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# 1 Specialization Tree Info
04-13-2012, 02:25 AM
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CURRENT AS OF 6/1


This guide more or less is to quickly glance at the Rank and Effect of all Spec Trees in game. As such with each patch I will try to adjust it accordingly, time permitting. However, from time to time things slip through the cracks or are changed without notice so if you have any info that's missing or spot errors please point them out. Also feel free to use this thread for feedback on Spec Trees if you want. But if you are looking for a guide on how to effectively use and understand Spec Trees I suggest Dr. Sages thread:

Guide to Spec Trees

Feel free to link to this thread if you want.

Basics

Identical Skills in Multiple Trees can both be taken and DO stack
Skills with *'s around the name require 5 points in the first 4 abilities in the tree before unlocking.
The next Tree unlocks at every 10 points invested
You get 31 total points to dump but a max of 10 points per tree
You earn 1 point per level starting at 10 and 2 at 40
Combos are all Tier 0 Melee attacks
Blasts are mostly Charged T0 Range attacks but there are exceptions
Shields are any power that gives the "Blue Health Bar", including Personal Force Field

Archetype Trees
Brought to you thanks to Eldrake2

Archetype Skill Trees are locked based on the AT but you can freely pick the skills in them

Silver Archetypes
  • Grimoire
    Intelligence/Guardian/Overseer
  • Behemoth
    Constitution/Protector/Warden
  • Glacier
    Constitution/Guardian/Protector
  • Inferno
    Recovery/Avenger/Guardian
  • Blade
    Dexterity/Brawler/Warden
  • Mind
    Presence/Sentinel/Sentry
  • Marksman
    Dexterity/Avenger/Guardian
  • Soldier
    Ego/Vindicator/Avenger
  • Unleashed
    Dexterity/Warden/Vindicator
  • Radiant
    Presence/Sentry/Sentinel

Gold Archetypes
  • Scourge/Cursed
    Recovery/Overseer/Avenger
  • Devastator
    Strength/Brawler/Warden
  • Inventor
    Intelligence/Overseer/Commander
  • Specialist
    Dexterity/Vindicator/Guardian
  • Savage
    Strength/Warden/Brawler
  • Impulse
    Endurance/Guardian/Vindicator
  • Mountain
    Constitution/Protector/Guardian
  • Disciple
    Ego/Vindicator/Brawler
  • Master
    Constitution/Warden/Protector
  • Fist
    Dexterity/Brawler/Vindicator
  • Squall
    Ego/Vindicator/Avenger
  • Tempest
    Endurance/Avenger/Guardian
  • Void
    Endurance/Guardian/Avenger
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# 2
04-13-2012, 02:26 AM
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Stat Trees
Picked based on your Primary Super Stat

Strength
Mastery
Gain 20 Strength and 30 Offense
  • Swole
    Strength now gives Health

    1/2/3 Health per Strength point
  • Physical Peak
    Secondary Stats now give a Cost Discount on Melee powers

    ~6% / ~12% / ~18% Less Melee Energy Cost at ~150 Stats
  • Quick Recovery
    Recovery now increases Health Regeneration, aka Heals every 3 seconds

    ~15 / ~30 HP a Tick at ~150 Rec
  • Aggression
    Gain increased Offense from Items

    10% / 20% More Offense
  • *Balance*
    Strength now increases Ranged Knock effects but Ego loses this ability

    25% / 50% of Melee Knock boosts Ranged Knock
  • *Brutality*
    Secondary Super Stats now increase Crit Severity

    ~9% / ~18% Crit Severity at ~150 Stats
  • *Juggernaut*
    Constitution now grants Defense

    ~11 / ~22 / ~33 Defense at ~150 Con
  • *Overpower*
    Strength increases Melee Crit Chance

    ~2% / ~4% / 6% Melee Crit Chance at ~175 Str

Dexterity
Mastery
Gain 20 Dexterity and 10 Crit Severity Rating and Avoidance Rating
  • Combat Training
    Offense boosts Crit Strike Rating
    *Tooltip still very misleading, amount gained seems way too low*
    ~3.7 / ~7.3 / ~11 Crit Strike Rating at 75 Offense
  • Gear Utilization
    Increases amount of Offense and Defense gained from Item

