Game Breaking Team of 4
I'd suggest:
Inv/EM/Pyre - Tank
DM/SD/Fire - Scrap
Ice/Cold/Power - Fender
Rad/MM/Force - Blaster
All round survivability, great ST and AoE dmg, ALOT off -regen/-def/-resist.
Some friends wanted to start a static team to level up together and take on the SF/TF. I we have yet to deside CoV/CoH. So it got me wondering, what type of combos for a four man team THAT ARE FUN to play would be truely effective, if not game breaking; something that could really steamrole AV's come mid to late 30s.
Any ideas? |
Gamebreaking would be all rad defenders. A group of us formed one of these a few years ago. It was before IOs, so it took more members to keep stacked AMs permanently on everyone. We set ourselves on invincible in King's Row and never lowered it. I can't remember if LR gave us issues in the STF. I do remember Carnies were the first group to actually challenge us and require some strategy.
My Characters
Any combination of 4 defenders, controllers or corruptors. Four defenders that skip the fitness pool in favor of the leadership pool are going to steamroll through the content.
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Probably this. The approximate scaling of all-defender groups is:
1 = 1
2 = 3
3 = 5
>3 = OVER 9000.
If they're all /Sonics, square the results.
Going this route, I'd probably try to get the whole team soft-capped, with the possible exclusion of one member, then add +damage/+recharge and debuffs as preferred. Cold/, Traps/, Kinetics/, Rad/, maybe, with Maneuvers as needed to hit the soft-cap on everybody but the Cold/. I think between the two +defense characters, that should be doable. Don't have the numbers at the moment.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
It's hard to go wrong with any combination of Defenders or Corruptors.
If you want to really steamroll content, check into multiple Rad Defenders.
If you want to be undefeatable, Try some combination of FF/Sonic/Cold/Thermal in there.
But really, Any combination of defenders/Controllers is awesome. You could have 4 empaths, and everyone ends up with stacked fortitudes and Adrenaline Boost...
My suggestion: Ask the 4 people what defender set they prefer. Sure, it might not end up with the absolute best possible team, but really, any 4 defenders is teh awesome... And if they pick it out, they will be more likely to stick with it.
These hero suggestions are nice and all, but if you really want the best team for pwning everything the game can throw at you, you want to play CoV instead. Make a team of four Masterminds. Your powersets don't even really matter, although I'd recommend /bots and /thugs for maximum carnage. But really, any four MMs will steamroll through everything.
These hero suggestions are nice and all, but if you really want the best team for pwning everything the game can throw at you, you want to play CoV instead. Make a team of four Masterminds. Your powersets don't even really matter, although I'd recommend /bots and /thugs for maximum carnage. But really, any four MMs will steamroll through everything.
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Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
3 Traps MMs + whatevah. More specifically I'd go
3 Robot/Traps
1 Ice (Maybe Dark)/Kin
I chose Kin for recharge convenience. Ice to slow down (even hold) runners. Really the only challenge 3+ /Traps would face is chasing down all the fraidy cats.
Global = Hedgefund (or some derivation thereof)
Others have mostly covered the bases. However I'll point out some of the top superteam builds:
Heroside: fire/rad controllers in packs are so devastating that no content can stand before them. They chew everything up to a fine paste. Rad defenders are also mean as hell, especially rad/sonic. However the fire/rads are still king (unless something has changed). Most defenders or controllers stacked are mean as hell, though rad, dark, and storm are probably the meanest (imo).
Villainside you can stack corrupters for the best buff/debuff teams. There the fire/darks and fire/rads are hell on wheels. Also stacked thermals are pretty mean, but their lack of permanent debuff without some work is a downside. Stacked MMs is mean simply because again you get buff/debuff stacking and MMs are mean solo, so more firepower never hurts.
I don't know if you have access to VEATs, but stacked soldiers of arachnos and widows are very, very mean from an early level. When those were first released I ended up on teams full of them and the game was a breeze. We tore through everything on relentless without any problem.
Too many alts to list.
Toss me in the stacked corruptors camp.
I'd mix it up some, get say two Son/ to double those debuffs, a Fire/ for the pure damage, a /Pain for the odd heal, /Kin cause really how can that not help, a /Cold and a /Son would have +def and +res shields for buffs and the cold for debuffs. Toss in a Dark/ for the -acc debuffs
hmm no rad tho.. drop the pain and switch it to Son/Rad.
Son/Rad
Fire/Cold
Son/Kin
Dark/Son
that'd be a fun group
Toss me in the stacked corruptors camp.
I'd mix it up some, get say two Son/ to double those debuffs, a Fire/ for the pure damage, a /Pain for the odd heal, /Kin cause really how can that not help, a /Cold and a /Son would have +def and +res shields for buffs and the cold for debuffs. Toss in a Dark/ for the -acc debuffs hmm no rad tho.. drop the pain and switch it to Son/Rad. Son/Rad Fire/Cold Son/Kin Dark/Son that'd be a fun group |
Bad idea. You need to stack like effects to really get where you want to be. With one /cold and one /sonic you aren't going to be anywhere near either the defense or resistance cap.
