A fun hypothetical: Choose your 8 Man Squad- but choose wisely!
Rules? Ugh.
If I was that ebil dev the fastest team would be.....
8 Stalkers.
Why? Guess! It would be the last team people would try.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
One Tank..
7 Blasters !!!!!!
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Defender: Empathy/Psionic
Defender: Cold/Ice
Defender: Kinetic/Sonic
Defender: Dark/Dark
Defender: Trick Arrow/Assault Rifle (lol)
Defender: Traps/Duel Pistols
Defender: Radiation/Radiation
Defender: Forcefield/Energy
Perfect team.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Keeping with the rules:
1: Spines/Regen Scrapper
2: Electric/Shield Scrapper
3: Stone/SS Tank
4: Sonic/Sonic Defender
5: Dark/Dark Defender
6: Mind/FF Controller
7: Plant/Kin Controller
8: Illu/Rad Controller
Plenty of damage, buffs, and debuffs to cap darn near anything. Three controllers ensure that they can stack mez and get containment, which equals more damage. This would be my perfect team for just about anything. On paper, anyway.
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
I notice you left out Stalkers on the list of required melee-types. I'm going to assume that's because you're one of the people that thinks they suck. Hence, my list is as follows:
1 - Peacebringer
2 - Broadsword/Ninjitsu Stalker (Broadsword for the damage, Ninjitsu for the extra Placate or two (more assassin's strikes), and entirely positional defense)
3 - Claws/Electric Brute (fast damage with the claws, fair resistance with a recharge bonus, self heal, and endurance recovery)
4 - Fire/Shield Scrapper (damage, damage, damage, and team buffs)
5 - Fire/Kinetics Corruptor (because they're freaking awesome)
6 - Sonic/Kinetics Defender (decent damage, debuffs, and the obvious Kinetics buffs)
7 - Earth/Earth Dominator (decent damage, extra -Defense, control)
8 - Rad/Fire Blaster (-Defense, and a ton of AoE damage)
This puts your PB in Dwarf form at roughly 5% OVER the resistance cap, slot it for a bit of defense, you have no shortage of damage with the Stalker, Scrapper, Brute, Corruptor, Defender, Dominator, and Blaster all being at the damage bonus cap, you have both -Defense and -Resistance between the Blaster, Dominator, and Defender, you should have plenty of heals between the Defender and Corruptor. To throw in a random note:
Originally Posted by Dechs Kaison
But I still prefer almost anything over a scrapper.
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Back to the team, though... You have control, more than enough damage, the Brute can be the backup aggro control for the PB, plenty of buffs and debuffs... You should be able to steamroll it.
Now... Ignoring your rules about AT's... I am seriously considering putting up a topic to try to form a static team for this...
1 - Anything/Willpower Brute
2-8 - Anything/Pain Masterminds
I haven't done the math to see what the health regen on the Brute would be with Suppress Pain stacked 7 times, but... I think there's a cap somewhere.
-3 out of the 8 AT's must be Tanks, Brutes, or Scrappers (Any combination is allowed, and you can have more- but 3 is minimum)
-Your team must have at least 1 Defender
-You cannot have ANY duplicate AT-Power Combo's (That means no 4 Fire/Kins or Fire/Rads x4)
1. Dark/Shield Scrapper
2. Dech's Dark/Fire Tank
3. Elec/Shield Scrapper
4. Rad/Rad Defender
5. Emp / Psi Defender
6. Fire / Kin Controller
7. Dark/Dark Defender
8. Cold / Rad Defender
...Could be an optimal team.
regardless of players wanting to stick 8 Defenders/Corruptors on a team, on the ITF when you have +4 bosses, EB's and AV's, I seriously am doubting it can be done - not only in that timeframe, but also feasibly. With constant ambushes of multiple mob groups plus bosses and EB's mixed in, someone either needs to be capable of taking the alpha, or taking the aggro. When you have 1 AV that defenders can all throw debuffs on right from the get go you may be able to exist without a tank/brute (and even then, a +4 Romulus would still likely hurt a bit too much with all the other things considered).
But when you have incoming ambushes of groups with +4 EBs and bosses flying at you, unless you have 2-3 doms or controllers on your team with hard control to keep the incoming waves manageable, youre going to have deaths- and the point is to not have any deaths to do it optimally and meet the time deadline! Even debuffs like /Rad have a lag time before they are anchored in and effecting the incoming groups. Could your defenders rotate their high teir holds? Yes, I suppose, but I still think you have several deaths- even with good, competent players. |
You don't need an aggro magnet on an all-squishy team. In fact, it's better if you don't. Without a single target, the enemies will spread the damage out among the entire team, reducing the possibility of fatal shots.
Its my opinion that if you want an optimal team on ANY TF, you at least need 1 really good Brute/Tank/Scrapper that knows what theyre doing and has a great build to mix in good AOE and single target damage! If not for anything else but to take the alpha from incoming bosses and EBs or at least draw their initial attention untilt he massive dose of debuffs rain down upon them!
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Im not doubting if they COULD or could not do it- 3 quick Corr/Fender debuffs on incoming masses of enemies typically ensures everyone is safe- just saying it's not optimal nor feasible on this TF with +4 AV's, EB's and Bosses constantly streaming at you in tight quarters. The reliability factor- as Dechs pointed out- is the key there. You dont have time for deaths, and a tank or melee toon that can hold aggro and take ALL alphas guarantees a decently coordinated team no deaths.
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So....
What I'm hearing is that stacking buffs are broken as hell and need to be fixed? (taps mike) Hello? Devs? When you gonna fix this? |
http://www.fimfiction.net/story/36641/My-Little-Exalt
run the ITF successfully without short cuts (no map stealthing to objects, and natural progression through maps) in under 45 minutes on the hardest +4/8 settings.
