The SuperTeam: Advanced Grouping [long]


Altoholic_Monkey

 

Posted

I second that. Anyone have more experiences or ideas to add to it.

Go for it Arc


 

Posted

A number of my friends created another all-rad supergroup, and it has been amazingly effective.

I have a smaller-scale version of the super team - my wife and I both play CoH. We both have characters that we play together, in sets. It makes it extremely handy when picking powers - our newest set hit 14 recently. I didn't have to pick up any travel powers at all - my wife has tp and tp friend. That leaves me 2 slots to pick up leadership, or medicine, or really anything I want. We also made a pair of electrical offenders that went *very* nicely together, and another set of Rads. It's impressive what even 2 rads can do with overlapping RI's and AM's. Occasionally we'd team with *another* rad, and yes, triple AM is just as WOOHOO! as you'd expect.

If you can make the logistics work, this kind of play makes CoH so much more fun.

I just keep a set of "solo/pickup" characters for when I play alone, and then my team characters for when we play together....


 

Posted

This is definitely my favorite Guide on the boards. I have little time to play compared to many (I have a family and commute a long way to work), so my little SuperTeam plays only once a week for a couple of hours.

At the top of your Guide, Arcas, you mention that the prescribed roles of a team are really for the beginners and that experienced players are able to do much more in a team-only environment. Well, we did a little bit of stacking effects, but we primarily focused on everyone doing their role to the best of their ability, almost to the exclusion of all else. For example, our Tanker will get his second damaging attack at level 35.

We're playing a Pentad (one of each Archetype) called Synergy on Liberty, and our roles are well-defined:

The Blaster is Fire/Elec and AoE's minion into a fine powder before stepping in with the impressive Blaster melee attacks. The Electric Mastery's secondary, End Drain, stacks nicely with the Defender.
Our Controller, an Earth/Rad, is the backline healer (when necessary) and crowd control. Earth's Slow and Knockdown effects stack with the Tanker's. As time progresses, we'll also use Enervating Field to churn out even more damage over and above the damage cap.
The Defender is Kinetics/Electricity, and the boost to recharge rate and massive increase to endurance recovery and damage make a huge difference in power selection. Her Electric attacks are slotted up for end drain, and stack with the Blaster's melee attacks, as mentioned above.
The Scrapper, Dark Melee/Dark Armor, is the bosskiller. Dark Melee adds a damage type (dark, obviously) to our output, and DA also adds to AoE damage and crowd control. Accelerate Metabolism, Speed Boost, and Stamina are just able to keep this end-hungry set in the blue. We considered Spines, but decided we liked concentrating on single target damage, allowing the Blaster to rain down on areas.
Finally, the Stone/Ice Tanker is all about surviving anything at all. When constantly teamed with a Kinetics Defender (and having Teleport), Stone Armor really doesn't have any drawbacks to speak of. Ice Melee is incredible for one single power: Ice Patch. But what a power.

Everyone has the Leadership pool - though only the Controller and Defender will slot the powers. Only the Blaster (Fly/Recall) and Defender (Inertial Reduction) have travel powers. (Fly ain't bad when Speed Boosted, by the way.) As much as we wanted to avoid Stamina, the Leadership toggles - which are damn impressive when the whole team runs them, by the way - are too expensive on top on all our other powers to maintain, even with Speed Boost and Accelerate Metabolism. The melee characters will have Stimulant (Medicine Pool) to supplement the Defender's status effect protection, since the Tank and Scrapper already have their own very strong status protection. (And thank goodness for the DA Scrapper that both Increase Density and Accelerate Metabolism lend Knockback resistance...)

We started running our missions on Invincible starting somewhere around level four, and we only bumped it down when going through The Hollows so as not to outlevel the Cavern of Transendence Trial. We failed the Cavern, in large part due to the fact that we just couldn't make things work with the bozos - okay, two bozos, and one good player - we had to pickup to fill out the eight people required. We work really well together, and newcomers just screw us up. Back up to Invincible for the Positron Task Force (yawn, what a sleeper), and now we're Unyieldingly breezing through Synapse.

