whats the must OP class now in game


Aett_Thorn

 

Posted

my main going to be a MM, but am looking to make insane powerful alts
Any Primary/Secondary combination...

I am looking for the most overpowered class out there

People say to play whatever is fun to you

What’s fun for me, the most fun I can have in a game, is playing in the must overpowered class or FOTM that pwns everything.

I don't care if I have to just look at my character do all the work or be the most active character out there, I just want to know: What Primary/Secondary is the must OP vs PVE content.

Also, you can throw in an OP PvP if you want, as I like to compare things. Is whatever is the most powerful in PvE solo also what’s the most powerful in PvE when teaming? Is it a DPS setup, debuffing or a Tanker? I just want a character, that when I finish leveling it up to be that character that can defeat anything in this game.

Get my drift? And thanks for any helpful replies, ahead of time!


 

Posted

Quote:
Originally Posted by joshx View Post
any prime/2nd combo

my main going to be a MM, but am looking to make insane powerful alts

am looking for the must Overpowered class out their to do it with

i hear people say play whatever the fun to you

whats fun for me, the must fun i can have in any game,

is playing in the must overpowered class/whatever fotm, that pwns ever thing in game

i don't care if i have to just sit back and watch as in a super tank or be the must active player out their"debuff/dps player

i just want to know, What class prime/2nd, is the must OP vs PVE content overall

also throw in op pvp info if you want, as i like to compare things
but my goal is not pvp, its pve

also if whatever is the must powerful in pve solo
is it also/whats the must powerful class in pve group teamplay

is it a dps setup, debuff setup, or the tank setup or something else
i just want a char, while i level it up come late game, to be like,
O that boss, NP, or any Boss for that matter, i want to be that character that's like, i can defeat Anything in this game, all i got to do is stare at it and they drop dead

get my draft , thx for any helpful reply's ahead of time

I dont think anything in the game is really overpowered at the moment, but if your talking the infamous powerful builds then here are some you can try out.

Fire/Kinetics Controller

Illusion/Radiation Controller

Stone/Fire Tank (but you have to be really well built)

Ice/NRG/Ice Blaster (built for defence and +rech)

Dark/Shield Scrapper (if you do it right you can maintain dmg cap during almost every fight)

ummmmmmmm ummmmmmmm

im drawing a blank but theyre are tons but they are all for different things

Archery/MM blasters are dope but not tanks by any means.... ahhhh

My buds Dark/Dark/Scorp Cor is nuts, it has softcapped ranged defence and all the -dmg, -acc, you can imagine as well as decent dmg and regen.

It all depends, the amazing thing about COX is that with IO sets you can pretty much make anything you want.


Psynder LVL 51 Fire/Fire/Scorpion Blaster
KnightWidow LVL 51 NightWidow
Shiver LVL 50 Ice X3 Dominator
Knight'Shade LVL 47 DP/Dark/NRG Corrupter
Currently Marking Out For: Chris Sabin, Player Dos, Daniel Bryan, Portia Perez, CM Punk

 

Posted

You seem new. You should know that in this game (and most others), the build doesn't really matter nearly as much as the person controlling it. The most twinked out, overpowered build in the game isn't going to do any good to someone who doesn't know how to use it.

And on teams, don't count on being the center of attention. You might find a few Defenders can make everyone else on the team nigh invulnerable and unstoppable.


 

Posted

Agree with above posters about player skill and Invention Origin enhancements.

That said, I'll add a couple of my own thoughts on powerful builds:

Radiation/Sonic Defender
Robotics/Forcefield (or Dark Miasma) Mastermind
Dark/Super Reflex scrapper


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.

 

Posted

Quote:
Originally Posted by Prof_Backfire View Post
You seem new. You should know that in this game (and most others), the build doesn't really matter nearly as much as the person controlling it. The most twinked out, overpowered build in the game isn't going to do any good to someone who doesn't know how to use it.

