Easy to Play Class


Adeon Hawkwood

 

Posted

What would be a fairly straight forward build to play for someone with limited mobility and not very fast on the keyboard? Would like them to be useful in a group but not something the group would need to rely on it they need to go offline in short notice, (medical issues)

Hero side is preferable, but Villain is not out of the question.

I am thinking defender or tank with more focus on offensive size, might work well.

Travel power flight or possibly a hover/teleport combo. I can barely control super jump and super speed, I am sure they could not.

The class needs to be more powerful early since I doubt they will play more than a night or two a week and only a couple hours then.


 

Posted

Some sort of scrapper perhaps? Good soloer, good to have in a team but not irreplacable since damage can be found anywhere. I'd say a defender might not be a great choice since it can be hard to replace them if they have to leave unexpectedly but hey, play what you want to I say.


 

Posted

Quote:
Originally Posted by Bellen View Post
What would be a fairly straight forward build to play for someone with limited mobility and not very fast on the keyboard? Would like them to be useful in a group but not something the group would need to rely on it they need to go offline in short notice, (medical issues)

Hero side is preferable, but Villain is not out of the question.

I am thinking defender or tank with more focus on offensive size, might work well.

Travel power flight or possibly a hover/teleport combo. I can barely control super jump and super speed, I am sure they could not.

The class needs to be more powerful early since I doubt they will play more than a night or two a week and only a couple hours then.
Scrapper is the obvious choice. Try not to pick one of the fast-action primary sets, but rather something that focuses on big hitters. Fiery Melee feels that way to me, as does Broadsword. Super Strength isn't bad either, but won't get any area effect abilities until level 32, while Broadsword and Fiery Melee get them much earlier. For the secondary, Willpower is a good choice, since it's a "set it and forget it" power set that is all toggles and passives and does not use up any actions on just staying alive.

All IMHO.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

I would say Blaster. Focus purely on damage, and for most sets positioning isn't very important (although avoid Assault Rifle and Energy) so the lack of keyboard speed won't hinder as much. Additionally Blasters REALLY shine in the low levels where damage is the best form of mitigation. As others have said a scrapper would alos be good, but they tend to require more careful positioning.

For travel power I'd definitely take flight. I personally find teleportation very hard to use since the sudden disorientation caused by multiple hops makes me motion sick which may be an issue. Additionally with flight they can point the character in the right direction and use a key bind (/bind key "forward 1") to keep them moving with minimal input allowing for easy travel between missions.


 

Posted

A Force Field Defender with Sonic, Psychic or Dark secondaries

I'd recomend a Robotics/FF Mastermind too, but pets can get a little unpredictable sometimes, and if you're not quick on the fingers you may draw unwanted aggro and cause teamwipes


 

Posted

Perhaps arch/nrg blaster focused on range and hover/fly as travel.
Force field defender would probably work as well as long as you get the single target shields bind to easy accesible buttons.
No biggie if you are a few seconds late on rebuffing as you have your big bubble at 12 to provide defense for the team.


 

Posted

I'll recommend a scrapper or tanker. Willpower paired with Broadsword (for the scrapper) or War Mace/Battle Axe (for the tanker). Slower, heavy hitting, set and forget playstyle. The tank will get QR early on for extra awesome, and the scrapper would get Parry early on for added toughness.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Starflier View Post
I'll recommend a scrapper or tanker. Willpower paired with Broadsword (for the scrapper) or War Mace/Battle Axe (for the tanker). Slower, heavy hitting, set and forget playstyle. The tank will get QR early on for extra awesome, and the scrapper would get Parry early on for added toughness.
I wouldn't suggest a Tanker because teams would usually expect you to... well tank, and that's a big responsibility since in many ocasions it's the tank himself (or herself) that sets the pace for the team.

