Post by Criswolf09 on Jul 6, 2022 20:57:02 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Soldier Archetype. So what does this hero do? It specializes in military weapons to deal tons of damage by racking Critical Hits. This is one of the twelve base free archetypes.
Main Mechanics:
1. Armor Piercing: This is a damage resistance debuff which lowers the target's Crushing and Piercing resistances by 15% each for 15 seconds.
2. Furious: This is a buff which increases our hero's Critical Hit Chance by 1.5% and stacks up to 3 times. When we are affected by it and take damage, Furious applies Willpower which is a small heal over time buff of 300 HP over 3 seconds.
3. Critical Hits: This is the core mechanic of this archetype's power that will deal increased damage scaling with our Critical Hit Severity and having a high Critical Hit Chance thanks to our Dexterity superstat.
Special Note: You can customize the weapon(s) of this hero in the Tailors around the world to match your character designs.
Archetypes Super Stats
1. Primary Stat: Ego
2. Secondary Stats: Dexterity and Recovery
Specialization Trees
1. Level 10: Ego
2. Level 20: Vindicator
3. Level 30: Avenger
Archetype Power Progression
1. Steady Shot
1. Submachinegun Burst
6. Holdout Shot OR Riffle Butt
8. Targeting Computer
11. Concentration
14. Shotgun Blast OR Gattling Gun
17. Retaliation
21. Assault Riffle
25. Killer Instinct
30. Lock N Load OR Smoke Grenade
35. Frag Grenade OR Concussion Grenade
40. Sniper Riffle OR Rocket
Power Explanation
Level 1 - Steady Shot: This is our energy builder power that deals constant but slow Piercing damage and returns a lot of energy. This power has a special advantage called Paint the Target which each shot focuses our aim, increasing our Critical Hit Chance by 3% and Critical Hit Severity by 3%. This effect stacks up to 5 times and is consumed when a Critical Hit is performed. Even if it is a critical of this power so I don't suggest obtaining this advantage.
Level 1 - Submachinegun Burst: This power will deal Piercing damage to enemies in a cone in front of our hero with a maximum of 5 targets. Each hit has a 10% chance to apply the Furious buff to us. This power has the following special advantages:
a. Aggression: which will give this power a 15% chance each hit to apply the Bleed debuff to targets. This chance increases to 100% if the targets are within 10ft of us, meaning melee range. Bleed deals constant Slashing damage over time and stacks up to 5 times, and is considered a Wound effect for Martial Arts interactions.
b. Assault: which will refresh the duration of the Armor Piercing debuff.
c. Wall of Bullets: which will grant us a damage shield the longer this power is maintained. The shield will absorb incoming damage while we maintain the power but will dissapear if we stop maintaining it. Costs 3 advatage points.
d. Boogeyman: which will cause this power to deal 15% bonus damage to foes affected by the Fear debuff. Costs 1 advantage point.
Level 6 - Holdout Shot OR Riffle Butt: This is the first choice between two powers for this archetype.
1. Holdout Shot: This power will deal a small amount of damage to a single target within 50ft. If we land a Critical Hit with it, its energy cost is greatly reduced and deals double damage (100% more Critical Hit damage). This power has the folling special advantages:
a. Stim Pack: which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
b. Open Wound: which will apply the same named debuff to the target. Open Wound has a 25% chance to apply stacks of Bleed, dealing Slashing damage over time once every second for 16 seconds up to 5 stacks. This advantage is a type of Wound effect.
c. Frail Armor: which will apply the eponymous debuff to the target lowering their Piercing damage resistance by 18% for 15 seconds.
2.Riffle Butt: This is a melee attack that will hit the target in melee range dealing Crushing damage and Stuns them for 2 seconds. The special advantages of this power are the following:
a. Concussion which will end any heal over time the target is receiving and will additionally cause them to only receive 50% of any other heal they may receive.
b. Stop Right There!: which will replace the Stun effect for the Interrupt effect. This advantage can only work on enemies of the ranks Henchman, Villain, Enforcer and Master Villain, while it will not work on Super Villains, Legendary Villains and Cosmic Monsters. A successful Interrupt cannot happen more than once every 8 seconds.
Level 8 - Targeting Computer: This is our Slotted Passive which will increase all our ranged Technology (the Technology tree is composed of Laser Sword, Archery, Munitions, Power Armor and Gadgeteering) damaging powers. Additionally the foes we damage with our attacks are tracked by the Locked On debuff which after 3 seconds, will cause us to gain 5% Critical Hit chance, 10% Critical Hit severity and a small amount of resistance to the enemies' attacks.
Level 11 - Shotgun Blast OR Gattling Gun: This is the second choice between two powers for this archetype.
