Under Heavy Construction as this is a lot from working since Feb 2019 with balancing my own life.
If you'd like to help, please do send a pm or message me in the forums or Discord (
@GentleGiantVexx#8710) with an input.
It can be anything, video, gif, excerpt, etc. Anything will help get this done for everyone.
CURRENTLY LOOKING FOR: Heroes to record Power Demonstrations as depicted in many powersets below!
If you'd like your hero to be featured in the guide demonstrating the power, Please reach out to me anywhere you see/have me.
Bear in mind, some powers are reserved and i'll let you know if it's unavailable.
Ever feel lost in how to create your very own hero?
Feel your current hero is not up to par with the game?
Ever wonder what certain powers look like yet aren't able to see it?
Welcome to the "Build your Hero Workshop"!
After interacting heavily with the community, we all have come together to create this guide for you, whether "New" or "Returning", to understand how to build your character in your own way.
From Page 1, You'll learn from start to finish how a hero can be built, the different roles the game actually has, each specialization tree and their capabilities, statuses and control effects, Gearing, and visual possibilities you can have!
Page 2, will get you right into the action and will focus on your character creation, qualities, guide you from level 1 to 40 in gameplay whether you have chosen an archetype or a freeform, and explain how your creation will always have a place in Champions Online.
Create your character and jump in!
It will feel like a bit of a Wiki page, but it will branch off towards your focus to meet what you'd like or need to know.
PLEASE GO AT YOUR OWN PACE
- - - - PAGE 1 - - - -General Character Building
[*] =
Character Stats -
Roles | Super Stats | Innate Talents & Talents | Primary Spec Trees |
[*] =
Specialization Trees -
Role Spec Trees | Masteries |
[*] =
Power Selections -
Power Tiers | Advantages | Power Types | Travel Powers |
[*] =
Damage Types -
Damage Types | Debuffs |
[*] =
Status Effects -
Buffs | Crowd Control |
[*] =
Equipment -
Gear | Modifications | Devices |Power Tree Demonstrations
[*] =
[Energy Projector Power Tree] -
Electricity, Fire, Force, Wind, Ice
[*] =
[Technology Power Tree] -
Archery, Gadgeteering, Munitions, Power Armor, Laser Sword
[*] =
[Martial Arts Power Tree] -
Dual Blades, Claws, Single Blades, Unarmed
[*] =
[Mentalist Power Tree] -
Telekinesis, Telepathy
[*] =
[Brick Power Tree] -
Heavy Weapons, Earth, Might
[*] =
[Mystic Power Tree] -
Celestial, Darkness, Arcane Sorcery, Bestial Supernatural, Infernal Supernatural- - - - PAGE 2 - - - -UNDER CONSTRUCTIONPost 31- 35 = FreeForms
[*] === Post 31 >
Understanding a Freeform
[*] === Post 32 >
Creating a Freeform Tank
[*] === Post 33 >
Creating a Freeform DPS
[*] === Post 34 >
Creating a Freeform Support
[*] === Post 35 >
Creating a Freeform HybridPost 36 - 40 = Ranged Archetypes
[*] === Post 36 >
FREE: The Inferno, The Marksman, The Soldier
[*] === Post 37 >
FREE/Event Unlock: The Automaton, The Gun Slinger, The Tempest
[*] === Post 38 >
Event Unlock: The Scourge/The Cursed, The Icicle, The Squall
[*] === Post 39 >
Premium: The Hex Slinger, The Psychokinetic
[*] === Post 40 >
Premium:Post 41 - 45 = Tank Archetypes
[*] === Post 41 >
FREE: The Behemoth, The Glacier
[*] === Post 42 >
Event Unlock: The Invincible, The Master, The Mountain
[*] === Post 43 >
Premium: The Rockstar, The Samurai
[*] === Post 44 >
Premium:
[*] === Post 45 >
Premium:Post 46 - 50 = Melee Archetypes
[*] === Post 46 >
FREE: The Blade, The Unleashed,
[*] === Post 47 >
Event Unlock: The Devastator, The Disciple, The Fist
[*] === Post 48 >
Premium: The Cybernetic Warrior, The Penitent, The Predator
[*] === Post 49 >
Premium:
[*] === Post 50 >
Premium:Post 51 - 55 = Hybrid Archetypes
[*] === Post 51 >
FREE: The Grimoire, The Dragon Spirit
[*] === Post 52 >
Event Unlock: The Void, The Impulse, The Savage
[*] === Post 53 >
Event/Premium: The Night Avenger,
[*] === Post 54 >
Premium:
[*] === Post 55 >
Premium:Post 56 - 60 = Support Archetypes
[*] === Post 56 >
FREE: The Radiant, The Mind
[*] === Post 57 >
Event Unlock: The Inventor, The Witch
[*] === Post 58 >
Premium: The Blazing,
[*] === Post 59 >
Premium:
[*] === Post 60 >
Premium:- - - - PAGE 3 - - - -
[*] Post 61- 64 = >>Reserved<<
[*] Post 65 = Other Links and Conclusion
[*]
UNDER CONSTRUCTION
NOTICE:
General numbers such as Damage numbers, Healing numbers, Crowd Control duration numbers, etc. have been replaced with a simplified scaling terminology to determine it's output every level. These terms do not determine the value of a power, as each and every power is useful to anyone.
These are organized from Least to Greatest:
Videos may be incoming to have a voice over explaination over some things, this is not promised as I personally do not know video editing just yet.
Also, some sections may look/feel more colorful or image heavy than others, this is to balance out the text limit of 17,330 characters the forums has. So it's either well explaining gifs and images, or really pretty difference text.
Press this shining button in-game for your wildest imagination to start, and let's--
Comments
Energy Builders
Combo Powers
Blast Powers
Slotted Passives
Close Attack Powers
Close Area Attack Powers
Ranged Attack Powers
Ranged Area Attack Powers
Toggle Forms
Block Powers
Energy Unlocks
Movement Powers
Crowd Control Powers
Healing Powers
Summon Powers
Controllable Pet Powers
Buff Self Powers
Buff Target Powers
Active Powers
Ultimate Powers
Damage Over Time (DoT) Status Effects:
Core Stat Debuff Status Effects:
Status Effect Categories:
Paralyze
Incapacitates
Stun
Sleep
Root
Snare
Interrupts
- - Situational Crowd Control Effects - -
Confuse
Placate
Modifications Tab:
Mission Items Tab:
Currencies:
Primary/Secondary Offense
Primary & Secondary
Primary:
Primary:
Vigilante Gear:
Heroic Gear:
Legion Gear
Primaries:
Secondaries:
Fusion:
These mods can be fused to increase rank by having 5 of the same Mod and using the Fusion tab to have a chance to increase the ranking of the mod up to Rank 9 of mods, this is the maximum Rank of any Mod.. Your chance is increased by the type of mod it is whether it's Science, Arms, or Mysticism, your Crafting Skill will help increase the chance if it matches. Crafting can be upgraded through finding crafting skill objects out in zones, or using Craft Skill up items, your ranking of Crafting skill can increase up to 400 for the maximum chance.
UNTIL Recognition Vendor
The Questionite Store
The Drifter:
The Collectors Vendor:
( Click the titles to see well balanced builds options for each role. )
Electricity Archetypes:
[The Tempest]
Freeform builds:
Main Tank: [The Generator] | Off Tank: [The Capacitor]
Ranged DPS: [The Storm]
Summoner: [The Weather Report]
Crowd Controller: [The Shock] | Healer: [The Defibrillator]
Electric Bolt - Energy builder, Ranged Single Target
= Ionic Infusion - Negative Ions
Tier 1
Sparkstorm - Ranged AoE, Knock Down, Circuit, Arc
[Gif r3]
= Electric Jolt - Knock Back
Sigils of the Storm - Sigils, Summon
[gif r3]
Electrical Current - Ranged AoE, Arc
[gif1]
= Unlimited Power! - Circuit
Tier 2
Storm Summoner - Ranged AoE,
[gif]
= Squall - Snare, Circuit, Knock Up
= Particle Storm - Plasma Burn
Chain Lightning - Ranged Single Target, Blast
[gif]
= Superconductor - Superconductor
Tier 3
Lightning Arc - Ranged Single Target, Arc
Thunderstrike - Ranged AoE, Arc, Circuit
[gifs]
= Strike Down - Knock Down, Superconductor Refresh
= Never Strikes Twice
= Recharge - Heal, Restoration
Tier 2
Ball Lightning - Ranged AoE, Arc
[Gif r3] [ Triplicity gif]
= Supercharged - Superconductor Refresh
Tier 3
Gigabolt - Ranged AoE, Circuit, Arc
[gif]
Lightning Storm - Ranged AoE, Arc
[gif]
= Panic and Run - Stagger
Lightning Strike - Lunge, Snare, Stun
[gif]
= Nailed to the Ground
Electrocute - Paralyze, Arc
[gif]
Tier 3
Blinding Light - Threat wipe, Stealth
[Gif]
Electrical Siphon - Team Heal, Circuit
[gif]
Tier 3
Thundering Return - Self Resurrection, Heal, Negative Ions
[gif]
Electric Sheath - Active Offense, Energy Form
Neuroelectric Pulse - AoE, Ally Energy Gain, Root
[gif]
Electric Form - Slotted Offensive Passive, energy form.
Energy Damage ( Electricity, Particle, Sonic )
Power Source - Toggle Form
Scales from Endurance, and Recovery to a lesser degree
Electric Shield - Block
[gif]
Ionic Reverberation - Energy Unlock
Scales from Endurance, and Recovery to a lesser degree
Storm Strike - Ultimate, Ranged AoE, Negative Ions, Knock
[Gif]
= Commanding Presence - Ultimate Challenge!
( Click the titles to see well balanced builds options for each role. )
[The Inferno]
[The Rockstar]
[The Blazing]
Freeform Builds
Main Tank: [The Combustion] | Off Tank: [The Volcano]
Ranged DPS: [The Charring]
Summoner: [The Tinder]
Healer: [The Phoenix]
Throw Fire - Energy Builder
[gif]
= Fuel my Fire - Clinging Flames
Fire Breath - Ranged AoE, Clinging Flames
[gif]
= Chemical Fire - Plasma Burn
= Spitfire - Clinging Flames
= Fan the Flames - Engulfing Flames Refresh
= Char - Paralyze, Stun
Living Fire - Ranged AoE, Sigils
[gif]
= Inner Peace - Heal, Restoration
Tier 2
Pyre - Ranged Damage, Clinging Flames
[gif]
= Burn Up - Chill Rupture, Ice Structure Rupture
= Burning Sun - Healing Rune
Fire Strike - Ranged single target, Blast, Fiery Escalation, Clinging Flames.
[Gif]
= Kindling - Fiery Escalation
Tier 2
Rimefire Burst - Ranged AoE
Tier 3
Incinerate - Ranged Single Target
[gif]
Fireball - Ranged AoE , Clinging Flames
[gif]
= Charged Attack - Negative Ions
= Illuminate - Illuminated, Curse
Tier 2
Conflagration -Ranged AoE, Clinging Flames
[gif]
= It's Raining Fire! - Fear
= Nail to the Ground - Travel Power Lockout
Tier 3
Flashfire - Ranged Aoe, Clinging Flames, Pyre Patch
[gif]
= Fan the flames - Engulfing Flames Refresh
Tier 1
Warmth - Single Target Heal
[gif]
Tier 2
Absorb Heat - Ranged AoE, Team Heal
[Gif]
Nova Flare - Ally Heal
[gif]
Rise from the Ashes - Revive
[gif]
Tier 3
Fiery Embrace - Self Resurrection
[gif]
Tier 1
Heat Wave - Ranged Single Target, Clinging Flames, Incapacitate
[gif]
= Feed the Flames - Heal, Energy Drain
Tier 2
Flame Prison - Ranged AoE, Clinging Flames, Incapacitate.
[gif]
= Work Up - Heal over Time, Restoration
Tier 1
Immolation - Active Offense, Energy Form
Tier 2
Pyromancer's Blades - Summon, Uncontrolled Pet
[gif]
Tier 3
Fire Snake - Ranged AoE, Burning
[gif]
= Fiery Path
Tier 3
Hydra - Summon, burning
[gif]
Tier 1
Fiery Form - Slotted Offensive Passive, Energy Form.
Elemental Damage (Fire, Cold, Toxic)
Hearth - Slotted Support Passive, energy Form
Elemental Damage (Fire, Cold, Toxic), Increased Healing.
Fiery will - Ranged Damage Toggle Form
Smouldering - Healing Toggle Form
Fire Shield - Block
[gif]
Thermal Reverberation - Energy Unlock
Scales with Endurance, with Recovery to a lesser degree.
This Power can be found in the Blazing Lockbox.
Meteor Blaze - Ultimate
[gif]
RECONFIGURING
Force:
Example Builds
Force Bolts - Ranged Single Target, Energy Builder.
[gif]
Force Eruption - Ranged AoE, Knock Back
[gif]
Tier 3
THIS POWER CAN BE UNLOCKED BY SUPERVILLAIN ONSLAUGHT AGENT
Gravitic Ripple - PBAoE Damage, Gravity Control
[Gif]
Force Blast - Ranged Single target, Blast, Knock Back.
[gif]
Tier 1
Force Snap - Ranged Single Target, Knock to
= Recharge - Heal over Time, Restoration
Tier 2
Force Geyser - Ranged Single Target, Knock Up
[gif]
= Nailed to the Ground - Travel Power Lockout
Crushing Wave - Ranged AoE, Repel
[gif]
Tier 3
Force Detonation - Ranged AoE, Knockback
[gif]
Force Cascade - Ranged AoE, Knock Back
[gif]
Containment Field - Paralyze
[gif]
Field Surge - Shield, Active Defense
[Gif]
Protection Field - Shield
[gif]
Redirected Force - Ally Defense Buff
[gif]
Personal Force Field - Defensive Passive
Kinetic Manipulation - Offensive Passive, energy form
Ranged Physical Damage ( Crushing, Slashing, Piercing )
[gif]
Inertial Dampening Field - Toggle Form
[gif]
Force shield - Targets Self
Unlocked Power: Ravenswood Lockbox
Gravity Driver - Ranged AoE, Debuff, Ultimate
[Gif]
Wind:
Example Builds:
Wind Lash - Ranged Single Target, Energy Builder
[gif]
Wind Breath - Ranged AoE, Repel
[gif]
Hurricane - Ranged AoE, Repel
[gif]
Tier 2
Torrent - Ranged AoE, Knock Down, Chill
[gif]
= Scalding Water - Clinging Flames
Gust - Ranged Single Target, Knock Back, Blast
[gif]
Tier 2
Updraft - Ranged Single target, Knock up.
[gif]
= Nailed to the Ground - Travel Power Lockout
Whirlwind - Ranged AoE, DoT, Snare
[gif]
Dust Devil - Ranged AoE
[gif]
Tier 3
Typhoon - Ranged AoE, Repel
[gif]
= Ionic Discharge
Twister - Single Target Paralyze
[Gif]
Air Elemental - Summon
[Gif]
StormBringer - Offensive Passive, Energy Form
Mixed Damage ( Crushing, Cold, Damage )
Wind Barrier - Block, Repel
[gif]
Wind Reverberation
Unlockable Power: Aquatic Lockbox
Whirlpool
[gif]
Ice:
Example Builds:
Ice Shards - Ranged Single Target, Energy Builder
[gif]
Shatter - Ranged AoE
[gif]
= Nailed to the Ground - Travel Power Lockout
Frost Breath - Ranged AoE, Chill
[Gif]
Ice Blast - Ranged Single Target, Chill, Blast
[Gif]
= Frost Bite - Chill Refresh
Tier 3
Icicle Spear - Ranged Single Target, Chill
[Gif]
Wall of Ice - Ranged AoE, Root, Ice Object
[Gif]
Tier 2
Ice Burst - Ranged AoE, Knock Back, Ice Object
[Gif]
Snow Storm - Ranged AoE, DoT, Chill
[gif]
Tier 3
Avalanche - Ranged AoE, Chill
[gif]
Ice Cage - Ranged Single Target, Root, DoT
[gif]
Artic Beast - Controllable Summon
[gif]
Tier 3
Aurora - Self Resurrection
[Gif]
Ice Sheath - Active Offense
.
Tier 2
Ice Barrier - Active Defense, Ice Objects
[gif]
Vapor Form - Transformation, AoE Damage, Chill
[Gif]
Elemental Damage ( Cold, Fire, Toxic )
Chilled form - Toggle Form, Ego, Dexterity
Scales from either Ego or Dexterity, whichever is higher.
Ice Shield - Block
[gif]
Icy Embrace - Energy Unlock
Scales with Endurance, with Recovery to a lesser degree
Unlocks at level 35
Fractal Aegis - AoE, Knock, Defense Buff
[gif]
RECONFIGURING
Technology:
Archery:
Example Builds:
Strafe - Ranged Single Target, Energy Builder
[Gif]
Straight Shot - Ranged Single Target, Blast
[gif]
Tier 1
Taser Arrow - Ranged Single Target, Paralyze
[gif]
Tier 2
Snap shot - Ranged Single Target
[gif]
Tier 3
Focused Shot - Ranged Single Target
[Gif]
Sonic Arrow - Ranged AoE, Stun
[gif]
= Nailed to the Ground - Travel Power Lockout
Tier 2
Torrent of Arrows - Ranged AoE
[Gif]
Tier 2
Storm of Arrows - Ranged AoE
[gif]
Tier 3
Gas Arrow - Ranged AoE, DoT, Debuff
[gif]
Explosive Arrow - Ranged AoE
[gif]
Evasive Maneuvers - Reverse Lunge, Buff
[Gif]
= Stim Pack - Heal over Time, Restoration
Quarry - Offensive Passive
Physical Damage (Piercing, Crushing, Slashing)
[icon]
Concentration - Toggle Form, Ego, Intelligence
Scales with Ego or Intelligence, whichever is higher.
Hunter's Instinct - Energy Unlock
Scales with Ego, and Recovery to a lesser degree.
Arrow Assault - Ranged AoE, Knock Down, Stun
[gif]
Technology
Gadgeteering:
Energy builder:
Sonic Blaster - Ranged Single Target, Energy Builder
[Gif]
Particle Rifle - Ranged Single Target, Energy Builder
[gif]
Boomerang Toss - Ranged Single Target, Energy Builder
[gif]
Gauntlet Chainsaw - Melee AoE
[gif]
= Open Wound - Bleed, Wound
Particle Mine - Ranged AoE
Experimental Blaster - Ranged Single Target, Blast, Random Effects
[gif]
Tier 1
Pulse Beam Rifle - Ranged Single Target
[gif]
Ricochet Throw - Ranged Single Target, Blast
[gif]
Grapple Gun Pull - Ranged Single Target, Knock To
[Gif]
Tier 2
Tractor Beam - Ranged Single Target, Reverse Repel
[gif]
Experimental Burst Ray - Ranged AoE, Random Effects
[gif]
Tier 2
Sonic Boom Generator - Ranged AoE, Disorient
[gif]
Throwing Blades - Ranged AoE
[gif]
Gas Pellets - Ranged AoE, Snare
[gif]
Tier 3
Orbital Cannon - Ranged AoE, Plasma Burn
[gif]
Tier 3
Strafing Run - Ranged AoE
[Gif]
[gif]
Bolas - Paralyze
[gif]
Tanglecoil Launcher - Paralyze
[gif]
= Nailed to the Ground - Travel Power Lockout
Attack Toys! - Controllable Pet
[gif]
Tier 2
Support Drones - Controllable Pet
[Heal gif] [attack gif]
Tier 2
Munitions Bots - Controllable Pet
[Botgif][turretgif]
Bionic Shielding - Heal, Buff
[gif]
Tier 3
Resurrection Serum - Revive
[gif]
Sonic Device - On-Next-Hit, Stun
[Gif]
Nanobot Swarm - Recharge Reduction
[Gif]
Tier 2
Toxic Nanites - On-Next-Hit, DoT
[Gif]
= Nerve Damage - Snare
Miniaturization Drive - On-Next-Hit, Debuff
[gif][ recipgif]
Medical Nanites - Support Passive, HoT
[Possible gif]
Concentration - Toggle Form, Ego, Intelligence
Scales with Ego or Intelligence, whichever is higher.
[icon]
Molecular Self Assembly - Energy Unlock
Scales with Intelligence, and Recovery to a lesser degree.
[icon]
Implosion Engine - Ranged AoE, Reverse Repel, Snare
[gif]
Unlockable Power: Spider Lockbox
Mechanical Monstrosity - Uncontrolled Pet
[gif]
Technology
Munitions:
Example Builds:
Steady Shot - Ranged Single Target, Energy Builder
[gif]
Gunslinger - Ranged Single Target, Energy Builder
[gif]
Pistol Whip - Melee Single Target, Stun
[gif]
Tier 1
Rifle Butt - Melee Damage, Stun
[gif]
Tier 2
Execution shot - Melee Single Target
[Gif]
= I Pay It Gladly - Furious
Bullet Ballet - Melee Single Target/AoE, Combo
[gif]
Mini Mines - Melee AoE, Knock down
[gif] [gif adv]
= Stim Pack - Heal over Time, Restoration
Holdout Shot - Ranged Single Target
[Gif]
= Open Wound - Open Wound, Bleed, Wound
Trip Wire - Ranged Single Target, Knock To
[Gif]
= Open Wound - Open Wound, Bleed, Wound
= Nailed to the Ground - Travel Power Lockout
Tier 3
Two-Gun Mojo - Ranged Single Target, Furious
= Bullet Spray - AoE
Assault Rifle - Ranged Single Target
[gif]
= Uncompromising
Sniper Rifle - Ranged Single Target, Stun
Burst Shot - Ranged AoE, Blast, Debuff
[gif]
= Off Your Feet - Knock back
Tier 1
Shotgun Blast - Ranged AoE, Knock Back, Blast
[gif]
.
