The SuperTeam: An Ongoing Concept Suggestion Guide


Acerak

 

Posted

NOTE: THIS IS NOT MY IDEA! I'M JUST A PART OF IT!



Name: Enhance and Annihilate

Shard: City of Heroes

Overall Theme(s): All Rad/ Defenders or /Rad controllers. Secondaries for Defenders are SUGGESTED to be Radiation, but we will not decline a member for having a Rad/Psi, for example. We strongly suggest Illusion/ or Fire/ controlelrs (I duo'd with a Fire/Rad SKd up to my level with ym rad/rad. Dear god, we were immortal.)

Backstory: The founding members were soldiers in the Rikti war that were Prisoners of War (I think.) They were experimented on and got very lethal doses of Radiation inside of their systems. However, thats not the ONLY thing. There is a once-human that is now chaotic antimatter inside of a suit (Thats me :P) and a woman who, by the use of a Garnet earing, controls both Fire and Radiation.

Group Make-up: As we said, Radiation. The powers that we MUST take are: Accelerate Metabolism

The powers we SHOULD, but DONT HAVE TO Take, are: Enervating Field, Radiation infection, Lingering Radiation, Irridiate

Combat Strategy and Power Combinations: Defenders should open with RI and EF on either a single mob inside of a mission, or multiple ones outdoors. Everyone with irridiate will run in and hit it, while the people with Electron Haze and such position themselves. After the irridiate has gone, Eletron haze for lots of damage. Eye-Laser and Neutrino the remaining to death. Rinse, repeat.

Controllers open with RI or EF if they have them. If not, they open with holds, go into Melee (for the Fires), and unleash hell on ANYTHING that remotely resembles a bad guy.

Costume, Names, and Other Design Issues: We, currently, Sub-20, have no real Uniform. However, we are supposed to be Black and Green. This may change.

Alternative Suggestions: Not very many. Maybe Grav/Rad controllers? Mind/Rad? It is not my duty to say, though. It is my leader to say.


 

Posted

All-Rad? Been there, done that, got my 50. :-) Check out the Buffer Overrun link in my sig, and the All-Rad Philosophy in the Info section on the homepage.


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

 

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Yeah, we got our inspiration from you :P

Did I also mention we RP a lot?


 

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Hey guys, everything you guys have posted here is awesome. I am just curious to know, because I haven't seen it listed anywere, what your thoughts are on an all Kheldian Superteam? Just a query thrown in there out of intellectual curiosity.

P.S. If anyone is starting a Superteam anytime soon, send me a message or a tell, my global name is @Blood V


 

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All-Kheld would be a nice team. A small squad of Novas can alpha stike AoE entire groups. Send a Dwarf in first to take the mob alpha, maybe WS's could lock the mobs down, or take turns using Neb Form or Qfly to safely distract the mobs. The Khelds don't get damage or resistance bonuses from other Khelds though. You can't run Leadership powers while in forms. The only persistent buffs you can pass around are Stimulant and Grant Invis.

The big thing an all-Kheld team has going for it is versatility. If everyone is tri-form, everyone can blast, tank, or buff as needed. Everything going fine? Most everyone is Nova, blasting for nice AoE damage. Accidentally agro an extra mob group? Everyone goes Dwarf till things calm down. And EVERYONE knows to go for the Q or void when spotted.

Could an all-Kheld team roll over anything like a true SuperTeam? Almost. It would help that everyone would already have a level 50 char. But Crystals would be a REALLY BIG problem. It'll take a lot to avoid multiple deaths when facing those.


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

 

Posted

Crystals would be silly easy. The best way to take care of crystals is synergistic with Nova powers: <ul type="square">[*]Target the crystal until it is destroyed[*]Stay a distance, especially just as it is going down in defeat to avoid the massive explosion[*]Use AoE attacks so that the spawns are taken out[/list]So an all kheldian team could probably just sit back and blast away like mad. Perhaps reserving a couple of members to handle anything that got loose.


 

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This is an idea based not-so-loosley upon typical team makeups of my VG on Virtue:

Name: Tech Army (the actual VG is MechaNation)

Shard: City of Villains

Theme and Purpose: The theme and purpose of this team is robotics. Cybernetics are fine. The purpose doesn't actually matter, since you could theoretically build "Aasimov Robots" trying to simply found peace, however we stick to a more "grow and assimilate"(by any means) purpose.

Backstory: In our case, an ancient god is locked away and gained access to our realm through technology. After creating an avatar using basic nano-tech, the Nation grew and has been recruited of brilliant minds and rouge robots. Alternate stories could include conclaves of geniuses, post-Cold War think tanks, scrapped government projects, or independently funded AI shadow conspiracies. The Army (Nation) is all Tech Origin, with the exception of possible "converts" from other Origins that have adopted technology (Naturals being the most common).

Group Makeup: The primary core of the team is formed with Robot/FF Masterminds. A team of up to eight is formed, but alternate models are often brought in, and the ideal team makeup is actually:
5 Robot/FF MMs
2 */Rad or */Thermal Corrupotors (support models)
1 Brute (Elec/Elec is most thematic, but anything works since it's the wonders of Technology).