1. Shotgun Blast: This is a chargeable power tagged as a Blast for specialization tree purposes, that will deal Crushing Damage to foes in a 30ft cone in front of our hero. Has a 50% chance to Knock Back the primary target and 25% chance to Knock Back secondary targets. This power has the following special advantages:
a. Breaching Round: Provides a 100% chance to Knock Back the primary target and also the secondary targets if they are affected by Armor Piercing and also this advantage refreshes the duration of the Furious buff on our hero.
b. Mind the Uniform: Applies the Fear debuff to all targets hit. Fear lowers the damage dealt by the enemies by 10% for 12 seconds and is considered a Mental State effect.
c. Armor Piercing: Has a 100% chance to apply the eponymous debuff on the primary target and 20% to secondary targets.
2. Gattling Gun: This power deals Piercing damage four times per second to all targets in a line of 3ft cylinder. Has a 10% chance to innately apply the Armor Piercing debuff to all targets and if fully maintained the chance is guarranteed. This power has the following special advantages:
a. Listen to Reason: This enhancement gives this power a 15% chance to apply Fear to all targets hit. Also refreshes the duration of the Furious buff on us.
b. Sheer Force: This advantage will cause Gattling Gun to repel foes up to a certain distance as well Knock Down foes in close quarters.
Level 14 - Concentration: This is our toggle form that will grant us stacks of Concentration which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we fully charge or maintain a ranged power or attack a foe for more than 25 feet away. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Ego or Intelligence stat, whichever is higher. In this archetype case is Ego. Also increases our energy costs by 10%.
Level 17 - Retaliation: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that while blocking will apply or refresh the Retaliation buff increasing the damage of our next attack for a certain percentage based on rank. Retaliation will generate energy based on the damage taken and our Recovery stat, but given the Soldier is locked in Ranged Damage Role, this energy return works at 50% of its capacity. This power has the following special advantages:
a. Punitive Pummeling: Attacks made against our hero while blocking with this power have a 100% chance to reflect the incoming damage as a Knock Back. This effect can occur at most every 10 seconds and deals no damage.
b. Indomitable: This advantage will grant an additional 5% resitance to all damage, 5% resistance to hold effects and resistance to Knock effects. This amount increases the lower your health gets, up to a 120% maximum.
Level 21 - Assault Riffle: This is our most powerful single target attack that works on two forms: on tap deals a high burst amount of damage and on maintain will deal damage every 0.5 seconds. This power has the following special advantages:
a. Mow 'em Down: This enhancement transforms Assault Riffle into an are of effect attack capable of striking 3 foes in a 2ft cylinder.
b. Uncompromising: This advantage will increase the base damage of this power by 10% per stack of Furious present on our hero, up to a maximum of 30% bonus damage.
Level 25 - Killer Instinct: This power is our energy unlock that will generate energy over time if we land a Critical Hit with a Munitions power. The energy return of this power scales with our Recovery and Endurance stats.
Level 30 - Lock N Load OR Smoke Grenade: This is the third choice between two powers for this archetype.
1. Lock N Load: This power is the Active Offense of the Munitions powerset. It will increase our damage by 42/60/80% (based on rank) for 15 seconds and additionally grant us and preserve stacks of Furious for the duration of this power which lasts for 15 seconds. Additionally this power will reduce the energy cost of our other powers, can be used while held and assists with breaking out of holds. This power has an advantage called Two Smoking Barrels that will cause our melee attacks to reduce the cooldown of this power by 2 seconds but no longer receive bonus damage from it.
2. Smoke Grenade: This power will toss a grenade at the targets reducing their perception for a great amount, making our hero hard to be spotted. The special advantage of this power is called Escape Artist which will transform this power into a Threat Wipe ability, erasing all the Threat in the targets within 10ft placing our hero in Stealth for a short moment. Also this advantage increases the recharge of this power to 45 seconds.
Level 35 - Frag Grenade OR Concussion Grenade: This is the fourth choice between two powers for this archetype.
1. Frag Grenade: This power will toss a fragmentation grenade at the enemies snaring them for a short time and dealing Piercing damage over time. The damage of this power scales with our Critical Hit Chance and Critical Hit Severity. This power has the following special advantages:
a. Cuts and Scrapes: This advantage will cause this power to apply the Armor Piercing debuff to the primary target.
b. Open Wound: which will apply the same named debuff to the target. Open Wound has a 25% chance to apply stacks of Bleed, dealing Slashing damage over time once every second for 16 seconds up to 5 stacks. This advantage is a type of Wound effect.
