Ultimate Sustainable Single Target Attack Chain
dm/shield or fm/shield scrapper seem to be the top dogs right now.
Oopps, my bad. Didn't know you were going for anything. I've no clue what the non-melee ATs can dish out. If you count regen debuffs, dam-res debuffs, etc, I'm sure that some squishies out there can reach much higher "effective" dps levels.
Be well, people of CoH.

Both fire/fire/mace and mace app Banes can reach single target damage potential that eclipses the next closest competitors.
If your goal is to take out tough single targets like AV's then I've yet to see anything that can do it as quickly as a perma PA ill/cold/ice.
I think what he is asking for is non stop attack damage, no down time, no burst, just hithithithithithit(or zapzapzapzapzap).
That said, probably what Bill said... DM/SD or FM/SD.
"Life is what happens when you are making other plans"
I figured DM would be there, I'm not sure why SD is as a secondary. I always thought of FM as AoE-ish, but then maybe it's just more-than-one-category uber. So what is it about SD that makes it an ideal secondary for Single Target damage, I know Shield Charge is nifty, but I think of it as AoE nifty.
The truth is, when I'm soloing, I don't like to play lawnmower. I like crackin' a head at a time. I just like how the game feels that way. This is an AoE game, but most of my toons don't take or slot major AoE powers until after my first respec and then I play them only in teams.
I slot hard for recharge in s heavy hitting Single Target attach chain. I like that play (and mis perma hasten... which I hear you can get again if you invest major cash and are willing to slot the sets to do it). Sometimes I wonder if some of the smaller attacks don't actually add more over time, but I'm not enough of a number cruncher to know.
So anyway, these days, instead of stepping up the "# of equivalent heroes" I want nasty baddies in small numbers to fight mano y mano. So I thought I'd ask what the tool for the job is.
Ill/Cold sounds interesting, I'd have to look into that. I deleted my lvl 50 Ill controller when ED came out and ruined Perma-PA, but I've heard (again if you have the cash and are willing to slot the slots) you can get it back.
All these claims of Perma-anything-that-isn't-perma-with-IOs seems like much work, compromise on other slotting possibilities and big bucks.
Kinda bummed through that it's Ill/controller or a scrapper though. It would be nice to be surprised by another AT.
Shield's AAO buffs damage per enemy in range up to 10 enemies. In order to acheive the top tier DPS from the combos using /SD, you have to get cannon fodder and keep it around you in order to keep that damage buff up.
DM's issue is that soul drain kills off fodder after a while.
Be well, people of CoH.

But apart from a skilled brute in the right circumstances (assuming even they can do it reliably solo) is there any one who can sustain a single target attack chain that's near the damage cap while solo? Not that I can handle playing a brute like that. |
With transfusion and transference that damage is basically sustainable indefinitely.

@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
I think what he is asking for is non stop attack damage, no down time, no burst, just hithithithithithit(or zapzapzapzapzap).
That said, probably what Bill said... DM/SD or FM/SD. |
The ill/cold is just a freak of nature that I'm just waiting for a perfect run to drop an AV in less than 2 mins (will easily hit this mark if Freezing rain ever gets fixed) and have already broken the 2 min mark on pylons.
All these claims of Perma-anything-that-isn't-perma-with-IOs seems like much work, compromise on other slotting possibilities and big bucks.
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Kinda bummed through that it's Ill/controller or a scrapper though. It would be nice to be surprised by another AT. |
Can you direct me toward a build or a thread that helps explain Ill/Cold's super-awesomeness in more detail, please?
Im pretty sure a fire/elec (epic doesnt really matter) blaster does the most Single-target (sustained) DPS.... it was over 310.
Coming in second is a fire/fire dom methinks.....
but that's just raw DPS, and assuming they survive long enough to do it.
as for "effective" DPS providing buffs/debuffs/etc, I ~think~ it's either rad/son def or ill/rad troller....?
