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# 1 Life in a Tin Suit - A Power Armor Guide
09-20-2009, 06:09 AM
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This guide is written to help guide you on your path to blasting a path through Millennium City’s degenerates. It includes information that can be useful to you along with personal experiences and prejudices. I hope you can find this useful!

Part 1: Your Character

You have a ton of costume options in Champions Online. Although the options are limited for the less well-protected folks, tin suits abound. Along with customization comes the opportunity to become lost. Here I will provide a few quick tips I’ve found useful in making characters and nemeses of my own.

First of all you should set your colors. Since you’ll be previewing your character with linked colors by default, this is important to set first. Of course you’ll want to tweak it later, but try to come up with a decent color scheme for the situation. Sometimes it’s hard to come up with a third and fourth color, I’ve found, and here are a couple tools I’ve found invaluable:

http://colorschemedesigner.com/

https://www.cia.gov/library/publicat...ftheworld.html

Once you have a scheme selected, put some real clothes on! Despite the tens of Iron Man clones you’re bound to see throughout your career, you aren’t limited to pure armor. However, the variety of armor options in CO beats the variety of clothing and tights options. Try to be as creative as possible, but don’t fret your decisions – changing costume options (aside from body and facial sliders) is relatively cheap to do at tailors later on.

I won’t give much more advice except to enjoy your character! Why does your character fight crime? How do they treat other people? Do they have an ultimate goal? You don’t have to write a biography, but it helps a lot to answer these questions, even very basically, when making a name and making a nemesis in the future.

Part 2: Your Statistics

There are eight statistics in Champions Online:
  • Strength (STR) increases physical melee damage by up to 20%, increases knockback strength and resistance and helps you break free from physical holds.
  • Dexterity (DEX) increases your chance to crit and reduces the range at which enemies will attack you.
  • Constitution (CON) increases your health by 10 per point.
  • Intelligence (INT) increases your power recharge speed (for powers with cooldowns), energy discount modifier and ability to see through stealth.
  • Ego (EGO) increases the damage your crits do, ability to break free from from non-physical holds and your ability to be a ****.
  • Presence (PRE) increases the healing you do, the power of certain buffs and modifies your threat generation (lessens it in all roles except Protector, where it increases threat).
  • Recovery (REC) increases the energy you receive from energy-restoring powers and your energy equilibrium (vertical bar your energy settles to naturally on your energy bar).
  • Endurance (END) increases your energy by 1 per point. This indirectly increases the amount of energy you receive from your energy builder.

In addition to the basic benefit, powers can benefit specifically from certain statistics. Mainly, these powers are the slotted passives. If a power can be affected by a certain statistic, it will say so in the description. For Power Armor (PA), only Invulnerability is affected by a certain statistic (CON and STR).

During the course of your career, you will be asked to pick two super statistics. These two stats will add a large amount of bonus damage (66% for my character at 40) to all of your attacks. The ability you pick will also add 80 points (at level 40) to the chosen statistic. As such, choosing your super stats is a very important part of designing your character.

So what is recommended for Power Armor? There are three setups that work well. I’ve tried all of them, and I believe they have clearly discernable ranks. However, it varies by role. For example, someone who really loves tanking should take CON, or if someone really loves support they should take PRE. I’m not gonna go over all the combinations, but just the “best” 3, in order:
  1. END/INT – This takes the cake. Mind-boggling amounts of energy mixes well with the hungry PA powers. With this sort of character, I would tend to avoid defensive passives, but could be persuaded to take Personal Force Field or Regeneration for the quality of life.
  2. INT/CON – This is a good combination, and gives you more flexibility. With this build, I like Defiance due to the extra energy boosts, and took several cooldown powers from Gadgeteering to leverage my high INT more.
  3. END/CON – This was workable, and had better energy usage than option #2 at first. However, in the end, the amount of END freely available on gear (while INT on gear adds nothing to your energy cost discount unless you stack it past ~90) made option #2 better for both flexibility and energy usage. One side benefit to this build was the high bonus damage from Electric Form (bonus to particle, sonic and electric damage).

