Fire/Radiation SuperTeam starting December 10th


Anarchy_Overlord

 

Posted

Alright, we're starting tomorrow, I'm very excited! I just want to throw in some final words:

First of all, the enthusiasm for this team is much greater then I expected. I'm very happy to see this though, and very glad all of you guys are joining in
However, tomorrow night we will have far more then 8 people online, so we'll need multiple teams. We will all meet at Kalinda, where I'll see if we need 2/3/4 teams (Depending on how many are there). I'll appoint a few teamleaders, and we'll divide the available players making sure each team has at least 6 or so members. Once that's sorted (may take a moment) we'll get started on the Kalinda missions. How far we'll get, I have no idea, but I have no other plans for the night

The teamleaders will remind you of this during the mission, but I just want to pre-emptively state that it's VERY important to work together. Fire Accelerate Metabolism as soon as it's ready. Make sure everybody gets hit by it too! Heal eachother when needed. And try to rely mostly on the massive AoE damage the team has, so just nuke a group with 8 fireballs and then finish off the remaining enemies that weren't hit/destroyed by this initial volley.

This team will be very powerful, but only if the members work together properly. Keep that in mind! And finally, keep checking these forums to stay up to date! (it only takes two minutes anyways)

1. T0ughGuy690 - @Solar Flash
2. Max Khaos - @Max Powerz
3. Jummy
4. Humanoid Doom
5. Thermatron - @Thermatron
6. Scorpion Assassin - @Scorpion Assassin
7. Wooly
8. Blackbone - @Blackbone
9. Artanix - @Artanix
10. SamTheSeed - @Sam The Seed
11. The Pidgenator - @Pidgenator
12. Raiden - @Raiden
13. Dr Infernum - @The Infamous
14. Blind Minotaur - @Blind Minotaur / @Blind Minotaur2
15. Nebula_JSE
16. Thuged_Bruiser
17. Boerewors - @Boerewors
18. Deathdude
19. Nightfly - @Nightfly
20. Capt Plasma
21. Vanquish
22. Rapscallion
23. Pain69
24. Blue Note - @Blue Note
25. Grudge - @Spectral Demon
26. 1damz - @drunken hero
27. Beyondtrial - @Dark Pulvatizer
28. Mad_Mud - @Mad Mud
29. Dragonfish - @Dragonfish
30. Nether_Mime - @Nether_Mime


 

Posted

Thanks Stalk, but I want to avoid personal buffs like aim and the fitness pool. Area buffs are of greater benefit, because they benefit the entire team. On top of that, with leadership and rad debuffs, nobody needs Aim. And nobody needs fitness with 8 stacked AMs either.
Please stick to my build folks


 

Posted

[ QUOTE ]
Thanks Stalk, but I want to avoid personal buffs like aim and the fitness pool. Area buffs are of greater benefit, because they benefit the entire team. On top of that, with leadership and rad debuffs, nobody needs Aim. And nobody needs fitness with 8 stacked AMs either.
Please stick to my build folks

[/ QUOTE ]

aim is burst damage and will be more than beneficial to a team based around fire damage. It was taken at the expense of travel powers which are not needed with mayhems.

Stamina is post level 20 which is your "free reign" power picks I beleive, and besides which should anyone need to catch up they will be severly hampered with no stamina on rads toggles and you cant say people will not be left behind.

I have done specialised teams before, ar/devs rad/ /rad fire/therms bubble/ and plan these things in great detail. I had everything you specified in before level 20 and MORE so please advise how my build wasnt "beneficial to the team" Perhaps a little more thought and analysis would ahve been beneficial


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Posted

Will be there at 7 by Kalinda. My toon is called Professor Kindle and it's on @Blind Minotaur2. Looking forward to it


 

Posted

theres one 8 man team by kalinda at the mo but are w8ing for 7 to start


 

Posted

I think that anyone who was on my team will testify that Rain of Fire is more important than fire breath- with 3x RoF mobs were pretty much static and we were flying through mobs so fast that it was almost scary at times! I've never had so much fun on a mayhem mish as that, the massive AofE of rain of fire caused so much collateral damage...

i am really really really looking forward to the next super team i am on!!


 

Posted

I disagree Scorp. People are free to discuss it there, but I think many will prefer this forum. Please note I will still be using this forum mainly to avoid confusion, and I request others to do the same.

