StrykerX

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  1. I really didn't care for KM on my Brute in beta (at least at lower levels) but I'm liking it more on my current Scrapper. I don't have Power Siphon yet (didn't want to delay a more useful power pre-SO when it would be down most of the time) but at 22 I'm finding the set decent and very cool looking. Once I can take PS and slot some serious recharge in it I suspect the damage will actually be quite nice, though I hate the fact that Burst isn't a 15 foot radius or so... the animation looks way too powerful for what you actually get.
  2. Quote:
    Originally Posted by Kai View Post
    The other thing to keep in mind is where and how you are operating. If today, you walked around with a cassette walkman or an 80s brick cellphone, you'd get wierd looks. People with hard wired systems will get odd looks, and suspicious ones in sensitive areas. If the plan is to blend in and go undercover then you are making yourself look like a target. If you only run around in black form fitting armor at night and the solution to any problem is 'kill it', well that may not much matter to you though :7
    Ah, you've met my usual gaming group...

    Actually, we'd generally carry a "legit" generic PDA but only our decker and rigger would actually connect anything important to it (and their PDAs were very high end with lots of masking and security programs). Everyone else would just turn off their PDA once it was time for action (unless it was an undercover run) and use discrete comm gear and hardwired smartlinks if they were one of the two or three people who used smartlinks (or guns for that matter)..

    Of course that team was also a bunch of psychos... nobody tended to hire us for stealth missions. This was a group who created a diversion by buying a dirt cheap piece of junk used car, putting a $5000 full rigger conversion into it, and then sent it at an enemy base with drums of gasoline and explosives piled in the back connected to a giant fuse and a blow-up doll in the driver's seat. (Our rigger was absolutely nuts.) We also had a mage built around maxing out Edge and using it to throw tac-nuke scale manaballs 3-4 times a day and a troll adept who specialized in cutting things in half. We did "smash and grab", "assassinate", and "create a really big diversion" exceptionally well, but "subtle" wasn't our strong suit.
  3. I think it was 15% of the enhancement that ignored ED. Plus you could do things like slot an attack with only 65% damage and recharge, add extra procs, and use a Dam/Rech Incarnate bonus to take it up to the ED cap. Or only 4-slot a power and still get ED capped damage and recharge plus good accuracy and endurance, leaving more slots for other powers.

    I think one of the biggest benefits will be for people who want 6-slot set bonuses from sets with low enhancement values. For instance, Obliteration is a great set for people trying to softcap S/L defense but it has terrible end reduction, so a global SO worth of end reduction would make it a lot easier to use Obliteration in high cost powers like damage auras.
  4. Quote:
    Originally Posted by Snowlily View Post
    Gotta remember, most devices aren't designed for Shadowruners. their made by Megacorps who want your (their) stuff to be on display for everyone to see.
    And the thing that separates professional shadowrunners from the run of the mill crooks is the fact that a real shadowrunner isn't going to use unmodified off the shelf crap. It's kind of like driving a car with OnStar and a GPS tracker to a bank robbery... the run of the mill crooks might well do so but the real pros either disable the GPS or spoof the logs so it shows the car across town at the time of the robbery.

    I would assume a shadowrunner would only have wireless on things like drones or comm gear that require it to operate, and everything else would have wireless access turned off during a run. Any competent tech can splice a small switch into the wireless antenna connection... touch a button and even remote activation codes fail to work because wireless is cut at the hardware level. Of course the more high tech toys a character uses the more things he may need to leave open, but unless you're a drone rigger or something why use standard PDA integration at all? Buy a helmet with an integrated display and low-light / IR vision, run a wired link from it through your jacket to glove-mounted smartlink induction pads and a tactical computer on your belt and you have all the high tech enhanced targeting capabilities with no PDA or wireless needed. It's a bit more of a hassle to set up and you'll need custom hardware, but it'll be a lot cheaper than an ultra-secure PDA with bleeding edge encryption and not only will you not get hacked, you'll be a heck of a lot harder to detect if someone is smart enough to set up signal scanners to detect if someone with an active PDA is walking around in an area no one is supposed to be in...
  5. Quote:
    Originally Posted by Hyperstrike View Post
    It's nice that you're so certain about this. But you're wrong. At least outside the context of the game. I'll have a talk with Jason Hardy about the in-game context as well.

