Сравнение специализаций
Анализ специализаций по игре Champions online
# The effect has no scaling.
+ The effect of this spec scales poorly.
++ The Effect scales decently.
+++ The Effect Scales
Good This spec is defiantly worth getting and benefits nearly any build relevant to
OK This spec, while not useless, does not benefit all builds, so only take it if you know what
Bad This spec is useless, either due to the bonus being too small or the effect being extremely ineffective, only take as last resort.
STRENGTH
Swole
+HP based on strength.
The HP gained from this spec is far from useful due to how little
Physical Peak
+++Melee Cost Discount Based on secondary
Cost discount granted by this spec is extremely useful.
Quick Recovery
+HP regenration based on Recovery.
The HP regeneration with
Aggression
#Offence from Gear Is increased.
Getting more offense lets you hit harder, this spec scales really well with other offense boosting specs, making it potent.
Balance
+Range Knock based on some of your strength, removes ego scaling.
If you're using strength then why would you bother increasing ranged damage?
Brutality
+++ Critical Severity based on your secondary
Critical severity is a flat addition of damage, making higher severity extremely more effective.
Juggernaut
+++Defense based on your Constitution.
If you're rolling Strength without con, then you're doing something wrong…this spec is
Overpower
++Melee Crit Chance based on your strength.
Useful for aiding with crit chance, but only until you get Crit chance boosting primary
DEXTERITY
Combat Training
+Crit Chance based on your offense.
Useful for aiding with crit chance until you reach about 30%.
Gear Utilization
#Offence and Defense from your gear is increased.
More damage and durability? yes please!
Brush it off
#Grants Additional Dodge against AoE attacks.
If you have a dodge build then this can work, else it is worthless.
Power Swell
#Grants Cost discount to your next power when
Looks good on paper…in practice is near useless.
Evasion
+Avoidance Based on your secondary
The amount granted is too small for it to grant even a 5% increase.
Deadly Aim
+++Crit Severity Based on secondary
Dex is all about Crits, Increasing critial severity grants you significantly more damage.
Expose Weakness
#Reduce enemy damage resistance
Reducing the enemies damage resistance allows for more damage.
Quick Reflexes
+Dodge rating based on your dexterity.
Similar issue to Evasion, fails to grant a significant boost even when pushed to the extreme.
CONSTITUTION
Unyeilding
+Hold resistance based on your Constitution.
The hold system in CO broken.
Fuel My Fire
#Gain energy
Defiance Energy gain in a spec, useful if you are dodge/might,
Tough
++Hp based on secondary
On one hand it grants a sizable HP boost, on the other hand so does a rank
Resilient
+++Knock Resistant based on your Constitution.
Knock resistance is useful no matter which way you cut it…if a little unreliable.
Deflection
+Dodge rating based on your dexterity.
Grants little to no dodge even when pushed to the extreme.
Quick Healing
+HP regeneration based on secondary
The regeneration granted by this passive is easily surpassed by even the lowest DoTs imaginable.
Adrenaline Rush
#Hp healed
Grants you a moderate about of HP back EVERY time you crit, can lead to extremely fast healing.
Armored
#Increases the defense
Yay, increased durability.
INTELLIGENCE
Preparation
+Equilibrium based on your endurance.
Your Equilibrium is rather useless in combat lasting more than
Enlightened
#Increases
Non Super Stats give a
Tactician
+++Offence based on secondary
A damage increase based off secondary super stats? what's not
Battle of wits
++Hold strength based on your Intelligence.
The broken hold system renders this about as useful as a chocolate teapot.
Revitalize
#Reduces the remaining cooldown when you use your
This Cool Down reducing effect isn't just limited to powers, it also helps devices.
Detect Vulnerability
++Defense penetration based on Intelligence.
There's a reason that people pay though the nose for a 15% defense
Tinkering
#Increased Offence and Defense
Makes your gear go further, what's not
Expertise
#Increases bonuses from secondary
Useful if all of your Super Stats are high, past that….not
EGO
Mental Endurance
#Increases the energy you gain from recovery.
Gaining extra energy total from a energy stat, useful if you need more juice,
Force of will
++Defense based on secondary
Lets hear it for our returning friend, increased durability!!
Insight
++Range cost discount based
While not as strong as it's strength counterpart, still useful if you are having energy issues.
Aggression
#Offence from gear is increase.
More bang for your buck…who wouldn't
Follow Though
+++Crit Severity based
Critical Severity….don't underestimate how powerful
Exploit Opening
#Increased damage for next hit
If you are using a fast hitting build this spec is for you, otherwise, avoid.
