Best all-around soloist?


Combat

 

Posted

I've been playing CoH a looooong time, but one thing I've never really done is to make a character that can just wade into any horde of mobs and start "arresting" them... I usually play Blasters or other squishy types or MMs (which can be tough but have a completely different feel) and overall I think my toughest non-MM is a Bane Spider.

What I'm really looking for is something that can solo pretty much any non-AV /GM spawn. I don't want to restrict myself to only characters with regen debuffs by tossing AVs or GMs in the mix and honestly I decided after about my third solo AV kill that this just takes way too long to be worth bothering with. So I guess I'm looking for something that can handle:

  • +4/x8 spawns with bosses
  • all enemy types. Rularuu, PPD, Warworks, Carnies, Malta, you name it.
  • preferably a melee AT rather than a MM or Illusion Controller
  • ideally something with decent damage output rather than a Tanker
  • Heavily IOed (naturally), but with no purples or PvP IOs since I just don't have that much inf to spend on one character.
I have a Bots/Traps MM that can solo most things (though not always at +4) but I actually don't have a lot of experience with Brutes or Scrappers and that's what I'd really like if there's a combo tough enough... my only real concern is that defense based characters can get overwhelmed by large numbers of +4s and most resist sets have at least one hole (I can't see an /Invul Brute surviving against Seers or other psi-heavy groups at +4/x8).

My initial thoughts were a Stone/Dark Brute or maybe Stone/WP. Any suggestions would be appreciated... maybe there's a Scrapper combo out there that can handle this sort of thing, or maybe I need to be thinking Tanker. The main thing I want is the ability to set my difficulty to +4/x8/Bosses/No AVs and solo any mission against any faction in the game without turning it down. I'm pretty sure my Bots/Traps MM could do exactly that if I sank a couple more billion inf into his build, but I'd love to do it on a melee character. Or a Blaster, but even IOs and Incarnate powers can only do so much...


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

 

Posted

You kinda answered your own question with the Bots/Traps but to toss another suggestion your way, you might think about a Crab soldier tank build. Here's an example build for you. Just focus on the survival totals, as this build itself may not work for you, but it's a good example of how tough they can be:

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Slice -- T'Death-Dam%(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36)
Level 1: Wolf Spider Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 4: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(37)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19), Achilles-ResDeb%(50)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/EndRdx(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17), Aegis-ResDam/EndRdx/Rchg(34), Aegis-EndRdx/Rchg(34)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-Psi/Status(36)
Level 26: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(37)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), RechRdx-I(48)
Level 35: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 38: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Gloom -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Slow%(42), Thundr-Acc/Dmg(48)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
Level 50: Reactive Total Radial Conversion
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), P'Shift-End%(23)
------------

Or fancy a DM/Invul Scrapper?

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(31)
Level 2: Shadow Maul -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(3), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(34)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(25)
Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(19), T'Death-Acc/Dmg(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(25)
Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(42), Aegis-ResDam(42), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45)
Level 18: Resist Elements -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
Level 24: Super Jump -- Jump-I(A)
Level 26: Soul Drain -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(27), C'ngBlow-Dmg/Rchg(27), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
Level 30: Dark Consumption -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(31), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
Level 32: Midnight Grasp -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-EndRdx/Rchg(43)
Level 41: Ring of Fire -- Thundr-Acc/Dmg/Rchg(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Spiritual Core Paragon
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Reactive Radial Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Pyronic Radial Final Judgement
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod/Rchg(40), P'Shift-End%(46)


 

Posted

If you're willing to spend enough, both time and inf wise, you want a Human Form Warshade. Not only will you be able to solo (level 53, possibly 54) AV's without regen debuffs, you'll also be able to solo groups like Malta on 54x8 with no end drain or status protection (barring Clarion, but even that's not strictly necessary with some break free macros) and what's more... You'll feel like you earned it. No toggle on and forget, your power will come just as much from your own intuition as the numbers you can achieve. Purples and PVP IO's help a great deal, but if you're not aiming to go big game hunting, soloing the tough groups comes more down to dexterity than investment.


 

Posted

A Super Strength/Dark or Elec/Dark Brute would fit the bill for what you want. It has resistance to most of the debuffs and drains that you are trying to avoid. It has good resists against exotic damage types and you can soft cap Smash/Lethal and Energy defense to take care of the rest.

The upside is that you have the ability to stun (and keep stunned) an entire spawn including bosses with Hand Clap or Lightening Clap respectively plus Oppressive Gloom. You get really good single target damage and decent AoE damage. Most of the animations aren't too slow so you can solo with decent speed.

The downside is that /Dark is pretty endurance intensive. You'll want a Numina +/+ and a Miracle + in health, a Performance Shifter proc and a pair of endmod IOs in Stamina and a Theft of Essence proc in Dark Regen. Even with all that you'll still need to keep an occasional eye on the blue bar.

