Building a Character
invest in Mids Hero Designer, its free, so nto exactly much of an investment per se, but its gold.
Decide as you go into a build if it is to be a "Copy this as I level up" build or a "Change to this once I'm at XX level" build.
If you intend on normal slotting, or even frankenslotting, hop to it.
If you want to use IOs, set yourself a goal, do you want moar recharge, defence (what type?) Accuracy, regeneration, recovery, damage?
Be realistic, with you're budget, if you're unsure as to the price of an IO check in game, theres no point planning a build it will take you a year to afford, you won't have fun aiming for it.
Learn the rules, or atleast, The rule of 5.
erm, dont become addicted to mids at the expense of spending any time actually in game, I'm fairly guilty of that some days.......
1. Get mids It's "cheaper" to play around with builds there than in game.
2. Don't get stuck in the "IOs, Ios, set set set" mindset - you're trying to get a basic grasp of "Why is this character broken?" it sounds like. Ignore IOs (outside of commons) for the moment.
3. Don't sweat about soft caps, hard caps, damage caps, baseball caps and the like. Save those for when you're more comfortable with what you're doing.
Inventions did change a lot in the game - unfortunately, I think we've become overly reliant on them, throwing them into build answers without really explaining why (or how, or how much.) More veteran players had to cut their teeth on "SOs were the best available until you could run Hami raids." Wanted KB protection on your Fire tank? Make friends with a Kinetics character or grab Acrobatics and work in the END cost. Play a blaster? No, you're not getting softcapped defense unless you're teamed with a few bubblers.
Now, you're not saying what characters, what levels or what you think is making them "broken." It's rather hard to make a truly broken, useless character (outside of "h34l0rz" with nothing but the first attack they HAVE to take and brawl. Those are truly useless.)
For more detail, really, you have to go into specifics -
- What AT?
- What powersets?
- What have you picked?
- What's your goal?
- Why do you think this character is "broken?"
Well, when it's time to level up, you can copy the character over to test, pick a power that's available, and play around to see how that power feels with your character. If you like it, take it to live, if you don't, copy your character over again and try with a different power. At the end, pick the power you enjoy most.
At levels where you can't find a power you want to add, take a power that leads to a power that you might want to have.
There is no governing theory behind builds, every person who approaches a power set will have a goal and a way they see to attempt that goal.
One person who wants to get 45% defense to Smashing/Lethal on an Invulnerability character will take Combat Jumping, Maneuvers, and Weave and slot 5 sets of Reactive Armour, 1 Mocking Beratement, 1 Steadfast Protection: Res/Def, and 1 Oblieration. Another will slot 5 sets of Kinetic Combat, 1 Perfect Zinger, 2 Reactive Armour, 1 Steadfast Protection: Res/Def, and 1 Rectified Reticle.
But honestly, it's hard to have a character so broken that they cannot contribute to a team. You can ignore set bonuses and just slot powers to get the most enhancement possible for the power and do well enough.
I've thrown some posts around, but really all it's going to get me is a build I can copy and paste. Does that really help? Now I'm playing someone else's character. The main area I'm probing is "How do these builds happen?" What is the governing theory behind builds. Do I have to be a super math wizard to pull one off? Words like Soft-cap scare on confuse me and I'd be much happier to just hit an "auto" button (I miss my Neverwinter Nights). Call my cynical, or scared.
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The best way to develop these is just to play the game, do a wide range of content, try different things out and be observant and inquisitive. Eventually you will figure out why certain powers are considered mandatory to take, why some build goals are chosen over others, and some of the more obscure game mechanics. A few rules of thumb will tide you over until then (the most important one - no more than 3 of any single type of SO in a power, since there are severe diminishing returns on the 4th).
Mids' is nice since it does the math for you and it lets you see how different enhancements affect power statistics, but it can be misleading sometimes. It's also not bug-free - till this day, it overestimates the average damage done by Fire Blast's lingering damage, for example. People who base build decisions exclusively around Mids' and power info as seen in the game (and there are a lot of them on the forums) almost always get something wrong.
If you use a build made by someone else, make sure to pester them and get them to explain why it is built a certain way and justify (quantitatively if possible) the decision.
Now, you're not saying what characters, what levels or what you think is making them "broken." It's rather hard to make a truly broken, useless character (outside of "h34l0rz" with nothing but the first attack they HAVE to take and brawl. Those are truly useless.)
For more detail, really, you have to go into specifics - - What AT? - What powersets? - What have you picked? - What's your goal? - Why do you think this character is "broken?" |
1) You picked the 'wrong powers' (not that there are any, really, but if you go entirely off of flavor and the limited in-game descriptions, you could end up choosing mostly cool-looking but highly inefficient powers while skipping the real gems of the set)
2) You slotted your powers badly, wasting slots on aspects that can't or shouldn't be enhanced while ignoring what would make the power most effective
3) Your playstyle doesn't synergize well with the sets you're using.
Or any combination of the above, of course.
The main area I'm probing is "How do these builds happen?" What is the governing theory behind builds. Do I have to be a super math wizard to pull one off? Words like Soft-cap scare on confuse me and I'd be much happier to just hit an "auto" button (I miss my Neverwinter Nights). Call my cynical, or scared.
Hey, maybe I can learn something and actually learn to enjoy this building aspect, but for right now, I'm looking for something basic so I stop breaking my characters. Thank god for respecs! This is why I like Arachnos Soldiers, they're unbreakable up to 23. |
The powerset guides offer a good starting point, even though they don't get updated as often as some would like. Guides will usually tell you what powers are considered key, which ones are decent but skippable, and which ones are next to useless. (On my first character ever, a Dark Miasma defender, I skipped Tar Patch - I wasn't aware of how powerful debuffs could be in this game. I took Flurry instead. Ha!)
Guides will also give you good basic (non-IO) slotting advice. The rule here (with numerous and glaring exceptions) tends to be to enhance the biggest and/or most vital aspects of the power while keeping in mind constraints like endurance usage. Most targeted attacks will need at least some accuracy to hit reliably (unless they're autohit) as well as damage enhancement. Core powers on a long timer will need as much recharge as they can get. Damage auras tend to be extremely endurance heavy, so make sure there's enough end reduction in there as well as your standard acc/dam.
What you *don't* want to do (unless you're making a very knowledgeable and deliberate tradeoff of enhancement values for IO set bonuses) is enhance the stuff that really doesn't need it while ignoring other key aspects. A friend of mine slotted one of his brute's most important attacks with a Taunt set that enhances primarily taunt duration and recharge - the bonuses were nice, but he ended up with very little accuracy and ZERO damage enhancement or end reduction on a staple of his attack chain.
Caveat 1: Enhancement Diversification. Due to diminishing returns, slotting an aspect of a power past 3 SOs' worth is virtually pointless. You're getting less effectiveness and wasting slots.
Caveat 2: While it's not always worth it to try to enhance something with a minimal effect (or to select a minimal effect power in the first place), stacking from multiple powers or set bonuses can turn it into something worth looking at. Combat Jumping gives something like 2-3% defense - piddly on its own, but stacked with other defense powers and IO set bonuses, it can help push a character into near-invulnerability. This is where you start getting into those "soft-cap" defense builds that you're so leery of.
Speaking of which: The Defense Soft Cap is 45% in regular, non-Incarnate content. Enemy critters have a floor of 5% chance to hit you - no matter how high your defense is, they'll always have that 1 in 20 shot. 45% defense is the point at which that enemy chance to hit you is at the 5% floor - while technically you *can* add more defense, it doesn't have any effect. So a character with a softcapped defense build is getting hit as little as mechanically possible in this game, which makes it very survivable.
Building well for set bonuses does require good familiarity with your available powers and the limitations of the game mechanics on effectiveness. Forumgoers posting high-end builds know their powerset's strengths and weaknesses, what they should maximize, what holes they can stop up, and what minor sacrifices may need to be made to enhancement values to gain a more valuable set bonus.
But that's probably not something you even need to worry about at this point. Get familiar with the powers and the basic slotting, and go from there. Once you're comfortable with the basics, it's very easy to transition into options for IO builds. Fulmens has a great guide on Frankenslotting (mixing and matching IOs from different sets to maximize enhancement values rather than set bonuses) here. When you're ready to look at set bonuses, each archetype forum usually has a number of very knowledgeable people who can help you determine the best way to build for your AT and powersets.
There are a lot of different philosophies as to what makes a good build or a broken build. But the universal one is making a character that can kill many things before it gets killed.
You also mentioned PvP. A good PvE build might be horrible for PvP and vice versa. Memphis Bill, for example, said that pure "h3a10R" builds are terrible. While I agree with him that an empathy defender with only one attack is sub-par for PvE, that is a standard and desired build for PvP. A PvP emp is not expected to do damage, but IS expected to keep himself and his team alive and able to see through stealth.
You don't necessarily have to copy builds, but you should certainly look at what other people post for the powersets you plan on playing. Look at lots of different ones and see what they have in common. Get Mids Designer and take on of those builds and play around with it. Make changes to powers, slotting, enhancement selection and see how that would change the build.
And finally, there is a world of difference to me between a broken build and a highly optimized build. Some people will tell you unless you have perma-hasten or soft-cap defense or a perfect attack chain with huge DPS that your build is broken. I disagree. There are lots of very playable builds that can solo spawns and help their team steamroll through content
Anyway, good luck and have fun!
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
I cannot recommend Mids enough. It really is the most useful utility a CoX player can have. If you're unsure of what a power does you can fire up Mids and examine it. It'll tell you everything; damage numbers, activation time, recharge time, endurance cost, it's all there. It can help give you a much better understanding of your chosen powersets.
Another good resource are these very forums. The Guides section can be particularly helpful with regards to powersets, builds and slotting advice.

----- Union's finest underachiever -----
Farewell CITY of HEROES
The First, the Last, the One.
Union: @ominousvoice2059
First thing you should do is check out the old guides which apply to your character's AT and powersets. Those will let you know which powers are mandatory and which can be skipped, and some even go into detail about basic enhancement slotting.
Once you have your optimal powers slotted with the right SO's and/or frankenslotted(using IO's for their enhancement as opposed to set bonuses) you can then start delving into IO sets. The basic rule of IO sets is get as many useful bonuses without losing the basic SO enhancement values.
The first advice I can give you about IO sets is to look around and experiment with Mids, and don't be afraid to ask for critique.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
There are a lot of different philosophies as to what makes a good build or a broken build. But the universal one is making a character that can kill many things before it gets killed.
You also mentioned PvP. A good PvE build might be horrible for PvP and vice versa. Memphis Bill, for example, said that pure "h3a10R" builds are terrible. While I agree with him that an empathy defender with only one attack is sub-par for PvE, that is a standard and desired build for PvP. A PvP emp is not expected to do damage, but IS expected to keep himself and his team alive and able to see through stealth. |
Don't try, while you're doing this, to jam in both a PVE and PVP goal into one build if the goals are very different. Take advantage of dual (triple, once you've got some Incarnate-ing in you later) builds. Yes, it means buying enhancements for both builds, which some people don't like - but it can be useful. (I'm a fan of them for things like Thermal, Force Field, etc. builds that have a lot of team powers I can't use on myself - I end up with a 'solo' and a 'team' build.)
But get basic builds down first. One step at a time.

50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Be careful checking the old guides. Some of them are VERY out of date and the information in them is no longer accurate and some powers have been changed completely.
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Mid's is, as several have mentioned, your most valuable resource for the current state of your powers and planning your build. It allows you to "test build" your character and see how the various powers interact and what the final results will be.
As a thumb rule on building a character I build for a character's strengths first, then for utility.
For example on a Dark/Dark defender the biggest strength is the ability to debuff an enemy's tohit chances so I built to maximize the debuffing ability by taking appropriate powers and slotting them with that in mind. After that's taken care of I work on durability and finally damage output.
On the other hand my Fire/EM blaster's strength is raw damage output so I built him first for maximum damage output and secondly for defense to survive all the attention he draws.
Tankers I build first to control aggro, second for maximum durability to survive aggro and finally for damage output.
There are exceptions of course; characters who tend to be strong at several different things. Still, I think it's a good thumb rule to first think about the character's strengths and then fill in the holes to have a well rounded build. The empath who completely ignores his secondary is MASSIVELY less effective than one who builds and uses both the primary and secondary as the situation indicates. Likewise the Force Fielder who ignores the bubbles is a much less effective teammate than one who keeps the shields on the team while also contributing damage.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
So this isn't so much a question about how to build a character itself, but rather the theory or know-how or whatnot that goes into character builds. I like this game, and other. I like a lot of things about this genre of games, but the one place there's always been a disconnect is character creation/progression. |
First, is mindset - this is a game and *should* be fun. So, build a character
you like - something about it should interest and intrigue you... Don't make a
toon simply to make a toon. Have an interest and reason to create your character.
Fun is always a matter of perception, not a matter of build - a twinked-out
build can be fun, but it's not exclusive. I have a toon that has never left
the tutorial, that I still enjoy now and then - I have a fun healer capped at L20
that only buffs folks in lowbie zones and a L2 character that never leaves the market.
Fun isn't cast in stone - it's always a matter of perspective and perception.
Second - Expectations. There are VAST differences between a character, that
is effective against standard game content, a PvP toon, an AV or Pylon soloer.
It is extremely rare, if not impossible, to have a character that excels in all
of those areas (multiple builds notwithstanding). When you make a toon, give
some thought to what you expect it to achieve. Learn its role - its strengths,
and its weaknesses - Leveling is really the discovery of those things for a toon.
