Latest Patch Notes
From Cryptic Studios, the creators of City of Heroes, comes a new super-hero MMORPG for the PC and Xbox 360. Champions is now out and available for purchase from your local game retailer, as well as Steam.
Game Features
Character Customization:Champions Online takes the character customization of City of Heroes and turns that dial up to 11. Beyond simply configuring costume pieces and colors, Champions Online gives you full control of your character's height, weight, body proportions, and even their stance and running animations. Want a giant, oversized brute with massive arms who stalks forward with menace? Done. How about a savage beast, who runs on all fours? In Champions Online, it's possible.
In addition to being able to customize the appearance of your individual character, Champions Online also gives you control over the color of your character's powers, and the look and color of your character's weapons (if any). If you want green flames, lavender eye beams, or a gold-plated shotgun, the choice is yours.
But where is Champions Online truly different from other MMORPGs, especially its spiritual predecessor, City of Heroes?
Combat:In Champions Online, you have your fairly standard "Green and Blue bars" of Health and Energy. Predictably, your Health is the amount of damage you are able to take, you use your Energy bar to utilize your powers.
But where is this game different? Every hero has a basic attack, whether it's punches or fire blasts or pistol shots or whatever, that actually builds Energy, rather than using it.
The result is that truly, your Energy bar is never really empty for long. Combat is an action-packed game of building up your Energy bar with combos of basic attacks, and then using that Energy to unleash your more potent powers.
Downtime is minimal, combat is fast and very few powers have "cooldowns" or "recharge time".
Additionally, very few attacks "root" your character in place, allowing you to freely move about the battlefield. In many cases, this sort of "run and gun" style not only looks dynamic, it's good tactics, as some enemies sport area of effect attacks and other effects that are going to make you want to move out of the way.
Every character is capable of using a Block function, as well, mitigating incoming damage at the expense of continued attacks. Many of the higher level enemies have "tells", indicators that a large and very damaging or dangerous attack is incoming, and you better block!
The combat system in Champions Online is closer to "beat 'em up" games like Marvel Ultimate Alliance than traditional MMORPGs. There is a bunch of tiny details that collectively different in pronounced ways. For example, much of the objects in the game are destructible and, depending on your strength, can be lifted and thrown at enemies.
A very dynamic combat system, featuring unorthodox power usage, is really important, because the game is very big on...
Create Your Hero, Your Way:More than just offering visual customization options, Champions Online truly allows for freedom in character design by featuring a classless, powers-based level structure.
That's right, in Champions Online, there are no classes, and few limitations on what powers you are able to select from.
Powers in this game all fit into Frameworks, loose collections of related powers that constitute something of a "set". For example, all the Fire-related powers are in the Fire Control framework, while all of the gun and explosive based powers are in the Munitions Framework.
However, you can choose from any Framework you want, and mix them however you want. If you want a gun-toting half-dragon necromancer who carries an assault rifle and raises the dead and can breath fire, that's your business.
There is, obviously, a reward for specializing in a single Framework: Every power in the game is on a Tier, from 1-3. The higher Tier powers are, obviously, more powerful and unlock at later levels. If, however, you have a multitude of powers from a single Framework, the higher Tiers of that Framework unlock at a lower level for you than for someone who dabbles in multiple Frameworks.
Inevitably, though, all Tiers from all Frameworks are available, and high level characters can really take any power they want.
On top of your attack, defense, support, and utility powers there are also...
Travel Powers:These deserve a special mention, because unlike many other MMORPGs Champions Online does not make achieving a method of swift travel around zones into a chore or something you have to earn towards the end of the game.
Travel powers in Champions Online become available at level 5. To give you a sense of perspective, just finishing the tutorial of the game leaves you at level 5-7. So, your character can fly, teleport, swing, or whatever the case may be more or less right from the beginning of their career, no waiting till level 14 or 40.
PVP:In Champions Online, you are super-heroes. Super-villains are not, at this time, playable (although see the Nemesis system later for a bit on that).
But, the game still does feature PVP. There are duels (as depicted above) which you can do at any time, any where, with consenting parties.
There is also the Hero Games, a sort of in-universe professional fighting league for superhumans, which features multi-hero bouts and even cage matches.
Finally, a rather unique feature of Champions Online is the...
Nemesis System:In Champions Online, high level heroes have more concerns than villain groups like VIPER or the machinations of Doctor Destroyer.
