Best team AT
Now i would like to make a toon that will Help my group out. Been considering always either a dom or a troller. But recently also been looking into a Fender, with its powers a rad/sonic. Was wondering out of all of those what would be the best for a team helping person. Open to all opinions. I know my project after this toon will probably be a tank. But at this time. Its time for me to be a heal B**ch..
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That's +21.4% Defense to ALL, +30% Damage of all types, and +15.8% To-Hit to the entire team. With the sets I have planned, I will also be softcapped to every type and position, and I may modify for a more effective build as I've heard that only positional and Psionic really need to be capped. The best part is this is very easy to do on a Crab build without too much effort, and you'll STILL be able to pump out a ton of damage. Venom Grenade even provides a lovely -20% resist debuff to everything but Toxic (which gets -40% instead) on a ranged DPS AoE AT.
Other possibilities are a Bane build or one of the two widow paths which I hear can be even easier to cap out. Widows even get Vengeance, which Spiders do not.
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There's just SO many better forms of team support than healing. Debuffs to make the mobs helpless and unable to hit and/or damage the team. Buffs to the team's defense or damage resistance so that they don't get hurt at all. Controls so that the mobs are frozen in place unable to do anything while the team mows them down. Best of all, all of the above. Healing is only really valuable in the very low levels before buffs & debuffs start to mature.
The absolute most dominating, fastest moving team combination I know of is 8 Fire/Radiation Controllers thanks to their stacking buffs (Accelerate Metabolism, +damage, +recovery & +recharge) and debuffs (Radiation Infection -tohit, -defense, Enervating Field -resistance) pushing everyone to a maximum efficiency level in damage output while reducing the mobs to the status of newborn kittens.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
try a team of 6 Veats each with their built in Tactical training ( e.i. Leadership ) the entire team is capped for: Defense to all , Damage cap ( or real close to it ) , and the To-hit cap.
I did this when they 1st came out so we maxed the difficulty of our missions and proceeded to mow them down rather quickly. all we had to do was stay close to each other and let the carnage commence. only took us a few days at 3-4 hours each to hit 50.
but each to their own have fun and enjoy whichever AT you end up choosing.
Talos Maltalomar lvl 50 Rad/Rad Corrupter - Triumph Server
Arack BloodThrall lvl 50 BS/SR Scrapper - Triumph Server
Rose's Kiss Lvl 50 Mind/Nrg/Ice PermaDom - Triumph Server
Ok i am still a newb apparently. WTF is a VEAT
VEAT = Villain Epic ArcheType, which is to say, Crab and Bane spiders, Widows, and Fortunatas. All four builds (five if you count Huntsman) combine strong damage, enemy debuff and/or control, and team buffs. They're pretty sweet, though finding the one of those whose playstyle you'll like best can be tricky. You might consider widows, though - Night Widow ST damage can rival or surpass a scrapper while team buffing, and Fortunatas have a nice of mix control and ranged damage. Forts are particularly nice for taking out EBs and AVs that use Unstoppable, since their psychic damage type cuts through it without being resisted.
Villain Epic ArcheType
Such as the Arachnos Widow or Arachnos Soldier, you need to get a villain to level 20 to make one and you can't do it in Praetoria.
I also have fond memories of completely destroying everything in an all-VEAT team when they were first released.
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PEACEBRINGERS SUCK!!! (Now fully up to date for i21+ )
You might consider a dark/dark defender. With everything slotted for to-hit debuffs except the higher damage attacks, nothing to speak of hits your team after the alpha strike (which is when you are applying said debuffs). There is an amazing heal, a hold,a roving pet that heals and debuffs on top of the debuffs ... you really don't get better for team defense and support. You are limited by the fact that you don't do much damage, however, even with the new damage buff 'fenders got. You can solo safely... but you may pass out from boredom before you finish your mission.
I remain, after all, a scrapper at heart. I prefer to team, but if I can't find a team when I feel like playing, then I want the option to still play. The rad and kin 'fenders rarely get played for just this reason. But you asked about team play...
Another alternative would be a rad or kin controller, with any flavor primary control set you like (imo, earth has the best control, fire has the weakest, and I could never get a mind past lvl 22, since it does absolutely no damage whatsoever.). Sonic is ok, but I thought it paled behind rad and kin, though that might just be me and the fact that it's on a 'fender. Trollers are pretty team dependent at lower levels, but with all the control you have, you can solo just fine once you've got SO's, when your holds/stuns have some staying power. And, when you get the epic powers with actual attacks, you completely rule the CoX world. Seriously. As you've probably heard, a team of trollers simply steamroll through everything. I bristle when I hear 50 controllers referred to as "support" - solo, they can wipe out any big map in much less time than my scrappers, even my pimped-out EM/SD scrapper.
