Best solo'ing AT/powerset?


Agent White

 

Posted

So, I have been having a teaming problem lately. I can get any toon I want to level 20ish with the sewer trial teams. Making teams for that is easy peasy, and its great xp. . .

But after that I have a hard time finding or creating teams on the virtue server. Now this may be primarily due to my time difference because I am currently in Germany (Army) and the virtue server is a US server, so I am 6-9 hours ahead of the server time. . . But my brother plays on virtue and we play together. I am also hoping to be back stationed stateside within the next 3-6 months (long story).

So my question is what is good solo class for leveling after level 20ish? Something who can kill stuff quickly, and yet hold their own when I start to get beat on.

Im kind of hoping for something that can take on like at least +0x3 at least, if it can take more, by all means, let me know.

Also I am a VIP subscriber.

Thanks in advance.


 

Posted

While leveling up, I'd say either a Scrapper or a Brute. Pretty much any primary/secondary combination will work, although I'd probably go with a primary that has AoE potential combined with either WP or Invuln.


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Posted

Scrapper or Brute are the two fastest soloing AT's. That said any AT can solo even and Emp/* defender. And by solo I mean solo all the way to 50. The key is speed. The Scrapper/Brute are at the top of speed list while the Emp/* Defender is at the bottom of speed list.

After Scrappers/Brutes you have Mastermind and then it gets fuzzy and more about personal style than any specific AT being better than any other one.


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Posted

so what about something like a StJ/stone armor brute? StJ/Inv scrapper/brute? Or. . . gimme some good powerset combo's lol


 

Posted

Quote:
Originally Posted by Gezus View Post
so what about something like a StJ/stone armor brute? StJ/Inv scrapper/brute? Or. . . gimme some good powerset combo's lol
The stone armor brute is going to be the slowest brute. But that is simply because stone armor has a fairly heavy movement penalty. Really within the Brute or Scrapper At's it becomes personal style and preference more than anything. They all perform well. Basically each specific power set has a hole in it's attacks or it's defense. That by the way is a design feature.


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Posted

Street Justice/Willpower Brutes seem to be an awfully common combination right now. My new main that I'm leveling is one of these. It's great!

However, I'd love to hear why the powerset gurus out there feel Willpower is so great. It is working out pretty well on this new toon of mine, but it is like a multi-function printer. Being a mixture of Invuln, Super Reflexes, and Regen, it is supplying a little of each but is great at none of them. As such, the DEF, Res, and regen/recovery rates all look rather weak when compared to their dedicated counterparts (obviously). Is there a reason why having a little of all three is better than having a lot from just one (like Invulnerability)?


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Posted

The 3 things back each other up. When a hit gets through the Defense, the resistance lowers the amount of damage taken, and the regen speeds up healing that damage. A straight Defense set like SR relies almost exclusively on not getting hit. If they do, they take almost all the damage and don't heal it very quickly. Regen takes the hit, but relies on healing it very quickly before taking too much, which can not work too well if they are hit by a really big alpha.

That is basically why Inv and WP are generally considered the top 2 tank sets after Stone. They both have layered defenses, just in different combinations.


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Posted

Have you considered a temporary home on a former EU server? Roll up a new character or two on Defiant or Union, and get your teaming fix there when your brother isn't playing. If you end up really liking the character, you'll have a use for a VIP server transfer when you go home.


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Posted

Mind/Psi Dominator. No Joke. You can solo every story arc on the hardest setting. Pretty much without taking damage if you realllly wanted to. No worries about boss-level alpha strikes, hold and sleep everyone kill them at your lesisure. Elite Boss? no problem.


 

Posted

Quote:
Originally Posted by Gezus View Post
So, I have been having a teaming problem lately. I can get any toon I want to level 20ish with the sewer trial teams. Making teams for that is easy peasy, and its great xp. . .

But after that I have a hard time finding or creating teams on the virtue server. Now this may be primarily due to my time difference because I am currently in Germany (Army) and the virtue server is a US server, so I am 6-9 hours ahead of the server time. . .
I've found that for forming teams on Virtue, using local broadcast, Virtue LFG Beta, and VirtueUnited, I have had some success by starting off with "Room for 7 on Level (your level) <i>insert mission type like radio, tips, arc</i> team."

This at least works blueside. I have less success redside unfortunately.

I have not had much success using the team search function, due to my policy of honoring the "Not Looking" flag, and when I do break that policy, still almost always get turned down even if their search string says they are always looking for team.

And by the way, what are the ideal hours (Pacific time) for getting teams on Union? I have 2 characters there that I have been leveling up, but they are on the verge of being shelved because soloing is soooooooooooo boring nowadays. (I have plenty of single player games that don't cost me anything to play if I want to solo.)


 

Posted

I am going to suggest a Energy Melee/Shield Defense Brute. You don't see too many of them (at least, I don't) and they pack a really mean punch.


 

Posted

I'll echo the */* combo, though i do love my claws/elec brute, and I've falling in love with my stj/wp brute (for different reasons)

If you want a character that can solo pretty well, and still work decently on teams, make a */nin stalker. You'll have all the defense of SR, plus a nice heal on a quick recharge, and some nice toys to play with. My kin/nin is my goto character for when i just want to solo and pound things in the face.


 

Posted

While the melee types are certainly capable, I can't belive nobody has mentioned mastermind. You ARE the team.


 

Posted

With every one saying brute's and scrapper's I'm have to ask have you looked at MM's?

I have a Merc/Dark an he solos every thing, minion-AV/GM. An you do clip though missions faster than you would think.


 

Posted

Yeah I'll echo that, I have a necro/dark MM that is nearing 30 and has solo'ed the entire time, with a death count in the single digits still.


 

Posted

Of my 4 best soloers, 1 is a scrapper (DM/SR), 1 is a brute (DM/WP), and 2 are Masterminds (Thugs/Pain and Bots/Traps). All 4 perform about evenly. I've also had success with some stalkers after i got the hang of them. Your personal taste tends to make a difference as well. If you're having fun playing your character, they tend to perform better.


 

Posted

I'm wierd with my times, and I can be quiet when on - so sometimes I can go for weeks without teaming when it turns out that way.

First fifty was a scrapper (Dark/Dark, awesome fun, only real hole is KB), then I had a Mastermind, Tank, Blaster, Scrapper, Controller, Defender (D3).

After 20 Controllers start maturing, and non-mind controllers start rocking after 32 (especially ones with secondaries like Sonic or Rad which actively help you vs Force Field or Empathy, both of which are much more team oriented.)

Necro/Dark was a fun MM, although your zombies might feel a little squishy until 25+ (32 they get a self heal) - also having fun with a Necro/Traps, but the lack of an AoE heal was felt prior to 32.


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Posted

Quote:
Originally Posted by Implementor View Post
Mind/Psi Dominator. No Joke. You can solo every story arc on the hardest setting. Pretty much without taking damage if you realllly wanted to. No worries about boss-level alpha strikes, hold and sleep everyone kill them at your lesisure. Elite Boss? no problem.
is this true for leveling, or just at 50 though? Or after level 20ish? (after level 20ish is fine, sewer trial teams gogo lol)


 

Posted

Quote:
Originally Posted by Justice Blues View Post
The 3 things back each other up. When a hit gets through the Defense, the resistance lowers the amount of damage taken, and the regen speeds up healing that damage. A straight Defense set like SR relies almost exclusively on not getting hit. If they do, they take almost all the damage and don't heal it very quickly. Regen takes the hit, but relies on healing it very quickly before taking too much, which can not work too well if they are hit by a really big alpha.

That is basically why Inv and WP are generally considered the top 2 tank sets after Stone. They both have layered defenses, just in different combinations.
WP has two other advantages as well. It's got Quick Recovery for extra End, and it's entirely toggles and passives, so it doesn't slow your attack chain having to use click defenses.

