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'''Damagers''' (soemtimes abreviated to "DPSs") are one of the basic [[role]]s available in DCUO. This Role generally focuses on dealing '''damage''' to enemies.
+
'''Damagers''' are one of the 4 [[role]]s available in DCUO.<br />This Role generally focuses on dealing '''damage''' to enemies and completing objectives.<br />All Power Types have the Damage Role available.<br />Damage armor tends to provide higher [[Might]] and [[Precision]] than other [[role]] armor.<br />The symbol that represents a Damager is a Flame.
  +
 
=Damage Role=
 
=Damage Role=
  +
All characters start in the Damage Role. Other roles become available at Level 10.<br />A Player in Damage Role gains +10% Damage.<br />[[Interactions|Power Interactions]] include using certain powers to prime other specific powers for additional damage.<br />Area of Effect powers cause damage to all opponents within a Radius. AOEs split damage depending on the number of affected opponents.<br />Damage Over Time powers distribute damage at a regular interval for a limited duration. Some DOTs stack with other DOTs allowing multiple simultaneous ticks of damage on an opponent. Damagers can use other attacks on an opponent during the DOT ticks to further increase damage.<br />Burst damage powers inflict damage in a single hit.<br />Damagers should prioritize targets and position themselves to maximize damage output without impacting their survivability.
All characters start with the Damage Role.
 
  +
=Stats=
 
  +
=[[Stats]]=
 
As a damage dealer, your main statistics will be, in order of importance:
 
As a damage dealer, your main statistics will be, in order of importance:
*Might/Precision
+
*[[Precision]] or [[Might]]
  +
*[[Critical Weapon Attack Chance]]/[[ Critical Ability Attack Chance]]
*Dominance
 
  +
*[[Critical Weapon Attack Damage]]/[[Critical Ability Attack Damage]]
*Power
 
  +
*[[Power]]
*Health
 
  +
*[[Health]]
   
==Might/Precision==
+
==='''[[Precision]]'''===
  +
Precision is combined with Weapon DPS to determine the damage of weapon attacks.<br />Weapon Damage = Base Weapon Damage Multiplier * (50% Weapon DPS + 100% Precision)<br />Precision can be increased using [[Equipment Mods]], [[Generator Mods]] and spending [[Stat Points]] in Precision.<br />The [[Tactical Mods|Relentless Precision]] Tactical Mod can temporarily increase Precision.
Might increases the damage of your powers and weapon attacks, though the ingame definition doesn't explain this. More might means more damage through the formula described in the ingame definition, so it's a good idea to have this high as well. Precision increases your damage per second (DPS) by 1 for every 10 points of precision per weapon attack. Since weapons are a good 75% of all damage, this is by far the most important stat.
 
   
  +
==='''[[Might]]'''===
A balance of both stats is ideal. EXP: A Brawler with 1400 Might and 130 Precision will deal more DPS than a Brawler with 900 Might and 170 Precision. Experiment with the balance between the two.
 
  +
Might determines the damage of superpowers and power based combos.<br />Superpower Damage = Base Superpower Multiplier * (100% Might)<br />Might can be increased using [[Equipment Mods]], [[Generator Mods]] and spending [[Stat Points]] in Might.<br />The [[Tactical Mods|Escalating Might]] Tactical Mod can temporarily increase Might.
   
  +
==='''[[Weapon DPS]]'''===
==Dominance==
 
  +
Weapon DPS is combined with Precision to determine the damage of weapon attacks.<br />Weapon Damage = Base Weapon Damage Multiplier * (50% Weapon DPS + 100% Precision)
Dominance makes your effects work on enemies. Stuns, roots and pull-towards attacks are all affected by Dominance. If you don't use these attacks, then you can skip it entirely.
 
   
  +
=== '''[[Critical Weapon Attack Damage]]''' ===
==Power==
 
  +
Critical Weapon Attack Damage is the bonus percent damage of a critical weapon hit.<br />Stat Points can be spent in [[Critical Attack Damage]] to increase Critical Weapon Attack Damage.<br />Base Critical Weapon Attack Damage is 25%.
More power means that you'll be able to use your Super Powers more often.
 
   
  +
=== '''[[Critical Weapon Attack Chance]]''' ===
==Health==
 
  +
Critical Weapon Attack Chance is the chance that a weapon attack will critically hit.<br />Stat Points can be spent in [[Critical Attack Chance]] to increase Critical Weapon Attack Chance.<br />Base Critical Weapon Attack Chance is 5%.
Regardless of how good your tank is, you will be taking damage. More hit points means you will live longer, especially for the classes that don't have self-heals.
 
   
  +
==='''[[Critical Ability Attack Damage]]'''===
=[[Powers]]=
 
  +
Critical Ability Attack Damage is the bonus percent damage of a critical superpower hit.<br />Stat Points can be spent in [[Critical Attack Damage]] to increase Critical Ability Attack Damage.<br />Base Critical Ability Attack Damage is 25%.
Since every single class can fill the damage role, generic powers will be discussed.
 
==Damage Increase Powers==
 
These powers increase the damage of your weapons. You should try to always have this power active on your weapon even with bad stats, it can double your damage output.
 
*Jackhammer : Earth : Seismic
 
*'''Reinforce ''': [[Earth (Power)|Earth]] : Geokinesis
 
*'''Wired''' : [[Electricity]] : Voltage
 
*'''Fiery Weapon''' : [[Fire (Power)|Fire]] : Immolation
 
*'''Intimidation''' : [[Gadgets]] : Tricks
 
*'''Ice Bash''' : [[Ice]] : Cryogenics
 
*'''Carnage''' : [[Nature ]]: Shapeshifting
 
*'''Weapon of Destiny''' : [[Sorcery]] : Destiny
 
*'''Venom Boost''' : [[Iconic Powers|Iconics]]
 
   
  +
==='''[[Critical Ability Attack Chance]]'''===
==35% Health Powers==
 
  +
Critical Ability Attack Chance is the chance that a superpower attack will critically hit.<br />Stat Points can be spent in [[Critical Attack Chance]] to increase Critical Ability Attack Chance.<br />Base Critical Ability Attack Chance is 5%.
These are attacks that deal twice as much damage when the target is below 35%. Extremely powerful and should be kept ready for tough opponents. This actually makes bosses easier in the last third of the fight if everyone uses their power at the same time.
 