I am continually surprised at how easily and quickly we do our missions. At the first, the Tanker was the big debt magnet, as the Invincible missions would quickly reduce him to a smouldering heap of goo. We're in our mid-teens, now, and the team has exhibited no major weaknesses, either to a damage type or to a particular mob type. However, the Scrapper is currently Debt King, as his armors are not yet well-slotted, and DA is not particularly hardy in the massive groups we generally deal with. I believe that will greatly improve by the late twenties/early thirties.

I love Super Teaming - it's renewed my interest in City of Heroes, and it's a heck of a lot of fun.

'Wolf

Edited for typos.


 

Posted

Arcus had sent me a PM in regards to some of the dedicated teams that I've been on or helped set up:

The Clones
The Clones are all identical MA/Regen Scrappers. Appearances are the same (other than a different letter for each toon) and they choose the exact same powers. We had previously run an all-Scrapper team called "The Becker Brothers" with different powersets. The problem was in the discrepancies in the powers....some ran out of End very quickly while some never ran out of End. So, I came up with the idea of The Clones to help balance things better. We have given a lot of thought on what powers to take at what levels and what would be our travel power. The intial plan had been to take Jump Kick from the Leaping pool as our pre-travel power. A few of the Clones were very hesitant in taking Jump Kick. Eventually, the two primary clones caved in and we ended up taking Crane Kick in its place. By doing so, however, it pushed out travel power back a few more levels.

Our biggest mistake with The Clones was the fact that we are Science origin...which makes going up against Vahz a real pain. For some reason, we wanted to completely avoid The Hollows (which was a mistake). The Clones are either highly effective or quick to drop. We can cruise through the streets of Perez Park with almost no risk or downtime....but large Clone-teams going against Vahz in door missions is much trickier.

The Dragon Kinship
I believe that TDK came after the Clones. TDK is a celtic-themed all-Controller team. Fairly low risk against almost any mobs. With Containment, my TDK member needs a respec (since she took Jump Kick, Boxing and Kick for lower-endurance damage powers).

Scrap Metal
An all */Dev Blaster robotic themed team.

The Infestation
A bug-themed all-Defender team. This is the one we've been playing lately. The bugs focus on Debuffs and attacks. We don't have any Rad primary defenders due to the anchoring nature on many of their debuffs. With the bugs, we can have a wider level-discrepancy without putting the characters at risk. Very fast in defeating mobs of almost any type.


 

Posted

Great guide. I was inspired to do this recently as well. I am involved in All Kin SG - Pinball Wizards and All Emp SG- Green Machine. In both cases we used your principles. No Stamina for instance in either team. Both teams provide status protection to all members. We left it optional whether to take travel powers or hasten. The kin's are at the effective recharge cap though from stacked speed boosts.

Also the stacked assaults in the Green machine + fort results in our SG recommendation of 3 slotting most attacks 3 damage. Tactics + Fort provides the acc (huge acc) and with 3 damage and 4 emps on the team you hit the damage buff cap.

I have been talking to blasters lately to see if I can get interest in an all */dev SG. Smoke Grenade and Caltrops provides some interesting bonuses.


 

Posted

Arcas asked me to jump by and post so I thought I would share my experience with this. I ran into this post a while back and brought it up to my SG a couple of weeks back for something new to try. With all of us old timers, we needed that spark to really get excited as we had tried most things. This is that spark that has really gotten us motivated.

Note: We use voice chat to further enhance our ability to mow threw opponents

Our team makeup:
Phoenix Squad on Triumph
Fire/Fire Blaster
Fire/Fire Blaster
Sonic/Fire Blaster
Empathy/Sonic Defender
Fire/Kinetics Controller
Fire/Kinetics Controller
Fire/Fire Tank
Spine/Regen Scrapper

The idea, as Arcas layed out, for this team is damage. Pure and simple. Fire is the best bet for this.