= Mind the Uniform - Fear
= Armor Piercing - Armor Piercing Debuff
Flame Thrower - Ranged AoE, Burning
[gif]
= Spitfire - Clinging Flames
Bullet Hail - Ranged AoE, Furious
[Bullet Hail gif]
= Assault - Armor Piercing Refresh
= Wall of Bullets - Shield
= Boogeyman
Submachine Burst - Ranged AoE, Furious
[Submachine gif]
= Assault - Armor Piercing Refresh
= Wall of Bullets - Shield
= Boogeyman
Tier 2
Frag Grenade - Ranged AoE, DoT
[gif]
= Open Wound - Open Wound, Bleed, Wound
Concussion Grenade - Ranged AoE, Knock Back
[gif]
Incendiary Grenade - Ranged AoE, Burning
[gif]
= Scorched Ground - Pyre patch, Burning Effect
Gatling Gun - Ranged AoE, Debuff
[gif]
= Sheer Force - Repel, Knock down
Rocket - Ranged AoE
[gif]
= Scorched Ground - Pyre Patch, Burning Effect
Lead Tempest - Ranged AoE
[gif]
= Maybe I'm Just Better - Furious
Breakaway Shot - Ranged AoE, Reverse Lunge, Buff
[gif]
= Armor Piercing - Armor Piercing Debuff
Parting Shot - Ranged Single Target, Reverse Lunge, Knock Back
[gif]
= Armor Piercing - Armor Piercing Debuff
Smoke Grenade - Ranged AoE Perception Debuff
[gif]
Lock n' Load - Active Offense
[icon]
Composure - Slotted Offensive Passive
[icon]
Sharp Shooter - Toggle Form
Scales with Dexterity
[Gif]
Concentration - Toggle Form, Ego, Intelligence
Scales with Ego or Intelligence, whichever is higher.
[gif]
Killer Instinct - Energy Unlock
Scales with Recovery, and Endurance to a lesser degree.
[icon]
Unlockable Power: Western Lockbox
Showdown - Ranged AoE, Root
[gif]
Technology:
Power Armor:
Example Builds:
Wrist Bolter - Energy Builder, Ranged Single Target
[gif]
Power Bolts - Energy Builder, Ranged Single Target
[gif]
Energy Wave - Ranged AoE, Knock Back.
[gif]
= Recharge - Heal over Time, Restoration
Power Gauntlet - Ranged Single Target, Interrupt, Blast
[gif]
Tactical Missiles - Ranged Single Target, Knock down, Blast
[gif]
Dual Wrist Rocket Barrage - Hand Slot, Ranged Single Target, Repel
[gif]
Concussor Beam - Hand Slot, Ranged Single Target, Repel
[gif]
Rocket Punch - Ranged AoE, Blast
[gif]
Eye Beam - Shoulder Slot, Ranged AoE
Mini Gun[/color] - Shoulder Slot, Ranged AoE Damage
[gif]
= Infrared Guidance System
Tier 2
Plasma Beam - Hand Slot, Ranged AoE
[gif]
Chest Laser - Chest Slot, Ranged AoE
[gif]
Micro Munitions - Chest Slot, Ranged AoE, Toggle
[gif]
Chest Beam - Ranged AoE, Knockback, Debuff
[gif]
Tier 3
Hand Cannon - Hand Slot, Ranged AoE, Knock Back.
[gif]
Shoulder Launcher - Shoulder Slot, Ranged AoE, Knockk Back.
[gif]
Binding Shot - Paralyze
[gif]
Reconstruction Circuits - Chest Slot, Self Heal, Toggle
[gif]
Unbreakable - Active Defense
Targeting Computer - Slotted Offensive Passive
Invulnerability - Slotted defensive Passive.
Aspect of the Machine
( Information removed until this Toggle form is reworked )[u/]
Concentration - Toggle Form, Ego, Intelligence
Scales with Ego or Intelligence, whichever is higher.
Energy Shield - Block
[gif]
= Phalanx Defense System
Scales with Endurance, and Recovery to a lesser degree.
[icon]
Fire All Weapons - Hand Slot, Chest Slot, Shoulder Slot, Ultimate
[gif]
Technology:
Laser Sword:
Example Builds:
Laser Edge - Melee Single target, Energy Builder
[gif]
Glance - Melee Single Target, Stun
[gif]
= Download - Download
Plasma Cutter - Melee Single Target, Plasma Burn
[gif]
= Download - Download
Tier 3
Luminescent Slash - Melee Single Target, Snare
[gif]
= Radiate - Plasma Burn
Lightspeed Strike - Melee AoE, Combo, Plasma Burn
[gif]
= Legacy Code - Knock Down
Tier 1
Lightwave Slash - Melee AoE, Knock Down
[gif]
= Burn Bright
= Download - Download
Cybernetic Tether - Melee Single Target, Knock To, Plasma Burn
[gif]
= Burn Bright
= Radiate - Plasma Burn
= Download - Download
Particle Smash - Melee AoE, Plasma Burn
[gif]
= Null Value - Stun, Knock Down
Particle Wave - Ranged AoE, Knock To, Plasma Burn
[gif]
= Bad Footing - Disorient
[icon]
Lightspeed Dash - Lunge, Snare
[gif]
= Nailed to the Ground - Travel Power Lockout
Power Conversion - Self Energy Gain - Self Debuff
[gif]
Quantum Stabilizer - Slotted Offensive Passive
Energy Damage (Particle, Electric, Sonic)
[icon]
Particle Accelerator - Toggle Form, Intelligence
Scales with Intelligence
[Icon]
Concentration - Toggle Form, Ego, Intelligence
Scales with Ego or Intelligence, whichever is higher.
[icon]
[gif]
Unified Theory - Energy Unlock
[icon]
Unlockable Power: ToyBox Lockbox
Meltdown - Ultimate, Melee AoE
[gif]
Martial Arts:
Dual Blades:
Example Builds
Rain of Steel - Melee AoE, Energy Builder
[gif]
Storms Harvest - Melee Single Target, Root, Disorient
[gif]
Tier 2
Rising Knee - Melee Single Target, Knock down
[gif]
= Gut Strikes - Despondency
= Focused Energy
Dragon's Wrath - Melee Single Target
[gif]
= Dragon's Rush - Dragon Rush
This Power is Only obtained when you have the Night Warrior Offensive Passive:
Shadow Strike - Melee Single Target, Assassin Strike
[gif]
Blade Tempest - Melee AoE, Combo, Shredded
[gif]
Inexorable Tides - Melee AoE, Knock up
[gif]
= Flowing Strikes - Demolish Refresh
= Power Sweep - Chi Flame
Bladed Cyclone - Ranged AoE, Knock Back
[gif]
= Stand your Ground - Knock Resistance
Tier 2
Eye of the Storm - Melee AoE, Damage Shield
[gif]
Tier 3
Sword Cyclone - Ranged AoE
[gif]
= Blender - Knock to
= Chaotic Movements - Dodge, Avoidance
Shuriken Storm - Ranged AoE
[gif]
Chained Kunai - Ranged Single Target, Knock to, Bleed
[gif]
= Fang of the Dragon - Shredded Refresh
= Weak Points - Bleed Refresh
= Inner Peace - Heal over Time, Restoration
= Nailed to the Ground - Travel Power Lockout
Shuriken Throw - Ranged Single Target, Knock Down
[gif]
= Serrated Edges - Bleed
Strike down - Lunge, Snare, Knock down.
[gif]
= Nailed to the Ground - Travel Power Lockout
Thunder Bolt Lunge - Lunge, Snare, Root
[gif]
= Nailed to the Ground - Travel Power Lockout
Smoke Bomb Lunge - Lunge, Snare, Stun
[gif]
= Nailed to the Ground - Travel Power Lockout
Laughing Zephyr - Reverse Lunge, Self Buff
[gif]
= Stim Pack - Heal over Time, Restoration
Bountiful Chi Resurgence - Heal, Chi Energy
[Gif]
= Gifts of the Storm - Shared Healing
[gif]
= Rage of the beast - Break Free, Charged Up
Tier 2
Masterful Dodge - Active Defense
Sneak - Stealth
[Gif]
Way of the Warrior - Slotted Offensive Passive
Melee Damage and Bleeds
Lightning Reflexes - Slotted Defensive Passive
High dodge chance and Avoidance
Night Warrior - Slotted Offensive Passive, Stealth
All damage Increase and Defense Penetration
Form of the Tempest - Toggle Form
Scales with Dexterity
Parry - Block
[gif]
Fluidity - Block
[gif]
Steadfast - Energy Unlock
Scales with Dexterity, Recovery also scales the amount of energy to a lesser degree.
Relentless - Energy Unlock
Scales with your Recovery, Endurance also scales the amount of energy to a lesser degree.
Unlockable Power from Buccaneer Box / Collection Store.
Whirling Dragon Strike - Melee AoE, Overpower, Knock Down
Martial Arts:
Claws:
Example Builds
Hawk's Talons - Melee single Target, Energy Builder
[gif]
Rend and Tear - Melee Single Target, Knock Up
[gif]
Tier 2
Dragon's Claws - Melee Single Target
[gif]
= Dragon's Rush - Dragon's Rush
Tier 2
Rising Knee - Melee Single Target, Knock down
[gif]
= Gut Strikes - Despondency
= Focused Energy - Chi Flame Refresh
This Power is Only obtained when you have the Night Warrior Offensive Passive:
Shadow Strike - Melee Single Target, Assassin Strike
[gif]
Tier 3
Tiger's Bite - Melee Single Target
[gif]
Viper's Fangs - Melee AoE, Shredded, Combo
[gif]
Tier 1
Inexorable Tides - Melee AoE, Knock up
[gif]
= Flowing Strikes - Demolish Refresh
= Power Sweep - Chi Flame
Bladed Cyclone - Ranged AoE, Knock Back
[gif]
= Stand your Ground - Knock Resistance
Tier 3
Shuriken Storm - Ranged AoE
[gif]
Shuriken Throw - Ranged Single Target, Knock Down
[gif]
= Serrated Edges - Bleed
Chained Kunai - Ranged Single Target, Knock to, Bleed
[gif]
= Fang of the Dragon - Shredded Refresh
= Weak Points - Bleed Refresh
= Inner Peace - Heal over Time, Restoration
= Nailed to the Ground - Travel Power Lockout
Thunderbolt Lunge - Lunge, Snare, Root
[gif]
= Nailed to the Ground - Travel Power Lockout
Smoke Bomb Lunge - Lunge, Snare, Stun
[gif]
= Nailed to the Ground - Travel Power Lockout
Laughing Zephyr - Reverse Lunge, Self Buff
[gif]
= Stim Pack - Heal over Time, Restoration
Bountiful Chi Resurgence - Heal, Chi Energy
[Gif]
= Gifts of the Storm - Shared Healing
[gif]
Intensity - Active Offense
[Icon]
= Rage of the beast - Break Free, Charged Up
Tier 2
Masterful Dodge - Active Defense
[icon]
Sneak - Stealth
[Gif]
Way of the Warrior - Slotted Offensive Passive
Melee Damage and Bleeds
Lightning Reflexes - Slotted Defensive Passive
High dodge chance and Avoidance
Night Warrior - Slotted Offensive Passive, Stealth
All damage Increase and Defense Penetration
Form of the Tiger - Toggle Form
Scales with Dexterity
Parry[/color][/b] - Block
[gif]
Fluidity[/color][/b] - Block
[gif]
Steadfast - Energy Unlock
Scales with Dexterity, Recovery also scales the amount of energy to a lesser degree.
Relentless - Energy Unlock
Scales with your Recovery, Endurance also scales the amount of energy to a lesser degree.
Unlockable Power:
Bladed Fury - Martial Arts Ultimate
[gif]
Martial Arts:
Single Blade:
Example Builds
[gif]
Swift Strike - Melee Single Target, Stun
[gif]
Tier 2
Dragon's Bite - Melee Single Target, Bleed Refresh
[gif]
= Heavy Blade - Knock down
= Dragon's Rush - Dragon Rush
Rising Knee - Melee Single Target, Knock down
[gif]
= Gut Strikes - Despondency
= Focused Energy - Chi Flame Refresh
This Power is Only obtained when you have the Night Warrior Offensive Passive:
Shadow Strike - Melee Single Target, Assassin Strike
[gif]
Tier 3
Reaper's Embrace - Melee Single Target, Bleed Rupture
Reaper's Caress - Melee Single Target, Bleed, Combo
[gif]
= Cleanse
= Fiery Blade
Slash - Melee AoE, Bleed, Combo
[gif]
= Head Trauma - Bewildered
Tier 1
Scything Blade - Melee AoE, Bleed
[gif]
= Heavy Blade - Knock Down
= Messy - Shredded Refresh
= Weak Points - Bleed Refresh
Inexorable Tides - Melee AoE, Knock up
[gif]
= Flowing Strikes - Demolish Refresh
= Power Sweep - Chi Flame
Bladed Cyclone - Ranged AoE, Knock Back
[gif]
= Stand your Ground - Knock Resistance
Crimson Bloom - Melee AoE, Damage Shield
[gif]
= Serrated Blades - Bleed
Shuriken Storm - Ranged AoE
[gif]
Shuriken Throw - Ranged Single Target, Knock Down
[gif]
= Serrated Edges - Bleed
Chained Kunai - Ranged Single Target, Knock to, Bleed
[gif]
= Fang of the Dragon - Shredded Refresh
= Weak Points - Bleed Refresh
= Inner Peace - Heal over Time, Restoration
= Nailed to the Ground - Travel Power Lockout
[gif]
= Fighting Spirit - Chi Flame
Cut Down - Lunge, Snare, Root
[gif]
= Nailed to the Ground - Travel Power Lockout
Thunderbolt Lunge - Lunge, Snare, Root
[gif]
= Nailed to the Ground - Travel Power Lockout
Smoke Bomb Lunge - Lunge, Snare, Stun
[gif]
= Nailed to the Ground - Travel Power Lockout
Laughing Zephyr - Reverse Lunge, Self Buff
[gif]
= Stim Pack - Heal over Time, Restoration
Bountiful Chi Resurgence - Heal, Chi Energy
[Gif]
= Gifts of the Storm - Shared Healing
[gif]
Intensity - Active Offense
= Rage of the beast - Break Free, Charged Up
Tier 2
Masterful Dodge - Active Defense
Sneak - Stealth
[Gif]
Way of the Warrior - Slotted Offensive Passive
Melee Damage and Bleeds
Lightning Reflexes - Slotted Defensive Passive
High dodge chance and Avoidance
Night Warrior - Slotted Offensive Passive, Stealth
All damage Increase and Defense Penetration
Form of the Swordsman - Toggle Form
Scales with Dexterity
Parry - Block
[gif]
Fluidity - Block
[gif]
Steadfast - Energy Unlock
Scales with Dexterity, Recovery also scales the amount of energy to a lesser degree.
Relentless - Energy Unlock
Scales with your Recovery, Endurance also scales the amount of energy to a lesser degree.
Unlockable power: Mayhem Lockbox or Collections Store
Vorpal Blade - Ultimate, Melee AoE, Bleed
Martial Arts:
Unarmed Martial Arts:
Example Builds:
[gif]
Vicious Strikes - Energy Builder, Melee Single Target
[gif]
Crashing Wave Kick - Melee Single Target, Stun
[gif]
= Drop Kick - Trauma
= Flame Drop - Chi flame Refresh
Tier 2
Backhand Chop - Melee Single Target, Interrupt
[gif]
= Brutal Strike - Demolish refresh
= Stinging Bee - Trauma
Rising Knee - Melee Single Target, Knock down
[gif]
= Gut Strikes - Despondency
= Focused Energy - Chi Flame Refresh
This Power is Only obtained when you have the Night Warrior Offensive Passive:
Shadow Strike - Melee Single Target, Assassin Strike
[gif]
Tier 3
Burning Chi Fist - Melee Single Target, Chi Flame
[gif]
= Shattering Strike
= Ghostly Strikes - Dimensional Damage
Dragon Uppercut - Melee Single target, Knock up
[gif]
= Ghostly Strikes - Dimensional Damage
= Dragon's Rush - Dragon's Rush
Thundering Kicks - Melee AoE, Dodge , Combo
= Demolishing Strikes - Demolish
= Storm's Eye Prana
Tier 1
One Hundred Hands - Melee AoE, Chi Flame
[gif]
= Flaming Fists - Clinging Flames
= Ghostly Strikes - Dimensional Damage
Inexorable Tides - Melee AoE, Knock up
[gif]
= Flowing Strikes - Demolish Refresh
= Power Sweep - Chi Flame
Bladed Cyclone - Ranged AoE, Knock Back
[gif]
= Stand your Ground - Knock Resistance
Tier 2
Dragon Kick - Melee AoE, Stun
[gif]
= Flaming Dragon Tail - Chi Flame
= Spectral Dragon Tail - Dimensional Damage
= Dragon's Rush - Dragon's Rush
Tier 3
Open Palm Strike - Melee AoE, Knock Back
[gif]
= Force Collapse - Devoid
= Chi Flame - Chi Flame
= Ghostly Strikes - Dimensional Damage
Shuriken Storm - Ranged AoE
[gif]
Shuriken Throw - Ranged Single Target, Knock Down
[gif]
= Serrated Edges - Bleed
Chained Kunai - Ranged Single Target, Knock to, Bleed
[gif]
= Fang of the Dragon - Shredded Refresh
= Weak Points - Bleed Refresh
= Inner Peace - Heal over Time, Restoration
= Nailed to the Ground - Travel Power Lockout
Thunderbolt Lunge - Lunge, Snare, Root
[gif]
= Nailed to the Ground - Travel Power Lockout
Smoke Bomb Lunge - Lunge, Snare, Stun
[gif]
= Nailed to the Ground - Travel Power Lockout
Laughing Zephyr - Reverse Lunge, Self Buff
[gif]
= Stim Pack - Heal over Time, Restoration
Bountiful Chi Resurgence - Heal, Chi Energy
[Gif]
= Gifts of the Storm - Shared Healing
[gif]
Intensity - Active Offense
[Icon]
= Rage of the beast - Break Free, Charged Up
Tier 2
Masterful Dodge - Active Defense
[icon]
This Power is Only obtained when you have the Night Warrior Offensive Passive:
Sneak - Stealth
[Gif]
Way of the Warrior - Slotted Offensive Passive
Melee Damage and Bleeds
Lightning Reflexes - Slotted Defensive Passive
High dodge chance and Avoidance
Night Warrior - Slotted Offensive Passive, Stealth
All damage Increase and Defense Penetration
Form of the Master - Toggle Form
Scales with Dexterity
Parry - Block
[gif]
Fluidity - Block
[gif]
Chi Manipulation - Energy Unlock
Scales with your Recovery, Endurance also scales the amount of energy to a lesser degree.
Steadfast - Energy Unlock
Scales with Dexterity, Recovery also scales the amount of energy to a lesser degree.
Relentless - Energy Unlock
Scales with your Recovery, Endurance also scales the amount of energy to a lesser degree.
Devastating Strike - Melee AoE, Ultimate
[gif]
Fury of the Dragon - Melee AoE, Chi Flame
[gif]
Mentalist:
Telekinetics:
Example Builds
Kinetic Darts - Ranged Single Target, Energy Builder
Use your Mind to launch Kinetic Darts at your enemies, gathering energy as you focus your will in this basic attack mode.
[gif]
= Leeching Strikes - Ego Leech
Ego Blade - Melee Single Target, Energy builder
creates a weapon from your force of will, enabling you to assault your enemies at a close range.
[gif]
= Leeching Strikes - Ego Leech
Ego Blade Astonish - Melee single target, Stun
A deceptive attack with your ego blade.
[gif]
Ego Blade Breach - Melee Single Target, Refresh
This devastating attack uses highly focused ego weaponry to deal a stunning blow to your enemy.
[gif]
= Stressful - Stress Refresh
Tier 3
Ego Blade Annihilation - Melee Single Target, Ego Leech Rupture
Your control of your ego weaponry is such that you are able to deal devastatingly powerful blows.
[gif]
Ego Weaponry - Melee AoE, Combo
Make a weapon from your force of will. This Ego Weaponry will be used in Melee, driving the strength of your mind against the physical form of your opponent.
[gif]
= Stressed Out - Stress
= Siphoning Strikes
Tier 1
Ego Blade Frenzy - Melee AoE, Maintain
Using a Blade of telekinetic energy you are able to use a swirling attack to fight multiple enemies at once.
[gif]
= Instill Doubt - Dependency
= Mental Block - Shield
Tier 2
Telekinetic Eruption - Ranged Aoe, Knock Back
You gather your will and then release it in a massive blast. This blast deals a large amount of damage and has a chance of knocking back your foes.
[gif]
= Inner Peace - Heal over Time, Restoration
Tier 3
Telekinetic Maelstrom - Ranged AoE, Stun
This telekinetic attack draws telekinetic constructs and flings them at nearby enemies.
[gif]
= Inner Peace - Heal over Time, Restoration
Telekinetic Strike - Ranged Single Target, combo
Use your mind to launch Kinetic Strikes at your enemies.
