Team of 3 maybe 4?


 

Posted

Hi all I was just wondering if anyone had any good ideas for a team of 3 that are going to level up together(possibly 4). We are going to be mainly focused on pve but also probably doing some pvp also. We all have the GR expansion and just getting back into the game and were trying to piece together a team that will mesh well, does anyone have any thoughts? No one is really dead set on a power set yet.


 

Posted

Anything. Truly, just pick whatever you want and it'll be a blast. This game doesn't require a whole lot of coordination, just a lot of men in spandex running around together beating other men...

yeah.


Whining about everything since 2006.

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

 

Posted

Everyone picks one of the EATs.
+Awesome
+Respect
-Not everyone is on the same side at first.
-Praetoria.

In all seriousness, no right or wrong answer here, but try out a few things and see what fits. (The above would be sweet all things considered.)


 

Posted

There's lots of possibilities, from the standard Fire/Rad controllers (awesome stacking buff/debuff and a TON of damage as they mature) to a group of Shield scrappers (soft capped defenses at 28 with Grant Cover and nice damage output)

I've leveled several combinations of 3-4 players over the years with SG buddies and we've found a lot of effective choices. Actually we haven't found anything yet that wasn't at least somewhat effective.

Let's see, various superteams we've played...
Fire/Rad controllers - one is nice, two is more than twice as good, three is even better. They multiply each other's effectiveness as you add more to the team.

Rad/Sonic defenders - they work nicely together, the only drawback is a lack of control keeping mobs from rushing into your face. On the other hand with all the debuffs they won't accomplish much.

BS/Shield and Dark/Shield scrappers - we had two of each and they made a quite effective team. Very tough, lots of damage output. Slower than Fire/Rad controllers but tougher and safer.

Fire/Dark corrupters - one of our current projects and amazingly powerful once they reach the mid-20's. Alternating tar patch and everyone tossing out rain of fire and fireball tends to melt everything but bosses. Open up with Fearsome Stare and mobs don't fire back much and are under enough -tohit that they can't hit if they do.

We tried a new combination in Praetoria, two electric/rad controllers and an ice/rad corrupter. Amazing even in low levels, the two electric's patch would literally drain a spawn dry of end in seconds for the ice/rad to drop ice storm and frost breath on. As you probably have discovered the Praetorian mobs are a bit... overpowered for a beginner zone. That combination made them a cakewalk.

I wouldn't suggest a melee team for Praetoria though; our team of scrappers (2 KM/WP and 1 Fire/Shield) had a really tough time of it... and all of us are quite competent players. Praetoria is just really unfriendly for most melee characters; we wiped more times in the first 10 levels with that team than we usually do in the first 30 levels in Paragon/RI.

You could also go with a more traditional team with an aggro monkey (tank or scrapper usually) and plenty of damage & support to back him up.

It's actually fairly hard to come up with a 4 man team that would be bad although something like 4 Earth/* or Ice/* controllers would have a tough time with damage output. Nothing would hurt them but unfortunately the reverse would also be true.


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Posted

3 scrappers. Or 4 scrappers. Of any type. Why? Cos scrappers are awesome


 

Posted

I only recently discovered the glory that is 3 Tankers and 1 Warshade. All 20+ for the record, but a record-breaking number of aggroed spawns all getting wiped out by fire, axe, fists, and dark cosmic forces.

Really, anything will work! I'm tempted to say all Villain Epics, though. They will all multiply each other's survivability to ridiculous levels even early on.


 

Posted

As everyone said before. Pick four, have fun. If you want a theme, then pick one and go from there.

3-4 stormies. corrupter, defenders, controllers and MM's can all be one.

Pistols. Defenders, blasters, Corruptors and MM's.

All defenders. Repeat Offenders show how well this works.

Find a 5th and make a pentad ( One of each AT)


What's even better about all this, is you don't even have to keep up with one another teaming anymore. Current Sk'ing will let you all level at different speeds and still team together at level. Makes these groups a lot easier to keep up with one another.


 

Posted

Fire/Shield/Pyre Scrapper
Fire/Shield/Pyre Scrapper
Fire/Rad/Fire Controller

This trio can by itself handle the majority of endgame TFs and take down any GM. Normal missions set as high as +4/x8 will be cake.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
Fire/Rad/Fire Controller
Fire/Rad/Fire Controller

Fire/Rad/Fire Controller

This trio can by itself handle the majority of endgame TFs and take down any GM. Normal missions set as high as +4/x8 will be cake.
Improved.


Where to now?
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Improved.
Loses too much damage and survivability. Rad controllers are awesome but controls and debuffs have to be applied first.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
Loses too much damage and survivability. Rad controllers are awesome but controls and debuffs have to be applied first.
Just curious, have you any hands-on experience with fire/rad teams? Stacking all of AM + Assault + Enervating Field enhances Fire Controls impressive damage massively. Survivability is more than sufficient given -dmg from EF and heals.

This is not advice for OP, I'm in the "run what sounds good to you" camp. It's just to counter that Fire/Rad trollers will have more than enough damage and survivability and will take down mobs much faster than 2 scrappers + troller.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by EvilGeko View Post
Loses too much damage and survivability. Rad controllers are awesome but controls and debuffs have to be applied first.
Quote:
Originally Posted by Deacon_NA View Post
Just curious, have you any hands-on experience with fire/rad teams? Stacking all of AM + Assault + Enervating Field enhances Fire Controls impressive damage massively. Survivability is more than sufficient given -dmg from EF and heals.

This is not advice for OP, I'm in the "run what sounds good to you" camp. It's just to counter that Fire/Rad trollers will have more than enough damage and survivability and will take down mobs much faster than 2 scrappers + troller.
I'd guess that Geko hasn't experienced just what a team of mature Fire/Rad controllers can do; the stacking of AM/Assault/EF along with Flashfire/Fire Cages/Hot Feet/Choking Cloud/monkeys can do truly astonishing things.

Fire/Shield scrappers are incredibly effective characters no question and they do start at a higher level than a controller does. They don't stack as well however... each additional one only brings his own abilities to the party. Each Fire/Rad not only brings his abilities but also brings buffs/debuffs to increase the abilities of all of his teammates.

I've played on Fire/Rad teams and I've played on Shield scrapper superteams and a group of Fire/Rad 'trollers will kill faster than a group of Shield scrappers. Solo it's a different story as the Fire/Shield scrapper will outpace a solo Fire/Rad controller. It's as you add more Fire/Rad controllers to the mix that they really take off.

At the bottom though as long as your team has damage output and some means for surviving a spawn's return fire any combination of characters is viable.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

oh it has to be healbots.....just get pain or emp or pemp.....and just spam heals till the cows come home!!!

Oh you wanted effective as in isnt subpar....yeah Rad super team or Veats.


 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Just curious, have you any hands-on experience with fire/rad teams? Stacking all of AM + Assault + Enervating Field enhances Fire Controls impressive damage massively. Survivability is more than sufficient given -dmg from EF and heals.

This is not advice for OP, I'm in the "run what sounds good to you" camp. It's just to counter that Fire/Rad trollers will have more than enough damage and survivability and will take down mobs much faster than 2 scrappers + troller.
Yes. I have both a high level Fire/Rad Controller and a Fire/Shield Scrapper.

In the combination, I've selected, you can have two softcapped tanks throwing absolutely frightening levels of AoE. More than three controllers can do alone.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
each additional one only brings his own abilities to the party. Each Fire/Rad not only brings his abilities but also brings buffs/debuffs to increase the abilities of all of his teammates.
Except for the defense to all positions they're giving each other and the Rad (and I believe his/her imps, but can't recall if it works on pets or not).

The buffs/debuffs given by the rad are extremely important, but controllers have to move VERY far before they start doing the damage a Scrapper does unbuffed. Buffed, as the two Fire/Shields will be, its amazing to watch.

I'm not sure why you all assume I have no experience in these matters. I've played on plenty of buffer overrun teams both as a contributing buffer and as a buffed DPS. Fire/Shield/Fire is not exactly like your common Scrapper. The level of AoE damage is really off the charts. In the configuration I've proposed you would have those two Scrappers two shotting spawns of mobs.

It would be much quicker than a team of all Fire/Rads, and nearly as flashy.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

My vote goes to four Emp/Sonic defenders with Assault. You wouldn't even need enhancements to steamroll most of the games content.


 

Posted

Quote:
Originally Posted by EvilGeko View Post
Except for the defense to all positions they're giving each other and the Rad (and I believe his/her imps, but can't recall if it works on pets or not).

The buffs/debuffs given by the rad are extremely important, but controllers have to move VERY far before they start doing the damage a Scrapper does unbuffed. Buffed, as the two Fire/Shields will be, its amazing to watch.

I'm not sure why you all assume I have no experience in these matters. I've played on plenty of buffer overrun teams both as a contributing buffer and as a buffed DPS. Fire/Shield/Fire is not exactly like your common Scrapper. The level of AoE damage is really off the charts. In the configuration I've proposed you would have those two Scrappers two shotting spawns of mobs.

It would be much quicker than a team of all Fire/Rads, and nearly as flashy.
Funny how you keep saying that, but the fact that some of the fastest TF times are done with fire/rad superteams implies otherwise. I guess they go faster by killing the mobs slower....oh wait.


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