As you advance in the game, you eventually get the opportunity to create your own Nemesis, a foil and opponent for your hero who will have an entire series of story arcs tailored just for you. You design your Nemesis using the same extremely versatile and creative character design tools available to player characters, and set aspects of their personality and powers for the game to use to generate missions for you.
Your Nemesis will ambush you, send their minions after you, and engage in diabolical plots you will have to stop. You can recruit friends to help you fight your Nemesis, but beware... they may have Nemeses of their own!Game System
Frameworks:Champions does not use a class system, but instead uses a mix and match system based on the concept of frameworks. Each framework is backed by a power pool, and they are as follows:
Electricity
Fire
Force
Ice
Archery
Gadgeteering
Munitions
Power Armor
Dual Blades
Singe Blade
Fighting Claws
Martial Arts
Telekinesis
Telepathy
Might
Darkness
Arcane Sorcery
Primal Sorcery
Ebon Sorcery
Radiant Sorcery
Supernatural
All frameworks have four tiers of powers, 0 through 3. Each tier requires a progressively larger set of pre-requisites to purchase. The pre-requisite table is as follows:
Tier 0 - No requirements
Tier 1 - Requires 1 power from the framework or 2 non energy building powers from any framework
Tier 2 - Requires 3 powers from the framework or 5 non energy building powers from any framework
Tier 3 - Requires 5 powers from the framework or 8 non energy building powers from any framework
You are completely free to mix and match powers from various frameworks within those rules.
Statistics:The stat system in Champions uses eight statistics to represent your character. Each statistic governs a particular bonus to your character. What statistics you use are up to you and there are tons of possible builds. During the course of the game you will get to "Super Stat" two of these stats. That will be covered more in the Character Advancement section below. In addition, you can raise these statistics with equipment and talents (also covered in Character Advancement).
The following list shows the name of the statistic as well as what it effects for your character.
Strength - Knockback, Knockback Resistance, Tangible Hold Breakfree
Dexterity - Critical Chance, Stealth Range
Constitution – Maximum Health
Intellect - Reduced Energy Cost, Reduced Recharge, Stealth Detection
Ego - Critical Severity, Intangible Hold Breakfree
Presence - Threat Generation
Recovery – Energy Equilibrium, Energy Generation
Endurance – Maximum Energy
Character Advancement:As you level up in Champions, you will gain three types of points as you level:
Power points - These are used to buy new powers
Talent points - These are used to buy talents (stat modifiers)
Advantage points - These are used to rank up powers and buy power advantages
Each level, you will receive either one power point, one talent point, or two advantage points. The progression of advancement is:Level 1; End Builder, Starter Power
Level 2;
Level 3;
Level 4;
Level 5; Super Stat, Power Point, Travel Power
Level 6; Talent Point
Level 7; Advantage Points
Level 8; Power Point
Level 9; Talent Point
Level 10; Advantage Points
Level 11; Power Point
Level 12; Talent Point
Level 13; Super Stat
Level 14; Power Point
Level 15; Talent Point
Level 16; Advantage Points
Level 17; Power Point
Level 18; Talent Point
Level 19; Advantage Points
Level 20; Power Point
Level 21; Talent Point, Advantage Points
Level 22; Advantage Points
Level 23; Power Point
Level 24; Advantage Points
Level 25; Advantage Points
Level 26; Power Point
Level 27; Advantage Points
Level 28; Advantage Points
Level 29; Power Points
Level 30; Advantage Points
Level 31; Advantage Points
Level 32; Power Points
Level 33; Advantage Points
Level 34; Advantage Points
Level 35; Power Point, Travel Power
Level 36; Advantage Points
Level 37; Advantage Points
Level 38; Power Point
Level 39; Advantage Points
Level 40; Advantage Points
Talents allow you to modify various stats for your character. The following talents are available:Mighty (8 STR)
Agile (8 DEX)
Enduring (8 CON)
Brilliant (8 INT)
Indomitable (8 EGO)
Intimidating (8 PRE)
Tireless (8 REC)
Energetic (8 END)
Martial Focus (5 STR, 5 DEX)
Physical Conditioning (5 CON, 5 STR)
Body and Mind (5 STR, 5 INT)
Professional Athlete (5 STR, 5 EGO)
Impressive Physique (5 STR, 5 PRE)
Relentless (5 STR, 5 REC)
Bodybuilder (5 END, 5 STR)
Acrobat (5 CON, 5 DEX)
Coordinated (5 DEX, 5 INT)
Shooter (5 DEX, 5 EGO)
Finesse (5 DEX, 5 PRE)
Impresario (5 DEX, 5 REC)
Accurate (5 END, 5 DEX)
Healthy Mind (5 CON, 5 INT)
Ascetic (5 CON, 5 EGO)
Shrug It Off (5 CON, 5 PRE)
Quick Recovery (5 CON, 5 REC)
Boundless Reserves (5 CON, 5 END)
Academics (5 INT, 5 EGO)
Diplomatic (5 INT, 5 PRE)
Negotiator (5 INT, 5 REC)
Investigator (5 END, 5 INT)
Showmanship (5 EGO, 5 PRE)
Worldly (5 EGO, 5 REC)
Daredevil (5 END, 5 EGO)
Lasting Impression (5 PRE, 5 REC)
Prodigy (5 END, 5 PRE)
Amazing Stamins (5 END, 5 REC)
Covert Ops Training (3 CON, 3 STR, 3 DEX, 3 INT)
Martial Training (3 STR, 3 DEX, 3 EGO, 3 REC)
Paramilitary Training (3 CON, 3 END, 3 STR, 3 REC)
Discipline Training (3 END, 3 STR, 3 INT, 3 PRE)
Sniper Training (3 END, 3 DEX, 3 EGO, 3 PRE)
Command Training (3 INT, 3 EGO, 3 PRE, 3 REC)
Survival Training (3 CON, 2 END, 3 DEX, 3 PRE, 2 REC)
Field Ops Training (3 CON, 2 END, 3 INT, 3 EGO, 2 REC)
Jack of All Trades (2 CON, 2 END, 2 STR, 2 DEX, 2 INT, 2 EGO, 2 PRE, 2 REC)
In addition at levels 5 and 13 you will get to choose a super stat. You can choose one of the eight stats, but you may only choose a stat once. "Super stating" a stat will cause that stat to greatly increase as you level.
Note: Your super stats are what determines your damage scaling. Whichever super stats you choose will add damage to all your powers. See the Super Stat guide linked in Useful Links for more info.
Crafting:New Updates.Bloodlinewolf wrote:I put this up not long ago on the test forums, but seeing as it's apparently going live on tonight's patch here is a table of all possible custom crafting options and the slots they may occupy now that the slots are being enforced as per their original intent.
UPDATE 1: This list is pretty much finished in full. If anyone notices any minor error let me know to correct it.
UPDATE 2: As I've been informed of recently, the names of some of these are labeled incorrectly. Unfortunately due to odd match-ups between enhancement names and blueprint names among other things seem to have consistency errors so the labels are a work in progress. Ekental also posted a nice spreadsheet with much of this information as did IMoriarty.
Ekental's may have more accurate naming conventions than mine in a few places so if you come up with an issue in that direction check that one. Send a PM to Ekental as well if you happen to have solid info and names on the ARMS enhancements as I believe thats something E was looking for. Thanks.
Ekental's
IMoriarty's
(Table is below, forgive wall of text.)
