The "Perfect" team ?????
For Master runs:
Blueside:
One tank.
Seven defenders.
Redside:
One brute.
Seven corruptors.
Or co-op:
One tank.
Seven defenders.
For run of the mill mission clearing:
Blueside:
Eight defenders.
Redside:
Eight corruptors.
Co-op:
Eight defenders.
Where to now?
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
A Brute, 5 VEATs, a Dominator and a Mastermind.
Or 8 Peacebringers.
Last night I put together a pick up team of available players to run the Positron TF. The team make was: 1 Warshade (and at that level no dawk Dwarf) 2 Defender (including a TA/Arch) 3 Controller 1 Scrapper (who had PC problems and crashed on us several times missing numerous mission) |
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Last night I put together a pick up team of available players to run the Positron TF. The team make was:
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1 Warshade (and at that level no dawk Dwarf) 2 Defender (including a TA/Arch) 3 Controller 1 Scrapper (who had PC problems and crashed on us several times missing numerous mission) |
No Tank for Aggro control |
Snark aside, the perfect team is a core of trustworthy people. The rest of the spaces need only include bodies, which only have to be lukewarm.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
The perfect team = 8 players who:
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http://boards.cityofheroes.com/showthread.php?t=115824
8 demon summoners or 8 robotics MMs. In ultra mode. Maxxed out AF and AA. In some huge outdoor map like the last part of ITF.
Or 50 MMs vs Hami.
I still think what I've thought for ages: a team with at least half of the players who know what they're doing. Four people in a team of eight can pull the whole team through nearly anything if they're competent, have good builds and can play as a team.
Basically, pretty much any setup of four can plow through a mission set for eight at +0 or +1. With good IOs or good set synergy even one or two is sufficient at higher levels of difficulty.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
My perfect team would be...
One Tanker Two Scrappers Two Blasters Two Controllers One Defender That being said in the end the game is made well enough that any combination of ATs should be able to do the mish. If given the choice I would always bring a tank to funnel aggro. Given that my main IS a tank, this isn't much of an issue. |
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
Assuming good players, yadda yadda, my perfect team would be:
One brute
Five Corruptors
One Permadom
One Fortunata
I disregarded the hero ATs because none of them have something I want that a vill AT can't do and more.
That is to say, because a Brute will be buffed to Tanker levels of survivability and do more damage than a Scrapper or a Tanker and will hold aggro better than a Scrapper. If you've got a good Dom everything will be locked down better than a Controller could and you've got all the buffs/debuffs you need with the Corruptors. Defenders wouldn't get any vigilance damage buff on a full team and their higher buff/debuff mods wouldn't be noticeable with this level of buff/debuff stacking and Corrs would have the Scourge damage for hard targets and the possibility of going Fire Blast, something Defenders cannot hold a candle to. Blasters could be nice except with 5 Corrs and a Brute you've got stupid amounts of damage and they all bring something else as well, the Blasters would just bring damage.The Fortunata for the psy damage, defense buffing to ensure everyone is softcapped and all the rest of the shiny Fortunata stuff.
The Melee Teaming Guide for Melee Mans
7 Blappers
1 Rad Defender with Fallout and Vengeance
Assuming good players, yadda yadda, my perfect team would be:
One brute Five Corruptors One Permadom One Fortunata I disregarded the hero ATs because none of them have something I want that a vill AT can't do and more. That is to say, because a Brute will be buffed to Tanker levels of survivability and do more damage than a Scrapper or a Tanker and will hold aggro better than a Scrapper. If you've got a good Dom everything will be locked down better than a Controller could and you've got all the buffs/debuffs you need with the Corruptors. Defenders wouldn't get any vigilance damage buff on a full team and their higher buff/debuff mods wouldn't be noticeable with this level of buff/debuff stacking and Corrs would have the Scourge damage for hard targets and the possibility of going Fire Blast, something Defenders cannot hold a candle to. Blasters could be nice except with 5 Corrs and a Brute you've got stupid amounts of damage and they all bring something else as well, the Blasters would just bring damage.The Fortunata for the psy damage, defense buffing to ensure everyone is softcapped and all the rest of the shiny Fortunata stuff. |
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
My perfect team is usually one that uses fun mechanics, like a bunch of ice/kin corrs speed buffing for perma-blizzard, or 7 kins and a granite brute/tank, seeing if they can get him to jump/run effectively.
I've never been much for min/maxing.
@Mechaniker
Official Old Angry German Guy of CoV.
My Characters: http://boards.cityofheroes.com/showthread.php?t=247787
8 Shield tankers, doing rolling shield charges. Nothing would be left standing, anywhere.
My favoritist teams of all time came about with 4 brutes/ 4 corruptors. Battles < 1 min, Health and End > 90% at all times, brutes at full fury most of the time, ~%100 recharge rate at all times with /rad and /kin corruptor mix. Don't know how to translate that to blue side/ I was never one of the brutes but as long as the corruptors kept everyone healed up and +recovery rate and +recharge speed, it seemed like there was never a pause.
That being said, the teams that had good communication did the best as well. i.e., we could suffer with a member who didn't know how to play, but everyone chimed in with suggestions and the green was open to learning. Everytime a team loses one, gains one or reforms, really good team chat helped refind the team sweet spot.
My favoritist teams of all time came about with 4 brutes/ 4 corruptors. Battles < 1 min, Health and End > 90% at all times, brutes at full fury most of the time, ~%100 recharge rate at all times with /rad and /kin corruptor mix. Don't know how to translate that to blue side/
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8 troller teams are quite unstoppable. And therefore, boring and lame. I'd rather play a troller with 7 blasters with itchy trigger fingers and no fear of death.
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Of course, I'm an ice/ice, so I'm pretty much a blastroller anyway, but still!
Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.
Speed runs are fine for 50s but TFs are also one of the more fun ways to level up a character when you're doing non-speed runs. This can lead to disappointment on one or both sides of the matter if you're not clear when forming a team.