Power makeup:
* In general, everyone is slotting their attack powers with 1-2 Accuracy, 2-4 Damage and 1-2 recharges.
* Only one of the controllers will take a travel power which will be Teleport with the following powers - Recall Friend, Teleport and Group Teleport. (I admit, this took a bit of convincing)
* Everyone takes the Leadership pool and the following powers - Assualt, Tactics and Vengeance.
* Endurance has not become an issue as of yet but we are still a bit young to know for sure.

General thoughts
This SuperTeam is insanely fun to play. Simply watching mobs fall to pieces in large groups is rather fullfilling to see. The fun factor is the reason we do this, not for the very high xp/hour but if xp/hour is your thing, this group will do it in high fashion.


 

Posted

This will be a follow-up to Heidegger's post back on page 2, for anyone that cares. The olympiad has thrived, and meeting only 2x/week, managed, in under 250 estimated hours of playtime, to ding all it's participants to 50.

We've started a CoV ST, with the same guidelines as before, and we hope it will go well. Not sure how this will relate to anyone not in CoV, but, here's our starting lineup. (btw, heidegger had personal issues and can't lead this one, i've taken the reigns alongside another veteran of the Olympiad)

Mercury R8X1 - Sonic/Cold Corruptor
Mars R8X4 - Sonic/Kin Corruptor
Jupiter R8X5 - Spines/Ninjitsu Stalker
Saturn R8X6 - Fire/Thermal Corruptor
Uranus R8X7 - Grav/Nrg Dominator
Neptune R8X8 - Ice/Icy Dominator
Pluto R8X9 - Ice/Sonic Corruptor
Sol R8X0 - Nrg/Nrg Stalker

I have to say, being in the Olympiad made that 6 months some of the most fun. Looking forward to it every Wednesday and Saturday was the highlight of some weeks.

We ended up Relying on the Spines/SR and the Fire/Fire for damage output, with the Kin's 6 slotted SB giving us the end we needed to bypass stamina, and the leadership pools and the forts helping to make us true gods. In that theme, we named our CoV toons after the Roman counterparts to the Olympiad, and hope that our success will continue. Glad to know who inspired Dio to make this group that has been such a big part of my and 7 others CoH experience.


 

Posted

Me, my brother, and two of our friends play a plethera of toons, all built around the others.

I'll be playing my soloer, then my brother will get on. So I change to one of the team toons. Then the other 2 get on... and we roll over mobs like a wave. We've played duplicates, snergies and complex trick teams where my power has to go off to set up his, so her power can trigger to make his work. Complicated as all blazes but oh so much fun when it works. Its like a mag 3 fear/imob/stun/knockback/hold all at once.

By the by, for Superteams I recommend getting a voice chat set up. Being able to call for fire/healing/there he is! kinda thing is invaluable. We have a Teamspeak server and now have the whole SG on it (30+) where each team can have there own channel. It helps that early coordination get going.

Oh, and great post by the way, it gave me lots of good ideas to try.


 

Posted

I've considered doing this sort of thing before, but I could never get the 2 RL friends I play with to really get on board with the idea (there were 5 of us, but 2 have got bored and stopped playing).

I'd like to try the slow ST - I put together an ice/storm controller who focuses primarily on slowing powers - between just those two sets I doubt any enemies would be going anywhere. Stick kinetic/psychic defenders, ice tanks and ice/ice blasters in there too and it you've got yourself a new arctic... :P

If anyone is actually interested in doing this, btw, PM me. I can start this on any server except infinity (that's where I normally play and I've run out of character slots there :P )

Here's the ice/storm and kin/psy builds I quickly put together (and I do mean quickly):

Ice/Storm Controller:
Level 1 --> Gale===>Acc(1)
Level 1 --> Block of Ice===>Acc(1) Acc(3) Hold(3) Hold(43)
Level 2 --> O2 Boost===>Heal(2) Heal(7) Heal(46)
Level 4 --> Snow Storm===>EndRdx(4) EndRdx(5) EndRdx(5) Slow(7) Slow(29) Slow(43
)
Level 6 --> Swift===>Run(6)
Level 8 --> Arctic Air===>EndRdx(8) EndRdx(9) EndRdx(9) Slow(11) Slow(29) Slow(4
2)
Level 10 --> Shiver===>Acc(10) Acc(11) EndRdx(13) EndRdx(13) Slow(15) Slow(15)
Level 12 --> Hover===>EndRdx(12)
Level 14 --> Fly===>EndRdx(14) EndRdx(31) Fly(34) Fly(34) Fly(34) Fly(42)
Level 16 --> Freezing Rain===>Rechg(16) Rechg(17) Rechg(17) Slow(19) Slow(19) Sl
ow(43)
Level 18 --> Health===>Heal(18) Heal(40) Heal(42)
Level 20 --> Stamina===>EndRec(20) EndRec(21) EndRec(21)
Level 22 --> Ice Slick===>EndRdx(22) Rechg(23) Rechg(23)
Level 24 --> Hurricane===>EndRdx(24) EndRdx(25) EndRdx(25)
Level 26 --> Glacier===>Acc(26) Acc(27) Hold(27) Hold(37)
Level 28 --> Assault===>EndRdx(28) EndRdx(31)
Level 30 --> Tactics===>EndRdx(30) EndRdx(31)
Level 32 --> Jack Frost===>Acc(32) Acc(33) Dmg(33) Dmg(33)
Level 35 --> Tornado===>EndRdx(35) EndRdx(36) Rechg(36) Rechg(36) DefDeBuf(37) D
efDeBuf(37)
Level 38 --> Vengeance===>DefBuf(38) Heal(39) TH_Buf(39) DefBuf(39) Heal(40) TH_
Buf(40)
Level 41 --> Hibernate===>Rechg(41)
Level 44 --> Frozen Armor===>EndRdx(44) EndRdx(45) EndRdx(45) DefBuf(45) DefBuf(
46) DefBuf(46)
Level 47 --> Ice Storm===>Rechg(47) Rechg(48) EndRdx(48) EndRdx(48)
Level 49 --> Ice Blast===>Acc(49) Acc(50) Dmg(50) Dmg(50)

-------------

Kinetics/Psychic Defender:
Level 1 --> Mental Blast===>Acc(1) Acc(9) Dmg(19) Dmg(37) Dmg(48)
Level 1 --> Siphon Power===>Acc(1) Acc(3) Rechg(5) EndRdx(40)
Level 2 --> Transfusion===>Acc(2) Acc(3) Heal(5) EndDrn(11)
Level 4 --> Psionic Lance===>Acc(4) Acc(7) Dmg(17) Dmg(25) Dmg(46)
Level 6 --> Siphon Speed===>Acc(6) Acc(7) Rechg(34) Rechg(36)
Level 8 --> Increase Density===>EndRdx(8) EndRdx(9)
Level 10 --> Psychic Scream===>Acc(10) Acc(11) Dmg(17) Dmg(19) Dmg(43)
Level 12 --> Speed Boost===>EndRdx(12) EndRdx(13) EndRec(13) EndRec(15)
Level 14 --> Hasten===>Rechg(14) Rechg(15) Rechg(36)
Level 16 --> Super Speed===>Run(16) Run(42)
Level 18 --> Inertial Reduction===>EndRdx(18)
Level 20 --> Telekinetic Blast===>Acc(20) Acc(21) Dmg(21) Dmg(37)
Level 22 --> Will Domination===>Acc(22) Acc(23) Dmg(23) Dmg(37) Dmg(46)
Level 24 --> Whirlwind===>EndRdx(24) EndRdx(25)
Level 26 --> Transference===>Acc(26) Acc(27) Rechg(27) Rechg(29) EndRec(34) EndR
ec(34)
Level 28 --> Psionic Tornado===>Acc(28) Acc(29) Dmg(31) Dmg(40) Dmg(43)
Level 30 --> Subdue===>Acc(30) Acc(31) Dmg(31) Dmg(40) Dmg(46)
Level 32 --> Fulcrum Shift===>Acc(32) Acc(33) Rechg(33) Rechg(33)
Level 35 --> Scramble Thoughts===>Acc(35) Acc(36)
Level 38 --> Psychic Wail===>Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(43)
Level 41 --> Conserve Power===>Rechg(41) Rechg(42) Rechg(42)
Level 44 --> Temp Invulnerability===>EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45)
Level 47 --> Power Build Up===>Rechg(47) Rechg(48) Rechg(48) TH_Buf(50) TH_Buf(5
0)
Level 49 --> Repel===>EndRdx(49) EndRdx(50)


