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Posts
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Joined
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Nope, the costume is a request, not a requirement. So feel free to create your own cossie, I just thought it would look cool if we had an army of (more or less) identical villains running about. You're free to build your own costume however.
I didn't give the veteran powers any thought, and I'm just going to let people make their own decision here. It won't make or break the team. In fact, it doesn't really matter at all what power you choose, so go for whatever you prefer
Keep the globals coming! -
IMO Bonesmasher and Total Focus should BOTH be picked up the level they are unlocked. Bonesmasher is one of your bread'n'butter attacks, and Total Focus is your personal 'YouDieNow' button. (untill you get Energy Transfer :P)
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Alright guys, we're starting next sunday, so I'll probably get the global channel in place sometime this week. Look for more details later.
In any case, could everybody post their global name as well? Makes it easier to keep track. Mine is 'Solar Flash'. (I've already posted some that I'm sure about)
I also got my Fire/Rad ready to go (I wanted the I8 respec :P) under the name 'Fire - Starter'. Once again, select Kalinda as your first contact, and meet us in Mercy Island at lvl 1 (or lvl 2 if you desperately want that tutorial badge :P)
I'll also put the final powerselection schedule in this thread later this week, cause there may be a slight change.
1. T0ughGuy690 - Solar Flash
2. Max Khaos - Max Powerz
3. Jummy
4. Humanoid Doom
5. Thermatron - Thermatron
6. 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
15. Nebula_JSE
16. Thuged_Bruiser
17. Boerewors - Boerewors
18. Deathdude
19. Nightfly
20. Capt Plasma
21. Vanquish
22. Rapscallion
23. Pain69
24. Blue Note
25. Grudge - Spectral Demon -
I disagree, rad/ gets its ranged AoE at lvl 26, fire does at lvl 2 (!!!). On top of that, every one of rad's AoEs does significantly less damage then fire.
Keep in mind our ranged AoE is a cornerstone of the tactics in this team. Not having it untill lvl 26 simply doesnt work. -
Indeed. I've actually more or less given up on finding a team during the day unless I see a buddy online. I just wait for the evening, teaming is much better then.
Die_klip, try to be slightly more assertive. If you see a VG buddy online and ask in VG chat for a team, he may not see it (I've been known to miss a message in a particular heavy fight), so send them a tell asking if they've got a spot. No harm done with that -
Sorry Lightning, feel free to roll a rad/rad, but he can't join this team. This is one of the things I'm going to be very strict about. (once again, the powersets are chosen for a reason, not just for coolness)
As for mez protection, if we really get in trouble with that we can always pick up stimulant from the medicine pool.
And just because I don't have any other proper place to save the list, I'm posting the new list again. Just ignore me when I do this
1. Solar Flash
2. Max Khaos
3. Jummy
4. Humanoid Doom
5. Thermatron
6. Scorpion Assassin
7. Wooly
8. Blackbone
9. Artanix
10. SamTheSeed
11. The Pidgenator
12. Raiden
13. Dr Infernum
14. Blind Minotaur
15. Nebula_JSE
16. Thuged_Bruiser
17. Boerewors
18. Deathdude
19. Nightfly
20. LightningEmperor
21. Capt Plasma
22. Vanquish
23. Rapscallion
24. Pain69
We're already at 3 full teams, awesome! -
Hey Stalk, I don't mean to moan, but perhaps you could cut down on the negative vibe? :P
I take it you're not joining? Fine, but let us have our fun -
Just updating the list so I can keep track of things
1. Solar Flash
2. Max Khaos
3. Jummy
4. Humanoid Doom
5. Thermatron
6. Scorpion Assassin
7. Wooly
8. Blackbone
9. Artanix
10. SamTheSeed
11. The Pidgenator
12. Raiden
13. Dr Infernum
14. Blind Minotaur
15. Nebula_JSE
16. Thuged_Bruiser
17. Boerewors
18. Deathdude
19. Nightfly
20. LightningEmperor
21. Capt Plasma
We start at 7PM GMT December 10th (I think I put this in the original post too tho).
