new and Need help settling on AT and powers


Anaxagoras

 

Posted

ok i can't decide on an AT, so can someone recommend me some ATs to try out based on what i like:

2-3 aoes -excluding the lv 32 nuke or aura DoTs
good dps
good for soloing but still useful on teams
something i that i can make a concept concept for
a hero AT (optional)

also i would want something i can use the mutation origin if possible.


 

Posted

[ QUOTE ]
ok i can't decide on an AT, so can someone recommend me some ATs to try out based on what i like:

2-3 aoes -excluding the lv 32 nuke or aura DoTs
good dps
good for soloing but still useful on teams
non-farm toon
something i that i can make a concept concept for
a hero AT (optional)

also i would want something i can use the mutation origin if possible.

[/ QUOTE ]

Sounds like what you want is Blasters.

Usually have one AoE and one Cone.

Great DPS

Good for soloing and teams.

Hero AT.

The "concept" is all on you.

Origin is almost purely an RP / Background choice. The gameplay effect of origin is minimal at best. If you want, even your Assault Rifle / Devices Blaster can be a mutant (Has a "knack" for invention and built the frankengun and devices with stuff found around the house, i.e.; Forge or Madison Jeffries / Box). This goes back to concept. If you can define it as such, then it works.


New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)

 

Posted

Welcome to the game!

Well, there are a couple of options that can meet those criteria that I can think of off the top of my head.

Archery/Mental Blaster - Total of 5 AoEs available to you, none of which are the sort of level 32 nukes that drain your endurance, fairly survivable solo when damage mitigation tools (stun, fear, Drain Psyche) are used properly, great on teams. Downside is that most things that do resist your damage type, resist it fairly strongly.

Fire/Mental Blaster - 5 AoEs not counting the nuke, more upfront damage than Archery, good single target damage as well, less mitigation tools for more damage. Downside is that Fire blast has no damage mitigation powers.

Fire/Fire - Pure damage machine, 7 AoEs available not counting nuke including 2 DoT auras, crazy amounts of damage very fast. Downside, very little mitigation outside of killing enemies before they kill you, can be hard to solo.

Spines/Dark Scrapper - 4 AoEs including 2 DoT auras, very survivable with lots of tools, pretty good damage. Downside, very end heavy Secondary, very steep endurance healing power.

Spines/Fire Scrapper - Same as above with more damage and less survivability, /Fire has an endurance recovery power which can be helpful and a self heal. Downside, /Fire is generally less survivable than other secondaries.

Those what come to mind off the top of my head. As to concept and origin, you can make any powersets compatible with any origin with the right backstory. Example, Archery/Mental Mutant: elevated mental capacities allow for slightly higher reflexes and accuracy (taken advantage of using the bow) and psychic powers to debilitate foe's minds.


50s: Anaxagoras - En/En/For Blaster, Vicious Kittie - Claws/SR Scrapper, Rad. Therapy - Emp/Rad/For Defender, Anaximander - En/En/Mu Brute, Marble Vanguard - Stone/EM Tanker
Current: Vitriolic - 42 Bots/Poison MM, Aseity - 38 DB/WP Scrapper, Tai Shar - 42 Earth/Storm