Do:
3 sonic/sonic(hell make then fire/sonic if you like)
1 fire/kin
This way you will easily be at the resistance cap all the time, have very high status protection when necessary, debuff resistance like a madman, and still get the wonders of FS eventually to cap damage.
Or conversely
3 fire/cold
1 fire/kin
Then you easily softcap defense, and get the mean variety of debuffs from cold (and with SB, they are up nice and often), and the oh so pretty wonders of FS.
It's always better to stack like things rather than taking a hodgepodge given the way mechanics work in this game (assuming you aren't way past the caps).
Too many alts to list.
4 rad/sonic defenders would just be plane sick.
Maybe replace one with a FF defender to keep everyone soft capped and reduce the necessity of heals.
4 rad/sonic defenders would just be plane sick.
Maybe replace one with a FF defender to keep everyone soft capped and reduce the necessity of heals. |
At one point a team of three characters, 1 grav/rad, a rad/rad and a FF/dark defender curb stomped all the AVs in the Faultline arc, even with the rad defender still being in DOs. Adding in that bubbler made it completely safe, though they didn't really add much offense at all.
Too many alts to list.
Some friends wanted to start a static team to level up together and take on the SF/TF. I we have yet to deside CoV/CoH. So it got me wondering, what type of combos for a four man team THAT ARE FUN to play would be truely effective, if not game breaking; something that could really steamrole AV's come mid to late 30s.
Any ideas? |
2 arachnos soldiers with the crab branch, spec'd for AoE attacks, armor. Be sure to take the soldier maneuvers and assault, then add on the pool leadership maneuvers/assault. These would each give a constant 21.5% defense, fully slotted, and the two assaults would bring +30% damage from each crab.
Don't forget venom grenade, which with slotting would be up consistently for a hefty -20% damage resistance to all foes it hits.
Add a Night widow, with its leadership pools, and mind link. this is for another +21.5% defense, and +30% damage.
Your team now has +64.5% defense, and +90% damage on top of damage slotting.
What are you missing?
Throw in a Sonic/Kin corruptor. The corruptor's attacks lower enemy resistance, (-15% damage resistance from each attack) making them take more damage from all team members. His kinetics adds more damage, +recharge to the team's AoE's, and extra recovery. (Endurance seems to be about the only weakness full-blown arachnos suffer.) The Corruptor doesn't have to worry about mez or incoming damage, due to the crazy defense from the Arachnos troops.
Sound good?
My fiance and my brother are doing this with me at the moment. Although there are only three of us, we are all using Fire/Rad controllers. We are on +0/x8 at the moment and we have been since level 8 or so. It's a little dangerous right now, but generally all we have to do is put our debuff auras on and aoe imob. The mobs dissapear pretty quickly. Plus with the three single-target holds we can lock down anything up to an EB pretty much permenently so single hard targets aren't a threat at all.
One rad/sonic and a MA/SR scrapper can take every AV in faultline. (Yeah, we did that.) They're "relatively easy" AV's, as befits players with about half their big hitters.
For a serious 4-person team, there are about two issues.
One is "AVs" and the other is "Everything else."
AV's are hard to effectively debuff, which is the only real reason I split them out.
Right now I'm running one (1) Sonic/Dark defender and I'm pretty sure that two of 'em could cap RES and floor ToHit... except for the pesky debuff resistance.
How 'bout four Emp/Sonics? With the Fortitude and the Maneuvers, that's capped on Defense. Regen is at silly high levels. Come 32, you get perma-AB; come 38, you can nuke without losing endurance. Extra damage comes from 4 sets of sonics plus 4 Assaults plus 3 Forts each. That's something like +150% damage (getting you to Blaster-like numbers) before applying the tremendous Resist Debuff effects.
While taking the entire Leadership pool instead of Stamina sounds attractive, I'm not sure if Vengeance is worth it...
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
2 arachnos soldiers with the crab branch, spec'd for AoE attacks, armor. Be sure to take the soldier maneuvers and assault, then add on the pool leadership maneuvers/assault. These would each give a constant 21.5% defense, fully slotted, and the two assaults would bring +30% damage from each crab.
Don't forget venom grenade, which with slotting would be up consistently for a hefty -20% damage resistance to all foes it hits. Add a Night widow, with its leadership pools, and mind link. this is for another +21.5% defense, and +30% damage. Your team now has +64.5% defense, and +90% damage on top of damage slotting. What are you missing? Throw in a Sonic/Kin corruptor. The corruptor's attacks lower enemy resistance, (-15% damage resistance from each attack) making them take more damage from all team members. His kinetics adds more damage, +recharge to the team's AoE's, and extra recovery. (Endurance seems to be about the only weakness full-blown arachnos suffer.) The Corruptor doesn't have to worry about mez or incoming damage, due to the crazy defense from the Arachnos troops. Sound good? |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I would imagine that an all Defender team consisting of a Rad/Ice, a Rad/Sonic, a Kin/Sonic, and an FF/Dark, all with Assault and Maneuvers and preferably having skipped either their travel powers or the Fitness pool, would be a force to be reckoned with.
-Recruited under Arachnos' "Equal-Opportunity Villainy" plan-
One question to consider is do you want to create a stacked team where everyone is the same or similar AT/powersets or do you want to create a diverse team where everyone is different? How diverse your team wants to be will change the answers you get.
Buffing and debuffing sets will be popular in these types of recommendations, so for Hero side expect lots of controller/defender suggestions and for Villain side corrupter/mastermind. Stacking sets which have obvious internal synergies (like rad, and also dark) will produce good results, an alternate choice could be diversifying sets to spread your capabilities.
Given your criteria, here is my suggestion for Hero Side for a team that has diverse power sets while staying disgustingly effective:
Fire/Kin Controller
Ill/Rad Controller
Dark/Sonic Defender
And for a final choice either a Fire/Mental Manipulation Blaster (lets increase the speed of the team by throwing out some serious damage potential) or a Cold/Ice Defender to increase survivability (excessive, but fun).
-Mod8-
If you are using Latin in your post you are probably trolling
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Toss me in the stacked corruptors camp.
I'd mix it up some, get say two Son/ to double those debuffs, a Fire/ for the pure damage, a /Pain for the odd heal, /Kin cause really how can that not help, a /Cold and a /Son would have +def and +res shields for buffs and the cold for debuffs. Toss in a Dark/ for the -acc debuffs hmm no rad tho.. drop the pain and switch it to Son/Rad. Son/Rad Fire/Cold Son/Kin Dark/Son that'd be a fun group |
Poor Back Alley Brawler, I think he melted the fastest.
When it became time to run the LRSF, one of the members was not able to make it. We jumped on (then Liberty teaming channel) LBx and announced that we needed one more. We had fun imagining the brutes face when he hit accept and saw that he had joined with 7 corruptors running leadership. To call it a cakewalk would make it sound more difficult than it was. (he/she was an excellent brute IIRC).
My Characters
Bad idea. You need to stack like effects to really get where you want to be. With one /cold and one /sonic you aren't going to be anywhere near either the defense or resistance cap.
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I did say fun, to support my attempt to describe balance rather than totally topped out.
Anyway, I guess my point was more in lines of everyone gets a different character to bring to the table, rather than 4 of all the same... but YMMV.
NOTE: see what Mod8 said above. he said it better
A while back I made an attempt to get an all rad team together. It didn't go too far since a lot of the players(who I knew locally in person) migrated to WoW, so I didn't really have much to work with. However what little we did was pretty sick.
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To the OP: Since your team of friends is more than 3 people, and you're specifically looking at the 30+ game for your steamrolling hijinks, I strongly recommend a team of Empathy Defenders. Not healers, but actual Defenders - you don't need Stamina, since you can cycle through Recovery Auras; you can stack Fortitude on each other for Defense; you can prevent mezzes with Clear Mind; Regeneration Aura helps keep you alive without necessitating heals; and, once you've got Hasten, Adrenaline Boost, and the nuke from your blast set, you can get crashless nukes, just about every single spawn.
For CoV, I'd strongly recommend a team of 4 Thugs MMs. Enforcers each have Leadership, and their Leadership powers extend to all Thugs, not just your own. Many Thugs MMs together can get pretty ridiculous, especially with Gang War
For both CoH and CoV teams, I strongly recomend getting Leadership powers for all 4 of you.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Add a Night widow, with its leadership pools, and mind link. this is for another +21.5% defense, and +30% damage.
Your team now has +64.5% defense, and +90% damage on top of damage slotting. |
The point of the night widow, by the way, is their darts give a little -regen and some good burst/single target damage whilst crabs destroy mobs with a venom grenade/heavy burst/suppression/frag grenade combo. Add in the -regen from the corr, and you have a leg up on those AV's. (This with all the -res.)
I think the most game breaking would be something like:
2x Emp/Sonic
1x Kin/Sonic
1x Fire/Fire Blaster
From my experience, four rad defenders with stacked leadership is the best you can get as fast as efficient, quick moving through the game. Nothing can stop them. No GM. No AV. No mob. For a short while I was on a team of 7 rad defenders and a scrapper. We did Lusca so fast it was silly. Impossibly good. And this was before IOs.
Honestly, though, that was just a hijink. If you want different ATs then I would probably go with the tried and true stand-bys:
Tanker: stone/ss or fire, can tank anything, will be standing all day even in an emergency
Defender: rad/sonic, need those rad buffs for AVs, plus the sonic debuff is handy
Controller: fire/kin, this team will need the damage and the kin is necessary with the stoner
Blaster: fire/fire, all damage, good AoE, this team's real killer
Never argue with stupid people. They drag you down to their level and beat you with experience.
@vanda1 and @nakoa2
Some friends wanted to start a static team to level up together and take on the SF/TF. I we have yet to deside CoV/CoH. So it got me wondering, what type of combos for a four man team THAT ARE FUN to play would be truely effective, if not game breaking; something that could really steamrole AV's come mid to late 30s.
Any ideas?