Elec/Shield brutes were quite popular for a while. Good AOEs and good def, with a damage boost and attack in the secondary.


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Posted

Quote:
Originally Posted by Wing_Leader View Post
Street Justice/Willpower Brutes seem to be an awfully common combination right now. My new main that I'm leveling is one of these. It's great!

However, I'd love to hear why the powerset gurus out there feel Willpower is so great. It is working out pretty well on this new toon of mine, but it is like a multi-function printer. Being a mixture of Invuln, Super Reflexes, and Regen, it is supplying a little of each but is great at none of them. As such, the DEF, Res, and regen/recovery rates all look rather weak when compared to their dedicated counterparts (obviously). Is there a reason why having a little of all three is better than having a lot from just one (like Invulnerability)?
What do you mean "just one like Invuln?" Invuln has high RES and DEF, and comes with a strong heal that adds HP. WP trades the heal in for high regen. It cuts back on the RES/DEF a little, but the +HP is passive. Both sets are similar in their protections. No set relies on just one type of protection. Even SR gets resistances.


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Posted

Quote:
Originally Posted by Gezus View Post
is this true for leveling, or just at 50 though? Or after level 20ish? (after level 20ish is fine, sewer trial teams gogo lol)
I've been leveling a Mind/Energy Dom solo, and it's been one of the easiest (although not fastest) characters I've ever soloed. I'm so far at +0x2. Most groups are three minions, or a lt and a minion. Confuse the first, Dominate the second and Bone Smash/blast the third (for 3) or held guy (for two). Confuse doesn't agg, so if you miss you can try again. He'll help you beat the other one or two guys up. After you drop one, dominate one of the others, beat them up and away you go to group 2. If you start to run out of end, Domination is likely ready, so pop that and all your end is back.

I literally died ONCE with this character, when I was just getting carried away and pulled two groups before I had Total Domination and Mass Hypnosis for the "Oh Sheet" buttons (and yes, you have TWO by level 20).

Scrappers and Brutes are certainly top tier for soloing, but looking around you can find that there are many, many other options. Some even tend to be more fun than others, depending on playstyle.


CoH has been unique in the sea of cloned MMOs.There are years of possibilities still
in such a well designed, well supported and well loved game.Shutting it down now doesn't
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calls into question why I would want to be part of any further ventures involving NCSoft.

 

Posted

I have solo'd every arc redside, multiple times. Always with a Brute. SS/Will, SS/Invul. I would not do Stone armor. It has the absolute worst brute armor values pre-tier 9. And IMO the tier 9 is very bad. (sooo many reasons, you get a generic look, rech pen, movement pen, etc....)

Scrapper is a very good choice. With a Brute you build up momentum and use it to crush peeps (the Fury Bar) and that can be a real trick soloing, cause you gotta get the right mix of enhancements/insp for survivability and speed. You cannot slow down. Why Willpower works great there, it can be very challenging with Invul. with a Scrapper you are doing very good damage stone cold, and can rest w/e.

I have solo'd all blueside arcs to 25 on a Blaster. It is challenging, but can be done. With that guy I even did the entire last mission of the old Posi alone (team abandoned, sigh) Took quite a while, but it was doable. The old Posi had an EB at the end, and he wont go down the vators near him.....I sniped a lot lol. I can solo some stuff with my 50 Blaster, but it is better if I set to easy mode. The theory is you Assassin an entire spawn before it can even hit you. My blaster is short on AoE. So I have to use a lot of strategy.

