Trying to think of a 4-player god mode team, any ideas?
Could go four Fire/Rad trollers... It worked great in I0 and still holds true to this day
Assuming you're going for 4x the same AT/sets, then how about 4 Elec/Nin Stalkers. They'll be buffing each other's crit, softcapped if they all grab Maneuvers, and capable of enough AoE and ST damage to steamroll almost anything.
4x Beam/Rad Corruptors. Beam Rifle's ST damage and Rad's debuffs would be enough to stay unkillable and rip through anything up to GMs with ease.
4x Plant/Son Controllers. Multiple Carrion Creepers and multiple Disruption Fields on multiple Fly Traps while you cycle through Seeds of Confusions to keep enemies busy, not to mention the stacked resistance shields/bubbles.
If it's just a 4 person team, then I would say a SS/Shield Brute, Plant/Son Controller, Fire/Kin Corruptor and Bots/Dark Mastermind. Throw buffs at the Brute, set pets on auto and keep up the Dark debuffs/Fulcrum Shift, with Liquefy just incase. Plant Control's there for the overkill of perma-Confuse and immobilise to keep enemies in the Bots' burn patches + Rain of Fire.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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We plan on stacking four of the same, mostly because it always seems to mesh better than having four different things.
And we did consider fire/kin but it's a late bloomer and my room mate is new to the game, he wants to see doom fast. I know the thugs pick up at 6 and then begin to steamroll at 12. Arachnos I'm not sure but I've seen them do horrifying things.
If you want steamrolling from the start from 4 players, then yeah go with Arachnos. The beautiful thing with the VEATs is that, even if they're not all the same branch, they'll still work SO well together. You could have one of each branch then, and it'd still be quite the formiddable superteam (softcap at 22 anybody?). The Bane and Night Widow would mean more than enough ST damage to keep EBs and even AVs very dead, while the Crab and Fortunata will be pumping out enough AoE and control that groups will fall down quickly.
Just have everyone grab 2x Maneuvers and keep it running and you'll have plenty enough survivability, the only issue might be team-wide endurance but if you're coordinated enough then you can mix and match eachother's inspirations for enough blues to go around.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Four Emp/Sonics is stupidly overpowered. So is four Fire/Rad controllers.
Fire/Rad all the way
Well...
Maybe 2 Fire/Rad controllers and 2 Emp/Sonic.
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Just have everyone grab 2x Maneuvers and keep it running and you'll have plenty enough survivability, the only issue might be team-wide endurance but if you're coordinated enough then you can mix and match eachother's inspirations for enough blues to go around.
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VEAT builds can be quite tight (and short on endurance) so personally I'd go with all 3 Tactical Training powers plus power pool Assault and call it a day- use the other power slots for attacks, debuffs, and other utility powers.
Go with 4 pains.
They can cap each other's recovery, damage and resists, buff each others regen to IH levels, plus have the best heals in the game.
With 4 stacks of maneuvers and some good pool power choices, capping defense with some cheap IOs won't be an issue.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Anyone can think up 4 very good synced up sets that can perform on pretty much any level. At the end, personaly, it all boils down to what each player wants to play.
From there you can build anything, a decent tank with a sonic support already becomes deadly, pump up the defense with arachnos or time (FF is not really offensive), increase overal damage with a MM, add some melee fun with a scrapper or brute (brute would be better as second tank), posibilities are limitless.
Just make up your mind wich AT you would like to play, from there mix it up to a nice solid team.
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It's unfortunate that you are placing a limitation on characters, because 2 aoe brutes and 2 kinetic corruptors would be a glorious thing. You guys would tear through this game probably faster than 4 fire/rads.
...I know, because I was part of a superteam supergroup called Brutal Speed several years ago. Everyone was either a fire or elec brute, or a kinetic corruptor, having double speed boost and stacked fulcrum shifts, all running maneuvers and assault, etc.
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4 Crabs/Banes would be pretty nice. Not only do you get massive buffs from leadership, but you also get very nice -res from Venom Grenade. At high levels you could add even more -res from Arctic Breath. So everyone went with double assault, your group is running at 120% increased damage, and -80% Res all, -160% vs toxic, not including Arctic Breath. As was said below, 4 TT:Maneuvers is 60% def to all. You have status protection, ok hps either from bane armor or fortification. Only thing you would really be missing is a heal. Plus compared to most AE -res powers Venom grenade activates and recharges super fast. Most AE -res powers either have semi long recharge, or fairly long activations.
If you all went crabs, you could have a ton of pets, but might be overkill/overcomplicated. Really 4x venom grenade and 4x heavy burst should wipe out most things. I guess hypothetically you could go with say 2 huntsman/crabs and 2 melee banes, make sure everyone gets venom grenade, open with that, banes for go for hard targets while others stick to AE. VEATs really are great.
But otherwise, like many said, 4 fire/rad controllers are nice. Other nice options are Fire/Traps Corruptors, or Fire/Cold. Really though, with 4 your better going with say 2 pairs. 2 Fire/Cold and 2 Fire/Thermal Corruptors would be pretty nasty. Gives you 2x defense shields, and 2x resist shields, Thaw for status protection, Frostwork/Forge for some more buffing. You get 2x sleet and 2x melt armor, some rather nasty single target debuffs. And this is just the buffing side. 4x Rain of Fire is pretty nasty. The scatter becomes less of an issue since while the slow on RoF isn't huge, when it's x4 it's enough and you have the sweet scourge effect on rains.
We also have our new powerset, Time Manipulation. 4x Fire/Time corrupters could give some nice recharge and regen. With minimal slotting, Temporal selection could be kept up on 2 targets, so everyone would have 50% damage, 60% recharge and 500-600% regen, depending on slotting. Stacked Time's Junction and Farsight means capped defense, and mob to-hit, and better, damage are going to be floored. 4x Time's Junction is -80% damage. While that isn't a ton for a player, most mobs don't have any +damage, so it's somewhat more impacting. Once you get to Chrono shift, that plus Temporal Selection is going to give everyone 260% global recharge. Keeping perma Chronoshift requires only 300% recharge enhancment, so it should be perma with just slotting in the power. Heck you could just pick up hasten and that should be enough to keep both perma. With Hasten plus all the other +recharge, most powers would be at the recharge cap with minimal slotting. So Rain of Fire every 14.2 seconds, including activation time. Blaze recharing in 2 seconds. Really, only thing /Time corrupters would be missing is status protection, and while that is nice, they don't have a ton of toggles, and at defcap a lot of it misses anyways. 4x /Kins would be able to put out similar +recharge, and more +damage obviously, but would have basically no defense, and no -resist.
So looking at the various corrupters, Fire/Time gives massive recharge, good damage, regen and capped defense. Fire/Cold gives capped defense, capped hp, better -resist power in sleet vs slowed response, and some good F/C/E resists in Arctic Fog. Fire/Thermal gives almost capped resists, very good healing, status protection, some +damage from forge but is more lacking in debuffs. Melt armor is one of the worst -res powers, and heat exhaustion is ok but single target. Fire/Traps does some nice stuff, but is a bit more fiddly with traps.
Giant2005's suggestion of /Pain isn't one I'm normally a fan of, but looking at it, you could do some nice stuff there too. With a good IO build it's possible to keep painbringer up on a single target most of the time, which gives 900% regen and more recovery then you would really ever need. 4x World of Pain gives around 65% resist all. Basically it looks fairly similar to /thermal, rather tough but somewhat lacking in debuffs, since it's only debuff is Anguishing Cry, which isn't a bad-res, but it's nothing special.
Lastly I wanted to comment on /Rad. I love /Rad, and stacking it can give some really great effects, however I tend to find that anchored debuffs are a pain to use in a steamroll group. That plus /Rad doesn't really have any defense or status protection, and I just think some of the newer sets will stack up better.
4 Time Support characters of some sort would be pretty horrific, probably Corruptors or Defenders although 4 Fire/Time controllers would be pretty evil too.
Fire, Ice, Sonic would probably be the best blast sets to match with it, but there's no real need to match the blasts, it's the stacked buffs which make Superteams really, really silly. Each blast has different things going for them, Fire and Ice have powerful Rains, Sonic amplifies your entire teams damage (very nasty vs AVs). Even Beam Rifle stacks well as more Rifles mean more Spread. But Beam is a bit of a busy set with somewhat slow animations & set-up times.
Edit : Actually thinking about it more it kinda has to be Fire Blast, simply thanks to the good damage, lots of Rains and the fast animations on the single target blasts & on Fireball (which is going to recharge in something like 4-5 seconds). I'd probably go the Corruptor route on them.
Some combination of emp/sonic defenders or fire/rad trollers. The arachnos idea is good, but if everyone is going to be the same thing, they will have a lot of overkill and not enough endurance management until late game. Emp sonic gets intensely more powerful with every power, and fire/rad grandually ramps up and then destroys everything once the army of (in this case) 12 mutated imps comes in.
I used to run an event called MasterMind Mondays on Triumph. 4 MMs of any stripe will get you rolling fast. Thugs gets you collected Brutes (which you can buff depending on your secondary), and 4 Gang War is a hoot to see in open spaces.
As much as the traditional buff sets are easy (FF and Sonic) I find them boring in the long run. My Zombie/Dark MM is always busy doing something whether it be debuffing the enemy, attacking or buffing his pets.
Treuth be told even 4 Blasters would be fun but only for sheer damage output. 4 Defenders would be silly, 4 Trollers even more so.
Have fun
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I used to run an event called MasterMind Mondays on Triumph. 4 MMs of any stripe will get you rolling fast. Thugs gets you collected Brutes (which you can buff depending on your secondary), and 4 Gang War is a hoot to see in open spaces.
As much as the traditional buff sets are easy (FF and Sonic) I find them boring in the long run. My Zombie/Dark MM is always busy doing something whether it be debuffing the enemy, attacking or buffing his pets.
Treuth be told even 4 Blasters would be fun but only for sheer damage output. 4 Defenders would be silly, 4 Trollers even more so.
Have fun
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4 fire/sonic corrs softcapped. Capped resistance and -90% resistance paired with fires aoe's. Th-th-th-th-that's all folks!
Honestly, ANY pairing of a buff/debuff set will make things melt real nice.
I would recommend a Fire/Traps Corruptor team. You'll have incredible damage, great AOEs, debuffs, controls, an easy softcap, and mez protection. You really couldn't ask for more.
Okay, a Bots/Traps MM team might be that little bit better, but your pets do all the work and require babysitting, which may or may not appeal to all team members. That's why I recommend the Corruptors first.
For something that requires even less thinking (with correspondingly diminished results), how about a Dark/SD Scrapper foursome? Grant Cover and Phalanx Fighting will have you rolling along safely. You get a self-heal from Siphon Life, too. None of the crazy debuff stuff going on, though, so you'll have a little harder time of it there.
I see a lot of big buff combos being thrown around. 4 sonic shielders, 4 thermals, 4 bubbles, 4 soldiers, etc etc... BUT! I say debuff. Because after 2 characters with the same buffs, you are not really doing any more becuase of the buff cap. Really, something that mixes buffs with debuffs would be optimal. Which is why I say fire/rad. AM will not cap recharge, recovery, or damage, but it will make sure all 4 of them are useful, and all 4 of them add to your abilities. And your debuffs will not floor -res or -def or -damg(although they'll come damn close), but each one will be great. On a shielder, after 2 people cast, the other two are pointless. Same with kinetics, any more than one is overkill and wasteful IMO.
Just because of how well my plant/time works solo and in teams, I'd say 4 plant/times would rip stuff up pretty efficiently.
You want a good 4 of the same thing superteam?
4 Necro/Time masterminds.
If just ONE member has IO capabilities, you can get some insane numbers from /Time
As has been mentioned a few times, 4 Fire/Rad controllers are powerful. They're early bloomers, too. Basically the stacked AM gets you massive recharge and damage buffs. You immobilize a spawn, stun them and then cook 'em with the damage aura. Later the imps add to the fun. One problem you'll experience is that you're vulnerable to being mezzed, and if you don't time your attacks well the first one to attack a nasty spawn will often bite it due to attracting so much aggro. Way back when when I was in a Fire/Rad superteam we worked around this with Team Teleport. One or two of us would queue up our stuns or holds and we'd just BAMF right into the middle of a spawn. The instant we appeared our mezzes would fire off and the whole team would be cooking with Hot Feet.
Four Thugs/Time MMs would be pretty wild. The Time buffs/debuffs would stack nicely as would the Thugs leadership. Time can be a bit of a clicky set, so using it on an MM is a neat way to go since your pets can go to town without being micromanaged.
If you're not wild about the pets I'd go with 4 Soldier of Arachnos Crabs. You easily get to the defense cap, 4 stacked Assault gets you a healthy damage buff, and Crabs are AoE monsters.
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My brother, room mate, fiance, and I are trying to decide what would be the most crazy thing we could do. We've gone over a few ideas so far, some of them are pretty evil.
4 Arachnos bringing in 24 stacking leadership buffs total would be amusing
4 Thug/X masterminds bringing in all sorts of stacking leadership buffs from the thugs plus our own leaderships, not to mention if we did 4 thermals or 4 bubbles, tons and tons of resistance or defense. Maybe 4 sonics? So many possibilities.
4 Radiation toons? 4 Empaths? Endless options.
It would take a while, but 4 SS toons could do the foot stomp boogaloo. Not as nasty as stacking buffs/debuffs of course but hilarious to watch I bet.
So what about you? Can you think of any quad-groups that would be absolutely steamroll?