If you want to support the team with the dark/kin/rad buffs and debuffs, yet still do decent damage all the way through all levels, try a corruptor. You trade that consistent effectiveness for a lack of sheer uberness of the 42+ troller, so there is a trade-off for that option, I think - but my highest corruptor is only 45, so uberness might be right around the corner, who knows?
Any way, good luck, and have fun finding something you really enjoy!
You might consider a dark/dark defender. With everything slotted for to-hit debuffs except the higher damage attacks, nothing to speak of hits your team after the alpha strike (which is when you are applying said debuffs). There is an amazing heal, a hold,a roving pet that heals and debuffs on top of the debuffs ... you really don't get better for team defense and support. You are limited by the fact that you don't do much damage, however, even with the new damage buff 'fenders got. You can solo safely... but you may pass out from boredom before you finish your mission.
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You do have a nifty alpha strike mitigator in Fearsome Stare; with a range enhancement you can stand back and fear an entire room generally without any retaliation. Everything should be cowering in terror... they'll only shoot back if attacked and you put a fairly massive -tohit on them with your alpha strike.
All told my D3 can maintain roughly a -100% tohit debuff on a target and roughly -70% tohit debuff on the surrounding mobs before I consider Fluffy's contribution. I'm not going to kill much, but not much is going to hit anyone on the team.
I remain, after all, a scrapper at heart. I prefer to team, but if I can't find a team when I feel like playing, then I want the option to still play. The rad and kin 'fenders rarely get played for just this reason. But you asked about team play... Another alternative would be a rad or kin controller, with any flavor primary control set you like (imo, earth has the best control, fire has the weakest, and I could never get a mind past lvl 22, since it does absolutely no damage whatsoever.). Sonic is ok, but I thought it paled behind rad and kin, though that might just be me and the fact that it's on a 'fender. Trollers are pretty team dependent at lower levels, but with all the control you have, you can solo just fine once you've got SO's, when your holds/stuns have some staying power. And, when you get the epic powers with actual attacks, you completely rule the CoX world. Seriously. As you've probably heard, a team of trollers simply steamroll through everything. I bristle when I hear 50 controllers referred to as "support" - solo, they can wipe out any big map in much less time than my scrappers, even my pimped-out EM/SD scrapper. |
If you want to support the team with the dark/kin/rad buffs and debuffs, yet still do decent damage all the way through all levels, try a corruptor. You trade that consistent effectiveness for a lack of sheer uberness of the 42+ troller, so there is a trade-off for that option, I think - but my highest corruptor is only 45, so uberness might be right around the corner, who knows? Any way, good luck, and have fun finding something you really enjoy! |
It's not quite as dominating as a group of Fire/Rad controllers post 32 but it's still massively effective. With alternating tar patch we always have two up for each group. If we're facing something really nasty we have Darkest Night to floor it's tohit and we can toss 5 tar patch's under it and have a good old fashion BBQ.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
The best team AT is a competent player.
IMO.
After that- a blaster who knows what they are doing.
"I'm not scared of anyone or anything Angie. Isn't that the way life should be?"
Jack Hawksmoor, The Authority.
As for what best helps a team, I'd lean towards a controller or corrupter. The degree to which they help the team depends on how much the team is struggling though. If the team is struggling, I'd lean to a controller to keep them alive. If they're moving along at a good pace, I'd go to the corrupter to help them move along faster.
I recommend a Stalker, they add a huge amount to the team, and they can serve many useful purposes such as scouting ahead on the map (this is extremely important!) and attacking the boss while the rest of the team are still fighting. If you die, you can rely on your teammates to catch up to you and give you a wakie, and they'll be sure to thank you for all your help in getting the HP of the boss down - those critters are tough!
~union4lyfe~
I recommend a Stalker, they add a huge amount to the team, and they can serve many useful purposes such as scouting ahead on the map (this is extremely important!) and attacking the boss while the rest of the team are still fighting. If you die, you can rely on your teammates to catch up to you and give you a wakie, and they'll be sure to thank you for all your help in getting the HP of the boss down - those critters are tough!
