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Gamer2930Gamer2930 Member Posts: 5

Hi there, I'm new to City of Heroes and MMORPG.com for the matter of fact (my 1st post image). Anyways, I was looking for a character build that dealed out lots of damage and could also manage on his own. Someone with alot of life, good damage, and able to manage alone. Also if you want you could leave your name here and the server you play on so maybe we can go out doing super-hero business. Thanks in advance.

Comments

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    Deal a lot of damage:  Blasters, Scrappers, Kheldians.

     

    Can substain lot of damage: Tankers, Scrappers, Kheldians.

     

    Can avoid damage(either with range or abilities): Tankers...Blasters have good range and some scrapper have good avoidance abilities.

     

    So clearly, I think you are looking forward to play a scrapper base on the description you gave.  Althought a controller with Imps will manage on it own, and so will many controllers, later in the game.

     

    Secondary:  Regen is the best for solo, Invul is usually the best for small groups, Reflexes is the best in the big groups, Dark armor is a waste and I will recommend you to pick any other power.  Regen, invul and reflexes can all do well in both solo and group, I just say where each is stronger...

     

    Primary:  I would recommend Spikes...a little range, great area effect damage, good at holding aggro off the non-tankers.  Broadsword would be a good choice if you want to kill big monsters faster, but little point in doing so IMO, killing all mobs is almost invariably better, since you still damage the big mob while cleaning the trash at the same time.  Katana is a faster choice of Broadsword, so you walk away of the main reason to pick that weapon form in the first place, however in groups, Katana would be better because each attack debuff the monster, so more attack = better.  Claws are okay.  Dark melee, I would not recommend since of a resist issue.

     

    Build:

    - Hasten 6 slotted will help you a lot, since it make your best attack come back faster and remove the need for weakers attacks, all while adding a little defense(avoid enemies attacks a little, not much however).

    - Stamina 6 slotted help you recover endurance, and with endurance you deal damage.  It also help you recover from hasten fading and it is a must to feed a regen scrapper runing on Instant healing, since the more you regen endurance, the more you can slot Instant healing to regen HPS instead of reducing the endurance cost.

    - If regen: Integration, recovery, stamina and Instant Healing are a priority and you need to 6 slots them all ASAP.  Anything that reduce damage after that will improve this initial combo a LOT.  So Tough and Resilience 6 slotted will help you a lot if you want to substain more punishment, more easily.  Most scrappers have reconstruction, which I think is a waste and would advice of not bothering to get.  Dull pain improve the rating of Instant healing(a % of total HPS), so dull pain is a priority.  Your revive power is nice.  Moment of Glory was always useless but they plan to make it better, but since it remove Instant healing and the hard work of 4-6 powers all slotted, Moment of Glory is not worth it...and if 1 day it become worth it, then you will be able to ignore all those 4-6 powers and focus those slots elsewhere, Moment of Glory is exclusive with Instant healing & friends, so it is 1 side or the other that is usefull, not both.  With the Instant healing combo, it is like if a weak builded controller empath would be healing you non-stop and was having endless endurance, you are usually dead or alive and the players rarely can heal you much.  But no power in Regen make you a better tank, so you take lot of damage and heal it right away...so hordes of mobs ganging on you can be dangerous, because you dont tank well, you are an overgrown blaster with non-stop healing.  Tough help you a LOT.  Regen is the worst in good group(I dont count Dark armor), but it is the best to solo and if you group with noobs, then regen is the best again.  

    - If Invulnerabilty, I didnt play an invul much.  However, the last power is a MUST have 6 slotted ASAP(with a respec at 34 is my suggestion, so dont take it before respec).  You really should focus on developping everything that reduce damage in priority to everything else, then you healing or regen process(not sure if health would be worth focusing slots on it or not).

    - If Spikes:  Spine Burst is a must 6 slotted(all minions will die fast to quills after), Quills is a must.  Early on you may want Impale 6 slotted, but later with a respec trash thoses slots on much better powers(like hasten, recovery or whatever you can slot early in the game).  The last attacks are obviously worth it, but I am doing fine with only the range conical attack, spines burst and quills for my main damage...doing a few Impale here and there, but not much.

