First Villain? What do i pick?
Masterminds are completely different from anything heroside, and that would be cool for an experienced player new to vills.
If you do, i HIGHLY recommend using a bind system for pet control. Once learned, it really smooths out the play experience. I prefer the numpad binds Sandolphan put together; you can find them here: http://boards.cityofheroes.com/showthread.php?t=117256
As for what primary/secondary, thugs or bots/traps or dark are all reliably tested and rate high on the butt-kickery meter.
Only thing about MMs right now is their melee/ranged AI has been wonky for a bit; i haven't been spending time with my MMs, but i hear that they always want to run into melee.
Brutes are like scraps; anything/anything will work. I like the early game on a brute much better than on a scrap, because the fury bar is automatic damage enhancement. Good late-game potential too, as all sets benefit from the higher base HP of a brute (compared to scraps), and some sets can take advantage of the MUCH higher HP cap (an IO'ed, accoladed, dull-pain'ed Inv brute can push 3k hp, for example).
hope this helps; have fun being eeeeevil!
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
Judging by your dbz avatar I can tell you like to watch stuff blow up and get destroyed. With that in mind, I'd say go for a Brute or Dominator.
Each redside AT has a "plan" they want to stick to. This has a significant impact on how they play.
Brute: Keep on fighting. Brutes take a little while to get going, so they want to stop as little as possible. On scrappers, it's called scrapperlock. On brutes, it's called "playing properly". All the same, you're not invulnerable. If it's going to get you killed, stop and rest. Fury only takes a few seconds to rebuild.
Corruptor: Eliminate the weak. Scourge means you want to be hitting people while they're on 50% or less HP. On teams, try and tab around for the low-health targets and pick them off. Frankly, though, Corrs are the most similar to blueside ATs - they're a lot like a Defender, but with higher damage mods and lower buff/debuff. Still, sufficiently stacked -HP is the biggest debuff of them all.
Dominator: Keep everything under control. Dominators, like blasters, have no native survivability boosts. Unlike blasters, though, they get proactive mitigation through controls. Unlike Fury, Domination is more of an added extra - it rewards tyou for doing what you have to to survive. Remember that defeat is the ultimate form of control.
Mastermind: My minions will handle it. Masterminds have very high endurance costs, but a good set-up needs you to do little more than pick a target and send the troops at them. It takes a lot of practise to get the hang of managing six pets at once, but the rewards for pulling it off can be truly spectacular.
Stalker: He dies now. Stalkers are great for single-target burst, but lacking in a lot of other ways. You need to plan out your fights a little in advance, pick out the biggest threat and eliminate them. Most stalkers are single-target focused, but also have a number of tools to quickly bring it down to a one-on-one fight. A Stalker was the only archetype with which I was able to solo Protean for the Singular Vision badge, although it did come down to running around the lifts waiting for Placate to recharge.
So, really, it's a preference thing. Quick and dirty conversion:
Blaster -> Dominator, possibly Stalker
Controller -> MM, maybe Dominator
Defender -> Corruptor, maybe MM
Scrapper -> Brute, possibly Stalker
Tanker -> Brute
I'd recommend Stalkers or Masterminds for being the most distinct from any of the hero ATs in how they play.
A Brute is probably the simplest thing you could try. Melee ATs in this game are generally a bit more forgiving due to their higher HP, mez protection and mitigation powers (shields).
However, you may not need to play something "simple". In that case, you need some sense of what the ATs do to try and compare against what you like to play on hero side.
- Brute: Plays something like a Scrapper with Tanker powersets. Tougher than a Scrapper, and can tank, but not as tough as a Tanker without (a lot of) buffs from teammates. Not quite as damaging blow-per-blow as a Scrapper, but still extremely effective. Edit: Fury tends you towards a "go, go, go!" mindset with this AT.
- Corruptor: Extremely similar to a Defender, but with blasts as the primary. More damage per blast than a Defender, especially on a team, but generally not as strong at buffing, debuffing or mezzing. Still, plenty good at buffing and debuffing.
- Stalker: Kind of like a melee blaster. Lower HP than Scrappers, but with some tricks they don't have, like near-perfect stealth and a backstab of doom. I recommend this AT if you enjoy the "imma kill you before you kill me even though I'm kinda fragile" that is popular with some Blaster players.
- Dominator: Try to imagine a Controller with "blapper" powers - some hard-hitting blasts and melee attacks. The Domination mechanic is pretty interesting, and a Dominator with domination up lays out more mez magnitude per time than a Controller does with the same control set. Dominators put out some pretty good damage.
