New Player, New Issue, 'old' questions...(??)


Adeon Hawkwood

 

Posted

Hello CoH Heroes and Villians. New Player here (currently on Justice server), with some questions.

I am looking to make a toon that is able to fight off dozens of opponents at once, as I have seen many high level guys are able to do. I always played "tanks" in the other MMO's I have played (EQ, SWG, WoW, DCUO) and usually had a really fun time doing so.

Ive made 2 characters so far: Lady Taser (based on this ) and a Tanker named Lady Viltrumite (Invuln/SS)

Lady Taser was lucky enough to find some nice people to show me some of the ropes (Tanker101 and a whole bunch of people whos names escape me at the moment) They ran me through Architect Missions and at the end of the day I was lvl 28.... which was really cool, except I had no idea how to play this character and I am having major issues completing even solo missions now.... (which is why I made Lady Viltrumite, so I could learn more about the game)

Ideally I would Like to have a character that can fight lots of enemies at once and survive.... I have seen some controllers that are able to lock down a whole room and make it look easy... Maybe I should make one of those....

My question is; What is a viable build that I can play from start to finish and not find myself unable to be useful to a group.... Is there a 'buffer' style class that can help others?

I really have been enjoying these first two days of learning the game, and there is SO much more to learn...


 

Posted

"not a stalker," i think is the short answer


 

Posted

Quote:
Originally Posted by brynsul View Post
Hello CoH Heroes and Villians. New Player here (currently on Justice server), with some questions.

I am looking to make a toon that is able to fight off dozens of opponents at once, as I have seen many high level guys are able to do. I always played "tanks" in the other MMO's I have played (EQ, SWG, WoW, DCUO) and usually had a really fun time doing so.

Ive made 2 characters so far: Lady Taser (based on this ) and a Tanker named Lady Viltrumite (Invuln/SS)

Lady Taser was lucky enough to find some nice people to show me some of the ropes (Tanker101 and a whole bunch of people whos names escape me at the moment) They ran me through Architect Missions and at the end of the day I was lvl 28.... which was really cool, except I had no idea how to play this character and I am having major issues completing even solo missions now.... (which is why I made Lady Viltrumite, so I could learn more about the game)

Ideally I would Like to have a character that can fight lots of enemies at once and survive.... I have seen some controllers that are able to lock down a whole room and make it look easy... Maybe I should make one of those....

My question is; What is a viable build that I can play from start to finish and not find myself unable to be useful to a group.... Is there a 'buffer' style class that can help others?

I really have been enjoying these first two days of learning the game, and there is SO much more to learn...
Welcome to the game! This is an awesome game with an awesome community.

There are a lot of characters who could fit your description. My first bit of advice . . . don't "powerlevel" any characters until (if ever) you know the game well. Much of this game is the "journey" rather than the end game. We just recently have had more end-game content added, but there is a huge amount of great stuff, story lines and fun discoveries to be made along the way.

I am especially fond of Illusion/Radiation controllers. If you click on the link in my signature, you will be able to see the rather long guide I wrote about Illusion/Rad controllers. It is an amazingly flexible combo, great solo, on small teams and on large teams. It is fairly easy to play moderately well, but can be a challenge to play very well. Controllers allow you to protect your team with various control powers AND do a lot of buffing and debuffing. In this game, buffing and debuffing is a LOT more powerful than healing. I am fond of controllers overall, but especially Ill/Rad. There are no bad controller combos, but there is a wide range of powers and playstyles available.

My guide will give you a lot of basic information about Controllers and the game in general, too. The guide has recommendations for powers to choose while leveling up, suggestions on slotting, suggestions on strategy in low levels as well as upper levels and discussions on end-game builds. Even if you choose either Illusion or Radiation but not together, my guide should provide some assistance.

Tanks are a lot of fun, too, and have some similarities to Controllers in that the aim is to draw the attention of the foes in order to protect the team. They trade high survival for lesser damage, and the main goal is to draw aggro.

Scrappers are a great combination of great damage and survivability. Most people start with a Scrapper as their first character (or maybe a Brute on the Villain side). My personal favorite scrapper is my Elec/Shield, but it is a bit of a late-bloomer, as the really key powers come at levels 32 and 35. To start out, a Broadsword/Shield is a good combo with a good thematic pairing.

