Best character to survive regular +1?


all_hell

 

Posted

Hi everybody,

what archetype and powersets would you choose if you wanted a character that can solo missions in the range of level 1-20 and has maximum survivability?

Once he reaches level 32 a stone tank can get Granite Armor, which probably cannot be surpassed easily, but what about the earlier levels? A brute, maybe?

Thanks for any suggestions,


10


 

Posted

I'd pick a brute because they have a nice balance of damage and survivability from the get-go.

In some cases you can substitute some damage for some survivability and vice versa. So Blasters and scrappers and tanks may fit into that category as well.

Of course control can be substituted into the mix as well, so doms, trollers may do well too.

Some other ATs may fit the bill as well.

;)


 

Posted


I'm sorry for being imprecise.

If you had to create a character to run regular missions at +1 in a level range from 1 to 20, and you were supposed to keep your defeats to an absolute minimum, what powersets would you use?

Right now I'm thinking about a DM/DA brute, but I'm not sure.


10


 

Posted

All of them.

Each set of powers and AT's can easily survive soloing in the +1 level range 1-20. But you have to be willing to learn the different tactics required. It's more than just charging into combat and mashing buttons.


 

Posted

Claws/Dark brute is high single target and aoe dps very early. Once you get the heal from DA it doesnt die easily at all.


 

Posted

Hi everybody,

I just wanted to tell you how it went so far.

On the first try, I rolled a sonic/sonic corruptor because another team member asked me for shields. We were five people and started in Pretoria. We even tried +2 for a mission, but fell back to the proscribed +1 when we noticed that there were slightly too many critical moments.

Then, there was that mission from Praetor White that had us inspect a facility that turns out to be manned with traitors who all turn and attack us... yeah, we expected the ambush, but still were overrun. No one of us made it out. Five mandatory character deletions followed.

For the second attempt I rolled the dark/dark brute I had planned. The other four also reincarnated and we met again, with a sixth player joining the team. We set out and I immediately noticed that getting the aggro of mobs set up for six-player-team cannot be shrugged off just by some damage resistance. There were several close moments, but we again reached level 6 and the infamous inspection mission.

This time we remained at the entrance and took on the mobs one by one as they made it through the door. Unfortunately, a controller was slightly careless and got shot. This lead to a sort of cascading failure where the more players were defeated, the more pressure was put onto the remaining team... with predictable results. Only our force field/illusion controller made it out alive (thanks to her Personal Force Field).

So the dark/dark brute and his teammates got their mandatory deletions, and it was back to the drawing board. Now I decided to try a master mind, so I made a mercenaries / poison character.

Well, the inspection mission came and went, and this time we managed to keep the whole team alive... and we called it a day at that time.

Will the third team reincarnation survive long enough to exit Praetoria? Wish us luck! (-:

10


 

Posted

This is interesting to read about, and I look forward to your updates.

How about a Traps/ defender? If you survive to level 8 you get FFG.

Of course, when selecting your own AT you need to take into account what are the ATs of the other team members.


 

Posted

I'm confused. Why are you asking about the best AT to solo content when you are clearly running on a team?


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Posted

You should learn from your Illusion/FF teammate. Personal Force Field is a huge advantage for a "hardcore" character. Anytime you are threatened, you can "bubble up" to survive almost any situation.

I would consider trying a Plant/FF controller. As of level 4, you can draw the aggro with Roots and then hide in PFF. As of level 8, you get Seeds of Confusion, which will let you take control of large groups, lock them in place while you do nice AoE damage with Roots. Your teammates will be able to wipe out groups with little fear of taking damage, other than from bosses. If you team with another Plant controller, the two of you can stack Seeds of Confusion to even control bosses. You can contribute defense to your teammates to improve their ability to survive.


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Posted

Quote:
Originally Posted by mousedroid View Post
I'm confused. Why are you asking about the best AT to solo content when you are clearly running on a team?
Again, I'm sorry for being imprecise. When I said I was looking for "a character that can solo missions", I was not referring to a character that would be doing only solo missions. I meant "a character that should be able to do missions by himself".

You see, due to different work schedules and playing times, not all of the team members will be able to play together regularly after the Easter holidays. Yes, we will all meet again and will play as a large team, but we don't want to wait weeks between each round.

So the plan was to reach level 10 in team play, after which any accidental deaths could no longer be concealed from the rest of the team because of the Repaired badge's progress bar. After that, we are free to play alone (or in smaller groups, if a few of us met). So if I don't want to wait for other group members, I need a character that "can solo missions".

I hope this explains what I meant.


10


 

Posted

Quote:
Originally Posted by Local_Man View Post
You should learn from your Illusion/FF teammate. Personal Force Field is a huge advantage for a "hardcore" character. Anytime you are threatened, you can "bubble up" to survive almost any situation.
Thanks, I'll keep that in mind if my mastermind needs to reincarnate.

We did not explicitly rule out duplicate powersets. I'm not sure we would want a team of six force field controllers, though - until now we all rolled different characters from each other. I'll see what the others will say.


10


 

Posted

Six force field controllers may be excessive...2 or 3 can make the entire team nearly unkillable.

With defense, each percentage point of defense tends to help even more than the last, until you hit the magical 45% (soft cap), at which point you're effectively ignoring about 90% of incoming damage, and additional defense points will rarely, if ever, provide additional defense.

Two big bubbles (when you get them) and a tight-knit team will be able to wade through swarms of enemies and, with a decent amount of firepower, watch them all melt.


 

Posted

I'd build a DB & WP scrap, tank or stalker myself, just because those are the ATs/sets I'm most familiar with. At this point, I have a very good handle on what one of those can take and what they can't.

So, what are you most familiar with? What melee (or non-) type are you most comfortable running? How you, as a player, handle the missions is probably going to make a bigger difference in the toon's solo preformance than which specific powersets you pick at that level.


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Posted

Poison is a good choice for +level enemies, but it falls apart quickly against large spawns.

Mercs is the weakest of the Mastermind primaries. It's playable, but is outshone by every other primary MMs have. Mercs do tend to shine in PvP, though, as does Poison. But PvP is probably not a factor for you.

If survival is the main goal, Tankers can't be beaten.


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Posted

For a MM I'd go with bots/Traps or /Dark. Bots/Traps turns into an unkillable powerhouse fairly early, but /dark is so easy and twilight grasp is my favorite heal in the game.

I'm really suprised Fire/dark corr hasn't been mentioned yet blooms very early can solo +0/x8 from about lvl 8 if your careful.

Also I'd reccomend DM/SD scrapper. Dark Meele and sheild defense sync better than almost any other powersets in the game. Stacking -tohit with defense and a heal built into your attack chain is a beautiful thing.