Father/Son Duo


Aett_Thorn

 

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Sorry heroside

Try Broadsword/Katana Regen Scrapper with a Cold or Forcefield Defender or Controller. The buffs on the scrapper will make him super survivable. Regen gets its self-heal and endurance powers early. Combined with the buffs of the shields and controls or attacks from the second character and the scrapper can flip out and go super crazy right from the start. Katana and Broadsword both get an attack at level 8 that adds lots of melee/lethal defense as well for even more survivability. Plus its a big sword. So it hurts people.

Two Dark/Ice Defenders. These guys will be relatively complicated but super powerful and controller-ish.

Dark has Tar Patch, Darkest Night and Twilight Grasp early. From two of you these three will make you incredibly survivable. Enemies will be slowed, weak, and have trouble hitting you. Ice attacks do great single target damage, have a slow component and at level 16 you both get Freeze ray.

Eventually you can have debuffs of many kinds, fears, holds and other powers along with machine-gun like Ice blasts.

Dark might be too complicated for your son but pairing a Dark with a melee character can be great too

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I'm liking the dark/ice defender idea. If I understand correctly, we would be able to hold bosses with both of us using freeze ray? Could you(or anyone for that matter) recommend a good build for single target boss/av hunting?

Thanks much.

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That's one way you could do it. or you could use Petrifying Gaze, which is a ST hold in the Dark set. Using Dark/Ice you have the potential of having 3 ST holds each with Petrifying Gaze, Freeze Ray, and Bitter Freeze Ray. You also get Fearsome Stare which is a great way to blunt the alpha strikes of spawns.

The thing you have to decide though is how important AV killing is for your duo. Two Dark/Ice Defenders could probably take an AV down eventually, but it could take a long time to do it. They would be able to have no trouble with Bosses, and normal group spawns.

If killing AVs is important, then it's hard to go past Radiation, Kinetics, or Cold.


 

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A fire/fire or fire/em blaster for damage and a plant/storm controller for damage and control to boot would be a heavy damage/heavy control option that can just lock down a spawn, decrease its def and kill it very fast. Tornado also produces very good damage against an av while fire blasters do very good damage against anything, including AV's. This is a very high damage team.


 

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Ok, so I liked the dual dark/ice defender idea because of the ability to easily hold bosses. Would dual ice/* blasters be better for this, since they can do the same thing at level 8 and also kill faster?

If I were to go the blaster route, what would be a good secondary to pair with it?

Thanks in advance.


 

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Mental Manipulation is a great secondary. I would also recommend /Ice.


53 Bots/FF/Mace Mastermind | 53 NRG/FF/Electricity Defender | 50 Time/Dual Pistols/Soul Defender | 50 Demons/FF/Mace Mastermind | 51 Necro/Dark/Soul Mastermind | 50 Thugs/Time/Mace Mastermind | 50 Ice/Ice/Arctic Tanker | 50 Plant/Rad/Earth Controller | 50 Illusion/Trick Arrow Controller | 50 Gravity/Force Field Controller
Yes, I like Force Fields.

 

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My wife and I duo a lot together, and our favorite combos have always been scrapper/controller combos.

I would suggest a willpower scrapper, for the ease of play, great out of the box toughness, and pretty early blooming. Pretty much any primary would go well with it, but my favorites are dark melee, fire melee, and katana.

For the controller I would suggest kinetics as the secondary. You mentioned you didn't like slow play speed, and a kinetics would mean you'd be anything but slow. Transference, siphon power, siphon speed, speed boost, and fulcrum shift would all help insure that both of you would be mowing things down right and left with full blue and green bars. Again, most of the primaries are pretty good, it really depends on the playstyle you like. Fire/kin is a great combo, but it's very flavor of the month, and you may not like that. Ice/kin and plant/kin are also great. Earth/kin can be good, but earth control plays best from a distance, and kinetics plays best up close, so it can be hard to reconcile the two.


 

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Ok, so I liked the dual dark/ice defender idea because of the ability to easily hold bosses. Would dual ice/* blasters be better for this, since they can do the same thing at level 8 and also kill faster?

If I were to go the blaster route, what would be a good secondary to pair with it?

Thanks in advance.

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The defender gets many other dark powers that further add to survivability. A blaster gets more butt-kicking. Pretty much all the blaster secondaries are the same concept of "I hit stuff". Try going one Blaster one Defender. You can always use the same toon in another duo using sidekicks/exemplar.


 

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Dual Defenders are great.

My best duo involving a Blaster was Dark/Rad Defender and Fire/Energy Blaster. I duo'd most of the Prateorian AVs with these two.
Any Blaster will work, but a Dark Defender adds -Res, best heals in the games which also pack some -Regen and heaps of -To Hit and -Damage.

Its a great parental set to play to enable your wild blaster kid to go to town!

Dark/Sonic would be even better for taking down AVs for the extra -Res. Oh yeah, and both grab Stimulant, so you can keep each other unmezzed.


 

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If killing AVs is important, then it's hard to go past Radiation, Kinetics, or Cold.

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For killing AVs with a duo I'd take Dark over Rad, personally, as it provides a lot more damage mitigation in that scenario (with Dark Servant in play Dark gives 3-4 times the -dam and over double the -tohit, not to mention more healing, a little defense, and neg/ene/psi resists).

Rad does provide more offense from AM's +recovery/dam/rech (and better -regen, but it doesn't have nearly as big a lead on that now it's lost its non-resistable perk) and on a larger team I'd maybe look at it differently, but if it's a pair of squishies who may not be minmaxed and IO'd out for the purpose I'd prefer the superior mitigation that Dark provides.

I'd put Kin roughly on par with Dark for that purpose, maybe better (it has enough stacked -dam to actually do pretty well for mitigation on a single target, -slow making kiting easy, and obviously speeds up offense a lot). I don't have enough experience with Cold to comment.


 

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I know it can't be done until I16, but...

How about an Ice/Ice Controller and a Fire/Fire Scrapper?

I personally love Ice as a control set. It has so many slows that AVs will be able to use each of their attacks once, and only once. I personally do not know much about /Ice, as I have never used the set. But from the few times the buffs have been used on me, it seems to be a very good buffing set to make whoever is getting buffed feel much more powerful.

Fire/Fire Scrappers will have major damage, but maybe a little less endurance than you are comfortable with. This can obviously be worked on, but if you don't like that, try a Fire/Regeneration, or maybe even a MA/Regeneration. I have the latter, and can personally say that it is a very well rounded, powerful, single-target-only set.

That's jsut my two cents.


 

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Villain side: DM/WP Brute + Fire/DM Corruptor

The Brute is very survivable on it's own and can hold the agro even w/out taunt. The Corruptor has all of the aforemention dark control powers (in a previous post about dark Defenders) plus high damage attacks. Both can solo w/out a problem and as a combo they work great together.

Hero Side: FA/DM Tank + Kin/Ice Defender

The Tank is very survivable on its own and can hold agro even w/out taunt. The Defender has buffs (SB ftw) and controls (slows, -rech and holds). Neither is especially good for solo play but together they actually make a better combo than the Brute and Corruptor.

I have played both of these combos w/my son and we had a blast. I played the support toon (Corruptor/Defender) to start but after awhile we would switch back and forth as he got more familiar with the game.

Essentially Melee/Support is the best beginners choice for a duo. The melee toon holds agro while the support toon keeps the melee toon alive and kicking. Of course there are a number of other combos that would fit into this mold and other mutually beneficial duos that are not melee/support (but generally they take a more advanced approach to play).