Blasters are ranged damage-dealers, but are more fragile. There are lots of great Blaster combos, but don't take Devices as your secondary until you have more experience.

Defenders are a blend of a buffer/debuffer and a ranged damage dealer. Don't get caught up in the "we need a healer" trap. Empathy is a good set, but there are other good sets, too.

I'll let someone else go through the villain archtypes.


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

 

Posted

First off, welcome to the game!

Secondly, as you've found, while the Mission Architect system can be good, it's a horrible tool for showing new players the ropes, especially the way some people use it. So I'm glad you've made a new character to learn to play "properly."

Basically, anything can solo in this game, though some characters will have an easier time than others. There's much less of a need for the "Holy Trinity" of DPS-Tank-Healer than you might've found in other games, too. That being said, a Scrapper, Brute or a Tanker is a good first character. They've got good survivability, which can help as you're learning the ropes. Tankers will be tougher, but the Scrapper/Brute will do more damage. So that difference will be up to you of which you'd prefer.

Defenders, Controllers, Corruptors, and Masterminds all have buff/debuff sets to choose from. Of those four, Masterminds are easiest to level solo (though it will depend on whether or not it fits your playstyle). Controllers can definitely do a lot of cool things, especially at the upper levels, but some powersets will have problems being solo in the low levels, since they can be low on damage.

I think that a Scrapper or a Brute will be a good choice as you learn, but Tankers aren't that far behind, especially if you like that kind of play. An Invulnerability, Willpower, Electric, or Ice Tanker could be a good first choice.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

any specifically come to mind?

Also, being that this is now Issue 20, how relevant are the guides? have major changes upset the way things used to work (that guide I am/was using for my blaster seems out of date) Is it smarter to play a defiant for a new player?


 

Posted

Welcome to the game!!!

For a new player, using Architect Missions don't do a good job of teaching you how to play your toon as you have found out.

Others will be along to give you in depth answers as to the benefits of each type. But newcomers should find a scrapper or brute to be easiest to learn and each has wonderful capabilities. The dominator and controllers are a finese type of character that offer wonderful buffs and debuffs depending on the power choices made. Each of the archtypes have their strengths and weaknesses. As this game doesn't restrict you to just one type, make a few different ones, then go out and do the missions that your contacts give you. Take your time and learn to play. Most archtypes start to come into their own once you hit level 20 and even more above level 30.

Enjoy the ride and read the story lines. They are great fun also.


Call me,,, Mal

 

Posted

everything ive been reading about tankers makes them seem like they are on the shortest end of the stick... Also since I have a lvl 20+ guy the hero classes (kheldarians?) are unlocked for me... are they too complex for a new player?


 

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I have been enjoying the stories so far. *Gasp!* I take the time to read them, I'm old school like that.

Ill be sure to play around w/ a Mastermind as they seem like a pet class, and Pet classes are usually either amazing or terrible.


 

Posted

There are lots of characters in game with the ability to solo big groups... There are many guides available to help you design a Build for almost every power combination in the game... Local Man has two good guides in his sig that can solo GM's, and so on...

My only suggestion would be stay away from AE farms if you really want to learn to play the game, They are great for many things but learning the in's and out's of CoX is not really their forte'

As you develop your Alt'idus you'll find that there are character types that meet your play style and there are some that won't so don't pay attention to post that may say "this is gimp or That is gimp" play what's fun for you.



"My life is not a journey to the grave with the intention of arriving safely pretty and well preserved, but rather I will skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming...WOW...What a Ride"

 

Posted

Quote:
Originally Posted by brynsul View Post
everything ive been reading about tankers makes them seem like they are on the shortest end of the stick... Also since I have a lvl 20+ guy the hero classes (kheldarians?) are unlocked for me... are they too complex for a new player?
Kheldians can be complex. Generally they have elements from all of the other archetypes and can be very diverse in builds since they get more power options. That also makes it tough to create a really effective build until you know exactly what you want and like. Especially if you feel you're still learning the ropes and mechanics with a Tanker, you would probably be better holding off on the epic ATs for a bit longer.

Personally I started off with a scrapper as my first character, and he's still my main four years later. As others have said, they are very survivable, good damage. Scrappers and Tanks are very similar, except scrappers are focused on damage, and tanks are focused on staying alive and keeping agro. Different ATs and powerset really start getting strong at different levels, but generally arount the 30s most characters are there or just starting to (mainly because a lot more enhancement slots open up then).

Also don't be affraid to try out new characters. You get 12 slots on all of the servers. Feel free to play around with different ATs and Powersets. You may find out you love the controller play style. As you've seen it doesn't take long to get to level 20-ish and you should have an idea of if you'll like the power set by that point or not.

OH and welcome to the game.


 

Posted

Quote:
Originally Posted by brynsul View Post
everything ive been reading about tankers makes them seem like they are on the shortest end of the stick... Also since I have a lvl 20+ guy the hero classes (kheldarians?) are unlocked for me... are they too complex for a new player?
Tanks are fine. I take it you've been reading the "Tanker solos GM, video at 11" thread?

The problem isn't Tankers. It's the game. And it's not a problem. Basically, no one Archetype (AT) is ever needed to do anything in the game. Another AT can help out to some degree do the same thing, or a combination of ATs can cover the hole well enough. For instance, with enough Buffs and/or Debuffs, you might not need a Tanker, because everyone can survive the little bit of damage that they're taking. With enough survivability on the team (say, a team of Scrappers and Tankers), controlling the mob becomes less important.

Every AT in the game can complain that somebody else steps on their toes, but then they could just as easily say that they step on the toes of others, but you'll rarely hear THAT side of things being said, for fear of the nerf-bat. The only AT that does kinda get the short end of the stick is Stalkers, but even they can do very well.

Peacebringers and Warshades (Kheldians, in general) are complex, but not overly so. Warshades I think are a little less straight-forward, with their reliance on enemies (dead or alive) to fuel their powers, but you could still pick them up.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I would definately skip the "epic" ATs for awhile (Kheldians - warshades and peacebringers and Soldiers of Arachnos - Widows and Spiders).

They are more complex ATs to play and until you get a feeling for the ropes of the game, I'd skip them for awhile. Just my opinion though.

As to what to play:

Tankers - excel at personal defenses, medium single-target damage, good (non-ranged) AoE damage. Tankers are the non-ranged AoE and mob aggro specialists.

Scrappers - good personal defenses, high single-target damage, usually have at least one or two non-ranged AoE attacks as well. (spines is the exception here, they are AoE specialists with less single-target ability).

Blasters - minimal personal defense (basically none), massive damage at range. "the glass cannon - kill them before they kill you type"

Defenders - Team Support (buff team, debuff enemies, healing, etc) with medium level ranged attacks (basically a weaker version of the blaster blasts)

Controllers - Mob Control and Team Support. Controllers lock down the enemy and have slightly weaker versions of defender powers for team support. Controllers do only medium damage as a base, but get extra damage once they've taken control of the mobs...also they get pets at high level to help with damage.

MasterMind - The Pet Class. Masterminds get most of thier damage/defense from thier pets (which are fully controllable via commands - controller pets are AI controlled only). MasterMinds solo fantastically and can act as Mini-Tanks and Mini-Blasters/Mini-Scrappers (depending on your pets).

Brute - A combo version of Tank and Scrapper. Brutes start off with medium damage and gain damage as they gain "fury" while fighting. Fun but hectic type of play.

Dominator - basically a villain version of a controller. Plays differently due to "Domination" though, and has better damage.

Corruptor - basically a villain version of a blaster, but with team support abilities. Kind of a hybrid blaster/defender more or less.

Stalker - the sneaky assassin kill type.

ANY character (unless you almost purposely build against it) can solo. Some are just faster than others.

Play whatever sounds good, heck play several different types to get a feel for things. The melee types (Tank, Scrapper, Brute) are usually the easiest to get into at first. But give others a try and you'll get a feeling for them quickly.


6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.

