T0ughGuy690_EU

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  1. Agreed, the increasing level gap is a big reason too.
    I think 15 is pretty much the highest lvl in the group atm, maybe one or two have made it to 16.
    I request those of highers lvls to just team with the lower levels, this allows them to catch up a bit. With enough tactics and AM stacked, you hardly seem to notice a difference anyhow

    I myself made it to 12.5 tonight...would've gotten to 14 easily if those servers weren't so unreliable!
  2. *sighs* Nothing like a serverwide crash to spoil a good evening! And we were doing so well

    I'll try back later.
  3. Why do I feel like you're being sarcastic?

    Look, the point of these toons is not to be good at duoing, the point is to make big teams and kick butt with them. In big teams, it really isn't necesary to spread AMs, because the downtime will be minimal (or nonexistant) if you do it properly.
  4. Just a headsup, I'll be around tonight (starting 6-7PM GMT), so if any others can be convinced, I'd be happy to do some teaming
    I want my DOs!
  5. Curses, I missed the last 2 nights! I'm pretty sure I can make it tonight tho.

    That is why we're all picking up maneuvers, which help increase our defense greatly, resulting in less mez effects hitting us.

    I highly recommend AGAINST spreading out AMs. If you have 6 people (and honestly, you shouldnt team with less), even without enhancements it's pretty much perma if you stack all 6. With DOs (which we'll all be getting soon or already have), it WILL be perma. With SOs we'll even have some interlap.
    Honestly, spreading out AMs is pointless, because if your team is so small that this is needed, you shouldnt be teaming at all!!!

    As for missing out on AMs, it just requires some proper coordination. The team I was in sunday night had most of us in all the AMs 99% of the time.

    Just to refresh people, I'm posting the latest build again.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: superteam
    Level: 26
    Archetype: Corruptor
    Primary: Fire Blast
    Secondary: Radiation Emission
    ---------------------------------------------
    01) --> Fire Blast==> Empty(1)
    01) --> Radiant Aura==> Empty(1)
    02) --> Fire Ball==> Empty(2)
    04) --> Accelerate Metabolism==> Empty(4)
    06) --> Radiation Infection==> Empty(6)
    08) --> Maneuvers==> Empty(8)
    10) --> Enervating Field==> Empty(10)
    12) --> Rain Of Fire==> Empty(12)
    14) --> Tactics==> Empty(14)
    16) --> Mutation/Assault==> Empty(16)
    18) --> Blaze==> Empty(18)
    20) --> Lingering Radiation==> Empty(20)
    22) --> Combat Jumping==> Empty(22)
    24) --> Super Jump==> Empty(24)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  6. 8 perma-stacked AMs FTW!!!!

    *coughs* I'll crawl back to the corruptor forums now.
  7. Fair enough Anarchy, join the Superteam channel. Try to fit into our power scheme as best as you can

    I couldn't make it last night, but hope I can tonight (no promises). Although I was on briefly with a team of 3 Firerads...I can now say from my own experience, that less then 6 of us is definetely not recommended, especially if you dont have DOs/SOs yet

    I'm still at 10, so I don't think I'm too far behind most?
  8. As for the global channel, matters are a little confusing. Global chat seems heavily bugged ATM, and it seems everybody was kicked from the channel. It's been re-created, so I recommend everybody rejoins it. May not be the end of the bugs however...
  9. Aye it does Great bind. I recommend all to use this!

    Ofcourse you can still join, just join the global channel 'Superteam' and LK into a team whenever there is one going.
  10. It went just awesome
    For up to date information I refer you to the thread in the corruptor forums! (there's a link posted above)
  11. T0ughGuy690_EU

    E.V.I.L. Returns

    Before you leave, give the superteam a go...you wont be going anywhere then :P
  12. You're very welcome, I'm having a great time, so thank you all for joining

    I don't think people should solo to catch up. This build is very poor for soloing, and since this is intended to run several nights of the week, you can always LK and catch up anyways. Even with just AM and Fireball, you're a major asset.
  13. T0ughGuy690_EU

    The End...



    Well this isn't really a surprise, but I was hoping you'd take a little longer
    We've had our better and our worse moments, but I am truly sorry to see you go. The duo's we had with .Kosmos and Lord Violator were some of the best and most fun I've had in this game. Tanking Dominator FTW! :P Can't blame you though, very few can claim they've done as much in CoH/V as you have, so I can imagine you grow weary of the game at times like this.