The other downside is that you'll need 3 -KB IOs somewhere in your build.

The rest of the good news is that you don't have to have any incarnate powers at all to be awesome. Just a nice IO build. You can do as you like with your incarnate powers you aren't locked into anything specific. You aren't locked into a particular Epic or PPP either. Physical Perfection from Energy Mastery will solve that last little bit of blue bar watching but it's not really a make or break power.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

But really... aren't Warshades the answer to every question?

Oh here's a Huntsman build for you to chew on. It lack the resistance and HP of the crab tank, but in this build I went for super high recharge and you get 2 summon powers. Add the Incarnate pets to this and you can have a total of 5 pets out to help out your damage. Gloom and Bayonet are excellent attacks and make for a great ST chain if you mix in Pummel or Burst to fill the gap. With the Widow, Disruptors and Cim pets I'm sure you could probably solo any AV.

Venom and Heavy Burst along with Dark Oblit make for some really good AoE damage as well. I'd suggest Cardiac Alpha and Ageless Spiritual.

Pros:
Soft-capped defense to all damage types but Psi and all 3 positions.
45% Resistance to S/L damage and 12-17% to everything else.
Up to 5 pets, 3 of which are almost perma.
+52% HP.
Perma-Hasten

Cons:
Lowish HP and non-SL resistance could be a problem.
No Self-heal.
Can be end-heavy, especially if you don't have Cardiac.
Breaks your no-pvp IO rule

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Pummel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(33)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40), TtmC'tng-ResDam(43), TtmC'tng-ResDam/Rchg(45), TtmC'tng-ResDam/EndRdx(45)
Level 2: Bane Spider Armor Upgrade -- GA-3defTpProc(A), Aegis-ResDam(37), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx(37)
Level 4: Burst -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(5), ShldBrk-DefDeb/EndRdx/Rchg(5), ShldBrk-%Dam(7), Thundr-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(36)
Level 6: Combat Jumping -- DefBuff-I(A), Krma-ResKB(40)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19), Achilles-ResDeb%(34)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Bayonet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(23)
Level 14: Boxing -- Empty(A)
Level 16: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(23), RechRdx-I(34)
Level 18: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29)
Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(25)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(27)
Level 28: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 30: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(45), C'Arms-Acc/Dmg/Rchg(46), C'Arms-EndRdx/Dmg/Rchg(46), C'Arms-+Def(Pets)(46)
Level 47: Summon Widow -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------


 

Posted

Any/any with insps, so I'm going to assume for the rest of this post we're talking no insps.

Without insps, I'm hard pressed to think of any brute or scrapper that could reliably do it against all factions without silly gimmicks like pulling or waiting around between spawns for certain powers to recharge ; and I'll go and say it, based on my experience doing just that I have my doubts everyone who talks about routinely soloing +4/x8 on the boards actually do it. Things that are irrelevant on +0/x1, +0/x8, +2/x8 become very important on +4/x8.

For example, Arachnos will give anyone with less than capped DDR fits (one perma autohit -35% def per Tarentula Mistress lieut), and PPD will also give people with low DDR trouble (my Night Widow with *75%* defense often ends up having to run against +4/x8 PPD) ; on the other hand SR and SD can have a tough time against Rularuu or Devouring Earth. Vanguard tends to walk over any meleer that doesn't have very high resistances. Cimerorans are more often than not a pain in the *** to anyone without extreme tohit, due to their stacking defense buffs.

I think you have the right idea with Stone Melee. Fault is fantastic, combined with Tremor it makes for a lot of wide radius knockdown with some stun on the side, and solid burst ST DPS as well as mag4 hold to get rid of problematic targets fast. On the other hand, it lacks tohit, but if you pick a secondary with decent endurance management and Cardiac you can sort of fix that problem with Tactics and Focused Accuracy (along with Kismet, of course).

I'd probably go with an Inv/SS/Body (for CP, mainly, as to be able to pick Spiritual and Rebirth for gigantic regen, among other things) tanker, myself. Damage isn't too far behind scrappers and brutes thanks to stacked Rage, tohit is fantastic (~+64%!), decent DDR (50%), some res to slows and end drains, good defense with some room to go above the softcap as a buffer against tohit buffs and defense debuffs, great S/L resistance (90%), decent exotic resistances (~35%), great maxHP (~3500). The one gaping hole will be psi, especially non-positional, but Rebirth stacked on that ludicrous HP total, as well as active mitigation through knockdowns should hopefully carry the character through that.


 

Posted

As was said before, if you really want to do +4/x8 with bosses with ANY villain type, a tank is probably your best bet.

Likely primaries are dark (build def with IOs), elec (build def with IOs), stone (take minerals for psi hole and otherwise build +recharge/+dam/+spd), super reflexes (probably take aid self and tough and build for +recharge), and willpower (build def with IOs.)

