I think dc give us power emotes you know like emotes that we can do with our powers I already have a couple of ideas:
-fire powered players could hold a hand out and make a fist when they open up their hand a flame would come out and it would just sit in the palm of their hand.
-quantum powered players would make a gravity bomb but instead of throwing it at something they could just keep throwing it up in the air and catching it. is there anyone that feels the same way that I do???
Questionnaire: []
The powers are said to be controller, defense, healer, and tank. However anyone can switch between damage and their specific roles. But one question remains...
- Controlling Umbrella: A Controller is one of the four roles available in DCUO. This role focuses on restoring power to group members, debuffing Boss level opponents and incapacitating lower rank enemies. Controllers have specific debuff abilities that can lower an opponent's defense, healing or damage output. This role requires high Vitalization and Dominance. Each Controller power set has shields that are useful for activating controls and reviving downed allies. The symbol that represents a controller is in the shape of a sound wave.
- Gadget Power: .
- Light Power: .
- Mental Power: .
- Munition Power: .
- Quantum Power: .
- Damaging Umbrella: Damagers are one of the 4 roles available in DCUO.
This Role generally focuses on dealing damage to enemies and completing objectives.
All Power Types have the Damage Role available.
Damage armor tends to provide higher Might and Precision than other role armor.
The symbol that represents a Damager is a Flame.- Any power could be used as a weapon. Check out this link to see the specifics of any power to be used in this way.
- Healing Umbrella: Healers are one of the basic roles available in DCUO. This role generally focuses on keeping the team alive by healing other group members and preventing damage with group shields. Healers have the ability to heal and buff their team mates with high levels of restoration. All healing powers specialize in different healing methods and it is therefore preferred that Raids and Operations have two different healing powers. The symbol that represents a healer is a Heart.
- Celestial Power: .
- Electricity Power: .
- Nature Power: .
- Sorcery Power: .
- Water Power: .
- Tanking Umbrella: The Tank or Defensive role is one of the four roles available in DC Universe Online.
This role generally focuses on keeping the group safe by attracting opponents, taking damage in place of other group members and providing control immunity to the group.
Tank armor tends to have high Health and Dominance as well as high Defense or Toughness.
The symbol that represents a tank is a Shield- Atomic Power: .
- Earth Power: .
- Fire Power: .
- Ice Power: .
- Rage Power: .
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- Weapon Umbrella: Chosen during Character Creation, a character's Weapon is what defines their combat abilities. Some weapons specialize in ranged attacks, some in melee, and some dabble in both. That being said, all weapons possess melee and ranged attacks at varying levels of effectiveness depending on their specialty.
While initially only able to choose one weapon type, after level 10 the player can choose to put skill points into other weapon trees. Skill points can be reset, but the first point that grants access to the weapon they chose in Character Creation is permanent.
All Safe Houses have a vendor that sells a level 1 weapon in every type, which may be useful for trying out new types.
Weapon styles will usually adapt to the player character's color palette. Styles not tintable will have this fact mentioned in their item description.- Bow: Archers wield their bows with shocking speed, precision, and power. Combat with a bow is an improvised flurry of ranged attacks with arrows or bludgeoning attacks with the bow itself when the fighting gets in close. Archers are very unpredictable and can use their trick shots to take most enemies by surprise from any distance.
- Brawling: Brawlers are powerful fighters that sacrifice technique for brute strength. Brawlers hold nothing back as they batter their opponents with punches that could knock a normal person down the block.
- Dual Pistol: Master sharpshooters wield two pistols, that when fired shoot out large amounts of projectiles, as if they were a natural part of themselves. Using their shooting skills to chain together many attacks at range, wielders can also use the pistols as melee weapons in close combat. Dual pistol wielders can lay down fire in many directions to keep multiple enemies jumping for cover.
- Dual Wield: Characters that dual wield melee weapons make every movement a potential attack. Dual-wielding characters spin, flip, and unleash a flurry of blinding strikes in a series of timed attacks that keep opponents reeling. They are excellent at fighting multiple opponents and can easily keep a group of enemies at bay.
- Hand Blast: Wielders of amazing abilities, hand blasters hurl their power at their foes with a thrust of their arms or a wave of their hands. Their ranged attacks are chained together with grace and power to keep their enemies at bay, and they excel at charging up their attacks to put even more strength into each blast.