Katana and Broadsword primaries paired with WP, SR are also good choices for a Scrapper (and Ninjitsu for a Stalker)


 

Posted

Forcefields throw their buffs every four minutes and can be done anytime you have a sec. If you need a forgiving AT that doesn't need fast fingers, FF/* defender is your go-to hero. You can make binds so that you just press keypad buttons in sequence to shield all your teammates. On the flip side, avoid kinetics, as it's a constant buttonmashing targetswitching twitchfest, if it's played right

If damage dealing is your bag, I will second the scrapper idea. Either Willpower or Super Reflexes, because both involve toggling on your abilities and going to town. Regen would be the least desirable due to its reliance on timely use of click abilities.


 

Posted

Quote:
Originally Posted by Silverado View Post
A Force Field Defender with Sonic, Psychic or Dark secondaries

I'd recomend a Robotics/FF Mastermind too, but pets can get a little unpredictable sometimes, and if you're not quick on the fingers you may draw unwanted aggro and cause teamwipes
Aye. This is what I'd recommend. Other combinations are way too active.

Another way to go is Illusion controller with either the FF or sonic secondaries. That actually may work out better because your friend can hide out with superior invisibility in cases where they have to afk for a long while. Teleport is a good travel option for illusionists since with superior invis and recall, they can help teams stealth missions.

Villain side is honestly harder. I'd say Fire or Electric Melee combined with WP for a brute. Super Strength while a great pairing for brutes is rather clicky IMO. Or perhaps some flavor or stalker: DM/WP.


 

Posted

Force Fields or Sonic Resonance.

I'd vote for Sonic Resonance.

A Sonic Defender at minimum makes everyone around 60% tougher and do 30%-60% more damage without having to do anything other than buff everyone every 4 minutes.
If you go AFK, the let-down on the team is noticable, but they can adapt.
Until 20 you have the perfect excuseto do nothing else, since Dispersion, Disruption Field and Shiedls will take all your endurance.

With Force Fields, you're making everyone 90% tougher and thats it. If the team get into the swing of this and you go AFK, it can lead to some pretty quick wipes.

With either set you'll definitely be appreciated just for turning up.


 

Posted

I'd also recommend picking up the leadership toggles, which will buff the team in addition to whatever else you happen to be doing, and don't require much maintenance/attention.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Jabbrwock View Post
Scrapper is the obvious choice. Try not to pick one of the fast-action primary sets, but rather something that focuses on big hitters. Fiery Melee feels that way to me, as does Broadsword. Super Strength isn't bad either, but won't get any area effect abilities until level 32, while Broadsword and Fiery Melee get them much earlier. For the secondary, Willpower is a good choice, since it's a "set it and forget it" power set that is all toggles and passives and does not use up any actions on just staying alive.

All IMHO.
This.

Blaster isnt a bad choice either, neither is a brute. I'd say stay away from Masterminds, and Controllers, as they can get a bit complex. Straightforward Defenders/Corruptors could work (Force Field/Sonic are good starts, Trick Arrow is odd, but very thematic and could be good for new players), as could a dominator (almost any set combo for a Dominator could be fairly easy to get into).


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

Quote:
Originally Posted by TRTerror View Post
Perhaps arch/nrg blaster focused on range and hover/fly as travel.
I have a L50 Arch/Nrg focused mainly on ranged attacks and this would be my recommendation as well. You don't need to move much unless you get aggro from enemies that are more dangerous in melee (and hovering would help to mitigate that), and it's easy to get a good attack chain early on. Also Blasters excel at the lower levels. Blazing Arrow (L8) is a nice noticeable big-hitter too (that almost does snipe-level damage) - as is Rain of Arrows eventually - so it wouldn't matter if your friend had to slacken off on how often they used the smaller attacks - teams probably wouldn't notice in the commotion anyway as Archery isn't a big flashy set, apart from those two powers and Explosive Arrow (which some players skip because of the knockback - I didn't though) - most of the time players won't even see the arrows.

Teams usually need damage dealers, but as a Blaster you won't be depended on for success as much as a Defender/Corruptor/Controller or Tanker, and won't have to constantly reposition in combat like a Brute/Scrapper/Stalker (though using "nearest target" plus "follow" can be good enough for targeting+movement in many fights for a melee, but it's still two additional keys for your friend to press after every mob kill).