    - If Broadsword(or Katana):  You will always use hack 6 slotted(unless you like Parry or Slice), so dont be afraid to 6 slots it ASAP.  You will respec slash out eventually.  I dont recommend you waste time on the AE attacks.  Build Up is nice.  Head Splitter and Disembowel are the attacks you will be using with hack(or slice) in the end.  You will kill AV and monsters fast, but if you think AE attacks are good in this class, dont bother and play a spikes and rule the AE world where everyone find your awesome damage dealer.

    - If Reflexes:  Well, when you are not developping powers in your defensive pool you need to consider this:  Hitting you is the hardest thing a mob will ever have to hit on the whole server...hitting a fly with a toothstick at 20 feets is easier then hitting you.  However, when they hit you, it hurt a lot.  You can either developp side power like weave to make it even more hellish to hit you...or tough to reduce the damage when you are actually been hitted, but I feel you have very little needs outside of your powers, if you have a group, you are fine and kicking stuff a lot...and your powers make you attack more and faster and better, so LOT of damage output here!

    - "If I understand you well, you are telling me until next time. " - Ren

  • Gamer2930Gamer2930 Member Posts: 5
    Thank you for that long and detailed build. I think I'll make one using your information. Anyone else who has smore more builds please say so. Thanks :).
  • Sanctus_MorsSanctus_Mors Member Posts: 597
    Anofalye has some excellent suggestions. Although I'm in the camp that says it's not required to have hasten/stamina to be effective. My main (fire/energy blaster)went from level 24-44 without hasten (dropped it and superspeed for superjump and combat jump).

     

    I've found that if you plan on running toggles a lot, then stamina is a must.

     

    A Fire/*** tank can do some great soloing and level up pretty well...it's amazing to watch a higher end Fire tank at work...loads of damage with Burn. Burn will be your main stay of powers.

    your arguement is so persuasive, so filled with knowledge and insight. You back up your argument very articulately, with suggestions of improvements and raising examples to glorify your position....oh wait, you didn't

  • sexy_randalsexy_randal Member Posts: 5

    two suggestions:

    tanker - (offense) super strength (defense) Inv
    scrapper - (offense) <anyone> (defense) super reflexes

    my scrapper a dark/SR can solo by himslef for a good long time. he can get in fight at last before he needs to hustle out and rest plus he does good damafe. when i recieved siphon life and stanimia i can usualy complete a level very quickly without dying. hope that helps

    'I have lived the best I can does this make me not a man" -Korn

  • Gamer2930Gamer2930 Member Posts: 5
    Thanks for the useful tips. I'm going to have to try some of them. Right now I have a tank whos fire offensive and fire defensive which is doing well.
  • SlntasnSlntasn Member Posts: 711



    Originally posted by Anofalye

     
    - If Invulnerabilty, I didnt play an invul much.  However, the last power is a MUST have 6 slotted ASAP.  You really should focus on developping everything that reduce damage in priority to everything else, then you healing or regen process(not sure if health would be worth focusing slots on it or not).



    Just to clear something up- Unstoppable ( the last power in the invul set) is not even taken by most high level Invul tanks. If you have the right build, u will never even think about using it.

    image

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    (I didnt play much lately btw, so my info may be a little outdatted)

     

    Dark melees?  Did they fix the resist bug at last?

     

    As far as I can tell, the resists are working this way...on the damage they work fine, however, on the ''to hit'', resists where screwed last time I check...so having 2 sources of damages, which should be an edge, turn to be a flaw because you have the flaw many times and miss a LOT more then others scrappers with a unique damage source.

     

    However, my info is outdatted and might have been fixed.

     

    Fire tankers:  They work fine.  But spikes regens outdamage and outlevel them easily, however, fire tankers...they tank well, it depend what you want.  A fire tanker remain a tanker, and by no way competition to a scrapper on the damage output (of course a fire tanker clear minions group faster then a broadsword or Katana who specialised in unique big mob rather then many weaks).

