Assistance picking an AT (and powersets)


Adeon Hawkwood

 

Posted

I keep coming back to CoX after long absences and, as usual, am currently struggling to choose a character to play. I'm going to just go into a list of things without real order that I'd love to see from the choice and hopefully spark some feedback. I'll note that kheldians are pretty much the only ATs that I'm not interested in (primarily because I significantly prefer redside).

- I prefer to group when possible and intend to spend as much time as possible once I finally hit 50 doing things like ITrials

- When grouping I like to feel as though I'm contributing something other than just more damage numbers. This can be tanking, control, debuff, buff, really anything other than just smashing the other guy (which has so far kept me away from blasters)

- In practice, while leveling, I do a lot of soloing so something that is at least tolerable solo would be great. I prefer safe or interesting (control, debuffs, etc.) soloing to fast soloing though so I doubt this will be an issue

- I have basically no funding for enhancements. I'm happy to work my way up to a high end kind of build so would love something that performs well in that area, but I'm going to have to start small and work towards it so I'm hoping for something that isn't terrible on a low budget and only gets better as more inf is added

Thanks in advance, the forums here are usually quite awesomely helpful


 

Posted

Some suggestions:

Plant/Rad Controller
Dark/Fire Dominator
Fire/Time Corruptor
Fortunata


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

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

 

Posted

Hey Mordheim, I'm in this awesome "returning to CoX" scenario as well.
Lets break your requests up a bit

- I prefer to group when possible and intend to spend as much time as possible once I finally hit 50 doing things like ITrials
so..good in groups. Fortuna's get a buff that's analagous to AM in terms of "now we're cooking with charcoal", and an improved version of the leadership pool

- When grouping I like to feel as though I'm contributing something other than just more damage numbers. This can be tanking, control, debuff, buff, really anything other than just smashing the other guy (which has so far kept me away from blasters)
Fortunas,like earlier mentioned, have a super-leadership-pool. Also, the majority of their attacks toss out holds of one magnitude or another.

- In practice, while leveling, I do a lot of soloing so something that is at least tolerable solo would be great. I prefer safe or interesting (control, debuffs, etc.) soloing to fast soloing though so I doubt this will be an issue

Fortunas are invisible, have the defense of a drunken brute, the damage of a blaster that's missing it's pinkies, and the CC of a defender.

If you wanna play a character that isn't so much "jack of all trades" as "Didn't get the gold medal in any one olympic event, so s/he melted all the silvers down into stilletto's, then stabbed all the gold medal winners, and then melted THOSE medals down to motivate the team...through stabbykinetic terror?"

that's a fortuna you're lookin for


 

Posted

Since all ATs except EATs can start on any side now, I'd say the following list is a good place to start.

1) Almost any VEAT, not just the aforementioned Fortunatas. Maybe not so much Banes, but any Widow build, and any Huntsman or Crab build.

2) Most any Corr/Def that has debuff and buffs, but leans more towards debuffs. TA has nada for Buffs so can be tough early on, but can get super mean later... But while leveling up, especially if poor, can get frustrating. The support sets that are mostly buffs also mostly won't affect you, so are much more challenging solo, too. Note: I'm not say they are bad, just probably not ideal in your situation and for your desire.. Dark Miasma, Time, Rad Emission, Cold Dom, Traps, and Kinetics are all stellar choices. Def/Corrs is sorta a pick 'em scenario now. Some folks prefer one, some the other. Defs get a bonus to damage now when solo or on small teams, so the experience while solo is pretty similar. In general, tho, defs give up some damage for bigger buffs/debuffs. The biggest difference, in my mind, is do you want the attack powers sooner, or the defense/buffage/debuffage sooner? The nice part about both is that the solo well, and get better and more powerful the more people join the team. If those extra people are other defs/corrs, it gets stupid awesome powerful dang quick.

3) Doms and trollers. Controllers seem to take a lot longer before they really start to feel like real game changers, but that may just be me. IT may also have a lot to do with sets and pairings. Plant starts fast early, and stays awesome, tho, I can tell ya from firsthand experience. This is true on both Doms and Trollers. I play these sets the least, so don't feel I'm the best to suggest pairings tho.

Hope that helps some.

Oh, and welcome back.


 

Posted

I'll second the VEATs are a good option. Crab Spiders in particular are very strong providing very good damage with a nice selection of Team Buffs and some Debuffs. They solo well and are excellent companions on teams. The other nice bit is that they don't need IOs but do benefit from them so it's easy to make an incremental IO build.

Controllers are potentially strong at the high end (at least with the right combo) but they don't solo that great while leveling (if you do want to solo one at low level take Jump Kick, the animation is ugly but it recharges fast and combined with Containment is actually decent damage).

A Corruptor or Defender is a good choice. Most of the debuff heavy set (especially Traps, Time, Rad & Dark) can solo well especially if combined with a higher damage blast set. Archery, Fire and Sonic are popular here but other sets can also work well depending on what you like. I had a lot of fun leveling a Time/Elec Defender and he definitely works out well on teams.


 

Posted

I'll also put a vote in for Controllers: the solo okay, they team greatly, and they contribute much more than "more orange numbers" to teams.

As for primaries, I'd say Psychic, Dark, or Plant Control. For Plant, the extra damage (for soloing) comes from Seeds of Confusion, for the others, you can grab Air Superiority for extra control and damage early on. Confuse makes the three of them solo very easily, safely, and quickly (if the third option wasn't there, I'd also suggest Illusion Control)

For secondaries, I'd say dark, time, rad, poison, or storm... basically, any set that's more debuff/attack than buff.


 

Posted

Welcome back!
I'm going to offer a bit of different feedback that I hope is helpful and not unwelcome (even if it does miss the mark).

For me (and I understand this may not be true for you), having some sort of concept for the character, that I can then realize through the game's options, makes a world of difference for my enjoyment. I find this game to be remarkable at achieving a wide variety of concepts we can imagine, both in looks and in personal powers.

So, I always try and suggest thinking about who/what you think you'd enjoying pretending to be.

I am not talking about requiring role-playing and/or going any deeper with it than any individual may be comfortable with.
It's not necessarily about anything like that. To me, playing a character that has those elements of interest (whether it is a deep background and persona, or just a thematic look and set of powers from some general idea of an origin) is the difference between watching a movie that I have zero interest in and watching a movie that I'm totally into and going on the ups and downs of the movie's ride.

I only say all this as I've found it can truly be the difference of having fun or not and I've witnessed a few people not fully realizing this. Again, it may not be true for everyone, and the actual AT and powersets can absolutely be just as important... But I just thought I'd add this bit of feedback in and let other, more qualified, people handle the specifics of the ATs and powersets!

Best of luck!! I hope you find your big time fun!


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Thanks for all of the input!

Due to the quickness of Death From Below and the large number of Experienced temp powers I have sitting around, I was able to give a few things a try. Started with the Fortunata and for whatever reason it just didn't "click" for me. I think, in part, that I wasn't a big fan of the widow claws and mixing weapon attacks with the mental ones. Having redraw within my own primary was kind of meh and I felt really gimped just taking the non-weapon powers (specifically missing dart burst and follow up felt painful). I did really like having controls to solo with though and that part of it was quite fun.

Second, I dusted off an old arachnos soldier, got him over the tiny hump to 24, and went crab. So far, enjoying that more than the Fort, but missing the lack of control. It is a ton of fun crouching and spraying packs with laser fire and arm-fired grenades though. Even if this doesn't end up my favorite, I think I'm definitely enjoying it.

Honorable mentions (but not played high enough to really sink my teeth into) go to Sonic Attack on a Defender. The suggestions about Corrs/Defenders made me look through them and even at the low levels, screaming at stuff and debuffing its resistance felt awesome. I went with Defender for that because the -Res was higher and it just felt "right". Now I just need to pick a primary I like and that may be the favorite... Also made an Ill/Rad Controller given the comments about Controllers and the things I liked about a Fort. That is pretty darn awesome so far. Other than having to fight Arachnos robots, confusing and blinding stuff solo is tons of fun and I was really, really enjoying debuffing stuff. While I enjoyed buffing on the Fort, the rad debuffs definitely felt like they had more oomph and I noticed a much bigger shift in the performance of a team.

Regarding the concept thing, I actually do like to RP in this game. That said, I am someone that has to like the play experience first and THEN find an interesting concept to work with a play experience I enjoy. I can probably come up with a good story for any combination though, especially given the amount of time I blow tweaking the costume and the look of every individual power. So yeah, totally get into the concept, but the play experience has to be worth it or I'll just stick a similar concept onto a better play experience =P

Thanks again and feel free to offer more suggestions. So far they've definitely guided me to a way more awesome time in CoX.


 

Posted

I don't play end game, but I like to team but need to be able to solo and require control. I play tankers, doms, and controllers generally.