Kinda bummed through that it's Ill/controller or a scrapper though. It would be nice to be surprised by another AT. |
Anyway, for high single target damage I have gotten impressive results (for cheap builds anyway) with a Fire/Elec blaster. The inbound damage is a little rough at times though. A Fire/En gives you pretty close to the same tools for melee damage, for all I know it may do more, but I prefer the zappy visual/audio effects to the muffled bass drum effects.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Can you direct me toward a build or a thread that helps explain Ill/Cold's super-awesomeness in more detail, please?
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In the mean time here's a couple places I've talked about the toon:
http://boards.cityofheroes.com/showthread.php?t=226677
http://boards.cityofheroes.com/showt...ld#post2955641
Post with a couple of older builds. New build I'm using has 40% ranged def and perma Indom Will. Lost a bit of damage though.
http://boards.cityofheroes.com/showt...ld#post2951309
Im pretty sure a fire/elec (epic doesnt really matter) blaster does the most Single-target (sustained) DPS.... it was over 310.
Coming in second is a fire/fire dom methinks..... but that's just raw DPS, and assuming they survive long enough to do it. as for "effective" DPS providing buffs/debuffs/etc, I ~think~ it's either rad/son def or ill/rad troller....? |
Having tried three high-end, expensive builds on Sonic/Rad Defenders (a teamer with perma-AM, a soloer with Ranged softcap, and a middle-ground blend), I find them to be arguably the best "force multiplier" in the game, cutting up mobs into nice little chunks for the rest of the team. However, even with the change to Vigilance, none of those builds outclass my DM scrapper for ST damage. And they really don't have the survivability solo that a Brute, Tank, Scrapper or perma-Dom has.
Ill/Rads have superb survivability and great overall damage, but I'd be surprised if they outclass a DM Brute/Scrapper for ST DPS. And, like MMs, most of your damage is coming from pet (or confused mobs) attacks, so that might be a play-style issue if you want to feel like you're doing the damage.
On a broader note, while Dark Melee does just take the lead in melee ST DPS, it's a very ST-pitched set, and my DM scrapper often feels somewhat mediocre on teams until she hits the bosses and AVs. Fire Melee gives more towards AoE while remaining very strong on ST DPS, and might be more enjoyable in overall play.
This sounds about what I've expected. I'm feeling a bit of a disconnect though on all the talk of soft-caps and permas which are just way out of my price range, too expensive, too much work and come way too late in the game. Sure I'll play a lvl 50 for the badges and a bit of cash for myself or prestige for the SG, but usually it's on to another main with a set I haven't played yet. After awhile the lvl 50s start to stack up and are prohibitively expensive to fiddle with. I usually franken-slot and grab a few inexpensive sets for a tidy boost when I can.
DM is, I presupposed, what I expected. I'm a little disappointed in fire (that is balance-disappointed), since it rules AoE it seems unbalanced that it's so close on ST as well. After being gone quite a while and coming back, I'm a little disillusioned that there's still such great inequities. However, a balanced game isn't really a rational goal anyway. A fun game is, which has to be balanced enough not to stop the fun, but doesn't really need to be more balanced than that.
In the end I don't care much what the color of the name of the mob is. But I do like to feel like a superhero and I also like to feel like I can get taken out if I don't pay attention and keep on my game (and have a little luck). There's that suspension of disbelief. I need at least a couple fights a mission where I might go down, otherwise I'm bored.
I was thinking that ST approach would run a bit hotter, particularly if I could do it without being a scrapper.
I'm wondering if a range/defense (to give mostly mez, but not complete mez protection) defender with decent damage isn't a good way to go. Or a controller who uses his own mez/pet as mez protection.
I love watching my wife's energy/devices blaster solo to 50 doing all the soloable content. But I couldn't go that slow, so I was hoping ST magnitude might turn up the speed while keeping a nice risk level.