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Infact its those very tactics of scouting (and I'm assuming the ole "AS Boss, placate, AS repeat") that gives stalkers that undeserved reputation that they can be dead weight on teams.
To the OP, any defender, corruptor or controller combo will bring plenty of support to the team and there are plently of combos that do this whilst still being able to solo and take out spawns on their own.
I recommend a Stalker, they add a huge amount to the team, and they can serve many useful purposes such as scouting ahead on the map (this is extremely important!) and attacking the boss while the rest of the team are still fighting. If you die, you can rely on your teammates to catch up to you and give you a wakie, and they'll be sure to thank you for all your help in getting the HP of the boss down - those critters are tough!
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So straying from the group, faceplanting and relying on your team to come pick your *** up because you decided to "scout ahead" is beneficial for your team? Unless you plan on taking team tp, scouting ahead does very little for the team as does straying and eating dirt shortly their after. Besides, stealthing is not exclusive to Stalkers just because their first tier power is an inherent +stealth toggle. As much as the Stalker AT is geared towards a more burst damage specialist approach, don't sell the AT short, you'll do far more for the group by sticking around and scrapping after you've AS'd that boss.
Infact its those very tactics of scouting (and I'm assuming the ole "AS Boss, placate, AS repeat") that gives stalkers that undeserved reputation that they can be dead weight on teams. To the OP, any defender, corruptor or controller combo will bring plenty of support to the team and there are plently of combos that do this whilst still being able to solo and take out spawns on their own. |
A stalker CAN be an asset if well played but the "scout the map, attack a boss away from the team" playstyle is counterproductive in the extreme.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
So straying from the group, faceplanting and relying on your team to come pick your *** up because you decided to "scout ahead" is beneficial for your team? Unless you plan on taking team tp, scouting ahead does very little for the team as does straying and eating dirt shortly their after. Besides, stealthing is not exclusive to Stalkers just because their first tier power is an inherent +stealth toggle. As much as the Stalker AT is geared towards a more burst damage specialist approach, don't sell the AT short, you'll do far more for the group by sticking around and scrapping after you've AS'd that boss.
Infact its those very tactics of scouting (and I'm assuming the ole "AS Boss, placate, AS repeat") that gives stalkers that undeserved reputation that they can be dead weight on teams. To the OP, any defender, corruptor or controller combo will bring plenty of support to the team and there are plently of combos that do this whilst still being able to solo and take out spawns on their own. |
~union4lyfe~
So i do have a Elec/SD scrapper Cheaply built but survives well. In groups while they fight one mob, i go and destroy another and let them come finish what i am doing. Rinse and repeat basically. Now i would like to make a toon that will Help my group out. Been considering always either a dom or a troller. But recently also been looking into a Fender, with its powers a rad/sonic. Was wondering out of all of those what would be the best for a team helping person. Open to all opinions. I know my project after this toon will probably be a tank. But at this time. Its time for me to be a heal B**ch..
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It kind of depends on level. I would support the idea that pound for pound a Forcefield defender can outperform an empath up to level 20 because of the continual mezz protection, defense, and freedom to take other support powers as many forcefield powers are mostly considered optional at best.
As buffs become more availabe, empathy comes into its own with additional recharge, slotting, and available team buffs. The same for other defender sets.
That said, what comes around goes around as the endurance drain protection in the insulation shield can be critical in fighting Malta sappers and Carnie end drainers in the late game.
I built a team support character specifically for the old-style Positron taskforce: Ice/Forcefield controller. There is a lot of protection in the bubbles and ice slick.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I have played several support characters (no VEAT yet though) and none of the ones I have tried does more to increase the speed of a team than my kinetics/sonic defender. It is not really a good first support character though, since there will always be more things you could do than you have time to do them in (don't neglect your attacks, stacking some -resist helps a lot when combined with fulcrum shifted teammates). One of the most recent teams actually caused a scrapper or brute on the team to shout in joy "I am doing SO MUCH damage"...
My Plant/rad controller also does a lot for the team speed, but more "playing alongside the team" than "integrated with the team", if I were to try to explain the difference.
Dave/Grohl
To some extent, it depends on the team. So the question I'd ask is: Which AT is most useful to a team which doesn't already have one.
My experience has been that defenders, in general, are among the most likely to radically alter the experience of play for other team members. Any given specific DPS can probably be replaced, although they're always useful. Tankers can be pretty optional if you have good control or defenders.
