powers-guide

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  • Behind the Mask: The first order of business

    by 
    Patrick Mackey
    Patrick Mackey
    11.25.2010

    Sometimes we make mistakes. Last week, I talked about Champions Online's new archetypes, and while most of the criticisms are valid, I made several statements about incorrect stat selections that were untrue due to passives now scaling to superstats. This is actually a pretty big change to the way the game works, enough that I could almost write a whole article on that subject alone. It makes a whole mess of builds viable in vastly different ways, which is exciting. Although it does raise some concerns (polarization of builds towards CON, INT, and END), those issues really outweigh the dramatic increase in viability for some passives, particularly PFF and Seraphim. This week though, I'm going to talk about the first tier of powers. T1 is the first layer of powers that players come across after their energy builders and weak T0 attacks. There's a huge disparity in balance between various T1 powers; some are basically worthless once T2 has unlocked, while others compete with the best T3 has to offer. I'm here to mostly talk about the latter, and about how you can squeeze every bit of potential by making those required picks in T1 count.