[gif]
= Siphoning Strikes
Tier 1
Telekinetic Lariat - Ranged Single Target, Knock To
Lash out at your enemy using a telekinetic whip.
[gif]
Telekinesis - Ranged Damage, Pick up and Throw
Through sheer willpower you are able to lift and throw using the mind.
[gif]
Tier 3
Telekinetic Assault - Ranged Single Target
You unleash a sustained assult of Telekinetic blasts upon your foe.
[gif]
Telekinetic Lance - Ranged Single Target
You construct a Lance out of mental energy and launch it at your foes.
[gif]
Telekinetic Burst - Ranged AoE, Disorient
You create a Telekinetic explosion with your mind, causing an eruption of Telekinetic energy near your target.
[gif]
Tier 2
Telekinetic Wave - Ranged Aoe, Knock back
Telekinetic Wave unleashes a blast of energy to fling your Enemies away from you.
[gif]
= Mental Instability - Knock to
= Nailed to the Ground - Travel Power Lockout
Telekinetic Shards - Ranged AoE, refresh
You create telekinetic shards, shattering the minds of your foes.
[gif]
= Nailed to the Ground - Travel Power Lockout
Telekinetic Barrage - Ranged AoE
You unleash a sustained assault of telekinetic energy upon your foes.
[gif]
= Instill Doubt - Dependency
Tier 3
Unlockable Power: Supervillain Onslaught
Lance Rain - Ranged AoE
You construct lances out of mental energy and launch them at your foes.
[gif]
Ego Blade Dash - Melee Single Target, Lunge
you use your telekinetic energy to dash forward and slash at your foe
[gif]
= Nailed to the Ground - Travel Power Lockout
Ego Choke - Ranged Single Target, Incapacitate
Having learned your lessons well, you may use your telekinetic powers to choke a single foe.
[gif]
Ego Hold - Paralyze
You wrap the villain in strings of mental energy, holding your target in place, though they may try to break free.
[gif]
Ego Surge - Active Offense
Id Mastery - Slotted Offensive Passive
Ego Form - Slotted Offensive Passive
Mental Discipline - Melee Toggle Form
Scales with Dexterity
Mental Precision - Ranged Toggle Form
Scales with Dexterity.
Telekinetic Shield - Block Enhancer
Using the power of your mind, you can create shield of pure telekinetic energy to protect yourself.
[gif]
Mental Impact - Ranged AoE, Damage Resistance Debuff, Knock Down
You unleash the destructive power of your mind, crushing your foes.
[gif]
Ego Blade Pandemonium - Melee AoE, Ultimate
You summon a whirlwind of telekinetic powers.
[Gif]
= Buzzsaw - Snare
Master of the Mind - Active Ultimate
You unleash the full fury of your mind and destroy your foes.
[gif]
Mentalist:
Telepathy:
Example Builds:
Psi Lash - Ranged Single Target
[gif]
Ego Sprites - Ranged AoE, DoT
[gif]
Ego Blast - Ranged Single Target, Blast, Disorient
[gif]
= Rude Awakening
Mind Break - Ranged single Target, Detonate, Blast
[gif]
Mental Leech - Ranged AoE, DoT, Dependency
You place a heavy burden on your mind's mind, draining him of willpower.
[gif]
Shadow of Doubt - Ranged AoE, DoT, Regret
You plant doubts in your target's mind, weakening it's mental state.
[gif]
Tier 3
Mental Storm - Ranged AoE, DoT, Paralyze, Regret
You rend your foe's mind with a storm of mental energy.
[Gif]
Empathetic Healing - Single Target Heal
[Gif]
Tier 2
Psionic Healing - Single Target Heal
Unlockable Power: Champions Recognition
Mind Drain - Ranged Single Target, Self Heal
[gif]
Tier 3
Mindful Reinforcement - Single Target Heal and Shield
[Gif]
Ego Placate - Placate
[gif]
Ego Sleep - AoE Sleep
The strength of your mind forces slumber over your enemies.
[Gif]
= Nailed to the Ground - Travel Power Lockout
Tier 2
Mind Lock - Ranged Confuse
[gif]
Psychic Vortex - Debuff
[gif]
Mind Wipe - Threat Wipe, Stealth
[gif]
Unlockable power: purchase with Zen
Mind Control - Corruption, Curse
[gif]
Tier 3
Ego Storm - Ranged AoE, Incapacitate
Summon a storm of mental energy and press it into action against nearby foes.
[gif]
Summon Nightmare - Summon, Uncontrollable Pet
You manifest psychokinetic nightmares that assault your target.
[gif]
Tier 3
Collective Will - Summon
You draw on the will of the universe to summon entities.
[gif]
Congress of Selves - True Hybrid Passive, Energy Form
Ego Form - Offensive Passive, Energy Form
Manipulator - Crowd Control Toggle Form
Scales with Presence or Intelligence, whichever is higher.
Telepathic Reverberation - Secondary Energy Unlock
Scales primarily with your Presence, also scales with recovery to a lesser degree.
Mind Link - AoE, Triggered damage.
[gif]
RECONFIGURING
Brick:
Heavy Weapons:
Example Builds
Bludgeon - Melee AoE, Energy Build
You swing your mighty weapon in an overhead arc, crushing foes in front of you.
[gif]
Brute Strike - Melee Single Target, Stun
A deceptive swing that brings the butt of your weapon up to catch your opponent off-guard.
[gif]
Tier 3
Annihilate - Melee Single Target, Knock Back
a Heavy backhanded strike that will send your foe flying.
[gif]
Cleave - Melee AoE, Burning Effect, Combo
You assault your foes with a series of powerful horizontal strikes
[gif]
= Rampart - Reckless
Tier 1
Eruption - Melee AoE, Knock Up
A strong underhanded swing that knocks your foes airborne.
[gif]
Tier 2
Arc of Ruin - Melee AoE, Disorient
You wind up for a massive swing, capable of setting your enemies off balance.
[gif]
= Wildfire - Clinging Flames Refresh, Knock Down
Skullcrusher - Melee AoE, Knock down
You raise your weapon up behind your back, devoting all of your strength to a fierce overhead attack.
[gif]
Tier 3
Brimstone - Melee AoE, Knock Down, Disorient
You raise your weapon to the sky, charging it with energy that you strike down nearby foes with.
[gif][gif]
= Thundering Roar - Stun, Negative Ions
= Lightning Rod - Knock to, Aegis
Skewer - Melee AoE, Bleed
You step back and put all of your weight into a powerful forward thrust.
[gif]
= Initiative
Earth Splitter - Ranged AoE, Knock up, Burning Effect, Reckless
A powerful blow that channels energy towards your foes.
[gif]
Decimate - Lunge, Disorient
You lunge toward your target, striking them with your weapon.
[gif]
= Nailed to the Ground - Travel Power Lockout
Viscious Descent - Melee AoE, Lunge
You leap into the air, crashing down on your foes with your weapon.
[gif]
= Work Up - Heal over Time, Restoration
= Nailed to the Ground - Travel Power Lockout
Endorphin Rush - Self Heal over Time
The rush of battle keeps you going.
[gif]
Aggressor - Active Offense
Indestructible - Active Defense
Defiance - Defensive Passive, Defiant
Unstoppable - Offensive Passive
Guard - Block
You raise up your weapon into a Defensive Position to deflect incoming attacks.
[gif]
scales primarily with Recovery, Endurance to a lesser degree.
Unlockable Power: RockBox
Power Chord - AoE, Knockback, Disorient
Blow your enemies away with the awesome power of music
[gif]
= Guitar Solo
Brick:
Earth:
Example Builds
Wield Earth - Melee Single Target, Ranged Single Target, Energy Builder
Bend the nearby stone to assault foes at both close and long range.
[gif]
Upheavel - Melee Single Target, Knock Up
You swing with the weight of the earth behind you, launching your foe into the air.
[gif]
= Nailed to the Ground - Travel Power Lockout
Onslaught - Melee AoE
You unleash a hail of stones to crush your foes in a flurry of shale and earth.
[Gif]
Tier 2
Quicksand - Ranged AoE, Slow
Cause the earth around you to become a quagmire that damages foes as it seeps outward.
[gif]
Cave In - Ranged Single Target, Stun
Summon massive rocks to crush your enemy in a deluge of stone.
[gif]
= Nailed to the Ground - Travel Power Lockout
Stone Shot - Ranged AoE, Stagger, Blast
After pressing nearby earth into a dense ball, you launch it at your foe.
[gif]
Tremor - Ranged AoE, Knock
Cause a burst of earth to erupt under enemy targets, launching them.
[gif]
.
Fissure - Ranged AoE, DoT
Cause a fissure in the earth to form below your target.
[gif]
Fault Line - Ranged AoE, Knock Up
Strike the earth with a mighty blow, causing a rupture that launches enemies into the air.
[gif]
Land Slide -Lunge, Stagger
Ride a wave of earth directly to your foe and crush them.
[gif]
Seismic Smash - Ranged AoE, Lunge
Crush your enemy between a rock and a hard place as you blast them through a stone wall.
[gif]
Endorphin Rush - Self Heal over Time
The rush of battle keeps you going.
[gif]
Aggressor - Active Offense
Indestructible - Active Defense
Earth Form - Offensive Passive
Defiance - Defensive Passive, Defiant
Unstoppable - Offensive Passive
Stone Shroud - Block
You Gather the nearby stone to protect you from damage, making you as immovable as the very earth.
[gif]
Scales primarily with Endurance, Recovery to a lesser degree
Pulverizer - Energy Unlock
Scales primarily with Recovery, Endurance to a lesser degree.
Earthquake
[gif]
Brick:
Might:
Example Builds:
Clobber - Melee Damage, Energy Builder
Lash out with your fists landing punishing blows on your enemy.
[gif]
Mighty Kick - Melee Damage, Knock Back
A powerful kick that knocks your foe away.
[gif]
= Boot to the Head - Interrupt
= Footwork - Demolish Refresh
Head Butt - Melee Damage, Stun
A quick knock to the head.
[gif]
Tier 2
Uppercut - Melee Damage, Knock Up
Land a blow under the chin of your enemy with enough power to launch them into the sky.
[gif]
= Setup - Blindside, Demolish Refresh
= Reckless Endangerment - Reckless
Demolish - Melee Damage, Demolish
Deliver a two handed strike with enough force that the enemy is still recovering when you execute your next attack.
[gif]
= Seeing Stars - Despondency
Tier 3
Haymaker - Melee Damage, Knock Back
Throw a vicious punch that sends your enemies flying.
[gif]
Defensive Combo - Melee AoE Damage, Shield, Combo
Deliver swift blows to your enemy without lowering your guard
[gif]
= Take a Beating - Disorient
= Pummel - Knock Down
Beatdown - Melee AoE Damage, Knock down, Combo
Deliver blows powerful enough to unbalance anyone on the receiving end.
[gif]
= Reckless Endangerment - Reckless, Bastion
Roomsweeper - Melee AoE
Swing your fist in a powerful arc knocking away any enemies in it's path.
[gif]
= Demolishing Strikes - Demolish
Tier 2
Thunderclap - Melee AoE Damage, Stun
Slam your hands together to generate a stunning shockwave.
[gif]
= Dizzying Impact - Disorient
Tier 3
Havoc Stomp - Melee AoE Damage, Knock Up, Knock Back.
Slam your feet into the ground sending a shockwave surging out around you.
[gif]
= Major Impact - Knock To
= Reckless Endangerment - Reckless
Iron Chain - Melee Damage, Knock Up, Combo
Whip a length of heavy chain at your enemy.
[gif]
= Rampant - Reckless, Bastion
Iron Lariat - Melee Damage, Knock To
Lash out a heavy chain as a whip to yank your enemy towards you.
[gif]
= Work Up - Heal over Time, Restoration
= Red Hot - Clinging Flames, Burning Effect
= Nailed to the Ground - Travel Power Lockout
Hurl - Ranged Damage, Knock Up
Allows you to tear a chunk out of the ground and fling it at your enemy.
[gif]
= Hard Fall - Disorient
= Didn't See It Coming - Demolish
= Nailed to the Ground - Travel Power Lockout
Iron Cyclone - Ranged AoE Damage, Knock Back
Swing a heavy chain around you, lashing out at any enemies that come within it's path.
[gif]
= Stand your Ground
Tier 2
Hyper Voice - Ranged AoE Damage, Knock Down
Your deafening scream takes enemies by surprise.
[gif]
= Rattle - Disorient
Tier 3
Shockwave - Ranged AoE, Snare, Knock Down.
Repeatedly pound your fists on the ground to send shockwaves to any enemies in front of you.
[gif]
= Reckless Endangerment - Reckless
= Wreckling Ball - Demolish
Unlockable From the Supervillain Onslaught Vendor
Nuclear Shockwave - Ranged AoE, Knock Back, Plasma Burn
You unleash a wave of nuclear energy, decimating foes in front of you.
[gif]
Mighty Leap - Lunge
Hurl your body towards your enemy, landing a staggering blow.
[gif]
= Rampant - Reckless
= Here I Am - AoE Stun
= Nailed to the Ground - Travel Power Lockout
Endorphin Rush - Self Heal over Time
The rush of battle keeps you going.
[gif]
= Can't Stop Me - Charged Up
Impressive Physique - AoE Heal, Self Shield
You inspire others with your magnificent Strength.
[gif]
= Absolutely Stunning - Stun
= Vainglorious - Cooldown Reset
Aggressor - Active Offense
Indestructible - Active Defense
Call to Battle
You let loose a fierce howl, inspiring your allies and frightening your foes.
[gif]
= Work Up - Heal over Time, Restoration
Defiance - Defensive Passive, Defiant
Unstoppable - Offensive Passive
Enrage - Toggle Form
Retaliation - Block, Retaliation
Cause blocked enemy attacks to Increase your determination for their destruction.
[gif]
= Indomitable
scales primarily with Recovery, Endurance to a lesser degree.
Unleashed Rage - Ultimate, Melee AoE Damage, Knock Down, Fear
Let forth a deafening shout, terrifying and damaging nearby foes.
[gif]
= Commanding Presence - Ultimate Challenge! Threat
Unlockable Power: Blockbuster Box
Catastrophic Pummeling - Ultimate, Melee Damage, Maintain
You launch a flurry of devastating punches in succession at your foe
[gif]
Final Punch - Ultimate, Melee Damage, Knock Back
You focus all of your power to Knock out your foe in one punch.
[gif]
Mystic:
Celestial:
( Awaiting Possible Rework )
Example Builds
Radiance - Ranged Single Target/ Heal , Energy Builder
Fire bolts of dimensional energy at your target, healing your friend or destroying your foes.
[gif]
Expulse - Ranged AoE, Heal, Rune, Enchantment
You are able to create a Rune to aid nearby allies
[gif]
= Expel - Knock Back
= Daybreaker - Pyre Patch, Clinging Flames, Burning Effect.
Rebuke - Ranged Single Target / Heal, Blast
Call upon dimensional forces to judge your target, healing your friends and destroying your foes.
[gif]
Tier 1
Celestial Conduit - Ranged Single Target / Heal
You become a conduit for dimensional energies, focusing them on your friends or enemies.
[gif]
Vengeance - Ranged AoE
Vengeance causes a concentrated burst of Dimensional energy to slam into your enemies.
[gif]
Tier 2
Unlockable Power: Nightmare Invasion Event
Holy Water - Ranged DoT
Splash your foes with holy water
[gif]
= Impure Waters - Deadly Poison
Conviction - Self Buff, Heal
You are able to temporarily increase your vigor.
[gif]
Iniquity - Heal, Health transfer
You are the ultimate healer, transferring health from yourself to your target.
[gif]
Tier 2
Redemption - Revive
Your powers allow you to call other heroes back from the brink of defeat.
[gif]
Palliate - Heal, Buff
Calling upon dimensional energies, you are able to heal your allies and imbue them with Presence.
[gif]
Tier 3
Celestial Cleansing - Cleanse
Purge a target, banishing an undesirable effect to far off dimensions.
[gif]
Imbue - Active Offense, Critical Buff, Enchantment
= Illusive
Tier 3
Ascension - Active Offense, Energy Form, Enchantment
[gif]
Illumination - Enchancement/Curse - Heal
Illumination places healing energies around your target, aiding your allies in their fight.
[gif]
Compassion - Healing Toggle Form
Scales with either Presence or Recovery
Unlockable Power
Transcendence - Ultimate, Transcended Rune, Team Revive, Heal
You call on the power of light itself to aid your allies.
[gif]
Mystic:
Darkness:
Example builds
Shadow Bolt - Ranged Single Target, Energy Builder
Shadow Bolt fires balls of Dimensional Energy at your enemy.
[gif]
Shadow Blast - Ranged Single Target, Fear , Blast
Shadow Blast is a highly focused bolt of Dimensional Energies.
[gif]
= Devoid - Devoid
= Back to the Darkness -
Tier 1
Dark Tether - Ranged Single Target, Knock To, Fear
Lash out at your enemy using concentrated darkness.
[gif]
= Devoid - Devoid
= Nailed to the Ground - Travel Power Lockout
Tier 2
Life Drain - Ranged Single Target, Self heal
Life Drain utilizes dark energy to transfer life energy from your enemy to you.
[gif]
Tier 3
Ebon Ruin - Ranged Single Target, Snare
Assaults your foe with Dimensional energy, weakening their connection to the world.
[gif]
= Paranormal Paranoia - Fear
= Darkness Feast
Shadow Embrace - Ranged AoE, Fear
Shadow Embrace assaults enemies in front of you with relentless dark energy.
[gif]
= Fatal Allure - Knock To
Feared targets have a chance to be Knocked towards you per tick.
= Draining Shadows - Self Heal
This power now heals you for a small amount for every target.
= Nailed to the Ground - Travel Power Lockout
Tier 2
Soul Vortex - Ranged AoE, heal, Rune, Enchantment
Soul Vortex opens a portal to another dimension in front of you, drawing your enemies and their life force towards it.
= Fear Machine - Fear
Dimensional Collapse - Ranged AoE, DoT, Knock down
Envelopes your foes in darkness.
[gif]
= Glimpse of the Abyss - Fear
= Gravitational Collapse - Knock Back
= Lingering Darkness - Devoid Refresh
Tier 3
Ebon Rift - Ranged AoE, Snare, Fear
Ebon rift opens a hole to another dimension in front of you, drawing your enemies and their life force toward it.
[gif]
= Event Horizon - Bane
= Hellfire - Pyre Patch, Clinging Flames, Burning Effect.
= Endless Void - Heal, Life Drain Effect
Unlockable Power: Champions Recongition Vendor
Shadow Eruption - Ranged AoE, Knock Back
Darkness erupts from your very core.
[gif]
= Work Up - Heal over Time, Restoration
= Drag Back - Knock to
= Envelope in Shadows
= Consume Fear
Unlockable Power: Champions Recognition Vendor
Shade Storm - Ranged AoE , Fear , Knock Down
Rain Fear down onto your foes.
[gif]
= Splatter - Knock Up
= Void Feast - Fear Consume, Heal
Madness Aura - Pick up and Throw, Fear
Your very presence causes chaos to erupt around you.
[gif]
Void Shift - Melee Single Target, Lunge, Stun
Shift through voidspace, disappearing for moment and reappearing on top of your enemy.
[gif]
= Nailed to the Ground - Travel Power Lockout
Grasping Shadows - Ranged AoE Paralyze, Fear
Grasping shadows calls on dark dimensional energies to bind your enemies in place
[gif]
= Consumption - heal
= Trauma - Trauma
Shadow Shroud - Active Offense, Energy Form
[icon]
Dark Transfusion - Self Energy Gain, Self Damage
[Icon]
Summon Shadows - Summon, Uncontrolled Pet
Summon shadows calls for beings of pure shadow to attack your foes.
[gif]
Causes the damage your Shadows deal to heal you for 20% of the damage they deal. This heal is considered a Life Drain Effect.
Void Horror - Controllable Pet
With this power you may summon a powerful incarnation of shadow to assault you enemies.
[gif]
[gif]
Scales with Presence.
[icon]
Fear Consumption - Healing Toggle Form
Scales with Recovery
[icon]
Compassion - Healing Toggle Form
Scales with either Presence or Recovery
[Icon]
[gif]
Spirit Reverberation - Energy Unlock
Scales with Recovery, with Endurance to a lesser degree.
[icon]
Unlockable Power: Villain Lockbox or Collector's Store
Enbringer's Grasp - Ranged AoE, Corruption, Curse
[gif]
Mystic:
Arcane Sorcery:
Example Builds:
Eldritch Bolts - Ranged Single Target, Energy Builder
[gif]
Sigils of Arcane Runes - Sigils, Ranged AoE
[Gif]
= Inner Peace - Heal over Time, Restoration
Sigils of Destruction - Sigils, Ranged AoE
[Gif]
= Inner Peace - Heal over Time, Restoration
Tier2
Invocation of the Storm Calling - Ranged AoE
[gif]
= Electrify - Negative Ions
= Light up the Sky - Illuminated, Curse
= Mystical - Mystified, Enchantment
[icon]
Skarn's Bane - Ranged AoE, Hexed
[gif]
= Chaos Magic - Bane
= Mystified - Mystified
= Tranced - Stun
Eldritch Blast - Ranged Single Target, Blast
[gif]
= Chant - Hexed Refresh
= Blinding Light - Illumination, Enchantment, Illuminated, Curse
= Bad Luck - Jinxed
Tier 3
Soul beam - Ranged Single Target
[gif]
Star Barrage - Ranged AoE, Illuminated
[gif]
= Mystical - Mystified
Tier 3
Hex of Suffering - Ranged AoE, Hexed, Curse
[gif]
= Rune of Dismay - Stun
= Rune of Terror - Fear
= Nailed to the Ground - Travel Power Lockout
Binding of Aratron - Ranged Single target, incapacitated
[gif]
Tier 2
Banish - Paralyze
[gif]
Magician's Dust - Threat Wipe, Placate, Stealth
[gif]
Tier 3
Urthona's Charm - Confuse
[gif]
March of the Dead - Uncontrollable Pet, Summon
[gif]
Warlock Blades - Uncontrollable Pet, Summon
[gif]
Tyrannon's Familiar - Controllable Pet
[gif]
Ritual of Ebon Summoning - Controllable Pet
[gif]
Ritual of Radiant Summoning - Controllable Pet
[Gif]
Ritual of Primal Summoning - Controllable Pet
[gif]
Ritual of Arcane summoning - Controllable Pet
[gif]
Pillar of Poz - Ranged AoE, AoE Heal, Rune, Enchantment
[gif]
= Immense Power - Knock Back
= Dilemma - Jinxed
= Mystical - Mystified
Tier 2
Arcane Vitality - AoE Heal
[gif]
= Mystical - Mystified
Divine Renewal - Ally Revive
[gif]
Tier 3
Vala's Light - AoE Heal
[gif]
Circle of Arcane Power - Circle, Self Energy Buff
[gif]
Circle of Ebon Wrath - Circle, Self Damage Buff
[gif]
Circle of Primal Dominion - Circle, Self Defense Buff
[gif]
Circle of Radiant Glory - Circle, Self Resurrect, AoE Heal
[gif]
[gif]
= Inner Peace - Heal over Time, Restoration
[gif]
= Inner Peace - Heal over Time, Restoration
Enchanter - Slotted Offensive Passive
[Icon]
Aura of Arcane Clarity - Slotted Support Passive
[icon]
Aura of Ebon Destruction - Slotted Support Passive
[icon]
Aura of Primal Majesty - Slotted Support Passive
[gif]
Aura of Radiant Protection - Slotted Support Passive
[gif]
Spellcaster - Ranged Damage Toggle Form
Scales with Intelligence
Compassion - Healing Toggle Form
Scales with Presence or Recovery
[gif]
Conjuring - Energy Unlock
Planar Fracture - Ranged AoE, Ultimate ,DoT, Debuff
[gif]
Crashing Incantation - Ultimate, AoE
Concentrate all of your magical energies into a destructive blast.
[gif]
[Under Construction]
Mystic:
Bestial Supernatural:
Example Builds
[gif]
Bite - Melee Single Target, Bleed
[gif]
= Rabies - Deadly Poison, Deadly Poison Refresh
= Scent of Blood - AoE Bleeds, Bleeds Refresh
Feint - Melee Single target, Stun
[gif]
Tier 2
Thrash - Melee Single Target, heal, Snare
[gif]
Tier 3
Massacre - Melee Single Target, Knock Down
= Open Wound
Eviscerate - Melee Single Target, Rupture
[Gif]
Shred - Melee AoE, Bleed, Combo
[gif]
Tier 1
Frenzy - Melee AoE, Bleed, Combo
[gif]
= Poison tipped Claws
Venomous Breath - Ranged AoE, Poison
[gif]
= Infectious Bile
= Locust Breath
Lacerating Cyclone - Ranged AoE, Knock Back
[Gif]
= Stand your Ground
Barbed Chain - Melee Single Target, Bleed, Combo
[gif]
= Wild slashes - Furious
Barbed Lariat - Melee Damage, Knock To
[Gif]
= Messy
= Slice and Dice
= Work Up - Heal over Time, Restoration
= Nailed to the Ground - Travel Power Lockout
[gif]
= Nailed to the Ground - Travel Power Lockout
Tear Down - Lunge, Bleed, Knock Down.
[gif]
= Work Up - Heal over Time, Restoration
UNLOCKABLE POWER: Blood Moon Event
Moonstruck - heal, Rune, Enchantment, Knock Down
[gif]
= Lunar Force
= Midnight Frenzy
= Nightmare - Pyre Patch, Clinging Flames, Burning Effect.
Cower - Threat wipe, Stealth
[gif]
Soul Mesmerism - Paralyze
[gif]
Last Stand - Active Defense, Self Resurrection
[gif]
= Fighting Spirit
Resurgence - Active Defense, Self heal, Increased Health
[icon]
Howl - Support AoE, Furious, Fear
[gif]
= Intimidating Force
[gif]
Regeneration - Slotted Defensive Passive, Self heal over time
[Icon]
Pestilence - Slotted Offensive Passive, DoT
[Icon]
Scales with Strength
[icon]
Compassion - Healing Toggle Form
Scales with either Presence or Recovery
[Icon]
[gif]
Wild thing - Energy Unlock
Scales with Endurance, Recovery to a lesser degree.
[Icon]
Supernatural Power - Energy Unlock
Scales with your recovery
[Icon]
Feral Rage - Active Ultimate
[gif]
= Intimidation
[Under Construction]
Mystic:
Infernal Supernatural:
Example Builds
Infernal Bolts - Ranged Single Target, Energy Builder
[gif]
Devour Essence - Melee AoE, Self Heal
[gif]
Vicious Cyclone - Ranged AoE, Knock Back, Poison
[gif]
= Stand your Ground
Venomous Breath - Ranged AoE, Poison
[gif]
= Infectious Bile
= Locust Breath - FX Change
Epidemic - Ranged AoE, Poison
[gif]
Infernal Blast - Ranged Single Target, Poison, Blast
[gif]
Lash - Ranged Single Target, Poison, Combo
[gif]
Vile Lariat - Ranged Single Target, Knock to, Poison
[gif]
= Work Up - Heal over Time, Restoration
= Viral
= Corrupt
= Nailed to the Ground - Travel Power Lockout
Tier 3
Defile - Ranged Single Target, Deadly Poison
[gif]
Condemn - Ranged AoE, Poison
= Corrupting Force
= Dark Rune
= Nailed to the Ground - Travel Power Lockout
Life Essense - Self Heal, AoE Heal
[gif]
Tier 2
Death's Embrace - Ally Revive
[gif]
Tier 3
Rebirth - Self Revive
[gif]
Will-o-wisp - Ranged AoE, Poison, Debilitating Poison
[gif]
= Cursed - Hexed, Curse
= Ghost Fire - Clinging Flames, Burning Effect, Fear, Mental State
Crippling Coils - Ranged Single Target, Incapacitate, Poison
[gif]
= Light Everlasting
= Nailed to the Ground - Travel Power Lockout
Locust Swarm - Paralyze
[gif]
Entrancing - Threat Wipe, Stealth
[gif]
Curse - Ranged AoE, Stun
[gif]
= Needles
= Covet - Heal over Time, Restoration
= Corrosion
Soul Mesmerism - Paralyze
[gif]
Resurgence - Active Defense, Self Heal, Increased Health
[icon]
Regeneration - Slotted Defensive Passive, Self Heal over time
[Icon]
Pestilence - Slotted Offensive Passive, DoT
[Icon]
Aspect of the Infernal - Ranged Damage Toggle Form
Scales with Ego or Intelligence
[icon]
[gif]
Scales primarily with Endurance, Recovery to a lesser degree.
[Icon]
Supernatural Power - Energy Unlock
Scales with your Recovery
[Icon]
Corrosive Pit - Ultimate, Noxious Poison, Deadly Poison
[gif]
[Under Construction]
Freeforms Post 1
Understanding freeforms and overall Hero Building
Champions Online is practically 33% build, 33% gear, and 34% Execution with how you work your hero towards 100% to your fun.
When it comes to these Roles, Powersets, and finding/creating synergies to work,
you can do ANYTHING you want
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
Below are ten builds, two of each significant role that we are going to use as examples on a finished concept build outlook on this post:
Damage Dealers:
"> > Click here for The Bullet Witch Build Skeleton < <"
- This could be a Supportive DPS Role that primarily uses Darkness and has guns on the side as an accessory, with a balance between group sustainability and damage.
"I want a super strong ninja that can combo his way around blades and can assassinate anything!"
"> > Click here for The Jōnin Build Skeleton < <"
- This could be a Balanced DPS using Single Blades, Dual Blades, and Fighting Claws, with a self determined balance between survivability and damage.
Ranged Fire/Earth Build:
https://aesica.net/co/herocreator.htm?v=37&n=&d=12750rIKWGNP0610002000240G2A00EF032H038M0CI703IJ052D002M072O002G03MO00IP050mUC0000000050000000000&e=
Melee Laser Sword/Electricity build:
https://aesica.net/co/herocreator.htm?v=37&n=&d=14380oQUMGHL0610Z1A000A105A30C17031403A7001C0W1E03A903AA00A504AD041H00AG0C0maU0000000040000000000&e=
Tank:
Mage Main Tank Build
Kaiju Main Tank Build
Gunslinger Dodge Tank:
https://aesica.net/co/herocreator.htm?v=37&n=&d=12370rPGKNWI0610118000E2058204EC03894SEB008G0ZEQ2cEG038E00ER048U08ON04EZ043UjD0008000030000000000&e=
Fire/Infernal Regen Off-Tank:
https://aesica.net/co/herocreator.htm?v=37&n=The Siphon&d=153710PWNYVO061000O000O30LOA03OI0K2B002F1J2H032K082C032D002N082O00ON002G160tH60000000030000000000&e=
Might/Force PFF Off-Tank:
https://aesica.net/co/herocreator.htm?v=37&n=&d=11370WAPEOYD0610003000J22NJ80O34033208JC0036033G03JI043703JN03JQ1JON003I003AuX0000000030000000000&e=
Healers:
Offensive Celestial/Darkness Healer:
Pure Beginner Arcane Sorcery Healer:
https://aesica.net/co/herocreator.htm?v=37&n=&d=16370n000000061000M000M10mM203MC03MJ0WMF00ML03Mb05MG03MH00Ma08OQ00MM04MK050n1S0000000060000000000&e=
Debuff Heavy Weapons/Fire Healer:
https://aesica.net/co/herocreator.htm?v=37&n=&d=16370nOPYTSM061000H000H109H204MC0327032B002H032I03H6032D00G704HJ0O2J042Q002x7A0000000060000000000&e=
Crowd Controller:
Offensive Gadgeteering Crowd Controller
Healing Infernal/Telepathy Crowd Controller:
https://aesica.net/co/herocreator.htm?v=37&n=&d=16370nOPYTSM061000O000O70KO803MB03G40KFD00G703GK01OD03GC00OK08OI04ES03FR082x7A0000000060000000000&e=
Debuff Electricity/Wind/Force Crowd Controller
https://aesica.net/co/herocreator.htm?v=37&n=&d=16380n000000061011100011081405MC03K503GB001F031G0445031A004C034804ES034K002xDS0000000020000000000&e=
Summoner:
Technomancer
Toy Soldier
Then select your primary Super Stat (PSS) and your Secondary Super Stat (SSS), that best fits your desired role as described in Post 2 Super Stat segment:
Here are three builds of each significant role that we are going to use as examples on a finished concept build outlook on this post:
"I'd like to make a bullet witch with good damage, using darkness and guns, but I also want to survive too."
"> > Click here for The Bullet Witch Build Skeleton < <"
"I want a super strong ninja that can combo his way around blades and can assassinate anything!"
"> > Click here for The Jōnin Build Skeleton < <"
"I just came into the game and I want to learn how to main tank, but I want to do it with Runes and magic!"
"> > Click here for The Citadel Build Skeleton < <"
"I want a destructive kaiju off tank that feels strong and invincible, but I have a physical disability so I can't run around alot."
"> > Click here for The Kaiju Build Skeleton < <"
"I want heaven and hell at my beck and call as I wreak havoc on mobs and still help my allies!"
"> > Click here for The Contrast Build Skeleton < <"
"I've got this idea to hold enemies down using stuff I throw, but I still want to hold my own in damage!"
"> > Click here for The Grenadier Build Skeleton < <"
While attacking from close range or afar, the role of a Damage Dealer means to keep the pressure on foes throughout the battle. Making sure enemies are taken out quickly with high amounts of Damage per Second, the Damage Dealer (or DPS), strives to down the competition before it downs them!
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
Melee and Ranged Damage Dealer Fundamentals:
Damage Type and Offensive Passives:
Kinetic Manipulation
Earth Form
Fire Form
Ice Form
Electric Form
Quantum Stabilizer
Ego Form
ID Mastery
Shadow Form
Night Warrior
Increases ALL Damage Categories regardless of Distance.
Storm Bringer
Increases Crushing Damage, Cold Damage, and Electrical Damage.
Quarry
Increases All Ranged Physical Damage, with Other Damage Type to a lesser degree.
Targeting Computer
Increases All Ranged Technology Power Tree Damage.
Composure
Increases All Techonology Power Tree Damage.
Way of the Warrior , Unstoppable
,
Increases All Melee Damage and Bleed Damage, with Other Damage Type to a lesser degree.
Enchanter
Increases Magic Damage, Dimensional Damage, and Toxic Damage.
Pestilence
Increases Slashing Damage and Toxic Damage.
Toggle Forms:
Damage Debuffs:
Quick Explaination:
Recommended Primary Super Stats:
Recommended Spec Trees:
Detailed Explaination:
[Strength]
Increases your Melee Damage, your Melee Knock Strength, your Knock Resistance, and your pick up/throw object ability
SSS: Increased Melee Damage
[Ego]
Increases your Ranged Damage, Ranged Knock Strength, and Hold Resistance.
SSS: Increased Ranged Damage
[Dexterity]
Increases your Critical Chance and your Aggression Stealth Strength.
SSS: Increased Critical Chance
[Intelligence]
Increases your Perception, Cost Discount, and Cooldown Reduction.
SSS: Decreased Power Costs/Cooldowns
Recommended Secondaries:
[Constitution]
Increases your Hero's Health Points
SSS: Increased Health/Survivability
[Presence]
Increases your Healing Bonus, Crowd Control Strength, and Crowd Control Resistance.
SSS: Increased Healing and Crowd Control Strength
[Recovery]
Increases your Energy Equilibrium, Energy Recovery, and Maximum Energy.
SSS: Increase Energy regain.
[Endurance]
Increases your Maximum Energy
SSS: Increased Maximum Energy
As you select the powers and advantages you feel would be awesome, keep it's Damage Type in mind and be sure you a Damage debuff applicator power available too. Especially the higher tier powers that deal the most damage!
Each power set does have specified mechanics and rotations that perform overly high damage, at your choice.
These are the beginning levels, letting you understand how the game operates with their mechanics, and how your own hero can play.
Level 1:
Select your Energy Builder Power and your Combo or Blast Power to start! Your energy builder will help replenish your energy to be able to use your new Combo/Blast Power and future powers to dish out even more damage.
Level 6:
Select a Primary Super Stat, this would help define you role in the game and start you off very well!
Select a Tier 1 Power! This is usually the Ranged Blast power that targets an enemy or several or AoE Melee Power that hits more than 1 enemy, each with higher damage. Make sure you take that ability's Damage Type Debuff advantage to increase your damage on enemies with other abilities of that same Damage Type.
Level 8:
This is absolutely important! Select your Offensive Passive, but be sure the Offensive Passive's Damage Type scaling matches what you'd like your DPS to become within their powerset.
Level 10 Checkpoint:
At level 10 you earn your first Specialization tree based on your primary Super Stat, you are able to change this inexpensively, but be sure you understand that you are selecting! You also obtain a Secondary Super Stat at level 10 to get started with even more output.
Level 11:
Select your Tier 1 - 2 Power, This is usually a power that is either a heal or a power that has an advantage that heals you to sustain you in combat. If this power is an attack, make sure that power has an advantage (Work up, Recharge, Stim pack, light everlasting, Illuminated, etc.) that applies health to you.
Level 14:
This is Absolutely Important! Select your Toggle Form, but be sure the Toggle Form matches what you exactly do to stack your form and fits the damage that you want to increase, be it ranged or Melee damage. This is also your primary source of energy, to help alongside your Energy Builder. Toggle Forms will have one or two Super Stats they will strictly scale from, be aware when choosing your Talent.
Level 15 Check Point:
You obtain your final Secondary Super Stat! Commonly this is based on an energy stat, depending on your set, most operate on either Recovery or Endurance. Be sure to check out the power set's Energy Unlock and determine which secondary super stat is best for you! Be mindful, not every Energy Unlock's primary scaling stat is Endurance and/or Recovery; i.e Conjuring scales off of Intelligence, Telepathic Reverberation scales off of Presence, Hunter's Instinct scales off of Ego.
Level 17:
Select your Tier 1 - 2 Power, if you've already chosen powers within the Power Set and did not use other Power Sets, you could choose a Tier 3 Power in your set which starts your Great strength pretty early! Otherwise, you'll have to wait until level 20 to be able to use any Tier 3 power. This is usually your strongest single target or concentrated cylinder AoE attack that dishes out the highest damage of the set.
From Level 20 - 29:
Here are the intermediate levels, enemies have more health and hit harder, but so do you! Your gameplay may change from this point to be more action based. At level 20, you will have earned your second Specialization Tree that further settles what role you are. Make sure to read earlier in posts of above of possible Spec Trees you can be and what each spec does.
Select your Tier 3 Power. At this Point, any power can be chosen for Freeforms, else archetypes have their strongest powers from here. This is usually where builds start to feel more solidified with a proper rotation that helps make them what they are. Make sure to use your powers that apply the debuff matching the damage type for this strong attack!
Level 23-25:
This is Absolutely Important! Select your Energy Unlock, but be sure it matches what you do exactly to be able to replenish energy. From here, you'll use your energy Builder power less and less, allowing you to use more damaging powers near exclusively as Energy Unlocks are your secondary source of energy.
Level 26-39:
Heavily recommended! Select your Block Power best fitting for you! Enemies deal increased damage from here and it definitely becomes vital to your survival in your encounters.
From Level 30 - 40:
Reaching towards Level Cap 40, Enemies and situations will more than likely require you to be quick in your thinking and reactions with your powers, regardless if you're in a team or running solo. At level 30, you will earn your last Specialization Tree with level 40 being Max level and earning your Spec Mastery to finish your character, Make sure to read earlier in this post of possible Spec Trees you can be and what each spec and Mastery can do!
Enemies will increase their efforts more to down you so it may get hectic. Heavily recommended, you can either alleviate this by grabbing an Active Defense power and/or if in team content, grab an Active Offense power that fits your gameplay style and down the enemies before they down you.
Level 35 - 37:
From here on, you can choose any power you feel would help solidify the build. Be it an attack or any utility or supportive based power. Commonly, due to higher team content towards late game, it is highly recommended that you take a Threat wipe ability. There are some perception debuff powers that will have an Advantage that turns the power into a threat wipe. I.e Smoke Grenade, Blinding Light, Veil of Darkness/Mist, Smoke Bomb, Evasive Maneuvers/Laughing Zephyr, Magician's Dust, etc.
Level 38 - 40:
Congratulations! You're near the level cap! From here, start gearing for Endgame. And have your last power be something you'd like to be extraordinary! Have it be an ultimate, how about another heal, A self resurrection, or another Very strong Power! Anything goes at this point, and you're very comfortable with your build! If it is an Ultimate attack, make sure it matches the Damage Debuff that you apply to enemies mainly.
You aren't complete and set in stone without your gear to show your amazing prowess!
If you're Below level 40, be sure your gear is the latest level and has your selected Super Stats Highlighted.
Primary Gear Prefixes (In order of least to greatest Tier):
Heirloom,
Bold, Adventurous,
Mercenary, Remarkable, Fortuitous,
Valiant, Heroic, Legion,
Distinguished, Virtuous, Justice.
Secondary Prefixes:
General 15 Silver Champion Recognition secondaries from the GCR Vendor.
Determination, Cosmic, Onslaught.
Eternal, Endless, Nightmare
Here are the safest Super Stat and Core Stat numbers from gear and specs to strive for at level 40:
6k-8k Health Points
400+ of the Super Stat towards their Damage Based Toggle Form stack buff.
150-200 of the other Super Stats towards their Energy Unlock and general improvement.
15%+ Toggle Form Stack buff
85%+ Critical Severity
30%+ Critical Chance
150+ Defense And/or 40%+ Dodge
Primary & Secondary Offense:
Safest rule of offensive stats:
Critical Chance is your highest priority! Next your critical severity if you can have your specs increase it from their Specialization Trees. If you can obtain some Defense/Damage Penetration, be it by specs or a mod, definitely do so! Lastly Offense, only drive for this if your Critical Chance and Critical Severity are already scaling from your super stats, for this core stat raises your overall damage similar to a toggle form stack. Following this rule of thumb prevents you from reaching diminshing returns quick and heavy, and allows you to balance where you need your damage most.
Anti-Threat mods also exist just in case you constantly overtake the Tank's threat in damage quicker than they can catch up; This is best used for Freeforms and Archetypes without a Threatwipe ability. To compensate for what may seem like damage loss, you are given more of your Primary Super stat to provide general improvement to you. These mods always come in the form of a specified damage type to reduce threat with such as, Crushing Damage, Piercing Damage, Cold Damage, Dimensional Damage, and more!