    6% / 12% / 18% More Offense and Defense
  • Brush It Off
    Increased AoE Dodge Chance

    5% / 10% AoE Dodge Chance
  • Power Swell
    Reduces Energy Cost of next Damage or Heal after getting a Crit

    5% / 10% Less Energy Cost
  • *Evasion*
    Secondary Super Stats now give Avoidance

    ~9 / ~18 Avoidance Rating at 150 ~Stats
  • *Deadly Aim*
    Secondary Super Stats now give Crit Severity

    6.5% / 13% / 19.5% Crit Severity at ~150 Stats
  • *Expose Weakness*
    Upon Critting, foe has Resistance Debuffed, stacks to 5

    1% / 2% Resistance Debuff
  • *Quick Reflexes*
    Dexterity now gives Dodge

    ~9 / ~18 / ~27 Dodge Rating at ~175 Dex

Constitution
Mastery
Increase Constitution and Defense by 20
  • Unyielding
    Constitution increases Hold Resistance

    ~15% / ~30% Hold Resistance
  • Fuel My Fire
    Taking Damage grants a % of max Energy

    2% / 4% / 6% Energy
  • Tough
    Secondary Super Stats now grant Health

    0.5/1/1.5 Max Health per point
  • Resilient
    Constitution now grants Knock Resistance

    ~35% / ~70% Knock Resistance at ~175 Con
  • *Deflection*
    Dexterity now increases Dodge

    ~15 / ~30 / ~45 Dodge Rating at ~150 Dex
  • *Quick Healing*
    Secondary Super Stats now grant Health Regeneration, aka Heals every 3 seconds

    ~15 / ~30 /~45 HP a Tick at ~150 Stats
  • *Adrenaline Rush*
    Crits now heal a % of Max Health

    1% / 2% Max HP Healed
  • *Armored*
    Increases Defense from Items

    10% / 20% More Defense

Intelligence
Mastery
Increases all NON-Super Stats by 10 points
  • Preparation
    Endurance now increases Energy Equilibrium

    ~18 / ~36 Equilibrium at ~150 End
  • Enlightened
    Non-Super Stats give more of a bonus

    10% / 20% / 30% Bonus
  • Tactician
    Secondary Super Stats now grant Offense

    ~7.5 / ~15 Offense at ~150 Stats
  • Battle of Wits
    Intelligence increases Hold Strength

    ~7% / ~14% / ~20% Hold Strength at ~175 Int
  • *Revitalize*
    Energy Builder now reduces Recharge on all powers

    2% / 4% / 6% Less Recharge
  • *Detect Vulnerability*
    Intelligence now grants Defense Penetration

    ~5% / ~10% / ~15% Defense Penetration at ~175 Int
  • *Tinkering*
    Increases amount of Offense and Defense gained from Item

    6% / 12% More Offense and Defense
  • *Expertise*
    Secondary Super Stats give more of a bonus to their base effects

    10% / 20% Bonus

Ego
Mastery
Gain 20 to each Secondary Super Stat
  • Mental Endurance
    Recovery grants more max Energy

    33% / 66% / 99% Energy
  • Force Of Will
    Secondary Super Stats now give Defense

    ~15 / ~30 Defense at ~150 Stats
  • Insight
    Ego now gives Cost Discount on Ranged powers

    ~7.5% / ~15% / ~22.5% Cost Discount at ~175 Ego
  • Aggression
    Increases Offense gained from Items

    10%/ 20% Offense
  • *Follow Through*
    Ego now increases Crit Severity

    ~7 / ~14 / ~21 Crit Severity at ~175 Ego
  • *Exploit Opening*
    The next non-Crit attack after a Crit gains a damage bonus from Crit Severity

    15% / 30% of Severity
  • *Sixth Sense*
    Secondary Super Stats now gives Crit Chance

    ~2% / ~4% /~ 6% Crit Chance at ~150 Stats
  • *Mind Over Matter*
    Ego now increases Melee Knock effects but Strength loses this ability