Quote:
Originally Posted by Psychoti View Post
"....so I headbutted the blind chick."
I used to have superhuman powers, but my therapist took them away...

[ cruise / casual-tempest.net / transference.org / xenogamous.com / wytedragon.net / quantam sufficit ]

 

Posted

I was recently in a pug that rapidly turned into a SuperTeam. Not in the sense that our powers were planned mutually, but rather in that we got themed. Four scrappers (two Claws/SR, Kat/?, BS/?), one controller (?/?), one blaster (Fire/Fire). Needless to say, we focused on damage, helped along by lock downs from the 'troller and pulls by the blaster.

Nothing survives for more than a second with four scrappers surrounding it.


 

Posted

Though I've been on many excellent teams, including all controller teams, where no one takes damage cuz everyone is held, I have to say the most efficient team system I've worked in was a 2 scrapper/ 2 troller team.

From my late 20's to about 40 I ran Paragon with the same 3 guys (ok one was a girl), and yes I'll give out their names.

Netherworlder: DM/Rgn Scrapper
Poison Princess: Spine/Rgn Scrapper
Lucid Dream: Ill/Kin Controller
and myself, Twilight Girl: Mind/Kin Controller

This was quite simple and having 2 Kins, things went incredibly fast. After a double dose of speed boost, our two killers would rush in together both using any combination of AoE or single attacks. At this point the Ill troller has sent in his pets while Mind is casting AoE/Cone holds. The next move for the trollers was Transfusion and Tranference wich completely negated any damge and endurance lost by the two scrappers while in their innitial onslaught. For the most part several kills had already been made by this point, and a few single holds/attacks from us and clean up from the scrappers was all we needed.

As time went on we worked in dual Fulcrum Shifts, Mass Confuse, and Phantom Army. The killing would happen so fast at times, that 2 cycles through my powers was but a distant dream.

The combination of 2 Speed Boosts, 2 Fulcrum Shifts, 2 Tranfusions, and 2 Tranferences meant no pain, no endurance loss, capped dmg, and incredible recharge and end recovery. Having a Dark and Spines scrapper didnt slow things down either considering their abilty to deal consecutive attacks faster than the other scrappers. Their already quick damage output was so heavily increased with speed boost. And the fact that they were both regens with a double dose of the third most powerful heal in the game meant that death wasnt even a consideration. Enemies rarely ventured toward the trollers, having 2 blood thirsty killers and an array of pets to sift though first. And even if one of us squishies managed to take a hit, a quick run into melee + Transfusion x 2 = full health.

Ah, I miss those days.

Now I'm trying to work out a system that involves 3-5 blasters. My friends are blaster happy at the momment so that's what we have to work with. i'm sure I'll find something on this thread about that though.

GL.