 

Posted

Quote:
Originally Posted by brynsul View Post
everything ive been reading about tankers makes them seem like they are on the shortest end of the stick...
Yes and no. With the IO system it is possible to build a character from another AT who is almost as tough as a Tanker. This can make Tankers seem somewhat useless. However, despite what you see on the forums there are a lot of people in game who never even touch IOs so a good Tanker is always very useful. Now, if you prefer soloing then Tankers are not the best choice but for team play they are fine.

Regarding your earlier questions I'd advise against Willpower for a first Tanker. Willpower is a very nice set that makes for a tough character but it's weak for actually holding aggro. There are plenty of ways around it but I'd recommend picking a different set first and making a Willpower Tanker once you've learned the ropes.

Quote:
Also since I have a lvl 20+ guy the hero classes (kheldarians?) are unlocked for me... are they too complex for a new player?
Kheldians aren't particularly complex. The main issue is that they do have a number of different play styles and if you try to build for all of them you can have a very weak character. They essentially have three forms: Human, Nova and Dwarf. The Human form is moderately tough, deals decent damage both melee and ranged and has some buff and control powers. The Nova form has no defense but deals a lot of ranged damage (basically a Blaster). The Dwarf form is very tough but lower damage (basically a Tanker).


 

Posted

Quote:
Originally Posted by brynsul View Post
Hello CoH Heroes and Villians. New Player here (currently on Justice server), with some questions.

I am looking to make a toon that is able to fight off dozens of opponents at once, as I have seen many high level guys are able to do. I always played "tanks" in the other MMO's I have played (EQ, SWG, WoW, DCUO) and usually had a really fun time doing so.

Ive made 2 characters so far: Lady Taser (based on this ) and a Tanker named Lady Viltrumite (Invuln/SS)

Lady Taser was lucky enough to find some nice people to show me some of the ropes (Tanker101 and a whole bunch of people whos names escape me at the moment) They ran me through Architect Missions and at the end of the day I was lvl 28.... which was really cool, except I had no idea how to play this character and I am having major issues completing even solo missions now.... (which is why I made Lady Viltrumite, so I could learn more about the game)
First off, "Welcome to the game!"

Quote:
Ideally I would Like to have a character that can fight lots of enemies at once and survive.... I have seen some controllers that are able to lock down a whole room and make it look easy... Maybe I should make one of those....
Well, Lady Viltrumite will be able to take on giant hordes when she matures just fine, but all ATs and many combos could, too, not just tanks and trollers. So you generally enjoy the tank role, then I'd say the Invul/SS is a great choice to learn on, and to achieve that goal.

Quote:
My question is; What is a viable build that I can play from start to finish and not find myself unable to be useful to a group.... Is there a 'buffer' style class that can help others?
There are tons of builds that can do this. Tons. TONS! And yes, there is a 'buffer' style class, that would be the Defender. Controllers, Corruptors, and Masterminds also have a Buff set, but it's the secondary powerset for those classes, meaning key powers come latter, and are a tad weaker in general than the defender variant. (Also, as a note, the 'buffer' powersets aren't pure 'buffs' but are buffs, debuffs, and/or heals, with different sets having differing mixtures. The debuff heavy sets tend to solo better.)

All that said, the Invul/SS combo should be a rock solid choice, and if you're looking for some more help on build specifcs, without getting TOO specific, I'd look at this link.
http://boards.cityofheroes.com/showthread.php?t=133483
In general, Call Me Awesome has a lot of really solid advice and posts on Invul tanks and it seems to be good both for the new and to vets.

Quote:
I really have been enjoying these first two days of learning the game, and there is SO much more to learn...
Glad to hear it! Again, welcome. And yeah, prolly more to learn than you may even expect, as this game plays a bit different than many I've tried.

And as an aside, I play on Justice a lot, and am on a fair amount, feel free to shoot a tell in-game. @Madadh is my global, and I'd be happy to help in game, too, should you want.

Cheers!


 

Posted

Quote:
Originally Posted by Soulwind View Post
I would definately skip the "epic" ATs for awhile (Kheldians - warshades and peacebringers and Soldiers of Arachnos - Widows and Spiders).
They are more complex ATs to play and until you get a feeling for the ropes of the game, I'd skip them for awhile. Just my opinion though.
Add my vote to the above advice.

Quote:
Dominator - basically a villain version of a controller. Plays differently due to "Domination" though, and has better damage.

Corruptor - basically a villain version of a blaster, but with team support abilities. Kind of a hybrid blaster/defender more or less.

Stalker - the sneaky assassin kill type.
Mostly agreed with most of the write-ups, but these 3 I felt the need to clarify, or contradict, or expand on...

Dominator- A controller crossed with a blaster. Loses the controllers normal buffs/debuffs and gets a lot of attacks in exchange. And the 'Domination' ability, to boot.

Corruptor- Basically, a villain version of a Defender. Except the Blast set is primary, and the buff/debuff set is secondary.

Stalkers- Scrapper-lite, steam-lined for stealth and up close assassination attacks. While lite compared to scrappers (and also Brutes and Tanks, natch) they are still much tougher than most every other AT, and quite serviceable strait-up melee types.


Lastly, while I usually agree with Adeon, I'm going to disagree on avoiding WP. WP makes a fine first tank. Yes, the aggro holding isn't as strong as other Tankers, not even close, but some of the games you've come from will have equipped you well enough to deal with that. And other than that, WP really, really shines. Just don't get PLed to 50, and then expect to tank for a x8 mish with a team of only other brand new players and I think you won't have any problems with an Willpower tank should you decide to go that route.


 

Posted

wow thanks for the TONS of info, still alot to learn... Since it really boils down to the concept of -play what you will enjoy- I think I will be remaking my Main from DCUO (Fire Tank) I just hope the name is available.


 

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Quote:
Originally Posted by brynsul View Post
wow thanks for the TONS of info, still alot to learn... Since it really boils down to the concept of -play what you will enjoy- I think I will be remaking my Main from DCUO (Fire Tank) I just hope the name is available.
Happy Hunting!


Just to let you know, Fire Tanks tend to be on the squishier side of the Tanker AT. However, they provide more offensive punch (the new Fiery Embrace is a great damage boosting power). If you plan on Tanking for a team, you'll want to look into taking the Fighting Power Pool, for the power "Tough."


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Nice comic GG


 

Posted

Best discription of a stalker would be "Blaster meant to melee and survive"

The Hero-> Villain "conversion" chart

Tank - > Mastermind by design, and Brute by evolution
Scrapper - > Brute
Defender - > Corruptor
Controller - > Dominator
Blaster - > Stalker, Dominator by evolution


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Here's "the thing":you won't get to beat up dozens of guys at once until you hit, oh, at LEAST level 22. Which could take a WEEK! or more!

I normally restrict myself to one monologue per new kid, but I'm going to give two this time. Because I deserve a treat.

1) Enhancements! enhancements. There are two "systems" of enhancements: the traditional (single-origin aka SO after level 22, dual-origin aka DO after level 12, training origins initially) and the newer invention-origins. IO's vary from slightly more performance than traditional to "totally change the way the character plays" (at high level, with an investment of squillions of inf and a lot of planning.) They're also a LOT more work and have a brutal learning curve. You can do just fine with traditional enhancements until you get your feet under you in the rest of the game. ("Did we just get our *** kicked by a mushroom?" -Me, August 2004)
So. Enhancements make a really big difference. You can enhance up to about double strength (except a few where you can enhance up to about 60%- you'll know them because SO's only give 20%) which is three SO's or six DO's.
"Standard SO Slotting" is one accuracy three damage on attacks, and then "chrome" in any other slots- usually endurance reduction, recharge reduction. Defensive powers usually get one endurance reduction, three defense or damage-resistance.

2) Money. When you're playing with traditional enhancements, it costs something like 15 million inf, level 1-50, to outfit yourself. There are invention-origin enhancements that cost a whole lot more than 15 million inf, EACH. So your "traditional enhancement" investment is really low, so you don't HAVE to spend a lot of time worrying about costs of things at the auction house. You can sell everything for 1 inf. The way the system works is "lowest seller sells to highest current bidder" which means you will get a little bit ripped off selling for 1 inf. But only a little bit, and you don't need very much inf at all BY AUCTION HOUSE STANDARDS so you will still stack money up pretty fast. If you need any inf, send me a tell at @Boltcutter and I'll give you a million, you should be self-sufficient after that.


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

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