    25% / 50% of Ranged Knock

Presence
Mastery
Direct Heals cause a Shield for 6 seconds with Health equal to 10% of Heal and Shields increases Heal Received on that target by 10%
  • Repurpose
    Offense stats from items increase Healing

    0.1% / 0.2% / 0.3% Bonus Healing per Offense
  • Selfless Ally
    Healing others causes you to be healed a portion of that heal

    5% / 10% Healed
  • Dominion
    Increases Hold strength gained from Presence

    25% / 50% Hold Strength
  • Grandeur
    Presence now grants Offense as well

    1 / 2 / 3 Offense per 10 Presence
  • *Brilliance*
    Crits on Heals increase your Heal amounts to that target for 10 seconds, stacks to 3

    1% / 2% / 3% Heal Bonus
  • *Moment of Glory*
    Secondary Super Stats increase Crit Chance

    ~2% / ~4% / ~6% Crit Chance at ~150 Stats
  • *Force of Will*
    Secondary Super Stats increase Defense

    ~15 / ~30 Defense at ~150 Stats
  • *Vulnerability*
    Holds and Sleeps lower Resistances for 5 seconds

    5% / 10% Resistance Debuff

Recovery
Mastery
Increases all Super Stats by 10 points
  • Gear Utilization
    Increased Offense and Defense from Items

    6% / 12% / 18% More Offense and Defense
  • Withstand
    Secondary Super Stats now give Mez Resistance

    1 / 2 Mez Resistance per 20 in Secondary Super Stats
  • Rapid Recovery
    Recovery now increases Health Regeneration, aka Heals every 3 seconds

    ~17.5 / ~35 / ~52.5 HP a Tick at ~175 Rec
  • Staying Power
    Recovery now gives more max Energy

    50% / 100% Max Energy per point
  • *Super Charged*
    Increased Crit Chance while Energy is over 90%

    5% / 10% / 15% Crit Chance
  • *Efficient*
    Energy Reverbs give more Energy

    5% / 10% / 15% More Energy
  • *Well Rounded*
    Non-Super Stats now give max Health and Energy

    1 HP + 0.1 Energy / 2 HP + 0.2 Energy per point
  • *Second Wind*
    Secondary Super Stats now give Power Recharge

    ~5.5 / ~11 Power Recharge at ~150 Stats

Endurance
Mastery
Gain 3% of Max Energy when:

Tank - Take Damage, 3 second cooldown
Melee / Range - Deal Damage, 3 second cooldown
Support - Heal, 3 second cooldown
Hybrid - Be in Combat, 5 second cooldown
  • Readiness
    Endurance now increases Energy Equilibrium

    ~20 / ~40 / ~60 Equilibrium at ~175 End
  • Withstand
    Secondary Super Stats now give Mez Resistance

    ~15 / ~30 Mez Resistance at ~150 Stats
  • Gear Utilization
    Increased Offense and Defense from Items

    6% / 12% / 18% More Offense and Defense
  • Kickback
    The next attack within 10 seconds after using your Energy Builder gives a portion of your Max Energy

    5% / 10% Energy
  • *Quick Recovery*
    Recovery now gives Health Regeneration, aka Heals every 3 seconds

    ~15 / ~30 HP a Tick at ~150 Rec
  • *Outburst*
    While Energy is over 90%, Increase Damage, Healing, and Energy Cost of powers

    5% / 10% / 15% Increase to Energy Cost, Damage, and Healing
  • *Power Overwhelming*
    Secondary Super Stats now give Offense

    ~15 / ~30 / ~45 Offense at ~150 Stats
  • *Hardened*
    Endurance now gives Health

    2 / 4 Max Health per point
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# 3
04-13-2012, 02:26 AM
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Role Trees
Pick any two trees (unless AT)

Protector
Pure Tank

Mastery
If HP falls below 30%, all Active Defense powers recharge becomes completed. 60 second Cooldown on this ability.
  • Fortified Gear
    Increases Defense gained from Gear

    10% / 20% / 30% More Defense
  • Beacon of Hope
    Increases healing received from others

    3% / 6% / 9% More Healing Received
  • Unrelenting
    You can no longer be Snared and you run faster however these only apply when Travel Powers are OFF
    (Default is 19%)
    2 / 4 Increase to Run Speed
  • Bulwark
    Increases Max Health when NOT in Hybrid Role. In Hybrid Role causes Super Stats to increase Threat

    5% Max HP OR ~22% Threat / 10% Max HP OR ~44% Threat at ~175 Stat
  • *Debilitating Challenge*
    Crippling Challenge now lowers Resistances
    *Unknown Duration*
    2% / 4% Resistance Debuff
  • *Exhausting Strikes*
    Energy Builder now lowers main target's damage for 10 seconds

    5% / 10% Damage Debuff
  • *Defensive Expertise*
    Active Defenses now recharge faster

    7% / 14% / 21% Recharge Reduction
  • *Resolute*
    Gain a % of max Health when Knocked or Held over a few seconds
    *Unknown Duration*
    2% / 4% / 6% Healed

Brawler
Pure Melee

Mastery
After Lunging, increase the BASE Damage of next Melee power by %

*Value Unknown*
  • The Glory Of Battle
    AoEs grant a stack of Glory, upon reaching 30 stacks they are consumed and the Glorious Battle buff is applied granting increased Offense and Crit Chance for 15 seconds, prevents stacks of Glory from being earned.

    16 Offense and ? Crit Rating / 33 Offense and ? Crit Rating / 50 Offense and ? Crit Rating
  • No Escape
    Energy Builder has a chance to cause a 20% speed Debuff (Dazed) for 4 seconds

    33% / 66% / 99% Chance to Daze
  • Penetrating Strikes
    Melee Crits debuff the victim causing further attacks to ignore a % of their Defense
    *Unknown Duriation*
    5% / 10% Resist Ignored
  • Ruthless
    Increased Crit Severity

    5% / 10% Crit Severity
  • *Finishing Blow*
    ST attacks do bonus damage to targets under 35% Health

    3.3% / 6.6% / 9.9% BASE Damage
  • *Setup*
    Melee Combo attacks have a chance to increase damage on next non-Combo Melee attack

    10% / 20% BASE Damage
  • *Flanking*
    Increases Melee damage if you are behind target

    3% / 6% / 9% More Damage
  • *Offensive Expertise*
    Active Offensives recharge faster

    7% / 14% Recharge Reduction

Avenger
Pure Range

Mastery
If you Crit 2 times in 5 seconds, Blast powers Charge time is reduced by 50%
  • Ruthless
    Increased Crit Severity

    5% / 10% Crit Severity
  • Can't Touch This
    Energy Builder has a chance to cause a 20% speed Debuff (Dazed) for 4 seconds

    33% / 66% / 99% Chance to Daze
  • Anguish
    Ranged Crits cause a Penetrating DoT hitting every 2 seconds for 6 seconds

    12.5 / 25 Damage a Tick
  • Round 'Em Up
    AoEs cause further AoEs to do more damage for 10 seconds, stacks to 3

    1% / 2% / 3% Damage increase
  • *Surprise Attack*
    ST attacks have higher Crit Chance to targets over 90% Health

    10% / 20% Crit Chance
  • *Relentless Assault*
    Maintain attacks increase Offense for 8 seconds, stacks to 5

    10 / 20 / 30 Offense
  • *Offensive Expertise*
    Active Offensives recharge faster

    7% / 14% Recharge Reduction
  • *Preemptive Strike*
    Ranged Blast attacks increase damage for the next non-Blast Ranged attack

    5% / 10% / 15% Damage increase

Sentinel
Pure Support

Mastery
For up to 8 seconds after attempting to Mez a foe(s), anyone attacking that target Heals 2% of Max Health, 1 second Cooldown between Heals
  • Torment
    Increases Hold duration

    10% / 20% Hold Duration
  • Eternal Spring
    Critting a Heal causes a HoT on that target for 6 seconds equal to a portion of the original Heal. Does not stack, nor does it count if you Crit Heal yourself.

