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Ability cool-down times

Ok, im not 100 percent understanding the cool down times or requirements of certain abilities. Most standard abilities use the blue bar and have a very obvious cool down with availability show by the icon slowly becoming highlighted. Some more specialised abilities have a red/yellow bar which slowly fills around the circumference of the skill icon. Can anyone explain how this works as it doesnt seem to fill only over time. Is it combat related? Additionally, can anyone advise what a skull emblem to the right of the health bar means? It is not displayed with the other status icons. Finally, does changing role have a greater impact than just changing the available skill list? Most abilities have a damage/control/healing component but I am unsure as to how the activation of these is determined. the healer role popped for me last night but I have not actively selected this. Is it determined purely by ability selection? Thanks for any help as i cant find this in the game documents.
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If Villains bully low level Heros or camp building exits for kills, then they are scum (Villains by nature).
But, if Heros kill low level Villains and attack on sight, then they are serving out justice (Heros by nature).
Whichever way you look at it, they are playing the role they signed up for...

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Re: Ability cool-down times

[ Edited ]

Am not 100% what the Skull is I would be Guessing.

Your Blue Bar: Is Power
This is used by 9/10 of your special weapons

This fills when you kill Anything your suppose to. You may notice when you kill something you get a series of things from them, Money, Items and a Blue looking thing.
That blue thing is what fills your Power bar.
The more you kill the quicker it fills

You can Add Stats or special powers that can automatically regenerate over a prided of time. These change based on your Power (Earth, Light, Fire etc)

The Red / Yellow one is the Super Power
Only select number of Powers use this, and they range from using Half a Bar to a Full bar.
This is a harder one to fill up,

The only way to fill this one up is to Get High hit counters, the higher and more hit counters you get the quicker it fills up.
Another way is to Find red barrels
They have a + (Like a health Symbol) on them, If you blow it and stand in the Orange waves it will fill up your Super Charge.

 

Again changing your Role depends on what you use. 

I know some of my Super Powers say in the Description 

Damage Role: 25%

Control Role: 50%

 

Not  all powers can be used in Damage and Control Role, so you need to have a little read on each on in the description

Hope this helps you


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Beta Tester
Symonator
Posts: 6,139
Registered: ‎28-11-2007
Message 3 of 6 (426 Views)

Re: Ability cool-down times

[ Edited ]

Basically what the above post says.. is right...also adding to that; Yes.. stances are important.. for example i use nature with a  heal/damage role and i have alot of heal abilties but also some cool damage.. however i don't go into heal much but if i did my heal would be 30% stronger than it is on my damage roll.

 

I think one of my stances as healer the group can gain 60% health back compared to 40% in a damage stance.

Makes all the difference in groups and fighting bosses.

My supercharge is the full force of nature.. which is roots/encasements, extreme damage all at the same time and to filll this up i need to get large combos or have a person who plays controller and can replenish my mana quickly.

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Re: Ability cool-down times

You sir, are a legend.

Like an epiphany it starts to make sense...

 

so if I understand correctly:

 

* Kills fill the Blue bar &

* Combos fill the Orange bar (so if for example you select gorilla shapshifting form, killing and comboing keeps the form 'active')

 

From what I have read, I believe that the available roles depend on your starting power and setting a particular role as active results in the % modifier displayed in the description activating.  I.e. Selecting healer gains a xx% bonus over the 'normal' value etc.

 

This game is much deeper than it looks.

 

Also, Im wondering if the skull signifies some kind of death penalty or bounty?

 

Thanks for the help.

 

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If Villains bully low level Heros or camp building exits for kills, then they are scum (Villains by nature).
But, if Heros kill low level Villains and attack on sight, then they are serving out justice (Heros by nature).
Whichever way you look at it, they are playing the role they signed up for...

Please use plain text.

Re: Ability cool-down times

 


Tonberry_Killer wrote:

 

so if I understand correctly:

 

* Kills fill the Blue bar &

* Combos fill the Orange bar (so if for example you select gorilla shapshifting form, killing and comboing keeps the form 'active')

 

 


You got it in 1 :smileyhappy:

 


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Beta Tester
Symonator
Posts: 6,139
Registered: ‎28-11-2007
Message 6 of 6 (412 Views)

Re: Ability cool-down times

well the skull icon you mea next to your name?

Thats just for pvp, if you were on pve server you can turn it off.

 

Anyways as for gorilla, i think for what it's worth on supercharge it is a bit weak i think but do-able over time.

As long as you keep the orange bar topped up you can get that gorilla form anytime you want.

 

What i reckon you should do for some advice is now pick which tree you think you will use, specialise in healer or damage or do abit of hybrid mix.. later on you will need to get your char in a more specialised roll.

 

If you are not happy with your skill and power selections goto the very bottom of the meta wing and respec your char for $500 which means you can re-select all your powers again :smileyhappy:

My Youtube:: 720p Gaming
I fly Helicopters - Because Your tears are delicious!
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