Part 3: Your Powers

Powers in general come in a few varieties:
  1. Attacks
    • Charge: have a charge bar moving from left to right that cause a large amount of damage when released.
    • Maintain: operate for as long as the button is held.
    • Toggle: allow you to use other attacks at the same time as the toggle.
    • Click: you click and they activate. Super-simple.
  2. Buffs
    • Passive slotted buffs: you can only have one passive slotted buff at any time, no matter what. Some are limited to certain “roles” but all can be used in the Balanced (default) role.
    • Active Defenses: these powers put all other Active Defenses on a 30-second cooldown (i.e. if you use Unbreakable and Resurgence was ready to use also, Resurgence will now have a 30-second cooldown). Very powerful.
    • Temporary buffs: these are similar to active defenses, but can come from click powers, “procs” off of certain powers, devices and orbs.
  3. Block: these abilities upgrade your default Block ability, which is very important in this game.
  4. Crowd Control: allow you to gain a respite from powerful opponents or limit the number of enemies attacking at once.
  5. Heals

You will receive a choice of energy builder for free. My personal recommendation is to take at least one crowd control, two heals, one slotted passive, one Active Defense, one block and five attacks (mixing both area of effect and single target attacks) during your career. This leaves you with four slots for temporary buffs, extra attacks, situational abilities and whatever else you like. The tool to use for planning is here:

http://champions.zarzu.ch/

This allows you to plot the course of your career and to see what works and what doesn’t.

Part 4: Your Power Armor

Power Armor is an amazing set. Unlike many other sets, it will not root you, will not slow you down and will never let you down. It fries opponents and scares friends, and it has style.

Within the Power Armor sets, attack powers except Laser Sword are further divided into slots. You may have one power from each slot active at one time. You cannot activate any other powers while one of these Power Armor toggles is active. You also cannot charge two powers at the same time. As there are only two charge powers available, this just means that you cannot charge Power Gauntlet and Chest Beam at the same time. The slots are:
  • Hands: Power Gauntlet, Concussor Beam, Wrist Bolter (with Automated Assault advantage)
  • Chest: Micro Munitions, Chest Beam
  • Shoulder: Eye Beam, Shoulder Launcher, Minigun
For each power armor power that is active, a 15% energy cost discount penalty will be applied to any powers you use. For example, if you have Eye Beam running and you activate Concussor Beam, it will cost you roughly 10% more to use (discount penalties and bonuses are figured in by a formula, not direct addition).

Now that we’re past the basic business of what Champions Online is about, here is a rundown of the powers from the Power Armor framework. Each power is rated from one to five based on its overall effectiveness. Each advantage is discussed below the power. Also included is a breakdown of what you can expect from each power at level 40 numbers-wise. These numbers represent a character that has chosen END and CON as super stats, with no focus on power cost reduction or critical hits. Finally, I’ve included some tips for more thorough game enjoyment!

Energy Builder:

Wrist Bolter – medium range, single-target particle damage and energy regen
Rating: :) [3/5]

Pretty vanilla for an energy builder. It is on the lower end of the spectrum so far as speed of energy generation is concerned, but not annoyingly so.
  • Accelerated Metabolism (1 point): 20% chance to return 10% of your total energy. This ability has an internal cooldown of fifteen seconds. Not a bad choice in one or two powers, but because of the cooldown, a pretty lousy choice too take in too many powers. Wrist Bolter is a very good choice to take it in if you want it.
  • Automated Assault (2 points): Causes Wrist Bolter to function in the hand slot. So long as none of the other hand slot powers are in use, Wrist Bolter will continue firing, but will not generate energy when another PA toggle is active. This is good, except that it also applies a 15% power cost discount penalty. Annoyingly, the power generation will actually take more time to take effect after all toggles are turned off than it does with regular Wrist Bolter. I prefer to skip it, especially since hand slots are very useful!
  • Rank 2 and 3 (2 points each): Do not increase energy gained. Increase damage done by 20% (multiplicative). Total crap.
(#) Using the example character at level 40, Wrist Bolter rank 1 does 80 damage per second.

