duration, 15 Second Recharge] {Two-Face Can Be Turned While Using This Power. While Using This Power You Are Vulnerable To Lunge Hard Stun. This Powers Recharge Starts After Its Animation Finishes.} In Your Face Fire an explosive round into the ground, damaging those around you and flipping you backward. (Area Knock Down, Dodge) [Melee Range, Area, 2 Second Buff, 4 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Twisted Minds The coins come up Heads, call three Riot Officers to help you. (Summon 3 Aggressive Pet) [4 Second Cast Time, 40 Second Duration, 120 Second Recharge] {Duration For This Power Is Taken From The Summon Of The First Riot Officer. All Riot Officers Summon 1 Second Apart Starting 1 Second After The Start Of The Animation. This Power Does No Damage.} Oil Barrel Attach a timed proximity bomb to an oil filled barrel that leaves an oil slick after exploding. (Summon Trap, Interruptible) [Melee Range, Area, 1 Second Cast, 76 Second Duration/12 Second Duration, 20 Second Recharge] (Area Knock Down, Large Area Effected) {The Summoned Barrel has a 76 Second Duration. The Following Area Effect Has A 12 Second Duration. You can be Lunge Hard Stunned During The Cast Time Of This Power. This Power Does No Damage} ~Two-Face Domination~ Bullet Storm Spray the area in front of you with explosive bullets that set fire to all they hit. (Inflicts Damage Over Time) [Ranged, Cone, 8 Second DoT, 4 Second Duration, 15 Second Recharge] {Two-Face Can Be Turned While Using This Power. While Using This Power You Are Vulnerable To Lunge Hard Stun. This Powers Recharge Starts After Its Animation Finishes.} In Your Face Fire an explosive round into the ground, setting those around you on fire and flipping you backward. (Area Knock Down, Dodge, Inflicts Damage Over Time) [Melee Range, Area, 8 Second DoT, 4 Second Recharge] {Can Be Used While Stunned or Knocked Down.} Twisted Minds The coins come up Tails, call three of Two-Faces Henchmen. (Summon 3 Aggressive Pets) [4 Second Cast Time, 40 Second Duration, 105 Second Recharge] {Duration For This Power Is Taken From The Summon Of The First Two-Face Henchman. All Two-Face Henchmen Summon 1 Second Apart Starting 1 Second After The Start Of The Animation. This Power Does No Damage.} Acid Barrel Attach a timed proximity bomb to an acid filled barrel that leaves an acid trap after exploding. (Summon Trap, Interruptible) [Melee Range, Area, 1 Second Cast, 76 Second Duration/12 Second Duration, 20

Second Recharge] (Area Damage Over Time, Large Area Effected) {The Summoned Barrel has a 78 Second Duration. The Following Area Effect Has A 12 Second Duration. You can be Lunge Hard Stunned During The Cast Time Of This Power. This Power Does No Damage}

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