Tanks, Healers and the Trinity? Needed?
Paragon City Search And Rescue
The Mentor Project
Not only are teams with multiple sources of control, buffs, or debuffs feasible, but they're incredibly powerful. Most of the single-AT superteams that I've heard of consisted of archetypes with buffs and debuffs that stacked up to awesomeness, and nigh-invulnerability.
As for your example of feeling less useful as a Tanker when there's lot of control, I know exactly what you mean. If you're concentrating on, well, Tanking on your Tanker, multiple effective Controllers can pretty much take over for you. I've found it useful to not really think of mezzing ability and tanking as seperate things when building a team, but merging them into 'aggro management'. In that category, they're really doing the same thing. ![]() As others have said, the 'holy trinity' is not needed at all in CoH. You can make workable teams with just about any combination of ATs. Some combinations work better than others (and yes, the holy trinity works quite well), but it's pretty hard to put together a team of more than about five people and not have it work at all. Having a competent player is infinitely more imporant than having a certain archetype in this game. |
I play all the hero ATs. The toons that seem the most useless to me are the buffing toons, like my emp - but that's a perception thing. When you buff well, you don't need to heal every 3 seconds. So, I find myself using secondary attacks in between mobs. I've felt useless with my tank before, as the controllers typically do a group immobilize and it's tough to round up a group that's stuck in place. As others have stated, it's all about your preferred playstyle.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
Teams are the number one killer of soloists.
I was on an all-tanker Cutter TF last month, as part of Tanker Tuesday on Virtue. We eventually quit on the last mission because we could not whittle down the AVs fast enough. *shrug*
The best combination for you and your friends are the things you find fun to play.
Enjoy your day please.
Dear OP:
Welcome to City of * . I'm sorry that our responses are peevish; the discovery is new to you, but not to us.
This is the game where one character, at level 17, can make seven other characters, each, ten times as hard to kill as an undefended one.
Another character, at level 32, can double the entire team's damage.
These are not isolated cases; these are not slipped decimal points. Buffs that, in other games, are considered overpowered? In this game people complain that they're not worth taking.
Play what you like. Play what looks cool. Play what feels mighty. There are a few combos that might give you a bit of a challenge initially- scrapper/blaster is one, storm summoning/any melee is another- but you can throw together almost any eight players, on any eight archetypes, and as long as two of them are good: you're good.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Dr. Todt's theme.
i make stuff...
It can be, sometimes, easier, to use a "trinity" type setup, but generally speaking there is no content in this game (except, possibly, the incarnate trials) that absolutely requires any particular matrix of archetypes.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
I've seen plenty of all troller TFs do well, so I think the team members matter more (and to some extent, the enemies you face. I mean, werewolves are hard to mez, hold or otherwise debuff).
That said, an all tank TF can work but is really slow without the IO and incarnate boosts.