-Easy Way-
Critical Strike > Defense Penetration ≥ Critical Severity > Offense ≥ Damage Type Anti-Threat
Gear suffixes:
Gloves of Precision = Critical Strike
Gloves of Piercing = Critical Severity
Gloves of Offense = Offense
Primary & Secondary Defense:
Safest Rules of Defensive Stats:
If you're trying to survive without Constitution from your passive, Max HP is the most effective to have to give you good room to survive attacks by far. Otherwise, build Dodge for your dodge based passive, and build Defense if you already have Con as a Super Stat. Be sure to pay attention to your Passive if it grants defenses against certain damage types or grants overall dodge chance to follow this rubric:
-Easy Way-
Defense Based Passive with Constitution: Defense
Defense Based Passive, No Constitution: Max HP
Dodge Based Passive with Constitution: Dodge Chance
Dodge Based Passive, No Constitution: Max HP
Gear Suffixes:
Tights/Breastplate of Greater Health = Max Health Points
Tights/Breastplate of Defense/Freedom = Defense/Crowd Control Resistance
Tights/Breastplate of Elusiveness/Agility = Dodge Chance/Avoidance
Primary & Secondary Utility:
If you are skyrocketing a super stat that scales with your Energy Unlock and Toggle form (Example; Conjuring and Concentration scaling on Int), get Max Energy.
Otherwise, if the EU and the Toggle Form are different Super Stats, get Cost Discount hands down to cover all bases.
Cooldown Reduction, if you have a few Low Cooldown based powers.
-Easy Way-
Super Stat does NOT match Energy Unlock and Toggle Form: Cost Discount
Super Stat does match Energy Unlock and Toggle Form: Max Energy
3 - 4 (short) cooldown powers: Cooldown Reduction
Gear Suffixes:
Mask/Helmet of Efficiency = Cost Discount
Mask/Helmet of Speed = Cooldown Reduction
Mask/Helmet of Utility = Cooldown Reduction + Cost Discount
Mask/Helmet of Energy = Max Energy
Example Builds:
Technology:
Telekinesis:
Brick:
Mystic:
>>[Click Here for the Detailed Endgame DPS Guide made by Kamokami]<<
Able to protect their allies from harms way and absorb absurd amounts of damage, Tanks are the front line of any instance to date. Whether you want to take on this big bosses, take on the smaller mobs, lock them down, beat 'em down, Protect your allies, you can do it all. Champions Online just allows you do it your way.
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
Main Tank and Off-Tank Fundamentals:
Main Tanks are extremely durable and can take the brunt of big spiked damage as they hold the most threating enemies to keep safe from cleaving the team.
Off-Tanks are durable against smaller and yet more rapid attacks and can keep battalions of enemies from waving over their team.
There are tanks that can perform both roles considered as a super tank, but may need to restrict on certain aspects to achieve such a feat.
Defiance is a Defensive Passive from the Brick Power Tree that specializes in taking the heaviest hits in combat as heroes with this passive are considered Main Tanks innately. However, the downside of this passive is that it cannot handle smaller, yet more rapid hits that can quickly down a hero alone, so it may have difficulty with being an Off-Tank. However, with the right setup, resistances, and recovery, you can enable it to Off-tank efficiently.
Regeneration:
Regeneration is a Defensive Passive from the Bestial and Infernal Power sets that specializes in regenerating health at an accelerated rate. This passive ramps up from early levels and evolves to allow all self healing powers affect you much more than normal. You take incoming damage that reduces your resistance a very minor amount before you quickly refresh it with it's self healing property to recover what was lost. This passive can quite easily off-tank, but can require heavy self healing and high resistances to be able to main tank efficiently.
Invulnerability:
Invulnerability is a Defensive Passive from the Power Armor Power Set that specializes in taking the smaller and yet more rapid hits, reducing damage by a flat amount after resistances. This passive innately allows a hero to be considered an Off-tank and can make them feel quite invulnerable allowing battlefields of lesser enemies tickle them with damage. Invulnerability Heroes can be able Main Tank with the right setup and high enough resistances to take even harder hits.
Personal Force Field:
Personal Force Field is a Defensive Passive from the Force Power set that specializes in providing a shield as an additional layer of defense. This passive innately is used while commonly paired with the Inertial Dampening Field Toggle form to become a powerful and supportive self regenerative Off-tank. This passive also assists and plays well with healers that tend to overheal with shielding properties and not render them non-optimal. While this Passive acts as a health extension, it is still recommended that you focus your defense, resistances, health, and have powers that reduce enemy damage strength to become an adequate Main Tank.
Lightning Reflexes:
Lightning Reflexes is a Defensive Passive from the Martial Arts Power Tree that specializes in dodging and avoiding damage. Whether it is large or small, it has a great chance to reduce the damage to a very high degree based on your Avoidance Core Stat percentage from your Dodge Core Stat percentage. This passive has a high learning curve to use properly and commonly allows a hero to be considered a Main Tank or an Off-tank with the proper setup. However, One wrong move can end it all.
Threat Generation and you:
Tanks must all generate aggro or "Threat" to keep enemies on them and protect their allies. There is a debuff advantage on most attack powers that all tanks must apply called "Challenge!" And there are three seperate styles of Challenge based on the attacks' style of targeting enemies.
"Challenge!" is only applied on your primary target and grants the most threat generation on a consistent basis as you attack your target.
"Challenging Strikes" genereates less threat but is applied on multiple targets hit with an Area of Effect attack power.
If your attack power with the Challenge! advantage requires a target and hits multiple targets in an AoE, your primary target will receive the "Challenge!" debuff and secondary targets will receive the "Challenging Strikes" debuff.
If your attack power with the Challenge! Advantage does not require a target and hits mulitple targets in a Point Blank AoE, all foes hit will receive the "Challenging Strikes" debuff.
Both Challenge! and Challenging Strikes can stack on a single target with the right rotation and powers!
"Commanding Presence" generates the most Threat, can affect all targets hit, and can also stack alongside Challenge! and Challenging Strikes.
Tanks need:
Safe Super Stat and Core Stat numbers from gear and specs:
If Defense Tank:
15k+ Health Points
300+ Defense
450+ Constitution and 100+ to other Super Stats
If Dodge Tank:
-Dexterity as a Primary Super Stat or Constitution Primary Super Stat with Dexterity as a Secondary Super Stat
10k+ Health Points
70%+ dodge Chance
300+ Consitution, 300 Dexterity, 100 to the last Super Stat
Power Selections:
- Constitution as either a Primary Super Stat or Secondary Super Stat
- 1 Debuff Applicating power
- 1 Defensive Passive
- 1 Single Target Attack with Challenge (preferably matching the Damage Types with the Debuff power)
- 1 AoE Attack with Challenge (Preferably matching the Damage Type with Debuff power)
- 1 Damage Based Toggle form (Preferably matching your Power Set and a Super Stat)
- 1 Active Defense Power
- 1 Block Power
Core Mods and Core Stat Priority in Gear:
Offense Gear and Slots: Confront or Damage Type Threat Mods
Defense Gear and Slots: Defense, Maximum HP, or Dodge Chance
Utility Gear and Slots: Cost Discount, Cooldown Reduction, or Power Set Damage Mods
Recommended Primary Super Stats:
[Constitution] - The Safest Primary Super Stat for tanks of all types.
--- Tier 1 ---
Unyielding - Your Constitution now Increases your Hold Resistance.
Fuel my fire - Taking damage grants you [2/4/6]% of your Maximum Energy. This effect can occur once per second.
Tough - Your Secondary Super Stats now provide an additional [0.5/1/1.5] Maximum Health Points.
Resilient - Your Constitution now increases your Knock Resistance.
===Tier 2===
Deflection - Your Dexterity now grants Dodge Chance Rating.
Quick healing - Your Secondary Super Stats increase your Health Regeneration.
Adrenaline Rush - Whenever one of your attacks critically hits, you are healed for [1/2]% of your Maximum Health.
Armored - Increases the amount of Defense you receive from items by [10/20]%
--- Tier 1 ---
Swole - 0/3 - Strength now grants you +[1/2/3] Maximum Health Points.
Physical Peak - Your Secondary Super stats now grant a Cost discount to your Melee powers.
Quick Recovery - Your recovery increases your Health Regeneration.
Aggression - Increases the amount of Offense you receive from items by [10/20]%.
===Tier 2===
Balance - Your Strength now grants Knock Bonuses to your Ranged Knock powers, equal to [25/50]% of the bonus it grants your Melee powers. However, this Specialization causes your Ego to no longer affect the Knock Strength of your Ranged Powers.
Brutality - Your Secondary Super Stats now increase your Critical Severity.
Juggernaut - Your Constitution now grants Defense.
Overpower - Your Strength now increases your Melee Critical Chance.
---Tier 1---
Mental Endurance - Increases the amount of Maximum energy your recovery grants by [33/67/100]%
Force of Will - Your Secondary Super Stats now grant Defense.
Insight - Your Ego now grants a Cost Discount to your Ranged Powers.
Aggression - Increases the amount of Offense you receive from items by [10/20]%
===Tier 2===
Follow Through - Your Ego now increases your Critical Severity.
Exploit Opening - Whenever you Critically Strike a foe, your next Non-Critical Strike deals additional damage equal to 15%/30% of your Critical Severity.
Sixth Sense - Your Secondary Super Stats now increase your Critical Chance.
Mind over Matter - Your Ego now grants Knock bonuses to your Melee Knock Powers, Equal to [25/50]% the bonus it grants your Ranged powers. However, this specialization causes your Strength to no longer affect the Knock Strength of your Melee powers.
---Tier 1---
Combat Training - Offense now grants Critical Strike Rating.
Gear Utilization - Increases the amount of Offense and Defense you receive by [6/12/18]%
Brush it Off - Increases your chance to Dodge AoE attacks by [5/10]%
Power Swell - Whenever you get a Critical Strike, the cost of your next Damage or Healing Power activation is Reduced by [5/10]%
===Tier 2===
Evasion - Your Secondary Super Stats now grant Avoidance.
Deadly Aim - Your Secondary Super Stats now increase your Critical Severity
Expose Weakness - Whenever you Critically Strike a foe, you reduce their resistance to your attacks by [1/2]% for 10 seconds. This effects stacks up to 5 Stacks.
Quick Reflexes - Your Dexterity now grants Dodge Chance.
---Tier 1---
Repurpose - Your Offense from items now grant [0.1/0.2/0.3]% Bonus healing for each point of Offense.
Selfless Ally - Healing an ally heals you for [5/10]% of that amount.
Dominion - Increases the amount of Hold Strength your Presence grants by [25%/50%]
Grandeur - You gain [1/2/3] Offense for every 10 Presence you have.
===Tier 2===
Brilliance - Your Critical Heals now increase the healing you do to that target by [1/2/3]% for 10 seconds. This effect stacks up to 3 times.
Moment of Glory - Your Secondary Super Stats now increase your Critical Chance.
Force of Will - Your Secondary Super Stats now grant Defense.
Vulnerability - Your Paralyze and Sleep effects now decrease the target's Resistances by [5/10]% for 5 seconds.
Recommended Spec Trees:
Protector - Tank Spec Tree
Used for Tanking and providing defensive capabilities, reducing active defenses, increasing Defense, and adjusting to any situation.
---Tier 1---
Fortified Gear - Increases the amount of Defense you receive from items by [10/20/30]%
Beacon of Hope - Increases healing received from others by [3/6/9]%
Unrelenting - While your Travel Power is not active, Snares no longer reduce your Movement Speed, and your Run Speed is increased by [10/20]%.
Bulwark - Increases your Maximum Health by [5/10]% when not in the Hybrid role. When in the Hybrid role, this Spec instead causes your Super Stats to increase your Threat generation.
---Tier 2 ---
Debilitating Challenge - Your Challenge now also lowers the damage Resistance of your target by [2/4]%
Exhausting Strikes - Your Energy builder's attacks now reduce your primary Target's Damage dealt by [5/10]% for 10 seconds.
Defensive Expertise - Your Active Defense Powers benefit from an additional [7/14/21]% Power Recharge Reduction.
Resolute - Whenever you are Knocked or Held, you replenish [2/4/6]% of your Maximum Health over the next 5 seconds.
Used for Ranged roles who look for durability while still being able to inflict damage through abilities, increase defenses by abilities, and other properties.
---Tier 1---
Fortified Gear - Increases the amount of Defense you receive from items by [10%/20%/30%]
Locus - . When you strike or are struck by an AoE, you gain a stack of Locus. When you reach 30 stacks of Locus, the stacks become Locus Eruption, which grants you [25/49] Offense and Defense. Locus Eruption lasts for 15 seconds, and prevents you from gaining additional stacks of Locus for the duration.
Make It Count - Increases the Damage and decreases the cost of your Blasts attacks by [2/4/6]%.
Ruthless - Increases your Critical Severity by [5/10]%
----Tier 2---
Retribution - Single Target attacks made against you have a 10% chance to trigger Retribution, which grants you [5%/10%] all damage strength and Health Points every 2 secs for 6 seconds.
Tenacious - Whenever you take Damage, you gain [5/10] Offense for 15 seconds, stacks up to 5 times, and can only occur once per second.
Find the Mark - Your Ranged attacks have a [10/20/30]% chance to Expose your target, increasing your Ranged Critical Chance by 3% to that target for 10 seconds and stacks up to 3 times.
The Best Defense - You gain [33/67/100]% of your Defense as Offense
Used for Melee roles who look for durability while still being able to inflict damage through abilities, increase defenses by abilities, and other properties.
---Tier 1---
Fortified Gear - Increases the amount of Defense you receive from items by [10/20/30]%
Slaughter - Increases the Critical Strike chance of your Melee Combo attacks by [3/6/9]%
Ruthless - Increases your Critical Severity by [5/10]%
Elusive - Increases your Resistance to AoE attacks by [10/20]%
===Tier 2===
Reactive Strikes - Single Target attacks made against you have a 10% chance to deal [10/20]% of that Damage back to the attacker as Penetrating Damage. (Penetrating Damage is only resisted to all damage and ignores half of that resistance and the absorption provided by shields.)
Tenacious - Whenever you take Damage, you gain [5/10] Offense for 15 seconds, stacks up to 5 times, and can only occur once per second.
Upper Hand - Increases Melee Damage you deal to targets affected by Demolish, Shredded, Disintegrate, No Quarter, Stress, and Stagger by [2/4/6]%
The Best Defense - You gain [33/67/100]% of your Defense as Offense.
Used for staying defensive and using supportive abilities while buffing allies, increasing outgoing heals, and crowd control durations.
---Tier 1---
Fortified Gear - Increases the amount of Defense you receive from items by [10/20/30]%
Twist Fate - Your Energy builder grants stacks of Twist Faste for 5 seconds. Each stack increases your Dodge and Crit Chance by [1.5/3]%. Stacks up to 3 times.
Precise - The strength of your Single Target attacks and your Heals, and shields on other players is increased by [3/6/9]%
Sentry Aura - You and your teammates gain an additional [2/4/6]% Resistance to all damage.
===tier 2===
Fortify - Whenever you get a Critical effect (from Damage or Heal) you gain Fortify, which lasts 10 seconds and stacks up to 3 times. Each stack increases your Healing Strength and Damage resistance by [1/2]%
Stalling Tactics - Increases the duration of your Stun, Sleep, and Snare effects by [5/10/15]%
Persevere - Single Target attacks made against you have a 10% chance to Heal you and nearby teammates for [10/20]% of the damage dealt.
Reinforce - Whenever you Critically Heal, your target gains [5/10]% Resistance to all damage for 5 seconds. Whenever you Critically strike with a single target attack, you gain [5/10]% Resistance to all damage for 5 seconds
Detailed Explanation:
Select your Primary Super Stat (PSS), Secondary Super Stats (SSS), and Talents!
Determine your Primary Super stat based on what you aim to be as a Base. Then select the Secondary Super Stats based on how you want to further improve. Your talents can be whatever you like!
Choose your Primary Super Stat and Secondary super Stats:
Recommended Primaries:
[Constitution]
Increases your Hero's Health Points
SSS: Increased Health/Survivability
[Strength]
Increases your Melee Damage, your Melee Knock Strength, your Knock Resistance, and your pick up/throw object ability
SSS: Increased Melee Damage
[Ego]
Increases your Ranged Damage, Ranged Knock Strength, and Hold Resistance.
SSS: Increased Ranged Damage
[Dexterity]
Increases your Critical Chance and your Aggression Stealth Strength.
SSS: Increased Critical Chance
[Presence]
Increases your Healing Bonus, Crowd Control Strength, and Crowd Control Resistance.
SSS: Increased Healing and Crowd Control Strength
Recommended Secondaries:
[Intelligence]
Increases your Perception, Cost Discount, and Cooldown Reduction.
SSS: Decreased Power Costs/Cooldowns
[Recovery]
Increases your Energy Equilibrium, Energy Recovery, and Maximum Energy.
SSS: Increase Energy regain.
[Endurance]
Increases your Maximum Energy
SSS: Increased Maximum Energy
As you select the powers and advantages you feel would be awesome, keep it's Damage Type in mind and be sure you a Damage debuff applicator power available too. Especially the higher tier powers that deal the most damage!
Each power set does have specified mechanics and rotations that perform overly high damage, at your choice.
Leveling Power Selection Guide:
These are the beginning levels, letting you understand how the game operates with their mechanics, and how your own hero can play.
Level 1:
Select your Energy Builder Power and your Combo or Blast Power to start! Your energy builder will help replenish your energy to be able to use your new Combo/Blast Power and future powers to dish out even more damage.
Level 6:
Select a Tier 1 Power! This is usually the AoE Power that hits more than 1 enemy with higher damage, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Level 8:
This is absolutely important! Select your Defensive Passive, but be sure the Defenses Passive matches what you'd like your tank to become.
Level 11:
Select your Tier 1 - 2 Power, This is usually a power that is either a heal or a power that has an advantage that heals you to sustain you in battle. If it is an attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Level 14:
This is Absolutely Important! Select your Toggle Form, but be sure the Toggle Form matches what you exactly do to stack your form and fits the damage that you want to increase, be it ranged or Melee damage. This is also your primary source of energy, to help alongside your Energy Builder. Toggle Forms will have one or two Super Stats they will strictly scale from, be aware when choosing your Talent.
Level 17:
Select your Tier 1 - 2 Power, if you've already chosen powers within the Power Set and did not use other Power Sets, you could choose a Tier 3 Power in your set which starts your Great strength pretty early! Otherwise, you'll have to wait until level 20 to be able to use any Tier 3 power. If it is an attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
From Level 20 - 29:
Here are the intermediate levels, enemies have more health and hit harder, but so do you! Your gameplay may change from this point to be more action based.
Select your Tier 3 Power. At this Point, any power can be chosen for Freeforms, else archetypes have their strongest powers from here. This is usually where builds start to feel more solidified with a proper rotation that helps make them what they are. If it is an attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Level 23-25:
This is Absolutely Important! Select your Energy Unlock, but be sure it matches what you do exactly to be able to replenish energy. From here, you'll use your energy Builder power less and less, allowing you to use more damaging powers near exclusively as Energy Unlocks are your secondary source of energy.
Level 26-39:
Heavily recommended! Select your Block Power best fitting for you! Enemies deal increased damage from here and it definitely becomes vital to your survival in your encounters.
From Level 30 - 40:
Reaching towards Level Cap 40, Enemies and situations will more than likely require you to be quick in your thinking and reactions with your powers, regardless if you're in a team or running solo.
From here on, you can choose any power you feel would help solidify the build. Be it an attack or any utility or supportive based power.
Level 35 - 37:
Heavily recommended! Enemies will increase their efforts more to down you so it may get hectic. You can either alleviate this by grabbing an Active Defense power.
Level 38 - 40:
Congratulations! You're near the level cap! From here, start gearing for Endgame. And have your last power be something you'd like to be extraordinary! Have it be an ultimate, how about another heal, A self resurrection, or another Very strong Power! Anything goes at this point, and you're very comfortable with your build! If it is an Ultimate attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Step 3:
If you're Below level 40, be sure your gear is the latest level and has your selected Super Stats Highlighted.
Gear Prefixes (In order of least to greatest Tier):
Heirloom,
Bold, Adventurous,
Mercenary, Remarkable, Fortuitous,
Valiant, Heroic, Legion,
Distinguished, Virtuous, Justice.
Here are the safest Super Stat and Core Stat numbers from gear and specs to strive for a Tank at level 40:
15k+ Health Points (10k -12k Health Points for Dodge Tanks.)
450+ Constitution and 100+ to other Super Stats
300+ Defense And/or 70%+ dodge Chance
Primary & Secondary Offense:
Safest rule of offensive stats:
Threat(Aggro) Generation is the most important thing for a Tank! Besides having Challenge on your attacks to generate threat, there are Offensive mods that can convert the damage you inflict into additional Threat to keep the attention to you on your targets! Confront mods are the all around damage threat generation mod, but there are other Confront styled Mods meant for certain types of damage such as Fire Damage, Toxic Damage, Crushing Damage, Piercing Damage, and more! Past Threat Generation, if you are a Tank with Dexterity, You are to focus your Critical Chance Stat to keep your damage high end as much as possible for threat security. If you are a Tank without Dexterity, you are best to give a little focus to Offense to raise your base damage as much as possible for threat security.
-Easy Way-
Damage Type Threat/Confront Threat > Offense ≥ Critical Strike
Gear suffixes:
Gloves of Precision = Critical Strike
Gloves of Piercing = Critical Severity
Gloves of Offense = Offense
Primary & Secondary Defense:
Safest Rules of Defensive Stats:
If you're trying to survive without Constitution from your passive, Max HP is the most effective to have to give you good room to survive attacks by far. Otherwise, build Dodge for your dodge based passive, and build Defense if you already have Con as a Super Stat.