- Mastermind: No real analog with heroes. Your pets are your primary means of interacting with enemies, though some secondaries mean you'll be active at debuffing foes. A MM has some of the weakest personal stats of all ATs in the game, but their pets and the interactions with their pets make them some of the safest, easiest things to play that you can imagine. (Note: easiest to play does not imply easiest to learn to play!)
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
I should think telling us more about what you like to play/do in-game should help get some more useful responses. After all, what I like to do could be exceedingly different than what you like (for example, I can't understand people who only play a single AT).
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Make one of each redside AT. (if you have enough slots open). It's a good way to figure out which type you will like. Just as on blueside, you will know soon enough if the build is for you, or if you should junk the toon. That's one great part of this game, plenty of room for more and more alts. (and more and more!)
currently reading: A Mighty Fortress (David Weber)
Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
Well, everything on redside plays differently to blueside...
You really need to try them all to be able to decide.
What was your favorite AT blueside?
Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
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Brutes are halfway between scrappers and Tanks -- kind of. Building fury encourages a go-Go-GO style.
Corrupters are bass-ackwards Defenders -- more damage, less debuff. Better solo than Defenders. In some ways like Blasters but with survival tools. A team of Fire/Dark Corrupters can do an obscene amount of AoE damage.
Dominators are what folks who play an aggressive style with Controllers want to be -- control + damage, but missing out on the buffs/Debuffs.
Stalkers are sneaky melee blasters -- they die a lot in larger groups, but can do a lot of damage. Stalkers can be played with a kind of "minimalist" style, focusing in on mission objectives rather than "kill lots of foes."
And Masterminds are unique pet wranglers. Some people find them boring. My first level 50 Villain (after quite a few level 50 heroes) was my Thugs/Dark, who was really easy to solo. I tended to be more of a fight manager than a fighter.
If you play solo a lot, I suggest try the MM or the Brute first. Corrupters and Doms for teams. I prefer my Stalkers on teams, too, but they can solo if they are careful.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
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"The Corruptor doesnt' do as much damage as a Blaster?" Well, it doesn't have a damaging secondary, it's got a buff/debuff secondary... which is thoroughly different. (Plus Scourge on a DOT is just fun. Try Fire/Dark, rain on a tar patch... ) Playing a Dominator like a Controller will get you into trouble - it's something a lot of doms go through when they first switch over. And so forth.
Roll a few of each and try them out.
That's going to be a bad attitude to come into things with.
"The Corruptor doesnt' do as much damage as a Blaster?" Well, it doesn't have a damaging secondary, it's got a buff/debuff secondary... which is thoroughly different. (Plus Scourge on a DOT is just fun. Try Fire/Dark, rain on a tar patch... ) Playing a Dominator like a Controller will get you into trouble - it's something a lot of doms go through when they first switch over. And so forth. Roll a few of each and try them out. |
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
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I'd suggest trying a Mastermind simply because it's completely different than anything you can play as a hero. If you want to avoid boredom pick an active secondary like /Dark, /Storm, or /Pain and you'll always have something to do even though your pets are doing the damage. /Traps is also great... it's slower than some sets but it mixes good protection with nice debuffs. Bots/Traps is one of the best AV soloists (really, one of the best anything soloists) and Demons are a lot of fun and go well with most secondaries (I love both Demons/Dark and Demons/Thermal, and I'm sure Demons/Pain or Demons/Traps are great too). Just avoid /FF and possibly /Thermal if you want an active character and hate the "buff every four minutes" playstyle, and avoid /Poison unless you want to focus on AV hunting. It's too single target focused for normal play (not that it's bad, just not as great as the others).
Oh, and remember that the attacks in Mastermind primaries can be useful at low levels but once you hit the 20s they do laughable damage for high endurance cost. I'd recommend skipping them all (or respeccing out of them) unless you want one for its secondary effect (mainly the stun in Photon Grenade, the heal in Life Drain, and the -resist in all the Demon whip attacks).
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
You best bet is to try an MM without the pets, or a Stalker without Hide/AS.
How's that for "weaker"?
Mua Ha Ha Ha!
The following suggestions are my personal opinion and do not reflect the point that je saist is always right...
Fire/Dark corruptor: This villain is super effective out of the box. By level 6 you have a fire blast, a fire AoE, a fire rain, a self-heal, and a tarpatch. I dare any blaster to put that package together.
Bots/Traps mastermind: Bots have lethal resist, and make most of the low level red-side groups. Traps start out a bit slow, but when you get your acid mortar and forcefield generator, it's off to the races.
Electric Control/Electric blast Dominator: My new favorite son, the super sapper with a bag of effective controls. The electric melee attacks make it especially good. It's easy to solo, too.
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.
Masterminds are completely different from anything heroside, and that would be cool for an experienced player new to vills.
If you do, i HIGHLY recommend using a bind system for pet control. Once learned, it really smooths out the play experience. I prefer the numpad binds Sandolphan put together; you can find them here: http://boards.cityofheroes.com/showthread.php?t=117256 As for what primary/secondary, thugs or bots/traps or dark are all reliably tested and rate high on the butt-kickery meter. |
I'm sure it does add a measure of extra refined control to the whole thing, but you can play just fine with the three basic command buttons and perhaps a couple of others (I use an ATTACK+GOTO [good for blocking doors if you have to run away] and another set to BODYGUARD). I've run a Bots/Dark and Bots/Storm up to their mid 40s this way (before altitis claimed them) and they felt ridiculously easy, virtual Tasmanian Devils of mayhem.
I'm saying Mastermind as well. Totally different from other classes and can be really fun.
@Joshua.
The hero and villian ATs are VERY different. For the most part I find it works like this...
Corruptor = Blaster without Melee and control options, but with buffing, debuffing and healing options. Can also be seen as the redside defender.
Mastermind = Defender with less buff/debuff/healing values are able to bring their own team with them.
Dominator = Controller without buffs/debuffs/heals, making up for it with an awesome Domination ability and high powered ranged and melee damage abilities.
Brute = Tank with less defenses but more attack and the ability to generate even more attack with Fury. Can also be seen as a redside scrapper.
Stalker = Scrapper with less survivablity, but stealth abilities with leads to massive burst damage.
Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
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After tinkering with Bots/Traps (which I really enjoyed), I started working with corruptors. My Fire Rad has the same fire damage as a fire blaster, but has perma hasten, AM and debuffs on enemies...and has 45% S/L defense. I play with the mindset that I can't depend on there being a certain AT around to buff/debuff.
So, to me, the Corruptor is a step above a blaster because of how I play. Debuff like a /Rad controller and the firepowa of a fire blaster. Works for me.
So, to me, the Corruptor is a step above a blaster because of how I play. Debuff like a /Rad controller and the firepowa of a fire blaster. Works for me.
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At any rate, I would say you try a Stalker first. As others have pointed out, MM and Stalker are the most unique in how they play. If you want a Scrapper who focuses on ST damage and can do some fun ninja stuff, Stalker's the way to go. Stalker was actually the gateway AT for me into redside, I tried everything else first and was left wanting, but once I got my first Stalker to 50 I was willing to give 'em all another go.
The perception that redside ATs are weaker I think comes from a pairing that goes like this: Defender-Corruptor, Tanker-Brute, Scrapper-Stalker, Controller-Dominator (leaving Blaster and MM out of this one). In this case, most of the descriptions could be "Like this Blueside AT, but with more damage and less (what you were used to)."
Damage isn't a sign of weakness, it's just a different emphasis.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Oh, and remember that the attacks in Mastermind primaries can be useful at low levels but once you hit the 20s they do laughable damage for high endurance cost.
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The first attack in each set (the one that, generally, comes without any sort of debuff or status effect) might be fairly deemed "useless", but the rest are fairly worth it unless you have a highly-active secondary (maybe Storm; I find even with Dark I have plenty of downtime). The only downside to the attacks is their endurance cost; they still do significant damage. And it's not like you're spending your endurance on an attack chain like other ATs.
*"Tankermind" refers to a style of play that concentrates on getting enemies to attack the Mastermind directly, rather than diffusing their attacks over the henchmen. Generally, it requires use of the Provoke power (from the Presence pool) and direct attacks from the Mastermind, and utilises "Bodyguard mode" (when minions are set on defensive and react to their master being attacked rather than instigating combat), which effectively serves as (depending on how you look at it) either 75% resistance to everything, or a health pool on par with Tankers.
Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
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As others have said, don't approach the villain AT's like you would their hero "equivalents." A good example of what I mean: there's a guy in my SG who loves controllers. His first 50 was one. He literally is unable to solo a Dom, yet he can solo a Controller all day. He just can't seem to make the leap that Dominators are not Controllers and require a different approach.
I've been on heroes for a couple years now. Decided to finally run a Villain.. Not sure what to start with. Was thinking a Brute, or a MasterMind. Any Suggestions on what to play for a first Villain?