Sixth Sense
+Crit chance based on secondary
Useful for replacing dex/crit gear if you can't fit it into your build, otherwise it's not that great due to demising returns.
Mind Over matter
+Melee knock based on ego, removes strength scaling.
All this spec does is reduce the knock that non ego melee powers inflict by a significant amount.
PRESENCE
Repurpose
#healing power based on offence.
If you have a absurd amount of offense then this spec can really benefit you, else it's kinda
Selfless Ally
#Heals done to ally heal you
Healing your allies heals you…what's not to like as a healer, eh?
Dominion
+Hold Strength based on Presence.
Gotta love dat broken hold system…
Grandeur
#Grain Offence based on Presence.
The offense gains are so small that you would need over
Brilliance
#Crit heals increase
When you get a crit heal, your heals get stronger for a little while….yays.
Moment of glory
+++Crit Chance based on secondary
Because crit heals are a
Force of will
++Defense based on secondary
Makes you less likely to die, which is a
Vulnerability
#Reduces target damage resistance
If you're pants on head bent on making a control toon then this spec can actually kick ass, otherwise
RECOVERY
Gear Utization
#Increase offence and defense
Makes your gear better…and by extent, makes you die less and hit harder!
Withstand
#Gain
This spec could have been useful…if the amount granted was for a stat that wasn't broken, and was more than
Rapid Recovery
+Hp regen based on recovery.
Yes, even maining Recovery doesn't make this spec grant you useful healing.
Staying Power
#energy granted by recovery is increased.
Do you NEED more energy from your energy stat, if yes take this,
Supercharged
#Increased crit chance when energy
Because +15% crit chance is the reason why crit gear is expensive….takes a little practice to use effectively.
Efficient
#Increases energy gain from energy unlocks.
Need a little extra boost from your energy unlock? then this is for you, else it's just…okish.
Well Rounded
Second Wind
+++Recharge speed on powers, based on secondary
Having your powers recharge faster is awesome…does not effect devices.
ENDURANCE
Readiness
+equilibrium Based on your endurance.
Can be useful if you wish your launch your big guns off the bat, otherwise it's not that important.
Withstand
#add hold resistance based on secondary
Broken Hold system to broken.
Gear Utilization
#Increase Defense and Offense
more Defense and Offense yay go betters!
Kickback
#Energy builder makes next normal attack give you energy.
If you
Quick Recovery
+HP regen based on your recovery.
Lets hear it for regen specs that give uber
Outburst
#Increased damage, healing and energy cost when energy
Can increase your damage by a tasty amount if you're careful with energy expenditure.
Power Overwhelming
+++Offence based on secondary
Increasing your damage is never a
Harderened
#adds Hp based on your endurance.
Turns your END into slightly less efficient CON, useful if you need more HP,
PROTECTOR (tank)
Fortified Gear
#Increased defense
Durability increase = good!
Beacon of Hope
#Increases the healing you get from others.
Given the shortage of healers in CO, this spec is kinda a gamble.
Unrelenting
#Makes you move faster, and prevents slow down effects from
The fact that it's not in effect when you have your travel powers active, takes what little use this spec could have and snuffs
Bulwark
++Threat gen in Hybrid role/# Increases Hp when not in
Useful for a off tank…or an actual somebody in tank role, otherwise it's
Debilitating Challange
#Crippling Challenge reduces target defense.
If you have crippling challenge and like to tank then this is good, else it
Exhausting Strikes
Reducing your enemies damage is just plain nice
Defensive Expertise
#Reduces cool down on active defense powers.
Making your active defense recharge faster is
Resolute
#Get healed when you are knocked
When you get knocked/held you get Hp back, maximu useful!
BRAWLER (melee)
The Glory of Battle
#Grants offence buff after
If you're an AoE using melee monster then take it, else leave it behind.
No Escape
#energy builder reduces enemy movement speed by 20%
The speed reduction isn't that useful in PvE and in PvP it's easily mitigated.
Penetrating Strikes
#Crit melee hits debuff target damage resistance.
Debuffing the enemy defense gives you more damage, what oh what is not to like
Ruthless
#Increase crit severity.
Increasing your critial severity makes your crits hit harder…and crits boost everything!
Finishing Blow
#Increase damage against targets below 35% health.
By the time you get 99.99% of targets this low on HP they are already going to die within the new few attacks.
Setup
#combo power buffs damage of next
Only useful if you switch up your attacks a lot, past that
Flanking
#Increase damage if you hit target from behind.
