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Posts
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Joined
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OK have now skimmed this thread - is this superteam in trouble? Eitherway we'll be starting up with 3 casual(ish) players.
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Unfortunately those cads at work expect me do something today so am unable to read thru this thread.
Therefore I have a few questions re. this superteam;
What server do you play on?
Are you still recruiting?
Do you have a dedicated VG running?
Is there a strict uniform?
A couple of friends and I are looking to start a union based fire/rad VG however dont want to recreate the wheel. Hopefully well be able to encourage some of our current superteam members (defiant fire/rad trolleys) to join us too. But the time and effort into populating another supergroup seems a waste if there are others out there who are looking for members.
Thanks,
Guffy. -
Sorry I couldn't make it either - RL reared it's ugly head.
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If you should choose to pick up again - search for ScarRad, I'd love to feel the fire/rad power once more in it's multiple form. Also there are a few holes in the build above (but it has the basics) apart from Assault - not sure it's as useful as manoeuvres due to the damage cap for trolleys being very close with 8 AMs.
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Wife permitting I'll like to be there. ScarRad, fire/rad trolley (50).
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I'd be really up for regular Hammi raids however is the teamspeak thing an absolute must? The wife already looks at me funny without the need to don a particularly old dodgy looking pair of headphones.
Fire/Rad trolley is my current fave. -
As far as epics went I got just the one power - fireball. To be honest the build is so well rounded there's not a huge call for 'more' from the epics, I use it but not as much as I thought I would. By the time I put 3 fitness powers in I found that hasten and mutation were better powers for 'where I was at'.
One other thought (and it depends on your requirements) is that xp is slightly quicker with your rep set to Unyealding rather than Invincible (not in the early levels of course)
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Anytime, I still play my fire/rad lots which is something I've not done with my other 50s. You're still more than welcome to join the SG, we should have a hatfull of prestige and I got a whole bunch of inf you can have to help you on your way. I'll happily make you leader too (since there are pitifully few of us that play), and who knows you may pick up some of our current members on the way.
No pressure, though seems a shame to have an SG with a base and quater of a mill prestige doing nowt. And if you need another fire/rad and I'm logged on, call for 'ScarRad' and I'll happily join you for some toxic burning fun.
Guffy. -
Good luck with this, I can say from recent experience that it is great fun, and the xp comes so fast it feels 'dirty'.
If you would like to join an existing SG (with a useful coalition base) which contains only Fire/Rad Trolleys then please give me a shout in-game (@Bumguffy).
Your build looks solid (with the exception of Assault which should be changed for Manoeuvres), the trick is to convince people that they should stick to the build. The problem being that even though the SG had 30ish toons in it at one time getting an all fire/rad team proved difficult. Saying this however, when 5 or more of us did team it was unbelievable - YOU WILL BE SPOILT BY THIS TYPE OF TEAMING.
Perma AMs mean no downtime between groups and team TP was great fun when it went right. You will need Mutation at some point in your build for most of the team. You should have plenty of free power choices and slots going spare and so would strongly suggest getting Cinders and slotting it up, you dont have to get it straight away but is a great panic button as well as teaming in non-fire/rad teams.
Since AoE holds are the pinnacle of most controller sets dont overlook the usefulness of flashfire followed by fire cages two powers yes, but when mixed become an extremely cool hold, no matter what team Im in this gets the job done.
When we started up our superteam I read the American forums about best tactics and there was lots tried but few conclusive suggestions, but in my experience most groups went down with the above hold (flashfire/firecages) throughout the levels.
Be under no illusion this is not for the feint hearted, you HAVE to be aggressive and get your hotfeet in the middle of the groups AS A TEAM if only 2 out of the 5 are brave enough to do this then things really slow down and face plants ensue. This tank mentality is even more important when you get choking cloud the more you have in the centre the more total lockdown youll achieve.
Sure the damage dealing gets easier with the fire monkeys but aggression is the order of the day with this build. I was surprised how little use the debuffs were in this kind of teaming after the first 15ish levels, because by the time we had the group immobilised and disorientated, and our hot feet burning them up they were nearly all on the floor (although Rad infection is a great pull due to its delayed aggro activation time especially in the early levels). I'm not saying don't get them by the way
I seem to remember picking up grant invis and stimulant at one time however didnt need to use them that much and thus they eventually got respected out, its a sad fact that its easier to rez a teammate who was mezzed for too long than it is to buff them all with the very cumbersome stimulant and whats this talk of ghosting? Not sure youll need to be doing that, youll be earing xp so fast that youll be wishing there were more mobs to clear after mission complete.
