BulletFromBehind

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  1. There are sgs with 75 members that: each member is a seperate account/player/not-an-alt; all 75 of these players are on simultaneously, above 45 and want to do a hamidon raid?

    50 seems fine if that's the price we need to pay for a decent framerate and the ability to see the hamidon.

    The only awkward situation I foresee is an optimal strategy that requires a certain AT and no more of that AT being allowed into that Hive till a less optimal player leaves the zone... talk about awkward.
  2. I agree that the recharge buffs are the most attractive. In a game where one character can choose to chain a worse power and better power.. or the better power twice, the worse power will get min/maxed out. If the game is not balanced around the better power being spammed, then things get broken.

    The recharge set bonuses will likely get nerfed hard before they go live. The 7.5% LoG one will probably be made unique. Any talented min/maxer can point out that the set and special enhancement bonuses open up scenarios where the hated 3 power attack chains of olde and unintended perma-buffs of olde (no downtime buff means you can build around it) come back in force.

    However nerfing the recharge leaves the IO sets that were building toward it in need of some tweaking. If any sets were balanced around their promise of phat recharge buffs, they will need to be rebalanced at the risk of being mediocre without them.

    The adjustments will be fine so long as they are done with care. Rebalancing.
  3. I'll reply =)

    I think your team looks quite good but I would like to make a few suggestions

    1) the stone brute is mainly for aggro, so it's primary doesn't really matter. super strength is good, but rage crashes during the big AV encounters could be a problem. a fire/stone brute has good AoEs and DoTs for aggroing, and will be able to clear the longbow and malta quickly.

    2) instead of an ss/inv brute, an em/elec brute. the second brute is usually there to tank single Heroes for the cors. and em/elec has enough psi resistance to tank malaise and swan and sister psyche and numina with just a few oranges. energy melee with AM and speed boost will also put single target damage on the primary targets that the ss brute wont match.

    3) sonic cage from sonic resonance. 1 sonic cager can perma cage any of the AVs or Heroes in the first 3 missions. in the last missions, 2 sonic cages fired at a 52-54 hero will remove that hero from the encounter. swan can be caged while the team finishes malaise. in the last encounter, numina, or posi or manti or states.. any hero that is exploiting a weakness in the team.
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    My idea of the perfect team is:

    1 fire/stone brute
    1 sonic/sonic cor
    1 sonic/thermal cor
    2 fire , ice or sonic/kin cors
    2 ice, fire or sonic/rad cors
    1 mind/ice dominator
    8 shivans (optional)

    1) brute is for aggro management, AoE damage, and herding heroes

    2) sonic is for shielding and large aoe bubble + debuffing and caging

    3) thermal is for shielding, debuffing, targetted healing and rezzing. with patron shields, buffs and the sonic dispersion, the team will be mostly capped. blasts for debuffing/crowd control in missions.

    4)kins are for boosting the team, adding -regen with their heal, and keeping the granite moving

    5) rads are for rezzing, healing and spiking the team's damage. 2 also makes sure the team can hit through god mode powers

    6) the dominator can be kept in perma-domination by the kins, hasten and rads. domination sleeps remove Heroes from the encounter, controls make the first missions much smoother and the mind/ice can do power-boosted vengeance on the team and shivans. I say /ice so that the dom can stay at range and cycle the three blasts.