One of the slightly confusing aspects of Champions Online, when I first hopped in — without looking anything up, was the stats. Stats in CO make a huge difference. Getting to know these stats ahead of time will easily mean the difference between a wimpy superhero and a super… superhero. Let’s get started with the basics.
There are a total of 8 stats in the game:
Strength — melee damage, knock back, knock back resist, pick up, throw, and breaking free from tangible holds
Dexterity — stealth effectiveness and critical hit chance
Constitution — hit points
Intelligence — stealth detection, energy costs of powers, cool down length, and pet damage
Ego — severity of critical hits and breaking free from intangible holds
Presence — healing and buffing, pet health, and threat generated (whether increased or decreased)
Recovery — sets equilibrium and energy generated from energy building abilities
Endurance — max energy and energy generated from energy building abilities
At first glance, without prior knowledge, some of this should make sense. The parts that are likely new to most people are the equilibrium and breaking free.
Your character in CO does not always have a full bar of energy. They have a maximum energy determined by their Endurance and then the equilibrium set by Recovery — your character will always revert back to the equilibrium amount when out of combat. Example: you have 1000 maximum energy, but an equilibrium of 400 — when out of combat, whether above or below the equilibrium of 400, you will slowly regenerate or degenerate to that point. This means that characters with low recovery will have to build up energy at the start of the fight to be more effective — should their abilities require more energy. It’s not a guarantee that you will always be able to use any ability at it’s maximum strength (especially strong charged powers) without having to first build your energy. Even then, you may not have enough maximum energy to fully power the ability. Slotting proper talents and equipment to fulfill your needs and wants is very important.
Breaking free is something different. Within CO there are crowd control abilities that cause your character to become ‘held’ — paralyzed, essentially. You then have to ‘break free’ of these holds; your effectiveness is determined by the hold type and your associated stat (Strength or Ego). A bar will be displayed at the bottom of your screen, you have to use ‘z’ to try and break free. I’m not sure if just holding it down is enough… I tend to tap it repeatedly — mostly because it makes me feel like I’m doing something more to help (sad, but true…). As far as ‘real’ worth goes… I’ve had holds used against me quite a bit in PvE, and some in PvP — I suspect as time goes on they’ll be used very frequently in PvP. Many classes benefit from Strength anyway, so tangible holds will likely not be very useful. Ego is a stat that I don’t see many people taking so try for intangible holds — PvP-wise, at least.
Next up is the Super Stat. You have two super stats, gained fairly early on. These will give large bonuses and scale with level. It also seems that both stats will then give you a damage increase based on a flat percent (I’ve seen this said around a few different places, did not really pay much attention to it in-game, so I can’t be sure). With every power set there are two recommended stats, you see them at character creation. It’s a good idea to follow these guidelines if you are going to be sticking with those sets for most of the powers. Should you go about doing a lot of custom work… you’ll have a bit more work to do. Think what you want your character to do primarily, and then stat accordingly. It’s very important to get your super stats fitted to your play style.
There’s plenty of guides on the CO forums for various builds and types. Here’s my thoughts:
Ranged Nuker: Presence and Endurance, slot Recovery/Intelligence equipment/talents. Presence is a no brainer for a DPS build, without it you’ll likely draw tons of aggro. The harder part comes from choosing Endurance or Recovery — Endurance will help you use the larger, more powerful abilities, but you’ll have to build up to them. Recovery will allow bigger/more abilities initially, but you might not be able to use the maximum effect of the more powerful abilities. Intelligence I wouldn’t take as a super stat simply because it doesn’t increase energy generated from energy building abilities. It will help you deal DPS longer and faster, but you need the energy to do so.
Melee DPS: Presence and Strength/Dexterity, slot Str/Dex/Con/End/Rec… Presence is the given, of course, and I would choose Strength over Dexterity for the consistent boost to melee damage. But, some people might want a build focused around crits or stealth (yes, you ninjas out there… you know who you are). As far as slotting goes… Strength/Dexterity will be important, Constitution might be, and Endurance/Recovery should be taken some — you want to be able to use your full power, after all. Some of these stats can be hard to suggest over others, since some powers are effected by certain stats — like Enrage. Enrage will be more effective the more Strength you have, if you want to use it — grab Strength instead of Dexterity. Resurgence is an instant self-heal that is based on Constitution — while in a DPS build you may or may not want it, but if you do you may want more of the stat to make it more effective.
Tanking: Presence and Constitution. Presence to help build up aggro, Constitution to take a beating. Also, Defiance and Invulnerability both scale with Constitution. Resurgence is another great ability to have. I have done a bit of tanking during the end of beta event against the level 40 Mega-Destroids — without a set group or support. Using Power Armor and ranged attacks… melee isn’t necessarily the tanking damage needed. However, Mighty does have a few abilities that gain more threat or act as a taunt — this is very, very handy. I’m getting a bit off the stats, but here’s the gist of tanking that I took away: gain aggro by normal means, using the defensive stance, block a lot. The game has active blocking, make use of it. You can gain energy that way and reduce damage dramatically. Now, stats-wise… This really depends on your type of tank. Strength can easily find a place here, especially if you have some abilities that provide more aggro or taunting effects. I wouldn’t worry about Ego, Dexterity, or Intelligence. You may want to gain some Endurance, through talents/equipment — to make full use of the stronger powers.
Support: More so than any other build — Presence. It’s getting around a lot, yeah? Here though it will actually effect your healing and buffing, should that be your support role. The secondary super stat is a bit more to taste, however, I did notice an increase in my equilibrium when I swapped to the support stance. Endurance would likely make a great second stat. Slotting Intelligence and Recovery will help, too.
That’s my thoughts, at least. There’s plenty of wiggle room for customization. More than most, if not all, games out now — Champions Online has true build customization. What is popular and ‘right’ now will change, and there are undoubtedly powerful combinations out there that we don’t know about — yet. The first steps for any build, however, will be the stats. Learn ‘em fast, use ‘em to your advantage.
I’m off to get some cold medicine… Shouldn’t of written so much…