Combat Strategy / Powers: This team has each Mastermind take Dispersion Bubble and at least Assault and Tactics. Manuevers is recommended, as are the single target bubbles, but are not a hard requirement as long as one or preferably two members has (and uses) the bubbles on the team regularly. This itself leads to very high defense (and means that */Energy Brutes are actually discouraged, since they get the least benefit from all the extra defense), with great Accuracy and Damage bonuses. The Mastermids mostly work on keeping their pets managed (and co-ordinating movement through doorways), and provide support from Rifle attacks, buffs, Force Bubble (to keep mobs from the center of the group) and other such tactics. The Brute does what he does best, indiscriminately, taking his resists and just SMASH!!!(tm)ing. The two Corrutpors buff the Brute and team as they can, and co-ordinate debuffs, esentially spamming their AoE Heals and providing powerful Scourge support to drop rough enemies faster. This team runs on Relentless.

Costumes, Names, and Design: The theme itself will determine this. If you are a more peaceful (or think-tank) group, you are likely to have Human, uniformed Masterminds and standard design paramaters for your non-MMs, possibly differentiating by archetype. The Humans are encouraged to have various cybernetics if this a more "against-the-system" group or conquest based group. The other extreme (and the Nation) is to recruit any tech user or robot. A "Nation Chassis" is provided to every member (devote one costume slot to it), and they are encouraged to use it but are free to use their other slots as they please. Newly made models follow a production run ethic, using a "base chassis" and then upgrading over time.

Alternatives: This group has a lot of divergence options. A Dominator can be a welcome addition for AoE control, and any primary is likely justifiably somehow, but Fire is probably the "most thematic." Stalkers are justifiable as stealth models, but don't bring much to the team compratively. Alternate makeups sack one or two Masterminds to add an extra Brute or Dominator, or an extra corrupotr (Kinetics advised!). Also, one of the current Corruptors can easily become a Kinetics.

Hero Alternative: A lot of hero alternatives already exist, but are mostly unified by costume/backstory/RP than actual powers or synergies. Co-ordinating powersets helps solidify the "common design" feel, however, while still allowing for customization. For example, the think tank that defends Paragon wants to send out a Radiation support unit with a Kinetics support unit and their toughest (Invulnerable Tank) model to complement their offensive, X Attack models (Blasters and/or Scrappers unifed by primary and possibly secondary) and primary AI (a Controller, likely Illusion, Gravity, or Fire).


 

Posted

Here's one I had a while back:

Name: The Startling Seven (any adjective can be chosen)

Shard: City of Heroes

Theme and Purpose: The purpose of the Seven is to build a team that has a basic pentad and one of each Kheld, and mesh their powers into a true super team. This means that multiple "team themes" can be chosen, but a KB heavy team is relatively the easiest and buildable. Versions 1 and 2 are posted, 1 being KB heavy, the other being a "no-one is the same" group that syncs differently. This is for example purposes, there's plenty of other options.

Backstory: The Backstory will vary with the seven. Childhood friendships and ru-unions are the most likely, but a family organization (and ties by siblings and spouses) is easily doable. Being family easily explains power-syncing (like KB heavy) and would help move Origins to unification. Being a group of friends better allows for one each different origin, whether they sync powers or not. For variation, try different origins from a family that split-up and found different callings, and re-unified after the Rikti War (or other earth-shaking event) to use their differences as strengths. Variations can also include the Khelds being twins (your choice may vary) for contrast and interesting backstory.

Group Makeup: Makeup 1 - This is the KB oriented group, and has a limited amount of stackable Stun capacity. No matter how they got their powers, the focus is control through KB. At the early levels, this is harder to attain. The Scrapper is a Martial Artist, and while any armor will do, but while Invulnerability is likely the most thematic, it is also likely the least likely to get benefit from scattered mobs. The Tanker is a Super Strength or Stone (SS prefered, more KB/KU/KD) with his/her primary likely being Ice. Ice because of slows and defense, and a slowed mob who is KBed is one that is coming back that much later to the fight. Fire and Invul get the least benefit from scattered mobs, and Stone is very slow, so Ice is likely best. The Defender is very definitely a Stormie (Hurricane and that storm are great KB), but varying themes could use a Kineticist (MUST have Repel!) or a Force Fielder (must have Repulsion Field and/or Force Bubble, and MUST have Force Bolt). Energy Blasts are a defenite, and Energy Torrent and Explosive Blast are musts. The Blaster is very definitely Energy Blast (and gets Torrent and EB), and has Energy Manipulation (Power Thrust is good throughout the game, and the Stuns will help with having a Marital Artist and Super Strength teammate). Power Boost for more Knockback is a bonus. The Controller is Gravity or Mind, and should be a Stormie (but might be Kin or FF, same reasons as the defender). This controller takes their AoE controls for if things get too hairy, but uses them as panic buttons and not a standard tactic. The Peacebringer and Warshade focus similarly on their Nova and Dwarf Forms, and can co-ordinate so that each has the one the other does not, syncing for Knockback. Later on, they will focus more on their Human forms, to provide utility/support and a boatload of KB and stunning capacity. The Warshade provides free Taxi service for the team, at no cost to their own power selection (most of whom can easily skip travel powers).