  +
*'''Sandblast''' - [[Earth (Power)|Earth]] : Seismic
 
*'''Snuff Out''' -[[Fire (Power)| Fire]] : Ignition
+
==='''[[Power]]'''===
  +
Power is required to use abilities in a [[Loadout]] and is drained as abilities are performed.<br />A percentage of max Power regenerates every second.<br />Power regeneration is increased out of combat.<br />Power builds when performing weapon attacks with either [[Weapons Expert]] or [[Hybrid]] [[Focus]].<br />Power does NOT build when performing weapon attacks with [[Superpowered]] [[Focus]] but +10% [[Power]] and +25% [[Power Regeneration]] is granted instead.<br />Power can be [[Power Restoration|restored]] by specific active powers, breakouts and consumables.<br />Breakouts require Innate Skills in a Movement tree to restore power after a breakout.<br />Power is restored when defeating opponents in [[Challenges]], [[Duos]] and open world content.<br />Power restoration is indicated by blue numbers in combat.
*'''Impaling Ice''' - [[Ice ]]: Cryogenics
 
  +
*'''Light Blast''' -[[Light| Light]] : Support
 
  +
==='''[[Health]]'''===
*'''Impaling Thorns''' - [[Nature]] : Plants
 
  +
Health measures the ability to withstand knockout.<br />While out of combat, a percentage of max Health regenerates every second.<br />Health restoration is indicated by green numbers in combat.<br />A larger Health pool helps survivability. A dead Damager can not cause any new damage.
*'''Final Ruin''' - [[Sorcery]] : Destiny
 
  +
  +
==='''[[Weaponization|Weaponization Rating]]'''===
  +
Weaponization increases the amount of damage caused by thrown or smashed objects.<br />A high Weaponization Rating is required to lift large objects including vehicles.<br />Weaponization can be increased with [[Super-Strength]].<br />Weaponization can be increased with by spending [[Stat Points]] in [[Might]] and [[Precision]].
  +
  +
==Weapon Buff Powers==
  +
A '''Weapon Buff''' power increases base [[Precision]] and [[Weapon DPS]] by '''33%''' for 20 seconds.<br />
  +
[[Head Equipment Mod]]s that increase critical strike chance are available for each Weapon Buff.
  +
{| border="1" width="500"
  +
|-style="background:#3366CC; color:white;"
  +
! width="25%" | '''Power Set'''
  +
! width="25%" | '''Powers'''
  +
|-
  +
| style="text-align: center"|[[Atomic]]
  +
| style="text-align: center"|'''[[Atom-Powered Assault]]'''
  +
|-
  +
| style="text-align: center"|[[Celestial]]
  +
| style="text-align: center"|'''[[Anoint]]'''
  +
|-
  +
| style="text-align: center"|[[Earth (Power)|Earth]]
  +
| style="text-align: center"|'''[[Reinforce]]'''
  +
|-
  +
| style="text-align: center"|[[Electricity]]
  +
| style="text-align: center"|'''[[Wired]]'''
  +
|-
  +
| style="text-align: center"|[[Fire (Power)|Fire]]
  +
| style="text-align: center"|'''[[Fiery Weapon]]'''
  +
|-
  +
| style="text-align: center"|[[Gadgets]]
  +
| style="text-align: center"|'''[[Battle Display]]'''
  +
|-
  +
| style="text-align: center"|[[Ice]]
  +
| style="text-align: center"|'''[[Ice Bash]]'''
  +
|-
  +
| style="text-align: center"|[[Light]]
  +
| style="text-align: center"|'''[[Inspiration]]'''
  +
|-
  +
| style="text-align: center"|[[Mental]]
  +
| style="text-align: center"|'''[[Menace]]'''
  +
|-
  +
| style="text-align: center"|[[Munitions]]
  +
| style="text-align: center"|'''[[Killer Instincts]]'''
  +
|-
  +
| style="text-align: center"|[[Nature]]
  +
| style="text-align: center"|'''[[Carnage]]'''
  +
|-
  +
| style="text-align: center"|[[Rage]]
  +
| style="text-align: center"|'''[[Bloodlust]]'''
  +
|-
  +
| style="text-align: center"|[[Quantum]]
  +
| style="text-align: center"|'''[[Warped Reality]]'''
  +
|-
  +
| style="text-align: center"|[[Sorcery]]
  +
| style="text-align: center"|'''[[Weapon of Destiny]]'''
  +
|-
  +
| style="text-align: center"|[[Water]]
  +
| style="text-align: center"|'''[[Pressurize]]'''
  +
|}
  +
  +
==Finisher Powers==
  +
Finisher powers cause extra damage when the target is below 35% Health.<br />
  +
The [[La Mort Card]] [[Artifact]] grants additional functionality with Finishers.<br />
  +
[[Head Equipment Mod]]s that restore [[Power]] are available for each Finisher.
  +
{| border="1" width="500"
  +
|-style="background:#3366CC; color:white;"
  +
! width="30%" | '''Power Set'''
  +
! width="70%" | '''Powers'''
  +
|-
  +
| style="text-align: center"|[[Atomic]]
  +
| style="text-align: center"|'''[[Geiger Beam]]'''
  +
|-
  +
| style="text-align: center"|[[Celestial]]
  +
| style="text-align: center"|'''[[Defile]]'''
  +
|-
  +
| style="text-align: center"|[[Earth (Power)|Earth]]
  +
| style="text-align: center"|'''[[Sandblast]]'''
  +
|-
  +
| style="text-align: center"|[[Electricity]]
  +
| style="text-align: center"|'''[[Ionic Drain]]'''
  +
|-
  +
| style="text-align: center"|[[Fire (Power)|Fire]]
  +
| style="text-align: center"|'''[[Snuff Out]]'''
  +
|-
  +
| style="text-align: center"|[[Gadgets]]
  +
| style="text-align: center"|'''[[Photon Blast]]'''
  +
|-
  +
| style="text-align: center"|[[Ice]]
  +
| style="text-align: center"|'''[[Glacier Flash]]'''
  +
|-
  +
| style="text-align: center"|[[Mental]]
  +
| style="text-align: center"|'''[[Terrorize]]'''
  +
|-
  +
| style="text-align: center"|[[Munitions]]
  +
| style="text-align: center"|'''[[Small Package]]'''
  +
|-
  +
| style="text-align: center"|[[Nature]]
  +
| style="text-align: center"|'''[[Impaling Thorns]]'''
  +
|-
  +
| style="text-align: center"|[[Rage]]
  +
| style="text-align: center"|'''[[Eviscerating Chain]]'''
  +
|-
  +
| style="text-align: center"|[[Quantum]]
  +
| style="text-align: center"|'''[[Energy Expulsion]]'''
  +
|-
  +
| style="text-align: center"|[[Sorcery]]
  +
| style="text-align: center"|'''[[Final Ruin]]'''
  +
|-
  +
| style="text-align: center"|[[Water]]
  +
| style="text-align: center"|'''[[Torrent]]'''
  +
|}
  +
  +
==Power Interactions==
  +
[[Power Interactions]] can be used to maximize damage output.
  +
{| border="1" width="500"
  +
|-style="background:#3366CC; color:white;"
  +
! width="30%" | '''Power Set'''
  +
! width="70%" | '''Interactions'''
  +
|-
  +
| style="text-align: center"|[[Atomic]]
  +
| style="text-align: center"|[[Atomic Combos]], [[Dazing]]
  +
|-
  +
| style="text-align: center"|[[Celestial]]
  +
| style="text-align: center"|[[Celestial Combos]], [[Purification]]
  +
|-
  +
| style="text-align: center"|[[Earth (Power)|Earth]]
  +
| style="text-align: center"|[[Crushing]], [[Aftershock]]s
  +
|-
  +
| style="text-align: center"|[[Electricity]]
  +
| style="text-align: center"|[[Electrify]], [[Polarize]]
  +
|-
  +
| style="text-align: center"|[[Fire (Power)|Fire]]
  +
| style="text-align: center"|[[Burning]]
  +
|-
  +
| style="text-align: center"|[[Gadgets]]
  +
| style="text-align: center"|[[Burning]], [[Dazing]], [[Electrify]], [[Frostbite]]
  +
|-
  +
| style="text-align: center"|[[Ice]]
  +
| style="text-align: center"|[[Frostbite]]
  +
|-
  +
| style="text-align: center"|[[Light]]
  +
| style="text-align: center"|[[Construct Combos]], [[Dazing]]
  +
|-
  +
| style="text-align: center"|[[Mental]]
  +
| style="text-align: center"|[[Dazing]], [[Terror]]
  +
|-
  +
| style="text-align: center"|[[Munitions]]
  +
| style="text-align: center"|[[Burning]], [[Munitions Combos]]
  +
|-
  +
| style="text-align: center"|[[Nature]]
  +
| style="text-align: center"|[[Poison]]
  +
|-
  +
| style="text-align: center"|[[Rage]]
  +
| style="text-align: center"|[[Plasma Burn]], [[Rage Combos]]
  +
|-
  +
| style="text-align: center"|[[Quantum]]
  +
| style="text-align: center"|[[Destabilize]], [[Graviton-Charge]]
  +
|-
  +
| style="text-align: center"|[[Sorcery]]
  +
| style="text-align: center"|[[Bad Karma]]
  +
|-
  +
| style="text-align: center"|[[Water]]
  +
| style="text-align: center"|[[Crushing]], [[High Tide]], [[Water Combos]]
  +
|}
   