Server: Champion
SG: Pingu Coalition
50's: Twilight Girl, Fire - Storm, S. Charmichael, Checkers-, Masquerade-, Liquid Tempest, Snack Food, Cinder - Burn, Liquid Embers, Claire Voyant.
Others: Cuddles the Kitten, Sarayu, Ninety-Nine, .Calibre

 

Posted

Another team worth mentioning as I came across it in PvP and think it was a bug:

Bullets Merc/FF MM
BulIets Merc/FF MM
BuIIets Merc/FF MM

I may be wrong about the Merc thing, they may be ninjas. Anyway, looking at thoses names in the games own font, they all look the same. How do you target one for bounty? To make it worse they've named ALL of their pets Bullets! To make it MORE worse they themselves look exaclty like their pets! And as if ONE wouldn't be bad enough, trying to target the player while there are three of them with the same name AND their pets is next to impossible. To top it off they have have the teleport pool.

What does a player do when they get ported into the mob of 15+ lookalikes all wanting you dead? Run? Yes, but then when you get ported back by the other player...and run again, and get ported again...it's an endless cycle. I learned to accept the first TP and take a free ride to the hospital.

I hate them..cuz I'm a hero...and a victim. But I tip my hat to them for creating the most effective death trap I've seen on this game.


Server: Champion
SG: Pingu Coalition
50's: Twilight Girl, Fire - Storm, S. Charmichael, Checkers-, Masquerade-, Liquid Tempest, Snack Food, Cinder - Burn, Liquid Embers, Claire Voyant.
Others: Cuddles the Kitten, Sarayu, Ninety-Nine, .Calibre

 

Posted

Heh. Forgive me if I'm not completely coherent, since it's 2:30 in the morning right now..

I sort of stumbled here and, after reading, was just smiling a lot. The way you describe the Superteam sounds like my SG. In our case, it was almost an accident and more years of actually knowing each other (most of us IRL). We tend to blow through missions, and even TF's, esspecially with our Primaries. When we got to some of the higher req. TF's (there's only 4 us pretty much garunteed to be around on our 'teaming Sundays').. anyway, when we started inviting others we got some interesting reactions. Most of our communication was to the new members, and otherwise tends towards making jokes, ectera (like who 'wins' for arriving at the mission first). I belive the funniest reaction was from someone when we did the Citadel TF, wich was 'Holy @#%&, I've never seen this go that fast'.

Anyway, love this post, and now going to read the rest, or mark'm for reading later. Nice job.

(BTW, I've been on a team that was almost completely Controllers. OMG that was fun!)


 

Posted

I started a new SuperTeam this weekend, mostly with Tempest Legion people on Justice. Here's the team:

6 Spines/Regen Scrappers
1 Kinetics/Sonic Defender
1 FF/Sonic Defender
Everyone takes the first 3 Leadership powers.

The Kin can provide movement powers for the whole team, between Speed Boost, Inertial Reduction, and her own Teleport with Recall Friend. The Scrappers may take Hasten + Super Speed as well. Hasten is almost perma with Speed Boost, and Super Speed makes it even faster to get from one mob group to the next.

The FF bubbles plus stacked Maneuvers will floor most mobs ToHit at 5%, at least in I7. The only significant damage likely to get through is AoEs, as the team won't have a lot of Defense against them. The Scrappers have near perma Dull Pain plus a fast recharge self heal for the hits that get through. The Kin also has a very nice mob centered AoE heal.

Assault plus Tactics means everyone will hit, and hit hard. No need to slot Accuracy once a few people have Tactics. The Kin has Siphon Power at lower levels to help bump up the damage, and Fulcrum Shift at 32 will easily cap damage. No need for Build Up at higher levels. Both of the Defenders have Sonic Attack for the occasional Resistance Debuff versus hard targets. Even AVs should go down pretty fast.

Speed Boost plus Quick Recovery plus Stamina will generate the END to pay for everything, for the Scrappers at least. The Kin only gets Stamina, so she gets blue inspirations from the rest of the team if needed. It probably won't be needed much, as she doesn't need to attack often.

The Spines Scrappers are the real damage of the team. Stacked 6 Spine Bursts from level 2 on decimate a mob group, leaving bosses, heavily damaged Lieutenants, and Minions that were away from the rest of the group. At higher levels add Quills and Throw Spines for more AoE damage.