Makeup 2 - This makeup is more diversified, and intentionally brings non-synicng powersets to the table. There should be a minimum of overlap, and a maximum of diversification. This is both the easiest make-up to create and the hardest to collaboratively build and play (especially building the Khelds). Team-mates will need a tremendous understanding of each other to make this work, but can be supremely effective. A good example makeup would be a Dark/Rad Defender, an Illusion/FF (or Sonics) Controller, a SS/Invul Tank (or an Ice/Ice), a Spines/* Scrapper, and a Fire/Dev Blaster. You can see this team has next to nothing in common, but by co-ordinating their mix of buffs, debuffs, and fomrs of control can have a very controlled chaos and reap a lot of benefit. This is true round robin team, and the Khelds will have their work cut out. The Khelds will focus more on support (and very probably be expert tri-formers) and filling in what the team needs against specific enemy types.

Combat Strategy / Powers: Makeup 1 - This team co-ordinates heavily (and should probably have TeamSpeak or some such ) to alternate KB powers to keep enemies on their keisters, and will be on the road to stacking stuns to keep KB resistant opponents stunned. One interesting trick to note is to have an AoE Hold/Sleeper slot for accuracy but NOT duration. This could allow a Kineticist to safely buff the team from a mob, and then the team could easily revert back to their KB fun. If there IS a Kin, they need to co-ordinate their targeted buff/debuff/heals for best effect, or be wasted on a whole. IR would allow the team better mobility without travel powers, however (as would Speed Boost). Having a back-up "fall back!" formation is also a must, the strategy being for a team to get through a narrow passage and cluster themselves inside a hurricane until they can get any over-large spawns figured out while safely not being attacked.

Make-up 2: This team is more like a bunch of soloers brought together. This makes syncing their powers difficult, but amazingly worthwhile. A focus on debuffing from the defender, perma-PA and buffing from the controller, and utility (Trops, Mines) from the blaster are a must. Working together, this team can easily utilize their AoEs to great effect while hitting single targets hard with little fear or retaliation. Khelds are again support focused and likely tri-formers, so they can bring whatever the team lacks against a specific mob type and can provide both the taxi service and still Tank as needed, Blast as needed, and support as they can. This team is more likely to take fitness than Make-up 1.

Both Makeups - Both makeups will benefit tremendously from each member having leadership (although build 2 may have a human form who takes it and an alien former who doesn't). Slotting for the secondary aspects of their attacks is a road to success, and managing of this is the key to having slots to spare and powers to spend. When the team gets APPs, they can round out their capacities and become amazingly super. Recharge enhancements are more imporant to team 2, since team 1 can be very round robin, but team two is made up of "each person is the one who does what they do", so slotting for effectiveness matters a lot, and being able to chain key powers is curcial. Both teams will want a single accuracy (but never need more) with their Leaderships up, and heavily slot the powers they use most.

Costumes, Names, and Design: Think the Fantastic Four. You want color co-ordinated outfits, likely uniform-esque, but you all can still look dramatically different. An alternate road is for the re-union types. Find a costume that fits your origin/theme, and then choose a chest emblem and two or three costume pieces that are musts. Each member has one slot devoted to "their" costume (with own colors), and one that is identical but has the two-four pieces (same belt, same gloves, same cape, same aura, whatever) and is made for being in SuperGroup mode. The SuperGroup mode is set for that second costume, and while complete color overs are nice, it can be more visually entrancing to have a costume that meshes your old colors smoothly with the SG (this is harder to do and look fashionable, but the rewards of "wow" are astounding).

Alternatives: Alternates abound, and this is a really flexible type that takes off of a common, flexible, likeable comic type and real life feel. Mechanically, it can easily be adjusted to "pure damage" team, a Hold/Sleep/Immobilize team, a Slow team, or a End Drain team. It's also easy to combine two aspects and divide the seven into a group of four and a group of three, each providing one aspect. The core of this specific idea, however, is the pentad + both Khelds concept. This bring something of everything the game can offer, and it's not the seven without the enhanced pentad star.


 

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[ QUOTE ]
Name: Order of the Jet Moon

Group Make-up: Katana/SR scrapper, of course. Setup as per my Katana/SR guide that's floating around here, natch. MA/Regen set up with Crane, Axe, Storm, Eagle's, Dragon's, Cobra's, and Focus Chi. Spines/Dark Armor Scrapper specializing in Build Up'd area damage. Quills, Death Shroud, Spine Burst, and Dark Regeneration for big healing. Stone/Super Strength tanker with three slotted Swift, Rage, Mud Pots, Taunt, Earth's Embrace, and a maxed Rooted and Granite. Big engine of destruction, in other words, great for the sumo character. Ice/Storm controller with Shiver, Freezing Rain, Snow Storm, O2 Boost, Jack Frost, Lightning Cloud, and Ice Slick as key powers. Dark/Dark Defender with Fearsome Stare, Darkest Night, Tar Patch, Dark Servant, Howling Twilight, Dark Pit, Tenebrous Tentacles, and Nightfall as key powers. Fire/Fire Blaster with Fire Blast, Fireball, Fire Breath, Fire Sword Circle, Blaze (slot 2 Range), Blazing Bolt, Inferno, Tough, Weave, and Bonfire (three recharge to perm it) as key. Electrical/Electrical sniper set up with threeslotted Hover, Charged Bolts, Zapp, Lightning Bolt, Ball Lightning, Voltaic Sentinel, Aim, Build Up, and Tesla Cage as key (some Range on Cage, Voltaic, and Bolts to take them all out to ~80 foot strike range). All builds are assumed to have Stamina threeslotted by at least level 24.


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It would be awesome to do this, and have everyone with a set of bind/macro attacks that announce some martial art sounding technique with each attack: Kameh-ha-meh-ha! (fire ball) Utan-ikki-ryo-do! (fire breath)
I don't know how quickly it'd get old having everyone announce every attack, but it'd be simple to have a chatty-macro attack bar, and a quiet attack bar, and switch between them.

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1. Immobilize will work for this team! Most ‘trollers decide to forgo the AoE immobilize powers (I have skipped these on 3 of my trollers, but I did take it for my fire/ troller to go with flashfire) since they are somewhat costly and do not keep baddies from attacking.

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Funky, I wasn't aware that most trollers skip the group immobilize. Hadn't noticed that trend.
I love the group immob on my grav/kin 'troller. I usually open with it - it sets up the group for containment, and holds 'em still so they can't come pound me. Ranged attacks usually do less damage than melee, so holding them still keeps me alive longer. Plus, it'll immob foes around a corner that I didn't even see.
As for the end usage - it's cheaper to launch one group immob than 7 or 8 holds... plus, two end reducers and it's as cheap as the single-target immob.

But - that's a discussion for another forum.


 

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[ QUOTE ]
It would be awesome to do this, and have everyone with a set of bind/macro attacks that announce some martial art sounding technique with each attack: Kameh-ha-meh-ha! (fire ball) Utan-ikki-ryo-do! (fire breath)
I don't know how quickly it'd get old having everyone announce every attack, but it'd be simple to have a chatty-macro attack bar, and a quiet attack bar, and switch between them.


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I can tell you from experience that this is both humourous and gets annoying fast. The more novel you are about it, the better. All of my characters have a macro for every power they have, and I have an alternate tri-bar setup for them that's the "noisy set" (usually bars 4, 5, and 6) and the "quiet" setup (actual icons, bars 1, 2, and 3). Since they're setup identically (and named for memory retention), it's an easy switch. I've found it's good occasionally for flavor, but just learn to lay off before it annoys the team. One thing I love is actually on my PB, is his Dwarf and Nova form Macros. They get laughs and I actually have startled the heck out of more than a few heroes, but novelty is really only novel once. Use at your own risk!


 

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Name: Pinball Wizards
Shard: City of Heroes, Freedom
Overall Theme: All Kinetics defenders/controllers. Speed Boost and Leadership are both required. ID is strongly encouraged. Siphon Power, Transfusion, Transferance, Fulcrum Shift are all core powers. We also suggest /elec blast for defenders but make a big deal out of it. We also strongly encourage Grant Invis for defenders.
Backstory: n/a
Group Make-up: Generally we are open and fun players. Our standard teams early on were 6 defenders and maybe 2 controllers. Many were 8 defenders. As we have aged and more alts have come into network, we have more controllers. Our numbers of controllers are nearly 50% now.
Combat Strategy and Power Combinations: Depending on what we have available. If we are defender heavy we will all be invisible and multiple speed boosts, with 4-8 tactics and assault running. We will open with Fulcrum Shift, then a mitigation attack such as short circuit. Transfusion is used a lot as well. If the team has 38 level defenders in it, we may just be using rolling nukes. That is one person FS, one person nukes, another transferance, plus regular AoEs. AoEs are a constant. We are using as many aoes as possible. In fact my kin/elec has a complete aoe attack chain due to speed boost. If we have controllers then we open with aoe control such as flashfire, wormhold, hypnosis, etc. Controllers make life much safer for us. We ID pre-fight when fighting mez heavy enemies. We are also big fans of vengeance and use it heavily.

Controllers and Pets have made our teams much less brittle. Large scale mez attacks can hurt us. We often have one or two people who specialize in cracking the alpha per team. When those people go down too fast it can get ugly. Using a controller in that roll has been very powerful.

Notes: Pinball Wizards is part of the Repeat Offender network. We now team with the whole coalition, including Bubblicious, Shadows of Salvation, Perfect Storms, Faithful Friends of Fallout, Think Tanks and Apostles of Ro. This means we are now running more than just kinetics though we have in general pretty kinetic heavy teams.
-Teklord


 

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[ QUOTE ]
Notes: Pinball Wizards is part of the Repeat Offender network. We now team with the whole coalition, including Bubblicious, Shadows of Salvation, Perfect Storms, Faithful Friends of Fallout, Think Tanks and Apostles of Ro. This means we are now running more than just kinetics though we have in general pretty kinetic heavy teams.
-Teklord

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Oops tek typed a bit too fast -- The link forgot a letter. It's Repeat Offenders that S makes all the difference.




 

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[ QUOTE ]
[ QUOTE ]
Notes: Pinball Wizards is part of the Repeat Offender network. We now team with the whole coalition, including Bubblicious, Shadows of Salvation, Perfect Storms, Faithful Friends of Fallout, Think Tanks and Apostles of Ro. This means we are now running more than just kinetics though we have in general pretty kinetic heavy teams.
-Teklord

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Oops tek typed a bit too fast -- The link forgot a letter. It's Repeat Offenders that S makes all the difference.

[/ QUOTE ]

Just about everything in Repeat Offenders would apply to this thread, now who wants to list the 20 odd SG's/VG's?

Just see the link.

Cheers!


 

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Name: Defending Hurts

Shard: Either, but primarily CoH

Overall Theme: All types of buffing defenders, Sonic, Bubbles, Radiation, and Kinetic, with possible Emp

Backstory: A lonely sonic once wondered what would happen if he and all his friends teamed up.

Group Makeup: 2 Sonic, 2 FF, 1 Kin, 3 Rad, all having Radiation Blast for Secondary (or Primary for Corrupters), and everybody has Tactics, Maneuvers, and Assualt

Combat Strategy and Power Combinations: We bubble up all with the sonics +res bubbles and FFs +def bubbles. The kin gives everybody Speed Boost, and the Rads give out AM. The the Rads open with RI and EF while everyone else Irridates, and the Kinetic and Sonic Siphon, and the Kinetic also uses FS at higher levels.

Costumes, Names, and Other Design Issues: All Sonics would have white costumes, all Kinetics Red, all Bubblers Green, and Rads would be Red and Green. Other then that no restrictions.

Alternative Suggestions: Other team makeups include 1 Emp/Sonic, 1 FF/Rad, 2 Sonic/Sonic, 2 Kinetic/Rad, and 2 Rad/Sonic, and the same basic makeup of orignal team, but with all Sonic Blast, instead of Radiation Blast. Could also replace the team with 2 Illusion/FF, 2 Illusion/Sonic, 1 Fire/Kinetic, and 3 Fire/Radiaton

Notes: Everyone is at defense and resistance cap, damage cap is close, with FS, 3 AMs, many Siphon Powers and 8 Assaults Running, also very fast recharging with the already fast recharging Radiation Blast set, and with Speed Boost no End Problems. We also have very high mag resistance with Sonic and FFs Dispersion Bubbles, and acc isn't a problem because of Tactics and AM. Sonic and Rad also reduce resistances, so possible damage OVER the damage cap.


TW/Elec Optimization

 

Posted

I got this idea while teaming with several other EB/EM Blasters about a month ago, the waves of knockback were practically hypnotic, and we had the damage to tear through about 80% of what we met, though the remaining 20% was more or less impossible, giving rise to the idea of a diverse set of Archtypes with the same general theme: Massive disorientation and Knockback through all things Energy!

Tidal Wave

Shard: Heroes only. Sadly no villainous equivalent to Illusion Control or Energy Manipulation.

Overall Theme: Preferably, a similar origin, the powers of this team match eachother wonderfully. They smash foes with the fury of a tsunami of Energy.

Backstory: These guys can be anything... But water-based backstores are especially classy.

Group Make-Up: <ul type="square">[*]2 Invuln/EM Tanks[*]2 EB/EM Blasters[*]2 Kin/EB Defenders[*]2 Ill/Kin Controllers[/list]
Stratagy: Amazingly, this entire team is specalized in close combat, with a focus on "close but ranged" where knockback is handled by the entire team and provides every bit as much controll as the controllers.
Ideally, the tank would specialize in aggro control, slotting attacks with Taunt Duration to maximize his Gauntlet effect, as he is getting all the defence he needs from the defenders and controllers and plenty of damage from the Blasters of the group. With the amount of knockback involved, both tanks will want the Presance pool to keep enemies near and possibly even an interrupt-reduced Teleport to grab the especially far-flung foes. targeting binds are a must for these guys, as they will not want to have to hit the same mob twice with their many taunts.
Blasters are ranged in name only, leaning greatly toward the blapper builds, since all of the heals will be inside the group, the blappers will want to be in the thick of it, dealing out single-target damage through the Energy Manipulation attacks as well as massively slotted Power Bursts to drop foes before they can be counterattacked. When the defenders get Fulcrum Shift, these guys turn into miniature gods of blue flying death.
The defenders are the ones keeping the team in damage more than keeping them alive. If all is going well, the tankers should be keeping the Blasters covered, leaving the mainline Kineticists free to buff damage and attack speed through the roof and still have time to throw out their own Power Bursts. These guys will also want some slotted Teleport Foe to grab an emergency mob for quick buffs and heals when the knockack is going too well and the aggro management isn't.
The Illusionists are extremely all-purpose on this team, with proper timing, their Group Invisibility is overlapping with a few DOs. One or the other will have a Phantom Army up for each fight with proper slotting, giving the tanks a whole other team of backup (with even more knockback) Emergency management with Flash, and even a little applied single-target damage with Blind/Spectral Wounds. The pacing of their primary leaves them even more time than the Defenders to throw out buffs and heals. The Illusionists also are the best canidates for teleport ally, since it can be used to position their pets.

