Fire/Rad Controller Super Team
For more information, tell @Neutron
Proud Palmprint of the Handprints, the number one SG in Europe.
Check our website and forum at thehandprints.co.uk!
@Jacko
So far we have,
1) @Neutron
2) @Kim
3) @DC
Proud Palmprint of the Handprints, the number one SG in Europe.
Check our website and forum at thehandprints.co.uk!
@Jacko
Updated the main post with a lot more information
Proud Palmprint of the Handprints, the number one SG in Europe.
Check our website and forum at thehandprints.co.uk!
@Jacko
Looks like its going ahead on Union, go over to Union - Heroes if you're interested
Proud Palmprint of the Handprints, the number one SG in Europe.
Check our website and forum at thehandprints.co.uk!
@Jacko
Its now going ahead on defiant again, but still post on Union - Heroes if you're interested
Proud Palmprint of the Handprints, the number one SG in Europe.
Check our website and forum at thehandprints.co.uk!
@Jacko
I am starting a fire/rad super team. What is a super team? you ask? A super team is a team of heroes/villains with the same or very similiar powersets, the reason for this is to achieve the maximum power from that set and to achieve the maximum from a single de/buff. The result of this allows the team to wipe out what would normally considered very difficult mobs very quickly and easily. Due to the number of lt's and bosses you will earn inf a lot more quickly than you normally would and once you reach 50 you will have mastered the two chosen powersets.
So, what makes a fire/rad super team so special? That my friend is an excellent question. I will list each power we will get and explain its uses for us, and at the end hopefully answer the question.
At level 1 we will be getting Char the reason I am choosing this over Ring of Fire is that it is a single-target hold whilst Ring of Fire is a single-target immob, essentially Char is a fair bit more useful at the lower levels, plus this can be also used for locking down Lts and Bosses. We will also be forced to take radiant aura, no worries though, as it the only PBAoE heal in the rad set it is needed and will be used often.
At level 2 we will be taking Fire Cages, an AOE immob. This will be used in order to obtain containment and to keep them together for de/buffs.
At level 4 we will be taking Accelerate Metabolism, one of the crown jewels of the rad set and the key to our speed whilst ST'ing (superteaming), with 8 of these going at once we will recieve a handy +240% Recharge Reduction, almost enough to have AM recharged before it wares off, this will actually turn perma once we have achieved level 12 and have our DO's. Nice thought is it not? Having +160% damage and +240% Running and flying speed and recharge reduction and almost total status resistance to Holds, Stuns, Sleeps, and Immobs. The kink in status resistance will be oversome by getting Stimulant.
At level 6 we will see varying changes in powers, ideally 2 people will get Radiant infection which when stacked will reduce the mob ToHit to 5%. Two other people will get Stimulant and use this to help us avoid those nasty status affects, don't worry about the constant buffing they will need to do, we will eventually all get it. Out of the remaining 4, 2 will get Smoke which will help us avoid pulling unwanted mobs, the other 2 will start the leadership pool and get Assault , this will buff out damage to +15%.
At level 8 we will all get Hot feet, a damage PBAoE which, with the +240% Recharge Rec and +160% damage will allow us to fight away without worrying about end and do quite an astounding amount of damage.
At Level 10 you will be opening your travel power set, this is free of choice, but I recommend Combat Jumping, as it paves the way for Super Jump, the simplest travel power to use and Acrobatics, which will give us spme extra status protection.
At level 12 we will all pick up Flashfire, an AoE disorient.
Level 14 and finally some movent! Depending on what you choose at level 10, you will have varying different travel powers.
We will be skipping Cinders and Bonfire, as they aren't much use to us anyways.
At level 16 we will all grab assault, those who got it earlier will get stimulant in its place.
By level 20, the people that grabbed assault at 6 shold have Tactics (this will help us hit with Flashfire), several other people should have lingering radiation to nerf the AV regen. A couple other people will have grant invisibility to help us ghost when the need arises. A couple more should have Mutation (a rez), which hopefully won't be needed to often. The other or others will take Enervating Field which will help us down AV's faster.
At level 28 we will grab Choking Cloud.
At level 32 our little monkeys will appear, when slotted and with our lovely perma AM these little fellas' around 230 damage per seond (dps).
EM pulse is skippable, but take it anyway. Its the best aoe hold in the game.
Eventually, everyone will have Tactics and Enervating field, Tactics will allow us to down high defence mobs fast (PP's gone MoG, Rikti Drones etc. etc.) and Enervating Field will cause AV's to go down faster.
You may notice the complete lack of the fitness pool. Frankly we don't need it, with the +240% endurance rec and running speed, having them would be an unnecessary luxury.
When we are high enough for the epics, Psionic Mastery will be our choice. With Indomitable Will we will have more lovely status protection, this will be perma with AM we will also get have Psionic Tornado, which with the +Damage will be amazing.
The start date for the super team is yet tbc, but will be confirmed soon.
N.B. Slots will be decided as we level.
Proud Palmprint of the Handprints, the number one SG in Europe.
Check our website and forum at thehandprints.co.uk!
@Jacko