Farsight on Leagues


Aggelakis

 

Posted

I thought this power had been changed a while back to let it affect league mates and not just people on the same team?


 

Posted

Huh...why woudl they have it able to effect 255 targets if it cant effect leaguemates.... it makes no sense.


 

Posted

Ahhh i see...just seems odd that they let some of their powers effect leagues and others not...but whatcha gonna do.


 

Posted

Quote:
Originally Posted by Xilibrius View Post
Huh...why woudl they have it able to effect 255 targets if it cant effect leaguemates.... it makes no sense.
Your teammates' pets are teammates too. With difficulty, an 8 man team could hit that cap. An all-mastermind league could easily go over it.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
Your teammates' pets are teammates too. With difficulty, an 8 man team could hit that cap. An all-mastermind league could easily go over it.
8 Thugs/Dark MMs would give you...

8 MMs.
3*8 thugs = 24.
2*8 enforcers = 16.
1*8 bruisers = 8.
1*8 dark servants = 8.
10*8 thugs from gang war = 80.
10*8 thugs from a second gang war with burnout = 80.

All together you've got 224 entities.

Add in 8 pairs of lore pets, and you're at 240.
Add in 8 Shivans from Bloody Bay, 248.
Add in 8 people using the Backup Radio temp power, and you're finally at 256, which is actually 255 not counting yourself. Of course, there are a ton of other temps you could utilize as well, but it's plausible to get there (if briefly).


 

Posted

I think Thugs/Traps might be able to get there more easily, but I won't swear to it.


 

Posted

AoE buffs have a target cap that is intentionally too high to be reached in the majority of realistic situations. Farsight is not alone in having this extremely high target cap while only affecting teammates. I guess the devs wanted to not make team buffs three times more awesome on leagues than they already are, which seems pretty reasonable, actually.


 

Posted

I suppose my only confusion is why they woudl have Chronoshift effect league/non-team mates and Farsight not....i guess because it has a heal component. or....something


 

Posted

Quote:
Originally Posted by Android_5Point9 View Post
8 Thugs/Dark MMs would give you...

8 MMs.
3*8 thugs = 24.
2*8 enforcers = 16.
1*8 bruisers = 8.
1*8 dark servants = 8.
10*8 thugs from gang war = 80.
10*8 thugs from a second gang war with burnout = 80.

All together you've got 224 entities.

Add in 8 pairs of lore pets, and you're at 240.
Add in 8 Shivans from Bloody Bay, 248.
Add in 8 people using the Backup Radio temp power, and you're finally at 256, which is actually 255 not counting yourself. Of course, there are a ton of other temps you could utilize as well, but it's plausible to get there (if briefly).
I prefer Thugs/Traps:

8 MMs.
3*8 thugs = 24
2*8 enforcers = 16
1*8 bruisers = 8
10*8*2 thugs from Burnout double Gang War = 160
1*8 Forcefield Generators = 8
3*8 Acid Mortars = 24
2*8 Seeker Drones = 16

That's 264 buff targets *before* you throw in lore pets or temporaries.


 

Posted

Admittedly you lose a few valid fighting targets with the Forcefield Generators and the Seekers, and maintaining 3 Acid Mortars isn't easy, but that works as well if you're interested in trying to break the second to last map of an ITF.


 

Posted

I presume that a Power Boost+Farsight combination is something they don't want to allow for leagues, especially multiples.
3 Time characters, corruptors even, could more than incarnate soft-cap defenses.


 

Posted

Quote:
Originally Posted by Android_5Point9 View Post
Admittedly you lose a few valid fighting targets with the Forcefield Generators and the Seekers, and maintaining 3 Acid Mortars isn't easy, but that works as well if you're interested in trying to break the second to last map of an ITF.
Having two AMs out at once is fairly easy, and if you've just used Burnout to get a second Gang War, it will also recharge Acid Mortar so you can put down a third.