Source: http://playstationlifestyle.net/2011/02/15...-once-activated
Links:
http://www.dcuniverseonline.com/
http://www.facebook.com/photo.php?fbid=493...CUniverseOnline
http://www.dcuosource.com/
http://forums.station.sony.com/dcuops3/forums/list.m
http://dcuosource.com/skillplanner/
http://www.gamefaqs.com/ps3/950873-dc-univ...line/faqs/61682
Free & Play
Overview
DC Universe™ Online is the only next-generation massively multiplayer online action game that delivers unparalleled physics-powered combat set in the DC Universe™. This genre-defining game puts the power of the DC Super Heroes and villains into the palm of your hands…
The next legend is YOU!
Game Features
- Experience the power of visceral combat where you control every blow your character strikes, delivering a level of action that is unparalleled in the MMO segment.
-Choose your side -- superhero or villain -- as you battle to save or conquer the universe.
-Fight alongside or against your favorite DC heroes and villains including Batman, The Joker, Superman, Wonder Woman and others…The next legend is YOU!
-Experience the intensity of a world created in the artistic vision of legendary comic book artist Jim Lee.
-Take advantage of the state-of-the-art physics engine and use objects in the world around you as weapons, including even your enemies!
-Players will create their own custom DC-style hero or villain, each with a unique look and combination of superpowers.
-Embark on heroic or villainous story-driven adventures penned by famous DC writers including Geoff Johns and Marv Wolfman.
-Gameplay is optimized for both the PS3 computer entertainment system and PC.
-Explore the DC Universe; walk the darkened streets of Gotham City, investigate the mysteries of the futuristic cityscape of Metropolis and travel to legendary locations including Arkham Asylum and the Justice League of America Watchtower.
Gameplay
DC Universe Online is a massively multiplayer online role-playing game (MMORPG) set in the DC Universe. Sony Online Entertainment's stated goal is to make a different kind of MMORPG, with The Incredible Hulk: Ultimate Destruction cited as one of the main inspirations for gameplay. SOE is working to make DC Universe Online more interactive than standard MMORPGs, while trying to keep their key elements, which include a leveling system, raid instances, endgame progression and inventories. The world is mainly shared, public space instead of heroes or villains owning territory. The public space features dynamically-generated content designed for both hero and villain player characters (uniquely created by the player, who cannot choose DCU stalwarts).
Players will choose a mentor for their character (such as Superman, Batman or Wonder Woman for heroes and Lex Luthor, The Joker, or Circe for villains). Their starting location, principal quest rewards and mob loot will be influenced by that decision. The starting zones are either Metropolis or Gotham City, for both heroes and villains. Heroes can also go to the Justice League Watchtower, while villains can enter the Legion of Doom headquarters. Other zones can be reached by teleporters from the two faction headquarters.
Each character is given a communicator appropriate to their faction, via which they receive urgent communications from their mentor and his/her colleagues and subordinates; heroes will frequently receive status updates from Oracle, while villains will receive data from The Calculator. In addition to assignments from their mentor, player characters may also receive requests for help from other mentors of the same faction. Player characters may also accept missions from non-player characters (NPCs) in the street, usually minor characters from their faction. There are also opportunities for quick street encounters appropriate to the character's faction: for example, a hero character may encounter a thug robbing an armored truck, trying to break into an office building, or in the process of mugging a citizen; while a villain character may be presented with opportunities to assist NPC thugs with an armored truck robbery, or assault a citizen using an ATM. All NPC interactions are fully animated and voice-acted. Player characters will earn threat ratings that will cause NPC heroes and villains to interact accordingly with the character.
The shared worldspace offers primarily solo and team player versus environment (PvE) gaming opportunities in the form of open air missions and instances, although player versus player (PvP) combat is also possible in this worldspace. Other PvP (and to a smaller extent, PvE) gaming is available in various types of queued instanced encounters: "Legends", small scale PvP combats in which players take on the identities of iconic characters (continued success in Legends combat unlocks additional iconic characters); "Arena", small scale PvP combat in which players fight as their own characters; "Alerts", cooperative team missions; and "Raids", large scale PvP combat between teams of opposing factions. Success in PvE missions is rewarded with in-game money, costume pieces, equipment and consumables, while PVP combat is rewarded with unlocks of special equipment sets.
Newbie Guide
I decided to make this guide to help players who are new to MMO's or any online RPGs in general. Early on in DCUO, for character levels 1-8, it may not matter as much to get serious about grouping. If you are playing just to test the waters and mess around a little bit, then you probably won't need this guide since that's just not your gaming preference.
This quick guide will go over the basics of party dynamics and good team strategies that your fellow team mates will appreciate, and naturally take on much tougher enemies who you'd otherwise fail to defeat. This becomes more apparent later on when you hit around lvls 15-20 in the Alerts. Maybe even earlier. It depends on the player. I'll will try and keep this simple and as in general as possible so there is room for opinion. This is just from my perspective, and experience. Ok, so let's start...
Oh, and before I begin, let me remind all of you passing through to please vote up or down on this post so it gets the attention by the people who need this info the most. Thank You.
A list of some terms ahead of time so you know what they mean down the road...
BUFF - Positive status effects casted on you by you OR by someone else. Usually on for a duration or just turned on. These effects can make you do more damage, regenerate health or regenerate power. Depends on what class you or the other persons are.
DEBUFF - Negative status effects casted on you OR on your enemy. Usually on for a duration. These effects can make you/enemies do less damage, have less health as a %. Depends on what class you or the other enemies are.
DOT - damage over time
AOE - area of effect. example: an explosion doing splash damage. it can pertain to buffs aoe or debuffs aoe too.
REGEN - regeneration of mana or health.
HOT - heal over time.
TANK - a hero who's main role is to take damage for the team. The wall, the first line and main line of defense.
LVL - what character level you are.
AGRO - aggression. threat level, the ememies attention to a team mate.
ADD - a respawned or wandering enemy who jumps into a fight unexpectedly. "Oi, we got 5 adds behind us!"
INSTANCE - a generated place for the group to privately explore. usually indoor by apearance. alerts, raids, duos(?), Arenas are all instances.
1.) CHOOSE YOUR ROLE (Class) AHEAD OF TIME
What do you want to be? DEFENDING, HEALING, CONTROLING? Note: Play as a Role that you would have the most fun being, obviously.
2.) GROUP DYNAMICS
Once you start playing the harder/higher lvl modes in DCUO (Alerts, Raids, Group PVP.), you will have to play in full groups or raids to be effective completing the missions that give the most gains in terms of experience or loot. To have an effective group you need one of each class type working together in a synergy that is not only effective, but very fun to be a part of! It basically works like this... A.) Tank << B.) Controler << C.) Healer. Note: this can be improvised with some other combination but I am going over a tried and true dynamic. It totaly depends on situation and whats available.
A.) A Tank is built to take the most damage so that the Healer only has to heal 1 group memeber. AND, keep all enemy agro (attention) to the Tank. The Tank pulls enemies to itself and keeps them on him at all times while the Healer keeps him alive.
B.) This is where the Controler can help as a primary or secondary task depending on the situiaton. Which is, power regenration. This power "regen" helps the whole team (most importantly the healer) so the team as a whole can keep casting more powers and survive longer. Controlers also stun/distract/encase tight groups that might be surrounding the Tank which in turn alleviates the Healer from healing too often and going zero on power meter. Stunning/distracting/encasing a Tank's attackers will drasticlly reduce damage being pounded into the Tank.
C.) The Healer that heals one player (Tank) uses less power than the heal that has to heal the whole group. If the power runs out on the healer, then the tank will most likley die and the team as a whole will follow suit, like a stack of cards. The healer also can buff allies to regen health among other things that benefit the tank or whole group.
A+B+C Battle plan Summary...
Tanks grab/pull enemies to the group and keeps pounding AOEs and/or (if implemented soon) Taunts. The Controler quickly steps in by "locking down" the battle with stuns/distractions/encasements. The controller makes sure the least amount of damage is being done to the Tank through crowd control and debuffs. Also to help keep everyone's power meter filled as much as possible. All so that the healer's job is less stressful. The Healer will keep a vigilant eye on the tank as a priority with the readyness to see that someone else's life is in danger and will quickly adjust on the fly.
3.) ANGER MANAGEMENT
Everything you do as an aciton, even if its a heal or a buff on a team mate, will cause the enemy to AGRO you more. That's ... short for "aggression". Tanks need to keep all AGRO at all times or else, like I mentined above, the healer will waste too much power, too fast healing too frequently. So, be aware that: Heals, Buffs, Debuffs, Punches, Kicks, Attacks, slightly brushing up against, all draws AGRO. If DCUO follows other MMO/RPGs, then heals are the most hated. I've heard Controlers' debuffs/buffs are the most hated. I am not 100% sure in this area. This is one of the most nuanced aspects of AGRO managment. Knowing when you have to take it easy on causing more agro than the Tank is. The Tank doesn't have to worry about this. The Tanks job is to take/genrate all the AGRO and then some. All with a smile on the face asking for more. Keep this in mind.
4.) SITUATIONAL / TACTICAL AWARENESS
I can't stress enough how important this is once you understand the group dynamics. Important things to consider and be aware of at all times...
A.) Postioning - Always fight from the outside area in. Never drop down in the middle and start hacking away. You'll hit respawns or adds and it can be a matter of life and death at that point.
B.) Enemy Types - Example: can Enemy-X pull you towards him? Very important to know which enemies have the nasty stuff. If you unexpectedly get pulled deep into a group where tactical positioning becomes compromised then death will be there to greet you with open arms.
C.) Watching Each Others Back, Communicating - Always. Look. Eveywhere. lol. Get me? Look all around while fighting just to make sure nothing else wanders into a fight. Inform the proper role that X is about to happen and be ready for it. Give a heads up. This all seems like a no brainer, but to a beginer in a really hard battle, you might not be thinking about it. Start forming this habit early on. Don't forget to keep an eye on the chat box too, just in case someone doesn't have a mic on. Or it glitchs out.
D.) Enemies Respawning Rates - Good to know if you are fighting in the same area when other competing groups are present. Just a general idea works wonders. Note: May not matter (probably won't) in Raids or any other Indoor (instanced) missions as enemies don't repawn indoors as far as I know.
E.) Power Interactions - A few powers have, in thier description, power interactions which are how they interact with other power effects that are still present on an enemy target. Example: If Ememy-W is frozen by Power-X, then Power-Y, will cause Explosion-Z to happen, hurting other enemies around the target. So, if you know what Class Roles are in your group ask which powers they use and coordinate a combination of power interactions to get the most bang for your buck. You can also create your own power interactions by picking the right powers in your Loadouts.
5.) ETIQUETTE
Everyone is a link in a chain and getting long with everyone is very important. Be pollite. It's crucial to leave arrogance, vanity and all that crap in the kiddy corner when playing in groups. Anyone can run around spamming powers very quickly, my granny can do that. What skilled players really appreciate are how well you played your role to make each memebers time playing that more enjoyable and maybe finding new friends that last throughout your time with DCUO.
As for group loot, NBG (need before greed). follow those rules and people will respect you for it. Don't need it? Pass it. Wan't it anyways? Then greed it. "Pass" option will always have priority over greed. If your team mates see that you chose "Need" on an item that isn't even for your class then that will have a negative effect on how others see you in thier group if someone else needed it. That could cause problems down the road. This is a social game if you choose to play in groups, and repuation is everything... and it has to be earned. People will remember you especially if you piss them off. It's a smaller world than you think.