    Unfortunately, I am nowhere near a computer on December 18th, but I'll wave you off sometime before that. Good luck on your future endeavors, and I hope we'll see you swing by sometime again
  14. We had the same problem with council. An important factor in causing me to see the importance of maneuvers. Mez effects at lvl 10 are nothing compared to mez effects lvl 20 and beyond, and maneuvers will go a long way in protecting us from them.

    Try to make sure you get both mayhems done so you get both travelpowers, but honestly, I think that at the rate we level even the flight pack will be enough to last you until 24.

    I VERY much like the idea for the global channel, it was causing me trouble as well! What would that bind look like exactly?

    And just remembering you all, we play EVERY night enough are on
  15. Beyond, my current build has both RoF and Maneuvers by lvl 12, so I think it makes everybody happy.

    Maybe you're right, and maybe it will be a bit redundant on the later levels, but I do know that by using Maneuvers my team managed to kill +3 mobs with no deaths, even with AM down.
    The percentage difference between maneuvers and for example assault is irrelevant as well. For example: Looking at scrappers, typically resistance sets have about 22.5% resistance unslotted to a common damage type, while the SR set only offers 17.5% defense. This doesn't make SR any weaker however. Defense numbers are generally scaled differently then for example resistance or damage.

    Regardless, I really do believe maneuvers is the better choice, and I do intend for assault to be picked up later, but honestly, with 8AMs running we were not having ANY damage problems at all. And our team didn't have rain of fire or blaze yet, which will increase our damage even more. So please stick to the above build

    Raiden makes a good point about Vengeance though, how foolish of me to overlook this! Change the build to this then:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: superteam
    Level: 26
    Archetype: Corruptor
    Primary: Fire Blast
    Secondary: Radiation Emission
    ---------------------------------------------
    01) --> Fire Blast==> Empty(1)
    01) --> Radiant Aura==> Empty(1)
    02) --> Fire Ball==> Empty(2)
    04) --> Accelerate Metabolism==> Empty(4)
    06) --> Radiation Infection==> Empty(6)
    08) --> Maneuvers==> Empty(8)
    10) --> Enervating Field==> Empty(10)
    12) --> Rain Of Fire==> Empty(12)
    14) --> Tactics==> Empty(14)
    16) --> Mutation/Assault==> Empty(16)
    18) --> Blaze==> Empty(18)
    20) --> Lingering Radiation==> Empty(20)
    22) --> Combat Jumping==> Empty(22)
    24) --> Super Jump==> Empty(24)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    Basically we want some people to pick up mutation here, and the others to pick up assault. We won't have it stacked 8 times yet at this level, but it will give us a nice start. Later on all of us will pick up assault, and we'll get vengeance somewhere post-20 (wont be used that often anyways)
  16. I disagree Scorp. People are free to discuss it there, but I think many will prefer this forum. Please note I will still be using this forum mainly to avoid confusion, and I request others to do the same.

    Anyways, we had an awesome first night. I got there at 7:05, which is a bit of a shame, but I had a full team going in no time. The first night has taught me several things though, so I would appreciate it if everybody would read through this post to clear up some matters:

    When do we play?
    Just to be clear here, we play every night a team can be formed. If we play once a week, I feel this will move too slowly, and people that miss out on an evening like that can't play for 2 weeks. The downside is we get larger lvl gaps, but LKs solve this easily. I think that whenever 6 or more are online and willing, a team could be formed. I strongly recommend against less, because not only will you be much weaker, you'll also make the lvl gap even larger if only 4 of you are lvling.

    Powers
    Alright, after comments from some participants, and seeing this for myself, I've decided to rearrange the build again. If this gets you into trouble, dont worry, I'll get into it later. The new build:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: superteam
    Level: 26
    Archetype: Corruptor
    Primary: Fire Blast
    Secondary: Radiation Emission
    ---------------------------------------------
    01) --> Fire Blast==> Empty(1)
    01) --> Radiant Aura==> Empty(1)
    02) --> Fire Ball==> Empty(2)
    04) --> Accelerate Metabolism==> Empty(4)
    06) --> Radiation Infection==> Empty(6)
    08) --> Maneuvers==> Empty(8)
    10) --> Enervating Field==> Empty(10)
    12) --> Rain Of Fire==> Empty(12)
    14) --> Tactics==> Empty(14)
    16) --> Mutation/Vengeance==> Empty(16)
    18) --> Blaze==> Empty(18)
    20) --> Lingering Radiation==> Empty(20)
    22) --> Combat Jumping==> Empty(22)
    24) --> Super Jump==> Empty(24)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    Keep in mind Combat/Super Jumping can be replaced for ANY travelpower you see fit.

