DCUO Weapon and Passive Stats Guide - Page 2

Updated Tue, Feb 22, 2011 by Savanja

Bow  |  Dual Pistols  |  Hand Blaster  |  Rifle  |  Brawling  |  Dual Wield  |  Martial Arts  |  One Handed  |  Staff  |  Two Handed  |

*passive stats are listed in the order in which they become available on the weapon traits tree.


Brawling

The big hitting brawling weapon is a favorite of mine and the DCUO community.  It's easy to use and has enough melee damage potential to impress your friends and scare your enemies.  It's a great first weapon choice and works well with just about any melee-based powerset.

Passive Stats

  • +2 critical healing magnitude
  • +25 health
  • +3 restoration
  • +18 dominance (+6 per point spent)
  • +1% critical attack chance
  • +45 health (+15 per point spent)
  • +12% critical attack damage (+4% per point spent)
  • +3% critical healing chance (+1% per point spent)

Dual Wield

Two melee weapons in hand allow for fast and light damage.  Some players find that they get less damage resists with these types of weapons which appeals to some, other complain that they receive less damage over all.  As a melee weapon, pick up this skill if you intend to play a powerset that keeps you in the fray of battle.

Passive Stats

  • +2% critical attack damage
  • +4 vitalization
  • +3 restoration
  • +45 restoration (+15 per point spent)
  • +1% critical attack chance
  • +18 dominance (+6 per point spent)
  • +60 might (+20 per point spent)
  • +12% critical attack damage (+4% per point spent)

Martial Arts

Not too fast and not too slow, martial arts is a solid middle of the road weapon skill choice.  It's melee-based damage manages to do impressive damage without feeling like you are spamming combos with mad fast mouse clicks.  For powersets who rely on melee combat, such as Ice or Fire, this is the perfect choice to maximize damage.

So many weapons to choose from!

Passive Stats

  • +2% critical attack damage
  • +2% critical healing magnitude
  • +25 health
  • +60 might (+20 per point spent)
  • +10 might
  • +3 stealth (+1 per point spent)
  • +12% critical attack damage (+4% per point spent)
  • +45 restoration (+15 per point spent)

One Handed

This single handed fast-paced melee weapon doesn't really get picked up by players all that often, but the quick, moderate damage does appeal to some.  Because of the melee nature of the weapon skill and the modest damage potential, players, such as healers, who focus more on their powers but would like to benefit from this weapon's stats may enjoy it.

Passive Stats

  • +2% critical healing magnitude
  • +3 restoration
  • +10 might
  • +1% critical attack chance
  • +1% critical attack chance
  • +60 might (+20 per point spent)
  • +45 health (+15 per point spent)
  • +12% critical healing effect (+4% per point spent)
  • +15 vitalization (+5 per point spent)

Staff

The Staff has some of the coolest weapon animations in game.  It does devastating damage with a style that none of the other weapons can match.  The Staff tends to hit in slow and moderate bursts of damage and it has some stuns that can come in handy.  This weapon skill does quite well for melee players or even ranged players who like to jump in and knock off a few big hits every now and again.

Passive Stats

  • +2% critical healing magnitude
  • +25 health
  • +4 vitalization
  • +18 dominance (+6 per point spent)
  • +10 might
  • +30 defense and toughness (+10 per point spent)
  • +3% critical attack chance (+1% per point spent)
  • +12% critical healing effect (+4% per point spent)

Two Handed

As a slow and powerful melee weapon, the Two Handed skill gets some flack for being one of those that can be avoided just a little too easily. Its weapon damage comes in slow, big bursts and can be predictable in PvP gameplay but it is still very useful in PvE for those who like to alternate between swinging a weapon and slapping down powerset damage.  It's a great choice for a soloing healer.

Passive Stats

  • +2 critical attack damage
  • +2% critical healing magnitude
  • +25 health
  • +45 health (+15 per point spent)
  • +1% critical healing chance
  • +15 vitalization (+5 per point spent)
  • +3% critical attack chance (+1% per point spent)
  • +3% critical healing chance (+1% per point spent)
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