Trying to think of a 4-player god mode team, any ideas?
If you want to be the same, but different, then go Crab, Bane, Widow, Fort.
AoE, ST, ST/AoE, ST/AoE
The crab might need to take pool concealment, but you could stealth everything or steamroll it.
The -res from the venom grenade and artic breath PLUS the melting effect from Bile Spray from the crab alone and all the secondary toxic from the bane and the widow (since toxic is a rarely resisted damage)... You would drop folks in their tracks before they knew Arachnos was in the hizzy.
4x Brute, or Tank, or Scrapper; Fiery Melee paired with Electric Armor. Any combination of them. Good damage with endurance debuffs stacking.
4x Corruptors. Fire/Dark would be a start. Fire/Time and Sonic/Time would also be interesting.
4x Fire/Rads are a hoot. I've been on a few Fire/Rad teams on Freedom that steam roll very nicely.
4x ill/? controllers. Considering ill/Rad builds have been created that can solo AVs, a team of 4 Illusionists with varying buff/debuffs would make for an even better set up.
Throwing darts at the board to see if something sticks.....

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Originally Posted by PapaSlade
Rangle's right....this is fun.
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4 Fire/Rads or Fire/Time Corruptors would be great.
If you don't care about the limitation of having the same characters, which I don't know why you would other than just because, I'd go with a SS/Fire, Fire/Kin Corr, and 2 Fire/Cold Corrs.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
My friends and I, like many, tend to start up such groups. Couple that we've had much fun with were AR/Dev and one composed of Dark/* or */Dark. The Dark grouping was insanely powerful. We were mowing down everything, AV's, +4/x8 spawns etc., by the mid 20's. The last one we did never quite got off the ground (life etc. got in the way) but I always thought it would be an offensive juggernaut. 4 Fire/Sonics (controllers) ... build for some defense, maybe make 1 of the 4 a Kin (Fire/Kin or even Kin/Sonic) and melt stuff with ridiculous speed via Imps, Hot Feet, Disruption Field and crazy amounts of +damage and -resists.
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 |
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
Plant/Kin
Rad/Fire Def or Corr
Fort
DM/SD Scrap (Fire/Street) would work to
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4 x Spines/Electric scrappers
Can you say MELT.
4 <blank>/Emp controllers is absurd. In a good way.
Build for high (perma+ levels) recharge, at the end, you'd all have:
Triple stacked fortitude = beyond the defense soft cap + 75% damage
Perma-AB + 2 RA (in rotation) = regen and recovery capped
Clear Mind = no mez issues
It's a lot of click-management, but on the otherhand, there's no tethering to a bubble.
At that point, you might as well just skip the healz.
If you want to be the same, but different, then go Crab, Bane, Widow, Fort.
AoE, ST, ST/AoE, ST/AoE The crab might need to take pool concealment, but you could stealth everything or steamroll it. The -res from the venom grenade and artic breath PLUS the melting effect from Bile Spray from the crab alone and all the secondary toxic from the bane and the widow (since toxic is a rarely resisted damage)... You would drop folks in their tracks before they knew Arachnos was in the hizzy. |
4X Thugs/Dark MMs.
Everyone takes all 3 leadership powers.
The MMs would be adding +45% damage and the 8 Enforcers would be another +40% damage. Not to mention having capped defense to everything with all of the Leadership and Shadows Fall, for the henchmen anyway.
4x Tar Patch is -120% damage resistance.
Then you have all the massive tohit debuffing and general fun provided by /DM.
The real money farmers and power levelers run a 4-5 Toon team comprised of a lead SS/fire brute and 3-4 Fire/ corrupters, usually 2-3 Kins and 1-2 Sonics. And these are SO-only toons, no IO's or Incarnate powers. There's a reason for this. You'd do well to study the mechanics and apply it to your goals, but here's a summary:
Brute = highest damage cap in game (750%?) and good aggro draw so others can do their jobs
4X Fire/* Corrs with SS/Fire brute = massive AOE, Fire seldom resisted by critters
2X /Kins = Insane recharge (stacked Speed Boost) + Stacked Fulcrum Shifts + END resupply + Massive AOE heal
2X /Sonics = Insane +RES to everything but Psi(?) and Foe -RES
Everyone would be running with very high levels of recharge with most key powers perma. And again...this is without IO's.
And if you team together consistently, you can do some very interesting non-standard slotting of your powers enabling even more neat tricks. Still, I'd suggest maintaining two builds (one superteam build, one normal PVE) so you don't gimp yourself when away from the superteam.
I enjoyed running 5 Crab Spiders regularly through content, it was a blast. Everyone (and their pets!) was softcapped to all types of defense. Massive AoE damage, and the pets... oh man, the pets. It's fairly simple for each of the 5 Crabs to put out 3 Spiderlings, 2 Disruptors (or are they Blasters?), and a Blaster (or Disruptor... I get'm mixed up). Once you get incarnates you could add a Toxic Tarantula & Bane Spider to that a third of the time :P
But having 5 Crabs also meant +150% damage for everyone and their pets.... it was obscene.
What is this team going to be doing? A lot of the combinations being thrown out here would faceplant on the higher end trials with multiple AV's and EB's, ambushes, number of mobs, etc.
To me, a God mode team is one where no one dies and everything gets steamrolled. I promise you with some of these combos being listed, you might not all die on the harder TF/Trials/SF's with multiple EB's/AV's/Boss ambushes, etc.- but someone is going to.
Ping me at @Psion or Psion2.
What is this team going to be doing? A lot of the combinations being thrown out here would faceplant on the higher end trials with multiple AV's and EB's, ambushes, number of mobs, etc.
To me, a God mode team is one where no one dies and everything gets steamrolled. I promise you with some of these combos being listed, you might not all die on the harder TF/Trials/SF's with multiple EB's/AV's/Boss ambushes, etc.- but someone is going to. |
What is this team going to be doing? A lot of the combinations being thrown out here would faceplant on the higher end trials with multiple AV's and EB's, ambushes, number of mobs, etc.
To me, a God mode team is one where no one dies and everything gets steamrolled. I promise you with some of these combos being listed, you might not all die on the harder TF/Trials/SF's with multiple EB's/AV's/Boss ambushes, etc.- but someone is going to. |
What is this team going to be doing? A lot of the combinations being thrown out here would faceplant on the higher end trials with multiple AV's and EB's, ambushes, number of mobs, etc.
To me, a God mode team is one where no one dies and everything gets steamrolled. I promise you with some of these combos being listed, you might not all die on the harder TF/Trials/SF's with multiple EB's/AV's/Boss ambushes, etc.- but someone is going to. |
If no one ever gets defeated, the setting is too low. I also disagree with your assertion that a lot of the combinations are going to faceplant frequently (although I've never been on an all SoA team so I can't speak to that...)
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Plus, if I can lead a pick up group most nights on a +4 x8 TF and beast it, a 'God-Mode' team sure as hell better be able to do it- otherwise it's one hell of a mockery to call it that.

Ping me at @Psion or Psion2.
+4 x8 settings are too low sometimes, yes, I agree.
![]() Plus, if I can lead a pick up group most nights on a +4 x8 TF and beast it, a 'God-Mode' team sure as hell better be able to do it- otherwise it's one hell of a mockery to call it that. ![]() |
What is this team going to be doing? A lot of the combinations being thrown out here would faceplant on the higher end trials with multiple AV's and EB's, ambushes, number of mobs, etc.
To me, a God mode team is one where no one dies and everything gets steamrolled. I promise you with some of these combos being listed, you might not all die on the harder TF/Trials/SF's with multiple EB's/AV's/Boss ambushes, etc.- but someone is going to. |
Second:
4veats=beast
4fire/rads=beast
4emp/sonic=beast
4(insert any corruptor here)=beast
SO, I don't see what you're getting at. Suggest something that would fit the OP's request or go troll somewhere else.
First of all, this was all negative and no positive at all, which doesn't do ay good. It also doesn't suggest what WOULD be able to steamroll.
Second: 4veats=beast 4fire/rads=beast 4emp/sonic=beast 4(insert any corruptor here)=beast SO, I don't see what you're getting at. Suggest something that would fit the OP's request or go troll somewhere else. |
I asked for more information- you sir, are trolling and really need to take a chill pill. KThxBai.

Ping me at @Psion or Psion2.
So, I may be misunderstanding you here... but it seems to me that you're saying that your random pug's can steamroll the +4x8 TF with no defeats yet the options that're being thrown out here for a static group are going to faceplant on the same tasks?
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That gives experienced vets an idea of what you're looking to do so we could suggest the proper/optimal combo's. There will be certain power combos that are good for one thing but not optimal for another.
A good example would be 4 /Times. I've played exclusively with a Time since it's been released, and you'll be able to get away with more with 6-8 of exclusive /Time AT's than 4. Compared to the other options you WOULD like to go for if you're duplicating AT's, /Time may not be quite optimal. In fact, its really not.
FOTM? Yes. Good? Absolutely. But optimal 'God-Squad' in CoX with a 4 man team? Meh, no. But thats just one example.
The OP also said something about wanting to be 'Debuff' heavy, but is also open to VEATS. Well, if you're running around with 4 Widows/Forts, you're not doing a lot of debuffing at all- so certain combo's wouldn't be good for that. See what I mean? Having in mind a purpose helps. 4 Fire/Rads could just about cream anything, but it doesn't look like they want that option, so Im just trying to dig further.
Ping me at @Psion or Psion2.
Power team Huh, a Good SS Tanker with Willpower or invul , A Scrapper Fire, Spines or Elec, a good Empathy Defender and a Fire Controllor something with Debuff and buff like a Rad.
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A bit. I'm not saying ALL the options are bad, I'm just simply asking the OP- what exactly are you trying to accomplish with a God-Squad? Usually there's an understated purpose or part of the game in mind, whether it be TF/Regular MIssions/AV-killing team, etc.
That gives experienced vets an idea of what you're looking to do so we could suggest the proper/optimal combo's. There will be certain power combos that are good for one thing but not optimal for another. A good example would be 4 /Times. I've played exclusively with a Time since it's been released, and you'll be able to get away with more with 6-8 of exclusive /Time AT's than 4. Compared to the other options you WOULD like to go for if you're duplicating AT's, /Time may not be quite optimal. In fact, its really not. FOTM? Yes. Good? Absolutely. But optimal 'God-Squad' in CoX with a 4 man team? Meh, no. But thats just one example. . |
Not bad for 3 slots each.