Tier 0 (requires 0 powers from any framework to select):

Power Gauntlet - long-range, single-target particle damage
Rating: [4/5]

Amazing power that is a must-have for ranged Power Armor tanks. Has a fairly high (43%) chance to interrupt an opponent’s attack, which causes them to stop charging it up. It will not put the power on cooldown nor cost the opponent energy, but it is annoying and Power Gauntlet is a really cheap to use attack.
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# 2 Life in a Tin Suit - A Power Armor Guide Part 2
09-20-2009, 06:10 AM
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  • Accelerated Metabolism (1 point): See Wrist Bolter.
  • Downrange Disaster (2 points): adds extra damage based on how far you are from your target. It’s difficult to max out the damage on this advantage, and frankly, isn’t worth it. However! Should you decide to go this route, note that Downrange Disaster applies the same damage even if you just tap the ability. As such, tapping it at max range is more damage than charging and sending Power Gauntlet.
  • Crippling Challenge (3 points): adds Crippling Challenge. This causes the targeted AI opponent to attack you no matter what for four seconds. It also generates equivalent threat to Challenging Strikes (see Minigun), and places an unreliable damage debuff on the target. The debuff starts at 20%, but seems to lose power very fast. If working correctly, attacking an opponent should restore the strength of the debuff, but enemies seem to reduce its effectiveness quite well. For PVP, Crippling Challenge also breaks blocking and prevents another player from using block for 10 seconds. This effect has a 10-second internal cooldown, so cannot be spammed. You should take this advantage on either Power Gauntlet or Laser Sword if you want to play the tank or for PVP, but remember that it will cause AI targets to attack you no matter what if you trigger it over the “main” tank.
  • Rank 2 and 3 (2 points each): This is where to go for ranged DPS. Each rank increases damage done by 20% (multiplicative). For PVE DPS, go with rank 3. For PVP, at least get rank 2.
(#) Using the example character at level 40, Power Gauntlet rank 3 does 518 damage per second and 18.2 damage per energy.

(*) You are forced to take this power at level 1 if you choose the Power Armor framework, or want to take a Power Armor power when making your character. When you reach the first Power House, you can retcon out of it and pick up Laser Sword, Eye Beam or Concussor Beam instead if you have Wrist Bolter.

(*) Tapping Power Gauntlet provides the interrupt effect just as well as charging it, and still does fair DPS. Unfortunately, this does not work against Super, Legendary or Cosmic villains.

Tier 1 (requires 1 power from PA or 2 non-energy builder powers from any framework to select):

Laser Sword – melee, single-target particle damage
Rating: [4/5]

Another amazing power for Power Armor. This is the only attack in PA that does not occupy a slot, and cannot be used in conjunction with any active toggle. As such, it can either be a situational melee attack that does amazing burst damage or a mainstay melee attack for a front-and-center Power Armor offender.
  • Crippling Challenge (3 points): See Power Gauntlet.
  • Particle Acceleration (2 points): Increases damage target takes. The more times you attack, the more Laser Sword costs, but the more damage resistance the target loses, as well. Lasts ~9 seconds, or until re-applied. This is a seriously powerful damage resistance debuff (very roughly, about 15% per strike up to 45%), and should not be overlooked, particularly in a group-oriented role like tanking.
  • Ranks 2 and 3 (2 points each): Increases damage done by 20% (multiplicative). Not a bad choice, but I think that Particle Acceleration is so much better damage-wise! Good to get rank 2 for DPS if that’s how you want to use the sword.
(#) Using the example character at level 40, Laser Sword rank 3 does 1062 damage per second and 19.3 damage per energy.