And on teams, don't count on being the center of attention. You might find a few Defenders can make everyone else on the team nigh invulnerable and unstoppable.
i enjoy understanding spells/skills in games
am no retard at playing games
i read and plan ahead, on a new mmo game am going to start
my mission is to see if you the vet players with all your years of playin
have any info as to help me find the must Powerful Primary/Secondary for defeating ever thing

also what defender you refer to that makes others in teams for pve godlike
whats that defender Primary/Secondary for that?
is it that
Radiation/Sonic Defender cill said
am seeking info for sake of Power ,

i desire power, OP, nerf demanding power,
when i find such class's in games, i tend to have the must fun i found,
am a exploiter at heart
I grin ear to ear when i found near godlike power and use it perfectly to own in a game

i understand more then anyone how a OP class in the wrong hands can be useless at best

i have a active imagination, and can see how spells./debuffs/healing all play out in my head, and once i found what works best by playing around in game
i exploit that power to the best of my ability

in this game, their so many choices, so much to look into, am hoping as a new player to get Very good info form you vets


 

Posted

I think what Prof meant was that if you have 2-3 defenders on a team, the combined buffs/debuffs begin to turn a team into a true powerhouse. 4+ defenders in a team and the team is nigh unkillable.

Personally, if you want to solo and group and kick *** at both, I'd totally recommend:

Radiation/Sonic Defender - huge debuffs on Rad, some heals, a rez, an aoe buff, etc. Plus sonic does solid damage for defenders, with a nice -resistance debuff on mobs that makes the whole team hit harder. And you have a nice AoE sleep for solo work.

AFAIK, this Defender is possibly the most powerful (I won't say broken, because its working as intended).

On the controller side, Illusion/Radiation is pretty much the same, though Illusion substitutes some pets and controls for sonic's -resistance and sleep. It is possibly even more powerful, though the radiation debuffs are not as potent as the Defender's (though still numerically useful).

There have been discussions for a long time on the boards about what these two builds can do, properly handled, including soloing some of the toughest critters in the game (Giant Monsters) and Arch Villains/Heroes.

Try one out, I think you may find it to your taste. Good luck and welcome to CoH.


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.

 

Posted

The darky mcdarkdark build is known for being pretty powerful. Lots of stories around how a Dark Miasma / Dark Blast / Dark Mastery Defender completely blows away the enemies, is ridiculously hard to kill, and can easily pull a whole team from teamwipe straight to dominating.

Fire/Kinetics and Illusion/Radiation Controllers are pretty high up there, too, but they never really seem as impressive to me as a DarkDarkDark.


 

Posted

Quote:
Originally Posted by joshx View Post
my mission is to see if you the vet players with all your years of playin
have any info as to help me find the must Powerful Primary/Secondary for defeating ever thing
Your question was already answered. The brain behind the keyboard is what makes anything in this game "powerful".

This isn't WoW. There are no "classes" with specific distinct advantages which make them blatantly superior to other "classes" when it comes to performance. Several builds in every AT can be "godlike", but none of them can be more than cannon fodder unless the player knows what he/she is doing.

The best way to accomplish what you appear to be looking for is to play, save your inf* and put together a build with IO sets which grant the types of bonuses which you believe will meet your criteria. Download Mids' planner, read the wiki and learn about the game.

Quote:
I grin ear to ear when i found near godlike power and use it perfectly to own in a game
You're not going to find tankmages in this game, characters capable of decimating everything in their paths without any risk at all. In Co*, no-one is a god, despite more than a few of us playing characters which were written as gods. You can, however, try to join a superteam, such as Repeat Offenders, which leverages game mechanics to make entire teams function, as a whole, like tankmages.

Quote:
in this game, their so many choices, so much to look into, am hoping as a new player to get Very good info form you vets
Here's the best information I, or anyone else, can give you: try them all.


 

Posted

Quote:
Originally Posted by Luminara View Post
This isn't WoW. There are no "classes" with specific distinct advantages which make them blatantly superior to other "classes" when it comes to performance.
Well I dunno, it looks like the 4 support classes (Controller, Defender, Corruptor, Mastermind) can outperform any other AT out there in pretty much every field with one combo or another, be it AoE (fire/kin Controller) or single target (bots/traps MM)


 

Posted

VEATs


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Silverado View Post
Well I dunno, it looks like the 4 support classes (Controller, Defender, Corruptor, Mastermind) can outperform any other AT out there in pretty much every field with one combo or another, be it AoE (fire/kin Controller) or single target (bots/traps MM)
Fire/Kins are not a class. It's fair to say there are specific primary/secondary builds that outperform their peers. I'd be careful to not make it sound like the entire ATs you listed universally outperform all other builds of all other ATs.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
VEATs
Yeah. I don't really see how these can not be classified as "tankmages".


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Prof_Backfire View Post
If you're having fun, you're doing it right.
That there pretty much says it all.


 

Posted

This thread is OP!

Not...

Seriously, I have seen some pretty poor players sitting behind the wheels of some the prior mentioned "power builds" and they are just plain inadequate.

An "OP" power selection doth not a good player make.

It is a shame that I can't ever go out and make a fire/kin troller or SS/WP brute for myself and be taken seriously in the game. 7/10 times I run across these builds in the game, the person piloting the toon is a complete nut-job with no clue how to play efficiently. I suggest you pay attention to the mechanics of the game, read build guides, listen to veteran players, and get a feel of the game for yourself.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

My advice to you...

1) Choose an AT with a powerset combo that seems interesting
2) Accumulate influence
3) IO your character to the gills
4) ???
5) Profit

Seriously, though, any proper build with a truck load of good IOs will be "overpowered" by the balancing standards of this game. The game is balanced around characters who do not have any IOs whatsoever...


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by UberGuy View Post
Yeah. I don't really see how these can not be classified as "tankmages".
Well, an apparently new player wouldn't have access to VEATs nor HEATs, now would they


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by UberGuy View Post
Fire/Kins are not a class.
I'd say that there are Controllers, and then there are Fire/Kins.

And Illusion/Rads.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Fire/Kins are not a class.
Nor are they tankmages, or even overpowered. They're popular for very specific content and when played in a certain way. Take them out of that content and force them to play differently, and their performance is not significantly better than any other controller build.


 

Posted

Quote:
Originally Posted by Silverado View Post
Well I dunno, it looks like the 4 support classes (Controller, Defender, Corruptor, Mastermind) can outperform any other AT out there in pretty much every field with one combo or another, be it AoE (fire/kin Controller) or single target (bots/traps MM)
Except that they don't. We have examples of practically every AT soloing AVs and GMs with specific builds. The "support ATs" are not statistically superior for that task. If anything, they're less well suited to that task because they have inbuilt failure points designed to prevent them from becoming tankmages. Lower HP, lower base damage, reliance on multiple powers to match other AT damage output, etc. We also have examples of every AT farming, across a wide variety of builds, and despite the rumormongering, Farm/Kin is not the best, at anything, it's simply the build which requires the least work and input. Farm/Kin is easy, not godlike.

Hard single or soft multiple targets, no specific AT drastically outperforms any other AT, or every other AT. Some builds within some ATs are competitive for the top of the food chain, but they still aren't tankmages and they aren't in an exclusive bunch by themselves. As good as Rad/Sonic or Ill/Rad or similar builds are, they're still not the same thing as, for instance, WoW's warlock class (which, last time i played, was the most grossly overpowered class in the game, capable of soloing five person instances, something no other class could do (frost mages could come close, but without the healing factor that warlocks had, they still fell a little short)). And that's what the OP is looking for. It doesn't exist here. Here, anyone can take any AT and solo the equivalent of that five person instance, if they're properly prepared and informed, and even that isn't restricted to specific builds, it's possible for nearly every build (remember, we all have access to overwhelming advantages, such as Shivans, nukes, HVACs, etc.).


 

Posted

I love the e e cummings style of your posts. Normally that kind of thing annoys me greatly, but you do it well and it does not interfere with readability for me.

anyone lived in a pretty how town
(with up so floating many bells down)
spring summer autumn winter
he sang his didn't he danced his did

I'm going to talk about game mechanics a little bit here. Because that's the question behind the question.

First : survivability. This is a game where getting near the cap in Resistance or Defense (or the equivalent in ToHit debuffs) gets you a LOT more than being sort of in the middle. If you have 45% Defense, the last 5% of Defense gets you as far as the first 40% (in almost all situations.) More Details.

Second: the purple patch. Anything +1 to your level gets 10% more damage and you do 90% damage to it, as well as you having a reduced base chance to hit and it having an increased chance to hit. +2 is 80% damage. Seems reasonable, but +3 is 64%, +4 is 48% and +5 is 30% (!!!). The "increased chance for enemies to hit" is usually only relevant if you're trying very tough targets- AV's will often be capable of 2-shotting squishies.