DM is, I presupposed, what I expected. I'm a little disappointed in fire (that is balance-disappointed), since it rules AoE it seems unbalanced that it's so close on ST as well. After being gone quite a while and coming back, I'm a little disillusioned that there's still such great inequities. However, a balanced game isn't really a rational goal anyway. A fun game is, which has to be balanced enough not to stop the fun, but doesn't really need to be more balanced than that. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
In the end I don't care much what the color of the name of the mob is. But I do like to feel like a superhero and I also like to feel like I can get taken out if I don't pay attention and keep on my game (and have a little luck). There's that suspension of disbelief. I need at least a couple fights a mission where I might go down, otherwise I'm bored. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
This sounds about what I've expected. I'm feeling a bit of a disconnect though on all the talk of soft-caps and permas which are just way out of my price range, too expensive, too much work and come way too late in the game.
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DM is, I presupposed, what I expected. I'm a little disappointed in fire (that is balance-disappointed), since it rules AoE it seems unbalanced that it's so close on ST as well.
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Fire Melee doesn't rule AoE for Brutes and Scrappers. SS and Elec have it beat. (FM might have the most AoE for Tankers, but they're not the AT for highest ST DPS, although some high-end Fire/Fire tanks can farm certain maps better than fire/kins.)
Fire Aura is often quoted as the highest DPS, and of the Armours, it probably does (although the impact of Against All Odds in Shield Defense is considerable). I've never seen a Fire Aura tank in a "Masters of..." run though.
Fire Blast arguably rules AoE and ST DPS, but comes with no mitigation. The -def debuff in Radiation Blast has some preferring that for AoE DPS.
After being gone quite a while and coming back, I'm a little disillusioned that there's still such great inequities. However, a balanced game isn't really a rational goal anyway. A fun game is, which has to be balanced enough not to stop the fun, but doesn't really need to be more balanced than that.
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In the end I don't care much what the color of the name of the mob is. But I do like to feel like a superhero and I also like to feel like I can get taken out if I don't pay attention and keep on my game (and have a little luck). There's that suspension of disbelief. I need at least a couple fights a mission where I might go down, otherwise I'm bored.
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OP, my vote goes for fire/elec blaster. IMO killing really fast is the best defense.
I suggest looking at claws for sustainable DPS. Pair it with something like Super Reflexes, and the already fast recharges are even faster. Plus the end costs are some of the lowest, with some of the fastest animations for most attacks.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
true that
I really need to find Umbrals' Fire/elec build for max DPS, Im sure it's the most potent Raw-DPS built attainable <.< |
In fact a son/elec buzzsaw build can produce about the same dam as the fire/elec largely because it burns endurance at roughly half the rate.
Actually that's not entirely true, you could probably get both to just nudge over 300 dps with surveillance. Most just take /cold for the defense so you have a better chance of using the dps.
There are fire/shield and dm/shield scrappers with 5% of the best imaginable fire/elec build and are upwards of 50x more survivable.
I can think of at least 10 or 12 builds that range from edging out a fire/elec to outright humiliating it from a st dps point of view. None of which use -regen (well one does but it is bugged and doesn't actually work). They all share one thing in common though, they use massive recharge.
That isn't to say that fire/elec isn't amazing because quite frankly it is. The dps analysis does not do that combo justice. Quite simply, the st burst damage is so overwhelming that the long term dps is largely irrelevant (though no slouch) much more so than other high dps and/or burst st toons.
OK, so I've heard all about lawnmowers and survivability.
But apart from a skilled brute in the right circumstances (assuming even they can do it reliably solo) is there any one who can sustain a single target attack chain that's near the damage cap while solo? Not that I can handle playing a brute like that.
Or baring that what ranks up there? Sustainable, not just a high burst, no faking. If there's AoE collateral that's fine, but no bonus points.
I can figure that a dark melee scrapper with the right secondary is up there, or maybe an ice/energy blaster with some major recharge. Maybe a defender with some sonic, though it takes a bit to work up on that when you're going through multiple foes, they can pack a whollop on an AV.
I'm just saying that if I didn't care about AoEs or secondary effects and I wanted to kill something dead, what would I want?
I suppose a PvPer might ask this question, but they want burst and slow and have a bunch of other things to worry about. So I think this doesn't belong over there.