Best Powerset for Soloing Doors in BAF


Boomie

 

Posted

Hi,

What would be the best powerset for soloing doors in the BAF trial? I have a +3 of the toons listed below and they all do very well in that part, but I'm curious what the top build would be just for this one phase.

SS/Fire Brute
Fire/Kin Controller
Plant/Kin Controller
Bots/Traps MM
Thugs/Dark MM

I'm sure there are others I didn't list that could also do very well - please list any that I missed.


 

Posted

Really you don't have any bad choices (depends on build tho) in these class combinations. The Controllers will struggle with Lts some since they can't be mezzed, but with the Incarnate pets & damage it still shouldn't be too hard.

I'd say that either of your MM's would probably be tops followed by your Brute, but like I said any of these can solo a door without much/any leakage.


Thorizdin

Lords of the Dead
Old School Legends

 

Posted

Anything that is +3 with Lore pets. With that said of your toons MMs typically have a really easy time on doors. The Brute wouldnt have confuse protection so getting up close to the door wouldnt work unless you have clarion or alot of breakfrees.


 

Posted

My best door guys are Bots/Traps MM. Plant/Rad troller, and Thugs/Time MM. My other can do doors too, just not like these guys.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Had good luck with fire/rads, fire/kins, and even my FF/Archery fender.



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Posted

I could almost solo doors on my Ninja/Storm MM, with the occasional escapee. Since I got a second set of Hurricanes w/ my T3 Storm Elemental, I've actually soloed a door while falling asleep at the keyboard.


 

Posted

My bots/force field mastermind does very well on BAF doors. Turn on Force Bubble and let the pets go to work.


 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
My best door guys are Bots/Traps MM. Plant/Rad troller, and Thugs/Time MM. My other can do doors too, just not like these guys.
That reminds me of the first time I tried to solo a door in a BAF with my Thugs/Time MM. I felt pretty confident I could handle it. Planted myself right in front of the door to slow them down with Time's Juncture and Distortion Field. When the first group of escapees emerged, I used Gang War. They were instantly confused and beat me down to a hair of life before I managed to run away. Their accuracy is surprisingly awesome since I was incarnate softcap at 59% to S/L. Damn backstabbing pets, epic fail.


 

Posted

Either of those two MMs with level shifts and lore pets will completely dominate a door, or even a whole walkway.

Some other options that you don't have listed:

- Pet heavy crab builds
- High rech Dominators with good ST damage (like Fire Assault)
- Corrs with decent control or slow patches +high ST primary - ex: Fire/Dark, Fire/Time, Fire/Cold


 

Posted

Earth and Ice Dominators both do very well as well. Although with actual my Ice/Fire Dominator I prefer to camp on the pathway slightly outside the main group of gathered players, and not actually at the door. That way I can lay out Ice Slick so it touches the edge of Arctic Air and create a slow-zone that is 50ft across. I cast Rain of Fire from my APPs over my head to slow them down even more as they run through AA, and gain some damage. The advantage to this is it stops enemies running in both directions. However, I do not worry about actually killing the Lts, I just hit them a few times and let them run into the team behind.


 

Posted

I'm with O_T. Are you sure you really want to sit at the doors? Having the teams spread out on the paths is practically foolproof. Yeah you can't maximize the effectiveness of a power like burn, but you also don't get those agonizing minute long periods where nothing is deciding to come out of your doors for some reason. My vote is plant/storm controller and don't even bother with the doors.


 

Posted

Fire^3 dom and fire^3 scrapper have enough AoE damage to make good door soloers, though the latter has no confuse protection. I keep a supply of emerges on hand for BAF and UG runs.

Quote:
Originally Posted by PleaseRecycle View Post
I'm with O_T. Are you sure you really want to sit at the doors? Having the teams spread out on the paths is practically foolproof. Yeah you can't maximize the effectiveness of a power like burn, but you also don't get those agonizing minute long periods where nothing is deciding to come out of your doors for some reason. My vote is plant/storm controller and don't even bother with the doors.
I haven't seen any problems with prisoners not spawning, though I haven't run many BAFs recently. I still like to doorsit since I believe that I can get the most out of my AoE's that way. I know that players on Freedom have been doing more 16-person BAF runs lately, and I'm not sure which method the smaller leagues prefer.


 

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I disapprove of this thread and all other threads that perpetuate the idea of using the 'doors' method instead of choke points on a BAF.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
I'm with O_T. Are you sure you really want to sit at the doors? Having the teams spread out on the paths is practically foolproof. Yeah you can't maximize the effectiveness of a power like burn, but you also don't get those agonizing minute long periods where nothing is deciding to come out of your doors for some reason. My vote is plant/storm controller and don't even bother with the doors.
Door soloing can enhance the effectiveness of the choke. If you solo the NE or SW door, the choke on the north and south lane respectively only has to watch for enemies from one direction, which makes them a lot more effective. Also, pets, location aoes and PBAoEs also hit escapees while they're emerging from the doors, so characters heavy on these are more effective at the door than out in the open.

That said, you're right that even chokepoints is pretty foolproof - I solo doors these days just because I can do it.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
Door soloing can enhance the effectiveness of the choke. If you solo the NE or SW door, the choke on the north and south lane respectively only has to watch for enemies from one direction, which makes them a lot more effective. Also, pets, location aoes and PBAoEs also hit escapees while they're emerging from the doors, so characters heavy on these are more effective at the door than out in the open.
Even if all this is true, which it very well could be, you are overestimating the intelligence of the average trial-goer. Choke points make things easy to explain and understand: Flock to these spots and kill stuff.