2. Concussion Grenade: This power will toss a concussion grenade to the targets dealing a moderate amount of Crushing damage as well Knock them back (the knock distance scaling with our Ego stat). This power has the following special advantages:
a. Stun Grenade which will replace the Knock effect by a Stun effect, making the target unable to perform any actions for 2 seconds.
b. Demolishing Blast: which will apply the Demolish debuff to the primary target lowering their resistance to Crushing damage by 18% for 15 seconds if they are Disoriented.
c. Dizzying Impact: which will apply the Disorient debuff to the targets lowering their damage by 15% and movement speed by 25% for 12 seconds.
Level 40 - Sniper Riffle OR Rocket: This is the final choice between two powers for the archetype.
1. Sniper Riffle: This is a Sniper type power that can hit a foe in a 120 ft distance and deal high Piercing damage as well Stun them briefly for 2 seconds. Taking any damage will interrupt the charge of this power, and has special advantage called Tungsten Rounds that will make this power hit up to 3 targets in a 3ft cylinder within the primary target.
2. Rocket: This power will launch a Rocket from a missile launcher dealing Crushing and Fire damage to the target by a large amount and half as much to secondary targets plus knock them down, as well can hit up to 7 targets in a wide area of 20ft but it has a 15 seconds recharge. This power has a 100ft distance and has the following special advantages:
a. Concussive Rocket: which will cause this power to knock back foes (the knock distance scaling with our Ego stat).
b. Scorched Ground: which creates a Pyre patch that deals periodic Fire damage to foes standing on it as well has a 10% chance to apply Clinging Flames for 10 seconds. We can only have a Pyre patch at a time.
c. Red Hot Fury: which will make this power grant our hero 3 stacks of Furious.
Build Examples
1. Gun Toting Vigilante: Recommended for PVE
Level 1: Steady Shot
Level 1: Submachinegun Burst (Assault, Wall of Bullets)
Level 6: Holdout Shot (Stim Pack, Frail Armor)
Level 8: Targeting Computer (Rank 2, Rank 3)
Level 11: Concentration
Level 14: Gatling Gun (Rank 2, Listen to Reason)
Level 17: Retaliation (Rank 2)
Level 21: Assault Rifle (Rank 2, Uncompromising, Accelerated Metabolism)
Level 25: Killer Instinct
Level 30: Smoke Grenade (Escape Artist)
Level 35: Concussion Grenade (Stun Grenade)
Level 40: Sniper Rifle (Rank 2, Rank 3)
2. Special Agent Recomended for PVE
Level 1: Steady Shot
Level 1: Submachinegun Burst (Assault, Wall of Bullets)
Level 6: Rifle Butt
Level 8: Targeting Computer (Rank 2, Rank 3)
Level 11: Concentration
Level 14: Shotgun Blast (Breaching Round, Armor Piercing)
Level 17: Retaliation (Rank 2, Rank 3)
Level 21: Assault Rifle (Rank 2, Uncompromising, Accelerated Metabolism)
Level 25: Killer Instinct
Level 30: Lock N Load (Rank 2, Two Smoking Barrels)
Level 35: Frag Grenade (Cuts and Scrapes)
Level 40: Rocket (Rank 2, Red Hot Fury)
3. Android Mercenary Recomended for PVP
Level 1: Steady Shot
Level 1: Submachinegun Burst (Assault, Wall of Bullets)
Level 6: Holdout Shot (Nailed to the Ground, Break Through)
Level 8: Targeting Computer (Rank 2, Rank 3)
Level 11: Concentration
Level 14: Gatling Gun (Rank 2, Listen to Reason)
Level 17: Retaliation (Rank 2, Rank 3)
Level 21: Assault Rifle (Rank 2, Uncompromising)
Level 25: Killer Instinct
Level 30: Smoke Grenade (Escape Artist)
Level 35: Frag Grenade (Cuts and Scrapes)
Level 40: Rocket (Rank 2, Scorched Ground)
Specializations for all Builds
Ego: Force of Will (2/2)
Ego: Insight (3/3)
Ego: Follow Through (3/3)
Ego: Sixth Sense (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (3/3)
Mastery: Ego Mastery (1/1)
Talents for all builds
Level 7: Shooter (Dex: 5, Ego: 5)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Worldly (Ego: 5, Rec: 5)
Level 20: Ascetic (Con: 5, Ego: 5)
Level 25: Acrobat (Dex: 5, Con: 5)
Level 30: Quick Recovery (Con: 5, Rec: 5)
For gearing this Archetype I suggest the following gear:
Primary Gear:
Heroic Gloves of Precision + Ego Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Dexterity Enhancement x1 + Dexterity Armoring x1 + Gmbler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
Endgame Gear
Endgame gear exists in Champions Online. For more information about this and other Champions Online related information, join the Champions Online: On Alert Discord where my guides are featured! Please use the invite link below:
discord.gg/Tyhjp3YSwH
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!