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It is a shame that mission 3 has mechanical problems, because it would be a lot more fun to fight up the hill, but it is just gruesome what starts happening to the server when you do that.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Your team must have:
-3 out of the 8 AT's must be Tanks, Brutes, or Scrappers (Any combination is allowed, and you can have more- but 3 is minimum) -Your team must have at least 1 Defender -You cannot have ANY duplicate AT-Power Combo's (That means no 4 Fire/Kins or Fire/Rads x4) |
2) Shield/SS Tanker
3) Spines/Fire Scrapper
4) Cold/Archery Defender
5) Sonic/Archery Defender
6) Ill/Rad Controller
7) Fortunata Widow
8) Crab Spider Soldier
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.
The without shortcuts part concerns me more than anything else. Staying to fight all the ambushes in mission 2 will really be a drag on time. Even on just +1 level instead of +4, when I run the ITF while killing stuff, it is hard to get sub 45 minutes.
It is a shame that mission 3 has mechanical problems, because it would be a lot more fun to fight up the hill, but it is just gruesome what starts happening to the server when you do that. |
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.
Where to now?
Check out all my guides and fiction pieces on my blog.
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.
The Melee Teaming Guide for Melee Mans
Fleeting Whisper said:
That's why you simply use a team of Blasters with crashless nukes, regeneration rivaling Regen, and defense beating Super Reflexes. Who can all heal each other quickly if anything happens to go wrong (or rez, in the unlikely event of someone dying). In case you're confused, I'm talking about 8 Empathy Defenders working in concert. (Green Machine -> Victory |
And that team I mentioned in my prior post was an RO "pick up" team (random grouping pulled off the global channel) and those 3 Emp defenders were GM's.
After 2 or 3 of us (Green Machine) from a min/max standpoint adding other buff/debuff AT's to the mix especially resistance buffers and debuffers of almost any sort will have more impact than more GM's will. Either team composition however will walk all over +4 Cimerorans. And that's really what this thread highlights ... +4 really isn't all that hard for a hand picked team. The 45 minute time limit has more impact than the fact they are +4 I suspect.
I think I would make a team from my alts.
Dark/Inv/Soul Brute
Bane with Leviathan
Fire/Shield/Fire Scrapper
Dark/Dark/Dark Defender
Ice/Cold Domination/Dark Corrupter
Earth/Thermal/Leviathan Controller
Mind/Fire/Cold Mastery Dominator
Fortunata with Leviathan
Leverage venom grenade for all its worth
1. Warshade. (Me)
2. Spines/Regen Scrapper
3. SS/Fire Brute
4. Archery/MM Blaster
5. Fire/Psi Dominator
6. Fire/Kin Corruptor
7. Kin/Archery Defender
8. Elec/Shield Scrapper
Paragon Studios, thanks for all you've done. You've made this a great game, and a great community. I see this as six years well-spent. NCSoft, I'm seriously disappointed in you. This is not how you get or keep customers.
1. Invulnerability/Super Strength Tanker
Best Tank for the ITF
2. Fiery Melee/Shield Defense Brute
Powerful AoE Machine
3. Broad Sword/Willpower Scrapper
Powerful Single Target Attacks for EBs and AVs
4. Plant Control/Psionic Assault Dominator
Holds that might work on Cimes, Spirit Tree
5. Dark Miasma/Sonic Attack Defender
Awesome Debuffs, has heals and also gives Negative energy resistance from Shadow Fall
6. Cold Domination/Ice Blast Defender
Buff and Debuff all-in-one.
7. Illusion Control/Thermal Radiation Controller
Buff, Debuff, and Heals. Ability to Tank w/ Phantom Army.
8. Dual Pistols/Kinetics Corruptor
Damage Buff, Heal/End Recovery. Lots of AoEs.
SS/Fire Brute
SS/Fire Brute
SS/Fire Brute
They have good resists, a strong heal and damage aura. They have Footstomp for minion-elimination and rage to keep damage generally high. Brutes have higher defensive caps than scrappers, something I expect to come into play with the rest of the team. Fire Armor also offers Rise of the Phoenix, which turns the possibility of a defeated Brute into a serious up side.
Sonic/Cold Corrupter
Sonic/Cold Corrupter
Cold's advantages are already documented in this thread. The combination of Frostworks, Ice Shield and the various debuffs should complete any holes in the Brutes' protection and go a long way to neutering EBs and AVs.
Additionally, I would expect my ideal buffers to run Leadership toggles, hover as much as possible and all my squishies to have an appropriate Resistance-based armor from their epic power pool.
Sonic/Sonic Defender
Primarily, Sonic/ is here for squishy status protection, but the +Res bubbles fortify whatever the rest of the team already has, hopefully to a point near or around the cap.
Sonic/Kin Corrupter
Sonic/Kin Corrupter
Kin has respectable -regen and obviously the +recharge, +damage and +recovery. ID also offers some S/L resistance, though that might be gilding the lily a bit.
In this scenario, the Brutes are doing the heavy lifting of clearing spawns. They're more-or-less all capped for defense, resistance and hit points. They have tons of recharge so their self heal should be available any time they need it. The squishies are well-shielded as well, and it's their job to concentrate their -Resistance attacks on hard targets.
One potential down side I can see to this team formulation is that the only toons with AoE healing abilities are the /Kins, which probably won't do the /Colds and Sonic/ much good.
Things I hate: Anime. PvP. Lying MMO Developers. Outleveling content. Manga. ED. Comic Store Employees. Anime.
The Melee Teaming Guide for Melee Mans