This team pretty much blooms at 32, with both of the blasters reaching Nova, both of the keneticists getting the ever beloved Fulcrum Shift, and both Illusionists getting their phantasms for even more energy blasting damage to add to the theme. The true insanity hits on this team at 38, with double the Novas, double the Fulcrum Shifts, and four members with the awe inspiring Total Focus. Main stratagy is to stay in a realtively tight group, sweeping enemies in one direction or another rather than dumping into the middle of a mob.

Costumes: Anything will work, but some unifying element is always good.

Alternatives: This team hurts a little without at least one of each member, the pairing of members is to help cover gaps, so the team can be as small as four, if need be. Though the team does lose a lot if it doesn't have both controllers to cover for each others' downtimes on powers. There's nothing against using Ice Tanks to make them at least a little blue... Fire and Stone really break it visually though... Besides, Invuln really works well stratigicly with Invincible's taunt and defence in one...


All that is planned fails. All that is born dies.
All that is built crumbles. This will always be true.

But memories remain, And that is beautiful.

 

Posted

Name: Fast and the Furious

Shard: City of Villains, Freedom

Overall Theme: All Kinetics corruptors (the fast), and all Brutes (the furious).

I started this SG as a sort of villain response to the Pinball Wizards, as people were always asking if we had one. Since only one AT in COV has Kinetics, I decided to add Brutes into the mix, as my personal experience was that corruptor/brute had great synergy.

The required Kin powers are Speed Boost, Increase Density, and Tactics. Like Pinball Wizards, Siphon Power, Transfusion, Transference, and Fulcrum Shift are all core powers.

Brutes have no requirements, but a Taunt aura and/or actual Taunt are strongly encouraged, as is Stimulant, partly for its sleep protection, but partly to keep them from running off while everyone buffs. The major hurdle for Brutes is understanding that they don't need a full fury bar when they have a few Fulcrum Shifts on them.

Backstory: N/A, but it's cool if you make a biker costume.

Group Make-up: Teams are usually less than 25% Brute.

Combat Strategy and Power Combinations: Strategy wholly depends on how many Brutes are on the team. Obviously everyone is kept at the recharge cap with Speed Boost. 8 man Kin teams have worked best with liberal use of Team Teleport (see demo at bottom of the post), followed by Fulcrum Shift, Transfusion, and either AE powers or a nuke. Brutes can otherwise obviously charge in and handle the alpha, and they will typically run off soon after in search of more prey while everyone cleans up. This is not always the best thing, so it's nice to have a second brute to stay behind. However, the pace is definitely insane, and we use Vengeance heavily to mitigate our wrecklessness. We've tried to be more disciplined like the Pinball Wizards, but it just doesn't seem to work that way when both ATs are damage primary.

EDIT: Oh, and sad to say it, but we seem to also provide one of the avenues to making Dominators actually dominate. Having a single Dom on the team (from World Domination, Inc) changes strategy radically in the same way that it changes for Pinball Wizards with a Controller on the team.

Notes: Fast and the Furious is part of the Repeat Offenders network, which also includes Damn Dirty Apes, Death From Above, The Faithful Fiends of Fallout, Malicious Multiplicity, Order of Oblivion, Repeat Offenders, Shock Troopers, World Domination Inc, and S.A.R.S. Whew!

Demos:

Team Teleport:
http://silenceandnoise.com/coh/demos/CrackNemesis.zip

Ice Mistral SF:
http://silenceandnoise.com/coh/demos/CrackArchus.zip


 

Posted

Name: Don't Whiz on the Electric Fence

Shard: City of Heroes, Virtue Server

Overall Theme(s): All Electric Blasters/Defenders that focus on Endurance Drain to completely drain enemies, all the way up to Elite Bosses, Giant Monsters, and Archvillains. Emphasizes the power of stacking buffs/debuffs in addition to endurance drain.

Backstory: One crazy idea an Elec addict had

Group Make-up: a team of 8 (or multiple teams; sometimes we have to fragment ourselves due to a good turn out of people) Electrical Blast Defenders/Blasters.

Combat Strategy and Power Combinations: Short Circuit needs to be picked up ASAP. Blasters usually pick up Grant Invisibility to help with alpha strikes, but in the later levels, sheer buffs often make it moot; all Defenders pick up Assault + Tactics. We buff up, wade into melee, and drain everything dry, which is quickly followed by devastating the enemy with great AoE damage that's hyped up on buffs and debuffs.