    Let me explain the changes:
    Why did I push back the travelpowers? Because the mayhem temps will EASILY cover us until lvl 24. No need to fill early slots with these powers. Later on it wont make a difference for bloody bay either, if you're pvp inclined, because the lvl cap there is 25.

    Why did I drop Fire Breath and focus on Rain of Fire? Because the damage on Rain of Fire is simply superior in this situation. I strongly recommend to pick RoF instead of Fire Breath, but if it's too late its no big deal. (in general, the team has enough firepower)

    Why did I push back RoF and get maneuvers so soon? Well, while we were playing at end lvl 7, whenever somebody would do a poorly planned alpha strike, they would get faceplanted by the enemy's response. Maneuvers simply ends this. The team's AoE firepower is fine, even without Rain, and Maneuvers stacked 8 times is a stupid amount of protection. Trust me, you can stand in the middle of a spawn of +3s whacking you, and the team wont have any trouble keeping eachother alive. On top of this, it is also a type of mez protection, because mez effects dont hit us as often!

    Why Mutation/Vengeance? In reality, sometimes a person will drop. For these situations, we need Mutation. To make the best out of our 'unfortunate loss', some of us should have vengeance to let the rest of the team have a better chance of surviving. Basically, we should make sure that about 50% gets mutation, and 50% gets vengeance.

    What if I outleveled these changes?
    In this case, try to get back on schedule as soon as possible. Most of you probably picked up Rain at 8. If this is the case, just get maneuvers at 12 and you're back on track. If you picked up Fire Breath, no big deal, just put that in the Rain of Fire slot. If you run into other problems, let me know.

    Slotting of powers?
    Once again, slotting is largely a luxury, but there are a few powers I want you to slot, namely:

    Accelerate Metabolism: 3 slot for Recharge. VERY important, I dont need to explain why. Perma-AM is this teams not-so-secret weapon.

    Maneuvers: 3 slot for Defense Buff. Our defense will be so high, I wouldnt be surprised if we'll hardly be healing anymore at higher lvls.

    Radiant Aura: 3 slot for heal. Just to be safe, lets make sure our heal has some bang for it's buck

    Tactics: 3 slot for ToHit Buff. People underestimate accuracy. Don't! The effects are invisible but devastating. If you dont hit something, you lose 100% (!!!) of your damage. Wont happen with 8 stacked 3-slotted tactics though

    Tactics while playing?
    I just wanted to add this: because of our reliance on the leadership pool, it is critical the team sticks together. On top of this, it makes grouping for AM easier. In my team, where I had the star, I would call 'Gather for AM!' when it was up. Everybody would group and wait, until I called 'Fire AM!' (these are all simple binds) and this way we had everybody inside the AM radius 99% of the time. It's important that one person is appointed to do this however, to avoid confusion. In most situations it makes most sense to let the person with the star take care of this, just make sure you dont have 8 people trying to take the lead. Don't think you're helping anyone by doing this.

    Mission difficulty
    From lvl 6 on out, our team did fine on relentless, with hardly any deaths. I think it's best to try and keep the team going at relentless, unless you're running into trouble, in which case slightly lowering the difficulty might be best. If the team is functioning properly though, relentless missions can be handled with ease! (on 6 man teams too)

    In closing
    I had a blast tonight, and hope to have more fun throughout the rest of this week. If anybody wants to discuss things, feel free to PM me, or send me a tell when I'm on. Just a reminder, my global is '@Solar Flash' and my Superteam toon is 'Fire - Starter'.
  17. Thanks Stalk, but I want to avoid personal buffs like aim and the fitness pool. Area buffs are of greater benefit, because they benefit the entire team. On top of that, with leadership and rad debuffs, nobody needs Aim. And nobody needs fitness with 8 stacked AMs either.
    Please stick to my build folks
  18. Alright, we're starting tomorrow, I'm very excited! I just want to throw in some final words:

    First of all, the enthusiasm for this team is much greater then I expected. I'm very happy to see this though, and very glad all of you guys are joining in
    However, tomorrow night we will have far more then 8 people online, so we'll need multiple teams. We will all meet at Kalinda, where I'll see if we need 2/3/4 teams (Depending on how many are there). I'll appoint a few teamleaders, and we'll divide the available players making sure each team has at least 6 or so members. Once that's sorted (may take a moment) we'll get started on the Kalinda missions. How far we'll get, I have no idea, but I have no other plans for the night

    The teamleaders will remind you of this during the mission, but I just want to pre-emptively state that it's VERY important to work together. Fire Accelerate Metabolism as soon as it's ready. Make sure everybody gets hit by it too! Heal eachother when needed. And try to rely mostly on the massive AoE damage the team has, so just nuke a group with 8 fireballs and then finish off the remaining enemies that weren't hit/destroyed by this initial volley.