==Knockback Power==
 
These attacks affect all nearby enemies and push them away from you. Good for getting some breathing room if you get swarmed. It also deals damage, though not a whole lot.
 
==Stuns/Roots/Pull-Towards==
 
These are useful in various situations but most importantly to save your healer from getting hit. Solo, they can remove an enemy from the fight and even out the odds. These are highly dependent on the Dominance stat and bosses are all immune to their effects.
 
 
==[[Iconic Powers]]==
 
==[[Iconic Powers]]==
 
Pick and choose which ones work best for you, though the following are strongly recommended:
 
Pick and choose which ones work best for you, though the following are strongly recommended:
*Super-Strength - Allows you to pick up and swing/throw large objects, and doubles damage done with all environment objects you swing or throw.
+
*[[Super-Strength]] : Allows you to pick up and smash or throw large objects. Increases damage caused with by smashing or throwing environment objects.
*Weapons Expert : '''+3%''' Critical Attack Chance
 
*Tactical Genius : '''+10%''' Critical Attack Damage
 
*Wisdom of Solomon : '''+100 '''Power
 
   
 
=Weapons=
 
=Weapons=
  +
All weapon attacks excluding basic melee and ranged attacks are classified as either '''[[Combat|Interrupts]]''' or '''[[Combat|Block Breakers]]'''.<br />'''[[Combat|Interrupting]]''' attacks disrupt attacks that are '''[[Vulnerable to Interrupt]]''' but are '''[[Combat|Vulnerable to Block]]'''.<br />'''[[Combat|Blocks]]''' disrupt '''[[Combat|Interrupting]]''' attacks but are '''[[Combat|Vulnerable to Block Breaking]]'''.<br />'''[[Combat|Block Breakers]]''' break '''[[Combat|Blocks]]''' but are '''[[Vulnerable to Interrupt]]'''.<br />When hit by a counter mechanism that the player is currently vulnerable to, they are knocked down and take some damage, creating a rock-paper-scissors scenario. Counter damage is based on [[Precision]].<br />Most Basic attacks are not Interrupts or Block Breakers and are not Vulnerable to Interrupt but may be Vulnerable to Block after a number of hits. Some slower Basic ranged attacks are Block Breakers and are Vulnerable to Interrupt.<br />A small icon over a player's head shows which combat mechanism they are using.<br />Certain [[Weapons|Weapon Combos]] may [[Combat|Knockdown]], [[Combat|Push]], [[Combat|Juggle]] or [[Stun]] opponents.
As a damage dealer, any weapon will do as they all do exactly the same DPS. Some weapons might hit harder per attack (Two-Handed, Staff, Rifle, etc..) but swing much slower. There are some key weapon attacks to look out for though.
 
  +
*Charge attack - This launches you towards the enemy. Typically by holding down the Left Mouse button.
 
  +
==Weapon Mastery==
*Interrupts - Many attacks can interrupt an enemy. This is very effective when you see the Massive Attack icon above their heads.
 
  +
[[Weapon Mastery]] requires a certain number of [[Stat points]] spent in a [[Weapons|Weapon Tree]]. The player gains increased damage when using weapon combos if [[Weapon Mastery]] is unlocked for the equipped [[Weapons|weapon type]].<br />'''Multiple Mastery''' allows combos into other [[Weapons]] if [[Weapon Mastery]] is unlocked in other Weapon trees.
*Block Breaker - Some attacks can break blocks. Enemy NPCs rarely block attacks but in PvP this can make a big difference.
 
  +
*Knockbacks - Attacks that push away enemies are useful for keeping you alive and breaking their attacks. Typically you can be interrupted doing so.
 
  +
{| border="1" width="650"
*Area Effect - These attacks deal decent damage to multiple enemies at once. Very powerful as it also fills your combo meter quickly, giving you more Power. Combined with Damage Increase Powers, this is extremely deadly.
 