Dominators have a lot of click powers, so lots of keyboard work there, and their controls plus damage can attract a lot of aggro - plus they all have cone attacks and sometimes cone controls which need fast repositioning, not to mention their blapping playstyle - not sure I'd recommend Dom for your friend - imho they're the busiest archetype.

Mastermind could work ok with a less active secondary (Traps or possibly FF) and Robots as primary as they tend to stay near the Mastermind at range, do good damage, are fairly solid and the tier 2 bots heal/buff all of the bots with no player input needed, and it's easy to control all of them at once without needing to micromanage each tier of pets (bind both defensive/follow for bodyguard mode and defensive/attack-my-target to the side buttons of your friend's mouse and he could get by with just those two pet commands with his well-behaved robots - I set up tons of pet command macros, but for most of my Bot/Dark's 50 levels I got by with just those two commands). Fill out the build with leadership toggles and teams will be happy and it improves the pets too, plus its a few more powers that only need one keypress per night (hopefully, if you don't die) to toggle them on.


 

Posted

A traps / archery defender would be a thematic and easy to play character.

You'll do a lot less clicking with a traps defender than with just about any other character hero-side. You'll solo well (even if slowly most of the time) and be a good contributor on teams.


 

Posted

I'm going to say Ice/Ice/Ice Blaster. It has good damage and using the powers slows enemies down so you wont have to worry about moving around as much yourself. You are important to the team but not so critical that your disappearance would wipe people. You can freeze enemies in place if you find chasing after them challenging.

A Scrapper is another good one. My only issue there is you may finding constantly moving to enemies difficult, depending on how severe your issues with manuevaribility are.


 

Posted

I support: Forcefields/ or Sonic/ defenders for hero side

I suggest: Robots mastermind/Forcefields for the villain side. With some simple binds, the OP wouldn't have to move around the keyboard much either.

I would vote against the melee classes because of all the movement keys and such to attack.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Bellen View Post
What would be a fairly straight forward build to play for someone with limited mobility and not very fast on the keyboard? Would like them to be useful in a group but not something the group would need to rely on it they need to go offline in short notice, (medical issues)

Hero side is preferable, but Villain is not out of the question.

I am thinking defender or tank with more focus on offensive size, might work well.

Travel power flight or possibly a hover/teleport combo. I can barely control super jump and super speed, I am sure they could not.

The class needs to be more powerful early since I doubt they will play more than a night or two a week and only a couple hours then.

Force Field/

Sonic/

Cold Domination/

Defender.


Pick one. Cold would give some nice debuffs later on, that you don't need to be quick to use.

Force Field will give you mez protection, as will Sonic.

They're all three pretty much a buff the team set, and go for normal missions.

As for secondary. Pick one.

Out of those three primaries, i'd rank them...

Cold/

Force Field/

Sonic/


...I put Sonic/ in 3rd, only because of the toggle -resist...might need to turn toggle it off quickly or something. Possibly not...but, just in case...it's about the only power I can think of in either set that might have a "be quick" component.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Definitely FF/ Defender. Bubbling every four minutes and using Dispersion Bubble is about the easiest thing you can do in the game as far as how much RL movement it requires. As an added bonus, the set plays pretty well out of the box, and has most of its key powers fairly low.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

We went with a Shield/SS Tanker and heavily used buffed the attacks.

A couple key binds helped:
tab to select closest enemy.
F = follow (default)
G = Target closest friend and follow.

We went with hover, will get fly at 14. I was a little concerned of using hover on a tank but it works well, the extra defense is a nice touch

combat consist mostly of hitting tab, 1,2,3 (attacks) and f to close in to target, with occasional F1-F4 for inspirations. between combat they just hit G to follow me. Very little mouse action required during combat.

For shields we are just getting toggle powers, to set and forget. we made level 10 in one three hour night (including about significant minutes in costume creator). I played a Traps/Rifle Defender, it was very different from playing a AR/Device Blaster, I think I liked it better. Since they are great setting up for camp and pulling in mobs (I had range enhancers on my burst and slug)

So far only to level 10, but the duo works great and they did had a good time. The battles took longer than they would have with a more offensive setup, but we we enjoyed the battles and even could survive patrol addons when already down on health and energy.