    10% / 20% of Critted Heal
  • Caregiver
    Increases Heal and Shield power when used on others

    4% / 8% / 12% Heal and Shield
  • Sentinel Aura
    Gain an Aura that Heals you and your Team every 3 seconds, effect increases based on Bonus Healing

    ~55 - 100 / ~110 - 200/ ~165 - 300 Healed
  • *Moment Of Need*
    Increased Crit Chance on Heals

    3% / 6% / 9% Crit Chance
  • *Rejuvenated*
    HoTs have a chance to give you Energy, 2 second Cooldown (5.1 Energy listed but might be % based)

    33% / 66% / 99%
  • *Wither*
    Holds cause target to take more damage
    *Doesn't seem to be working*
    5% / 10% Less Damage Resistance
  • *Genesis*
    Lowers Energy Cost for Heals, Shields, and Holds

    10% / 20% Less Energy Cost

Commander
Pure Pet

Mastery
Pets do 10% more Base Damage
  • Evasive Action
    Increases Pet AoE Resistance

    25% / 50% AoE Resistance
  • Rapid Response
    Lowers Summon Activation time on Pet powers

    0.5 / 1 second less activation time
  • Create An Opening
    Critting causes Pets to gain increased Crit Chance for 5 seconds

    10% / 20% Crit Chance
  • Multitasker
    Reduces Energy Penalty caused by Pets

    17% / 33% / 50%
  • *Well Trained*
    Reduces Pet Abilities recharge time

    10% / 20%
  • *Durable*
    Secondary Super Stats increase Pet Health and Pet Healing Received
    *Does not effect pseudo pets*
    8.5% / 17% / 25% More HP and Healing Received
  • *Relief*
    Secondary Super Stats increase Pet Healing
    *Does not effect pseudo pets*
    8.5% / 17% / 25% More Healing
  • *Savage*
    Secondary Super Stats increase Pet Damage
    *Does not effect pseudo pets*
    8.5% / 17% / 25% More Damage
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04-13-2012, 02:27 AM
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Warden
Melee / Tank

Mastery
Combo attacks get a 10% Damage boost and completing a Combo gives a stack of Grit increasing Damage Resist by 3%, stacks to 3
  • Fortified Gear
    Increased Defense from Items

    10% / 20% / 30% More Defense
  • Slaughter
    Increased Crit Chance on Melee Combo attacks

    3% / 6% / 9% Crit Chance
  • Ruthless
    Increased Crit Severity

    5% / 10% Crit Severity
  • Elusive
    Increased Resistance to AoEs

    10% / 20% AoE Resistance
  • *Reactive Strikes*
    ST attacks on you have a 10% chance to cause a Penetration attack back to the target for a share of the damage caused

    10% / 20% of Damage Taken is Reflected back
  • *Tenacious*
    Upon taking damage gain Offense lasting 15 seconds, stacks to 5

    5 / 10 Offense a Stack
  • *Upper Hand*
    Increases Melee damage to Disoriented, Bleeding, Shredded, Ego Leeched or Staggered foes

    2% / 4% / 6% Damage
  • *The Best Defense*
    Gain a portion of Offense from your Defense

    33% / 66% / 100% of Defense boosts Offense

Guardian
Range / Tank

Mastery
Blast powers grant Alacrity. Alacrity reduces Charge time on Blast powers by 3% and gives 9 Dodge Chance Rating, stacks to 3
  • Fortified Gear
    Increased Defense from Items

    10% / 20% / 30% More Defense
  • Locus
    AoEs grant a stack of Locus, upon reaching 30 stacks they are consumed and the Locus Explosion buff is applied granting increased Offense and Defense for 15 seconds, prevents stacks of Locus from being earned.

    25 Offense & Defense / 49 Offense & Defense
  • Make It Count
    Increases Damage and Lowers Energy Cost of Blast attacks

    2% / 4% / 6% Damage and Energy Cost
  • Ruthless
    Increased Crit Severity

    5% / 10% Crit Severity
  • *Retribution*
    ST attacks against you have a chance to proc Retribution causing increased Damage and Heals you every 2 seconds for 6 seconds

    5% Damage and 30 HP a Tick / 10% Damage and 60 HP a Tick
  • *Tenacious*
    Upon taking damage, gain Offense for 15 seconds, stacks to 5, 1 second cooldown

    5 / 10 Offense a Stack
  • *Find The Mark*
    Ranged attacks have a chance to place an Exposed Debuff causing them to be 3% easier to Crit with Range attacks for 10 seconds, stacks to 3