Third: additive and multiplicative effects. If you debuff something's damage resistance, that effectively multiplies ALL damage done to it by ANYONE. If you add damage to someone, you will get less. Most people, for most of the game, have 195% "base" damage due to their enhancements. So +100% damage brings you from about 200 to about 300- not the "double damage" you might expect. A 100% resistance debuff will bring you from 200 to 400, and will work for EVERYONE ELSE ON YOUR TEAM ATTACKING THAT TARGET.

Fourth: some caps.
Softcap for Defense= 45%. Sometimes more is useful, but not very often.
Caps for Resistance= 75% (most guys), 85% (Kheldians), 90% (Tanks and Brutes).
Caps for Damage = 400% (most people), 500% (Scrappers, Blasters, Stalkers, possible others) and 850% (Brutes). Only in certain circumstances do you get close to the cap, and in the 5 years since City of Villains started, I've only been on a damage-capped Brute twice. It was great.
ED softcaps: 95% for most things, 57% for a few (defense, etc.)

Let me give an example:

A Rad/Sonic debuffs enemy To Hit by hanging Radiation Infection (a toggle) on a +2 enemy boss. Out of the box, that's a 31.25% To Hit debuff, as well as some semi-irrelevant to hit buffs for the good guys. With 57% enhancement (limited by ED) that's a 49% To Hit debuff- meaning the boss would be at the "To Hit" floor . However, against a +2 enemy (due to the purple patch) that is only a 39% To Hit debuff. Instead of 5% of the Base To Hit being unresisted (so around 7.5% of actual attacks landing) 11% is (so around 16.5% of actual attacks landing.)

If the team is small and the fight goes on a little while, the Rad throws down Enervating Field on the same boss. 25% Damage Debuff, times .8, means the boss is doing 80% damage to you; 30% Resistance Debuff, times .8, means everyone is doing 22.5% more damage to him. (numbers found [url=http://coh.redtomax.com/data/powers/power.php?id=Defender_Buff.Radiation_Emission.Ener vating__Field]here.[/url)

So, you may say, that's pretty good. 5 outta 6 of their attacks miss, your team is doing almost a quarter more damage, he's doing almost a quarter less damage, and the same for anyone in a radius of this boss. What else you got?

Sonic Blasts. Defenders get about -20% (or -16% against our +2 friend) Res Debuff for each one that lands, and with a good attack chain you can have about three of those stacked. So that's another 48% of TOTAL damage .

And then you have the other defensive and offensive tools- the slows, stuns, sleeps, direct damage and endurance buffs. It's pretty good. And, yeah, you can team with seven others of them.

... but people have already mentioned a powerset or two that's probably better.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Nice post fulmens. You have only been on a dmg capped brute twice? I am regularly capped. Just carry a kin with you and nearly full fury and ZAM- you will be at +750% dmg. I agree, however, tis a thing of beauty.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

Quote:
Originally Posted by magikwand View Post
This thread is OP!

Not...

Seriously, I have seen some pretty poor players sitting behind the wheels of some the prior mentioned "power builds" and they are just plain inadequate.

An "OP" power selection doth not a good player make.

It is a shame that I can't ever go out and make a fire/kin troller or SS/WP brute for myself and be taken seriously in the game. 7/10 times I run across these builds in the game, the person piloting the toon is a complete nut-job with no clue how to play efficiently. I suggest you pay attention to the mechanics of the game, read build guides, listen to veteran players, and get a feel of the game for yourself.
This. Nicely put, and this fits with my experiences.

If the OP wants the feeling of overwhelming power, of grinding everything beneath his or her heel, then it would be difficult to beat a how a brute with high fury feels. Make a super strength / willpower brute or a stone melee / willpower brute (screen shakes just feel all brutish), and read related guides to learn how to manage your endurance bar and slot your powers (related, but still separate skills). Then go forth and pound things with your fists until they drop. The learning curve is not all that steep before you can have the feeling for which you are searching.

You can also take the long, slow, difficult road and spend a big chunk of your time reading, farming, and playing markets to make several of these other builds function toward their peak performance level.

Have fun, whichever path you choose.


 

Posted

Elec/dev blasters.


 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Well, an apparently new player wouldn't have access to VEATs nor HEATs, now would they
He didn't ask when he could get the most OP classes. He just asked what they were.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA