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If you or your supergroup has a SuperTeam, post some of your stories here, we'd like to hear them.
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It all started when I got to thinking about the Natural Origin and how it would appy to the CoH Super Hero world. Just what exactly could a truly Natural character do, I asked myself. Well, long story short, it led my regular AlphA Strike team mates and me to create a semi-role play team called Rooks' Gambit. In order to create the illusion of regular, non-super government agents we have limited ourselves to Invuln/Super Str Tankers, Assault Rifle/Devices Blasters, and Martial Arts/Super Reflex Scrappers.
Currently, the team consists of 2 Tankers, 2 Scrappers, and 4 Blasters. The key to our success is Teamwork. As you stated in your guide, since we have so many overlapping ATs that are always working together, we made training up a level a group effort. We all discuss who should take which powers and what will enhance the group. For instance:
<ul type="square">[*]Healing - because of our self-imposed restrictions, we have no defenders to provide healing. To work around this, the Scrappers and most of the Blasters have taken Aid Other from the Medicine pool.[*]Blaster Attacks - Since we have so many AR/Dev Blasters, we have split the various powers up among them. This ensures that The Team will be able to have all of the great powers that are available in both power pools. This has made us very effective with layered attacks and suitable defenses for our backline troops.[*]Leadership - since it seemed ineffective for the Tankers to take a heal power from the Medicine Pool, they (and one of the Scrappers) have been taking the powers from Leadership Pool. After some experimenting we have determined that our stacked Assault is adding a noticeable increase in the damage for all attacks. While the amount added is relatively small, it works out to be, literally, over a thousand extra points of damage over the course of a mission. At our current level (14-16) that is certainly nothing to sneeze at![*]Travel - one blaster has Teleport and Recall Friend. He heads to the mission while the team heads to contacts and stocks up on any supplies we may need. As everyone finishes he 'ports them to the mission. This freed up one--and in several cases two--power that the rest of the team to could use more effectively for attacks or pool powers.[/list]
Our normal tactics consist of the Tankers rounding up a large group. Once the bad guys are completely locked onto the Tankers, two Blasters hit the group with Smoke Grenades and M30 Grenades, the other two then follow up with Buckshot. Once the mob is softened up, the Scrappers swoop in and take out the lieutenants while the Blasters all concentrate fire on any bosses. Any bad guys that break away from the mob to try and hit the Blasters are immediately caught up in Caltrops (carried by one blaster) and Web Grenades (carried by two of the Blasters). The Blasters then keep up their regular attacks and take turns hitting any snared baddies with one attack each. Any Lt.s or Bosses that break away from the main mob are quickly locked down with layered Web Grenades and dispatched by the Scrappers, who act as combination head hunters and mobile defense.
It took us about twelve levels to really get the hang of how to make everything mesh right, but we have gotten a pretty good handle on it. We have gotten so good at it that we hardly ever have to dispense any healing. Rooks Gambit are about to embark on the Cavern of Transcendence Trial and I really look forward to seeing how well we perform. The heroes certainly arent perfect, and we will definitely be doing the Respec TF to make some changes, but we have learned a lot about what works well and what doesnt. In fact, we are so confident in our team abilities that we have decided to specialize in doing all the TFs and Trials, rather than trying to hit all the story arcs.
Against the CoH AI we are just about unstoppable (well, for level 16, anyway
) but I have no idea how well our team would do in an Arena environment.