Costume, Names, and Other Design Issues: Super Group colors are a light blue/gold; we have no costume regulations, but do we request that you play in SG mode constantly in order to bring in prestige.

Alternative Suggestions: The only thing we require is Electrical Blast; you can be anything from a TA/Elec Defender to an Elec/Fire Blaster, as long as you're capable of draining and pick up Short Circuit

http://www.repeat-offenders.net/foru...forum.php?f=40 for more info

To join /t @Mystic Amethyst or @Nytwulf.


 

Posted

Name: The Bowlers

Shard: City of Heroes (possible for Villains)

Overall Theme: The Bowlers bowl...the idea is that a group of people in the Paragon City Bowling League have decided to help the city fight crime with their unique talents!

Group Makeup: This team is just like the Spectacular Seven Makeup one, but not restricted by AT. Instead, any AT is welcome but maximum KB is a must. Stormies or those with Repel/Repulsion Field are very welcome, Energy Blast is standard across Defenders and Blasters. Tankers should be Super Strength and Scrappers should be Martial Arts, but secondary doesn't matter. Controllers should be Gravity, but a Mind or Illusion will do in a pinch. Again, slotting and power selection is for Knockback (and enough Acc to reliably hit).

Backstory: This is really just a crazy idea I had, but the backstory is that every member is part of the Paragon Bowling League.

Strategy and Powers: KB, KD, KB, KU, KB. Knocking enemies around is what matters. The only real strategy is to keep enemies on their butts to mop them up (like any KB theme group). Assault and Tactics are likely musts, since slotting for KB precludes slotting for other things.

Costume, Names, Design: Puns. The Costumes should all look like a standard tournament bowler's uniform, and all be the same. Alternately, two teams can have different colors and be competing teams (even on the same team, this can work). Names should be things directly related to bowling: Strike, Spare, Double, Turkey, Gutter, Split, Approach (for the bowler's step up), Arsenal (yes, this is a real bowling term: think a golfer's set of clubs...this is the set of balls), Baby Split, Backswing...you get the idea. Obviously, no copyrighted names, but try looking up Bowling terms and the best way to thematically pair them up with ATs or RL friends. Enemies (NPCs or, in PvP, other players) will always be reffered to by the PBL as "pins" or "pin-heads." Tankers are thought to carry all the equipment "between lanes" (missions). You get the idea. Nova is also a must take power, and remember that the Blaster needs to get a strike, cause the team can't spare him if there's a split

Alternate Suggestions: This kind of team can just as easily work with Gravity Dominators, Energy/Kin Corruptors, Super Strength Brutes, and Robot/FF Masterminds. KB must still reign king, and in this case, would be the RIBL. Also, Leagues can be named by zone, or teams can designate by zone. So, in the PBL there could be the King's Row Kangaroos, the Peregrine Island Hawks, and the Perez Park Petitioners, andthe RIBL could have the Grandville Galley and the Port Oakes Pilferers (alliteration = good, puns = better, unexcpected = best). They can even "cross bowl" in the PvP zones

If someone actually got even a single team of 4 off the ground with this...words cannot describe the mirth. Anyway, I hope someone has fun and runs with this idea.


 

Posted

Name: The Firing Squad

Shard: City of Heroes/City of Villains (either or)

Overall Theme(s): Assault Rifle, Assault Rifle, Assault Rifle

Backstory: Sick of watching all the villians run rampant outside of the Brickstown jail walls, one of Paragon City's most elite yet most violent officers chose to band together with their BFGs to take a healthy dose of lead to the criminals who run amuck.

Group Make-up: Either one */Sonic Controller or Sonic/* Defender as the leader who shouts the orders to fire. Would be best if the Controller/Defender had non elemental powers but that is not mandatory. (Tech suit?) Leader would dabble in the leadership pools and the medcine pools since everyone else is:
AR/* Blasters.
Tech or Natural Origins would be best.

Combat Strategy and Power Combinations:
Pretty simple I'd assume.
AR unloads while the defender/controller debuffs. The Sonic Shields can really make a difference on incoming damage and if they the controller decides to go...say....Mind Control, Mass Hypnosis is a good openner before AR unloads with all their Cones.

Costume, Names, and Other Design Issues:
As the backstory suggests, make them look officer-ish. But make them look...offical. Blue is always a good officer color. Try to stay away from being "dark and angsty" officers, so black and such is generally not a good idea. Blue is generally the way to go. Make them look standard too. Not flashy. They are cops first and foremost, hard gritty cops. Not fashion models.
Names? Officer "insert a last name here (not you're own)"


 

Posted

[ QUOTE ]
Name: The Firing Squad

[/ QUOTE ]

Hold the phone! This has already been created on the Repeat Offenders Network (at least on the CoV side)

Name: Firing Squad
Server: Virtue
Concentration: All AR/* Corruptors

--Scheduled Teaming--
Thursdays -- 6:30pm PST/9:30pm EST

--How To Join---
Global Channel: Repeat Offenders
Website: Firing Squad
Leader Contact: @elsix




 

Posted

Name: Paragon Noir

Shard: City of Heroes, Virtue Server

Overall Theme(s): 1930s/40s/50s Pulp fiction and film Noir characters. Hard-boiled crime fighters and dangerous dames puttin' the hurt on criminals in the seedy parts of Paragon City.