If you end up not teaming with enough other fire/rads youll have horrible end problems, which is why eventually folk started taking the fitness pool, I think that was the beginning of the end for us.
It took me about 3 weeks to get to level 40 in fire/rad majority teams however ended up in conventional teams for the last 10 levels - for whatever reason people stopped playing their Fire/Rads and only two of us (currently) have made it to 50. -
If someone has done something bad enough to faceplant so near the start of a fight (when this power would be most useful) then I suggest that he/she has likely nuked or unleashed some other nasty power that would have likely seen the end (or near to it) of the fight. I suggest that Vengeance is more useful so that the whole team get a good buffing ready for the next lot.
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Leave him if possible. If you need inspiration with his build then shout out on the controller forum.
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You were advised to take out Choking cloud however I find it very useful as another hold which if one of my two other holds miss gets me out of a lot of problems solo with bosses than when I try and run without it. Not very concise I know however if you team with other Rads (with CC) then it's a very useful power. (and I don't have stamina
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Also before you have imps your best attack under containment is your 'hot feet' no sense in not cashing in on your melee positioning by not taking another PbAoE power.
Saying all this smoke is very useful and has a -toHit debuff too- great for getting imps in and not taking any aggro yourself.
Ever thought of playing this toon in a superteam? (what server you on?)
edit - sorry posted reply to wrong person - however this is my build, which although is designed for superteaming, does very well on unyielding solo. Remember that to be a success solo, even with stamina, is the art of knowing which powers to use when, and not assuming that because to have a toggle that you should always have it running. Sounds crazy I know but I play slightly differently when I'm teamed with 8 stacked perma AMs and when I solo.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: ScarRad1
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Radiation Emission
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01) --> Char==> Acc(1)Acc(3)Hold(25)Hold(34)Hold(48)
01) --> Radiant Aura==> Heal(1)Heal(7)Heal(23)EndRdx(50)
02) --> Fire Cages==> Acc(2)Acc(3)Immob(7)Dmg(40)Dmg(50)
04) --> Accelerate Metabolism==> Rechg(4)Rechg(5)Rechg(5)EndMod(11)EndMod(17)EndMod(27)
06) --> Smoke==> TH_DeBuf(6)
08) --> Hot Feet==> Dmg(8)EndRdx(9)Dmg(9)EndRdx(11)Dmg(34)EndRdx(37)
10) --> Combat Jumping==> EndRdx(10)
12) --> Flashfire==> Acc(12)Acc(13)DisDur(13)DisDur(15)DisDur(19)Rechg(36)
14) --> Super Jump==> Jump(14)Jump(15)
16) --> Maneuvers==> EndRdx(16)EndRdx(17)
18) --> Tactics==> EndRdx(18)EndRdx(19)TH_Buf(50)
20) --> Acrobatics==> EndRdx(20)EndRdx(21)EndRdx(21)
22) --> Radiation Infection==> EndRdx(22)EndRdx(23)TH_DeBuf(25)DefDeBuf(31)EndRdx(43)
24) --> Mutation==> Rechg(24)
26) --> Enervating Field==> EndRdx(26)EndRdx(27)EndRdx(46)
28) --> Choking Cloud==> EndRdx(28)Hold(29)EndRdx(29)Hold(31)EndRdx(37)Hold(37)
30) --> Lingering Radiation==> Acc(30)Acc(31)Rechg(34)Slow(46)
32) --> Fire Imps==> Acc(32)Dmg(33)Dmg(33)Dmg(33)
35) --> Hasten==> Rechg(35)Rechg(36)Rechg(36)
38) --> Cinders==> Acc(38)Acc(39)Hold(39)Hold(39)Rechg(40)Rechg(40)
41) --> Fire Ball==> Acc(41)Acc(42)Dmg(42)Dmg(42)Dmg(43)EndRdx(43)
44) --> Fire Shield==> EndRdx(44)DmgRes(45)EndRdx(45)DmgRes(45)DmgRes(46)
47) --> Consume==> Acc(47)EndMod(48)EndMod(48)
49) --> Recall Friend==> IntRdx(49)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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I wonder whose bloodied corpse that was used on.......oh that would be mine then
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If the tank is getting it right then this power will, along with heal other become your 'bread and butter' towards the end of the game (along with buffs of course). Almost to the point where I found that I hardly ever used healing aura any more. If you are doing very little damage (i.e. have concentrated on mostly primary and pool powers as I did) then this power can be used safely and often - if someone needs healing (say from half hit points) and heal other isnt recharged then you should have no qualms in using this power - very useful power.