Find its area of fun.
Third - Effort. How much effort are you planning to put into this toon, in terms
of play time, and enhancement value? Is it your primary toon? Do you plan to
play it often, or just now and then, or only with a particular friend/group? That in
turn may help you decide how much you want to spend to enhance it. Also
bear in mind that builds can be changed, or improved, fairly easily with respecs.
Don't sweat any minor issues too much.
For a standard character that runs PvE content well at normal difficulty settings,
SO's or common IO's work just fine and cost the least.
That said, you'll still need 18-20M inf over its career to equip it with SO's.
If you have greater aspirations for it, you'll want IO's and sets and cost will rise
accordingly (a decent Frankenslotted build is appx 100M-500M depending).
You'll also need to put some time into crafting and marketing, or running tf's
and such to help you enhance the character adequately.
If you're creating an AV soloist, Pylon wrecker, or PvP master, it costs
billions (my Pylon soloing Brute has 8-10 billion worth of goodies, and my PvP
stalker is probably worth about 2-4 billion). You'll need plenty of market effort,
and content running, to get near those levels typically.
Fourth - The "how-to". For most toons, I typically follow the simplest guidelines
a friend told me way back in I1. These are very general, but still helpful:
* You won't go far wrong taking the character's Primary Powers early and often.
Then, look to take Secondary powers that interest you along the way.
* You should have some way to get around quickly and easily (In I1 days, it was
a travel power). These days with Jet Packs, and Bonus Packs, options abound.
* Play it enough to begin to understand its basic role(s) and hole(s).
* Fill in the holes with Pool Powers to help you do whatever the toon is expected to do.
* Slot out your perceived core/role powers (5 or 6 slots). Put 3 or 4 in supplemental,
helpful, or often-used powers. Leave the rest at 1 or 2 slots. Slot to maximize
the primary attributes of the powers you slot (g. Acc/Dmg in attacks, heal in Heals, etc).
That will pretty much always get you a useful toon for the normal game.
Beyond that?
* get Mids' - it is an awesome piece of software for theoretical tinkering
with builds.
* read Guides - even outdated ones will clue you in on awesome (or sucky)
must have (must avoid) powers. Current ones will also give you helpful advice
on IO's, and sets, binds, etc.
* Post your build in the appropriate AT forum. Plenty of folks will gladly make
helpful suggestions for your build if you, at least, go to the effort to make and
post the Mids' plan of it.
I'll hope you'll pardon the length of this post, but even more importantly, I hope
the ideas in here will help you with future characters. Good Luck, and most
importantly, have fun.
Regards,
4
PS> You'll have to define "broken" for me. It's *hard* to make a truly broken
character (my first toon - a blaster, had 3 of the 4 travel powers, and just
a few of his secondary powers, and still solo'd most of the way to L50 in
I1-I3 days). Clearly, "broken" means results != expectations for you.
Getting a better understanding of your expectations may well be the
biggest help.
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
PS> You'll have to define "broken" for me. It's *hard* to make a truly broken
character (my first toon - a blaster, had 3 of the 4 travel powers, and just a few of his secondary powers, and still solo'd most of the way to L50 in I1-I3 days). Clearly, "broken" means results != expectations for you. Getting a better understanding of your expectations may well be the biggest help. |
Everyone mentioned MIDs so waste of time telling you that.
I will comment about playing another persons build. The reality is the wheel has been invented no sense of reinventing it. People smarter then me and you already figured out the game mechanics and the optimum builds. So trying to figure them out yourself is really going to cost you game money and wasted time.
You better off investing your time reading about the game mechanics and saving your money for the builds.
What I learned from playing this game is you really, really need a go to character. That character that can run on maximum setting to allow you to get drops and run ticket farms and do whatever you want when you want to do it without a team. This will allow you freedom to make those concept toons involved around the game mechanics for the fun of just seeing how it works.
For many years I made concept toons but was always struggling to make the effective. The minute I gave up some of my "concept" for better playability, it made a world of difference.
For example my niche is the Traps set. I use Traps to allow me to defense cap my toons. Currently I am working on a defense cap petless mastermind. Many would spew venom at me just saying that. But because I have the funds now or ability to obtain those funds I create that build just for the fun of it. To me it's my trash taking toon. That toon I can pull out and solo a 4/8 setting with no pets just to show some other guy who can't do it with a full set of powers.
The issue you will have is players will post builds that seriously have no clue or right posting a build. They will post builds and tell fantastic stories about the build and the build has no defenses, no resistance, no holds, no endurance. But some how they defeated 2 AVs, Hamidon all at the same time with a web grenade and caltrops with a knockdown proc.
This is where learning the game mechanics will help you discern between truth and charlatans.
Here are the links to info that have helped me understand the game mechanics and have made this game fun again for me.
http://dechskaison.blogspot.com/2011...important.html - Read it, reread it, reread it, reread it and keep reading until you understand it.
http://paragonwiki.com/wiki/Limitshttp:// - Know your limits for your toon. Why have 80 resistance when 75 might be the max.
http://wiki.cohtitan.com/wiki/Attack_Mechanics - Understand how similar defenses and hit debuff are and also how different they are as well.
http://paragonwiki.com/wiki/Ticket_Vendor - Eventually you will saunter into AE
http://wiki.cohtitan.com/wiki/Invention_Origin_Enhancement_Sets - Just the IOs all in one place.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I'm going to have to agree with everyone else here it's mids or bust really, it takes some time getting used to but it's worth the time investment imo. Especially since it give you a realtime look at the effects your powers and set benefits have in total on your build(except it still won't tell you how much def the Protectobots give you but that a minor issue for bot's MMs)
My first character was a Rad/rad. Now think of taking all of the Rad toggles and not Fitness. I was so broke all I could do was afford DOs even at 22. Before I did a respec, I couldn't solo an even level mission. To me, that's broken.
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1> Now that fitness is inherent, part of that goes away immediately now.
2> On a legacy build, you just gave a prime reason to make use of the respec
feature to correct the oversight, making the toon playable again.
3> Even without 1 & 2, you flip over to build #2 and take another crack at it that
way.
In short, it's pretty difficult to make a toon that is completely unplayable these days.
As for affording DO's, that's a completely different issue, which *shouldn't*
be a problem for anyone since I-9 (market). If it IS a problem, that too is very
easily remedied by reading some market guides (heck, start with my sig)

Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
All the advice given here is good. My 2 cents: read some of the OLDER powerset guides. Understand, some of the info there is no longer valid, but it will give you an idea of some of the more basic concepts behind the powersets and the way they interact.
Once you can grasp that stuff, other concepts become much easier to understand in terms of the way this game works (as opposed to any other games).
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
If you are looking for something more basic, here's my rule of thumb for slotting:
1.) You start getting severely diminishing returns when you have 3 SOs slotted (~95%). So don't plan on slotting more than 3 of any one SO in a power.
2.) You'll therefore probably have 3 DAM SOs in your attacks. You'll probably want at least 1 ACC in there, maybe 2 if you are fighting higher level mobs. Long-recharging powers could benefit from some RECH SOs, END heavy ones END reduction.
3.) For armor toggles, this probably means that 1 END/3 DEF/DAM Reduction would be sufficient (depending on what you are getting out of the toggle, you could probably get by on much less . . . I wouldn't 4-slot combat jumping, for example).
4.) There's a pretty big shift around level 22 when you get access to SOs. Before SOs, I usually don't bother to slot damage in attacks, instead emphasizing acc, recharge, or end reduction.
5.) I tend to put the most slots in powers I use a lot. Some powers work fine with just one or two slots.
6.) Other folks have mentioned "frankenslotting" and I am a big fan of it, especially for when you are leveling up. Its slightly more complex than just using SOs, and to do it cheaply involves learning a few of the ins and outs of the market and crafting.
7.) And, as a last note slotting out your character can be expensive. A little time intelligently poking around the market forum can give you some easy tips on how to build a small bankroll so you don't have to worry about expenses.
So this isn't so much a question about how to build a character itself, but rather the theory or know-how or whatnot that goes into character builds. I like this game, and other. I like a lot of things about this genre of games, but the one place there's always been a disconnect is character creation/progression.
I like doing missions (and more recently, dying in PvP). The gameplay and awesome costume creator are what hooked me. Then I hit this annoying thing called a "level up" and I'm stumped on what to do with it. I ran through most of my characters of late and almost all of them are what you'd call "broken," I mean seriously in need of some help.
I've thrown some posts around, but really all it's going to get me is a build I can copy and paste. Does that really help? Now I'm playing someone else's character. The main area I'm probing is "How do these builds happen?" What is the governing theory behind builds. Do I have to be a super math wizard to pull one off? Words like Soft-cap scare on confuse me and I'd be much happier to just hit an "auto" button (I miss my Neverwinter Nights). Call my cynical, or scared.
Hey, maybe I can learn something and actually learn to enjoy this building aspect, but for right now, I'm looking for something basic so I stop breaking my characters. Thank god for respecs! This is why I like Arachnos Soldiers, they're unbreakable up to 23.