  +
|-style="background:#3366CC; color:white;"
  +
! width="12%" | '''Weapon'''
  +
! width="15%" | '''Combos Into'''
  +
! width="18%" | '''Combo 1'''
  +
! width="18%" | '''Combo 2'''
  +
! width="18%" | '''Combo 3'''
  +
! width="20%" | '''Combo 4'''
  +
|-
  +
|
  +
<p style="text-align: center;">[[Bow]]</p>
  +
|
  +
<p style="text-align: center;">[[Martial Arts]]<br />[[Dual Pistol]]</p>
  +
|
  +
Kip-Up Launcher -> Smoke Bomb
  +
|
  +
Blow Slam -> Spinning Punch
  +
|
  +
Explosive Shot -> Full Auto
  +
|
  +
Flurry Shot -> Magnum Round
  +
|-
  +
|
  +
<p style="text-align: center;">[[Brawling]]</p>
  +
|
  +
<p style="text-align: center;">[[Two Handed]]<br />[[Martial Arts]]</p>
  +
|
  +
Backfist -><br />Doom Spin
  +
|
  +
Haymaker -> Home Run
  +
|
  +
Clap -><br />Shuriken Storm
  +
|
  +
Stomp Smash -> Enhanced Shuriken
  +
|-
  +
|
  +
<p style="text-align: center;">[[Dual Pistol]]</p>
  +
|
  +
<p style="text-align: center;">[[Dual Wield]]<br />[[Hand Blaster]]</p>
  +
|
  +
Loft Shot -><br />Dual Flurry
  +
|
  +
Sweep Shot -> Ultra Flurry
  +
|
  +
Magnum Round<br />-> Solar Flame
  +
|
  +
Jump Shot -> Meteor Blast
  +
|-
  +
|
  +
<p style="text-align: center;">[[Dual Wield]]</p>
  +
|
  +
<p style="text-align: center;">[[Brawling]]<br />[[Bow]]</p>
  +
|
  +
Whirlwind Overstrike -> Ground Pound
  +
|
  +
Stunning Swipe<br />-> Launching Uppercut
  +
|
  +
Phantom Slash<br />-> Flurry Shot
  +
|
  +
Charged Double Throw -> Explosive Shot
  +
|-
  +
|
  +
<p style="text-align: center;">[[Hand Blaster]]</p>
  +
|
  +
<p style="text-align: center;">[[Brawling]]<br />[[Bow]]</p>
  +
|
  +
Fist Slam -> Ground Pound
  +
|
  +
Uppercut -> Haymaker
  +
|
  +
Solar Flame -> Explosive Shot
  +
|
  +
Meteor Blast -> Arrow Fling
  +
|-
  +
|
  +
<p style="text-align: center;">[[Martial Arts]]</p>
  +
|
  +
<p style="text-align: center;">[[Dual Pistol]]<br />[[Hand Blaster]]</p>
  +
|
  +
Knee Launch -> Loft Shot
  +
|
  +
Spinning Punch  -> Sweep Shot
  +
|
  +
Cartwheel Kick -> Uppercut
  +
|
  +
Empowered Shuriken -> Meteor Blast
  +
|-
  +
|
  +
<p style="text-align: center;">[[One Handed]]</p>
  +
|
  +
<p style="text-align: center;">[[Dual Wield]]<br />[[Hand Blaster]]</p>
  +
|
  +
Air Launch -> Stunning Swipe
  +
|
  +
Spin Chop -> Dual Flurry
  +
|
  +
Flip Slash -> Pulse Beam
  +
|
  +
Focused Blast -> Solar Flame
  +
|-
  +
|
  +
<p style="text-align: center;">[[Rifle]]</p>
  +
|
  +
<p style="text-align: center;">[[One Handed]]<br />[[Dual Pistol]]</p>
  +
|
  +
Overhead Smash -> Flurry
  +
|
  +
Flamethrower -> Air Launch
  +
|
  +
Rolling Barrage<br />-> Full Auto
  +
|
  +
Flip Burst -> Slip Shot
  +
|-
  +
|
  +
<p style="text-align: center;">[[Shield]]</p>
  +
|
  +
<p style="text-align: center;">[[Two Handed]]<br />[[Dual Pistol]]</p>
  +
|
  +
Spinning Upslash -> Home Run
  +
|
  +
Spinning Downward Cross -> Big Scoop
  +
|
  +
Leaping Stab -> Lifting Strike
  +
|
  +
Heavy Sidearm Throw -><br />Magnum Round
  +
|-
  +
|
  +
<p style="text-align: center;">[[Staff]]</p>
  +
|
  +
<p style="text-align: center;">[[One Handed]]<br />[[Rifle]]</p>
  +
|
  +
2 Tap -> Cleave
  +
|
  +
4 Tap -><br />Air Launch
  +
|
  +
Martial Flowers<br />-> Flip Burst
  +
|
  +
Tap -> Mortar (infinite Mortar)
  +
|-
  +
|
  +
<p style="text-align: center;">[[Two Handed]]</p>
  +
|
  +
<p style="text-align: center;">[[Martial Arts]]<br />[[Bow]]</p>
  +
|
  +
2 Tap -><br />Knee Launch
  +
|
  +
4 Tap -><br />Spinning Punch
  +
|
  +
Home Run -> Flurry Shot
  +
|
  +
Tap -> Arrow Storm (infinite Arrow Storm)
  +
|}
  +
<br />
   
==Weapon Style Benefits==
+
==Weapon Combat Mechanisms==
  +
==='''Block Breaker / Vulnerable to Interrupt'''===
  +
{| border="1" width="500"
  +
|-style="background:#3366CC; color:white;"
  +
! width="30%" | '''Weapon'''
  +
! width="70%" | '''Block Breakers'''
  +
|-
  +
| style="text-align: center"|[[Bow Skills|Bow]]
  +
| style="text-align: center"|Flurry Shot, Long Draw, Trick Shots
  +
|-
  +
| style="text-align: center"|[[Brawling]]
  +
| style="text-align: center"|Stomp Smash
  +
|-
  +
| style="text-align: center"|[[Dual Pistols]]
  +
| style="text-align: center"|Full Auto, Magnum Round, Slip Shot
  +
|-
  +
| style="text-align: center"|[[Dual Wield]]
  +
| style="text-align: center"|Charged Double Throw, Encircling Throw
  +
|-
  +
| style="text-align: center"|[[Hand Blast]]er
  +
| style="text-align: center"|Charged Blast, Meteor Blast, Power Discharge, Pulse Beam, Scissor Kick, Solar Flame
  +
|-
  +
| style="text-align: center"|[[Martial Arts]]
  +
| style="text-align: center"|Enhanced Shuriken, Heavy Shuriken, Shuriken Storm
  +
|-
  +
| style="text-align: center"|[[One-Handed]]
  +
| style="text-align: center"|Focused Blast
  +
|-
  +
| style="text-align: center"|[[Rifle]]
  +
| style="text-align: center"|Flamethrower, Grenade Launcher, Mortar, Rolling Barrage
  +
|-
  +
| style="text-align: center"|[[Shield]]
  +
| style="text-align: center"|Heavy Sidearm Throw, Overhand Throw, Sidearm Throw
  +
|-
  +
| style="text-align: center"|[[Staff]]
  +
| style="text-align: center"|Focused Spin
  +
|-
  +
| style="text-align: center"|[[Two-Handed]]
  +
| style="text-align: center"|Hammer Throw, Mega Smash
  +
|-
  +
| style="text-align: center"|[[Gorilla Form]]
  +
| style="text-align: center"|Stomping Rage
  +
|-
  +
| style="text-align: center"|[[Primal Wolf Form]]
  +
| style="text-align: center"|Lupine Darts, Primal Burst
  +
|-
  +
| style="text-align: center"|[[Celestial Combos]]
  +
| style="text-align: center"|Cleansed Malediction, Corrupted Benediction
  +
|-
  +
| style="text-align: center"|[[Construct Combos]]
  +
| style="text-align: center"|Impact, Light Blast, Minigun
  +
|-
  +
| style="text-align: center"|[[Rage Combos]]
  +
| style="text-align: center"|Dreadful Explosion
  +
|}
   
  +
==='''Interrupts / Vulnerable to Block'''===
'''Might'''
 