I'm going to be very strict about the powersets. There is an actual reason we choose fire/rad, and I'm going to stick by it. Now, if only 7 of us are on on a certain night, ofcourse we can fill the 8th spot with an outsider, but please note that to be a part of this you NEED to be Fire/Rad. (sorry, but the whole idea comes down to those powersets)
I indeed did mean to skip the tutorial, wasn't aware this means missing out on a badge (I'm not much of a badgehunter). No problem though, 1 lvl of xp wont matter anyways (at that lvl you catch up in no time), so if you desperately want the badge, just do the tutorial before the time we start and meet us in Mercy Island at lvl 2. (Personally, I'll still start as lvl 1 in MI :P)
And pick Kalinda as your contact! -
I can tell you the result right now. The reason we pick /rad is because of the great mix of buffs and debuffs. Dark Miasma is indeed the best alternative, but it still lacks a lot of things /rad has. Rad can totally debuff ALL properties of mobs. So can dark miasma, but it takes longer for the set to come into it's own, and the way these debuffs are applied works better in the radiation set. On top of this, Dark has nothing that can even begin to compare to accelerate metabolism, which is one of the most important parts of this team. Keep in mind it buffs damage, recharge and recovery. That's like having perma build up, stamina and hasten running, except those 3 powers only give a fraction of the buff that 8 AMs do.
As for picking fire assault, we need a lot of area of effects for this team to work, and there simply isn't any other primary that gives the same as fire assault, certainly not as soon as fire assault does.
The reason I want more then 8 people in this is because, inevitably, some people will lose interest and stop. (this is just a fact of life) On top of that, some of us are much busier then others. If there is a group of 20 participants, it's much easier to get a team like this going more often.
So basically, the reason we want a lot of fire/rads is because we want to be able to run these teams often, and we dont want the team to die a young death -
I'm aware of this, but it's not very practical for this situation
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Alright this is growing much faster then I expected, which is good hehehe. Just for good measure, I'm posting a temporary list of participants.
1. Solar Flash
2. Max Khaos
3. Jummy
4. Humanoid Doom
5. Thermatron
6. Scorpion Assassin
7. Wooly
8. Blackbone
9. Artanix
10. SamTheSeed
11. The Pidgenator
12. Raiden
13. Dr Infernum
14. Blind Minotaur
Wow, thats nearly 2 full teams already. Hehehe, this is good stuff, exactly what I was hoping for
Keep checking here for updates folks.
Any more people interested? -
Indeed. Just a little note, if you want to sign up please post in the other thread as well. Makes it much easier for me to keep track
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I forgot this in my post (it's that big and I still forget something):
On December 10th, all villains should start out as lvl 1 in Mercy Island with Kalinda as their starting contact. -
As a lot of people may be aware, Superteams have been a regular thing, although they've been more common on American servers then European ones. For those completely in the dark: a superteam is a group of players that roll near-identical chars to enforce the strengths within these sets to extreme levels. The most recent example can be found here.
As you can see in this post, Controller superteams aren't a strange thing anymore.
EVIL would like to (re)introduce the superteam concept in Europe, but instead of going down the path of the Hero, we would like to do this with Corruptors. CoV has been far too empty, and we hope that all those who miss the busy days will take note of this opportunity. So what is our plan? Keep reading
First of all, the powersets: We've decided to go for Fire/Radiation Corruptors. A superteam is based on stacked buffs, debuffs, and decent damage output. The Radiation set offers a great mix of buffs and debuffs, as well as an area heal. Stack all these things 8 times, and the effect will be truly awesome. As for the primary, the goal is to be in large teams which means large spawns are the order of the day. So we need AoE damage. The Fire primary delivers this even before lvl 10. On top of that, Blaze is one of the highest damage per second single target attacks in the Corruptor sets.
Now, to change an 8 man team of identical powersets into an 8 man superteam, some coordination is required. Therefore, to take part, certain powers MUST be taken at certain levels. I'll jump right to business and make a list of required/preferred powers below. (if this doesnt immediately interest you, skip to the next part which deals with more practical issues)
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. Granted, it may not be as good as Fire Ball, but it deals more damage. On top of that, it's our second proper AoE attack, which means we want it.
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. With enough slows from Lingering Radiation, it may be a good idea to all pick up Rain of Fire, because mobs cant leave the area anyways. But perhaps finishing off the leadership pool first has a higher 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.