Other primaries might also work, but they likely have a psi hole or some other hole that is difficult to cover and will be relevant if you actually are fighting against all villain types.

I don't think secondary matters nearly as much as primary, and probably almost anything goes, although obviously you will want some AOE with all of those large spawns.

Edit: I realize you said no tanker, so maybe brute if you are sold out on tankers.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

Well, I'm not 100% opposed to a Tanker, I'd just rather go Brute or Scrapper if possible since they clear spawns faster. I actually think I'm going to build a Crab next and put the melee monster on hold for a while because I remembered that Titan Weapons is coming up and that's supposed to be an AoE-focused set... since I've been wanting a huge sword wielder for a long time anyway I'll probably make a TW Tank or Brute for this project (unless the set ends up being sub-par numerically).

Thanks for all the advice, I appreciate it.


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

 

Posted

dark/fire or dark/ma tank. If you don't want a WS that is. Dark has no resist holes, and a great heal, so with a bit of defesne investment, you should be able to handle any enemy group at +4x8, at least survival wise. MA would make getting more defense easier because of the +10 defense to all. Fire would have more damage for you though, with 2 AoEs and great ST damage for a tank. The AoE damage aura will help with both AoE and ST as well.


 

Posted

I like DM/SD. When fighting rularuu or devouring earth, I just pop my T9 when it is available and rely on Siphon Life and a T4 Radial Rebirth to see me through (110 hps). I don't have amazing AoE damage, but I can manage with just shadow maul, fireball, and shield charge. I pop oranges like some characters pop purples, because one small orange with my T9 up and I am capped to smashing and lethal. Because /SD can get capped DDR, it really is a force to be reckoned with. And DM is insane at single target damage. I've soloed both "A Hero's Hero" and "A Hero's Epic" at +2/*8/AVs, and I could have done +4 if it weren't for the increase in time. I've also ran virtually all the level 50 content at that setting, including the Tina Mac arc. I've soloed a MoITF in less than an hour, beaten virtually every ordinary GM in the game, and I'm practicing for a solo STF run.

You do need to be smart when dealing with +tohit however. For instance, when you fighting Nemesis eliminate minions and bosses first, and whittle down the lts so that one shield charge kills all of them, so that none get the advantage of vengeance. DE aren't to bad if you can kill the crystals quickly (both the drop and the dropper), but they can be deadly if you just run head first at them. Rularuu aren't horrible because I have good regeneration and eyeballs tend to be rare enough that I don't have to worry. And any mob that relies on -defense is a joke with 95% DDR.

However, I would have a hard time saying it is better than Bots/Traps or Ill/Rad. It isn't as gimmicky as either of the above, and in some ways is faster, but both of these are reliable, easy, and require less effort and investment to become ridiculous. That is the way debuffing works in CoH. However, a character that has little or no force multiplication will be boosted by being on a team more than a character than has every trick in the toolbox already.


TW/Elec Optimization

 

Posted

"Best Soloist" is a pretty difficult thing to nail down...

Additionally, most AT's have "holes" that make some factions more difficult than
others...

Khelds, for instance can struggle against Energy resistant Pantheon, High Def
builds can get into trouble against Def debuffers, my SS/WP can get into trouble
against Longbow (-Regen debuffs) etc.

Against the right factions, +4/8 is doable for any of those, but not necessarily
all.

One AT I have that is (arguably) least bothered by factions is my old tried and true
Fiery Aura / Ice Melee Tank. Decent defense, Decent Damage, Conserve Power
and Healing Flames allow him to deal with pretty much any faction.

He's *not* as powerful as my SS/WP Brute, when the brute can pick his enemy,
but he's very good against pretty much everything.

Interesting question, and some interesting answers.


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.

 

Posted

If you're willing to roll up another MM, it's hard to go wrong with Demons/Dark/Soul. High damage from demons, high durability from Dark (from -ToHit debuffs). Put some sets in there, grab Musculature Radial alpha (Radial for extra -ToHit), and you are basically invincible.


 

Posted

Nihilii pretty much nailed it. To put it another way, nobody can do 4x8 against every faction because despite what people think, the game actually does have some semblance of balance to it. Even his proposed invuln tanker with rebirth is not going to be able to swiftly get through 4x8 psychic clockwork, seers or unlucky rularuu spawns without some form of outside assistance, aka insps. Or at least, I don't see how it could.

Now if you were willing to settle for 2x8 on most types of enemy, I would heartily recommend a dark armor scrapper, brute or tanker. Was about to say you're fine with any melee set aside from fire since it lacks mitigation but then I remembered one of Dechs' videos. You're fine with any melee set.


 

Posted

Might I suggest a Dom. Right from the start you have lockdown and damage.
I'm running a grav/NRG dom that kicks ***. (Crush, Grav Dis, Crush Field, GDF, Sing with Bolt, Push, Blast, Burst, TF and Power Boost) Hold and shoot just about everything.