For something that isn't great at low levels but is amazing at 20+, look into traps. Dark miasma also works pretty well. Note that you can do most of the same things on corruptor, MM, or troller, depending on set -- but defenders tend to get the best versions of the buff set powers. Trollers can provide backup defender abilities while locking enemies down, always nice.
A lot of it comes down to what you enjoy playing. I've gotten more benefit from an enthusiastic scrapper than from a bored defender.
My 2 fav team support toons (havem both at 50 playing often) is
Defender cold/dark. This toon will singlehandedly make a team of anything stand up to even the toughest challenges, cold is a defensebased shielder with some really nice buffs. The dark secondary if by far the most helpfull support secondary due to the huge to hit debuffs and control. Defense shields + acc debuffs is plain unfair and arachnos forum have had a sticky *nerf-it-now* 3y straight now
Defender kin/dark. If you have a team that know how to handled themselves, kin will makem shine, speed/endurance/extreme recharge/extreme damage buffs for all. Kinetic is imho the most gameplay affecting set in coh, well actually 2 powers does it alone, speed boost and fulcrum. Teamteleport into mob+fulcrum with 8 toon on SB is like detonating a bomb.
took me 4y of playing to understand the true potential of defenders
-stop calling me hallstorm plz!-
Hail
I don't know if I'd describe the ToHit debuffs of Dark as "huge." If you're close to the defense cap, though, small to medium effects get magnified. I ran a Dark/Traps corr with "soft defense cap" (as long as both cones hit, I was golden) and it worked just as well as you say.
EDIT: I'll see your Dave/Grohl and raise you a Josh/Freese.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I don't think there's a best, but I can tell you the types of support characters I try to grab when team building a PUG.
First and foremost, the powerset I will never pass up having at least one of is Force Field. You will hear all kind of things about Force Field becoming irrelevant under certain situations, and to some extent, that's true. But what Force Field offers that nothing else does, in my experience, is predictably. No matter who joins the team, how bad they play, or what their powersets are, wiping the team with a Force Fielder around takes an act of God. Force Field is also a very easy to play set. When you invite one you know exactly what you're getting, and its easy to monitor whether the player is working the set successfully. Cold Domination can to some extent fill this role, but even on my Cold Domination character I still try to get a FF'er. It has also been my general experience that Sonic Resonance does NOT fill this role well.
Next up are the "restorer" types. (I dare not use the word "healer" because... well it's best that we don't talk about it.) Somewhere in the mix I ideally want to include a Kinetic, Dark, Thermal, Empath, Pain, Radiation, etc. who can help restore HP, among other things. This role isn't critical but I find it extremely helpful. A team that can forget about safety altogether is able to move much more efficiently. A lot of people will say that you should "never get hit or you're doing it wrong" but my experience has been if things are that easy you could have cranked up difficulty two notches by including someone who can restore HP and been that much more successful. The way the math works out on defense and resistance guarantees you will be getting hit, even with the whole team defense capped. I generally consider any Controller, Defender, or Corruptor with a decent AoE heal sufficient to fill this role. In general, I do not put much faith in Masterminds to fulfill it, but you might be the one who surprises me. Note that I would never stand around and wait for someone with this ability, its just who I'd try to grab first if we lacked it.
The next group are the mezzers/supportists. This is basically all manner of Controllers, Defenders, Corruptors, Dominators, etc. I can't really say which are better or worse. I will say if I'm looking for control and get an Illusion Controller, that's great, but I will still generally want more lockdown. The same on the support side if I end up with a Trick Arrow or Sonic Resonance.
Last is damage. Damage is so easy to come by that I generally don't care who provides it.
The only AT I'm reluctant to invite are Masterminds. There is nothing wrong with them necessarily but they add so much clutter that the game becomes boring to me, because I'm not even able to see what's going on. I do still invite them from time to time but really like to avoid having more than 1 on the team at a time.
So i do have a Elec/SD scrapper Cheaply built but survives well. In groups while they fight one mob, i go and destroy another and let them come finish what i am doing. Rinse and repeat basically. Now i would like to make a toon that will Help my group out. Been considering always either a dom or a troller. But recently also been looking into a Fender, with its powers a rad/sonic. Was wondering out of all of those what would be the best for a team helping person. Open to all opinions. I know my project after this toon will probably be a tank. But at this time. Its time for me to be a heal B**ch..