Concussor Beam – medium range particle damage and repel
Rating: :D [5/5]

The best DPS in a hand slot. Particularly useful for ranged characters or as a soft control, as it repels its target (fairly powerfully, if maintained to the end). The only disadvantage is the relatively short range (half of Power Gauntlet).
  • Frenetic Blast (2 points): Slows the target’s movement speed while Concussor Beam is maintained. I didn’t find this to be that great. Many PVPers swear by it, however. It has the potential to keep a target in range of your Concussor Beam in two ways: they will be less likely to be pushed out of range and they will be less likely to escape your range on purpose.
  • Accelerated Metabolism (1 point): See Wrist Bolter.
  • Ranks 2 and 3 (2 points each): Increases damage done by 20% (multiplicative). Excellent, excellent damage. Does what Concussor does best.
(#) Using the example character at level 40, Concussor Beam rank 3 does 639 damage per second and 19.4 damage per energy.

(*) This is an awesome soft control power. Frequently, melee villains can be pushed out of the way enough so that their long-charging melee swings will not connect. It can also be used to semi-permanently keep them away if you don’t want them beating on you.

Eye Beam – long-range, single-target fire damage
Rating: [1/5]

The most terrible power in Power Armor. Sadly. This is such an iconic power! However, it barely musters more DPS than Wrist Bolter and causes a 15% energy discount penalty just the same. It can burn through enemies if maintained long enough, causing half damage and your target’s ticklish friend to be destroyed in a fit of laughter.
  • 20/20 Fission (3 points): Decreases the time it takes to burn through with Eye Beam (from 5 seconds to 2, I believe). Terrible.
  • Accelerated Metabolism (1 point): See Wrist Bolter.
  • Ranks 2 and 3 (2 points each): Increases damage done by 20% per rank (multiplicative).
(#) Using the example character at level 40, Eye Beam rank 3 does 138 damage per second and 830.6 damage per energy. Don’t get excited, it still sucks.

Energy Shield – block
Rating: [4/5]

Best block in the game for a melee character. Above standard in other respects. Has no lingering effect, contrary to some texts.
  • Laser Knight (3 points): The definition of Energy Shield. For 3 seconds after you make a melee attack, you will gain pretty good passive damage reduction (very roughly 40% damage resistance). Lowers the damage of triggering attacks slightly (roughly 10% less damage). This is an amazing ability in practice, but near-useless for a ranged character. Superior for tanks.
  • Ranks 2 and 3 (2 points each): Increases while-blocking damage resistance by 50% for rank 2 and 60% for rank 3 (oddly, as this makes it 10% higher than other block powers at rank 3) and Laser Knight damage reduction by a little bit (very roughly 10% extra damage resistance per rank).
Invulnerability – slotted passive defensive
Rating: [4/5]

Increases damage resistance by a fairly large percentage (scales with CON), then reduces damage taken by a fixed amount (scales with STR). Probably the second-best tanking slotted passive in the game after Lightning Reflexes. Excellent for survival, and synergizes well with other defense-oriented powers. Can be slotted while in Balanced or Protector roles.
  • Ranks 2 and 3 (2 points each): Increases the effect of the power significantly (very roughly, about 20%, multiplicative). Definitely worth getting.
(#) On the example character, Invulnerability increases damage resistance by 24%, and offers 33 damage reduction on top of that. The numbers are deceiving here, as the scaling of the resistance portion of Invulnerability does not work as expected. I'm not sure exactly how, but it seems to reduce damage as if it were (very roughly) 45% damage resistance.

(*) Versus Munitions and other light, fast-hitting enemy groups, you will seem invincible! Don’t let this go to your head, or else the Gadroon will put you in your place.