- Martial Arts: Martial arts fighters strike with speed and fury. They dart in close, strike from all angles, and string together combinations of punches and kicks. Martial artists are the most defensive fighting style, as they can dodge and block while executing various counterattacks.
- One-Handed: Masters of one-handed combat wield their weapons with a mix of precision and strength. They execute quick, strong swings to create openings, before unleashing powerful assaults.
- Rifle: Precision attacks from rifle users can come in many forms and at many distances. Rifle users can attack from a safe position at range or use their weapon to bludgeon opponents that manage to get close. They have an array of ammunition and weapon types, from grenades to flamethrowers.
- Shield: Stalwart defense coupled with brutal attacks, cuts and slams when up close are the shield users' method of combat. They use their shields, which are normally seen as simple defensive equipment, in imaginative ways to render their opponents incapacitated.
- Staff: Wielders of the staff whirl their weapons with blinding speed and force. They strike at their foes with combinations of sweeping arcs, spins, and twirling motions. They are masters of keeping the battlefield under control with stunning efficiency.
- Two-Handed: Colossal attacks are the usual fare for two-handed weapon masters. Two-handed weapon fighters use mass and reach to their advantage as they swing, slam, and smash their weapons in a series of slow but powerful attacks.
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- Movement Umbrella: Chosen during Character Creation, a character's Movement Mode affects the character's speed, movement style, and maneuvers in combat. It also determines if the character is a flyer, speedster or jumps from building to building as an acrobat.
- Acrobatics: Acrobats are master aerialists and climbers who use their skills to vault across the rooftops with seemingly effortless grace. Acrobats are able to climb and cling to any surface, giving them a unique way to approach both movement and combat. Using a Grapple Line, Acrobats can quickly ascend tall buildings and traverse the gap between skyscrapers. And for movement across the massive cityscapes, Acrobats can even glide across the sky after leaping from vast heights.
In combat, the Acrobat's agility is unmatched, with special combat moves designed to draw enemies in close to deliver precision attacks. - Flight: Flyers soar over the skyscrapers, swooping down to engage their enemies with devastating attacks. There is no place out of reach for flyers, who are able to traverse any environment with ease. Those with Flight movement have their own special combat moves designed to stun enemies or knock them senseless. Using the environment around them, flyers can turn almost anything into aerial projectiles to defend the innocent or destroy the city.
- Skimming: Skimmers soar over objects and enemies on discs.
- Super Speed: Speedsters travel through the streets at an incredible velocity. Those with Super Speed movement reach such tremendous acceleration that they can run up the sides of buildings, up walls or across ceilings. Traveling long city blocks to get to the action becomes a cinch with this movement mode.
In combat, speedsters become deadly whirlwinds using their quickness to move in and out of range with ease and special attacks to stun and disorient enemies.
- Acrobatics: Acrobats are master aerialists and climbers who use their skills to vault across the rooftops with seemingly effortless grace. Acrobats are able to climb and cling to any surface, giving them a unique way to approach both movement and combat. Using a Grapple Line, Acrobats can quickly ascend tall buildings and traverse the gap between skyscrapers. And for movement across the massive cityscapes, Acrobats can even glide across the sky after leaping from vast heights.
Are the Controller, Damage, Healer, and Tank depended on the weapon or power and will the movement change this?
- One of My Characters: This character is mentored by Batman being in the "Tech" side. However his weapon is a bow, his power is mental, and he's an acrobat. Sure hand-blaster might've been better to use as well as flight or superspeed.
- Are there better methods of role usage? Like putting Rifle or Dual Pistol with Munitions power. Munitions being a "Controller." Or having the electric power with hand blaster and superspeed... makes sense right?
In DCUO the power-set you choose at character creation determines your support role, all power-sets can do damage role. For more information plase see Team Roles.
Controllers usually pick brawling as weapon since it allows for quick successive hits and the hit counter refills the blue power bar. Healers most often use Hand Blast, as it also has a quick attack pattern.
I personally always felt that this limits the choice of weapon in the game very much, but that's what has stuck over the years. In damage role you can play virtually every weapon, but here some are deemed better as well.
It is important to understand that in DCUO weapon damage is based on your precision stat, while power-set damage is based on might, so for your damage role, choose where you want to go, more focus on weapon damage or more focus on power-set damage.
Hope it helps. Datasentinel (talk) 19:04, 21 December 2022 (UTC)
the source