4 cor's


Bulldogge

 

Posted

We are getting closer and closer to the point where I will have 4 viable computers in the house. This will lead to 4 accounts and me playing with my wife and 2 kids, aged 8 and 10.

I have heard that COV is a game of buff/debuff. Therefore I am considering a team of 4 cor's or 4 mm's. This post will address the cor team.

Defense seems easy to get. I can get it from set bonuses. I can get it from maneuvers, and weave. CJ and/or hover. Scorpion Shield. Cold Shields. Artic Fog/Shadow Fall/Steamy Mist/FFG. So I need a mixture of all that stuff.

I need debuffs (/rad seems to be the king here, with /dark and /storm close behind).

I need some AOE attacks. I want some attacks that debuff enemies (-res/Sonic, -def/rad, -toHit/dark).

I need to combine this all together in a way that makes sense and makes our team awesome.

We won't be doing PvP. We won't be doing AE. We will be doing normal mission content. I would like to SF's if we can with just the 4 of us. If we can't do it, I don't have any problem getting another 1-4 people to help out.

It has to be easy enough for my 8 year old to pull off. He has some experience with COV, I have let him play with his brother a bit, but not a lot of experience.

What are your suggestions for power combos for the four of us?

Thanks.


 

Posted

Primaries: Ice Bkast, Dark Blast, Sonic Blast, Fire Blast
Secondaries: Cold Dom, Rad, Dark, Storm

Suggestions:
Ice/Cold
Dark/Rad
Sonic/Dark
Fire/Storm

... just because that screams awesome to me. Toss everyone assault & manuevers & drool from 3 targeted aoe -res debuffs and 4 toggle pullers. Each go grab a spawn, stack mobs, softcap defense, melt 3-4 spawns at a time. There are better combos, frankly, but I drool thinking about 4 competent players at the helm of those!


 

Posted

Honestly, whatever the player actually playing the corruptor picks will do you fine in the long run. It's more important they are playing a set they find fun in such a group than to min/max for such a small team.


 

Posted

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Honestly, whatever the player actually playing the corruptor picks will do you fine in the long run. It's more important they are playing a set they find fun in such a group than to min/max for such a small team.

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^


Everytime Turboski types something, I'm compelled to agree.


 

Posted

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and 2 kids, aged 8 and 10.

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I think these two will be your focus. You will want to find something that is fun to them (obviously) and fun/easy to play and be powerful. You know them better than I do but you might want to steer them towards sets that are simple to understand/use.

/Sonic and similar sets come to mind. You should be able to explain "Target us, shield us, then shoot the bad guys". Explaining the ins and outs of a set /Dark and how to maximize its effectiveness may be too complicated. You will know your kids better than I do but it's more than "can they handle all these crazy things" it is a question of "can they handle these things and enjoy doing it."

Mastermind's in bodyguard mode can also be easy to explain. I've explained to little ones about my house that they just need to charge in and drop the traps and their zombies will protect them. They got the hang of that and liked it a lot very fast


 

Posted

I think a team of /trap corr would be fun. You'll be at def cap, massive -res & -def and status protection. There isn't much in the game u couldn't steam roll thru. Just my 2 cents.


 

Posted

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and 2 kids, aged 8 and 10.

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I think these two will be your focus.

Mastermind's in bodyguard mode can also be easy to explain.

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This is a good point. Over on the MM forum some of are recommending two MMs and two something else. It might be good to give the MMs to the youngsters and let the adults run the other ATs. Of course with four computers in one spot everyone can take turns with each AT too.

Thugs/Traps, Thugs/Pain, Fire/Dark Corruptor, and some sort of Dom, Fire/Energy maybe.

Thugs for the overlapping leadership, and ranged shooty is good. Traps and Pain provide both support, buffs and debuffs. Fire/Dark for the big AoE and huge debuffs and lockdown in Fearsome Stare. The Dom locks everything down so the AoE from the other three can do it's job.


 

Posted

3 /Rads
1 /Sonic

3 /Rads means

-No end problems, nice rech, and dam bonuses from AM

-Floored enemy to-hit, res, and def with RI and EF toggles

-Heals to go around

The sonic provides

-Mez protections

-Res shields which on a team with tons of -to-hit is more helpful than def

-More res debuffs


Primaries wouldn't really matter although with /Rads I would suggest at least 1 person takes dark for tentacles immobilize.


 

Posted

I think I would have to put my vote in with 4 /Traps, Corr or MMs really, regardless of primary. By L16, (With Force Field Gen.) you will be untouchable.

But of course, whatever your kids seem to enjoy the most!


 

Posted

Thanks for all the responses. What kind of strikes me is the 2 MM, 2 cor, or 2 MM, 1 cor, and 1 dom. Of course, with only 1 cor, I'm not sure I would really need the dom for lockdown. Maybe I am misjudging the Thugs potential for AoE, because my thugs is only lvl 28.

I'm getting a lot of responses for /traps. I'm not sure why, but I seem to have something against /traps. I've never played a /traps, and have only played with /traps players a few times.

If I go with 2 cor's, I like /dark and /rad. If I go with 2 MM's, I like /ff and /poison. Unfortunately, that seems like too much debuff and not enough buff.

I understand that the goal of the game is to have fun, and I will certainly be looking for that. One of the ways I have fun is to maximize my effectiveness, which is what I'm trying to do with the support and advice of the community.

So again, thanks for your suggestions.


 

Posted

It also depends on what kind of effectiveness you are looking for:
1) Ease of Play
2) Early to Bloom
3) Late game carnage
4) Max IO'd
5) AoE Damage

My main suggesting is to have at least one among the team who is more than capable of leading the charge. I think Storm --> Freezing Rain is my #1 choice for this. Not only does storm bring some defense, slows and damage to the table but Freezing Rain is a massive debuff, slow and knockdown. Leaning towards more storms, rads, darks and poisons will give you lots more damage and lots more effectiveness for 4 very experienced players mid to late build. However, things like traps, force field, and other shields bloom much earlier and are much simpler to play in a safe everyone lives manner.

When my crazy, super experienced brothers and I went for a 3+ man super effective combo we went all Thug/Storm. The fire power is outrageous post level 16. However, they might not be as easy to play, diverse, and interesting to you and your family. Chalking up a bunch of Thermals, Colds, Sonics and Force fields together and buffing yourself to outrageous amounts would be the super easy "we can't die and we all get our buffs at level 4" team. Not as outrageously damage as the all storm (this setup would still do crazy damage... just not AS crazy) but blooms early and is easy to play.

Any combo you pick will be ridiculously powerful when all the buffs are on and together. There's no loser combos


 

Posted

to add on what smurphy was saying...

If you want a overly defensive team 2 cold corr and 2 sonic corrs would probably be your best best for a 4 man team.

If you want a overly offensive team 2 kins corrs and 2 sonic corrs

As for blasts...
1-2 darks if you pick up cold
1-2 Rad if you go kin
Sonic blast for filler if you want to be completely optimal.

I still say let them play what they want though.


 

Posted

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Maybe I am misjudging the Thugs potential for AoE

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Well I believe the Arsonist's Fire Bomb has no target cap, and if it is buffed, much like it would be in your team, then it would be very good AoE. Also stacking multiple Thugs MMs is very good as the Enforcer's Leadership buffs will stack.

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I'm getting a lot of responses for /traps. I'm not sure why, but I seem to have something against /traps. I've never played a /traps, and have only played with /traps players a few times.

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Traps are very underestimated IMO, FFG provides good defence and some mez protection. Acid Mortar is a nice debuff, and Poison Trap still has some good uses even though it took a hit.


 

Posted

I find /traps to be a blast in PvE. With a team of 4, you can easily have out 8+ acid mortars. That over -160% res! Not including the -res proc to can slot in acid mortar or the -res from sonic primary. But as was stated earlier, 4 of anything would be awesome. The beauty of /traps is that its set & forget.


 

Posted

Considering the small team nature and the age of the people involved, I really think that you'll be better off letting one of them play a brute to lead and keep aggro. Corruptors are slightly advanced to understand and the most potent ones come in the buff category, which will be a pain to keep up constantly. Corr teams are also pretty vulnerable to being mezzed out of their precious debuffs unless you plan for that, but the upkeep cost is pretty high.

You're much more likely to find a happy medium letting someone play 'the strong guy' and letting him happily smash stuff to bits while the adults buff and debuff. That leaves the other spot for pure damage or control, or both with a dominator. Corr teams are fantastic and rip through purple walls of XP like Olestra chips through an intestinal tract. But it's not an easy mode by far, when you're dealing with relatively new players.

It also helps to curb the dreaded death party spiral when you face an EB or AV who punches through one of your main Corrs with a lucky shot and then you're caught playing catchup rather than beatdown.


http://www.virtueverse.net/wiki/Massacre_Melanie -the original Fire/Dark Corruptor -
http://boards.cityofheroes.com/showthread.php?t=115217
The Guide to BURN

 

Posted

My wife has informed me that I am over-estimating the ability of our children. After watching the two of them work a mayhem I belive that she is correct.

I think the idea of having 1 brute is a good one. I'm also thinking of having them both play brutes. If they both play /wp, and my wife and I play a /cold and a /thermal, their toons would have good regen, good resist, and good defense.

I'd really like to have a debuff toon too, like a /dark or a /rad, but I also want to make the boys as unkillable as they can be, to make it as easy for them as it can be.

Maybe after we get them to level a set up to 50 they would be ready to try something a little more advanced.


 

Posted

[ QUOTE ]
My wife has informed me that I am over-estimating the ability of our children. After watching the two of them work a mayhem I belive that she is correct.

I think the idea of having 1 brute is a good one. I'm also thinking of having them both play brutes. If they both play /wp, and my wife and I play a /cold and a /thermal, their toons would have good regen, good resist, and good defense.

I'd really like to have a debuff toon too, like a /dark or a /rad, but I also want to make the boys as unkillable as they can be, to make it as easy for them as it can be.

Maybe after we get them to level a set up to 50 they would be ready to try something a little more advanced.

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I would say have your kids do brutes like you planned but change the support sets on the Corr/MMs to Cold + Dark if you want more debuffage. Although honestly Buffs > Debuffs when we're talking about specialties, although I would dive into Sonic before Thermal with brutes on the team.


 

Posted

Your kids might also be able to play Masterminds. Ideally you can explain how to summon and upgrade pets. You can tell them to play the MMs exactly like a brute. No orders needed. Charge in. The troops will protect you. They can add some basic buffs to he mix too with Force Fields or Traps. Give them attacks and let them lead the charge.

Brutes, especially willpower with no buttons to press, would be even easier.


 

Posted

[ QUOTE ]
Your kids might also be able to play Masterminds. Ideally you can explain how to summon and upgrade pets. You can tell them to play the MMs exactly like a brute. No orders needed. Charge in. The troops will protect you. They can add some basic buffs to he mix too with Force Fields or Traps. Give them attacks and let them lead the charge.

Brutes, especially willpower with no buttons to press, would be even easier.

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Dunno, support sets can be a bit complex for beginners smurph


 

Posted

If they put on Force Field Bubble or drop the Force Field Generator that's enough. That's the same as turning on Willpower toggles.

Turn those on. Run at bad guys. Actually using the other powers is just bonus. Dropping/upgrading the pets is the complicated part.


 

Posted

/Traps is good because it does a little of everything. /FF would be tedious for a youngster to play, I think. 8 buffs every two minutes, could be boring.

Traps MM: Summon FFG, you're good to go. Run in, toe bomb, watch stuff die. It would be very similar to a brute.

Pain MM: run in after the /Traps guy, mash heal button.

I see MMs as ideal for both kids. You may have to summon for them.


Then have dad and mom play the cors (or cor and dom). Apply debuffs, heal when needed, focus fire to bring down the dangerous stuff. This should work, although I have no direct experience playing with kids.


 

Posted

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/Traps is good because it does a little of everything. /FF would be tedious for a youngster to play, I think. 8 buffs every two minutes, could be boring.

Traps MM: Summon FFG, you're good to go. Run in, toe bomb, watch stuff die. It would be very similar to a brute.

Pain MM: run in after the /Traps guy, mash heal button.

I see MMs as ideal for both kids. You may have to summon for them.


Then have dad and mom play the cors (or cor and dom). Apply debuffs, heal when needed, focus fire to bring down the dangerous stuff. This should work, although I have no direct experience playing with kids.

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Trick Arrow might be a good option too. Probably should avoid storm and FF completely to avoid annoying misuse of Force Bubble, Repulsion Field, and Hurricane.


 

Posted

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/Traps is good because it does a little of everything. /FF would be tedious for a youngster to play, I think. 8 buffs every two minutes, could be boring.

Traps MM: Summon FFG, you're good to go. Run in, toe bomb, watch stuff die. It would be very similar to a brute.

Pain MM: run in after the /Traps guy, mash heal button.

I see MMs as ideal for both kids. You may have to summon for them.


Then have dad and mom play the cors (or cor and dom). Apply debuffs, heal when needed, focus fire to bring down the dangerous stuff. This should work, although I have no direct experience playing with kids.

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Trick Arrow might be a good option too. Probably should avoid storm and FF completely to avoid annoying misuse of Force Bubble, Repulsion Field, and Hurricane.

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You could simply not take those powers.


 

Posted

[ QUOTE ]
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/Traps is good because it does a little of everything. /FF would be tedious for a youngster to play, I think. 8 buffs every two minutes, could be boring.

Traps MM: Summon FFG, you're good to go. Run in, toe bomb, watch stuff die. It would be very similar to a brute.

Pain MM: run in after the /Traps guy, mash heal button.

I see MMs as ideal for both kids. You may have to summon for them.


Then have dad and mom play the cors (or cor and dom). Apply debuffs, heal when needed, focus fire to bring down the dangerous stuff. This should work, although I have no direct experience playing with kids.

[/ QUOTE ]
Trick Arrow might be a good option too. Probably should avoid storm and FF completely to avoid annoying misuse of Force Bubble, Repulsion Field, and Hurricane.

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You could simply not take those powers.

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But we're talking about kids here...


 

Posted

I don't understand your point. You are telling the kids to pick a certain powerset. Why can't you tell them not to take a certain power?