Considering that you can run rings around most opponents, this spec gets plenty
Offensive Expertise
#Reduces cool down on active offence powers.
Making your active offense recharge faster is
AVENGER (range)
Ruthless
#Increases your crit severity.
Critical severity is useful like for everything!
Can't Touch This
#Energy builder reduces movement speed of target by 20%.
Near useless in PvE and easily migatable
Anguish
#Adds a defense penetrating DoT to the target when you crit with a ranged attack.
If you have fast hitting attacks, then this spec is good, else don't bother
Round 'em Up
#Increases the damage you do with AoE attacks.
Increasing the damage output of your AoE attacks is always useful.
Surprise Attack
#Increases damage against targets with over 90% health.
All this spec does is increase your damage for roughly all of 0.2 seconds of
Relentless Assault
#Maintained attacks increase your offense.
Having your damage increase as you deal damage is always fun and useful.
Offensive Expertise
#Reduces the cool down on active offense powers.
Lets you use your active offense skills more often, what of the not liking
Preemptive Strike
#blast attacks increase next non blast damage.
Applicable if you use blast powers as an opener, else don't even think
SENTINEL (support)
Torment
#Makes your holds last longer.
Because the non-functional holds are «working as intended»
Eternal Spring
#Makes crit heals apply
Puts more heals on your crit heals, makes it super effective.
Caregiver
#increases your heals and bubbles on other players.
If you're a healer then this is for you, else look elsewhere.
Sentinel Aura
#adds a small HoT effect to you and
Not amazing, but defiantly strong enough to counteract
Moment of Need
#Increases your chance to get a
Because crit heals are
Rejuvenated
#HoT effects add a EoT effect.
Getting +6 energy every
Wither
#holds reduce damage resistance on target.
Potential Application is useful, but the actual application is rather..dependent on a
Genesis
#cost reduction on heals, bubbles
The cost discount on this spec isn't great enough to
COMMANDER (pet)
Evasive Action
#increase pet resistance to AoE attacks.
Makes your pets more durable against AoEs, which is what they usually get
Rapid Response
#Summons pets faster.
Only really useful if you have a LOT of pets, else it's not much of a bother.
Create an opening
#Increase pet crit chance when
Combined with a moderate number of pets allows you to increase their dps substantially.
Multitasker
#Reduces the energy cost increase of having pets active.
Makes having your pet (s) out much less of a burden on your energy reserves.
Well Trained
#Pet abilties recharge faster.
Pet «abilities» are somewhere between laughable and useless.
Durable
#increases pet Hp and healing
Stronger pets, \o/
Relief
#Makes pets heal better.
With healing pets, this be amazing, else it's pointless.
Savage
#Increases pet damage.
Makes your pets hit harder!!
WARDEN (melee/tank)
Fortified Gear
#Defense from gear is increased.
Increase defense obtained from gear, what's not
Slaughter
#Increased combo attack crit chance.
If you use a combo attack heavy build then it's good, otherwise it's kinda useless.
Ruthless
#Increases crit severity.
Crit Severity goes up, making all crits better.
Elusive
#Increases dodge chance against AoE attacks.
Highly reliant on dodge builds, simply put, no dodge =
Reactive Strikes
#Has chance to reflect damage
Useful for tanks that are good at holding at aggro of a LOT of mobs, else it just
Tenacious
#Buffs offence when you
When you get hit, it makes you hit harder.
Upper Hand
#Increases the damage of bleed
Bleed or shred toons only, everything else gets little to no bonus
The Best Defense
#Increases your offence by a % of your defense.
Take your defense and add it onto your offense and boom, extra damage!
GUARDIAN (range/tank)
Fortified Gear
#Increases the defense
More defense = more durability =
Locus
#grants buff after
This spec works on all powers that are AoE, even ones that need an advantage to become AoE, limited to AoEs though.
Make it Count
#Increases the damage of blast attacks.
Blast attacks are far from powerful enough to gain much benefit from
Ruthless
#Increase crit severity.
Crit severity = better
Retribution
#Increases damage and heals you when you
just…..isn't very good overall due to low numbers.
Tenacious
#Increases offence when you
You deal more damage when you
Find the Mark
#can apply debuff to target, increasing crit chance
Can be useful for boosting a low crit chance toon, but past that it's useless.
The Best Defnese#Increased your offence by a % of your defense.
Increases your offense by your defense…basically more durability gets made into more damage!