     

    Invulnerability:  You dont need that last power if you are nicely build and spend a LOT of slots.  However, if you use that last power instead of the others(respec at level 34  to remove the previous stuff), you save MANY(20+) slots to use elsewhere...so I do see quite a few invul tankers using it.  Yet, both roads work.  Some invulnerability tankers level 34+ dont have even 1/3 of their invulnerability powers(oky little exageration here), remember that last power is EXCLUSIVE with others...so you use 1 side or the other...make sure you can have it UP and active at ALL the time however(or almost)...anyway, if you have enought respec availables to mess and test by yourself, you should consider it...most invulnerability tankers prefer to not use it as the main source, but I see a few using it and doing pretty well with it(you should wait to be 34 and have 2 respec on the spare side in case you dont like this MAJOR change).  It is a ''tedious'' choice to go with Unstoppable, since only hasten can be automated...so you need to enjoy clicking stuff ASAP...lazy choice is to not take unstoppable and work with the others.

     

    Blasters: They can level faster then anyone else(except maybe a spikes scrapper, yet they are often unable to level that fast and take on boss, since to take on boss it mean they dont have great AE...and to level fast and have great AE it mean they dont have great single target damage)...but he say he want to be able to substain damage himself...

     

    Spikes/regen is the ultimate combo to level fast and deliver massive damage around while been self reliant and able to substain quite some damage and punishment...early life is a little hard however, but once you get past it...carefull with Quills, before you get Instant Healing, this is a death sentence to you more often then anything else.  Claws are almost as good as spikes, but they look MUCH better...yet...Marvel will scream out if you take claws and regen...claws are a little less effificient at killing groups then spikes, but they kill biggers mobs faster then spikes!  image  Althought spikes/regen is the MOST COMON BUILT on any server, they are soooo good at soloing that peoples dont realize how many of them there is on the server...simply because they solo and dont group much.  But like I said, before Instant healing, use quills with moderation when you group...since you draw many mobs on you(excellent to keep the blasters, controllers and defenders alive...when you can substain the damage).  Spikes is the only scrapper primary that I will not recommend taking Invul or Reflex with, simply because with quills, you will always take damage, which mean you always can use the healing...but anything is possible...you just need a healer that is not whiny at all the time when you group(which is the point to not been taking regen)...and noobs healers complain a lot when they have to heal the scrapper...yet I think the devs want it so, the look of using spikes suppose you are regenerating, since it look to be hurting you as well...hehe

     

    Katana VS Broadsword: Both are identicals(same powers, differents names), yet Broadsword is slower and dealing more damage.  You need to understand that almost every attack you deal with either is debuffing the enemy defense so they are easier to hit for everyone in the group.  Katana also have a bonus to hit to compensate the smaller damage.  In a group, Katana is better against AVs despite the first idea peoples will get.  Katana will deal less damage on the AV, no question ask.  However, you will debuff the AV more then a Broadsword(more hits), which mean the whole group will hit it a LOT more.  The defender silly attacks that are unlikely to hit, well, they make a difference when they hit rather then miss.  You, yourself, as a soloer, will prolly be better with Katana until you pick the epic pool, where Broadsword will be able to go all 6 slots in damage and nearly never miss(especially with build up) and that make the to hit bonus trivial(even against 54ish mobs)...and Head Splitter/Build UP/Critical kill Lieutnants or Controllers/defenders/blasters in 1 single hit quite easily if they have no damage reduction, even if you have only 5 damage slots in it...of course buffs change this(some controllers or defenders reduce damage a LOT, so killing them is quite hard if not impossible...yet, some others dont...like an empath is squishy).  Katana is the easier way, it is also a better choice for groups vs AVs...however, in the long run, for solo and for anything that is not AV/Monster, the slower Broadsword despite been a weaker starting choice(all the miss), will turn out to usually be a better choice in the others situatiions(boss killing/lieutnant smacking in group, or solo hunting).  They are both a relatively weak choice if you plan to level fast, since they are focused on single target slaying...remember, if anyone attack a tagret a Broadsword kill in 1 hit, from intact to dead, the Broadsword is not wasting damage, the other guy is wasting his damage on the target the broadsword kill alone anyway, it is the other guy duty to pick others targets then a Broadsword (if Lieutants or minions), especially if they have ranged attacks(a tanker taunting is doing his job...as long as he dont taunt the mob on the scrapper while another mob is raping a blaster)!

     

    Ymne is/was a Broadsword/Regen...

     

     

    - "If I understand you well, you are telling me until next time. " - Ren

  • celdridgeceldridge Member Posts: 188
    The flavor of the month for my super group seems to be the Super strength, Invul tanker.
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