    Take a look for terms "Van Eck Phreaking" and "Tempest".
    It's entirely possible to remotely monitor, and with more powerful EM equipment, interfere with the operations of such devices.
    Well, when I said "hacking" I meant taking control and manipulationg, not just monitoring data. Reading monitors through walls is one thing... they give off a fair amount of EM radiation, especially CRTs (after all, that's their job). Reading data in a network cable at range (as opposed to clipping an inductive pickup onto it) would be a lot harder, and actually manipulating the data at range well enough to take operational control of the network? I don't see that happening. Just dumping a ton of EM radiation and jamming it? Sure. You can even do that with optical systems, since the endpoints have to change the light patterns into electrical signals and enough interference could jam those sensors. But at least then everyone's equal, since creating that strong a jamming signal is probably going to kill any smartlinks, comm gear, and combat computers on both sides of the fight unless it's so highly directional that you could just move to avoid the jamming beam. Actually screwing with enemy targeting data remotely ("Ghost in the Shell Stand Alone Complex" style) would be, if not impossible, at least wildly improbable with a hardwired system. With the standard "everything's wireless" 4th ed gear a good decker could actually pull some of the goofy stunts that the Major does in that show, like overriding someone's cybereyes to make someone invisible to them or remotely triggering someone else's weapon.
  6. For Blasters, you really have two options. /Mental gives you more AoE attacks and /Energy gives you more range, which lets your cone hit more targets and makes your existing AoEs a bit safer to use. Both are good... Archery/Mental has an insane amount of AoE damage and Archery/Energy can deal considerable AoE from very long range. Boost Range + Aim or Build Up + Rain of Arrows + Explosive Arrow can wipe out every minion in a spawn from 100+ feet away (or 120 feet with +range slotting) before they ever get a shot off so how much more AoE do you need?

    For Corruptors, I'd recommend Storm or Dark. You don't need AoE attacks in your secondary, you need AoE resist debuffs which magnify your Archery attacks. Tar Patch and Freezing Rain are both excellent for that purpose. Personally I'd go /Storm and slot Freezing Rain with an Achilles' proc then unload a tornado and some lightning on the survivors... but then that's what I do with every Storm Summoner I make. It never gets old...
  7. Meh, you don't need stealth once in actual combat and turning off a toggle is instantaneous, so you can always tap the Sprint key to turn it off as soon as your initial attack fires.
  8. Quote:
    Originally Posted by Metatron_NA View Post
    What I heard of the 1st Incarnate Slot before it was yanked made it sound an awful lot like the second, not the first. ;/
    Based on what was in beta the uncommon Alpha Incarnate items were similar to having a high level dual IO or Hami-O that applied to every power, and the really rare ones would likely be better than a purple set IO, enhancing 3-4 aspects of every power by at least a full SO or more and partially ignoring ED caps. If they keep something like that then by the time you get 10 rare Incarnate slot items you'd probably be a whole lot stronger than a fully purpled out level 50. And since some fully purpled out level 50s can solo Statesman / Recluse as full Heroes / AVs...

    Of course that may all change before the system is actually launched, but I'd expect to be able to be effectively level 60 once fully Incarnated out, which means swatting normal AVs like flies. Of course I also expect major Heroes and AVs to get buffed to still be a challenge since they're supposed to be among the most experienced and dangerous enemies, and Statesman and Recluse to be effectively bumped to level 61 since they are supposed to be the absolute most powerful humans alive.

    As for time investment, I'd expect a lot of raiding or TF / Trial grinding to be needed. It will probably be fairly quick to get the common Incarnate bonuses and very involved for the rare ones. Hopefully it'll be "fully purple out a toon" level involved, not "get the new 100 times Master of the Doc Q TF badge" level...
  9. Quote:
    Originally Posted by Hyperstrike View Post
    Okay, anything is hackable (ANY THING) given time, motivation, skill, the right software and enough processing power.
    A hardwired link with no wireless input is not hackable at range by anyone. That's why when I make a Shadowrun character who uses smartlinks I go with the palm implants that inductively connect to the gun via a sensor in the grip... those can only be hacked by someone who is within arm's reach, in which case the gun is of limited use anyway.

    Wireless = bad in combat, unless you know beyond a shadow of a doubt your encryption is too strong for any conceivable hardware to break in the length of time you expect a run to last. And even then you have to worry about backdoors and unknown weaknesses in the encryption that can be exploited, so in general wireless = bad in combat. Sometimes it can't be helped, and then it's a game of who has the better gear, but if I just need to get a signal to and from something at arm's length I'm using a shielded wired connection, not Bluetooth.

    But since all too many shadowrunners and corp goons don't seem to grasp that fact, especially in 4th edition, I guess the decker should go ahead and try to hack the enemy gear. If I make a 4th ed decker he'll have a special software agent just for that purpose named Darwin.
  10. Quote:
    Originally Posted by Castle View Post
    Your Decker should be hacking the enemies Smartlinks or tossing Drones at them during the action part of a run.
    That's one of the silly things that always annoyed me about 4th ed Shadowrun... any moron stupid enough to be using a hackable wireless connection for a smartlink deserves whatever he gets. Hacking comlinks and enemy remote drones? Sure. But hacking smartlinks, PDAs, or cyberware in combat? Anyone with half a brain is using wired connections for combat-oriented gear and has the wireless receiver in his PDA turned off on during combat situations. There's a reason they make palm induction pads for smartlinks...

    (At least they don't go as far as Ghost in the Shell were even cybereyes and headware are wireless enabled. )
  11. Can you actually run Hot Feet 6-slotted with Obliteration without running out of endurance? Oblit doesn't offer much end reduction and damage auras are very expensive toggles. I guess Consume helps, but still...
  12. Quite true, though if you want to go the S/L route you may want to avoid /Mental. By far the best source of S/L Defense is the Kinetic Combat set, which is a Melee set. /Mental has only a couple of melee attacks, and they aren't particularly powerful ones. /Electric, on the other hand, has four very high DPA melee attacks which can be combined with Blaze and Flares to produce a devastating single target chain without a ton of recharge (aka, no purples) and it also has a damage aura and an end recovery power (less +recovery needed in your build). With Weave, Combat Jumping, and a Steadfast 3% Defense IO in Tough you only need about 20% S/L defense from IOs to softcap with Scorpion Shield, or about 24% to softcap with one Luck. Four Kinetic Combat sets get you 15% right off the bat, and you can drop a 5th in Thunder Strike if you take that, plus a Gausian's in Aim or Build Up and an Enfeebled in your immobilize. That leaves your ranged attacks for +recharge bonuses.

    I've seen S/L softcapped Fire/Mental builds, but they were a lot tighter and had to give up more. That's fine at 50 when you have purple sets, but for actual performance while leveling I'd consider it a bit rougher. On the other hand, /Mental's mitigation is not too bad so you may can get away with less defense...
  13. Quote:
    Originally Posted by Metatron_NA View Post
    Wow, I hadn't considered that. In my naivete about these things (never tried to IO for Def or Res before, only Recharge), I sort of assumed that usch as build was *possible* (without severely handicapping one's powers and effectiveness.)
    It's possible but very difficult to softcap one single positional defense on a character with no defense in their primary or secondary, provided you build toward that. Set IOs alone won't do it, you'll need to take Weave, possibly both Hover and Combat Jumping (both fully slotted), and a 2+ billion inf PvP 3% defense IO really helps but isn't 100% required. It's far easier to softcap S/L defense since you can get a patron / epic shield that gives a fair chunk of that, but not until high levels. As for resistance, the rule is simple: IOs can't provide enough of that to anyone to notice.

    Quote:
    1) Forget about using Blasters as a candidate for KickAss padded mission solo-er.
    They can be, but the strategy is less "be invulnerable" and more "everything dies before it can do too much damage". However, truly KickAss Blaster builds are usually late game builds.

    Quote:
    Foes will always be using Ranged on me, they may also be using Melee on me, especially if I get in there with my secondary - which regardless of /Mental or /Fire requires me to get close for Burn, FSC, Cremate, Drain Psyche, Psychic Shockwave.
    That's why I suggested an Archery / Energy hover blaster. You avoid melee almost completely and once you get Rain of Arrows you can choose to not even move in to cone range. /Mental and /Fire need to get up close and personal to work to full effect, which is great on teams or with a late-game build but dangerous against large spawns for the first 43-45 levels. (You don't have to stay there long, but one mez removes that choice from your hands.)


    Quote:
    So now we are talking about a Fire/Mental (or maybe Archery/Mental), specced for S/L softcapped Defense, with an emphasis on recharge as well.
    That's entirely doable, but again, you won't be near the softcap until the 40s. You can go ahead and slot the IOs earlier and get a decent bit of S/L Defense, which should help keep you alive, but that's still a high risk playstyle so expect faceplants. On the other hand, it's also a high reward playstyle so expect to work off the debt fast.

    Scrappers can solo larger mobs earlier on with less effort. Blasters can (eventually) solo them faster and with more sense of accomplishment, but can almost never match the upper limits of what a Scrapper can do. Doing so takes a phenomenally expensive, fully purpled out level 50 build and an extremely skilled player, but it's quite a sight to see if you meet someone who can pull it off. (For instance, at least one Blaster has soloed the ITF, but it was one of the best Blaster players around using pretty much the ultimate endgame build.)

    Though if you really want to take on hordes and don't mind waiting to level 33 to really take off, I would like to point out that Bots/Traps Masterminds have soloed Giant Monsters without any IOs at all... and with a decent IO build you'll probably be able to solo anything short of the Lady Gray Task Force, StF, LRSF, and Hamidon. If you have GR you can take said MM blueside, and if he starts in Praetoria he never even has to be a villain if that matters to you. Just something to consider...
  14. Quote:
    Originally Posted by Metatron_NA View Post
    Quick reply - was hoping to softcap Rnaged & Melee DEFENSE, and THEN stack on as much S/L RESISTANCE as possible - that'll work in theory, right? That way any S/L Damage that gets through the defense gets diminished.
    Then you'll need to be a Scrapper. Blasters can barely softcap Ranged defense by itself, at the expense of devoting nearly the entire build solely to that purpose. They might be able to softcap both Ranged and AoE since many sets offer both, but Ranged and Melee both? No way, at least not without selecting and slotting every single power solely to boost defense and ending up with the damage output of a solo Earth/Empathy Controller.

    Blasters can get 30-35% Ranged defense or so and still have excellent damage output. That's around one small Luck away from softcapped so you can carry a few and pop one before a hard fight (or two if the enemy has defense debuffs). They can also choose to softcap S/L defense instead without losing too much performance, but not until the mid 40s. You can get Hover, 33% or so Ranged defense (plus 20-something AoE), and 40-50% recharge far earlier than that, which is enough for a good attack chain and you're one purple pill away from softcapping when you need it.
  15. Quote:
    Originally Posted by Metatron_NA View Post
    So, Fire/ or Archery/? (I almost want to find a way to justify taking Fire/, because it looks so much cooler than Archery/. But maybe that's impossible.)
    A lot depends on what direction you go in your build. At moderate recharge levels both Fire and Archery are very good, though Fire hits a tad harder and is less resisted. However, at extreme levels of +recharge Fire is hands down the most damaging set in the game. Once you can use a single target attack chain of Blaze -> Fire Blast -> Flares you will be dishing out far more DPS than any archer, and you'll be able to throw Fire Balls so frequently that you'll melt minions with just those and the occasional Fire Breath. However, doing so requires massive recharge... roughly 230% in Blaze, which means around 140-150% global recharge or 70-80% plus Hasten. At those recharge levels, with ED capped slotting, a bit of +damage, Defiance and a proc or two factored in you are pushing 250 DPS sustained, while an archer is only hitting 175 DPS or so and is using a far more resisted damage type. On the other hand, the archer is doing it from twice the range since Blazing Arrow has a full 80 foot range. And of course getting that sort of recharge without purples leaves little room for +Defense. Of course for the ultimate in DPS, a Fire/Electric Blapper using Blaze -> Charged Brawl -> (alternate Havoc Punch and Shocking Grasp) can dish out a bit over 300 DPS counting Lightning Field. Doing so for more than a few seconds without getting pounded flat is another matter though...

    As far as your secondary goes, with Archery I highly recommend Energy. Archery's main advantage is range, so Boost Range enhances that and you don't have to worry about redraw much. Mental can also work well and gives you more AoEs, but Rain of Arrows + Explosive Arrow should kill all or most of the minions (and they both basically hit at the same time from 100 feet away with Boost Range) so I'd rather stay at a distance than try to close to Psychic Shockwave / Drain Psyche distance.

    Fire, on the other hand, goes great with Mental. You have to get closer to use Blaze and Fire Breath anyway so why not maximize your AoE punch? The drawback is that things will run up and smack you a lot more (that can be minimized by hovering 20 feet over the spawn) and short ranged attacks like shotguns and cones will nail you. Still, two cones and a targeted AoE by level 10 make for pretty much the most powerful early game AoE Blaster. Archery will be easier once you get RoA slotted, but Fire can mow down the minions almost as fast and can deal with bosses quicker... just not as safely.