Custom Crafting Stat. Availability
~~Constitution
As Major
Primary Defence - Arms - Strengthened (Con)
Primary Defence - Science - Mutated (Con/Pre)
As Minor
Minor Offence - Arms - Reinforced (Con)
Minor Offence - Arms - Sharpened (Str/Dex/Con)
Minor Offence - Science - Bio (Con)
Minor Offence - Science - Charged (Dex/Con/Rec)
Minor Utility - Science - Bio (Con)
Minor Utility - Science - Evolved (Con/Int/End)
Minor Utility - Arms - Developed (Con/Ego/End)
~~Presence
As Major
Primary Defence - Mysticism - Divine (Pre)
Primary Defence - Science - Mutated (Con/Pre)
As Minor
Minor Offence - Mysticism - Sacred (Pre)
Minor Offence - Mysticism - Inviolable (Str/Pre/Rec)
Minor Utility - Mysticism - Sacred (Pre)
Minor Utitity - Mysticism - Infinite (Int/Ego/Pre)
~~Intelligence
As Major
Primary Utility - Arms - Force (Int)
Primary Utility - Science - Neural (Int)
Primary Utility - Arms - Powerful (End/Int)
Primary Utility - Science - Hypo (End/Int)
Primary Utility - Science - Dimensional (Ego/Int)
Primary Utility - Mysticism - Gnostic (Int)
Primary Utility - Mysticism - Otherworldly (End/Int)
Primary Utility - Mysticism - Aetherial (Ego/Int)
As Minor
Minor Defence - Science - Advanced (Ego/Int)
Minor Defence - Science - Electro (End/Int)
Minor Defence - Mysticicm - Sage (Int)
Minor Defence - Mysticism - Celestial (Int/Ego)
Minor Defence - Mysticism - Unearthly (End/Int)
Minor Defence - Mysticism - Cosmic (Int/End/Ego)
Minor Utitity - Science - Nano (Int)
Minor Utility - Science - Electro (End/Int)
Minor Utility - Science - Quantum (Int/End/Ego)
Minor Utility - Science - Evolved (Con/Int/End)
Minor Utitity - Mysticism - Wise (Int)
Minor Utitity - Mysticism - Etherial (Int/Ego)
Minor Utitity - Mysticism - Infinite (Int/Ego/Pre)
~~Endurance
As Major
Primary Utility - Arms - Power (End)
Primary Utility - Arms - Integrated (End/Ego)
Primary Utility - Arms - Powerful (End/Int)
Primary Utility - Science - Hypo (End/Int)
Primary Utility - Science - Extraterrestrial (Ego/End)
Primary Utility - Science - Supra (End)
Primary Utility - Mysticism - Unfading (End)
Primary Utility - Mysticism - Spiritual (Ego/End)
As Minor
Minor Defence - Science - Regenerative (End)
Minor Defence - Science - Alien (End/Ego)
Minor Defence - Science - Electro (End/Int)
Minor Defence - Mysticism - Enduring (End)
Minor Defence - Mysticism - Numinous (End/Ego)
Minor Defence - Mysticism - Unearthly (End/Int)
Minor Defence - Mysticism - Cosmic (Int/End/Ego)
Minor Utility - Arms - Power (End)
Minor Utility - Arms - Modular (Ego/End)
Minor Utility - Arms - Developed (Con/Ego/End)
Minor Utility - Science - Electro (End/Int)
Minor Utility - Science - Evolved (Con/Int/End)
Minor Utility - Science - Quantum (Int/End/Ego)
~~Recovery
As Major
Primary Offence - Arms - Amplified (Str/Rec)
Primary Offence - Science - Nuclear (Rec)
Primary Offence - Science - Powered (Str/Rec)
Primary Offence - Science - Neo (Dex/Rec)
Primary Offence - Mysticism - Eternal (Rec)
Primary Offence - Mysticism - Winged (Dex/Rec)
Primary Offence - Mysticism - Indestructible (Str/Rec)
Primary Utility - Arms - Kinetic (Dex/Rec)**
As Minor
Minor Offence - Science - Rejuvinating (Rec)
Minor Offence - Science - Charged (Dex/Con/Rec)
Minor Offence - Mysticism - Timeless (Rec)
Minor Offence - Mysticism - Inviolable (Str/Pre/Rec)
Minor Defence - Arms - Electrified (Rec)
Minor Defence - Arms - Heightened (Str/Rec)
Minor Defence - Arms - Amalgamated (Dex/Rec)
Minor Defence - Arms - Fantastic (Str/Dex/Rec)
~~Dexterity
As Major
Primary Offence - Arms - Supersonic (Dex)
Primary Offence - Arms - Brilliant (Str/Dex)
Primary Offence - Science - Dynamic (Str/Dex)
Primary Offence - Science - Neo (Dex/Rec)
Primary Offence - Mysticism - Mercurial (Dex)
Primary Offence - Mysticism - Winged (Dex/Rec)
Primary Offence - Mysticism - Indestructable (Str/Dex)
Primary Offence - Science- Hyper (Dex)
Primary Utility - Arms - Kinetic (Dex/Rec)**
As Minor
Minor Offence - Arms - Accelerated (Dex)
Minor Offence - Arms - Fulminating (Str/Dex)
Minor Offence - Arms - Sharpened (Str/Dex/Con)