Mobs get an alpha strike, and that's about it. The stacked Spines poison with -Speed and -Recharge means they'll run in slow motion and attack once in a long while.

My last SuperTeam (Tank Mages) was all about maximum protection for an all-squishy team. My Tank Mage hit 50 in a little under 200 hours. It was nice, but a bit tedious at times due to the large number of single-target buffs we had to maintain on each other. This team is all about mass AoE damage, with enough support on the side to keep the team alive and rolling over mobs. The damage dealers on this team do not need to stop or even slow down, ever. The buffers don't need to attack, though they certainly can when they have the time and END.

As long as this team sticks together, I expect we'll hit 50 faster than the Tank Mages.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Well execellent guide and I see that Teklord posted in here way back when just before he created Pinball Wizards. Since he used this guide as inspiration, you can say we are a shining example of this guide

Also I'm so happy to say that from those humble beginnings Pinball Wizards has spawned into Repeat Offenders Network where many house their Super Teams or Specialized SG's.

To TopDoc:
I feel bad for your 1 kin who has to boost up 7 folks yet that Kin doesn't get any of SB benefits. Maybe swap out one of those Spines for another Kin and get dual benefits.




 

Posted

I just love superteam the concept. It really brings out what CoH was ment to be. I am currently running an all Radiation Defender superteam at the behest of one of my friends. TopDoc, next time you start a superteam, send me a PM. I definatly want to get in on one of your Teams =)


 

Posted

Fantastic Guide! Should be required reading for EVERY COH player. ..but NOT COV...they should NOT get any ideas...muhahahaha.


 

Posted

I gotta say thanks to TopDoc too, I got introduced to the SuperTeam concept with the TankMages SG, and it was a blast to play.

Since then, I've formed an all-kinetic corruptor superteam (team teleport in, multiple fulcrum shifts, and 2 or 3 nukes will pretty much destroy anything!) and just recently started another all-corruptor superteam with some friends:

1 Fire/Dark Corruptor
1 Fire/Cold Domination Corruptor
1 Dark/Sonic Corruptor
1 Dark/Cold Domination Corruptor
1 Sonic/Kinetic Corruptor
1 Fire/Sonic Corruptor
1 Ice/Kinetic Corruptor
1 Ice/Dark Corruptor

The buffs and debuffs stack very nicely across these toons, and we turned our mission setting to relentless as soon as we left the tutorial.

These teams are great fun, so thanks TopDoc for your influence. I probably would have left the game by now if not for the SuperTeams.


 

Posted

Hmm been looking at the possibility of making a superteams and I'm wanting a certain character in the one I'm making so what kind of superteam do you suggestfor a Gravity/Radiation controller?


 

Posted

Added to favorites so I don't have to keep finding it!


 

Posted

Wow... I *just* came across this thread. What a walk through memory lane! Right now, there are so many superteams running around, and the theory behind them are more or less established, but it was a real hoot to go back through this thread and see how some of those theories got started.

I am really happy to have been a part of this history and some of the superteams listed in this thread, and I hope the party keeps on rolling


 

Posted

Hey Arcas...

Keep an eye out for an all TA team on Champion. We gather on Tuesday nights. The toons are TA/anything, but most are TA/Arch.

There is no common SG, but we are all Pingus. We started a few weeks ago and only do this once a week. We're probably around lvl 17 by now. It started rough but we're starting to get rollin' as we are now finding our roles on the team. We have our obvious "blasters", and two "emps" (TA/arch) with the medicine pool.

Healing Arrow FTW!


Server: Champion
SG: Pingu Coalition
50's: Twilight Girl, Fire - Storm, S. Charmichael, Checkers-, Masquerade-, Liquid Tempest, Snack Food, Cinder - Burn, Liquid Embers, Claire Voyant.
Others: Cuddles the Kitten, Sarayu, Ninety-Nine, .Calibre