    As for Fire/Fire, you can clear a spawn of minions with Fire Breath -> Fire Ball-> Fire Sword Circle (or just Aim / BU -> Fire Ball -> FSC if they aren't too high level) and then quickly clear what's left, but you'll take a lot of return fire in the process so unless you have high defense expect to faceplant more often than most Blasters.

    And speaking of defense, one key fact to remember: Blasters can not softcap positional defense without gimping themselves. You can get decent Ranged plus some AoE, but to actually softcap Ranged you have to give up a lot of damage. You can softcap Smashing / Lethal (if you can afford it) without giving up much damage, so as long as you don't mind avoiding foes with lots of exotic damage types and mez you can go with S/L defense and still get some recharge and such. However, you can't do so until the 40s since you need an epic / patron defense power... so for a toon that will retire at 50 I'd suggest just going for moderate ranged defense and lots of recharge and using the "kill it before it kills you" strategy. +Recharge can be a Blaster's best defensive bonus, because dead mobs do no damage.
  16. Quote:
    Originally Posted by Gilia View Post
    This isn't even close to true. A poor or inexperienced player will have trouble soloing on a Blaster (as they probably will on a Defender or Corruptor), but a good player will roll through the game without breaking a sweat as a Blaster. If you know how to play the terrain and AI to stay alive, why would you give up doing the highest DPS you could have solo?
    Depends on what you want to solo. Scrappers tend to be more effective against multiple bosses and really extreme spawns (like +4/x8/bosses). A Blaster can only be made so tough, and if you have to frequently break line of sight and use terrain to break up enemy fire you may well lose so much DPS that a Scrapper who can just stand there and trade blows will hit harder. Plus the Scrapper is effectively immune to mez, while Blasters lose a ton of DPS when held or stunned.

    Blasters can solo very well in "normal" situations, but they can't get enough mitigation to just stand still and slaughter tough spawns... especially spawns with mez. Scrappers can, so they get to apply 100% of their DPS all the time.
  17. Quote:
    Originally Posted by Jade_Dragon View Post
    In all honesty, I've thought it was a little suspicious that Incendiary Missions drops a Burn patch under EVERY target it hits. That really gives Bots a huge advantage over the other MM Primaries, albeit under very heavily leveraged circumstances.
    The Arsonist does the same thing, and his has (or at least had) no cap on the number of targets. 30 targets hit by the molotov cocktail = 30 stacked burn patches, which is why the Arsonist used to be potentially the highest damage MM pet in the game.
  18. There are a few ways to go on this. If you want to go the all ranged option, you could try Archery/Energy and build for maximum recharge. You'll be somewhat average until around level 33, but from 34-50 you'll mow down massive numbers of +1 and +2 mobs easily. The key is perma-Boost Range and max recharge on Aim, Build Up, and Rain of Arrows... get Aim or BU + RoA up every spawn and you'll usually wipe out all the minions and end up fighting half-dead Lts that can be quickly downed from the air at range and you'll have a stun for pesky mezzers. The downside is that you won't be able to handle bosses that well since you rely on killing 90% of the spawn before it can attack for your survival.

    Another, more expensive, option is to take Fire/Electric/Ice or Fire/Electric/Scorpion and softcap your smashing/lethal defense. You'll probably be able to handle +2/x8 or even +3/x8 that way, but only in the 40s. Fair warning... if you go this route you may very well change that "retire at 50" policy because by adding some purples you'll be able to solo +3/x8 or even +4/x8 spawns (with bosses) insanely fast. The only thing that mows things down faster is Fire/Fire and Fire/Electric handles bosses better. Fire/Mental is also great... almost as fast and more survivable, but with less boss killing power.

    A slower but very safe route is to go Sonic/Energy and just nail everything with your huge cone sleep, then pummel them down one at a time with stunning melee attacks. That setup will allow you to take on +2s or +3s in large groups so long as there are no bosses. Maybe even +4s as long as you have lots of accuracy and slot Siren's Song well for sleep.

    Honestly though, most Blasters that can solo large groups really fast only do so late game. A softcapped Spines/Fire Scrapper or a Spines/WP will probably kill a lot bigger spawns a lot sooner (I'm not sure how early you can softcap a Spines/Fire to S/L damage).