-Easy Way-
Defense Based Passive with Constitution: Defense
Defense Based Passive, No Constitution: Max HP
Dodge Based Passive with Constitution: Dodge Chance
Dodge Based Passive, No Constitution: Dodge Chance ( Max HP if you do not like chances.)
Gear Suffixes:
Tights/Breastplate of Greater Health = Max Health Points
Tights/Breastplate of Defense/Freedom = Defense/Crowd Control Resistance
Tights/Breastplate of Elusiveness/Agility = Dodge Chance/Avoidance
Primary & Secondary Utility:
If you have a super stat that scales with your Energy Unlock and Toggle form (Example; Conjuring and Concentration scaling on Int), get Max Energy.
Otherwise, if the EU and the Toggle Form are different Super Stats, get Cost Discount hands down to cover all bases.
Cooldown Reduction, if you have a few Low Cooldown based powers.
-Easy Way-
Super Stat does NOT match Energy Unlock and Toggle Form: Cost Discount
Super Stat does match Energy Unlock and Toggle Form: Max Energy
3 - 4 (short) cooldown powers: Cooldown Reduction
Gear Suffixes:
Mask/Helmet of Efficiency = Cost Discount
Mask/Helmet of Speed = Cooldown Reduction
Mask/Helmet of Utility = Cooldown Reduction + Cost Discount
Mask/Helmet of Energy = Max Energy
Example Builds:
[The Arcane Warrior] | [ The Holy Fire Paladin ]
Regeneration:
[ The Nightmare ] | [ The Siphon ]
Invulnerability:
[ The Barbarian ] | [ The Engineer ]
[ The Bubble Master ] | [ The Gravity Guardian ]
Lightning Reflexes:
[ The One ] | [ The Swift Master ]
Strengthening your willpower and a definite increase in morale, healers are a vital role in making sure their allies are able to keep up the fight. Intense Healing, Shielding capabilities, debuffing enemies, buffing friends, and more! They are a wonderful asset to the team that can turn the tide of a battle by even their mere presence!
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
Healer Fundamentals:
Quick Explanation:
Healers need:
8k-10k+ Health Points
400+ Super Stat towards their Healing Based Toggle Form
50%+ Bonus Healing
150+ Defense
- A supportive Super Stat that is either Presence, Intelligence or Recovery.
- 1 Energy Builder Power
- 1 Supportive Passive
- 1 Healing Based Toggle Form
- 1 Single Target Healing Power
- 1 Outgoing AoE Healing Power
- 1 Self healing Power
- 1 Self Resurrection Power
- 1 Team rez capable Resurrection power
- 1 Block Power
- (OPTIONAL) 1 Single Target/AoE Attack Power
To give a quick rundown of what a Crowd Controller may need to be labeled what they are within 12-14 powers.
Crowd Controller need:
8k+ Health Points
400+ Super Stat towards their Crowd Control Based Toggle Form
50+ Crowd Control Strength
150+ Defense
- A Crowd Control Strength based Super Stats that is either Intelligence or Presence
- 1 Energy Builder Power
- 1 Supportive or Tanking Passive
- 1 Self Healing Power
- 1 AoE Stun Power
- 1 AoE Paralyze / Sleep Power
- 1 AoE Root Power
- 1 Crowd Control based Toggle Form
- 1 Block Power
- (OPTIONAL) 1 Single Target/AoE Attack Power
Core Mods and Core Stat Priority in Gear:
Offense Gear and Slots: Bonus Healing or Critical Strike
Defense Gear and Slots: Defense or Maximum HP
Utility Gear and Slots: Cost Discount, Cooldown Reduction, or Crowd Control Strength
Supports rely primarily through their Support Passive based on their damage type or support type and their Healing or Crowd Control based Toggle form with it's desired super stats.
Seraphim:
Aura Based Support Passives
Aura of Radiant Protection
Aura of Arcane Clarity
Aura of Ebon Destruction
Aura of Primal Majesty
Supportive based Toggle Forms and their scaling Super Stat:
[Presence]
Manipulator
[Recovery]
Compassion
[Intelligence]
Recommended Primary Super Stats:
[Presence] - Common for practically any supportive role types from debuffing and crowd controlling, to healing, shielding, Defensive, and even offensive capabilities.
---Tier 1---
Repurpose - Your Offense from items now grant [0.1/0.2/0.3]% Bonus healing for each point of Offense.
Selfless Ally - Healing an ally heals you for [5/10]% of that amount.
Dominion - Increases the amount of Hold Strength your Presence grants by [25%/50%]
Grandeur - You gain [1/2/3] Offense for every 10 Presence you have.
===Tier 2===
Brilliance - Your Critical Heals now increase the healing you do to that target by [1/2/3]% for 10 seconds. This effect stacks up to 3 times.
Moment of Glory - Your Secondary Super Stats now increase your Critical Chance.
Force of Will - Your Secondary Super Stats now grant Defense.
Vulnerability - Your Paralyze and Sleep effects now decrease the target's Resistances by [5/10]% for 5 seconds.
---Tier 1---
Gear Utilization - Increases the amount of Offense and Defense you receive from items by [6/12/18]%
Withstand - You gain 1/2 Crowd Control Resistance rating for every 20 points you have in your Secondary Super Stats.
Rapid Recovery - Your recovery increases your Health regeneration
Staying Power - Increases the amount of Maximum Energy your recovery grants by [50/100]%.
- - - Tier 2 - - -
Super Charged - When your energy is above 90%, your chance to Critically Strike is increased [5/10/15]%.
Efficient - Increases the amount of Energy gained from Energy Unlock powers by [5/10/15]%
Well Rounded - Your Non-Super Stats increase your Maximum Health by [1/2] and Maximum energy by [0.1/0.2].
Second Wind - Your Secondary Super stats increase your Power Recharge Speed.
--- Tier 1 ---
Unyielding - Your Constitution now Increases your Hold Resistance.
Fuel my fire - Taking damage grants you [2/4/6]% of your Maximum Energy. This effect can occur once per second.
Tough - Your Secondary Super Stats now provide an additional [0.5/1/1.5] Maximum Health Points.
Resilient - Your Constitution now increases your Knock Resistance.
===Tier 2===
Deflection - Your Dexterity now grants Dodge Chance Rating.
Quick healing - Your Secondary Super Stats increase your Health Regeneration.
Adrenaline Rush - Whenever one of your attacks critically hits, you are healed for [1/2]% of your Maximum Health.
Armored - Increases the amount of Defense you receive from items by [10/20]%
---Tier 1---
Readiness - Your Endurance increases your Equilibrium
Withstand- You gain 1/2 Crowd Control Resistance rating for every 20 points you have in your Secondary Super Stats.
Gear Utilization] - Increases the amount of Offense and Defense you receive from items by [6/12/18]%
Kick Back - Your energy builder causes your next non-energy builder attack to grant [5/10]% of your Maximum Energy.
- - - Tier 2 - - -
Quick Recovery - Your recovery increases your Health regeneration
Outburst - When your Energy is above 90%, the base damage, healing portion, and power cost reduction of your powers are increased by [5/10/15]%
Power Overwhelming - Your Secondary Super Stats now grant Offense
Hardened - Your Endurance now provides an additional [2/4] Maximum Health Points.
---Tier 1---
Preparation - Your Endurance increases your Equilibrium
Enlightened - Your Non-Super Stats grants [10/20/30]% more than their normal stated bonuses.
Tactician - Your Secondary Super Stats now grant Offense
Battle of Wits - Your Intelligence now grants a bonus to Hold Strength.
---Tier 2---
Revitalize - Your Energy Builder reduces the remaining recharge time of all your currently recharging abilities by [2/4/6]%. This effect can only occur once every 6 seconds.
Detect Vulnerability - Your Intelligence now grants Defense Penetration.
Tinkering - Increases the amount of Offense and Defense you receive from items by [6/12]%
Expertise - Your Secondary Super Stats grant [10/20]% more of their normal stated bonuses. (This does not effect the bonus stats that Super Stats grant, only the default stats.)
Recommended Spec Trees:
Arbiter - Melee DPS/Support Spec Tree
Used to provide damage from melee range, buff melee allies, and debuff foes while enhancing your support abilities.
Enforcer - 0/3 -The Strength of your Combo attacks, Heals, and Shields is increased by [2/4/6]%
Ruthless - 0/2 - Increases your Critical Severity by [5/10]%.
Arbiter Aura - 0/3 - You and your teammates gain an additional [1/3/5]% Melee Damage Strength.
Rend - 0/2 - Whenever you Critically Strike an enemy, you reduce their Damage Resistance by [2/4]% for 5 seconds.
---Tier 2 ---
Honor - 0/2 -Whenever you Heal or Shield an ally, your next attack gains [5/10]% Damage Strength. This effect lasts 10s and stacks up to 3 times.
Concussion - 0/3 - Whenever you stun a target, you now also reduce the Damage the target deals by [5/10/15]%. The duration of this effect lasts up to 8 seconds but is dependent on the Rank of your Target.
Preservation - 0/2 - Reduces the Energy Cost of your Heals, Holds, and Single Target Melee attacks by [7.5/15]%.
Enhanced gear - 0/3 - Increases the amount of Offense you Receive from items by [10/20/30]%.
Used to provide Ranged Damage, buff Ranged allies, and debuff foes while enhancing your support abilities.
Administer - The Strength of your Blast attacks, Heals, and shields is increased by [3/6/9]%
Ruthless - 0/2 - Increases your Critical Severity by [5/10]%
Overseer Aura - 0/3 - You and your teammates gain an additional [1/3/5]% Ranged Damage Strength.
Impact - 0/2 - Whenever you Critically Strike an enemy, you reduce the damage they deal by [4%/8%]
---Tier 2---
Honor - 0/2 -Whenever you Heal or Shield an ally, your next attack gains [5/10]% Damage Strength. This effect lasts 10s and stacks up to 3 times.
Trapped - 0/3 - Whenever you Paralyze, Incapacitate, or Root a target, they now take [3/6/9]% more damage. The duration of this effect lasts up to 8 seconds, but is dependent on the Rank of your target.
Preservation - 0/2 - Reduces the Energy Cost of your Heals, Holds, and Single Target Melee attacks by [7.5/15]%.
Enhanced gear - 0/3 - Increases the amount of Offense you Receive from items by [10/20/30]%.
Used for Support roles that excel in debuffing enemies, crowd controlling foes, and supporting allies with intense Healing.
Torment - 0/2 - Increases the duration of your Hold Powers by [10/20]%
Eternal Spring - 0/2 - Your Critical Heals heal for an additional [10/20]% over 6 seconds.
Caregiver - 0/3 - The Strength of your Heals and Shields on other players is increased by [4/8/12]%
Sentinel Aura - 0/3 - You and your teammates regain Health every 3 seconds. The amount is based on your level and is affected by your bonus healing.
---Tier 2---
Moment of Need - Increase your chance to get a Critical heal effect by [3/6/9]%
Rejuvenated - 0/3 - Your Active Heal over Time ticks have a [33/67/100]% Chance to grant you energy once every 2 seconds.
Wither - 0/2 - Your Hold effects (Paralyze, Sleep, Stun) now also cause your target to take an additional [5/10]% while they are held.
Genesis - 0/2 - Reduces the energy Cost of your Heals, Shields, Confuses, Incapacitates, Paralyzes, and Placates by [10/20]%
Used for staying defensive and using supportive abilities while buffing allies, increasing outgoing heals, and crowd control durations.
Fortified Gear - 0/3 - Increases the amount of Defense you receive from items by [10/20/30]%
Twist Fate - 0/2 - Your Energy builder grants stacks of Twist Faste for 5 seconds. Each stack increases your Dodge and Crit Chance by [1.5/3]%. Stacks up to 3 times.
Precise -0/3 - The strength of your Single Target attacks and your Heals, and shields on other players is increased by [3/6/9]%
Sentry Aura - 0/3 - You and your teammates gain an additional [2/4/6]% Resistance to all damage.
===tier 2===
Fortify - Whenever you get a Critical effect (from Damage or Heal) you gain Fortify, which lasts 10 seconds and stacks up to 3 times. Each stack increases your Healing Strength and Damage resistance by [1/2]%
Stalling Tactics - 0/3 - Increases the duration of your Stun, Sleep, and Snare effects by [5/10/15]%
Persevere - Single Target attacks made against you have a 10% chance to Heal you and nearby teammates for [10/20]% of the damage dealt.
Reinforce - 0/2 - Whenever you Critically Heal, your target gains [5/10]% Resistance to all damage for 5 seconds. Whenever you Critically strike with a single target attack, you gain [5/10]% Resistance to all damage for 5 seconds.
Used for Tanking and providing defensive capabilities, reducing active defenses, increasing Defense, and adjusting to any situation.
---Tier 1---
Fortified Gear - Increases the amount of Defense you receive from items by [10/20/30]%
Beacon of Hope - Increases healing received from others by [3/6/9]%
Unrelenting - While your Travel Power is not active, Snares no longer reduce your Movement Speed, and your Run Speed is increased by [10/20]%.
Bulwark - Increases your Maximum Health by [5/10]% when not in the Hybrid role. When in the Hybrid role, this Spec instead causes your Super Stats to increase your Threat generation.
---Tier 2 ---
Debilitating Challenge - Your Challenge now also lowers the damage Resistance of your target by [2/4]%
Exhausting Strikes - Your Energy builder's attacks now reduce your primary Target's Damage dealt by [5/10]% for 10 seconds.
Defensive Expertise - Your Active Defense Powers benefit from an additional [7/14/21]% Power Recharge Reduction.
Resolute - Whenever you are Knocked or Held, you replenish [2/4/6]% of your Maximum Health over the next 5 seconds.
Select your Primary Super Stat (PSS), Secondary Super Stats (SSS), and Talents!
Determine your Primary Super stat based on what you aim to be as a Base. Then select the Secondary Super Stats based on how you want to further improve. Your talents can be whatever you like!
Choose your Primary Super Stat and Secondary super Stats:
[Presence]
[Recovery]
Increases your Energy Equilibrium, Energy Recovery, and Maximum Energy.
[Constitution]
Increases your Hero's Health Points
EXPERTS ONLY:
[Strength]
Increases your Melee Damage, your Melee Knock Strength, your Knock Resistance, and your object interaction ability
PSS: Common for Melee based roles, Strength as a PSS caters to those looking for heavy hits, melee onslaughts, and heavy resistance
[Ego]
Increases your Ranged Damage, Ranged Knock Strength, and Hold Resistance.
[Dexterity]
Increases your Critical Chance and your Aggression Stealth Strength.
Recommended Secondaries:
[Constitution]
Increases your Hero's Health Points
[Intelligence]
Increases your Perception, Cost Discount, and Cooldown Reduction.
[Recovery]
Increases your Energy Equilibrium, Energy Recovery, and Maximum Energy.
[Endurance]
Increases your Maximum Energy
As you select the powers and advantages you feel would be awesome, keep it's Damage Type in mind and be sure you a Damage debuff applicator power available too. Especially the higher tier powers that deal the most damage!
Each power set does have specified mechanics and rotations that perform overly high damage, at your choice.
Leveling Power Selection Guide:
These are the beginning levels, letting you understand how the game operates with their mechanics, and how your own hero can play.
Level 1:
Select your Energy Builder Power and your Combo or Blast Power to start! Your energy builder will help replenish your energy to be able to use your new Combo/Blast Power and future powers to dish out even more healing or add utility.
Level 6:
Select a Tier 1 Power! This is usually the AoE Power that hits more than 1 enemy with higher damage spread amonst your targets.
Level 8:
This is absolutely important! Select your Supportivee Passive, but be sure the Supportive Passive matches what you'd like your healer to become.
Level 11:
Select your Tier 1 - 2 Power, This is usually a power that is either a heal or a power that has an advantage that heals you to sustain you in battle. If it is an attack, make sure it has an Advantage to assist you or your allies in teams.
Level 14:
This is Absolutely Important! Select your Toggle Form, but be sure the Toggle Form matches what you exactly do to stack your form and fits the damage that you want to increase, be it ranged or Melee damage. This is also your primary source of energy, to help alongside your Energy Builder. Toggle Forms will have one or two Super Stats they will strictly scale from, be aware when choosing your Talent. The easiest all-around Healing Toggle form Passive is Compassion.
Level 17:
Select your Tier 1 - 2 Power, if you've already chosen powers within the Power Set and did not use other Power Sets, you could choose a Tier 3 Power in your set which starts your Great strength pretty early! Otherwise, you'll have to wait until level 20 to be able to use any Tier 3 power. If it is an attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
From Level 20 - 29:
Here are the intermediate levels, enemies have more health and hit harder, but so do you! Your gameplay may change from this point to be more action based.
Select your Tier 3 Power. At this Point, any power can be chosen for Freeforms, else archetypes have their strongest powers from here. This is usually where builds start to feel more solidified with a proper rotation that helps make them what they are. If it is an attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Level 23-25:
This is Absolutely Important! Select your Energy Unlock, but be sure it matches what you do exactly to be able to replenish energy. From here, you'll use your energy Builder power less and less, allowing you to use more damaging powers near exclusively as Energy Unlocks are your secondary source of energy.
Level 26-39:
Heavily recommended! Select your Block Power best fitting for you! Enemies deal increased damage from here and it definitely becomes vital to your survival in your encounters.
From Level 30 - 40:
Reaching towards Level Cap 40, Enemies and situations will more than likely require you to be quick in your thinking and reactions with your powers, regardless if you're in a team or running solo.
From here on, you can choose any power you feel would help solidify the build. Be it an attack or any utility or supportive based power.
Level 35 - 37:
Heavily recommended! Enemies will increase their efforts more to down you so it may get hectic. You can either alleviate this by grabbing an Active Defense power.
Level 38 - 40:
Congratulations! You're near the level cap! From here, start gearing for Endgame. And have your last power be something you'd like to be extraordinary! Have it be an ultimate, how about another heal, A self resurrection, or another Very strong Power! Anything goes at this point, and you're very comfortable with your build! If it is an Ultimate attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Step 3:
If you're Below level 40, be sure your gear is the latest level and has your selected Super Stats Highlighted.
Gear Prefixes (In order of least to greatest Tier):
Heirloom,
Bold, Adventurous,
Mercenary, Remarkable, Fortuitous,
Valiant, Heroic, Legion,
Distinguished, Virtuous, Justice.
Here are the safest Super Stat and Core Stat numbers from gear and specs to strive for a Tank at level 40:
15k+ Health Points (10k -12k Health Points for Dodge Tanks.)
450+ Constitution and 100+ to other Super Stats
300+ Defense And/or 70%+ dodge Chance
Primary & Secondary Offense:
Safest rule of offensive stats:
Bonus Healing is the most Important Stat for a Healer in order to keep your heals strong whether it be for direct healing, Passive healing, healing from a buff, etc. Critical Chance is second in order to have your heals push out even more at a chance. Critical Severity and Offense would be last on the list depending on your super stats and specs that could call for either increasing your healing while commonly crit healing or having your Offense convert into additional Bonus Healing ( See Presence's Repurpose Spec )
-Easy Way-
Core Stat Priority:
Bonus Healing > Critical Chance > Offense ≥ Critical Severity
Gear suffixes:
Gloves of Precision = Critical Strike
Gloves of Piercing = Critical Severity
Gloves of Offense = Offense
Primary & Secondary Defense:
Safest Rules of Defensive Stats:
If you're trying to survive without Constitution from your passive, Max HP is the most effective to have to give you good room to survive attacks by far. Otherwise, build Dodge for your dodge based passive, and build Defense if you already have Con as a Super Stat.
-Easy Way-
Defense Based Passive with Constitution: Defense
Defense Based Passive, No Constitution: Max HP
Dodge Based Passive with Constitution: Dodge Chance
Dodge Based Passive, No Constitution: Dodge Chance ( Max HP if you do not like chances.)
Gear Suffixes:
Tights/Breastplate of Greater Health = Max Health Points
Tights/Breastplate of Defense/Freedom = Defense/Crowd Control Resistance
Tights/Breastplate of Elusiveness/Agility = Dodge Chance/Avoidance
Primary & Secondary Utility:
If you have a super stat that scales with your Energy Unlock and Toggle form (Example; Conjuring and Concentration scaling on Int), get Max Energy.
Otherwise, if the EU and the Toggle Form are different Super Stats, get Cost Discount hands down to cover all bases.
Cooldown Reduction, if you have a few Low Cooldown based powers.
-Easy Way-
Super Stat does NOT match Energy Unlock and Toggle Form: Cost Discount
Super Stat does match Energy Unlock and Toggle Form: Max Energy
3 - 4 (short) cooldown powers: Cooldown Reduction
Gear Suffixes:
Mask/Helmet of Efficiency = Cost Discount
Mask/Helmet of Speed = Cooldown Reduction
Mask/Helmet of Utility = Cooldown Reduction + Cost Discount
Mask/Helmet of Energy = Max Energy
[Under Construction]
Creating a Crowd Controller.
Use this Site to plan out your Support, it helps you out in the long run for creating your hero!!
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
WARNING: Advanced Role; Very Important that you understand a DPS, Tank, or Healer Role before becoming a Crowd Controller!
Crowd Control Fundamentals:
There are 6 ranks of enemies from least to greatest:
Henchman, Villain, Master Villain, Super Villain, Legendary, and Cosmic.
