When to use What you have
nice list but some quibbles
Controllers make the best hitmen. They cannot knockout lt's with one attack but they can hold them. It is much easier for a controller to make a Tsoo Sorceror useless then a blaster. The blaster hits once and the Sorceror teleports away. The controller holds once and the sorc is stuck. TA controllers and others can hold bosses as well with two attacks.
Blasters and spike scrappers make great reapers - in CoH they are the reapers.
As I tried to make clear in my original post, this list is nowhere near exhaustive - it is simply here as a guide, not a complete and thorough listing. I make no mention of Kheldians, for example, who with their tri-form nature can cover any of these roles quite easily.
I used to have superhuman powers, but my therapist took them away...
[ cruise / casual-tempest.net / transference.org / xenogamous.com / wytedragon.net / quantam sufficit ]
Nice guide.
I think it is a great high level overview of the group battle dynamic. I like to think of it in terms of a football play.
S,,,,MhBMh,,,,,D
,,,,B,,,,C,,,,C
,,,,,,,,,,M
,,,,,,,,,,M
Legend:
S - Stalker
B - Brute
D - Dominator
C - Corruptor
M - Mastermind
Mh - Mastermind Pet(s)
, - space marker
Once you have the formation down and everyone is doing their job(s) you can just pound it up the middle all day...
Regards,
Testy T Testerson lvl 29 Corr - Triumph
[ QUOTE ]
As I tried to make clear in my original post, this list is nowhere near exhaustive - it is simply here as a guide, not a complete and thorough listing. I make no mention of Kheldians, for example, who with their tri-form nature can cover any of these roles quite easily.
[/ QUOTE ]
I understand. It is just that you tend to have either both AT's from CoH or from CoV but not one of each in your examples. One from each would seem to be more useful.
It was more an attempt to distribute the AT's evenly between all the roles I listed, rather than any concious decision to group CoV or CoH AT's together.
I used to have superhuman powers, but my therapist took them away...
[ cruise / casual-tempest.net / transference.org / xenogamous.com / wytedragon.net / quantam sufficit ]
Oh Man, I think you just had the greatest PVP Idea possible....One that would redefine the whole concept behind PVP....
PVP football!
The Rogue Isle Offenders versus the Paragon City Paranormals in a no-holds-barrred Game....
The 'field' would be a small Hazard zone, The ball Carrier would be automatically highlighted on everyone's Nav (although stealth could still be useful)
To 'score' the ball-carrier would have to click on an interruptable 2-second "Goal" glowie and a ballgame would be over after 5 scores on either side.
Heck, This could even be an SG computer thing if you really wanted it to be, although I'd prefer it to be open teams, with the winners getting some temporary ability that lasts for 1 week of real time.
In an attempt to foster better relations with the rogue isles, Hero corps has sponsored an event to drum up public interest....
Lord Recluse has agred, knowing that this will lull the good guys into a false sense of security while his minions work at securing Recluse' victory...
While I appreciate the bump, I'm not sure this is where you intended you post that... :P
I used to have superhuman powers, but my therapist took them away...
[ cruise / casual-tempest.net / transference.org / xenogamous.com / wytedragon.net / quantam sufficit ]
Nice overview. While it's not intended to be a complete guide to team roles, I'd like to make 1 small addition: ice/ blasters actually make the best hitmen with 2 holds and the highest dps attack chain that I'm aware of. With skills like that, you have little else to do than take out bosses.
Also, il/ trollers make for great meatshields in a pinch.
This is an updated version of my Guide to Team Roles - discussions since have refined the original principle in my head, and uncovered some mistakes I made in the original.
The primary principle is do not confuse the powers available with the uses to which they are put. The most recognisable example of this is the "r u h34l3r" requests so hated by defenders and corruptors. A heal is the power, the tool. It says nothing about how and when those powers are used.
My original list of team roles were an attempt to make that distinction; a list of things to do, not a list of powers to use. I therefore present a hopefully better version of this list, emphasising more what needs to be done, and less the means used to acheive it. Until the arrival of Skills, fundamentally the only activity required in CoX is to kill critters. Broadly speaking, you're either actively causing damage, or you're making it easier for others to do so. So my new list of things to do on a team is defined into two broad categories:
Direct: Hitman, Sweeper, Reaper, Bodyguard
Indirect: Meatshield, Protector, Supplier, Scout, Sheperd
All of these are things which need to be done on a team. I'm not going to tell you how to do them - that depends on your powerset, slotting and pool choices. I will be giving some possibilities, however, to help explain each category. Also notice that none of these are mutually exclusive - even on a full team, there is not enough players for one per role. Doubling up, overlapping and shifting roles is encouraged as circumstances demand.
Hitman
Deals with specific dangerous threats - a boss, a particularly annoying lt., etc.
Tools: Damage mitigation, High Damage
Common AT's: Brute, Stalker
Sweeper
Deals with errant critters that are attempting to make a break, or otherwise going where they shouldn't.
Tools: Mobility, Range
Common AT's: Controller, Blaster
Reaper
Built for mowing, the reaper chews through hordes of minions, or other large groups of sufficiently weakened foes.
Tools: Area of Effect abilities
Common AT's: Mastermind, Corruptor
Bodyguard
Protects the more delicate members of a team by beating up on anyone who shows an undue interest in them.
Tools: Mobility, Aggro control
Common AT's: Tanker, Scrapper
Meatshield
Mobile cover for everyone else to hide behind. Takes the hits so no one else has to.
Tools: Damage absorption, Agro control
Common AT's: Tanker, Mastermind
Protector
Makes squishies less squishy, and meatshields more, uh, meaty. Either by making you better, or the targets worse (or both).
Tools: Debuffs, Status effects
Common AT's: Controller, Dominator
Supplier
Gives their teammates whatever it is they need (within reason). More health and endurance are the obvious things, but any can chip in by passing around un-needed inspirations. Very little will outdamage a brute chewing on a entire team's supply of red candy.
Tools: Buffs, anything someone else can use
Common AT's: Defender, corruptor
Scout
An often overlooked role, a scout can warn teams before they walk into the spawn on the other side of the doorway, but also help with targeting for hitmen and sweepers. Not to be underestimated in large teams when critter collision detection gives up and goes home.
Tools: Stealth, Mobility
Common AT's: Stalker, Blaster
Sheperd
The role formerly known as 'manager', renamed to highlight what it's doing, rather than how it's doing it. Sheperds keep critters where they should be, and make them go where they're wanted.
Tools: Status effects, Agro control
Common AT's: Dominator, Tanker
Note, none of these lists are intended to be exclusive. There are Archetype's not listed that can do some of these roles just as well as those mentioned, and there are other ways of achieving the required effects outside of the suggested tools. An energy blaster's knockback can make her an excellent sheperd, for example. All of this is simply a guide to one way of looking at combat, a new way of thinking. You still need to do the thinking, however.
Rather than pondering, "Which power shall I use next?" instead the first question should be, "What roles does my team currently need filled?" Some roles will likely not change often, but others can be very fluid. In a matter of seconds a team member can be stunned, held or otherwise kept out of the fight. Do you notice? Do you know which of your powers you can use to cover one or two of the roles they were previously filling? This is the key to a smooth running team - one that doesn't worry about what people can do, but instead what needs to be done. Learn what roles your powers let you fill, and make sure you know what roles your team currently needs. Power selection then takes care of itself.
[ cruise / casual-tempest.net / transference.org / xenogamous.com / wytedragon.net / quantam sufficit ]