As for slotting (and due to the fact that I used it loads), I put 3 heals and 2or3 recharge on it (depending on respec).
If you want to test how good the heals are in it then just let them go red and deside what suits you best. -
I hope so - not managed to tell the wife yet, will most likey be playing well into the early hours than during the day, we'll see. Scar is the only toon I'm really playing at the moment so if I'm on I'm in.
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If you're gonna team fire/fire ftw. Although there are some players out there who will not team with you - these people are ignorant and unworthy to be allowed to hold the star. A good fire/fire blaster is always worth a slot in any large team. Don't shy away from letting off Fireball and firebreath as often as possible but remember this; Buff as much as possible and let others aggro first, acrobatics is your friend and inferno will make you smile every time
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The problem with this is that you will likely need 8 players who all play at the same time.
With a 'single build' superteam you can usually make a useful team with any of the many members.
I can see where you are going with your spec for the perfect superteam however (for PvE) this Fire/Rad team does have to be seen to be believed. It's not the set 'usual' PvE herding and aggro management that you are implying but instead 8 very similar builds that rely on Perma 8 stacked AM's, 8xChokeingCloud, 8 Hotfeet, more leadership toggles than you know what to do with, team teleport, upto 24 imps... this doesn't mention debuffs galore (not that I get time to set them off these days - everythings dead by the time you land). There are some enemy that slow things down a little but not by much and the new 3xAV mission in Faultline was clocked at 2 mins 3 seconds (I suspect that was after the initial 'AM gather' but without choking cloud and Imps)
XP and leveling come and go so fast it feels Dirty. There is debt to be had and occasionally someone doesnt quite get enough radiant aura from the team cos they have taken the full group alpha however the debt is usually gone before the toggles go up and is rare. This build is not the usual controller build , its extremely aggressive (not for the stand back types or the timid), in short we are tanks that teleport from one group to the next holding them within a second or 2, have rabid monkeys climb over them while being cooked from the floor upward. After my first attack I find it difficult to tab through any non-bosses whose health isnt just about to drop. The key in short is the immense buffing you get from multiple perma AMs, so before you slot your attacks or fire up assault you area already close to the damage cap.
One of my 50s is a fire/fie blaster and would occasionally get on teams (similar to the one you have suggested) and when its done right goes quick however Ive not seen anything as quick as this before or since its nearly all done on toggles so you just need a good team tper to get you in the right place, virtually no regrouping or downtime. -
Have only been casual playing and am already 'half way' (lvl25). I fear that I'll be spoilt by this experience and will expect all teams to work just as well.
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[ QUOTE ]
Is there still a space open?
If so, i'd like to join.
[/ QUOTE ]
The SG is up and running and the amount of xp that rolls in when 3 or more of us team feels like you're a 'dirty' powerleveler. The SG levels are from lvl 1 to lvl 24 at the mo so there is always chance of a team and/or sk.
The SG (Burning Zone) has lots of toons in it so all are welcome - there is no set time to play (as with other superteams), just log in and see. The Christmas period was quiet however I hope we'll be back to 'insane' leveling ways soon
If anyone want's to join, I'm on most evenings (after 8pm GMT) global=@Bumguffy -
If you are still updating this list then please add my two 50s;
Bumguffy - Blaster - Fire/Fire/Ice
Guffette - Defender - Emp/Elec/Elec
Thank-you. -
Also the danger with adding any non fire/rad builds to the superteam is that you may get in the mindset of waiting to gather together the perfect mix of powersets before fighting - with fire/rads only, or indeed a whole SG full of them, you just make a team and go - no fafing about.
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GRATZ - on the big one dude. And thanks for the advice, I'm not much one for hunting lots so will try and insist that we do missions as much as possible (among other stuff).
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I must say, although it's been the holidays, the 'Burning Zone' SG on defiant is really coming along. The small teams, out of the 20ish members, that I've had have been the most in-game fun I've had for months, can't wait to start fighting in 8man teams come the new year.
I have a feeling that all missions will be on invincible from now on -
I get the impression that movement is not a problem - team teleport is used to land the whole lot amid the mobs to choke/burn/debuff/tickle the foe making them eat floor before they know what hit them.