Closing Notes: I didn't mention a damage role as a fourth class since since DCUO allows all classes to be damage type. In my humble option, I feel that right now playing as your pure class role is far more effective than just the damage role in a group dynamic. IF, and I stress IF, you manage your power pool properly. Keep in mind that in damage role you miss out on a lot of debuffs/buff and major power interactions between your other group member's status effects, or your own. Which in turn can produce far more damage as a group.
---------------------------------USB KEYBOARD----------------------------------
To those who want to use USB KEYBOARD here some guide provide by darkplacid @ IceEgde
1 = L2+Square
2 = L2+Triangle
3 = L2+Circle
4 = L2+X
5 = R2+Square
6 = R2+Triangle
7 = R2+Circle
8 = R2+X
J = Journal
K = Power, Skill, Loadout
N = Renown
H = Headlines
I = Inventory
M = Map
O = Social
P = Loadouts
T = Switch roles (after level 10)
Y = On Duty Menu (Arenas, Legends, Duo, Etc)
C = Collection Sets
/ = Renown (again)
Enter =Quick Chat
Chat commands. (enter before typing a message)
/tell or /t <charater name> sends a private message to the player
/group or /g or /p [message] - Group chat
/invite <character name> will send an invite to another player
/kick [name] - Kicks person from group/raid
/leave - Quit a group
/league or /l <text> communicates to your league channel (if your in one)
/shout <text> shouts the text to zone
More tips. Here is for items colors.
Tier 1/Light Blue/Common: Common Drop, also easily found on vendors.
Tier 2/Green/Uncommon: Uncommon Drop.
Tier 3/Dark Blue/Rare: Rare Drop. Final bosses or end of a storyline reward.
Tier 4/Purple/Legendary: Ultrarare Drop. Some final bosses, raid dropped or found in raid equipment vendors.
Here are stats information.
Power is your blue bar that depletes when you cast spells. (Below Health)
Health measures how long a character can withstand being knocked out (KO) during combat. Represented via a bar, once a character's health reaches zero, they are knocked out until a set time elapses, after which the player can chose to either revive their character where they were knocked out (if another player has revived them) or revive them a set distance away from where they were knocked out. Health automatically recovers when out of combat.
Power is required to use a character's powers and is drained as they are performed. Power builds during weapon attacks as shown by the hit counter; Power also regenerates slowly out of combat.
Defense reduces damage from non-player enemies; the higher your level, the more defense is required.
1% damage reduction = 15 Defense (Level 1) and 71 Defense (Level 30)
Might increases the amount of damage that a character's powers can inflict.
4 might =1% base damage.
Restoration increases healing as well as the regeneration speed for Health.
4 Restoration =1% base healing increase.
Vitalization increases Power healing effects.
10 Vitalization = 1% Power generation increase.
Precision increases a character's accuracy, enabling them to hit more frequently and adds damage to all weapon attacks.
10 Precision = +1 DPS
Toughness reduces damage inflicted by player characters. The higher your level, the more Toughness is required.
1% damage reduction = 15 toughness (Level 1) and 71 Toughness (Level 30)
Dominance increases the number of health points lost by a target before a Control effect ends. At high levels, Dominance must be higher than enemy Willpower to be effective.
2 Dominance = 1 additional damage before control breaks.
Willpower determines a character's resilience against Control effects.
So,
Here are the stats for recommended for roles.
DPS Spell (Power + Might)
DPS Weapon (Power + Precision)
Healer (Restoration + Power)
Tanker (Defense/Toughness + Vitalization)
Controller/Support (Power + Dominance)
OR
DPS Spell (Power + Might)
DPS Weapon (Power + Precision)
Healer (Restoration + Power)
Tanker (Defense/Toughness + Health)
Controller/Support (Vitalization + Dominance)
Since there are 2 types of defense, tanker must be able to change stat for PvE and PvP efficiently.
This post has been edited by winterfrog: Nov 3 2011, 09:32 AM
Jan 12 2011, 05:38 PM, updated 15y ago

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