You might be able to solo a door on your trapper, but surprise! The guy who thinks the word "you" only has one letter in it and his SG buddy who was lf trialz followed you over to that door and now they is helpin.

Seriously though, this is something I've encountered several times- One person goes to lock down a certain door on their own because they think they're being helpful, and then others follow them and take damage away from where it should be concentrated for overall effectiveness.


 

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Quote:
Originally Posted by TwoHeadedBoy View Post
Even if all this is true, which it very well could be, you are overestimating the intelligence of the average trial-goer. Choke points make things easy to explain and understand: Flock to these spots and kill stuff.

You might be able to solo a door on your trapper, but surprise! The guy who thinks the word "you" only has one letter in it and his SG buddy who was lf trialz followed you over to that door and now they is helpin.

Seriously though, this is something I've encountered several times- One person goes to lock down a certain door on their own because they think they're being helpful, and then others follow them and take damage away from where it should be concentrated for overall effectiveness.
With all due respect, I have a very low estimate of the intelligence of the average trial-goer. When I type in league chat "team 1 grenades, team 2 acids" I fully expect both teams to go into the lab, leaving me, 2 fire imps and a Vanguard MVAS to solo the warehouse. Meanwhile 2 masterminds will be cowering under the corpse of the security bot watching a constant stream of heroes trickle by on their way back from the hospital while my channel fills up with genius utterances such as "WTF I hate this ****", "where are all of you?" and "dammit we need more heals". That's why I design builds not to rely on teammates and recommend that others do the same. But seriously, if what you said happened, I would just go back to the choke and reinforce it. Teammates may be stupid but you don't have to follow suit.


 

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Quote:
Originally Posted by Laevateinn View Post
But seriously, if what you said happened, I would just go back to the choke and reinforce it. Teammates may be stupid but you don't have to follow suit.
Well I don't think simplifying matters and asking everyone to go to the choke points is 'following suit' in terms of stupidity, but I do think that it's a good way to minimize the risk of said stupidity occurring in the first place with a proven effective strategy.


 

Posted

Quote:
Originally Posted by Grae Knight View Post
There is always some superstar that wants to solo a door and not do as the league leader asks.
Funny, cuz sometimes the league lead will say "solo a door if you can, rest head to chokes", and everyone wins.

OP: Your posted builds should do fine. I throw in Lore ranged cone/AOE pets for added effectiveness (the Polar Lights Core does extremely well for my needs). Using those, my ill/storm can hold the door solo, and chip in with the choke lane as well.


 

Posted

Quote:
Originally Posted by ricohdah View Post
that reminds me of the first time i tried to solo a door in a baf with my thugs/time mm. I felt pretty confident i could handle it. Planted myself right in front of the door to slow them down with time's juncture and distortion field. When the first group of escapees emerged, i used gang war. They were instantly confused and beat me down to a hair of life before i managed to run away. Their accuracy is surprisingly awesome since i was incarnate softcap at 59% to s/l. Damn backstabbing pets, epic fail.
tactics ftw! Lol!


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Laevateinn View Post
With all due respect, I have a very low estimate of the intelligence of the average trial-goer. When I type in league chat "team 1 grenades, team 2 acids" I fully expect both teams to go into the lab, leaving me, 2 fire imps and a Vanguard MVAS to solo the warehouse. Meanwhile 2 masterminds will be cowering under the corpse of the security bot watching a constant stream of heroes trickle by on their way back from the hospital while my channel fills up with genius utterances such as "WTF I hate this ****", "where are all of you?" and "dammit we need more heals". That's why I design builds not to rely on teammates and recommend that others do the same. But seriously, if what you said happened, I would just go back to the choke and reinforce it. Teammates may be stupid but you don't have to follow suit.
THIS.

Also nothing is foolproof. I've been on multiple BAF's where everyone is at chokepoints and end up letting guys run around the building and escape.


Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
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Posted

I've found that the best door soloers have passive damage patches, because those often cause the prisoners to leave multiple times, racking up extra damage while they cannot move. This also seems to happen with a large amount of damage, and pets seem good at it (which is one reason why Lore pets work so well at this stage). I think a Bots/Traps MM should be perfect.


TW/Elec Optimization

 

Posted

I have had the most luck holding doors on my tanks.

1) Have to have pets, you need the extra damage.
2) AOE's and damage aura's with reactive.
3) Confuse protection.


I currently do this most often on either my fire/fire tank, or my stone/ss tank.

On the fire I drop pets at 5 seconds, and start chugging breakfree's. 1 breaky stops the confuse, so I go through seven or eight.

On the stone, minerals stops the confuse, so I chug damage insp's to help drop the lt's. Surprisingly, mud pot's is VERY good here, the minions don't get a chance to take a step.

Stone tanks are very good on the BAF and Lam, I find, can main tank the UG with some buffs and some clarion. Effectively useless on the old Keyes, haven't tried it on the new Keyes yet. Have not run the MoM or TPN on the stoner yet, but I expect it would be less than ideal.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Well I don't think simplifying matters and asking everyone to go to the choke points is 'following suit' in terms of stupidity, but I do think that it's a good way to minimize the risk of said stupidity occurring in the first place with a proven effective strategy.

I pretty much agree with you on this part.

IMO the best way to help ensure you get the extra Astral here is to play from the path. That way you can see anything that slips by, chase it down, and kill it. If four players (one per escape route) are competent enough to watch each side, and strong enough to down anything that slips through, the rest of the league can just go about spamming attacks on things mindlessly and you will win. This is why I usually stand a short distance from the rest of the group on the pathway, so I can at least police one side and identify anything that got through. From the position of the doors, I can't see who else is messing up and stop the enemy before it escapes.