Solo Defenders - What Difficulty Settings Do You Use?
Well, the 28 dark/psi and the 32 storm/dark usually solo at the base difficulty since neither one of them really has enough slots for their stuff yet. Eventually I expect both to be able to solo higher settings, but at the moment it's a mite tedious to kill lots of foes on them. Slotted lightning storm and life drain should help change that on the storm/dark, and getting the two AoEs and the rest of the blasts fully slotted out should help for the dark/psi.
My 50 FF/nrg is softcapped to ranged and could run on high settings quite safely. However, his killspeed is not the greatest even with all the blasts well-slotted, so I leave him at base when I solo him. He can kill stuff fine, but it takes long enough that I'd rather not load down his missions with extra foes.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
Level 50 Emp/Electric ; +1/x2 No Bosses Solo at level 50 missions
+3/x1 w/Bosses and +1/x3 No Bosses are my top levels of successful soloing. They were far from comfortable though. Which is why I generally stick with +1/x2 for a slightly higher drop rate.
Still working 3 more defenders up through the ranks, so will be awhile before I can speak about them.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Varies quite a bit even when talking the same character depending on my mood, goals and the foe(s) at the time. Reyna (Emp/Rad/Dark) was at one point soloing Guassians RWZ arc on Unyielding until I ran into Lt Sefu at which point I went for Shivans, got distracted by something else and never got back to the mission till a long time later and ended up doing it with a team at that point.
Both Reyna and Tryth can if I'm in the mood for it solo vs higher foe levels .. numbers (of foes) can get a bit more problematic when combined with higher lvls. Tryth (in her solo build) has taken on a mob of lvl 53 Rikti, RWZ challenge style, successfully but wouldn't dream of doing it if she couldn't get airborne and hover blast them. 54's, so far, have been beyond her, too much mez and not enough damage output. Planning a respec into Electrical Mastery and having another go at the lvl 54's again. Tryth in particular can take on quite a bit more if she can get airborne. Generally for normal missions I prefer more lesser foes so lean towards +1/x4 (or more) so sounds very similar to Biospark. My other defenders rarely solo, mostly by choice, as I've other characters I'll grab if no teams are to be had.
Reyna Morningdew (Emp/Rad/Dark) and Tryth (Emp/Sonic/Dark)
On my L50 Dark/Dark/Power, I solo non-mez-heavy stuff on +2/x6. On stuff that has a lot of mez I have to back the numbers down. In fact I usually back down to x1 for Rikti (who mez, resist my weak hold, and see through my stealth), but I normally stay on +2 levels. I leave bosses in, but normally run with AVs off unless I'm feeling particularly adventurous.
On my Dark/Psi/Psy I usually stay around +2/x4, because her AoE potential is weaker and she isn't as good at rooting everything in one place.
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
See subject...
For all you solo 'fenders, what difficulty settings do you run at while solo? I'm currently running my 40 (just hit) Traps/Ice at +1/6 and will likely be trying to +1/8 since I just capped my AoE defense and got a couple percent melee with the last three slots (six-slotted Siphon Insight). I haven't tried +2s yet. |
Have a Fire/Rad in the teens at +0/x2.
I can usually handle a regular 2 man mob, but in a lot of the missions I've hit, I've been in areas with multiple groups of 2 man mobs mashed together. 4-6 guys, I can handle. 8-12 is just guaranteeing I faceplant if I can't strip off one or two guys at a time.
Weirdly enough, the Montague Castanella "Lost Savior" arc would spawn a two man mob as a single Rector. With the Golden Rings hold in addition to Char, they're cake.
Have a Fire/Rad in the teens at +0/x2.
I can usually handle a regular 2 man mob, but in a lot of the missions I've hit, I've been in areas with multiple groups of 2 man mobs mashed together. 4-6 guys, I can handle. 8-12 is just guaranteeing I faceplant if I can't strip off one or two guys at a time. Weirdly enough, the Montague Castanella "Lost Savior" arc would spawn a two man mob as a single Rector. With the Golden Rings hold in addition to Char, they're cake. |
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
On my defender I usually just do base difficulty with bosses turned on. Only time I play him solo is when there's new content that I want to go through to see the story.
It really depends on what defender I'm playing.
My Emp/Energy soloed on invincible, though not too often, it was mostly a "hey, look what I can do"
my TA/A really likes -1 or +0/ 6-8 no bosses, Rain of Arrows is so wonderful with that.
my rad/son usually will do +2-+3/2 no bosses
No
Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo
I think you underestimate our fools, sir.
Why /duel is a bad idea
I run at -1/x1
39 Traps/Elec +4x1 since mid 20's, same with my Traps/Sonic
I used to run my FF/Sonic and Kin/Elec Defenders on Invincible, or +2/x1 as we now call it.