Simply put an enemy that can't move can't hurt you.


 

Posted

Some +4x8 mobs are much easier to solo than others. CoT and Council are probably the two easiest groups at lvl 50.

Longbows can be very tricky because their rifle attacks reduce your defense greatly and if you get one of the more annoying Wardens, you are screwed. And you have to constantly move around to get away from sonic grenades to avoid huge resistance debuffs.

+4x8 Carnies is really really tough. They may not do huge damage at first but with their tohit debuffs and constantly phasing out, you'll eventually die or get bored killing them. The time spent on killing +4x8 Carnies is just not worth it.

Arachnos at +4x8 is tough too. They have so many variety in damage type.


I am going to assume the standard mobs to solo +4x8 is going to be either CoT or Councils.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by GPBunny View Post
Might I suggest a Dom. Right from the start you have lockdown and damage.
My problem with a Dom is that in order to get perma-dom you need a lot of recharge, but x8 spawns are too large to fully lock down so in order to survive the +4s that are still attacking you'll also need high defense and even then some factions will be big trouble. A high defense perma-dom is going to cost a fortune and probably require large numbers of purples and some PvP IOs, and I really want to avoid 10 billion inf builds. If I was going to go that route I'd either trick out my Bots/Traps MM for more survivability (he can already handle +2/x6 on most factions with a modest build) or make a perma-PA Ill/Rad Controller and be immortal.

Quote:
Originally Posted by Jibikao View Post
Some +4x8 mobs are much easier to solo than others. CoT and Council are probably the two easiest groups at lvl 50.
True, but I'm specifically trying to build something that can actually solo any group rather than just certain ones (or at least try, it may not be possible at all or at least without spending more inf than I can get my hands on). Honestly, it's something of an experiment designed to try to keep me interested in a (non-Bane) melee AT long enough to fully Incarnate him out and see what they can really do on a high end build.


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

 

Posted

I feel like a S/L defense softcapped SS/Elec/* brute would probably be able to tackle these challenges well. The reason is that it has capped energy resistance, which is a common damage type at the endgame, as well as some psionic resistance. The only thing it doesn't have is toxic resistance, except when in Power Surge. However, not many endgame mobs do toxic damage.

/Elec tankers, brutes and scrappers handle mob types like Carnies and Malta exceptionally well, and Rularuu also. Power Sink is a vital tool, and the end drain resistance that it carries is the highest of any powerset in the game.

As for epic pools, it's a matter of taste. Personally, I like the Mu pool for additional end drain and sapping capability, but Darkest Night and Dark Obliteration from Ghost Widow's PP are also quite potent.

This is the current build I'm running.

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Shock Torrent: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(9)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg(13)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Super Jump -- Winter-ResSlow(A)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(36)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/Rchg(19)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(36)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Rage -- HO:Membr(A), Rec'dRet-Pcptn(27), Rec'dRet-ToHit/Rchg(39)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 24: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam(29)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(43)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Lightning Field -- Oblit-%Dam(A), Oblit-Dmg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Power Sink -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(37), Mocking-Taunt/Rchg/Rng(37), Mocking-Rchg(50)
Level 38: Power Surge -- S'fstPrt-ResKB(A)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg(43), Dev'n-Acc/Dmg/Rchg(46), HO:Centri(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48), Mocking-Acc/Rchg(48)
Level 49: Maneuvers -- DefBuff-I(A), LkGmblr-Rchg+(50)
Level 50: Cardiac Partial Core Revamp
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Knock%(39), KntkC'bat-Dmg/Rchg(40)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(17)


A version with GW would look like this:

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Shock Torrent GW: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(9)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg(13)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Super Jump -- Winter-ResSlow(A)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(36)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(50)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(36)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Rage -- HO:Membr(A), Rec'dRet-Pcptn(27), Rec'dRet-ToHit/Rchg(39)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 24: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam(29)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(43)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Lightning Field -- Oblit-%Dam(A), Oblit-Dmg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37)
Level 38: Power Surge -- S'fstPrt-ResKB(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 44: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(45), DisWord-ToHitDeb/Rchg/EndRdx(45), HO:Enzym(45)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48), Mocking-Acc/Rchg(48)
Level 49: Maneuvers -- DefBuff-I(A), LkGmblr-Rchg+(50)
Level 50: Cardiac Partial Core Revamp
------------
Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(17)

IF you can introduce a Gladiator +3% Defense IO into either build, it can become far more efficient. Not only that, but you can make some different power choices. You gain greater flexibility.

EDIT: Whoops! I just noticed you said "No purples". Instead, I would suggest slotting 5 pieces of Obliteration and the Force Feedback proc (which is uber).


@Kalen on Virtue