  +
{| border="1" width="500"
  +
|-style="background:#3366CC; color:white;"
  +
! width="30%" | '''Weapon'''
  +
! width="70%" | '''Interrupts'''
  +
|-
  +
| style="text-align: center"|[[Bow Skills|Bow]]
  +
| style="text-align: center"|Arrow Fling, Bow Slam, Finishing Volley, Impact Arrow, Kip Up Launcher,  Lunging Stab
  +
|-
  +
| style="text-align: center"|[[Brawling]]
  +
| style="text-align: center"|Backfist, Double Fist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Lunging Right, Punt
  +
|-
  +
| style="text-align: center"|[[Dual Pistols]]
  +
| style="text-align: center"|Jump Shot, Lifting Strike, Loft Shot, Lunge Strike
  +
|-
  +
| style="text-align: center"|[[Dual Wield]]
  +
| style="text-align: center"|Dual Flurry, Flying Spin Attack, Stunning Swipe, Ultra Flurry, Whirlwind Overstrike, Whirlwind Strike
  +
|-
  +
| style="text-align: center"|[[Hand Blast]]er
  +
| style="text-align: center"|Fist Slam, Leap Attack, Uppercut
  +
|-
  +
| style="text-align: center"|[[Martial Arts]]
  +
| style="text-align: center"|Axe Kick, Cartwheel Kick, Elbow Drop, Knee Launch, Smoke Bomb, Spinning Punch
  +
|-
  +
| style="text-align: center"|[[One-Handed]]
  +
| style="text-align: center"|Air Launch, Cleave, Flip Slash, Flurry, Quick Chop, Spin Chop, Spin Slash
  +
|-
  +
| style="text-align: center"|[[Rifle]]
  +
| style="text-align: center"|Flip Burst, Overhead Smash, Surprise Volley
  +
|-
  +
| style="text-align: center"|[[Shield]]
  +
| style="text-align: center"|Devastating Kicks, Leaping Stab, Overhead Plate Smash, Shield Uppercut, Spinning Backhand, Spinning Downward Cross, Spinning Upsmash
  +
|-
  +
| style="text-align: center"|[[Staff]]
  +
| style="text-align: center"|Downward Smash Combo, Launching Roundhouse Combo, Leaping Overhead Strike, Martial Flowers, Roundhouse Combo, Sweeping Slice
  +
|-
  +
| style="text-align: center"|[[Two-Handed]]
  +
| style="text-align: center"|Big Scoop, Clobber, Doom Spin, Home Run, Lunging Smash
  +
|-
  +
| style="text-align: center"|[[Gorilla Form]]
  +
| style="text-align: center"|Gorilla Rage, Lunge Attack
  +
|-
  +
| style="text-align: center"|[[Insectoid Form]]
  +
| style="text-align: center"|Leap Attack, Overgrowth 
  +
|-
  +
| style="text-align: center"|[[Primal Wolf Form]]
  +
| style="text-align: center"|Double Slash, Feral Stomp, Ferocious Backfist, Hop Claw, Primal Uppercut, Wolf Rush
  +
|-
  +
| style="text-align: center"|[[Celestial Combos]]
  +
| style="text-align: center"|Cleansed Blight, Cleansed Consume Souls,  Cleansed Death Mark, Cleansed Plague, Corrupted Corrupted Admonish, Corrupted Blessing, Corrupted Divine Light, Corrupted Wrath of the Presence
  +
|-
  +
| style="text-align: center"|[[Construct Combos]]
  +
| style="text-align: center"|Grasping Hand, Snap Trap
  +
|-
  +
| style="text-align: center"|[[Rage Combos]]
  +
| style="text-align: center"|Extra Measure, Eviscerate, Revenge Spin
  +
|}
  +
==='''Knockdown'''===
  +
{| border="1" width="500"
  +
|-style="background:#3366CC; color:white;"
  +
! width="30%" | '''Weapon'''
  +
! width="70%" | '''Weapon Combos'''
  +
|-
  +
| style="text-align: center"|[[Bow Skills|Bow]]
  +
| style="text-align: center"| Arrow Fling, Bow Slam, Explosive Shot, Flurry Shot
  +
|-
  +
| style="text-align: center"|[[Brawling]]
  +
| style="text-align: center"|Backfist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Punt
  +
|-
  +
| style="text-align: center"|[[Dual Pistols]]
  +
| style="text-align: center"|Jump Shot, Magnum Round
  +
|-
  +
| style="text-align: center"|[[Dual Wield]]
  +
| style="text-align: center"|Dual Flurry, Encircling Throw, Ultra Flurry  
  +
|-
  +
| style="text-align: center"|[[Hand Blast]]er
  +
| style="text-align: center"| Scissor Kick, Solar Flame 
  +
|-
  +
| style="text-align: center"|[[Martial Arts]]
  +
| style="text-align: center"|Elbow Drop, Enhanced Shuriken, Spinning Punch
  +
|-
  +
| style="text-align: center"|[[One-Handed]]
  +
| style="text-align: center"|Cleave, Flip Slash, Spin Chop, Spin Slash
  +
|-
  +
| style="text-align: center"|[[Rifle]]
  +
| style="text-align: center"|Mortar, Overhead Smash, Rifle Slam, Rolling Barrage
  +
|-
  +
| style="text-align: center"|[[Shield]]
  +
| style="text-align: center"|Handspring Kick, Heavy Sidearm Throw, Overhand Throw, Shield Uppercut, Spinning Upsmash
  +
|-
  +
| style="text-align: center"|[[Staff]]
  +
| style="text-align: center"|Downward Smash Combo, Leaping Overhead Strike
  +
|-
  +
| style="text-align: center"|[[Two-Handed]]
  +
| style="text-align: center"|Clobber, Doom Spin, Home Run, Mega Smash 
  +
|-
  +
| style="text-align: center"|[[Gorilla Form]]
  +
| style="text-align: center"|Continued Rage, Stomping Rage
  +
|-
  +
| style="text-align: center"|[[Primal Wolf Form]]
  +
| style="text-align: center"|Feral Stomp, Ferocious Backfist, Hop Claw, Lupine Darts, Primal Burst 
  +
|}
   
  +
==='''Stun'''===
*Dual Pistols, Martial Arts, Rifle, Staff : '''+10'''
 
  +
{| border="1" width="500"
*Bow, Hand Blaster : '''+60'''
 
  +
|-style="background:#3366CC; color:white;"
*One-Handed : '''+70'''
 
  +
! width="30%" | '''Weapon'''
<span style="font-weight: bold;">Precision</span>
 
  +
! width="70%" | '''Weapon Combos'''
  +
|-
  +
| style="text-align: center"|[[Bow Skills|Bow]]
  +
| style="text-align: center"|Flurry Shot
  +
|-
  +
| style="text-align: center"|[[Brawling]]
  +
| style="text-align: center"|Double Fist
  +
|-
  +
| style="text-align: center"|[[Dual Pistols]]
  +
| style="text-align: center"|Sweep Shot
  +
|-
  +
| style="text-align: center"|[[Dual Wield]]
  +
| style="text-align: center"| Encircling Throw, Stunning Swipe
  +
|-
  +
| style="text-align: center"|[[Martial Arts]]
  +
| style="text-align: center"|Cartwheel Kick, Smoke Bomb, Shuriken Storm 
  +
|-
  +
| style="text-align: center"|[[One-Handed]]
  +
| style="text-align: center"|
  +
Flurry, Spin Slash
  +
|-
  +
| style="text-align: center"|[[Rifle]]
  +
| style="text-align: center"|Rolling Barrage<br />Full Supercharge: Flamethrower, Surprise Volley 
  +
|-
  +
| style="text-align: center"|[[Shield]]
  +
| style="text-align: center"|Leaping Stab, Overhead Plate Smash, Spinning Downward Cross, Two Footed Slam<br />Full Supercharge: Sidearm Throw  
  +
|-
  +
| style="text-align: center"|[[Staff]]
  +
| style="text-align: center"| Leaping Overhead Strike,  Martial Flowers
  +
|-
  +
| style="text-align: center"|[[Gorilla Form]]
  +
| style="text-align: center"|Gorilla Rage
  +
|-
  +
| style="text-align: center"|[[Primal Wolf Form]]
  +
| style="text-align: center"|Double Slash, Hop Claw
  +
|}
   