Fire/Rad Controller - solos quickly even at lowish levels. Amazingly good on teams. One of the best builds available.

sonic/dark Corruptor (or dark/sonic Defender) - says Corruptor but plays like a blaster/controller/corruptor. Sonic debuffs enemy resistance - great solo and on teams. Sonic gives you a cone sleep you can use every fight (great soloing), a single target disoriet, and a pbaoe disorient. Dark gives you an aoe disorient, a cone fear you can use every fight, and a single target hold. Truly useful in any group doing anything.


 

Posted

Quote:
Originally Posted by Mordheim View Post
Due to the quickness of Death From Below and the large number of Experienced temp powers I have sitting around, I was able to give a few things a try. Started with the Fortunata and for whatever reason it just didn't "click" for me. I think, in part, that I wasn't a big fan of the widow claws and mixing weapon attacks with the mental ones. Having redraw within my own primary was kind of meh and I felt really gimped just taking the non-weapon powers (specifically missing dart burst and follow up felt painful). I did really like having controls to solo with though and that part of it was quite fun.

Second, I dusted off an old arachnos soldier, got him over the tiny hump to 24, and went crab. So far, enjoying that more than the Fort, but missing the lack of control. It is a ton of fun crouching and spraying packs with laser fire and arm-fired grenades though. Even if this doesn't end up my favorite, I think I'm definitely enjoying it.

Honorable mentions (but not played high enough to really sink my teeth into) go to Sonic Attack on a Defender.
Eventually, you will respec your Fortunata, and pick either/or on the claws/mental attacks, for the most part. This depends on which of the two you go with in the end.

As for the Crab, your control is the ridiculous buffs you give the team, sounds weird, but if you pick up the regular Pool maneuvers, in addition to your AT one, you're like a force bubbler that doesn't have to do anything. It's VERY easy to softcap, and you'd be surprised at the amount of people you'll softcap. Crab is one of those characters that you can go SO many different ways on and still be awesome, and I'm not even counting Bane.

Both of the VEATs are solid options, but you'll probably want to go rogue and eventually Hero on them (But you might want to wait until you've unlocked the Patron Pools)


And... Sonic Attack. I find that it takes a while to kill stuff solo, but it's one of my favorite blast sets for support on a team. I've paired Radiation/Sonic on my most recent defender, probably one of my worst solo characters (I could have done slotting better of course) but he is ridiculous on a team. Going from "contributing something other than damage" to "watching a GM melt in 30 sec as the only debuffer" is a big step though.

I might be slightly exaggerating on that last bit, but it's still a killer debuffing set. You might try Kinetics/Sonic, the +DMG to team and -RES to foes is huge, and it doesn't *demand* an expensive IO build such as trying to perma hasten or AM.


-Proud leader of Captain Planet's Magical Friends

 

Posted

Quote:
Originally Posted by Mordheim View Post
Thanks for all of the input!

Due to the quickness of Death From Below and the large number of Experienced temp powers I have sitting around, I was able to give a few things a try. Started with the Fortunata and for whatever reason it just didn't "click" for me. I think, in part, that I wasn't a big fan of the widow claws and mixing weapon attacks with the mental ones. Having redraw within my own primary was kind of meh and I felt really gimped just taking the non-weapon powers (specifically missing dart burst and follow up felt painful). I did really like having controls to solo with though and that part of it was quite fun.

Second, I dusted off an old arachnos soldier, got him over the tiny hump to 24, and went crab. So far, enjoying that more than the Fort, but missing the lack of control. It is a ton of fun crouching and spraying packs with laser fire and arm-fired grenades though. Even if this doesn't end up my favorite, I think I'm definitely enjoying it.

Honorable mentions (but not played high enough to really sink my teeth into) go to Sonic Attack on a Defender. The suggestions about Corrs/Defenders made me look through them and even at the low levels, screaming at stuff and debuffing its resistance felt awesome. I went with Defender for that because the -Res was higher and it just felt "right". Now I just need to pick a primary I like and that may be the favorite... Also made an Ill/Rad Controller given the comments about Controllers and the things I liked about a Fort. That is pretty darn awesome so far. Other than having to fight Arachnos robots, confusing and blinding stuff solo is tons of fun and I was really, really enjoying debuffing stuff. While I enjoyed buffing on the Fort, the rad debuffs definitely felt like they had more oomph and I noticed a much bigger shift in the performance of a team.

Regarding the concept thing, I actually do like to RP in this game. That said, I am someone that has to like the play experience first and THEN find an interesting concept to work with a play experience I enjoy. I can probably come up with a good story for any combination though, especially given the amount of time I blow tweaking the costume and the look of every individual power. So yeah, totally get into the concept, but the play experience has to be worth it or I'll just stick a similar concept onto a better play experience =P

Thanks again and feel free to offer more suggestions. So far they've definitely guided me to a way more awesome time in CoX.
Earth/Storm is great. It does take a while to get up with decent powers, but DFB fills that need perfectly. I find the addition of fitness as an inherent and able to take a travel power without pre-reqs to be very nice. About the only powers I never took on my Earth/Storm were Salt Crystals and O2 Boost, and even now I'd just take Fly for my travel power, Hasten to get everything up faster, and O2 Boost purely to help Stoney in some tough fights or to slap on a tank/scrapper/brute who's be expecting lots of end drain and isn't Elec Armor.

Quicksand is great, you can throw it down and follow up with Stone Cages to keep them still, immediately hit them with Stalagmites (all the -def is for a reason) and you've got a quick, poor man's aoe hold right there. Volcanic Gases is easily the best aoe hold ever, no matter what an illusion controller or mind controller will say. You plop down a pseudo pet and for the duration of the pet, it keeps re-applying the hold, so even after the first few targets that are held die, survivors will be held.

Earthquake is wonderful, it keeps enemies flopping up and down, doing absolutely nothing. It debuffs their resistance a lot, and the AI tells them to leave the patch ASAP. However, communication is key, if other controllers/dominators keep throwing off their aoe immob for damage, I'm looking at you fire controllers/dominators, then a good chunk of Earthquake's mitigation factor is gone. Snow storm is useful since it slows down the enemy a lot, even with -recharge, it's a good -fly as well. Steamy Mist is great because most tankers will appreciate the extra fire and cold res, plus it gives mag 6 confuse protection and hefty confuse resistance, so on the rare spawns that fire off confuse, invulns and such will love you. You could even combine Steamy Mist with Superspeed for cheap PvE stealth as well. freezing Rain is more for the -res and constant knockdown than damage, but refer to Earthquake for dealing with immobs that have -kb on them.

Hurricane is godly when you can herd enemies into corners, and this is where terrain and such comes in handy. Office maps with those small cramped quarters and you can have an entire spawn of say, Tsoo Yellow Ink Men in one corner, their tohit debuffed and even going through the knockback animation. The aoe immobs will stop knockback, but not repel. I recommend going to places like The Hollows or Perez Park and stick to the -11 Hellions, Skulls, etc to practice proper Hurricane and Gale use. Yes, even Gale is useful. Throw an annoying melee enemy back into one of your patches, or off of a fellow squishy team mate, but do not use Gale whenever just because it is up.

Thunderclap is a nice PBAoE stun, and when combined with Stalagmites, will hold Bosses as you'll be combining Quicksand, Stone Cages, Stalagmites, and Thunderclap together.

Tornado and Lightning Storm are both damage pets and control pets. One reason I recommend taking Fly or at least Hover is because if you fire those powers off while hovering/flying directly over your target and thus target location, it should turn the Knockback into Knockdown, but there is a new unique IO that's coming out soon enough that will turn all KB into KD, and that would really only hurt Gale since Hurricane pushes away mainly with Repel.

Again, it's a very tight build that relies a lot on hasten, not perma hasten, but perma hasten just improves it even more, and good positioning and knowledge of the area you're in. Office maps are perfect for Hurricane to herd, in wide open maps, hang near the squishies to keep hard melee hits off them via repel and by debuffing tohit if repel won't cut it.

Fire Mastery gives you a nice self-rez incase you need it, but there is a delay between activation and untouchable, so it's less useful in stuff like Magi Trial with Tyrant in it. Stone Mastery gives more control in it's few attacks, plus a hefty +HP/Heal in Earth's Embrace. The patron power pools, Scorpion's shield is +def, so good for those sets. Mu Mastery has power sink for when you need more end in a snap. Primal Forces is mainly for conserve power, temp invuln, and power boost. Ice is iffy, Hibernate is questionable on a squishy controller that's active enough as it is. I would have to say that your most useful Epic Power Pool is Psionic Mastery for mainly Indomitable Will, maybe Mind Over Body, but IW is a mez protection and the only pool that grants it to controllers is duh, Psionic Mastery.

Rather long-winded, but there you have it. Oh, and your powers are very visible, so people will know how much you're contributing, no matter how much their graphics cards might suffer for it.


Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR