The Ideal Team for Master Level Badges


Adeon Hawkwood

 

Posted

I tend to agree with Panzerwaffen: there's a difference between "only one team can do Master of Thingy" and "any team can do Master of Thingy". It would be very, very hard to do MoSTF with eight force field/energy defenders. There's no resist debuff, there's no regen reduction and there's not much damage (on the offensive side) so you're going to have slow fights, and there's only one good layer of protection (on the defensive side) so people are going to get doubletapped eventually.

My dream team:

Some way of getting AV's to floored accuracy and severely reduced damage on one character with effective Taunting (most commonly "buffing a tank") or severely reduced acc and damage on the entire team with minimal Taunting (most commonly "force fields").

Some way of healing the hits that do get through (anything from firetank to "a blaster with Heal Other" to "everyone bring six big greens", depending on how many other layers of defense there are)

Resistance Debuffing

Damage

So that could be "sonic defender, force fields defender, five blasters and someone to stand in front." Could be three Dark/Sonic defenders and five scrappers with Maneuvers.

A near-zero idiot count (we've all done stupid things at SOME point) is also pretty important.


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Posted

Quote:
Originally Posted by Fulmens View Post
It would be very, very hard to do MoSTF with eight force field/energy defenders.
There will be moments on an all FF I think to get exactly right. I'd sooner mix the powersets of an all 1AT team up but still not be picky about primary and secondary powersets. I think being better off with a mix than without means that the Devs have got something right. I think that being better off with a mix of ATs means they've done their job even better still. There is the part between working out how things can be done and getting it done which is why in terms of having other ATs the words come to me "Better off with than without".

There definitely is very little need for being powerset selective with the right players who can be flexible. Not just by them being without the "No one tells me how to play" attitude, but by having powers from the power pools that can help one adapt ones role to the role of another AT even by a little.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

for ITF i'd say..

8 Robot/Dark Masterminds.

for STF i'd say..
1 Granite Tank
6 Defenders of any variation
1 Kheldian for kicks

for LRSF:
... 8 Robot/Dark masterminds


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Necro/Thermal
Necro/Traps
Necro/Force Field
Necro/Dark
Necro/Storm
Necro/Pain
Necro/Poison
Necro/Trick Arrow


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Fix'd.
Dark is just as powerful if not twice as powerful with Robotics.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I won't argue that. I just think traps is more fun.
You've got me there.


 

Posted

How about the Dark Miasma powers are really clouds of nanites swarming your opponents to produce various effects?


 

Posted

Easy, 8 Fire/Radiation Controllers Heroside (with a possibility of replacing one fire with an illusion).Villain side, 7 x/x Corrupters and a Brute.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Vel_Overload View Post
for ITF i'd say..

8 Robot/Dark Masterminds.

for STF i'd say..
1 Granite Tank
6 Defenders of any variation
1 Kheldian for kicks

for LRSF:
... 8 Robot/Dark masterminds
Let me guess, you'll be the Kheld

Myself, I just log in my cold/sonic and wait for the invite


@MARTy McFly

 

Posted

Quote:
Originally Posted by Silverado View Post
The ideal team is 8 people who know how to play and communicate.
This this this this. No matter what combination you have, all it takes is one nubcake or one bolshy person who doesn't like to be told what to do, to ruin it for everyone.


 

Posted

Quote:
Originally Posted by Godpants View Post
How about the Dark Miasma powers are really clouds of nanites swarming your opponents to produce various effects?
Actually, I've already been thinking of doing this, but I'm holding off till i16 so I can tint the dark powers gray.


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Posted

Quote:
Originally Posted by Smurphy View Post
Me, Tark, Hobo and Rat.
Just saw this. lol I don't think I own a single Master level badge.


 

Posted

For Khan and ITF... any team combo will do, but the players must know how to play their toons...

For Barracuda... anything... but having a Mastermind and a Stalker on it will raise the chances of success...


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Posted

Quote:
Edit to add: There's something else I'd like to say. To irrefutably prove that any team could successfully complete a MSTF would be insurmountably time consuming. You would have to complete it with every permutation of every possible AT and every possible powerset to truly prove that statement. 8 Fire/rad controllers. 7 Fire/rad controllers, 1 fire/kin controller. 7 Fire/rad controllers, one illusion/kin controller... etc.

What might be an acceptable compromise is to devise a few "worst case" teams and see if you can get those to complete it.
That!!

Pick for exemple, 8 stalkers. Or lets make this worse, 8 energy/dark stalkers, and challenge them to a master anything!!

Dun dun dun...


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Posted

Quote:
Originally Posted by Panzerwaffen View Post
That's generally a very good philosophy and one I embrace wholeheartedly, however when talking about Master attempts on TF's, whether STF, LRSF or the new ones, completely disregarding team composition and powersets is pretty much setting the team up for failure before even starting.
I also embrace the same philosophy; indeed, the most fun I've had on TF's have been with scratch teams with like-minded players.

Perhaps more important than composition and power sets is team coordination with a sound plan. I've been on a team that theoretically was close to optimum composition/powersets that failed because of lack of team coordination and I've been on teams (of even less than 8) that were less than optimum composition that succeeded handily because of well-coordinated team and individual play.