Which is the least played AT these days?


Another_Fan

 

Posted

As to the archetype crossover thing, and how much they get played: There is no substitute for a blaster, especially one with access to buildup/aim. For wiping out mobs, they can in a 3 hits wipe out almost an entire spawn, or in two hits at some points.

There is no substitute for dominators if you're going for pure lockdown. A controller can get their critical holds, but a dominator with domination can slap down critical holds nonstop with their inherent up. They also get damage on par with blasters, though they lack as many attack powers. Granted, most people don't value good control, but it is a dominator strength.

Defenders are now decent solo, and have always been good on teams. If you want to support, with some damage on the side, go defender. If you want to damage, support on the side, corruptors cater to that. It's a play style thing, but those two do have individual strengths.

A warshade has lots of crazy human powers, and can siphon strength from foes to become a force to be reckoned with. (Not to mention the tank from for emergencies, and the squid for damage.)

The problem with stalkers and peacebringers is that they have a specialty, but other archetypes are very close in that specialty...and the other archetypes have other tricks/stats to boot. Stalkers are close to being higher damage scrappers, but are a tad weaker, with fewer group attacks. Peacebringers can be blasting/scrapping amalgamations, but other characters have better abilities in said areas, with few unique tricks to peacebringers to distinguish them. And I hate to say it, but the knockback can work against some team situations/powers if not used well.

I'm hoping that something can be done to help those two. (Not sure what can happen to help distinguish stalkers more...they've been helped a lot.)


 

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Originally Posted by newchemicals View Post
*purely my own opinion*

Who wants to run a high level blaster when Scrappers and Tanks can nuke hordes of stuff and not worry about mez and take the alphas. NM the fact you have a lot more competetion for team slots from FS defenders and controllers.

Things will probably get worse for blasters when the incarante system comes out.
I disagree with the first part. I think the real distinction comes down to the level of skill, time, and inf invested. A blaster who knows how to play the terrain and use each power at its prime moment will out damage a scrapper and tanker combined and only have a few scratches to show for it. However, with sets like Invulnerability or Willpower running around, you can make a very successful Scrapper/Tanker that does not require a lot of planning or skill. I'm not denouncing the people that play those two ATs in a blanketed way -- there are still tons of very good players behind the wheels of those cars at times -- I'm just saying you don't HAVE to be as patient/skilled/well built with them as you might a blaster.

The second part though made me sad. It has crossed my mind, and I think you are right.

As for the OP, definitely Peacebringers.
I think there's a lot more stalkers than we realize though. It's so solo friendly that they might just be hidden! I know I've done it.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

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Originally Posted by Wooden_Replica View Post
Strangely enough, I'd vote defenders being hurt the worst with GR.
Reason is this, already blueside. their in competition with controllers as it is( which btw corrupters really don't see redside), now they'll get competition from yet another AT
I would add MM's. but due to the nature of beast, you don't recruit a MM to a team for their buffing ability, and I don't see that changing anytime soon.
I think Masterminds may actually be viewed as buffers hero side. There are certain foe types in the endgame that control just doesn't really work against. So, why not have a Mastermind along instead?

I think Masterminds could be competition for both Controllers and Defenders.

Lewis


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Originally Posted by MaHaBone23 View Post
I never see Stalkers
I know your post was a joke, but actually I have been teaming with more Stalkers than Doms lately (Freedom).


 

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Originally Posted by UnicyclePeon View Post
I think Masterminds may actually be viewed as buffers hero side. There are certain foe types in the endgame that control just doesn't really work against. So, why not have a Mastermind along instead?
Purple patch modifiers make tier 1 and tier 2 (though to a lesser extent) pets much, much weaker against level 54 enemies (relative to you) than they do against level 50 enemies. Couple that with the various modifications that MM secondaries can have to their efficacy and you end up with more or less a wash on the "better" option.


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

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Originally Posted by Talen Lee View Post
Villainside has sewer teams?
Yeah, at least half the newspaper missions are set in sewers.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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Originally Posted by Kioshi View Post
This takes at least triple the time that you can get to 8 in the sewers.
And getting to level 8 in the sewers takes the exact same amount of time for a hero to get to 8 as it does by running missions and hunting on the way to missions.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

Standard missions are no substitute for the sewer teams. Sewers are a great way to just power level a new build up to the point you can get a basic feel for whether this is something you really want to play or not. Regardless of build, experience is pouring in quickly, and you're on a team which adds to the total amount of experience collected. And some builds do better solo while others do need teams to get by, in a reasonable fashion, at starting levels.

I have to wonder, though, if the reason VEAT and HEAT characters aren't popular has less to do with the level requirement and more to do with the lack of customization options, red side, or goofy shapeshift forms, blue side. Those are the reasons I've never bothered with either. I'd rather just create my own character in appearance and power selection from scratch to fit a concept.


 

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Originally Posted by SilverBullet_NA View Post
Blasters dmg is unsurpassed in early levels (pre 30) when other classes do not have access to AoEs but later in the game as these powers become more prelavant. Blasters slightly higher dmg just does not make up for lack buffs/debuffs/control/surviv.

Given the choice of Corr or blaster i would take the former every time in ITF/LGTF speed runs i do regularly. Would be interesting to see what happens to that AT once Corruptors switch over.

As for Stalkers i can see them disappearing all together from the pve picture but will remain very popular for pvp.
You need to play with people that know how to play a blaster. If they haven't killed most of a spawn before the toggles are done being laid down they are doing it wrong.

As things stand scrappers/brutes are the most useful ats for speed runs and a defender/controller or 2 is all that's needed for debuff


 

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Originally Posted by Madam_Enigma View Post
And getting to level 8 in the sewers takes the exact same amount of time for a hero to get to 8 as it does by running missions and hunting on the way to missions.
Wow you must have gotten in some sucky sewer teams.