Backstory: There's a million stories in the dark heart of city. Full of vengeance, hurt and blood-red violence, each story written in the black and blue ink issued from the supply cabinets of the school of hard knocks. Now these hard-bitten crime fighters have banded together to bring their gritty brand of justice to the city. Get in their way and you're likely to get hurt.

Group Make-up: All ATs are welcome, but we ask that players keep to power combinations that are 'natural' in origin . . .basically no outlandish powers, although we're not limiting power pool selections. More info at www.repeat-offenders.net .

Combat Strategy and Power Combinations: Tactics vary based on team make-up, and power selections are mentioned above.

Costume, Names, and Other Design Issues: Think Doc Savage, think Humphrey Bogart, think Femme Fatale, think Indiana Jones. SG Colors are Black and Dark Red, but you aren't required to use them. Ideally a full PN team should look something like a group of characters from a game of Call of Cthulhu.

http://www.repeat-offenders.net


 

Posted

[ QUOTE ]
[ QUOTE ]
Name: The Firing Squad

[/ QUOTE ]

Hold the phone! This has already been created on the Repeat Offenders Network (at least on the CoV side)

Name: Firing Squad
Server: Virtue
Concentration: All AR/* Corruptors

--Scheduled Teaming--
Thursdays -- 6:30pm PST/9:30pm EST

--How To Join---
Global Channel: Repeat Offenders
Website: Firing Squad
Leader Contact: @elsix

[/ QUOTE ]

Holy Cow! Really?!
Wow...then...fricken awesome


 

Posted

Name: General Mayhem

Shard: COV

Overall Theme: SMASH and BURN

Group Makeup: 2 AR/Kin Corrupters, 2 Fire/Thermal Corrupters, 4 SS/* Brutes

Backstory: A Fire/Thermal Corrupter, a AR/Kin Corrupter, and a SS Brute wanted to take their team to the next level.

Strategy and Powers: The Brutes SMASH while the AR/Kins boost strength, speed, and end, as well as using Flamethrower and Ignite for AoE damage. Fire/Thermal Corrupters heal, give out shields, HEAT LOSS, and use tons of AoE.

Costumes and Names: All Brutes take names with SMASH in them and all Corrupters take names with BURN in them. Brutes would have primarily black costumes, but would also have another color that goes with their secondary. Currupters would have red costumes, with */Kin having some green and /Thermal having orange.


TW/Elec Optimization

 

Posted

Name: Buff-Aholics (Don't particularily like the name)

Shard: CoV

Overall Theme: Use buffs and debuffs to make enemies like kittens and you like unstoppable juggernauts

Group Makeup: 2 Sonic/Thermal Corrupters, 2 Sonic/Ice Corrupters, 2 Sonic/Kin Corrupters, 2 Sonic/Rad Corrupters

Backstory: A SG decided to try out the "SuperTeam Thing", became addicted, and transfered to CoV. After finding out that the all Rad team had been taken, they went for the best combination of self buffs, and enemy buffs. Naturally, shields with Fulcrom Shift with AM was to great to pass up. And everybody liked using their attacks to make their attacks stronger.

Strategy and Powers: Thermals and Ices both take shields, and use them everytime they can. Any and all powers that buff the team are taken, and also are any powers that debuff the enemies. Everybody takes Scream, Shout, and Shockwave from the Sonic Blast Primary, and the rest are up for grabs. Everybody grabs Maneuvers, Assualt, and Tactics, and one person has Teleport Team, Recall Friend, and Teleport, and does all the transporting needs, unless the team decides to let Inertial Reduction be their transporter.

Costumes and Names: No Restrictions, but perferably matching costumes and similiar names


TW/Elec Optimization

 

Posted

Name: Flaming Fluffball Frigaters

Shard: CoV

Overall Theme: Use your PbAoE powers to hold, debuff, and defeat opponents

Group Makeup: 4 Spines/DA Scrappers, 2 Fire/Fire Tankers, 1 Rad/Rad Defender, 1 Warshade

Backstory: I once teamed with a Spines/DA scrapper and a Fire/Fire Tanker. They killed so well, I wondered what would happen if we had more of them

Strategy and Powers: Take any PbAoE toggles, use them and abuse them. That means Quills, Death Shroud, Cloak of Fear, Oppressive Gloom (for the Rad defender as well), Blazing Aura, Choking Cloud, and Orbiting Death. Also, any other AoEs are recommended, as are Leadership powers, and buffs/debuffs, and shields. Strategy would be simple: Jump in group with the above powers activated. Watch numbers fly. Laughing maniacally is encouraged at this state.

Costumes and Powers: Red and Black costumes, with a common theme. Names can be anything


TW/Elec Optimization