  +
==='''Juggle'''===
*Shield: +30
 
  +
{| border="1" width="500"
  +
|-style="background:#3366CC; color:white;"
  +
! width="30%" | '''Weapon'''
  +
! width="70%" | '''Weapon Combos'''
  +
|-
  +
| style="text-align: center"|[[Bow Skills|Bow]]
  +
| style="text-align: center"| Finishing Volley, Kip Up Launcher
  +
|-
  +
| style="text-align: center"|[[Dual Pistols]]
  +
| style="text-align: center"|Lifting Strike, Loft Shot
  +
|-
  +
| style="text-align: center"|[[Dual Wield]]
  +
| style="text-align: center"| Flying Spin Attack, Whirlwind Overstrike<br />Full Supercharge: Whirlwind Strike
  +
|-
  +
| style="text-align: center"|[[Hand Blast]]er
  +
| style="text-align: center"|Meteor Blast, Uppercut
  +
|-
  +
| style="text-align: center"|[[Martial Arts]]
  +
| style="text-align: center"|Knee Launch
  +
|-
  +
| style="text-align: center"|[[One-Handed]]
  +
| style="text-align: center"|Air Launch, Flip Slash
  +
|-
  +
| style="text-align: center"|[[Rifle]]
  +
| style="text-align: center"|  Flip Burst
  +
|-
  +
| style="text-align: center"|[[Staff]]
  +
| style="text-align: center"|Launching Roundhouse Combo, Roundhouse Combo
  +
|-
  +
| style="text-align: center"|[[Two-Handed]]
  +
| style="text-align: center"|Big Scoop
  +
|-
  +
| style="text-align: center"|[[Insectoid Form]]
  +
| style="text-align: center"|Overgrowth
  +
|-
  +
| style="text-align: center"|[[Primal Wolf Form]]
  +
| style="text-align: center"|Double Slash, Primal Uppercut, Wolf Rush
  +
|}
   
  +
==='''Push'''===
'''Critical Attack Chance'''
 
  +
{| border="1" width="500"
*Bow, Brawling, Dual Wield, Dual Pistols : '''+1%'''
 
  +
|-style="background:#3366CC; color:white;"
*One-Handed : '''+2%'''
 
  +
! width="30%" | '''Weapon'''
*Rifle, Staff, Two-Handed : '''+3%'''
 
  +
! width="70%" | '''Weapon Combos'''
  +
|-
  +
| style="text-align: center"|[[Bow Skills|Bow]]
  +
| style="text-align: center"|Impact Arrow
  +
|-
  +
| style="text-align: center"|[[Brawling]]
  +
| style="text-align: center"|Ground Pound
  +
|-
  +
| style="text-align: center"|[[Dual Pistols]]
  +
| style="text-align: center"|Full Auto
  +
|-
  +
| style="text-align: center"|[[Dual Wield]]
  +
| style="text-align: center"| Encircling Throw, Flying Spin Attack  
  +
|-
  +
| style="text-align: center"|[[Hand Blast]]er
  +
| style="text-align: center"|Fist Slam, Pulse Beam
  +
|-
  +
| style="text-align: center"|[[Rifle]]
  +
| style="text-align: center"|Grenade Launcher
  +
|}
   
  +
==Strategies==
'''Critical Attack Damage'''
 
  +
Some DPS prefer to stay far and target the enemy with long ranged attacks (holding down triangle or right click on the mouse pad ) this is advisable for fighting any boss while there is also the melee style of fighting which is best used for close combat
*Bow, Hand Blaster, Two-Handed : '''+2%'''
 
*Brawling : '''+12%'''
 
*Dual Pistols, Dual Wield, Martial Arts : '''+14%'''
 
   
  +
If you plan to follow the first strategy it is advisable to focus in you mods on precision it is to invest in mods of [[Precision]], [[Precision]] & [[Might]], [[Precision]] & [[Health]], [[Precision]] & [[Power]], [[Dominance]] & [[Precision]], [[Vitalization]] & [[Precision]], [[Restoration]] & [[Precision]]
=Strategies=
 
   
==Solo==
+
===Solo===
 
You want to have a Damage Increase Power active if you have over 50% power. Using a Pull-Towards or Charge attack will help you close the distance between you and the enemy. Keep an eye out for Massive Attacks and either Block them or interrupt them. Enemies with the Shield icon are tougher than most, so using a 35% Health Power near the end is a good way to knock them out for good.
 
You want to have a Damage Increase Power active if you have over 50% power. Using a Pull-Towards or Charge attack will help you close the distance between you and the enemy. Keep an eye out for Massive Attacks and either Block them or interrupt them. Enemies with the Shield icon are tougher than most, so using a 35% Health Power near the end is a good way to knock them out for good.
   
==Group==
+
===Group===
Your job is to do all the dirty work. You need to kill the adds that show up, click the boxes when you need to and throw healing barrels when they are close by. Stick close to your healer as you will likely be taking a fair chunk of damage in combat. Melee attacks deal more damage than ranged ones but put you in harms way. Depending on your weapon, you might be better off staying at range while keeping a Damage Increase Power active as much as possible. Remember to spam your 35% Health Power when the boss is under that amount. If you find yourself surrounded by enemies, use a Knockback and run to the Tank. They all have Area Effect abilities that will taunt them off you.
+
Your job is to do all the dirty work. You need to kill the adds (minor enemies) that show up, click the boxes when you need to and throw healing barrels when they are close by. Stick close to your healer as you will likely be taking a fair chunk of damage in combat. Melee attacks deal more damage than ranged ones but put you in harm's way. Depending on your weapon, you might be better off staying at range while keeping a Damage Increase Power active as much as possible. Remember to spam your 35% Health Power when the boss is under that amount. If you find yourself surrounded by enemies, use a Knockback and run to the Tank. They usually have an Area Effect ability that will taunt them off you.
 
[[Category:Role]]
 
[[Category:Role]]
  +
[[Category:Damage]]
  +
[[Category:Fire powers]]
  +
[[Category:Ice powers]]
  +
[[Category:Gadgets powers]]
  +
[[Category:Mental powers]]
  +
[[Category:Nature powers]]
  +
[[Category:Sorcery powers]]
  +
[[Category:Earth powers]]
  +
[[Category:Rage powers]]
  +
[[Category:Light powers]]
  +
[[Category:Quantum powers]]
  +
[[Category:Electricity powers]]
  +
[[Category:Celestial powers]]
  +
[[Category:Atomic powers]]
  +
[[Category:Munitions powers]]
  +
[[Category:Water powers]]

Latest revision as of 05:52, 8 February 2024

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.

Damage Role[]

All characters start in the Damage Role. Other roles become available at Level 10.
A Player in Damage Role gains +10% Damage.
Power Interactions include using certain powers to prime other specific powers for additional damage.
Area of Effect powers cause damage to all opponents within a Radius. AOEs split damage depending on the number of affected opponents.
Damage Over Time powers distribute damage at a regular interval for a limited duration. Some DOTs stack with other DOTs allowing multiple simultaneous ticks of damage on an opponent. Damagers can use other attacks on an opponent during the DOT ticks to further increase damage.
Burst damage powers inflict damage in a single hit.
Damagers should prioritize targets and position themselves to maximize damage output without impacting their survivability.

Stats[]

As a damage dealer, your main statistics will be, in order of importance:

Precision[]

Precision is combined with Weapon DPS to determine the damage of weapon attacks.
Weapon Damage = Base Weapon Damage Multiplier * (50% Weapon DPS + 100% Precision)
Precision can be increased using Equipment Mods, Generator Mods and spending Stat Points in Precision.
The Relentless Precision Tactical Mod can temporarily increase Precision.

Might[]

Might determines the damage of superpowers and power based combos.
Superpower Damage = Base Superpower Multiplier * (100% Might)
Might can be increased using Equipment Mods, Generator Mods and spending Stat Points in Might.
The Escalating Might Tactical Mod can temporarily increase Might.

Weapon DPS[]

Weapon DPS is combined with Precision to determine the damage of weapon attacks.
Weapon Damage = Base Weapon Damage Multiplier * (50% Weapon DPS + 100% Precision)

Critical Weapon Attack Damage[]

Critical Weapon Attack Damage is the bonus percent damage of a critical weapon hit.
Stat Points can be spent in Critical Attack Damage to increase Critical Weapon Attack Damage.
Base Critical Weapon Attack Damage is 25%.