Anyways, we had an awesome first night. I got there at 7:05, which is a bit of a shame, but I had a full team going in no time. The first night has taught me several things though, so I would appreciate it if everybody would read through this post to clear up some matters:

When do we play?
Just to be clear here, we play every night a team can be formed. If we play once a week, I feel this will move too slowly, and people that miss out on an evening like that can't play for 2 weeks. The downside is we get larger lvl gaps, but LKs solve this easily. I think that whenever 6 or more are online and willing, a team could be formed. I strongly recommend against less, because not only will you be much weaker, you'll also make the lvl gap even larger if only 4 of you are lvling.

Powers
Alright, after comments from some participants, and seeing this for myself, I've decided to rearrange the build again. If this gets you into trouble, dont worry, I'll get into it later. The new build:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: superteam
Level: 26
Archetype: Corruptor
Primary: Fire Blast
Secondary: Radiation Emission
---------------------------------------------
01) --> Fire Blast==> Empty(1)
01) --> Radiant Aura==> Empty(1)
02) --> Fire Ball==> Empty(2)
04) --> Accelerate Metabolism==> Empty(4)
06) --> Radiation Infection==> Empty(6)
08) --> Maneuvers==> Empty(8)
10) --> Enervating Field==> Empty(10)
12) --> Rain Of Fire==> Empty(12)
14) --> Tactics==> Empty(14)
16) --> Mutation/Vengeance==> Empty(16)
18) --> Blaze==> Empty(18)
20) --> Lingering Radiation==> Empty(20)
22) --> Combat Jumping==> Empty(22)
24) --> Super Jump==> Empty(24)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


Keep in mind Combat/Super Jumping can be replaced for ANY travelpower you see fit.

Let me explain the changes:
Why did I push back the travelpowers? Because the mayhem temps will EASILY cover us until lvl 24. No need to fill early slots with these powers. Later on it wont make a difference for bloody bay either, if you're pvp inclined, because the lvl cap there is 25.

Why did I drop Fire Breath and focus on Rain of Fire? Because the damage on Rain of Fire is simply superior in this situation. I strongly recommend to pick RoF instead of Fire Breath, but if it's too late its no big deal. (in general, the team has enough firepower)

Why did I push back RoF and get maneuvers so soon? Well, while we were playing at end lvl 7, whenever somebody would do a poorly planned alpha strike, they would get faceplanted by the enemy's response. Maneuvers simply ends this. The team's AoE firepower is fine, even without Rain, and Maneuvers stacked 8 times is a stupid amount of protection. Trust me, you can stand in the middle of a spawn of +3s whacking you, and the team wont have any trouble keeping eachother alive. On top of this, it is also a type of mez protection, because mez effects dont hit us as often!

Why Mutation/Vengeance? In reality, sometimes a person will drop. For these situations, we need Mutation. To make the best out of our 'unfortunate loss', some of us should have vengeance to let the rest of the team have a better chance of surviving. Basically, we should make sure that about 50% gets mutation, and 50% gets vengeance.

What if I outleveled these changes?
In this case, try to get back on schedule as soon as possible. Most of you probably picked up Rain at 8. If this is the case, just get maneuvers at 12 and you're back on track. If you picked up Fire Breath, no big deal, just put that in the Rain of Fire slot. If you run into other problems, let me know.

Slotting of powers?
Once again, slotting is largely a luxury, but there are a few powers I want you to slot, namely:

Accelerate Metabolism: 3 slot for Recharge. VERY important, I dont need to explain why. Perma-AM is this teams not-so-secret weapon.

Maneuvers: 3 slot for Defense Buff. Our defense will be so high, I wouldnt be surprised if we'll hardly be healing anymore at higher lvls.

Radiant Aura: 3 slot for heal. Just to be safe, lets make sure our heal has some bang for it's buck

Tactics: 3 slot for ToHit Buff. People underestimate accuracy. Don't! The effects are invisible but devastating. If you dont hit something, you lose 100% (!!!) of your damage. Wont happen with 8 stacked 3-slotted tactics though

Tactics while playing?
I just wanted to add this: because of our reliance on the leadership pool, it is critical the team sticks together. On top of this, it makes grouping for AM easier. In my team, where I had the star, I would call 'Gather for AM!' when it was up. Everybody would group and wait, until I called 'Fire AM!' (these are all simple binds) and this way we had everybody inside the AM radius 99% of the time. It's important that one person is appointed to do this however, to avoid confusion. In most situations it makes most sense to let the person with the star take care of this, just make sure you dont have 8 people trying to take the lead. Don't think you're helping anyone by doing this.

Mission difficulty
From lvl 6 on out, our team did fine on relentless, with hardly any deaths. I think it's best to try and keep the team going at relentless, unless you're running into trouble, in which case slightly lowering the difficulty might be best. If the team is functioning properly though, relentless missions can be handled with ease! (on 6 man teams too)

In closing
I had a blast tonight, and hope to have more fun throughout the rest of this week. If anybody wants to discuss things, feel free to PM me, or send me a tell when I'm on. Just a reminder, my global is '@Solar Flash' and my Superteam toon is 'Fire - Starter'.


 

Posted

I agree with the above build in its entirity, we were blitzing through the missions like it was nobodys business right up untill a council mission were we were getting KBd all over the place, our monster damage pulled through but was still a pain in the [censored]. Maneuvers would pretty much eliminate this as virtually nothing will hit us, to put it into context the def we will get from 8 sets of manuevers will be more than 3 sets of ice sheild buffs and 3 sets of glacial sheild buffs and MORE as will will have def v fire and psionic AND we dont have to keep rebuffing all the time which we all know is a pain. Oh and also if someone dies (unlikely but you never know) and we have vengence slotted we will essentially be corrupters running more than elude (70% on its own) with 84% def to all

Its a super dynamic setup and very low maintainence, with DOs the AM blanket will be very easy to maintain, with SOs it will be effortless and we will really come into our own. No individual buffs to cast, just need to stay grouped and catch that lovely AM. We were hoping to get some Hero AVs spawned in the mayhem mission (lvl 10 ) as we were just that confident

A total blast.


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Posted

This was a total blast, we actually managed to get close to level 13 before folding.
Thanks for the party


 

Posted

Great time tonight, hit 12 by the end. Build looks great to me, one thing though.

Isn't Vengeance only available post 20?


 

Posted

[ QUOTE ]
Great time tonight, hit 12 by the end. Build looks great to me, one thing though.

Isn't Vengeance only available post 20?

[/ QUOTE ]

heh good point


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Posted

On our team, not 1 person got blitzed on an alpha. I got RI at lv6 and I would call out my anchor (/bind u "team $target is my anchor"), usually a boss. RI has about 4 seconds before it aggros anything, so EF can be dropped without any aggro but immediatly u get all the agro. However when the leader calls the target, the whole team should be ready with RoF or fireball, so no 1 person is singled out.


We were on ruthless - 1 down from relentless; which we agreed would be best till we get mutation. We obliterated everything and even cleared 1 mayhem map cause we were on a roll.

RoF is your damage mitigation, and when on the few occations we pulled 2 many spawns with bosses; our healing was more than enough. The only problem is if people leave the healing range which can happen on a mayhem and its up to the leader to make it clear what the group is doing.



Also looking at what the template from the US forums is, u find they dont mention manevuers:

"By level 20, everyone has Assault (required) and some other team oriented powers. Assault stacked 8 times gives us a +120% Damage bonus, or +280% with AM which nearly caps our damage. A couple people should have Tactics to help us hit with Flashfires (among other things). Several people should have Lingering Radiation (LR) to help debuff AV Regen. A couple people should have Grant Invisibility to help us stealth TF missions. A couple people should have Mutation (a Rez), just in case. Enervating Field (EF) will help take down AVs faster. ...."



The leadership pool is quite nice however (in that its area not individually applied), taking 2 leadership toggles and 2 debuff toggles pretty much forces u to take acro. On my lv 43 sonic/rad even with a tray of purples and BFs I couldnt solo the mayhem mission mechanical boss (to get the pet), since 4 toggles takes about 15 sec to setup again and by that time the boss's hold has recharged. Its ok for my corr since I expect to hide behind a brute, but not for an all corr team.

Id personally like to take recall friend & mutation but Id also like acro on a team like this (for KB and hold resist).

I felt that I needed another area attack at lv 12 (with travel powers now no longer a requirement), since up till then I hadnt seen anything that the team couldnt easily handle.

Its also worth noting that LR and RoF are both area slows.