Minor Offence - Science - Charged (Dex/Con/Rec)
Minor Offence - Science - Synaptic (Dex)
Minor Offence - Mysticism - Heroic (Str/Dex)
Minor Defence - Science - Thermal (Dex/Rec)
Minor Defence - Arms - Accelerated (Dex)
Minor Defence - Arms - Fulminating (Str/Dex)
Minor Defence - Arms - Amalgamated (Dex/Rec)
Minor Defence - Arms - Fantastic (Str/Dex/Rec)
~~Strength
As Major
Primary Offence - Arms - Monstrous (Str)
Primary Offence - Arms - Brilliant (Str/Dex)
Primary Offence - Arms - Amplified (Str/Rec)
Primary Offence - Science - Exo (Str)
Primary Offence - Science - Dynamic (Str/Dex)
Primary Offence - Science - Powered (Str/Rec)
Primary Offence - Mysticism - Herculean (Str)
Primary Offence - Mysticism - Indestructable (Str/Dex)
Primary Offence - Mysticism - Empowered Renewing Potence (Str/Rec)
As Minor
Minor Offence - Arms - Colossal (Str)
Minor Offence - Arms - Fulminating (Str/Dex)
Minor Offence - Arms - Sharpened (Str/Dex/Con)
Minor Offence - Mysticism - Potent (Str)
Minor Offence - Mysticism - Heroic (Str/Dex)
Minor Offence - Mysticism - Inviolable (Str/Pre/Rec)
Minor Offence - Mysticism - Unbreakable (Str/Rec)
Minor Defence - Arms - Colossal (Str)
Minor Defence - Arms - Fulminating (Str/Dex)
Minor Defence - Arms - Heightened (Str/Rec)
Minor Defence - Arms - Fantastic (Str/Dex/Rec)
~~Ego
As Major
Primary Utility - Arms - Enhanced (Ego)
Primary Utility - Arms - Integrated (End/Ego)
Primary Utility - Science - Psi (Ego)
Primary Utility - Science - Dimensional (Ego/Int)
Primary Utility - Science - Extraterrestrial (Ego/End)
Primary Utility - Mysticism - Psychic (Ego)
Primary Utility - Mysticism - Spiritual (Ego/End)
Primary Utility - Mysticism - Aetherial (Int/Ego)
As Minor
Minor Defence - Arms - Controlled (Ego)
Minor Defence - Science - Synthetic (Ego)
Minor Defence - Science - Alien (End/Ego)
Minor Defence - Science - Advanced (Ego/Int)
Minor Defence - Science - Quantum (Int/End/Ego)
Minor Defence - Mysticism - Mystic (Ego)
Minor Defence - Mysticism - Numinous (End/Ego)
Minor Defence - Mysticism - Celestial (Int/Ego)
Minor Defence - Mysticism - Cosmic (Int/End/Ego)
Minor Utility - Mysticism - Etherial (Int/Ego)
Minor Utility - Mysticism - Spectral (Ego)
Minor Utility - Arms - Controlled (Ego)
Minor Utility - Arms - Modular (Ego/End)
Minor Utility - Arms - Developed (Con/Ego/End)
Minor Utitity - Mysticism - Infinite (Int/Ego/Pre)
Original Guide.Antiproton wrote:Ok, this is a copy of my post from the Closed Beta forums about Upgrades and Crafting, it is slightly obsolete in some areas, I really need to update it.
Upgrades come in two flavors: Tangible and Intangible. Tangible ones are for character concepts that revolve around physical objects, Intangibles are for ones that don't. The idea is that if it really matters to your character conception, you can focus on using only thematically appropriate Upgrades (and the crafting system will provide a wide array of those so you can fill in gaps that aren't covered by Mission or Sig Villain rewards).
Upgrades WILL NOT change the look of your character. Some Upgrades will unlock costume pieces you can equip, but we made a decision with Champions Online to give the players control of their appearance. Auras are about the only thing we may end up with Upgrades forcing, because they are potentially part of the power system as opposed to the Upgrade itself (an under the hood data structure thing).
Crafting allows you to make one shot healing consumables, bags for additional inventory space, and Upgrades to slot on your character. You can make both Tangible Upgrades for gear oriented characters, and Intangible Upgrades for ones who prefer to use conceptual items (so if you want to make a fighting styles trainer as your crafter who creates Fighting Technique Upgrades that players can use to make themselves more powerful, you can do so.). Crafting is meant to give players Upgrades that they have more direct flavor control over.
And yes, there are a few crafting specific costume pieces that you can unlock through the crafting system.