Critical Weapon Attack Chance[]

Critical Weapon Attack Chance is the chance that a weapon attack will critically hit.
Stat Points can be spent in Critical Attack Chance to increase Critical Weapon Attack Chance.
Base Critical Weapon Attack Chance is 5%.

Critical Ability Attack Damage[]

Critical Ability Attack Damage is the bonus percent damage of a critical superpower hit.
Stat Points can be spent in Critical Attack Damage to increase Critical Ability Attack Damage.
Base Critical Ability Attack Damage is 25%.

Critical Ability Attack Chance[]

Critical Ability Attack Chance is the chance that a superpower attack will critically hit.
Stat Points can be spent in Critical Attack Chance to increase Critical Ability Attack Chance.
Base Critical Ability Attack Chance is 5%.

Power[]

Power is required to use abilities in a Loadout and is drained as abilities are performed.
A percentage of max Power regenerates every second.
Power regeneration is increased out of combat.
Power builds when performing weapon attacks with either Weapons Expert or Hybrid Focus.
Power does NOT build when performing weapon attacks with Superpowered Focus but +10% Power and +25% Power Regeneration is granted instead.
Power can be restored by specific active powers, breakouts and consumables.
Breakouts require Innate Skills in a Movement tree to restore power after a breakout.
Power is restored when defeating opponents in Challenges, Duos and open world content.
Power restoration is indicated by blue numbers in combat.

Health[]

Health measures the ability to withstand knockout.
While out of combat, a percentage of max Health regenerates every second.
Health restoration is indicated by green numbers in combat.
A larger Health pool helps survivability. A dead Damager can not cause any new damage.

Weaponization Rating[]

Weaponization increases the amount of damage caused by thrown or smashed objects.
A high Weaponization Rating is required to lift large objects including vehicles.
Weaponization can be increased with Super-Strength.
Weaponization can be increased with by spending Stat Points in Might and Precision.

Weapon Buff Powers[]

A Weapon Buff power increases base Precision and Weapon DPS by 33% for 20 seconds.
Head Equipment Mods that increase critical strike chance are available for each Weapon Buff.

Power Set Powers
Atomic Atom-Powered Assault
Celestial Anoint
Earth Reinforce
Electricity Wired
Fire Fiery Weapon
Gadgets Battle Display
Ice Ice Bash
Light Inspiration
Mental Menace
Munitions Killer Instincts
Nature Carnage
Rage Bloodlust
Quantum Warped Reality
Sorcery Weapon of Destiny
Water Pressurize

Finisher Powers[]

Finisher powers cause extra damage when the target is below 35% Health.
The La Mort Card Artifact grants additional functionality with Finishers.
Head Equipment Mods that restore Power are available for each Finisher.

Power Set Powers
Atomic Geiger Beam
Celestial Defile
Earth Sandblast
Electricity Ionic Drain
Fire Snuff Out
Gadgets Photon Blast
Ice Glacier Flash
Mental Terrorize
Munitions Small Package
Nature Impaling Thorns
Rage Eviscerating Chain
Quantum Energy Expulsion
Sorcery Final Ruin
Water Torrent

Power Interactions[]

Power Interactions can be used to maximize damage output.

Power Set Interactions
Atomic Atomic Combos, Dazing
Celestial Celestial Combos, Purification
Earth Crushing, Aftershocks
Electricity Electrify, Polarize
Fire Burning
Gadgets Burning, Dazing, Electrify, Frostbite
Ice Frostbite
Light Construct Combos, Dazing
Mental Dazing, Terror
Munitions Burning, Munitions Combos
Nature Poison
Rage Plasma Burn, Rage Combos
Quantum Destabilize, Graviton-Charge
Sorcery Bad Karma
Water Crushing, High Tide, Water Combos

Iconic Powers[]

Pick and choose which ones work best for you, though the following are strongly recommended:

  • Super-Strength : Allows you to pick up and smash or throw large objects. Increases damage caused with by smashing or throwing environment objects.

Weapons[]

All weapon attacks excluding basic melee and ranged attacks are classified as either Interrupts or Block Breakers.
Interrupting attacks disrupt attacks that are Vulnerable to Interrupt but are Vulnerable to Block.
Blocks disrupt Interrupting attacks but are Vulnerable to Block Breaking.
Block Breakers break Blocks but are Vulnerable to Interrupt.
When hit by a counter mechanism that the player is currently vulnerable to, they are knocked down and take some damage, creating a rock-paper-scissors scenario. Counter damage is based on Precision.
Most Basic attacks are not Interrupts or Block Breakers and are not Vulnerable to Interrupt but may be Vulnerable to Block after a number of hits. Some slower Basic ranged attacks are Block Breakers and are Vulnerable to Interrupt.
A small icon over a player's head shows which combat mechanism they are using.
Certain Weapon Combos may Knockdown, Push, Juggle or Stun opponents.

Weapon Mastery[]

Weapon Mastery requires a certain number of Stat points spent in a Weapon Tree. The player gains increased damage when using weapon combos if Weapon Mastery is unlocked for the equipped weapon type.
Multiple Mastery allows combos into other Weapons if Weapon Mastery is unlocked in other Weapon trees.

Weapon Combos Into Combo 1 Combo 2 Combo 3 Combo 4

Bow

Martial Arts
Dual Pistol

Kip-Up Launcher -> Smoke Bomb

Blow Slam -> Spinning Punch

Explosive Shot -> Full Auto

Flurry Shot -> Magnum Round

Brawling

Two Handed
Martial Arts

Backfist ->
Doom Spin

Haymaker -> Home Run

Clap ->
Shuriken Storm

Stomp Smash -> Enhanced Shuriken

Dual Pistol

Dual Wield
Hand Blaster

Loft Shot ->
Dual Flurry

Sweep Shot -> Ultra Flurry

Magnum Round
-> Solar Flame

Jump Shot -> Meteor Blast

Dual Wield

Brawling
Bow

Whirlwind Overstrike -> Ground Pound

Stunning Swipe
-> Launching Uppercut

Phantom Slash
-> Flurry Shot

Charged Double Throw -> Explosive Shot

Hand Blaster

Brawling
Bow

Fist Slam -> Ground Pound

Uppercut -> Haymaker

Solar Flame -> Explosive Shot

Meteor Blast -> Arrow Fling

Martial Arts

Dual Pistol
Hand Blaster

Knee Launch -> Loft Shot

Spinning Punch  -> Sweep Shot

Cartwheel Kick -> Uppercut

Empowered Shuriken -> Meteor Blast

One Handed

Dual Wield
Hand Blaster

Air Launch -> Stunning Swipe

Spin Chop -> Dual Flurry

Flip Slash -> Pulse Beam

Focused Blast -> Solar Flame

Rifle

One Handed
Dual Pistol

Overhead Smash -> Flurry

Flamethrower -> Air Launch

Rolling Barrage
-> Full Auto

Flip Burst -> Slip Shot

Shield

Two Handed
Dual Pistol

Spinning Upslash -> Home Run

Spinning Downward Cross -> Big Scoop

Leaping Stab -> Lifting Strike

Heavy Sidearm Throw ->
Magnum Round

Staff

One Handed
Rifle

2 Tap -> Cleave

4 Tap ->
Air Launch

Martial Flowers
-> Flip Burst

Tap -> Mortar (infinite Mortar)

Two Handed

Martial Arts
Bow

2 Tap ->
Knee Launch

4 Tap ->
Spinning Punch

Home Run -> Flurry Shot

Tap -> Arrow Storm (infinite Arrow Storm)


Weapon Combat Mechanisms[]

Block Breaker / Vulnerable to Interrupt[]

Weapon Block Breakers
Bow Flurry Shot, Long Draw, Trick Shots
Brawling Stomp Smash
Dual Pistols Full Auto, Magnum Round, Slip Shot
Dual Wield Charged Double Throw, Encircling Throw
Hand Blaster Charged Blast, Meteor Blast, Power Discharge, Pulse Beam, Scissor Kick, Solar Flame
Martial Arts Enhanced Shuriken, Heavy Shuriken, Shuriken Storm
One-Handed Focused Blast
Rifle Flamethrower, Grenade Launcher, Mortar, Rolling Barrage
Shield Heavy Sidearm Throw, Overhand Throw, Sidearm Throw
Staff Focused Spin
Two-Handed Hammer Throw, Mega Smash
Gorilla Form Stomping Rage
Primal Wolf Form Lupine Darts, Primal Burst
Celestial Combos Cleansed Malediction, Corrupted Benediction
Construct Combos Impact, Light Blast, Minigun
Rage Combos Dreadful Explosion

Interrupts / Vulnerable to Block[]

Weapon Interrupts
Bow Arrow Fling, Bow Slam, Finishing Volley, Impact Arrow, Kip Up Launcher,  Lunging Stab
Brawling Backfist, Double Fist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Lunging Right, Punt
Dual Pistols Jump Shot, Lifting Strike, Loft Shot, Lunge Strike
Dual Wield Dual Flurry, Flying Spin Attack, Stunning Swipe, Ultra Flurry, Whirlwind Overstrike, Whirlwind Strike
Hand Blaster Fist Slam, Leap Attack, Uppercut
Martial Arts Axe Kick, Cartwheel Kick, Elbow Drop, Knee Launch, Smoke Bomb, Spinning Punch
One-Handed Air Launch, Cleave, Flip Slash, Flurry, Quick Chop, Spin Chop, Spin Slash
Rifle Flip Burst, Overhead Smash, Surprise Volley
Shield Devastating Kicks, Leaping Stab, Overhead Plate Smash, Shield Uppercut, Spinning Backhand, Spinning Downward Cross, Spinning Upsmash
Staff Downward Smash Combo, Launching Roundhouse Combo, Leaping Overhead Strike, Martial Flowers, Roundhouse Combo, Sweeping Slice
Two-Handed Big Scoop, Clobber, Doom Spin, Home Run, Lunging Smash
Gorilla Form Gorilla Rage, Lunge Attack
Insectoid Form Leap Attack, Overgrowth 
Primal Wolf Form Double Slash, Feral Stomp, Ferocious Backfist, Hop Claw, Primal Uppercut, Wolf Rush
Celestial Combos Cleansed Blight, Cleansed Consume Souls,  Cleansed Death Mark, Cleansed Plague, Corrupted Corrupted Admonish, Corrupted Blessing, Corrupted Divine Light, Corrupted Wrath of the Presence
Construct Combos Grasping Hand, Snap Trap
Rage Combos Extra Measure, Eviscerate, Revenge Spin

Knockdown[]

Weapon Weapon Combos
Bow  Arrow Fling, Bow Slam, Explosive Shot, Flurry Shot
Brawling Backfist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Punt
Dual Pistols Jump Shot, Magnum Round
Dual Wield Dual Flurry, Encircling Throw, Ultra Flurry  
Hand Blaster  Scissor Kick, Solar Flame 
Martial Arts Elbow Drop, Enhanced Shuriken, Spinning Punch
One-Handed Cleave, Flip Slash, Spin Chop, Spin Slash
Rifle Mortar, Overhead Smash, Rifle Slam, Rolling Barrage
Shield Handspring Kick, Heavy Sidearm Throw, Overhand Throw, Shield Uppercut, Spinning Upsmash
Staff Downward Smash Combo, Leaping Overhead Strike
Two-Handed Clobber, Doom Spin, Home Run, Mega Smash 
Gorilla Form Continued Rage, Stomping Rage
Primal Wolf Form Feral Stomp, Ferocious Backfist, Hop Claw, Lupine Darts, Primal Burst 

Stun[]

Weapon Weapon Combos
Bow Flurry Shot
Brawling Double Fist
Dual Pistols Sweep Shot
Dual Wield  Encircling Throw, Stunning Swipe
Martial Arts Cartwheel Kick, Smoke Bomb, Shuriken Storm 
One-Handed

Flurry, Spin Slash

Rifle Rolling Barrage
Full Supercharge: Flamethrower, Surprise Volley 
Shield Leaping Stab, Overhead Plate Smash, Spinning Downward Cross, Two Footed Slam
Full Supercharge: Sidearm Throw  
Staff  Leaping Overhead Strike,  Martial Flowers
Gorilla Form Gorilla Rage
Primal Wolf Form Double Slash, Hop Claw

Juggle[]

Weapon Weapon Combos
Bow  Finishing Volley, Kip Up Launcher
Dual Pistols Lifting Strike, Loft Shot
Dual Wield  Flying Spin Attack, Whirlwind Overstrike
Full Supercharge: Whirlwind Strike
Hand Blaster Meteor Blast, Uppercut
Martial Arts Knee Launch
One-Handed Air Launch, Flip Slash
Rifle   Flip Burst
Staff Launching Roundhouse Combo, Roundhouse Combo
Two-Handed Big Scoop
Insectoid Form Overgrowth
Primal Wolf Form Double Slash, Primal Uppercut, Wolf Rush

Push[]

Weapon Weapon Combos
Bow Impact Arrow
Brawling Ground Pound
Dual Pistols Full Auto
Dual Wield  Encircling Throw, Flying Spin Attack  
Hand Blaster Fist Slam, Pulse Beam
Rifle Grenade Launcher

Strategies[]

Some DPS prefer to stay far and target the enemy with long ranged attacks (holding down triangle or right click on the mouse pad ) this is advisable for fighting any boss while there is also the melee style of fighting which is best used for close combat

If you plan to follow the first strategy it is advisable to focus in you mods on precision it is to invest in mods of Precision, Precision & Might, Precision & Health, Precision & Power, Dominance & Precision, Vitalization & Precision, Restoration & Precision

Solo[]

You want to have a Damage Increase Power active if you have over 50% power. Using a Pull-Towards or Charge attack will help you close the distance between you and the enemy. Keep an eye out for Massive Attacks and either Block them or interrupt them. Enemies with the Shield icon are tougher than most, so using a 35% Health Power near the end is a good way to knock them out for good.

Group[]

Your job is to do all the dirty work. You need to kill the adds (minor enemies) that show up, click the boxes when you need to and throw healing barrels when they are close by. Stick close to your healer as you will likely be taking a fair chunk of damage in combat. Melee attacks deal more damage than ranged ones but put you in harm's way. Depending on your weapon, you might be better off staying at range while keeping a Damage Increase Power active as much as possible. Remember to spam your 35% Health Power when the boss is under that amount. If you find yourself surrounded by enemies, use a Knockback and run to the Tank. They usually have an Area Effect ability that will taunt them off you.