Here are the different hold effects:
A Paralyze effect that prevents your opponent from moving or using a majority of their abilities for the duration. Paralyze has its duration reduced by anything that can deal Break free Damage, including "z-mashing", Active Offenses, and actual damage received by the held target. The hold strength is reduced over time, this means that without doing anything eventually the enemy will be released from the hold. Paralyzes have a very small effect on Super Villain ranked foes, instead of holding it will VERY briefly stun them in cases of higher control ability.
Incapacitate
Incapacitates are very similar to charged Paralyze holds except that they require 1 second of full maintain before holding their target(s). The duration and the durability of the Incapacitate are partially refreshed each second the hold is maintained. If an enemy breaks out of a maintained hold or dies while the caster is maintaining the hold, the targeted enemy is granted a stack of hold resist and the incapacitate is immediately ended. Once they have broken out of the maintained hold early, the hold will be interrupted and will go into a cool down. Super Villains can be reliably held using incapacitates, although this is only for a short duration at best (2-5 seconds).
Stun
A Stun effect that prevents your opponent from moving or using a majority of their powers for the duration. Stuns initially were intended to be short duration, however they have become one of the most used forms of crowd control next to Sleep. Unlike any other form of Crowd Control, Stuns cannot be reduced by incoming damage but Active Offensives will still help with breaking out. A stun's duration is only negatively impacted by Hold Resist values of a hero or enemy. Ranking up most powers with stuns increases the stun duration. Super Villain ranked foes are relatively unaffected by this crowd control effect, it can act as a tiny delaying effect, however this effect is negligible at best.
Sleep
A Sleep effect that prevents your opponent from moving or using a majority of their powers for the duration. Sleep has the same base duration as a charged paralyze. Sleep can have it's duration reduced by Active Offensives and "z-mashing". The sleep duration also lessens over time. Direct Damage to sleeping targets will instantly destroy the hold.
Light Hold Effects
Snare effects slow down your opponents movement speed for their duration.
Root
Roots stop targets from using normal movement, but they are still able to use their abilities. Roots have their duration reduced by anything that can deal Break free Damage, including "z-mashing", Active Offenses, having damage dealt to the rooted target(s), and time. Rooted targets can still utilize Movement Powers such as Lunges and reverse lunges. This has no effect on Super Villain ranked foes.
Interrupt
Interrupts stop the use of any power by your opponent. This is a very powerful and potent form of Crowd Control, as a result they are limited to what they can affect. In addition to this some have an internal 4s cool down, specific range or a chance to interrupt mechanic attached to them. Despite this, other enemies are not immune to interrupt mechanics. Interrupts can interrupt maintained powers, charges, blocking and if timed correctly quick attacks.
Confuse
Confuses are Light crowd control effects that, against Henchmen to Master Villain ranked foe, can cause them to attack their friends, you or simply stand still or attack inanimate objects. However confuses also apply a 10% damage reduction to affected targets, even if they are not affected by the Confuse. Attacking a confused target can reduce the duration of the confuse, until it wears off prematurely and applies Confuse Resistance, which grants them immediate immunity to confusion effects.
Corrupt
Corruptions are another type of Confuse that forces enemies, against Hencman and Villains, to fight for you temporarily. After corruption expires, both Henchman and Villains, will take max health damage.
Placate
Placates are crowd control effects that make you vanish from your enemies view and you cannot be attacked. This effect only works on Henchmen to Master Villains rank foes. Attacking Placated foes, much like most control abilities, reduces the placating effect causing your target to resume attacking you.
Counter this by spacing your Hard Hold Effects out until the Hold resistance debuff is gone before applying another Hard Hold Effect. This allows you to "Hold them forever" in many cases that enemies may need to be under a Hold Effect indefinitely to make encounters easier for everyone, thus making your role a very critical role!
Quick Explaination:
Crowd Controller need:
8k+ Health Points
400+ Super Stat towards their Crowd Control Based Toggle Form
40+ Crowd Control Strength
150+ Defense
- A Crowd Control Strength based Super Stats that is either Intelligence or Presence
- 1 Energy Builder Power
- 1 Supportive, Offensive, or Defensive Passive
- 1 Self Healing Power
- 1 AoE Stun or Incapacitate Power
- 1 AoE Paralyze or Sleep Power
- 1 AoE Attack Power ( with Challenge adv. )
- 1 Crowd Control based Toggle Form (i.e Manipulator)
- 1 Block Power
- ( Optional ) 1 AoE Root Power
- ( Support Optional ) 1 AoE Heal
- ( Offensive Optional ) 1 Single Target Attack Power
- ( Tanking Optional ) 1 Single Target Attack Power with Challenge Adv.
Recommended Primary Super Stats:
[Presence] - Common for practically any supportive role types from debuffing and crowd controlling, to healing, shielding, Defensive, and even offensive capabilities.
---Tier 1---
Repurpose - Your Offense from items now grant [0.1/0.2/0.3]% Bonus healing for each point of Offense.
Selfless Ally - Healing an ally heals you for [5/10]% of that amount.
Dominion - Increases the amount of Hold Strength your Presence grants by [25%/50%]
Grandeur - You gain [1/2/3] Offense for every 10 Presence you have.
===Tier 2===
Brilliance - Your Critical Heals now increase the healing you do to that target by [1/2/3]% for 10 seconds. This effect stacks up to 3 times.
Moment of Glory - Your Secondary Super Stats now increase your Critical Chance.
Force of Will - Your Secondary Super Stats now grant Defense.
Vulnerability - Your Paralyze and Sleep effects now decrease the target's Resistances by [5/10]% for 5 seconds.
---Tier 1---
Preparation - Your Endurance increases your Equilibrium
Enlightened - Your Non-Super Stats grants [10/20/30]% more than their normal stated bonuses.
Tactician - Your Secondary Super Stats now grant Offense
Battle of Wits - Your Intelligence now grants a bonus to Hold Strength.
---Tier 2---
Revitalize - Your Energy Builder reduces the remaining recharge time of all your currently recharging abilities by [2/4/6]%. This effect can only occur once every 6 seconds.
Detect Vulnerability - Your Intelligence now grants Defense Penetration.
Tinkering - Increases the amount of Offense and Defense you receive from items by [6/12]%
Expertise - Your Secondary Super Stats grant [10/20]% more of their normal stated bonuses. (This does not effect the bonus stats that Super Stats grant, only the default stats.)
Recommended Spec Trees:
Arbiter - Melee DPS/Support Spec Tree
Used to provide damage from melee range, buff melee allies, and debuff foes while enhancing your support abilities.
Enforcer - 0/3 -The Strength of your Combo attacks, Heals, and Shields is increased by [2/4/6]%
Ruthless - 0/2 - Increases your Critical Severity by [5/10]%.
Arbiter Aura - 0/3 - You and your teammates gain an additional [1/3/5]% Melee Damage Strength.
Rend - 0/2 - Whenever you Critically Strike an enemy, you reduce their Damage Resistance by [2/4]% for 5 seconds.
---Tier 2 ---
Honor - 0/2 -Whenever you Heal or Shield an ally, your next attack gains [5/10]% Damage Strength. This effect lasts 10s and stacks up to 3 times.
Concussion - 0/3 - Whenever you stun a target, you now also reduce the Damage the target deals by [5/10/15]%. The duration of this effect lasts up to 8 seconds but is dependent on the Rank of your Target.
Preservation - 0/2 - Reduces the Energy Cost of your Heals, Holds, and Single Target Melee attacks by [7.5/15]%.
Enhanced gear - 0/3 - Increases the amount of Offense you Receive from items by [10/20/30]%.
Used to provide Ranged Damage, buff Ranged allies, and debuff foes while enhancing your support abilities.
Administer - The Strength of your Blast attacks, Heals, and shields is increased by [3/6/9]%
Ruthless - 0/2 - Increases your Critical Severity by [5/10]%
Overseer Aura - 0/3 - You and your teammates gain an additional [1/3/5]% Ranged Damage Strength.
Impact - 0/2 - Whenever you Critically Strike an enemy, you reduce the damage they deal by [4%/8%]
---Tier 2---
Honor - 0/2 -Whenever you Heal or Shield an ally, your next attack gains [5/10]% Damage Strength. This effect lasts 10s and stacks up to 3 times.
Trapped - 0/3 - Whenever you Paralyze, Incapacitate, or Root a target, they now take [3/6/9]% more damage. The duration of this effect lasts up to 8 seconds, but is dependent on the Rank of your target.
Preservation - 0/2 - Reduces the Energy Cost of your Heals, Holds, and Single Target Melee attacks by [7.5/15]%.
Enhanced gear - 0/3 - Increases the amount of Offense you Receive from items by [10/20/30]%.
Used for Support roles that excel in debuffing enemies, crowd controlling foes, and supporting allies with intense Healing.
Torment - 0/2 - Increases the duration of your Hold Powers by [10/20]%
Eternal Spring - 0/2 - Your Critical Heals heal for an additional [10/20]% over 6 seconds.
Caregiver - 0/3 - The Strength of your Heals and Shields on other players is increased by [4/8/12]%
Sentinel Aura - 0/3 - You and your teammates regain Health every 3 seconds. The amount is based on your level and is affected by your bonus healing.
---Tier 2---
Moment of Need - Increase your chance to get a Critical heal effect by [3/6/9]%
Rejuvenated - 0/3 - Your Active Heal over Time ticks have a [33/67/100]% Chance to grant you energy once every 2 seconds.
Wither - 0/2 - Your Hold effects (Paralyze, Sleep, Stun) now also cause your target to take an additional [5/10]% while they are held.
Genesis - 0/2 - Reduces the energy Cost of your Heals, Shields, Confuses, Incapacitates, Paralyzes, and Placates by [10/20]%
Used for staying defensive and using supportive abilities while buffing allies, increasing outgoing heals, and crowd control durations.
Fortified Gear - 0/3 - Increases the amount of Defense you receive from items by [10/20/30]%
Twist Fate - 0/2 - Your Energy builder grants stacks of Twist Faste for 5 seconds. Each stack increases your Dodge and Crit Chance by [1.5/3]%. Stacks up to 3 times.
Precise -0/3 - The strength of your Single Target attacks and your Heals, and shields on other players is increased by [3/6/9]%
Sentry Aura - 0/3 - You and your teammates gain an additional [2/4/6]% Resistance to all damage.
===tier 2===
Fortify - Whenever you get a Critical effect (from Damage or Heal) you gain Fortify, which lasts 10 seconds and stacks up to 3 times. Each stack increases your Healing Strength and Damage resistance by [1/2]%
Stalling Tactics - 0/3 - Increases the duration of your Stun, Sleep, and Snare effects by [5/10/15]%
Persevere - Single Target attacks made against you have a 10% chance to Heal you and nearby teammates for [10/20]% of the damage dealt.
Reinforce - 0/2 - Whenever you Critically Heal, your target gains [5/10]% Resistance to all damage for 5 seconds. Whenever you Critically strike with a single target attack, you gain [5/10]% Resistance to all damage for 5 seconds.
Used for Tanking and providing defensive capabilities, reducing active defenses, increasing Defense, and adjusting to any situation.
---Tier 1---
Fortified Gear - Increases the amount of Defense you receive from items by [10/20/30]%
Beacon of Hope - Increases healing received from others by [3/6/9]%
Unrelenting - While your Travel Power is not active, Snares no longer reduce your Movement Speed, and your Run Speed is increased by [10/20]%.
Bulwark - Increases your Maximum Health by [5/10]% when not in the Hybrid role. When in the Hybrid role, this Spec instead causes your Super Stats to increase your Threat generation.
---Tier 2 ---
Debilitating Challenge - Your Challenge now also lowers the damage Resistance of your target by [2/4]%
Exhausting Strikes - Your Energy builder's attacks now reduce your primary Target's Damage dealt by [5/10]% for 10 seconds.
Defensive Expertise - Your Active Defense Powers benefit from an additional [7/14/21]% Power Recharge Reduction.
Resolute - Whenever you are Knocked or Held, you replenish [2/4/6]% of your Maximum Health over the next 5 seconds.
Detailed Explaination:
Step 2:
Step 3:
If you're Below level 40, be sure your gear is the latest level and has your selected Super Stats Highlighted.
Gear Prefixes (In order of least to greatest Tier):
Heirloom,
Bold, Adventurous,
Mercenary, Remarkable, Fortuitous,
Valiant, Heroic, Legion,
Distinguished, Virtuous, Justice.
Here are the safest Super Stat and Core Stat numbers from gear and specs to strive for a Crowd Controller at level 40:
8k+ Health Points
400+ Super Stat towards their Crowd Control Based Toggle Form
40+ Crowd Control Strength
150+ Defense
Primary & Secondary Offense:
Safest rule of offensive stats:
Depending on what kind of Crowd Controller you are, heavily varies in what stat priority you would follow. Please look at Gearing your [DPS/Tank/Healer] to gain a great insight on which is fitting for you. Commonly, Crowd Controllers are either Presence Primary or Intelligence Primary to allow their Manipulator Toggle Form, Hold Strength, and general improvement to scale greatly, so they venture towards increasing their Primary Super Stat.
-Easy Way-
Core Stat Priority:
Primary Super Stat > Bonus Healing > Critical Strike > Critical Severity > Offense
Gear suffixes:
Gloves of Growth = Primary Super Stat
Gloves of Precision = Critical Strike
Gloves of Piercing = Critical Severity
Gloves of Healing = Bonus Healing
Gloves of Offense = Offense
Primary & Secondary Defense:
Safest Rules of Defensive Stats:
If you're trying to survive without Constitution from your passive, Max HP is the most effective to have to give you good room to survive attacks by far. Otherwise, build Dodge for your dodge based passive, and build Defense if you already have Con as a Super Stat.
-Easy Way-
Defense Based Passive with Constitution: Defense
Defense Based Passive, No Constitution: Max HP
Dodge Based Passive with Constitution: Dodge Chance
Dodge Based Passive, No Constitution: Dodge Chance ( Max HP if you do not like chances.)
Gear Suffixes:
Tights/Breastplate of Greater Health = Max Health Points
Tights/Breastplate of Defense/Freedom = Defense/Crowd Control Resistance
Tights/Breastplate of Elusiveness/Agility = Dodge Chance/Avoidance
Primary & Secondary Utility:
If you have a super stat that scales with your Energy Unlock and Toggle form (Example; Conjuring and Concentration scaling on Int), get Max Energy.
Otherwise, if the EU and the Toggle Form are different Super Stats, get Cost Discount hands down to cover all bases.
Cooldown Reduction, if you have a few Low Cooldown based powers.
For Crowd Controllers, they commonly grab the Cooldown Reduction Gear and slot for Crowd Control Strength.
-Easy Way-
Super Stat does NOT match Energy Unlock and Toggle Form: Cost Discount
Super Stat does match Energy Unlock and Toggle Form: Max Energy
3 - 4 (short) cooldown powers: Cooldown Reduction
Gear Suffixes:
Mask/Helmet of Efficiency = Cost Discount
Mask/Helmet of Speed = Cooldown Reduction
Mask/Helmet of Utility = Cooldown Reduction + Cost Discount
Mask/Helmet of Energy = Max Energy
[Under Construction]
Creating a Summoner
Able to bring more allies to the battlefield, Summoners create a turf war of their own with entities that can join their allies by the many in the fight. The allies they summon can vary in their own roles of Tank, DPS, and Healer to them and can become quite the adept in micromanagement. No matter what you bring to the table, you are able to join the fight along your allies to strengthen everyone.
Use this Site to plan out your Support, it helps you out in the long run for creating your hero!!
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
WARNING: Advanced Role; Very Important that you understand the DPS or Healer Role before becoming a Summoner!
Summoner Fundamentals:
Controllable Summons grant you a command bar on your UI that enables you to direct them to Attack, become passive, stay where they are, activate their special ability, or be dismissed. They will commonly attack your target as you attack until defeated before switching to another target.
Uncontrollable Summons are not to be commanded at all and will "Have a mind of their own" when attacking their targets. Do be careful not to summon them near targets that do not need to be attacked. Loyal Sidekicks and Device summons also count as Uncontrollable Summons.
Attack Pets:
Durable Pets:
Support Pets:
Quick Explaination
400+ Super Stat towards their Toggle Form
150+ Defense1
If DPS Based: +30% Critical Strike & +85% Critical Severity
If Healer Based: +50% Bonus Healing
- Presence or a Primary Super Stat that allows you to stack Secondary Stats well.
- 1 Energy Builder Power
- 1 Supportive or Offensive Passive
- 1 Self Healing Power
- 2-3 Summon Powers
- 1 Debuff Application power
- 1 Single Target Attack or Heal
- 1 AoE Attack or Heal
- 1 Damage Based or Healing Based Toggle Form
- 1 Block Power
Detailed Explaination:
[Under Construction]
Becoming a Healer
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
Select your Primary Super Stat (PSS), Secondary Super Stats (SSS), and Talents!
Determine your Primary Super stat based on what you aim to be as a Base. Then select the Secondary Super Stats based on how you want to further improve. Your talents can be whatever you like!
Choose your Primary Super Stat and Secondary super Stats:
[Presence]
[Recovery]
Increases your Energy Equilibrium, Energy Recovery, and Maximum Energy.
[Constitution]
Increases your Hero's Health Points
EXPERTS ONLY:
[Strength]
Increases your Melee Damage, your Melee Knock Strength, your Knock Resistance, and your object interaction ability
PSS: Common for Melee based roles, Strength as a PSS caters to those looking for heavy hits, melee onslaughts, and heavy resistance
[Ego]
Increases your Ranged Damage, Ranged Knock Strength, and Hold Resistance.
[Dexterity]
Increases your Critical Chance and your Aggression Stealth Strength.
Recommended Secondaries:
[Constitution]
Increases your Hero's Health Points
[Intelligence]
Increases your Perception, Cost Discount, and Cooldown Reduction.
[Recovery]
Increases your Energy Equilibrium, Energy Recovery, and Maximum Energy.
[Endurance]
Increases your Maximum Energy
As you select the powers and advantages you feel would be awesome, keep it's Damage Type in mind and be sure you a Damage debuff applicator power available too. Especially the higher tier powers that deal the most damage!
Each power set does have specified mechanics and rotations that perform overly high damage, at your choice.
Leveling Power Selection Guide:
These are the beginning levels, letting you understand how the game operates with their mechanics, and how your own hero can play.
Level 1:
Select your Energy Builder Power and your Combo or Blast Power to start! Your energy builder will help replenish your energy to be able to use your new Combo/Blast Power and future powers to dish out even more healing or add utility.
Level 6:
Select a Tier 1 Power! This is usually the AoE Power that hits more than 1 enemy with higher damage spread amonst your targets.
Level 8:
This is absolutely important! Select your Supportivee Passive, but be sure the Supportive Passive matches what you'd like your healer to become.
Level 11:
Select your Tier 1 - 2 Power, This is usually a power that is either a heal or a power that has an advantage that heals you to sustain you in battle. If it is an attack, make sure it has an Advantage to assist you or your allies in teams.
Level 14:
This is Absolutely Important! Select your Toggle Form, but be sure the Toggle Form matches what you exactly do to stack your form and fits the damage that you want to increase, be it ranged or Melee damage. This is also your primary source of energy, to help alongside your Energy Builder. Toggle Forms will have one or two Super Stats they will strictly scale from, be aware when choosing your Talent. The easiest all-around Healing Toggle form Passive is Compassion.
Level 17:
Select your Tier 1 - 2 Power, if you've already chosen powers within the Power Set and did not use other Power Sets, you could choose a Tier 3 Power in your set which starts your Great strength pretty early! Otherwise, you'll have to wait until level 20 to be able to use any Tier 3 power. If it is an attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
From Level 20 - 29:
Here are the intermediate levels, enemies have more health and hit harder, but so do you! Your gameplay may change from this point to be more action based.
Select your Tier 3 Power. At this Point, any power can be chosen for Freeforms, else archetypes have their strongest powers from here. This is usually where builds start to feel more solidified with a proper rotation that helps make them what they are. If it is an attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Level 23-25:
This is Absolutely Important! Select your Energy Unlock, but be sure it matches what you do exactly to be able to replenish energy. From here, you'll use your energy Builder power less and less, allowing you to use more damaging powers near exclusively as Energy Unlocks are your secondary source of energy.
Level 26-39:
Heavily recommended! Select your Block Power best fitting for you! Enemies deal increased damage from here and it definitely becomes vital to your survival in your encounters.
From Level 30 - 40:
Reaching towards Level Cap 40, Enemies and situations will more than likely require you to be quick in your thinking and reactions with your powers, regardless if you're in a team or running solo.
From here on, you can choose any power you feel would help solidify the build. Be it an attack or any utility or supportive based power.
Level 35 - 37:
Heavily recommended! Enemies will increase their efforts more to down you so it may get hectic. You can either alleviate this by grabbing an Active Defense power.
Level 38 - 40:
Congratulations! You're near the level cap! From here, start gearing for Endgame. And have your last power be something you'd like to be extraordinary! Have it be an ultimate, how about another heal, A self resurrection, or another Very strong Power! Anything goes at this point, and you're very comfortable with your build! If it is an Ultimate attack, make sure it has the Challenge! Advantage to debuff damage and keep enemies on you in teams.
Step 3:
If you're Below level 40, be sure your gear is the latest level and has your selected Super Stats Highlighted.
Gear Prefixes (In order of least to greatest Tier):
Heirloom,
Bold, Adventurous,
Mercenary, Remarkable, Fortuitous,
Valiant, Heroic, Legion,
Distinguished, Virtuous, Justice.
