Super super team idea stolen from the US boards
EMP is awful on my Fire/Rad for End. While its not too costly itself the fact your typically running 3-4 toggles means your End just flatlines really quickly. You could drop RI once you've fired off EMP but you've still got Hotfeet, Lingering Rad and maybe Choking Cloud running. The recharge of Choking Cloud is fairly long so you can't drop it at whim as you can with RI.
A Kinetics teamie with Transference is a godsend for dealing with that.
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The recharge of Choking Cloud is fairly long so you can't drop it at whim as you can with RI.
[/ QUOTE ]You can with 8*AM
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EMP is awful on my Fire/Rad for End. While its not too costly itself the fact your typically running 3-4 toggles means your End just flatlines really quickly.
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That's specifically what I had in mind to be honest. I often play in a team with a kinetic or two and a couple of rad secondary controllers. The Fire/Rad runs Choking Cloud, Hot Feet, and Fire Shield, in addition of course to Raditation Infection and Enervating Field, she can flatten her endurance bar just using a couple of other powers - she'll be out of end well before the -recovery wears off without transferrance.
Also, however much AM you stack up, it's not as effective as a single resist slow power when you're plowing through Caltrops or Quick Sand.
Wyxie mumbles about teams with no crunch.
Actually, if I was really, seriously, going to build a team like this I'd probably vary it more still. I'd use one each of Fire, Ice, Mind, Grav, Earth and Illusion, just for a good variety of different control effects so you'll never come accross a mob type that will resist everything they have to offer. I'd have four rad secondaries, one Sonic, one FF or Empathy, and two Kinetic Defenders both with their level 38 powers (preferably Psioncis or Radiation secondary for the useful side effects on the nukes). Post level 38 the speed on a team like that is nuts.
I think though, when you get to the stage that you're debuffing that much, the little details that make a difference on paper make relatively little difference in game in most situations, at higher level any debuff/buff heavy team has no problems other than handling the alpha strike, and even that is only a minor problem - you can always use pets, or if you want them grouped use a debuff to pull, with shields from Sonic and/or FF on then it's not likely that you wouldn't survive an alpha strike opening with RI even on large groups.
I have EM that I use and find that if I step back after use for about 15 secs. I can then get back into the fight with gusto T have got end reduc. sloted and that helps also I tend to use it just after AM has been fired off and Maloth you will find me on most nights even if noone else is .I intend to hit 50 asap lol.
Prof Radburn controller,Celtic Ice Maiden,blaster,Miss Knockout scrapper,Mistress Davina controller,Stone Hart,tank Split Personality PB.Queen Lostris controller,Fridgid Mary blaster,Shocking Fire blaster Future Elfling defender, Little Weed controller,Capo Angelo MM, Commander Buzzsaw MM, Justice Tank tank all 50,s
I get the impression that movement is not a problem - team teleport is used to land the whole lot amid the mobs to choke/burn/debuff/tickle the foe making them eat floor before they know what hit them.
Also the danger with adding any non fire/rad builds to the superteam is that you may get in the mindset of waiting to gather together the perfect mix of powersets before fighting - with fire/rads only, or indeed a whole SG full of them, you just make a team and go - no fafing about.
My superteam would be
1 ice ss tanker
1 invu ss tanker
2 fire fire blasters
1 kin defender
1 empath
2 fire kin trollers.
This would IMO be the fastest way to lvl 50. Tanks + blasters is by far the fastest way until the fire kins are high enough level. 1 emp and 1 kin fender to keep everything buffed until that happends. And 2 fire kin to PL the last bit.
50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr
The problem with this is that you will likely need 8 players who all play at the same time.
With a 'single build' superteam you can usually make a useful team with any of the many members.
I can see where you are going with your spec for the perfect superteam however (for PvE) this Fire/Rad team does have to be seen to be believed. It's not the set 'usual' PvE herding and aggro management that you are implying but instead 8 very similar builds that rely on Perma 8 stacked AM's, 8xChokeingCloud, 8 Hotfeet, more leadership toggles than you know what to do with, team teleport, upto 24 imps... this doesn't mention debuffs galore (not that I get time to set them off these days - everythings dead by the time you land). There are some enemy that slow things down a little but not by much and the new 3xAV mission in Faultline was clocked at 2 mins 3 seconds (I suspect that was after the initial 'AM gather' but without choking cloud and Imps)
XP and leveling come and go so fast it feels Dirty. There is debt to be had and occasionally someone doesnt quite get enough radiant aura from the team cos they have taken the full group alpha however the debt is usually gone before the toggles go up and is rare. This build is not the usual controller build , its extremely aggressive (not for the stand back types or the timid), in short we are tanks that teleport from one group to the next holding them within a second or 2, have rabid monkeys climb over them while being cooked from the floor upward. After my first attack I find it difficult to tab through any non-bosses whose health isnt just about to drop. The key in short is the immense buffing you get from multiple perma AMs, so before you slot your attacks or fire up assault you area already close to the damage cap.
One of my 50s is a fire/fie blaster and would occasionally get on teams (similar to the one you have suggested) and when its done right goes quick however Ive not seen anything as quick as this before or since its nearly all done on toggles so you just need a good team tper to get you in the right place, virtually no regrouping or downtime.
guffy is right.. the most fire/rads i'v teamed with was 7 we were all low 20's doing the 3AV mish in faultline and believe me you have never seen AV's go down so fast..all of them...1 fire/rad is good 7 is amazing..
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Radiation Emission has nothing that can directly give you back endurace, I'm assuming at least some of those rads are going to be taking EM Pulse. Kinetics gets round that nicely, transferrance allows character to keep running all toggles through the -regen time.
[/ QUOTE ]AM ups recovery nicvely enough, and EMP isn't that bad for end, it doesn't actually drain your end, just halts recovery for a bit.
As for status, that's why I said you might want to throw in one sonic, with status protection AND nice resistance buffs it'd benefit such team far more than a kin.