    10% / 20% / 30% Chance of Exposing
  • *The Best Defense*
    Gain a portion of Offense from your Defense

    33% / 66% / 99% of Defense boosts Offense

Sentry
Support / Tank

Mastery
Whoever brings you below 50% Health is Stunned for 3 seconds. This Stun is twice as powerful and able to Stun normally immune. In addition all Friendlies nearby are healed for 10% of your Max Health. 1 minute Cooldown
  • Fortified Gear
    Increased Defense from Items

    10% / 20% / 30% More Defense
  • Twist Fate
    Energy Builder grants Twist Fate increasing Dodge and Crit Chance for 5 seconds, stacks to 3

    1.5% / 3% Dodge and Crit Chance
  • Precise
    Increase ST attacks, Heals, and Shields on others

    3% / 6% / 9% Damage, Heals, and Shields
  • Sentry Aura
    Gain a Damage Resist Aura

    2% / 4% / 6% Damage Resist Aura
  • *Fortify*
    Whenever you get a Crit gain a stack of Fortify that lasts 10 sec and increases Heal and Damage Resist, stacks to 3

    1% / 2% Heal and Damage Resist a stack
  • *Stalling Tactics*
    Increases Duration of Stuns, Sleeps, and Snares

    5% / 10% / 15% Stun, Sleep, and Snare Duration
  • *Persevere*
    ST attacks on you have 10% chance to heal you and teammates for a share of the Damage
    *Share of damage is damage after all resists apply, as in 100 damage w/ 100% resist means 20% of 50 not the 100*
    10% / 20% of Damage Taken
  • *Reinforce*
    Upon Crit Heal, Target gains Damage Resist for 5 seconds, Upon Crit Hit with ST attack, you gain Damage Resist for 5 seconds.

    5% / 10% Damage Resist

Arbiter
Melee / Support

Mastery
Finishing a Combo Heals you for 1% of Max Health and 3% of your Max Health to all nearby Friendlies
  • Enforcer
    Increases Combo Damage, Heals, and Shields

    2% / 4% / 6% Combo Damage and Heals and Shields
  • Ruthless
    Increases Crit Severity

    5% / 10% Crit Severity
  • Arbiter Aura
    Gain a Melee Damage boost Aura

    1% / 3% / 5%Melee Damage boost Aura
  • Rend
    Lowers the Damage Resistance of a foe that is Crit for 5 seconds

    2% / 4% Damage Resist Debuff
  • *Honor*
    Upon Healing or Shielding an ally gain Damage buff for 10 seconds, stacks to 3

    5% / 10% Damage a stack
  • *Concussion*
    Upon Stunning target lower their Damage

    5% / 10% / 15% Damage Debuff
  • *Preservation*
    Lowers Energy Cost of ST Melee attacks, Holds, and Heals

    7.5% / 15% Less Energy Cost
  • Enhanced Gear
    Increased Offense from Items

    10% / 20% / 30% More Offense

Overseer
Range / Support

Mastery
If target is below 20%, increase Base Heal or Base Damage by 10%
  • Administer
    Increases Blast attacks, Heals, and Shields

    3% / 6% / 9% Heals, Shields, and Blast Damage
  • Ruthless
    Increases Crit Severity

    5% / 10% Crit Severity
  • Overseer Aura
    Gain a Range Damage buff Aura

    1% / 3% / 5% Range Damage boost Aura
  • Impact
    Upon Crit, lower Target Damage for 5 seconds

    4% / 8% Less Damage Resistance
  • *Honor*
    Upon Healing or Shielding an ally gain Damage buff for 10 seconds, stacks to 3

    5% / 10% Damage a stack
  • *Trapped*
    Holds now Debuffs Damage Resistance for up to 8 seconds

    3% / 6% / 9% Damage Resist Debuff
  • *Conservation*
    Lowers Energy Cost of Heals, Holds, and ST Ranged attacks

    7.5% / 15% Energy Costs
  • *Enhanced Gear*
    Increased Offense from Items

    10% / 20% / 30% More Offense

Vindicator
Melee / Range

Mastery
Strength now also gives Range Damage boost = to 1/3rd its Melee boost and Ego now also gives Melee Damage boost = to 1/3rd of its Range Damage boost
  • Aggressive Stance
    Increases Defense by a portion of your Offense

    10% / 20% of Offense boosts Defense
  • Merciless
    Increase Crit Severity

    5% / 10% / 15% Crit Severity
  • Initiative
    Energy Builder now debuffs Damage Resistance for 12 seconds

    2% / 4% Damage Resist Debuff
  • The Rush Of Battle
    Gain a % of max Health over 5 seconds upon defeating an enemy

    5% / 10% / 15% Healed
  • *Focused Strikes*
    Increased Crit Chance for ST attacks

    2% / 4% / 6% ST Crit Chance
  • *Modified Gear*
    Increased Offense from Items

    10% / 20% More Offense
  • *Offensive Expertise*
    Lowers Recharge time for Active Offensives

    7% / 14% Recharge Reduction
  • *Mass Destruction*
    Increased Crit Chance for AoEs

    2% / 4% / 6% AoE Crit Chance
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# 5
04-13-2012, 02:29 AM
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Mastery Tree
Three skill choices based on your previous tree picks
  • Strength
    Gain 20 Strength and 30 Offense
    *Tooltip is bugged, info is assumed*
  • Dexterity
    Gain 20 Dexterity and 10 Crit Severity Rating and Avoidance Rating
  • Constitution
    Increase Constitution and Defense by 20
  • Intelligence
    Increases all NON-Super Stats by 10 points
  • Ego
    Gain 20 to each Secondary Super Stat
  • Presence
    Direct Heals cause a Shield for 6 seconds with Health equal to 10% of Heal and Shields increases Heal Received on that target by 10%
  • Recovery
    Increases all Super Stats by 10 points
  • Endurance
    Gain 3% of Max Energy when:

    Tank - Take Damage, 3 second Cooldown
    Melee / Range - Deal Damage, 3 second Cooldown
    Support - Heal, 3 second Cooldown
    Hybrid - Be in Combat, 5 second Cooldown
  • Protector
    If HP falls below 30%, all Active Defense powers recharge becomes completed. 60 second Cooldown on this ability.
  • Brawler
    After Lunging, increase the BASE Damage of next Melee power by %
    *Value Unknown*
  • Avenger
    If you Crit 2 times in 5 seconds, Blast power Charge time is reduced by 50%
  • Sentinel
    For up to 8 seconds after attempting to Mez a foe(s), anyone attacking that target heals 2% of Max Health, 1 second Cooldown between Heals
  • Commander
    Pets do 10% more Base Damage
  • Warden
    Combo attacks get a 10% Damage boost and completing a Combo gives a stack of Grit increasing Damage Resist by 3%, stacks to 3
  • Guardian
    Blast powers grant Alacrity. Alacrity reduces Charge time on Blast powers by 3% and gives 9 Dodge Chance Rating, stacks to 3
  • Sentry
    Whoever brings you below 50% Health is Stunned for 3 seconds. This Stun is twice as powerful and able to Stun normally immune. In addition all Friendlies nearby are healed for 10% of your Max Health. 1 minute Cooldown
  • Arbiter
    Finishing a Combo Heals you for 1% of Max Health and 3% to all nearby Friendlies.
  • Overseer
    If target is below 20%, increase Base Heal or Base Damage by 10%
  • Vindicator
    Strength now also gives Range Damage boost = to 1/3rd its Melee boost and Ego now also gives Melee Damage boost = to 1/3rd of its Range Damage boost
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# 6
04-13-2012, 02:30 AM
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Reserved just in case
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# 7
04-13-2012, 03:21 AM
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And now I sleep to hopefully wake up in time for patch
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# 8
04-13-2012, 05:12 AM
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I'll be sure to direct people to this thread, it's just as helpful here as it was on PTS. Thanks, Ryko!
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# 9 Woot!
04-13-2012, 11:32 AM
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This deserves the first sticky of CO 3.0 :D

/nominated
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# 10
04-13-2012, 02:45 PM
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/seconded

And thanks for compiling this information and formatting it nicely.
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