Raza, I saw that you had asked something in the CECIL channel yesterday while I was AFK, but you were gone before I got back. You were asking about enhancement caps, I think. I didn’t see where anyone had answered you, so I’ll put it here.
The enhancement “caps” were added with a change called “Enhancement Diversification” (when people complain about “ED” in City, it has nothing to do with sex) quite a few issues ago. It put soft limits on the total amount of enhancement of a given type you could have in one power. Basically, it made it hard to get more than about 3 Single-Origin (SO) enhancements’ worth of boost in a particular attribute.
For example:
Each even-level damage SO gives you 33.3% enhancement. With the first two, you get the full effect, giving you 66.6% total. The third one will put you over 70%, which triggers the first break point; past 70%, the enhancement is reduced in effectiveness by 10%, so the third SO gives you a total of 95%, rather than 100%. Anything over 100% will be reduced to a flat 5% enhancement, so slotting 3 more SOs will only bring you to 110% total.
Short version: There’s not much point in slotting more than 3 SOs of a single type in a power. This won’t really affect you until you’re over level 22, and can start slotting SOs (and IOs that have equal or greater enhancement values).
My first and main character is an Empathy/Dark Blast defender, and I played him solo a lot. I built him as a balanced defender (big shock there, no?), and he spends as much time blasting as healing/buffing. With enough practice, you can do both seamlessly if you want. It’s worthwhile to build up your offense even if you team exclusively, because the utility of pure healing drops off in the high-level game–buffs are more useful there, for the most part, and you can contribute by blasting between buffs.
He leveled a bit slowly solo, but I never found anything but AVs and monsters that he couldn’t take out with enough preparation and patience.