Expect at low levels to be crafting Upgrades that are singular recipes like Low Powered Battle Helmet Schematic that makes a level 4 tangible Upgrade that gives +1 STR or Overwhelming Dodge Kata that makes a level 7 intangible Upgrade that gives +2DEX. At high levels, when you really know what you are doing is when you start getting access to the Custom Upgrades system and picking and choosing what you want to make highly customized Upgrades.
Crafting itself works like this:
1. You choose a crafting school to master.
2. learn some base recipes
3. go out and find components in the wild, or take Tangible Upgrades and break them down into crafting components by Reearching with them at a crafting table.
4. at a crafting table, take the components and use them to make an Upgrade that you have sufficient skill for
* select a base blueprint, at low levels this will be the only step as you will be working with fixed level and quality Upgrades that have fixed effects.
* if you are making Custom Upgrades, select a base and depending on whether it was a primary or secondary, attach Major and Minor enhancements as needed, select the quality to generate it at and go.
5. if you want to raise your skill, take Upgrades you have found and Research on them to gain skill levels and crafting components, and sometimes learn new crafting blueprints.
6. As you level and skill up, you gain access to new components and new blueprints and the ability to make more powerful Upgrades.
Upgrade Qualities
White
Yellow
Green
Blue
Purple
What can you do at a Crafting Table:
There are two activities you can do when at a crafting table that is appropriate for your style of crafting:
Research: This consumes the items you are Researching on and gives back skillups, rare components and blueprints as well as crafting components
Development: consumes components and creates an Upgrade that you know how to make. At higher levels you can create Custom Upgrades where you select the effects that are attached to them out of a set of blueprints that you have learned.
Harvesting crafting components.
Harvesting can be done at any harvest node in the world for your style of crafting. You gain components and a chance of a skillup.
Skill Tiers
As some of you will recognize, these are taken from the HERO System:
Skill Range Name (reqs)
Tier 1 1-100 Competent (min level 1)
Tier 2 101-200 Skilled (min level 11, min skill 90)
Tier 3 201-300 Very Skilled (min level 21, min skill 190)
Tier 4 301-400 Highly Skilled (min level 31, min skill 290)
So players buy training in Arms skill for instance, and have access to Competent Arms. They skill up to at least 90 skill rating, and hit level 11, and they can purchase access to Skilled Arms. They then skill up to at least 190 skill rating, and hit level 21 and they will be able to purchase Very Skilled Arms, etc.
Once you meet the requirements for a new Tier of skill levels you can go to a trainer and purchase training to unlock the next skillrange.
Researching consumes whatever you feed into it, you can feed in components, or Upgrades. The UI should be giving feedback now on roughly how well you can expect to succeed with what you are researching on. Tier 1 skillups should be quite plentiful at this point. Higher tiers will come more slowly, but will also have rare component and blueprint drops.
Switching Crafting Schools
At the moment you don't lose any Blueprints you may have learned, but your skill is lost if you switch. So if you switch from Arms to Mysticism crafting, your skill level will be 1 and your crafting skill should reset to Competent (max skill level 100)
Flavor
Arms Upgrades
Fighting Styles (Blueprint name: Technique)
Alien Biology (Blueprint name: Dossier)
Ordnance (Blueprint name: Diagram)
Mysticism Upgrades
Arcana (Blueprint name: Grimoire)
Avatars (Blueprint name: Apotheosis)
Enchanted Gear (Blueprint name: Imbuement)
Science Upgrades
Inventions (Blueprint name: Schematic)
Mutations (Blueprint name: Mutagen)
Exposures (Blueprint name:Catalyst)
I've tried really hard to make sure that Upgrades feel like they can be fitted to a broad array of backgrounds. If your RP background is such that you need a different source, I suggest ignoring the icon and flavor text on the package of numbers and pretending that it fits your character background. We do this in pen and paper RPGs all the time (I had a barbarian that wielded a giant metal bound book, using the stats for greatsword since it had the combat effect I wanted), but unlike a human GM the computer cannot do it for you, so you have to rely on your own powers of imagination.
The three schools have different focuses of stats as listed below (order is meaningful for the hand crafted Upgrades I am putting together):
Arms
Utility Major: 1) END, 2) EGO, 3) INT
Utility Minor: 1) CON, 2) END, 3) EGO
Defense Major: 1) CON
Defense Minor: 1) STR, 2) DEX, 3) REC
Offense Major: 1) STR, 2) DEX, 3) REC
Offense Minor: 1) CON, 2) STR, 3) DEX
Mysticism
Utility Major: 1) EGO, 2) INT, 3) END
Utility Minor: 1) EGO2) PRE3) INT
Defense Major: 1) PRE
Defense Minor: 1) EGO, 2) END, 3) INT
Offense Major: 1) REC, 2) DEX, 3) STR
Offense Minor: 1) PRE, 2) REC, 3) STR
Science
Utility Major: 1) INT, 2) END, 3) EGO
Utility Minor: 1) INT, 2) END, 3) CON
Defense Major: 1) PRE/CON
Defense Minor: 1) INT, 2) END, 3) EGO
Offense Major: 1) DEX, 2) REC, 3) STR
Offense Minor: 1) REC, 2) DEX, 3) CON
Stats are definitely mechanically meaningful to your character's performance, the choices you make in picking your character's Talents and Origin, the Superstats you pick as you level up, and the Upgrades you slot in will all add up to enabling very fine tuned control on the players part of how their character is powerful. By making different choices you will have the ability to affect things like cooldown times, how your character is best at gaining energy, how effective different defenses are, hold durations, etc. It's actually seriously cool how much more players will be able to affect mechanically in CO than in other MMOs once all the UI for that stuff is in.ScreenshotsOther Info
Useful Links and Utilities:The main website: http://www.champions-online.com/
The official forums: http://forums.champions-online.com/
championBuilder - a great build utility: http://champions.zarzu.ch/
Gameplay, UI Modification, Build, and Misc. GuidesQuick reference guide(This is very, very useful. Much of the content from this post came from this guide. Read this.)
Super stat guide
Guide to Weapon Unlocks/Modification
How to Play in FPS Mode, Pony's Guide:How to Play in FPS mode, YouTube Video:Pony wrote:How to play Champions Online, the Pony Way:
Step 1. Go to Control under Options and select First Person Shooter controls, and Shooter keybinds
Step 2. Manually adjust the controls like so:
Face offscreen target - OFF
Tab Targeting - Camera Center Out
Reset Inactive Tab Target - ON
Click unselects target - ON
Unselect Offscreen Targets - OFF
Auto Target Prioty - Closest to Camera Center
Visible Auto Target - ON
Only Attack if Target is Selected - OFF
Select Auto Target on Attack - OFF
Melee Can Ignore Selected Target - ON
Assist Target on Attack - ON
Never Auto-Attack Objects - OFF
Target Threatening Enemies - OFF
Select Attacker if Attacked - ON
Stop Moving When Interacting - ON
Auto-Attack - Maintain
Then go into Keybinds, and change the following:
Set mouse-look toggle to Numpad Enter, instead of Right Click Drag
Set Right Click Drag as an alternate key for Block.
Congrats, you are now playing like it's a real video game instead of WoW!
NEVER TOUCH THE TAB KEY AGAIN. In fact, I recommend disabling it entirely.
You target people by pointing the center of your screen at them. You play with mouse-look toggled on, turning it off only to interact with windows or your inventory.
Hell, turn on the reticule if you have issues knowing where the center of your screen is (not a problem for me and I find the reticule distracting so I leave it off)
Hold left-click to use your energy builder, right click to block, WASD to move, and the normal number keys to use your powers. Use E (not Z) to interact with NPCs or objects.
You are now playing a real game.
More to come as they are created.
Playing With Us:
The first step is to join the PA channel. To do so type:
/channel_join "Penny Arcade"
The quotation marks are important, so use them. You can then select Penny Arcade from the drop down list next to the chat input box to talk in the channel. One thing to note, the guild spaces are limited but chat is not, so almost all chat takes place in the PA chat channel. Joining it is much more important than joining one of the guilds.
Updated: We have a Super Group named Penny-Arcade Crimefighting Team. To get an invite, simply ask in the Penny Arcade channel.
Updated PACT filled up, so we now also have "The 5th Beacon" (it makes sense once you play through the tutorial). Again, just ask in PA chat.
Themed PA Super Groups
Classification Level UltravioletJust_Bri_Thanks wrote: »No powers restrictions, it just so happens that munitions works best for the SG.
I encourage you to have Agent ___________ as a name, combined with the super group name and whatever agent-y bio you want to write makes it all the more hilarious when you adamantly deny that you are an operative of any kind.
Our cover is 'Aquisitions Co. Ltd LLC', a super high priced catalog order importer/exporter for the rich and famous.
I recommend using the SG costume slot to equip yourself with a black suit and tie, and shades. Don't use powers while wearing the suit and tie.
Latest Updates9/9/09:
* Added SG info to Playing With Us
9/19/09:
*Tweaked info for Playing with Us
*Added Antiproton's Craft Guide
*Split Guide Section out of Links Section
*Added Weapon Guide to Guide Section
*Added FPS Guides (Pony and YouTube) to Guide Section
9/22/09:
*Added Override367's Munitions Unlocks Guide
10/4/09:
*Added update to Crafting section
Posts
Code:
Changing a stance (guardian/protector/etc) and using a power
Target Self:
Switching between two shield powers:
Basic Binds and also I hate Tag
Follow nearest enemy, also more proof Tag has some secret text file he never put in the OP
Two powers at once
List of Commands, also Tag going crazy over em
Perma-Block and cancel all actions (stop block, stop mid-cast)
[FACT]How to have fun:
Permanent Devices
Changing controller binds ( i think)
vibora bay:
While I think that is a valid concern -- if I found myself constantly having to relevel, etc... but I enjoyed the game that much, I would eventually buy it. Plus it would just be nice to constantly have a few fresh people joining the game.
Also, the D-pad doesnt seem to have anything bound to the left right down buttons, is there a way I can bind stuff to those keys?
Thanks guys!
I don't think so. Hopefully they'll implement a way to change the 360 controller button mapping soon as I'd use it if I could change some of it.
Really? You can't?
Well look at that. Too bad they couldn't come up with something more elegant. If it works it works though I guess.
3DS FC: 2148-8300-8608 WiiU: AgahnimD
scowling so hard.
you are still using my OP.
scowl
I'll post my binds guide...one of these days...I promise!
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
How To Make This Game Approximately 98% More Fun To Play
1) Buy or otherwise acquire an Xbox 360 Controller.
1a) Make sure it works with your PC. Wired ones do from the get-go (at least on Vista and Win7), wireless ones require some form of adapter that I'm too lazy to research for you.
2) Plug it into one of your PC USB ports.
3) Fire up CO, and change your controls to FPS controls.
4) Champions Online now plays like an awesome arcade beat-em-up game as opposed to just another MMO.
5) Enjoy.
Since my Nostromo N50 isn't supported and doesn't work in Win7 I think I will try this out. Plus now I know you can change the binds if I don't like the way it auto assigns buttons. This may be important to include as well, though I don't have the link. Its on the end of our recently deceased thread.
PSN : TheDagon
Pretty much every game ever : TheDagon
I should try teaming with people but I just run around with my 360 controller pretending this is a single player game for some reason. Maybe I'll make a group based hero so I'm forced to, uh, group.
This new thread transition is harder then I thought it would be.
Not on so much lately, but that is just because I got Oblivion (yeah, I'm kinda... late on that one). Still working on my Celestial guy though. He might over-take my main. Played him in a group mission today and it was awesome.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
3DS FC: 2148-8300-8608 WiiU: AgahnimD
That super-size bug is pretty annoying though. Overall, glad it's getting fixed.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
You have no soul. That bug is the best thing.
I spent a good portion of the night a few nights ago entertaining the players in the shard I was in, having a giant mecha fight with another player that raged across Ren Square in Millenium City.
You know, I actually tried this out last night. I really enjoyed some of it, but man oh man, the targeting for me was hard to get used to. It was also strange having to set the controller down and go back to the mouse for navigating crafting and powerhouse interfaces. Still, I think I'll keep trying it out.
Oh, two 14 day trials for anyone that wants them.
...please?
Peemed. Unless you meant my champions info?
--
Whee, finally got all of the basic Event Perks on one of my characters. Just down to Sea Wolf and Air Wolf. Not sure if I can get Sea Wolf though, as they're only level 28.
kills your team make don't seem to count half the time for the purposes of the perk which makes actually succeeding very hard because who actually gets credit for the kill is a crap shoot
for hunters, auto turn on 1, then put your fingers on 3, 5, and 6 and keep pressing them at the same time
wolves, be near other wolves, and press 3. then 4, 6 (if up) then 5, 5, 5, 5, 5, 5, 5, 5, 5, 5. if snared, press 2.