Who to choose


Amy_Amp

 

Posted

I've been playing for a few years now and up till now I've pretty much kept to slotting my characters with common IO's. With Incarnates comming up in the next issue I think I want to max out one of my characters for end game stuff (whatever that will end up being). I've got about 4.5 billion influence spread between my characters so I think that should be enough to IO out one or even two completely with high-end builds.

I know the obvious answer is to choose the one I enjoy the most, but quite frankly, I enjoy them all the same. As I don't have a supergroup I tend to PUG a lot. So I think I'd really like to choose one that would be most useful to full teams. Which of the following would you choose to max out for high level teaming?

Willpower/Dark Tank
Kinetic/Sonic Defender
Cold/Cold Defender
Dark/Dark Defender
Rad/Rad Defender
Fire/Rad Controller
Illusion/Rad Controller
Fire/Kin Controller


 

Posted

I would say the ill/rad would probably make the best all around character with heavy IO investment.


 

Posted

for teaming fire/kin everyone wants SB


 

Posted

I would wait to see the content. A couple of those combos are no doubt on the developer's hit list and if I were creating top level encounters I'd be looking for discreet ways to subvert them.


 

Posted

Fire/Rad or Ill/Rad controller. Which one depends on how much team support you want to be able to provide. Fire/Rad has a bit more versatility, in my opinion, which works better for teams, but both would be great choices.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I would wait to see the content. A couple of those combos are no doubt on the developer's hit list and if I were creating top level encounters I'd be looking for discreet ways to subvert them.
Baseless bull crap.

To the OP. Ill/rad and Fire/rad would be the ones I would do. If you want two different ATs, I would go one of the previous two and either Cold/ice, or the tank. Kin doesn't offer much in IOs, Dark/dark and Rad/rad are good, but not really sure the ceiling is that high for them after being pimped out. Wp/dark will be sturdy as hell. Cold/ice has some good options for personal def and I'm all for having a character toss out blaster level AoE's with using Sleet.


 

Posted

My recommendation would be one of the Controllers, and slot for recharge. Ill/Rad, especially. There's nothing as delicious as perma Phantom Army.

Note though that IOing out any character may force you to make some weird slotting/power picks. For instance, taking both Group invis AND superior invis just as "mules" for the LotG: Recharge IOs.

Local Man has an Ill/Rad guide and he has a sample IO'd out build. I suggest you look it up, as it may prove useful in either encouraging or possibly discouraging you from going in that direction.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by Amy_Amp View Post
Baseless bull crap.
Actually, no it isn't. The Cimerorians were specifically made to be a pain in the butt against Controllers (innately high hold/sleep/immob/stun prot with an additional AoE mez protection power from the Lts and Bosses) and defense-based tankers (-def in all their attacks), because the devs know how easily some builds can just tear through certain mobs. Granted, Cimmies are easily dealt with these days, but back when they first came out, people didn't know what to make of them. Heck, the entire idea behind AVs having 50 mag protection against everything for 30 seconds at a time was so that a single controller couldn't make an AV fight into "beat the statue" affair. So the devs actually DO have a history of looking at certain builds and playstyles and saying, "Ok, what can we do to counter this or at least make it not so easy?" (Though they do make content stay playable at SO levels and not IO)

So really, if they happen to make a mob with some degree of, say, Taunt resistance? Perma PA won't matter because they can ignore the pets and attack the controller. Or a tank that relies ONLY on gauntlet or their aura might have to change their tactics. It's the kind of thing they're liable to do. So baselsss, not exactly. Bullcrap? Eh, i'd reserve such harsh terminology for something more insipid.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Fire/Rad Controller


 

Posted

My suggestion would be take 10 or 20 million inf and "Frankenslot" one character (mix cheap sets) to get a feel for how to use set IOs and what to watch out for. Some sets give good set bonuses but shave the performance of the actual power you slot them in. ("Why did you slot fireball with Positron's Blast?" "For the 6.25% global recharge." "You know you're losing about 50% recharge out of the power itself?" "...I am? Oh. " )

Only after that would I recommend poking around with a super-high-end build.


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

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

 

Posted

Quote:
Originally Posted by Panzerwaffen View Post
Fire/Rad or Ill/Rad controller. Which one depends on how much team support you want to be able to provide. Fire/Rad has a bit more versatility, in my opinion, which works better for teams, but both would be great choices.
My recommendation as well. Both Fire/Rad and Ill/Rad are pretty close in overall performance, so It's really just a matter of taste over which one you like better.