Fast Leveling Strategy Guide for any COH AT


Atilla_The_Pun

 

Posted

I came across this guide while searching, and I would have to say that the OP's list is pretty typical for the majority of PvE'rs in the game. What should have been stated is that a team of 5 sometimes 6 is just "right" with the amount of xp and the damage/control mix you could make out of it, not necesarily an all-troller or all-def but at LEAST one Tank and Scrapper if possible.

TFs are definately the way to go throughout each decade in levels but not always possible since gathering a team for 2 to 4 hours is very very difficult. PvP zone missions are significantly better in xp and is much faster to do and if you can get a team of 4 to 6 members you will gain a level every 20 minutes but keep in mind once you surpass the exemped level the PvP zone puts you at you cannot do anymore missions.


 

Posted

Fast leveling??? If all you care about is exp/hour, nothing is better than PvP zone missions on relentless. The only thing that is as good or even close is bridging, but that is becoming alot more difficult now. Both of my brutes can solo a pvp mission in under 10 minutes on relentless. My EM/EA got it down to 6 minutes tops (stone is a little slower)


 

Posted

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I've played the game since release and the perfect pentad is the absolute best team configuration in my opinion, so no, you wont change my opinion on that one. Two tanks, Two defenders, Two controllers are redundant if the one already on the team knows how to do their job.


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I don't agree 100% with that statement. My main objection is that you can have 2, say for example, deffenders fullfilling 2 very different functions. My main example here would be an empath and a bubble defender (or even worse a archery/trick arrow defender). Yes they are all defenders but they fulfill pretty different functions.

Also there are plenty of ATs who's functions overlap. Usually if I cant find a good healing deffender, I will enlist 2 healing controllers. Same holds true for a tanker who can pretty much be substituted for 2 scrappers or a Keld after lvl 20.

I think more then particular ATs, you should pick your teams according to functions. There are 5 basic functions: damage, heal, crowd control, taunt and buffs/debuffs. These can be performed to various degrees by various different ATs.

I a perfect world, you would go "oh, I need a defender (tanker, scrapper, etc..)" and you would go, do a search and find one who would join your team. The reality (especially at real low or high lvls) is that you won't find one whenever you need one. The trick here is to be flexible enough to know how to fill up the holes in your team to keep it moving. Keep in mind that if you waste 20 minutes looking for a tank, you will not get XP for those 20 minutes and run the risk of other team members leaving your team as well.

As for the number of people in the team, my motto is: the more, the merrier. Yes, you get less xp per kill but you also get larger mobs and you move through them faster. After you get past 7 members you also get a huge increase in Lt.s and Bosses which can be worth double or more xp then a minion. Not only that, but if you want a badge for killing leaders of a certain group(for example Fake Nemisis, Paragon Protectors, Master Illusionists, etc.), you are simply wasting your missions if you go in with a team with less then 7 members.


 

Posted

While I still think a pentad is a fantastic team I did recently level Solar Lord - L50 Fire/Energy Blaster in 311 hours. I had a dedicated team with a Dark/Dark Defender and Warshade. Sometimes it felt like we were a pentad with the Dark holds and slows, and the Warshades Dwarf form.

The three of us were unstoppable and we rounded out the team with with SG and coalition members of various ATs.

I followed most of the guide I made except we outleveled Manticore, Citadel, and the Shard TFs. We did missions on Rugged or Invincible most of the time, and did all the other TFs and Trials.



Fusion Force