    This team will be very powerful, but only if the members work together properly. Keep that in mind! And finally, keep checking these forums to stay up to date! (it only takes two minutes anyways)

    1. T0ughGuy690 - @Solar Flash
    2. Max Khaos - @Max Powerz
    3. Jummy
    4. Humanoid Doom
    5. Thermatron - @Thermatron
    6. Scorpion Assassin - @Scorpion Assassin
    7. Wooly
    8. Blackbone - @Blackbone
    9. Artanix - @Artanix
    10. SamTheSeed - @Sam The Seed
    11. The Pidgenator - @Pidgenator
    12. Raiden - @Raiden
    13. Dr Infernum - @The Infamous
    14. Blind Minotaur - @Blind Minotaur / @Blind Minotaur2
    15. Nebula_JSE
    16. Thuged_Bruiser
    17. Boerewors - @Boerewors
    18. Deathdude
    19. Nightfly - @Nightfly
    20. Capt Plasma
    21. Vanquish
    22. Rapscallion
    23. Pain69
    24. Blue Note - @Blue Note
    25. Grudge - @Spectral Demon
    26. 1damz - @drunken hero
    27. Beyondtrial - @Dark Pulvatizer
    28. Mad_Mud - @Mad Mud
    29. Dragonfish - @Dragonfish
    30. Nether_Mime - @Nether_Mime
  19. This is the final list of powers. The only change is at lvl 6, but please look through the rest again as well, just so you're fully informed as to what path we're taking.
    A little sidenote on lvl 16: I think that by this lvl the thing we'll need most is defense, so all of us that aren't picking up Mutation, should probably pick up Maneuvers instead of Assault, but I'm leaving it open until we hit that lvl.
    Keep in mind some slight changes could be made in the future, but they will always be posted here.

    Lvl 1: Required: Radiant Aura (obviously) and Fire Blast. Flares is regarded as one of the poorest powers in the game, so really, this should be an obvious choice.

    Lvl 2: Required: Fire Ball. We want AoE damage, because we'll be fighting large numbers. This power gives it to us. 8 Fireballs launched into the middle of a fully debuffed spawn will end fights very very quickly.

    Lvl 4: Required: Accelerate Metabolism. This buff will be one of the best things we've got. Accelerate metabolism boosts damage, recharge, endurance recovery, and mez resistance. Stack this 8 times, and powers like hasten and stamina become luxuries instead of necessities. By lvl 12, when we get recharge DOs slotted into the power, this buff should be perma. (stacked 8 times) That means we permanently have a tremendous buff to our damage, recharge, recovery and mez resistance. Good stuff

    Lvl 6: Required: Radiation Infection: This AoE toggle will seriously debuff accuracy and defense of every mob in a spawn. If you stack this 8 times, it means you'll hit almost every attack, whilst not getting hit at ALL yourself.

    Lvl 8: Required: Fire Breath/Rain of Fire. I am not entirely sure which option is better. Until we get Lingering Radiation, Rain of Fire will not be that great. But with LR, mobs will be slowed so much, that Rain will do great damage. On the other hand, Fire Breath does it's damage in a smaller amount of time. Then again, the range of fire breath is somewhat poor, and it's a fairly narrow cone. Therefore, we'll spread the risk, and let people decide for themselves what they want right now. Just get either AoE. Eventually, we'll pick up both powers anyways, but the one you dont take right now wont be picked up before lvl 22. Keep that in mind!

    Lvl 10: Required: Enervating Field. Same idea as Radiation Infection, only now it debuffs resistance and damage. So all your attacks that were hitting already anyways, now completely ignore the target's resistances. On top of this, if your enemy somehow manages to hit you despite of the accuracy debuff, the damage debuffs will cause his flamethrower to feel like a warm summer breeze.