Tier 2 (requires 3 powers from PA or 5 non-energy builder powers from any framework to select):

Minigun – long range, area of effect piercing damage
Rating: :D [5/5]

Minigun is the best AoE in Power Armor. Lining it up is actually pretty fun. It scales down the more targets it hits, but against two or three enemies, it does fantastic damage. Four or five enemies causes it to lose damage overall (slightly at 4, pronounced at 5). Take it early, use it often, care for it lovingly.
  • Accelerated Metabolism (1 point): See Wrist Bolter.
  • Challenging Strikes (1 point): Causes an additional 400 threat at level 40. This is only useful against AI opponents so far as I know. Good for a tank. There is a five second internal cooldown on this ability, so do not take in more than two abilities. AoEs are the best place to put it, and I think that having it in Minigun is plenty enough.
  • Teflon Coated Rounds (2 points): Reduces enemy damage resistance by 7.5% for four seconds or until reapplied. As Minigun is maintained, the effect lasts the duration of Minigun plus four seconds. While this is pretty mild when looking at only Minigun, but with multiple weapons systems active this is a good advantage.
  • Ranks 2 and 3 (2 points each): Increases damage done by 20% (multiplicative). Due to the power of Teflon Coated Rounds, I can only recommend rank 2.
(#) Using the example character at level 40, Minigun rank 3 against one target does 459 damage per second and 20.2 damage per energy.

(*) Always line up 3 targets for maximum damage. World objects count. Don’t try to get too fancy if the corridor is difficult or the area littered with hostiles, but it’s good to hit 3 targets. 4 is fine, 5 is bad.

(*) Minigun is also good against a single target, particularly due to Teflon Coated Rounds.

Micro Munitions – long range, area of effect crushing damage
Rating: [3/5]

A very solid AoE power. This hits a smaller area overall than Minigun, but it does so around a specific target, which sometimes makes it easier to use. Very good combined with Minigun.
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# 3 Life in a Tin Suit - A Power Armor Guide Part 3
09-20-2009, 06:10 AM
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  • Accelerated Metabolism (1 point): See Wrist Bolter.
  • Challenging Strikes (1 point): See Minigun.
  • Alpha Strike (2 points): Causes Micro Munitions to scale with the number of targets like Minigun. Unfortunately, fairly useless unless you want to use Micro Munitions as a single-target attack, as the damage increase only beats up-ranked Micro Munitions against a single-target.
  • Ranks 2 and 3 (2 points each): Increases damage done by 20%. Rank 3 is the best choice, I believe.
(#) Using the example character at level 40, Micro Munitions rank 3 against one target does 248 damage per second and 18.1 damage per energy.

(*) Activate this after Minigun for maximum damage. This allows Minigun to activate and apply TCR before the missiles fly.

Targeting Computer – slotted passive offensive
Rating: :) [3/5]

Five seconds after hitting any target, Targeting Computer will lock on. The graphic is quite noticeable, and allows the character to gain a pretty significant chunk of energy whenever a target with a green targeting bracket is hit. This effect can occur once every four seconds per target. Since it is on a per-target basis, AoE is particularly useful to trigger the ability. Targeting Computer is also a damage resistance debuff when locked on, and pretty decent, too (not sure on the exact amount). The downside is that 5-second lock on period.
  • Ranks 2 and 3 (2 points each): Increases the energy gained by 20% per rank (multiplicative). Not too bad for sustaining your blasting, though points could be better spent elsewhere if you aren't trying to maximize energy gains.
(#) Using the example character, Targeting Computer rank 1 causes energy gains of 25. Rank 3 causes energy gains of 36. This character was not built for REC, so I'd consider that pretty damned good.

(*) Works with all powers. Don’t be afraid to branch out just because of an old version!

Unbreakable – Active Defense
Rating: [4/5]

Absorbs a large amount of damage. Can be used while held. Amazing survival power. Activating it is instant, and feels very responsive.
  • Better You Than Me (2 points): This isn’t too bad. Grants you Enraged (increased damage that scales with STR) while Unbreakable is active each time you are hit (3 second internal cooldown). Gives Unbreakable a slight damage buff whenever used, but isn't very powerful.
  • Ranks 2 and 3 (2 points each): Increases the maximum amount absorbed by 20% per rank (multiplicative). Not terribly useful to me, but very useful to any character expecting to use it as more than a situational “activate to extend life, then kill quickly!” button.
(#) Using the example character at level 40, Unbreakable rank 3 absorbs up to 3177 damage.

(*) You can activate this, then click objects while taking damage and will not be interrupted. Useful for quests and instances.

Tier 3 (requires 5 powers from PA or 8 non-energy builder powers from any framework to select):

Shoulder Launcher – long range, area of effect crushing and fire damage
Rating: :) [3/5]

This power feels underwhelming, but it’s not too bad. Takes forever to activate, but worth it when it hits the target.
  • Accelerated Metabolism (1 point): See Wrist Bolter.
  • Bunker Buster (2 points): Deals double damage against a blocking target. Unfortunately, they’re blocking, so it’s as good as it sounds. Almost useless to a PVE player, very skippable for PVP.
  • Ranks 2 and 3 (2 points each): Increases damage done by 20% per rank (multiplicative). Definitely the way to go if you want Shoulder Launcher as a core power.
(#) Using the example character at level 40, Shoulder Launcher rank 3 against one target does 359 damage per second and 19 damage per energy.

Chest Beam – medium range, single-target particle damage
Rating: :( [2/5]

This target is the polar opposite of Eye Beam. It devours energy, but it outputs massive damage. It comes with a nice damage resist debuff (8%-12%), that lasts eight to twelve seconds. The medium (50-foot) range is a drawback, though energy far more so!
  • Accelerated Metabolism (1 point): See Wrist Bolter.
  • Point Blank Blast (2 points): The weirdest 2 points you’ll ever spend. Should you choose to spend it, you will want to stand on top of enemies and tap, not charge, Chest Beam. The damage is entirely dependent on closeness to the target, and will not increase for charging Chest Beam or tapping it. Since most of the time all you can really do is tap Chest Beam anyways, this is actually very effective. The problem is that it’s somewhat hard to stay on top of enemies all the time, and when you do they like to hit you hard. In this fashion, it does more damage than rank 3, but is harder to use.
  • Ranks 2 and 3 (2 points each): Increases damage done by 20% (multiplicative). Chest Beam is massive damage. 120% of massive is ginormous. 120% of ginormous is astronomical. Rank 3 is my favorite route, as it balances user friendliness (and liveliness!) with extreme power. Wait, that isn’t balance at all…
(#) Using the example character at level 40, Chest Beam rank 3 does 635 damage per second and 9.4 damage per energy.

(*) You may be cool, but you hemorrhage more energy than a black hole consumes. Try keeping it to taps unless you have some energy orbs or other energy sources inbound.
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# 4 Life in a Tin Suit - A Power Armor Guide Part 4
09-20-2009, 06:10 AM
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Part 5: Boron, the Most Boring Power Armor Man in the Universe

This is an example build I’m giving out as an easy, proven way to level from one to twenty-one without lots of management issues, problems and concerns. It’s not the most refined build and won’t do the best damage, but it was fun and plays very well!

Build by championBuilder 0.3.2

Download this Build here.

: Level 40 Champion

Superstats:
Level 5: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Wrist Bolter
Level 1: Power Gauntlet -- Rank 2, Rank 3
Level 5: Energy Shield -- Rank 2
Level 5: Jet Boots
Level 8: Mini Gun -- Rank 2, Teflon Coated Rounds
Level 11: Micro Munitions -- Rank 2, Rank 3
Level 14: Defiance -- Rank 2
Level 17: Unbreakable
Level 20: Bionic Shielding

Talents:
Level 1: The Hero
Level 6: Healthy Mind
Level 9: Brilliant
Level 12: Enduring
Level 15: Field Ops Training
Level 18: Covert Ops Training
Level 21: Boundless Reserves

Past that, it’s all up to you. Just a bit to get you started if you’re lost with where to go with Power Armor!

Part 6: Latent Synergies

The way I see it, Power Armor synergizes well with two frameworks. The first is Electricity. Very odd at first glance, I know. However, one of the powers in Electricity is Electric Form, which increases particle, sonic and electric damage. Curious combination, but that means it improves Wrist Bolter, Concussor Beam, Chest Beam and Power Gauntlet! You can go further and say that Electricity can cover PA’s lack of a powerful burst AoE with Gigabolt or Thunderstrike.

The other synergy is more classical – with Gadgeteering. Particularly if you super-stat INT, you will receive many benefits by picking up certain Gadgeteering powers. Notably, Gadgeteering gives Power Armor additional burst capability with Sonic Device and Toxic Nanites, some healing and a powerful melee attack in Chainsaw Gauntlet.

Of course, these aren’t the only two combinations. Many people choose Might to go with Power Armor as a tank character (of which I’m not experienced), and I’ve successfully combined Power Armor with Telekinesis before. It’s all in how you build it.

Part 7: Culmination

Which powers should you use? It’s totally up to you. As I said before, I recommend five attack powers. To me, this means three or four Power Armor toggles and one situational power from another set (or Laser Sword). You want to cover all your bases, so think about it logically. Do you want to take single-target damage from PA and AoE from another set? Do you want to take ranged damage from PA and melee from another set? Howsoever you want to divide your power selections up, you should have three PA toggles. Personally, I like Minigun + Chest Beam + Concussor Beam. This is the most possible damage you can get from Power Armor, but it is very energy intensive. Prior to this, I was using Power Gauntlet + Micro Munitions + Minigun and loving it. Much less energy intensive for very good damage.

It’s really hard to decide based on the numbers, so try out the powers and see which you like and which you don’t! I’ve never heard of anyone who likes Shoulder Launcher, for example, until just the other day, when a “user” went bananas with the launching from the shoulder and was having an absolute blast tearing up Millennium City. It’s all up to you. I will recommend that you try to spread your choices over the three slots (hand, chest, shoulder) to avoid lockout issues, but if you want to switch toggles based on the situation (i.e. Chest Beam for single-target, Micro Munitions for AoE), who the hell am I to stop you? Go wild!

As I said before, Power Armor is the most fun you can have while playing Champions Online. Experiment, explore and most of all enjoy your time in a tin suit!
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# 5
09-20-2009, 06:15 AM
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My main dislike of power armor is that there's a huge... just massive... delay with wrist bolters after using another power. I have to stop myself from toggeling them again on the assumption that they somehow got untoggled.
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# 6
09-20-2009, 06:18 AM
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Quote:
Originally Posted by NinetyNine
My main dislike of power armor is that there's a huge... just massive... delay with wrist bolters after using another power. I have to stop myself from toggeling them again on the assumption that they somehow got untoggled.
Yes, this is a particularly annoying issue. Hope it gets some slight attention soon!
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# 7
09-20-2009, 07:24 AM
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I just took sonic blaster, a lot better and looks pretty cool when aiming.
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# 8
09-20-2009, 10:16 AM
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Quote:
Originally Posted by Utopian
Bunker Buster (2 points): Deals double damage against a blocking target. Unfortunately, they’re blocking, so it’s as good as it sounds. Almost useless to a PVE player, very skippable for PVP.
Maybe I misread or looked it up wrong. I was sure that, in game, that this says for shoulder launcher "if the person blocks when this is hit, it stuns the target for 3 seconds."
Id have to double check however.
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# 9
09-20-2009, 10:21 AM
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This is a very useful guide but I do have one question about stat choices. I presume you are advocating not to use invuln? Since you need str for that, and all your builds avoid it. Although honestly I could see why.
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# 10
09-20-2009, 10:35 AM
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Isnt this getting nerfed in the next patch?
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