Here are the safest Super Stat and Core Stat numbers from gear and specs to strive for a Tank at level 40:
15k+ Health Points (10k -12k Health Points for Dodge Tanks.)
450+ Constitution and 100+ to other Super Stats
300+ Defense And/or 70%+ dodge Chance
Primary & Secondary Offense:
Safest rule of offensive stats:
Bonus Healing is the most Important Stat for a Healer in order to keep your heals strong whether it be for direct healing, Passive healing, healing from a buff, etc. Critical Chance is second in order to have your heals push out even more at a chance. Critical Severity and Offense would be last on the list depending on your super stats and specs that could call for either increasing your healing while commonly crit healing or having your Offense convert into additional Bonus Healing ( See Presence's Repurpose Spec )
-Easy Way-
Core Stat Priority:
Bonus Healing > Critical Chance > Offense ≥ Critical Severity
Gear suffixes:
Gloves of Precision = Critical Strike
Gloves of Piercing = Critical Severity
Gloves of Offense = Offense
Primary & Secondary Defense:
Safest Rules of Defensive Stats:
If you're trying to survive without Constitution from your passive, Max HP is the most effective to have to give you good room to survive attacks by far. Otherwise, build Dodge for your dodge based passive, and build Defense if you already have Con as a Super Stat.
-Easy Way-
Defense Based Passive with Constitution: Defense
Defense Based Passive, No Constitution: Max HP
Dodge Based Passive with Constitution: Dodge Chance
Dodge Based Passive, No Constitution: Dodge Chance ( Max HP if you do not like chances.)
Gear Suffixes:
Tights/Breastplate of Greater Health = Max Health Points
Tights/Breastplate of Defense/Freedom = Defense/Crowd Control Resistance
Tights/Breastplate of Elusiveness/Agility = Dodge Chance/Avoidance
Primary & Secondary Utility:
If you have a super stat that scales with your Energy Unlock and Toggle form (Example; Conjuring and Concentration scaling on Int), get Max Energy.
Otherwise, if the EU and the Toggle Form are different Super Stats, get Cost Discount hands down to cover all bases.
Cooldown Reduction, if you have a few Low Cooldown based powers.
-Easy Way-
Super Stat does NOT match Energy Unlock and Toggle Form: Cost Discount
Super Stat does match Energy Unlock and Toggle Form: Max Energy
3 - 4 (short) cooldown powers: Cooldown Reduction
Gear Suffixes:
Mask/Helmet of Efficiency = Cost Discount
Mask/Helmet of Speed = Cooldown Reduction
Mask/Helmet of Utility = Cooldown Reduction + Cost Discount
Mask/Helmet of Energy = Max Energy
[Under Construction]
Creating a Crowd Controller.
Use this Site to plan out your Support, it helps you out in the long run for creating your hero!!
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
WARNING: Advanced Role; Very Important that you understand a DPS, Tank, or Healer Role before becoming a Crowd Controller!
Crowd Control Fundamentals:
There are 6 ranks of enemies from least to greatest:
Henchman, Villain, Master Villain, Super Villain, Legendary, and Cosmic.
Here are the different hold effects:
A Paralyze effect that prevents your opponent from moving or using a majority of their abilities for the duration. Paralyze has its duration reduced by anything that can deal Break free Damage, including "z-mashing", Active Offenses, and actual damage received by the held target. The hold strength is reduced over time, this means that without doing anything eventually the enemy will be released from the hold. Paralyzes have a very small effect on Super Villain ranked foes, instead of holding it will VERY briefly stun them in cases of higher control ability.
Incapacitate
Incapacitates are very similar to charged Paralyze holds except that they require 1 second of full maintain before holding their target(s). The duration and the durability of the Incapacitate are partially refreshed each second the hold is maintained. If an enemy breaks out of a maintained hold or dies while the caster is maintaining the hold, the targeted enemy is granted a stack of hold resist and the incapacitate is immediately ended. Once they have broken out of the maintained hold early, the hold will be interrupted and will go into a cool down. Super Villains can be reliably held using incapacitates, although this is only for a short duration at best (2-5 seconds).
Stun
A Stun effect that prevents your opponent from moving or using a majority of their powers for the duration. Stuns initially were intended to be short duration, however they have become one of the most used forms of crowd control next to Sleep. Unlike any other form of Crowd Control, Stuns cannot be reduced by incoming damage but Active Offensives will still help with breaking out. A stun's duration is only negatively impacted by Hold Resist values of a hero or enemy. Ranking up most powers with stuns increases the stun duration. Super Villain ranked foes are relatively unaffected by this crowd control effect, it can act as a tiny delaying effect, however this effect is negligible at best.
Sleep
A Sleep effect that prevents your opponent from moving or using a majority of their powers for the duration. Sleep has the same base duration as a charged paralyze. Sleep can have it's duration reduced by Active Offensives and "z-mashing". The sleep duration also lessens over time. Direct Damage to sleeping targets will instantly destroy the hold.
Light Hold Effects
Snare effects slow down your opponents movement speed for their duration.
Root
Roots stop targets from using normal movement, but they are still able to use their abilities. Roots have their duration reduced by anything that can deal Break free Damage, including "z-mashing", Active Offenses, having damage dealt to the rooted target(s), and time. Rooted targets can still utilize Movement Powers such as Lunges and reverse lunges. This has no effect on Super Villain ranked foes.
Interrupt
Interrupts stop the use of any power by your opponent. This is a very powerful and potent form of Crowd Control, as a result they are limited to what they can affect. In addition to this some have an internal 4s cool down, specific range or a chance to interrupt mechanic attached to them. Despite this, other enemies are not immune to interrupt mechanics. Interrupts can interrupt maintained powers, charges, blocking and if timed correctly quick attacks.
Confuse
Confuses are Light crowd control effects that, against Henchmen to Master Villain ranked foe, can cause them to attack their friends, you or simply stand still or attack inanimate objects. However confuses also apply a 10% damage reduction to affected targets, even if they are not affected by the Confuse. Attacking a confused target can reduce the duration of the confuse, until it wears off prematurely and applies Confuse Resistance, which grants them immediate immunity to confusion effects.
Corrupt
Corruptions are another type of Confuse that forces enemies, against Hencman and Villains, to fight for you temporarily. After corruption expires, both Henchman and Villains, will take max health damage.
Placate
Placates are crowd control effects that make you vanish from your enemies view and you cannot be attacked. This effect only works on Henchmen to Master Villains rank foes. Attacking Placated foes, much like most control abilities, reduces the placating effect causing your target to resume attacking you.
Counter this by spacing your Hard Hold Effects out until the Hold resistance debuff is gone before applying another Hard Hold Effect. This allows you to "Hold them forever" in many cases that enemies may need to be under a Hold Effect indefinitely to make encounters easier for everyone, thus making your role a very critical role!
Quick Explaination:
Crowd Controller need:
8k+ Health Points
400+ Super Stat towards their Crowd Control Based Toggle Form
40+ Crowd Control Strength
150+ Defense
- A Crowd Control Strength based Super Stats that is either Intelligence or Presence
- 1 Energy Builder Power
- 1 Supportive, Offensive, or Defensive Passive
- 1 Self Healing Power
- 1 AoE Stun or Incapacitate Power
- 1 AoE Paralyze or Sleep Power
- 1 AoE Attack Power ( with Challenge adv. )
- 1 Crowd Control based Toggle Form (i.e Manipulator)
- 1 Block Power
- ( Optional ) 1 AoE Root Power
- ( Support Optional ) 1 AoE Heal
- ( Offensive Optional ) 1 Single Target Attack Power
- ( Tanking Optional ) 1 Single Target Attack Power with Challenge Adv.
Recommended Primary Super Stats:
[Presence] - Common for practically any supportive role types from debuffing and crowd controlling, to healing, shielding, Defensive, and even offensive capabilities.
---Tier 1---
Repurpose - Your Offense from items now grant [0.1/0.2/0.3]% Bonus healing for each point of Offense.
Selfless Ally - Healing an ally heals you for [5/10]% of that amount.
Dominion - Increases the amount of Hold Strength your Presence grants by [25%/50%]
Grandeur - You gain [1/2/3] Offense for every 10 Presence you have.
===Tier 2===
Brilliance - Your Critical Heals now increase the healing you do to that target by [1/2/3]% for 10 seconds. This effect stacks up to 3 times.
Moment of Glory - Your Secondary Super Stats now increase your Critical Chance.
Force of Will - Your Secondary Super Stats now grant Defense.
Vulnerability - Your Paralyze and Sleep effects now decrease the target's Resistances by [5/10]% for 5 seconds.
---Tier 1---
Preparation - Your Endurance increases your Equilibrium
Enlightened - Your Non-Super Stats grants [10/20/30]% more than their normal stated bonuses.
Tactician - Your Secondary Super Stats now grant Offense
Battle of Wits - Your Intelligence now grants a bonus to Hold Strength.
---Tier 2---
Revitalize - Your Energy Builder reduces the remaining recharge time of all your currently recharging abilities by [2/4/6]%. This effect can only occur once every 6 seconds.
Detect Vulnerability - Your Intelligence now grants Defense Penetration.
Tinkering - Increases the amount of Offense and Defense you receive from items by [6/12]%
Expertise - Your Secondary Super Stats grant [10/20]% more of their normal stated bonuses. (This does not effect the bonus stats that Super Stats grant, only the default stats.)
Recommended Spec Trees:
Arbiter - Melee DPS/Support Spec Tree
Used to provide damage from melee range, buff melee allies, and debuff foes while enhancing your support abilities.
Enforcer - 0/3 -The Strength of your Combo attacks, Heals, and Shields is increased by [2/4/6]%
Ruthless - 0/2 - Increases your Critical Severity by [5/10]%.
Arbiter Aura - 0/3 - You and your teammates gain an additional [1/3/5]% Melee Damage Strength.
Rend - 0/2 - Whenever you Critically Strike an enemy, you reduce their Damage Resistance by [2/4]% for 5 seconds.
---Tier 2 ---
Honor - 0/2 -Whenever you Heal or Shield an ally, your next attack gains [5/10]% Damage Strength. This effect lasts 10s and stacks up to 3 times.
Concussion - 0/3 - Whenever you stun a target, you now also reduce the Damage the target deals by [5/10/15]%. The duration of this effect lasts up to 8 seconds but is dependent on the Rank of your Target.
Preservation - 0/2 - Reduces the Energy Cost of your Heals, Holds, and Single Target Melee attacks by [7.5/15]%.
Enhanced gear - 0/3 - Increases the amount of Offense you Receive from items by [10/20/30]%.
Used to provide Ranged Damage, buff Ranged allies, and debuff foes while enhancing your support abilities.
Administer - The Strength of your Blast attacks, Heals, and shields is increased by [3/6/9]%
Ruthless - 0/2 - Increases your Critical Severity by [5/10]%
Overseer Aura - 0/3 - You and your teammates gain an additional [1/3/5]% Ranged Damage Strength.
Impact - 0/2 - Whenever you Critically Strike an enemy, you reduce the damage they deal by [4%/8%]
---Tier 2---
Honor - 0/2 -Whenever you Heal or Shield an ally, your next attack gains [5/10]% Damage Strength. This effect lasts 10s and stacks up to 3 times.
Trapped - 0/3 - Whenever you Paralyze, Incapacitate, or Root a target, they now take [3/6/9]% more damage. The duration of this effect lasts up to 8 seconds, but is dependent on the Rank of your target.
Preservation - 0/2 - Reduces the Energy Cost of your Heals, Holds, and Single Target Melee attacks by [7.5/15]%.
Enhanced gear - 0/3 - Increases the amount of Offense you Receive from items by [10/20/30]%.
Used for Support roles that excel in debuffing enemies, crowd controlling foes, and supporting allies with intense Healing.
Torment - 0/2 - Increases the duration of your Hold Powers by [10/20]%
Eternal Spring - 0/2 - Your Critical Heals heal for an additional [10/20]% over 6 seconds.
Caregiver - 0/3 - The Strength of your Heals and Shields on other players is increased by [4/8/12]%
Sentinel Aura - 0/3 - You and your teammates regain Health every 3 seconds. The amount is based on your level and is affected by your bonus healing.
---Tier 2---
Moment of Need - Increase your chance to get a Critical heal effect by [3/6/9]%
Rejuvenated - 0/3 - Your Active Heal over Time ticks have a [33/67/100]% Chance to grant you energy once every 2 seconds.
Wither - 0/2 - Your Hold effects (Paralyze, Sleep, Stun) now also cause your target to take an additional [5/10]% while they are held.
Genesis - 0/2 - Reduces the energy Cost of your Heals, Shields, Confuses, Incapacitates, Paralyzes, and Placates by [10/20]%
Used for staying defensive and using supportive abilities while buffing allies, increasing outgoing heals, and crowd control durations.
Fortified Gear - 0/3 - Increases the amount of Defense you receive from items by [10/20/30]%
Twist Fate - 0/2 - Your Energy builder grants stacks of Twist Faste for 5 seconds. Each stack increases your Dodge and Crit Chance by [1.5/3]%. Stacks up to 3 times.
Precise -0/3 - The strength of your Single Target attacks and your Heals, and shields on other players is increased by [3/6/9]%
Sentry Aura - 0/3 - You and your teammates gain an additional [2/4/6]% Resistance to all damage.
===tier 2===
Fortify - Whenever you get a Critical effect (from Damage or Heal) you gain Fortify, which lasts 10 seconds and stacks up to 3 times. Each stack increases your Healing Strength and Damage resistance by [1/2]%
Stalling Tactics - 0/3 - Increases the duration of your Stun, Sleep, and Snare effects by [5/10/15]%
Persevere - Single Target attacks made against you have a 10% chance to Heal you and nearby teammates for [10/20]% of the damage dealt.
Reinforce - 0/2 - Whenever you Critically Heal, your target gains [5/10]% Resistance to all damage for 5 seconds. Whenever you Critically strike with a single target attack, you gain [5/10]% Resistance to all damage for 5 seconds.
Used for Tanking and providing defensive capabilities, reducing active defenses, increasing Defense, and adjusting to any situation.
---Tier 1---
Fortified Gear - Increases the amount of Defense you receive from items by [10/20/30]%
Beacon of Hope - Increases healing received from others by [3/6/9]%
Unrelenting - While your Travel Power is not active, Snares no longer reduce your Movement Speed, and your Run Speed is increased by [10/20]%.
Bulwark - Increases your Maximum Health by [5/10]% when not in the Hybrid role. When in the Hybrid role, this Spec instead causes your Super Stats to increase your Threat generation.
---Tier 2 ---
Debilitating Challenge - Your Challenge now also lowers the damage Resistance of your target by [2/4]%
Exhausting Strikes - Your Energy builder's attacks now reduce your primary Target's Damage dealt by [5/10]% for 10 seconds.
Defensive Expertise - Your Active Defense Powers benefit from an additional [7/14/21]% Power Recharge Reduction.
Resolute - Whenever you are Knocked or Held, you replenish [2/4/6]% of your Maximum Health over the next 5 seconds.
Detailed Explaination:
Step 2:
Step 3:
If you're Below level 40, be sure your gear is the latest level and has your selected Super Stats Highlighted.
Gear Prefixes (In order of least to greatest Tier):
Heirloom,
Bold, Adventurous,
Mercenary, Remarkable, Fortuitous,
Valiant, Heroic, Legion,
Distinguished, Virtuous, Justice.
Here are the safest Super Stat and Core Stat numbers from gear and specs to strive for a Crowd Controller at level 40:
8k+ Health Points
400+ Super Stat towards their Crowd Control Based Toggle Form
40+ Crowd Control Strength
150+ Defense
Primary & Secondary Offense:
Safest rule of offensive stats:
Depending on what kind of Crowd Controller you are, heavily varies in what stat priority you would follow. Please look at Gearing your [DPS/Tank/Healer] to gain a great insight on which is fitting for you. Commonly, Crowd Controllers are either Presence Primary or Intelligence Primary to allow their Manipulator Toggle Form, Hold Strength, and general improvement to scale greatly, so they venture towards increasing their Primary Super Stat.
-Easy Way-
Core Stat Priority:
Primary Super Stat > Bonus Healing > Critical Strike > Critical Severity > Offense
Gear suffixes:
Gloves of Growth = Primary Super Stat
Gloves of Precision = Critical Strike
Gloves of Piercing = Critical Severity
Gloves of Healing = Bonus Healing
Gloves of Offense = Offense
Primary & Secondary Defense:
Safest Rules of Defensive Stats:
If you're trying to survive without Constitution from your passive, Max HP is the most effective to have to give you good room to survive attacks by far. Otherwise, build Dodge for your dodge based passive, and build Defense if you already have Con as a Super Stat.
-Easy Way-
Defense Based Passive with Constitution: Defense
Defense Based Passive, No Constitution: Max HP
Dodge Based Passive with Constitution: Dodge Chance
Dodge Based Passive, No Constitution: Dodge Chance ( Max HP if you do not like chances.)
Gear Suffixes:
Tights/Breastplate of Greater Health = Max Health Points
Tights/Breastplate of Defense/Freedom = Defense/Crowd Control Resistance
Tights/Breastplate of Elusiveness/Agility = Dodge Chance/Avoidance
Primary & Secondary Utility:
If you have a super stat that scales with your Energy Unlock and Toggle form (Example; Conjuring and Concentration scaling on Int), get Max Energy.
Otherwise, if the EU and the Toggle Form are different Super Stats, get Cost Discount hands down to cover all bases.
Cooldown Reduction, if you have a few Low Cooldown based powers.
For Crowd Controllers, they commonly grab the Cooldown Reduction Gear and slot for Crowd Control Strength.
-Easy Way-
Super Stat does NOT match Energy Unlock and Toggle Form: Cost Discount
Super Stat does match Energy Unlock and Toggle Form: Max Energy
3 - 4 (short) cooldown powers: Cooldown Reduction
Gear Suffixes:
Mask/Helmet of Efficiency = Cost Discount
Mask/Helmet of Speed = Cooldown Reduction
Mask/Helmet of Utility = Cooldown Reduction + Cost Discount
Mask/Helmet of Energy = Max Energy
[Under Construction]
Creating a Summoner
Able to bring more allies to the battlefield, Summoners create a turf war of their own with entities that can join their allies by the many in the fight. The allies they summon can vary in their own roles of Tank, DPS, and Healer to them and can become quite the adept in micromanagement. No matter what you bring to the table, you are able to join the fight along your allies to strengthen everyone.
Use this Site to plan out your Support, it helps you out in the long run for creating your hero!!
>> The HeroCreator by Aesica <<
>> https://aesica.net/co/herocreator.htm <<
WARNING: Advanced Role; Very Important that you understand the DPS or Healer Role before becoming a Summoner!
Summoner Fundamentals:
Controllable Summons grant you a command bar on your UI that enables you to direct them to Attack, become passive, stay where they are, activate their special ability, or be dismissed. They will commonly attack your target as you attack until defeated before switching to another target.
Uncontrollable Summons are not to be commanded at all and will "Have a mind of their own" when attacking their targets. Do be careful not to summon them near targets that do not need to be attacked. Loyal Sidekicks and Device summons also count as Uncontrollable Summons.
Attack Pets:
Durable Pets:
Support Pets:
Quick Explaination
400+ Super Stat towards their Toggle Form
150+ Defense1
If DPS Based: +30% Critical Strike & +85% Critical Severity
If Healer Based: +50% Bonus Healing
- Presence or a Primary Super Stat that allows you to stack Secondary Stats well.
- 1 Energy Builder Power
- 1 Supportive or Offensive Passive
- 1 Self Healing Power
- 2-3 Summon Powers
- 1 Debuff Application power
- 1 Single Target Attack or Heal
- 1 AoE Attack or Heal
- 1 Damage Based or Healing Based Toggle Form
- 1 Block Power
Detailed Explaination:
[Under Construction]
Creating a True Hybrid / Multi-Role
[Under Construction]
Ranged Archetype 1-4
[Under Construction]
Ranged Archetypes
The Inferno,
v3.34:32
Super Stats
Level 6: Recovery (Primary)
Level 10: Endurance (Secondary)
Level 15: Ego (Secondary)
Talents
Innate Level 1: The Inferno (Dex: 10, Ego: 8, Rec: 10, End: 10)
Level 7:
Level 12:
Level 15:
Level 20:
Level 25:
Level 30:
Powers
Level 1: Throw Fire
Level 1: Fire Strike
Level 6: Fireball -or- Fire Breath
Level 8: Fiery Form
Level 11: Heat Wave -or- Flame Prison
Level 14: Fiery Will
Level 17: Incinerate
Level 21: Fire Shield
Level 25: Thermal Reverberation
Level 30: Conflagration -or- Pyre
Level 35: Immolation
Level 40: Flashfire -or- Fire Snake
Specializations
Recovery:
Avenger:
Guardian:
The Marksman,
The Soldier
[Under Construction]
Tank Archetypes
The Rockstar,
The Samurai
[Under Construction]
Tank Archetypes
Post 44
[Under Construction]
Tank Archetypes
[Under Construction]
Melee Archetypes
The Blade,
The Unleashed,
[Under Construction]
Melee Archetypes
The Devastator,
The Disciple,
The Fist
[Under Construction]
Melee Archetypes
The Cybernetic Warrior,
The Penitent,
The Predator
[Under Construction]
Melee Archetypes
[Under Construction]
Melee Archetypes
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