As you can see, pre-lvl 20 there will be a lot of required power choices. The reason for this is, as explained before, because the effect of these powers stacked 8 times is nothing short of devastating.
What about enhancement slotting? That's the good part, because of our insane (De)buffing capabilities, we'll already hit just about every cap in the game, meaning enhancements are hardly even needed. The only requirement would be 3 slotting AM for recharge ASAP. Perhaps 3 slot Radiant Aura for healing too, but other then that, feel free to do as you wish.
Alright, I think the idea is pretty clear by now, let's get down to practical issues.
Teamsize
Clearly a mission team can only be 8 players or less. This doesn't mean our Superteam needs to follow the same rules. Obviously we all have real lives, and it will be hard to make sure everybody is online every evening. Therefore there is no limit to participants. We'll create a global channel, inviting all participants, and whenever 5 or more people are online we could all log into our Superteam alts and join up. If there is more then 8 online, we can split up into two groups. Clearly being in an 8man team is best, but a 5-6 man team will easily manage as well.
When do we play?
This is not entirely certain yet. Basically, well be playing on sundays (starting December 10th) but if theres enough participants online on another evening (very easy to tell, due to the global channel) a team could be formed with whoever is online to have some extra fun.
What about a lvl gap that might result?
Well, since our debuffs will make it easy for a lvl 12 to hit a lvl 16, without getting a oneshot death in return, this doesn't really matter much. We can always LK people up, and even if we are in the SO lvls and our LKs arent it doesn't matter, because as I've said before, enhancements will be pretty much unneeded anyways.
Costume
Clearly this team will be very cool, so we want to look cool too. What looks better then a team of identical villains blasting the world apart? A team of identical villains blasting the world apart in identical costumes! Since this is an EVIL effort, we'll all be rolling these characters with the EVIL VG Costume as their primary costume. This isn't a demand, but it would be nice if you play along here, even if you don't actually join EVIL. (It's only a costume)
You can find the male, female and huge model costumes at the respective links.
Alright I'm in, where do I sign up and when do we start?
Leave a message here if you want to join in. As for when, I think it would be wise to give I8 some cooldown time, so we'll start Sunday December 10th. At 7PM (GMT) we'll gather up our lvl 1s and start playing. If you can't make it this evening, no problem, depending on how many people particpate, we could very well have fire/rad teams running several evenings every week.
Once again, I'd like to stress the point that this is an EVIL effort to get some unique teaming done on the villainside of the game. All of our SuperTeam toons will be in the EVIL VG, and everybody who joins the SuperTeam is expected (but not required) to roll their character with the EVIL VG Costume. Clearly, anyone who is willing can also actually join EVIL, regardless of the affiliation of their main villain/hero. This is just an offer however, and by no means a requirement to join this team.
A short recap of requirements and requests:
Requirements: The character must be a Fire/Rad Corruptor and select certain powers at certain levels.
Requests: It would be preferred to play along with the team and roll your character with the EVIL VG Costume as your primary costume. Please note this doesn't mean you need to join EVIL, it's only a costume.
There is already a lot of excitement for this team within EVIL. I hope we can convince others to join in as well, so we can all meet some new people. I truly believe this is an excellent way to meet new people, and to have an entirely different experience then you've ever had on any of your villains OR heroes.
So dont hesitate, sign up right here right now, or if youve got comments/questions feel free to reply here or contact me @Solar Flash -
I know but you said you only rank dark regen above aid self. I was just saying that, for example, Healing Flames is better too. (IMO)
Ofcourse I'm just being waaaay too technical -
I've never tried stun so I guess I'm not too reliable
I always thought TF and Stun had the same degree and chance of stunning? Was I wrong about that? -
Actually I think Whirling Hands gets that title... (a matter of opinion though)
Too much end and too little damage. -
I agree with Cynic. My MA/SR scrapper has aid self and swears by it, but on a dark armor brute aid self truly is pointless. However this thread is derailing pretty fast, we're talking about SS/Inv. /inv being partially defense based *might* make aid self a good power for this set, although I'm not too sure about that.