I am thinking of soloing the game again, wish I could do both sides w/o switching back and forth lol. But it is very interesting to see the stories develop. I am glad they are making it so choices made affect the world, very nice. I am considering using a grav/nrg dom. in many ways the worst dom, and the powers are difficult. Grav came from trollers and they didnt tailor it, they just grafted it on like a bad third limb. But I like the Dom system, and the concepts of grav/nrg power just works for a lot of my concepts. Good luck in your choices.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
I am considering using a grav/nrg dom.
My Mind/Nrg started as Grav/Nrg and only made it to 20th. Oh, it was so fustrating. Propel, which is 90% of the reason I wanted to play Gravity, is likely one of the worst powers in the game, IMHO, ranking right up there with Dimension Shift which (JOY!) you also have in Grav. It would have to do sniper-style damage or be changed to cone/AoE to justify its 3.5 second (!) activation time. Very disappointing, considering that it has one of the coolest effects in the game.

Outside of that, it just doesn't have the control needed to effectively solo... or even effectively team as a Dom. Dimension Shift is terrible except in rediculously narrow corner cases, where if you had a real AoE hold, you would have been better off. But, the nail in the coffin for me was when I wanted to respec at 20 just to get rid of Propel, and I realized I should just be playing Mind so I could have 9 good powers to choose from instead of about 3 good ones, 4 "sorta OK" powers and 2 "OMG why why WHY?" powers.

I would certainly stear clear of Gravity for soloing. Not impossible, but not fun either IMHO. That's saying a lot from someone who enjoys taking the "bad" powerset combinations for the challenge...


CoH has been unique in the sea of cloned MMOs.There are years of possibilities still
in such a well designed, well supported and well loved game.Shutting it down now doesn't
make sense on any level except, perhaps, on some spreadsheet�s bottom line. I do not
consider this an act of a company that has the interests of its customers at heart.This
calls into question why I would want to be part of any further ventures involving NCSoft.

 

Posted

Quote:
Originally Posted by Lightbender View Post
Propel, which is 90% of the reason I wanted to play Gravity, is likely one of the worst powers in the game, IMHO, ranking right up there with Dimension Shift which (JOY!) you also have in Grav. (
I have run a heavily purp'd perma dom Grav/Nrg. I love propel, in concept. But you're right, on a dom its a terd. It was specifically what I was referring to about being grafted onto doms poorly. the activation time makes it worthless on a dom, but I hear it works great for controllers. Guess I should examine those one day lol. Dimension shift is okay, used sparingly, although very rare is the occasion the team has complimented me on it's use, even when I saved their bacon with it. The problem is everyone has to wait around for it to wear off. Strange as it seems, since I hate the toggle control from mind, Dim Shift should be a toggle.

Also, as a permadom there is enough control, buch just barely. then the dim shift is useful, since its different. and wormhole, lol, well it's just funny.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
The problem is everyone has to wait around for it to wear off. Strange as it seems, since I hate the toggle control from mind, Dim Shift should be a toggle.
And once it wears off, all the mobs you had agg-ed alpha strike you. It really needs work, and there are about 100 ways it could be made better without completely replacing it (stun them after it wears off and shorten the duration, turn it into a toggle as you mentioned, cause them to group together so players can AoE the heck outta them when it wears off, ect). Although, in concept, it's just bad in a game where most of the time you are trying to reduce the HP of stuff or make it easier to reduce the HP of stuff.

I equate TK more to Wormhole (from what I hear, never got to use WH myself), where it's good once you get skilled with it. I've witnessed players grab large groups with TK and nearly effortlessly toss the entire group into a corner.

Solo, I feel TK is not needed, unless you plan to trick out your (limited) Damage AoEs and slot the heck out of end reduction/recovery.

Quote:
Originally Posted by Blue_Centurion View Post
Also, as a permadom there is enough control, buch just barely. then the dim shift is useful, since its different. and wormhole, lol, well it's just funny.
Wormhole sounded like a blast, but I was too afraid that it would turn out to be a disappointment like much of Gravity.

At least they got rid of Fold Space.


CoH has been unique in the sea of cloned MMOs.There are years of possibilities still
in such a well designed, well supported and well loved game.Shutting it down now doesn't
make sense on any level except, perhaps, on some spreadsheet�s bottom line. I do not
consider this an act of a company that has the interests of its customers at heart.This
calls into question why I would want to be part of any further ventures involving NCSoft.