SENTRY (support/tank)
Fortified Gear
#Increase the defense you gain
Makes your gear give you more defense, making you less likely to do
Twist of fate
#energy builder increased crit chance.
The Crit chance bonus from this is subject to diminishing returns for some stupid reason, making it useless.
Precise
#Increases single target damage and
Increase your damage against single targets….and heals for allies, what's not
Sentry Aura
#Increases damage resistance for you
While the damage resistance increase is nice, it's not high enough to be a staple, only take if you REALLY
Fortify
#Increase healing and damage resistance when
Amazing for healers and good for tanks, all in all a
Stalling Tactics
#Increases hold duration.
Broken hold system is broken.
Persevere
#getting hit can heal
Great for tanking….not so good for
Reinforce
#Gain healing power/damage resistance when you crit heal/attack.
more heals for the healer and more tough for the tanks,
ARBITER (Melee/Support)
Enforcer
#Increases the power of your heals, bubbles and combo attacks.
Heal component on this spec is good for healers, the damage component is diminished.
Ruthless
#Increase crit severity.
Crit severity of the increase for the making your crits the better!
Arbiter Aura
#Increase melee damage strength for you and
Amazing for boosting yourself and
Rend
#Reduces target defense when
Makes the targets take more damage when you crit, yays!
Honor
#Increases damage of next attack when you heal another player.
Increases damage when you heal another player, would only work for a healer, healers don't do the fighting.
Concussion
#reduces target damage output when you
Only bother if you have a
Preservation
#reduce energy cost of heals, holds and attacks.
Extreme energy users only, all else, go look elsewhere.
Enhanced gear
#Increase offence
Increases your offence, making your damage
OVERSEER (range/support)
Adminster
#increases the strength of your bubbles.
Bubblers = yes, all else = no.
Ruthless
#Increase your crit seveirty.
Crit severity goes up, making crits better.
Overseer Aura
#Increases the ranged damage of you and
Increases your damage and the damage of all on your team, it's very
Impact
#Reduces target damage
Only really useful if you're having troubles with the surivings, past that it's not amazing
Honor
#Increases damage of next attack when you heal another player.
Increases damage when you heal another player, would only work for a healer, healers don't do the fighting.
Trapped
#Reduce target defense while they
Useful for a fast fire paralyze (like binding shot) past that it's kinda weaksauce.
Conservation
#Reduce energy cost of heals, holds and single target attacks.
Reduces the energy cost of the cheap things….a % of tiny is still small, total reduction isn't
Enhanced Gear
#Increases offence
moar damage!
VINDICATOR (dps)
Aggressive Stance
#Increase your Defence by a % of your offence.
Increases your damage by a % of your defense, very useful for looping them back
Merciless
#Increases crit severity.
Critial Severity increased, perfect for making your crits even better.
Initiative
Good if you
Rush of battle
#Restores Hp when you kill
Kill mobs, get HP back…stacks with itself for maxium healings!
Focused Strikes
~increase crit chance for single target attacks.
Good for compensating for a low crit chance, easily surpassed
Modified Gear
#Increases offence
Increases the offence you get from your gear, increasing damage!
Offensive Expertise
#Reduces the cool down on active offences.
having your Active Offence cool down faster lets you use it more for maximu damage!
Mass Destruction
#Increases crit chacen on AoE attacks.
Good for compensating for a lot crit chance, easily surpassed
MASTERY
Strength +20 strength +30 offence.
Dexterity +20 dex +20 crit severity +0% avoidance.
Constitution +20 Constitution +20 Defense.
Intelligence +10 to all non
Ego +20 to both your secondary
Presence Puts a bubble on your heal target with the strength of 10% of the heal, bubbles are 10% stronger.
Recovery +10 to all
Endurance +3-5% energy every
Protector Resets cool down on your active defense when you reach 30% hp.
Brawler +[variable, never exceeds 20]% melee damage for next attack after lunge, once per
Avenger crit twice in
Sentinel Stun target, applies debuff, debuff gives +2% HP back to the player each time they hit
Commander +10% damage on
Warden +10% combo power damage, +buff when combo finishes, buff gives +3% damage resist, stacks
Guardian +buff on blast, buff makes next blast 3% faster to charge, +0% dodge, stacks
Sentry +stun any target and heal nearby allies for 10% of your HP when your health reaches 50%, once per
Arbiter +1%HP to you +3% Hp to nearby allies every time you finish a combo attack.
Overseer (bugged,
Vindicator +30% ego boost to melee +30% strength boost to ranged.
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