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I disagree, being a Dark Armor brute. I can run into a full spawn of enemies with 10% of my health, press a single button, and be back at 100% health. I get that power at lvl 16. Skipping a travelpower at 14, I could get aid self 2 lvls earlier at best (and that would be a bit of a strange priority for ANY char). So from 16 on out I can go from hardly any health at all to full health when I have just 3 mobs around me (even soloing, nearly every spawn has 3 mobs). You really think I need aid self?
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While I agree with you to a certain extent, I think blast is more flexible then breath. It uses far less end and the recharge is much lower as well. On top of that, for single target damage, the damage per second is superior too. As for AoE damage, I'm trying to avoid that until I get TK, because I don't have any AoE form of control untill I get that, so it might be a bit risky to aggro too many targets at once.
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That comes down to a matter of personal taste tho. Both powers are softcontrol. The advantages of levitate (IMO) are that the control isn't disrupted by damage (and, having a DoT secondary, thats important), and the damage of the power is superior as well. These advantages makes me (personally) in favor of levitate
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It's a classic one that's for sure. I tried it several times and never got past lvl 8. I'm not sure why, I love brutes, but somehow this combo never really gave me the right feeling. A lot of people swear by it though, so my advice would be to just try it out and if it doesn't work, you can always re-roll as an EM/DA :P (I'm not biased...honest)
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Alright I have to say I like your ideas. It took a while redoing my enhancement slotting so I could stills lot some powers while I took them later, but this is what I came up with now:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Mind-Fire
Level: 41
Archetype: Dominator
Primary: Mind Control
Secondary: Fiery Assault
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01) --> Levitate==> Acc(1)
01) --> Flares==> Acc(1)
02) --> Incinerate==> Acc(2)Dmg(3)Dmg(3)Rechg(15)Dmg(19)
04) --> Dominate==> Acc(4)Acc(5)Hold(5)Hold(7)Rechg(13)Rechg(19)
06) --> Confuse==> Acc(6)Acc(7)ConfDur(9)ConfDur(9)
08) --> Combat Jumping==> Jump(8)
10) --> Fire Blast==> Acc(10)Dmg(11)Dmg(11)Dmg(13)EndRdx(15)
12) --> Swift==> Run(12)
14) --> Super Jump==> Jump(14)
16) --> Fiery Embrace==> Rechg(16)Rechg(17)Rechg(17)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Telekinesis==> EndRdx(22)EndRdx(23)EndRdx(23)Rechg(25)Rechg(31)
24) --> Fire Breath==> Acc(24)Dmg(25)Dmg(29)Dmg(36)EndRdx(37)
26) --> Terrify==> Acc(26)Acc(27)Dmg(27)EndRdx(29)Dmg(31)Rechg(31)
28) --> Combustion==> Acc(28)Dmg(34)Dmg(36)Dmg(36)
30) --> Acrobatics==> EndRdx(30)
32) --> Mass Confusion==> Acc(32)Acc(33)ConfDur(33)ConfDur(33)Rechg(34)Rechg(34)
35) --> Consume==> Acc(35)Acc(37)EndMod(37)Rechg(39)
38) --> Blaze==> Acc(38)Dmg(39)Dmg(39)Dmg(40)Rechg(40)Rechg(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
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I'm not entirely sure about not 6slotting TK, so I went for 5
All the comments so far have been very helpful, thanks a lot. I would certainly appreciate some response to my new build -
That actually sounds like a nice idea Def, but the problem is that means I won't have AoE controls until at least lvl 22. What do other people think of Telekinesis before Stamina? (and SOs, mind you) Will it really leave me without any end to do anything else?
I could ofcouse try something I've never tried before and get a pre and post stamina build, respeccing at lvl 20/21/22. I get a fair bit of free respecs with the upcoming veteran rewards anyways. That way I could get my mass sleep for AoE control until 20, then respec it out for TK. Seems a bit complicated tho
As for FE, I'll prolly switch that with acro getting it at 24. After all the dmg buff is best for fire attacks, and I only have 2 of those (I refuse to count flares :P) pre-22.
I indeed intend to 6slot my hold and fire blast, its just that I don't think the recharge slot I put on there (which takes away about 1 sec of their recharge) is the highest priority. (its only 1 second)
And yes I indeed want Hasten very badly, but I simply dont know where to put it!