I tried running my new-ish level 17 FF/Energy Defender through the "Rescue Lady Grey" mission in the Midnight arc at +1/x1 and found that way too brutal.
I used to run my FF/Sonic and Kin/Elec Defenders on Invincible, or +2/x1 as we now call it.
I tried running my new-ish level 17 FF/Energy Defender through the "Rescue Lady Grey" mission in the Midnight arc at +1/x1 and found that way too brutal. |
and took PFF at 22, Aid Other/Aid Self at 24/26, and with all level 25 Generic IOs I can do +1/x2 with relative ease, assuming I dont get cascade defense failures and mezz at the same time, I just PFF+Aid Self, 3-slotted Stamina and Health puts me back in action quite quickly. Defense is Dispersion+Hover (approx 18% iirc)
Bottom Line FF/Nrg has been tons easier than Emp/Elec, who had to wait till 28th to start feeling able to bump difficulty up a notch.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
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
Level 17 to 21 is kinda brutal all the way around Dr.Mike, my newb FF/Nrg is 26 now,
and took PFF at 22, Aid Other/Aid Self at 24/26, and with all level 25 Generic IOs I can do +1/x2 with relative ease, assuming I dont get cascade defense failures and mezz at the same time, I just PFF+Aid Self, 3-slotted Stamina and Health puts me back in action quite quickly. Defense is Dispersion+Hover (approx 18% iirc) Bottom Line FF/Nrg has been tons easier than Emp/Elec, who had to wait till 28th to start feeling able to bump difficulty up a notch. |
That was a very rough mission during a rough period of my career.
Even though CoT demons are vulnerbale to energy, they also self heal, debuff accuracy and hit very hard.
I'm at 22 now, and pretty sure I could handle Invincible radio missions with Stamina and 25% Defence now. (Dispersion, Manouvres, Hover + Blessing of the Zephyr )
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
And here I thought I'd broken my stormie or forgotten how to play. She does just fine at +2/x1. Pretty weak compared to some of the other numbers I've seen in this thread though.
|
+3/x1 seems more like the old "Invincible" to me, but its hard to say, since its been awhile.
I am old and forgetfull.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I am not sure about what people are calling "Invincible" now.
+3/x1 seems more like the old "Invincible" to me, but its hard to say, since its been awhile. I am old and forgetfull. |
The old progression looked like this when solo.
Heroic: +0 baseline, 1 player, no bosses, no AVs
Tenacious: +0 baseline, 2 players*, bosses, no AVs
Rugged: +1 baseline, 1 player, bosses, no AVs
Unyielding: +1 baseline, 2 players, bosses, no AVs
Invincible: +2 baseline, 1 player, bosses, AVs
* The way notoriety used to work, on the Tenacious and Unyielding settings it modified spawns roughly as though there was one more person on your team, whatever size it was, up to a maximum of 8 people. (I do not believe that Unyielding difficulty for a team of 8 actually spawned as though there were nine, but I could be mistaken.) However, it seems that the way these settings worked was not exactly how the game really responds to having one more player, whereas using the new I16 settings to set for "equivalent to two heroes" when solo really does work that way. This interpretation is based on dev comments that the new system does not exactly replicate what the old system was doing on those Tenacious and Unyielding settings. Comparing the two is complicated by the fact that I16 also seemed to include changes to long-standing ways the game spawned LTs and bosses, generally increasing the numbers of bosses we see on any given setting.
I am actually incredibly happy not just to have the larger-than-normal team size settings for my level 50s, but settings like +0/x1/bosses for lowbies. I always hated that the old notoriety system meant you couldn't get bosses without also getting more or higher level mobs.
Edit: There's a nice writeup of the old system on ParagonWiki. The current system is described right above it.
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
Thanks UberGuy !
Glad you explained this to me.
My "gut" feeling was that Invincible was harder than +2/x1, but maybe that was because you had no choice of Bosses on the old settings. +2/x1 no Bosses is a very different animal than +2/x1 with Bosses.
Even so, I feel pretty darn happy with my empath being capable of +3/x1 with Bosses(No AVs).
In my mind I have been equating that to "Invincible". Hehe
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
+0 x 7 sometimes with, sometimes without bosses on my 50 kin/ice.
THis is my first character that has been any good. Can solo quite well due to TP Foe, enabling me to pick off the hard guys in a mob. I have no idea what difficulty settings I have at present I will have to check, but here is a pic of my current stats. Level 14 and capped due to trial account.
(roll on payday)
See subject...
For all you solo 'fenders, what difficulty settings do you run at while solo?
I'm currently running my 40 (just hit) Traps/Ice at +1/6 and will likely be trying to +1/8 since I just capped my AoE defense and got a couple percent melee with the last three slots (six-slotted Siphon Insight). I haven't tried +2s yet.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide