The "Perfect" team ?????


AmazingMOO

 

Posted

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.


 

Posted

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.


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Posted

A Brute, 5 VEATs, a Dominator and a Mastermind.

Or 8 Peacebringers.


 

Posted

Quote:
Originally Posted by Wicked_Wendy View Post

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)
You say ou only had one DPS.... Which is sort of true. Warshades however if played well can do some extreme damage.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

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Posted

Quote:
Originally Posted by Wicked_Wendy View Post
Last night I put together a pick up team of available players to run the Positron TF. The team make was:
Sounds good.

Quote:
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)
Looks fine.

Quote:
No Tank for Aggro control
Three Controllers, albeit at a low level, and a TA Defender isn't enough aggro control for you?

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.


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Posted

Quote:
Originally Posted by Castle View Post
The perfect team = 8 players who:
  • Know how to play their chosen character well
  • Don't do terminally stupid things
  • Know how to adjust and adapt tactics on the fly based on what is happening around them
You'll note that specific AT's and powersets aren't listed. That's because I believe that nearly ANY combination of such played by competent players can accomplish nearly anything the game throws at them. "Master of" task forces might be an exception -- I have a hard time imagining a group with enough patience for an all Stalker group to get through that, but it might be possible.
Glad this thread is still around. It's a good read but keep in mind a lot has changed in the game since then, mostly things we spoke of during this challenge.

http://boards.cityofheroes.com/showthread.php?t=115824


 

Posted

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.


 

Posted

Quote:
Originally Posted by GreySquirrel View Post
I've found that you can generally make most teams work as long as the people are:

a) Intelligent
b) Awake
c) Sober

(b and c are optional)
Well thank god, sometimes I MWD. Mastermind While Drunk I warn my teams beforehand though, and I can't be held responsible for my zombies.


 

Posted

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.


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Currently playing as Castigation on Freedom

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Posted

Quote:
Originally Posted by DoctorWhat View Post
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.
Funny... your perfect team has completely disregarded the villain ATs.


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

 

Posted

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.


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Posted

7 Blappers
1 Rad Defender with Fallout and Vengeance


 

Posted

Quote:
Originally Posted by Silas View Post
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.
I agree with your post wholeheartedly. (I am an admitted redside enthusiast.) I only might make a change from the dominator to a controller to stack just a couple more buffs on, but it sounds like a dream team to me.


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

 

Posted

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.


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Posted

8 Shield tankers, doing rolling shield charges. Nothing would be left standing, anywhere.


 

Posted

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.


 

Posted

Quote:
Originally Posted by berrycola View Post
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/
Blueside, that would probably be four scrappers and four defenders. Certainly a fun combination.


 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
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.
Hey! Not all blasters have itchy trigger fingers!

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.