    Lvl 12: Travel power pre-requisite. Because travelling is truly a matter of personal preference, we've decided to leave this open. I myself will go for leaping, eventually picking up Acrobatics later on for the knockback resistance. I highly recommend others to do the same, but to each his/her own.

    Lvl 14: Travel power. See previous lvl

    Lvl 16: Required: Mutation/Assault/Maneuvers. Basically we don't intend to die a lot, but having a few people around with a rez never hurt anybody. No need for everybody taking this, so other teammembers may opt to pick up either Assault or Maneuvers. These give fairly small buffs to damage and defense respectively, but the final goal is for all teammembers to have these two powers (and tactics as well). If you stack these buffs 8 times, they certainly can't be ignored anymore. Whether Assault or Maneuvers is picked up should be decided by this lvl, depending on what the team needs more.

    Lvl 18: Required: Blaze. Our highest damage single target attack. Imagine a fully debuffed (remember our toggles?) AV getting hit by 8 fully buffed (remember perma-AM?) Blaze attacks. Every 4 seconds. It will be like Purple Triangles of Doom never even existed. We NEED this power

    Lvl 20: Required: Lingering Radiation. Another lovely debuff. Our enemies were already without defenses, resistance, accuracy and damage capacity. We don't stop there, this power (not a toggle this time) takes away their recharge and their movement speed. Stacked 8 times this power is pretty much identical to an AoE hold, because as soon as our enemies launch an attack, it probably won't recharge before they're dead.

    Lvl 22 and further: Because I personally don't know for sure just how this team will play at this point, I believe it's best to leave it open for improvisation. Perhaps finishing off the leadership pool first has a high priority. Or maybe we really do need Acrobatics on our characters. Undoubtedly our specific desires will be very clear by lvl 20 giving us enough time to decide.
  20. T0ughGuy690_EU

    E.V.I.L. Returns

    Is this Arena? Bloody Bay? Sirens? Warburg? Recluse?

    Basically my question is...where do we fight :P
  21. Alright, the global channel is in place, the name is 'Superteam' (without the 's ofcourse). I've invited a few people I saw online already, but since I don't know the typed command to invite people to a global channel (perhaps somebody can help me out?) I couldnt invite too many. No worries, it is an open channel at the moment, so just click right mouse button on your chat screen, select join channel and type Superteam in the prompt. Also make sure your chat window displays chat from this channel (right mouse button the chat tab again, select edit tab and add the Superteam channel to your displayed channels)
    Try joining it next time you log in, saves me time inviting people on sunday

    Also, I'd like to stress the point that it's very important to keep an eye on this thread, because this will be the main way of communicating with eachother. I'll post the final build sometime before sunday evening, I still need to take a quick look at it.

    1. T0ughGuy690 - @Solar Flash
    2. Max Khaos - @Max Powerz
    3. Jummy
    4. Humanoid Doom
    5. Thermatron - @Thermatron
    6. Scorpion Assassin - @Scorpion Assassin
    7. Wooly
    8. Blackbone - @Blackbone
    9. Artanix - @Artanix
    10. SamTheSeed
    11. The Pidgenator - @Pidgenator
    12. Raiden - @Raiden
    13. Dr Infernum - @The Infamous
    14. Blind Minotaur - @Blind Minotaur / @Blind Minotaur2
    15. Nebula_JSE
    16. Thuged_Bruiser
    17. Boerewors - @Boerewors
    18. Deathdude
    19. Nightfly - @Nightfly
    20. Capt Plasma
    21. Vanquish
    22. Rapscallion
    23. Pain69
    24. Blue Note - @Blue Note
    25. Grudge - @Spectral Demon
    26. 1damz - @drunken hero
    27. Beyondtrial - @Dark Pulvatizer
    28. Mad_Mud - @Mad Mud
    29. Dragonfish - @Dragonfish
    30. Nether_Mime - @Nether_Mime

    Still missing a few globals, I hope I can hear from these people soon
  22. I just wanna remember people this is starting upcoming sunday, and people are still welcome (although we're not exactly short on participants )
  23. The bottom line is, games are entertaining because of a challenge/reward structure. A game needs to challenge you, and then reward you for succesfully completing the challenge. In this case, the challenge happens to be getting a char to 50, the reward is a Kheldian.

    The real question is, what reward is there for those who complete the challenge of lvling the Kheldian to 50? I8? *coughs* Sorry different subject
  24. Max, you're recruiting for the wrong EVIL...Who forgot to give him his pills this time?