    Oh, one really insane but potentially fun option is to go with a Fire/Fire/Fire Blaster and build for max recharge, and rely on inspirations a lot. You'll kill stuff incredibly fast so you'll get more insps quickly... and once you can take Rise of the Phoenix do so and fully slot it for damage and recharge. You'll probably faceplant a lot, but you'll kill so fast you'll erase the debt in no time and with RotP you'll actually kill stuff by reviving.

    (Hmmm... I may have just found my next Blaster...)
  19. I don't have a full build, but I'd suggest Fire/Mental, focusing more on cones than PBAoEs. You get great AoEs and high damage for bosses, and you don't have to hang out in the middle of the enemy pack to do it. Even if nothing's shooting at you, getting nailed by splash damage from PBAoEs and such is annoying.

    Of course if you know you're going to have lots of defense buffs or other survivability boosts and some healing to handle what damage does get through (like if you are playing on a set team), go Fire/Fire and just obliterate things. Just don't be surprised if you occasionally manage to pull aggro off a Tanker... or two or three of them for that matter. Fire/Fire is absolutely insane damage, with no mitigation whatsoever... but with enough buffs and debuffs you don't need mitigation of your own.
  20. You have enough AoE when you have a non-stop AoE-only attack chain that cannot be improved by swapping one of the attacks out with a better one (for instance replacing a low damage cone with a more powerful but longer recharge patron / epic cone every other set of attacks). Any AoEs beyond that point are too much since they will never be used... unless of course they have desirable effects other than damage you might use them for (like -recharge or immobilize).
  21. A lot depends on what you want to do. Assuming you are teamed and therefore aren't too worried about survivability, I'd rank them as:

    1) Fire
    2) Archery
    3) Assault Rifle
    4) Radiation
    5) Energy
    6) Dual Pistols
    7) Sonic
    8) Ice
    9) Psychic
    10) Electric

    (Note that I haven't played all these sets to high levels so I may be off a bit on some like Rad or Psychic).

    For soloing, I'd change it to:

    1) Archery
    2) Ice
    3) Sonic
    4) Fire
    5) Assault Rifle
    6) Energy
    7) Radiation
    8) Dual Pistols
    9) Psychic
    10) Electric

    (Again, I haven't played Rad or Psy high enough to be certain on them.)

    I rank Radiation below Archery and AR because it requires getting closer to the action. If you go with a S/L softcap build Rad would be higher on the list.
  22. Quote:
    Originally Posted by gameboy1234 View Post
    Question: If someone who is a brand new subscriber buys GR, is the full game included? I'm pretty sure the answer is yes, but I thought I should make certain, lest I misinform others about this.
    According to the Steam store, yes. The Complete Collection includes CoH and CoV.
  23. Quote:
    Originally Posted by Dinah View Post
    If it happens that all entries for a particular zone are terrible (let's be honest, some got it, some don't), are you going to be forced to use a terrible user submitted loading screen, or will you go out and take your own screenshots for it so that we end up with quality screens?
    I suspect that's why the prize is worded as:

    "*Possible entry inclusion in the City of Heroes® game (No retail value)"
  24. Quote:
    Originally Posted by Dr. Aeon View Post
    That was a great video Ashcraft, two thumbs up! Though, it's too bad you chose the wrong side at the end. Things like that can't be helped, I suppose.
    But... why would any self-respecting mad scientist go to the Rogue Isles? They'd be competing against the best and most ruthless evil geniuses around. Far better to go to Paragon, lure the trusting fools there into a false sense of security, and build up power without looking over their shoulder for the likes of Recluse or, well, you...

    (Not that any blueside Masterminds I may or may not have are anything other than heroic individuals who sincerely regret their earlier evil ways. Nothing to see here, move along...)

    PS: GREAT video!
  25. Scrappers are fast levelers and reasonably tough.

    Brutes do everything a Scrapper does only better, except for burst damage. They solo extremely well but can be slower than Scrappers at lower levels.

    Masterminds (especially Bots or Thugs + Dark or Traps) are pretty much the best soloists in the game unless you spend a fortune on fancy IOs. They start slower, but tend to be unstoppable at higher levels. The playstyle is annoying for some people though.

    Tankers are the safest soloist, but their damage is low.

    Blasters can solo extremely well if you know what you are doing, but they die a lot faster than the previous four ATs. Dominators are slightly safer, somewhat slower versions of Blasters.

    (All the above assumes a basic build. If you spend enough inf on IOs then all sorts of things are possible.)