 

Posted

was fun tonight a bit behind most as i crashed and daugter wanted pc for an hour stilll made 11. missed out on temp travel power jet pack but have managed to get zero g pack.

wont be able to team till thursday night as im on lates till then so I'm hopeing you guys will set a meet for thursday


 

Posted

[ QUOTE ]

"By level 20, everyone has Assault (required) and some other team oriented powers. Assault stacked 8 times gives us a +120% Damage bonus, or +280% with AM which nearly caps our damage. A couple people should have Tactics to help us hit with Flashfires (among other things). Several people should have Lingering Radiation (LR) to help debuff AV Regen. A couple people should have Grant Invisibility to help us stealth TF missions. A couple people should have Mutation (a Rez), just in case. Enervating Field (EF) will help take down AVs faster. ...."

[/ QUOTE ]

thats for a controller set unless Im much mistaken in regards to flashfire, controllers by their very nature can control agro in terms of aoe immobs stuns and holds that corrupters cannot match in a 8 man mob spawn and dependant on mob type some nasty suprises can pop up. Maneuvers takes this risk away almost entirely, the def is better than a fully slotted sr at base or even an ice tank fully slotted with maneuvers AND tough with maneuvers slotted. We can slot our attacks for damage and lets face it, 3 damage SOs + 8 AMs is gonna take anything down in seconds so assault is kinda pointless. As I say we can slot for damage in our attacks but we have no way to slot anything else for def, we need this and we need it stacked, we will be SR corrupters at worst and eluding corrupters at best. Also taking your point on acro, with def numbers like this getting hit by anything let alone kb will be slim to say the least. AMs also give huge status effect res, dont get me wrong, Im planning to get acro at some point but manuevers stacked will have far more benefit in a team environment.

Also I beleive that a controllers damage cap is higher than that of a corrupter, due to our huge aoe damage anyway we really done need to grub for higher damage numbers with assault

The whole point of the superteam is the 'team' aspect as set up by Solar Flash, though discussion, play and number crunching I firmly beleive what he has evolved his build into is ideal and optimised.

Im 100% behind Solar Flash on this


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Posted

The US post talks about whole spawns going down in 4 seconds, which is exactly what our team found.

[ QUOTE ]
Im 100% behind Solar Flash on this

[/ QUOTE ]
As I recall u put up a post suggesting stamina should be taken... And for the same kind of reasons, it may turn out that maneuvers is redundant too, especially if we try to max our damage and wait till we get LR. Let me know what ur alt is called cause I dont see your name in the list.

As for your point about flashfires and "immob & stun", rain of fire is better than a immob and about the same as a stun because it forces mobs to run in "fear"; not only that its actually doing damage unlike flashfire. The slows from RoF stack, and they will also stack with Lingering radiation and lets not forget that if everyone throws a lingering radiation then mobs will be rooted and there recharge rate zero!

Also AM has a status "resist" not a status "defence". Your toggles will be knocked off instantly and it WILL take 15 seconds to get back to full defence offence status. The only thing that is reduced is the need to carry BFs since u will be broken free instantly minus your toggles (without your toggles u have zero defence).

I see alot of people did take maneuvers and it certainly wont harm at all but its not absolutely necessary going on my experience of the group. Added to that, its the weakest buff out of the 3 tactics, assault and maneuvers. U get about 3% defence from one person (3 slotted!) whereas corruptors give 15.7% acc from tactics 3 slotted (*8), and 15% damage from assault (no slots). As I said, there were only a couple of times where we even needed to heal.

I thought the whole idea was to have a team of 8 blasters, with a side order of the best heal in the game.

All Im saying is that lv7 is a bit early to decide that u lack defence.

Edit: it may be obvious to some people but slot rain of fire 3 * range and slot lingering radiation for 3 x range, 3 x slow. This will keep mobs from running too fast outside our AoE attacks.


 

Posted

pity i had to miss the even last night but i will see if i can get lvled up in the meantime to join later.


Altitus doesnt have a cure just more alts

 

Posted

I must say I had a blast last night, in the team i was in we leveled incredible fast and by the time it was said in SG chat to take maneuvers at 8 we were alreeady 8 and had taken Rain of Fire.. So I guess maneuvers at 12..

Must say Rain of Fire in a team where all have it is godlike, we had some big spawns but with 4 or 5 Rain of Fire applied the mobs would just roll over and die.

And ofcourse "the not so secret weapon" of AM stacked 6-8 times meant it was almost imposssible not to have a full endurance bar. And also mezzes wore off really fast, several in my team got slept or held during some missions but the mez would only last a split second.

We did have a few deaths but by huddling up together we were able to create a healing blanket which meant even if a member lost 99% health he would be back to 100% in no time. I guess with mutation the occasional death will be even less a problem. Only problem I found was with a council paper mish where there was lots of knockback.

Slightly disappointed at the change were we hold back travelpowers, with the rate we are leveling it will be easy to miss a mayhem and not get both mayhem travelpowers, so we can only reliably count on 2 hours of travel from mayhems (I think we can rely on at least getting one of them). Also with my preference for flight knockback would not be a problem. But I can get by without until 24.

Radiation Infection went nearly unused as it took longer to apply it than to kill the spawn, might come in handy later against AV's and EB's, but for Bosses, Lietenants and Minions it was not worth the effort.

All in all it was a blast and I had a really great team, shame I had to quit after about 3 hours as I had to go to work today (posting this from work). But looking forward to the next run.

One suggestion for the global channnel, since our globals and names of the toon it not the same, perhaps to make it easier to see who is who we could make a bind or macro to prefix what we say in the global channel with "[<name of toon of the team>]"..

Radient Fire on the Fire/Rad Superteam.


[b]@Nightfly[/b]

 

Posted

Beyond, my current build has both RoF and Maneuvers by lvl 12, so I think it makes everybody happy.

Maybe you're right, and maybe it will be a bit redundant on the later levels, but I do know that by using Maneuvers my team managed to kill +3 mobs with no deaths, even with AM down.
The percentage difference between maneuvers and for example assault is irrelevant as well. For example: Looking at scrappers, typically resistance sets have about 22.5% resistance unslotted to a common damage type, while the SR set only offers 17.5% defense. This doesn't make SR any weaker however. Defense numbers are generally scaled differently then for example resistance or damage.

Regardless, I really do believe maneuvers is the better choice, and I do intend for assault to be picked up later, but honestly, with 8AMs running we were not having ANY damage problems at all. And our team didn't have rain of fire or blaze yet, which will increase our damage even more. So please stick to the above build

Raiden makes a good point about Vengeance though, how foolish of me to overlook this! Change the build to this then:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: superteam
Level: 26
Archetype: Corruptor
Primary: Fire Blast
Secondary: Radiation Emission
---------------------------------------------
01) --> Fire Blast==> Empty(1)
01) --> Radiant Aura==> Empty(1)
02) --> Fire Ball==> Empty(2)
04) --> Accelerate Metabolism==> Empty(4)
06) --> Radiation Infection==> Empty(6)
08) --> Maneuvers==> Empty(8)
10) --> Enervating Field==> Empty(10)
12) --> Rain Of Fire==> Empty(12)
14) --> Tactics==> Empty(14)
16) --> Mutation/Assault==> Empty(16)
18) --> Blaze==> Empty(18)
20) --> Lingering Radiation==> Empty(20)
22) --> Combat Jumping==> Empty(22)
24) --> Super Jump==> Empty(24)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


Basically we want some people to pick up mutation here, and the others to pick up assault. We won't have it stacked 8 times yet at this level, but it will give us a nice start. Later on all of us will pick up assault, and we'll get vengeance somewhere post-20 (wont be used that often anyways)


 

Posted

We had the same problem with council. An important factor in causing me to see the importance of maneuvers. Mez effects at lvl 10 are nothing compared to mez effects lvl 20 and beyond, and maneuvers will go a long way in protecting us from them.

Try to make sure you get both mayhems done so you get both travelpowers, but honestly, I think that at the rate we level even the flight pack will be enough to last you until 24.

I VERY much like the idea for the global channel, it was causing me trouble as well! What would that bind look like exactly?

And just remembering you all, we play EVERY night enough are on


 

Posted

[ QUOTE ]
I VERY much like the idea for the global channel, it was causing me trouble as well! What would that bind look like exactly?

[/ QUOTE ]

I don't know if I can find from work, but if no one else has posted a bind/macro before I return from work I will post mine as soon as I get home.


[b]@Nightfly[/b]

 

Posted

I,ll take mutation guys @16 and hope not to use it.

Travel nearly became an issue for me but managed to solo a mayhem and get zero g pack so can hold off till travel powers come in to the build I hope. Mined you running around with wings till then may look a bit silly

Not being a number cruncher but looking at the style of our play lastnight I'd say manovers are a high want in the team may not help those who want to solo to catch up. But i suggest against soloing to catch up unless your starting at lvl 1 as there should be enough plp around to lakie.

1 last thing BIG thankyou for setting this up.


 

Posted

You're very welcome, I'm having a great time, so thank you all for joining

I don't think people should solo to catch up. This build is very poor for soloing, and since this is intended to run several nights of the week, you can always LK and catch up anyways. Even with just AM and Fireball, you're a major asset.


 

Posted

[ QUOTE ]
The US post talks about whole spawns going down in 4 seconds, which is exactly what our team found.

[ QUOTE ]
Im 100% behind Solar Flash on this

[/ QUOTE ]
As I recall u put up a post suggesting stamina should be taken... And for the same kind of reasons,

[/ QUOTE ] my free picks in place of travels, reasoning is my own, valid but team specific irrelevant.

[ QUOTE ]
it may turn out that maneuvers is redundant too, especially if we try to max our damage and wait till we get LR. Let me know what ur alt is called cause I dont see your name in the list.

[/ QUOTE ]

BlazeZen

[ QUOTE ]
As for your point about flashfires and "immob & stun", rain of fire is better than a immob and about the same as a stun because it forces mobs to run in "fear"; not only that its actually doing damage unlike flashfire. The slows from RoF stack, and they will also stack with Lingering radiation and lets not forget that if everyone throws a lingering radiation then mobs will be rooted and there recharge rate zero!

[/ QUOTE ]

RoF is great, its about 99% less use in a damage level team than flashfire as higher damaging mobs WILL alpha hit one person far to often following a RoF drop compared to the mass stun of flashfire. My sentence has a comma missing from it, it should have read, "controllers have aoe immob, stuns and holds, flashfire is just a mass stun and one that I use on my fire/kin to eradicate 6 man mobs solo.

[ QUOTE ]
Also AM has a status "resist" not a status "defence". Your toggles will be knocked off instantly and it WILL take 15 seconds to get back to full defence offence status. The only thing that is reduced is the need to carry BFs since u will be broken free instantly minus your toggles (without your toggles u have zero defence).

[/ QUOTE ] Toggles will NOT drop if you DONT get hit

[ QUOTE ]
I see alot of people did take maneuvers and it certainly wont harm at all but its not absolutely necessary going on my experience of the group. Added to that, its the weakest buff out of the 3 tactics, assault and maneuvers. U get about 3% defence from one person (3 slotted!) whereas corruptors give 15.7% acc from tactics 3 slotted (*8), and 15% damage from assault (no slots). As I said, there were only a couple of times where we even needed to heal.

[/ QUOTE ]

Damage is irrelevant with the levels we will be running, offence being the best for of defence is bad news and WILL mob wipe on occassion as everyone CANNOT run in perfect synch, manuevers stacked resolves this in its entirity. There is a reason why you get bigger numbers than def on assault or tactics and even on res sets, you can get 70% res on an inv tank yet my BS/SR can out tank them and runs about 30% def, def is on a totally different scale and for damage mitigation you cant beat it. There was a reason why we had the global defence nerf and this allows us to go back to those heady days of crazy defence. Solo the buff from maneuvers isnt great, combined its beyond awesome. As I said, you will be beating the best def sets in the game from any AT. With the same power on all alts we will ALL be running more def than an ice tank with all sheilds, manuevers and weave, that seems pretty tasty to me Your numbers are also all wrong, its 5.5% def per person slotted, 44% def to all for slotted team.

[ QUOTE ]
I thought the whole idea was to have a team of 8 blasters, with a side order of the best heal in the game.

All Im saying is that lv7 is a bit early to decide that u lack defence.

[/ QUOTE ] In your opinion that is, dropping travel till the 20s means that you can make the team literally unstoppable, why build in a weakness that will lead to mob wiping? A +2 longbow LT can take 50% of a corrupters health with its first volley from its attack chain, with less than almost perfect precision we will have people falling over due to alphas all landing on one person. We have a chance to build in damage mitigation that is normally unobtainable on squishies. Is it needed in the low levels? Only for specific mobs, specifically ones with KB but its setting up the team for later levels against higher damaging mob types.

The prospect of having 50% better defence on a squishy over my maximised SR scrapper is more than an attractive proposition


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Posted

I have created Radioactive Jackal along with the guidelines. Wondered if I could join in?

@Jackal Ripper