The strongest 8 man team of the same power sets
Grav/FF. It's like the enemies aren't even there. They aren't, they've all been pushed out of the level.
8 Rad/Sonic Defenders.
I once played on a superteam of TA/Archery Defenders. Wow is all I can say. We had a system down pat after about lvl 12 and moved like a medieval spec ops unit. Fun too because there was always something to shoot at as opposed to having a bunch of passive toggles on.
You can go the boring, traditional route like FF or Sonic. Stacked Def and Resist is always good. I'd be eager to see something new like Electric/Red Trollers.
1) 8x AM plus Hasten is perma-Hasten for everyone easily. Also tremendous End recovery
2) 8x Conductive Aura means NO End for the enemy ever
3) 8x Paralyzing Blast means that you can alternate them on spawns and with the high +Recharge pretty much lock down anything Boss or under every time.
4) 16 Gremlins...'nuff said!
5) Staggered Lingering Radiation means floored Regen and -75% Rech for the target all the time.
6) 8x RI and EF takes care of even the toughest AVs and would be overkill on anything else.
Damn...now I want to play on one of these lol!
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I would go fire/time. You are going be at the defense and recharge cap, have decent -res with atleast 60% +damage.
Dirges
I have always wanted to do 8x /Rad corruptors. AM and leadership, times eight. You're right though defense is easy to softcap if you count on eight people running maneuvers. You would want something resist based, debuff capable, and with status protections. Only the sonic buff set comes to mind.
I'm not sure if all a MM can outdps a corruptor. I really just have no idea what high end MM dps looks like. But I will say that your corruptors can't really match the damage variation of some of the MM sets.
There is a reason they call these types of teams "Super Teams".
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Fire/Dark Controllers would be pretty awesome. Dark has a lot of stuff to help the team. Everyone would have an awesome heal, slow -res, -to hit, mega +def +res, +regen +recov, -regen, everyone can rez, everyone has 4 pets -- all with the benefits of Fire Control.
Just sounds like madness lol -- then again that's what usually happens when you multiply a set so many times.
Issue 24 PPM Calculator // The Great Makeover: The Vindicators
The problem with Sonic Resonance, or Force Fields is that you quickly reach a point (let's call it teammate #n) where teammate n+1 doesn't add anything. Yes, with Sonic there's more -res, but 2 defenders are going to hard-cap +Res. Beyond that point you're just getting -res. FF has it even worse.
I've done a number of superteams over the years. I'm currently on a Time team which is close to the top of the list for capabilities. You get an overabundance of +Def and +Rch. The -Dmg from 8 TJs makes the 5% of hits that get through feel like pin pricks and then some Heal over Time will patch you up to full health in no time. Mezzes are the only tricky thing, but that's the case for all the STs I've been on, except for VEATs.
Fire/Rads, whether troller or corr, are indeed "all that". The +dmg from AM is an advantage over Time, but the Frads lack the defense and, from my own experience, I'd say a FRAD is at more risk to die than a Timer.
These are superteams I've done: Traps, TA, Rad/Sonic Defs, FRAD corrs, FRAD trollers, VEATS and now Time. Additionally I've done some sorta super teams (Kin corrs + Brutes, for example) that don't apply to the OP's question of same powersets. Thinking about it, I'm drawn to 2 types of Corrs for the answer: Fire/Rad and Fire/Time. From there... flip a coin. I'm inclined to say the 8x Fire/Time would be more powerful but that may be due to my memory of the Rad team fading from several years ago.
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I think the Green Machine Answered this a long time ago: Empathy/sonic defenders with stacking -resist, stacking fortitudes, Adrenalin Boost all-around, the auras, it's hard to beat.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
A team of 8 crab spiders would be pretty devastating. They would easily be at their defense cap(incarnate defense cap at that), and could easily be damage capped on top of it. They can debuff resistance to the tune of 160%, which is nothing to sneeze at either.
I'm too lazy to do the math as to whether they would outdo a corrupter superteam with all fire blast, since that the set to beat. The higher damage scalar on the crabs might give them the edge, but it's hard to say.
Nice thing about the crabs would be no offense toggles to worry about. You just move in and start blasting.
Too many alts to list.
8xThugs/Pain Masterminds.
8xGang War + 8xWorld of Pain = Enemies melt along with server.
A team of 8 crab spiders would be pretty devastating. They would easily be at their defense cap(incarnate defense cap at that), and could easily be damage capped on top of it. They can debuff resistance to the tune of 160%, which is nothing to sneeze at either.
I'm too lazy to do the math as to whether they would outdo a corrupter superteam with all fire blast, since that the set to beat. The higher damage scalar on the crabs might give them the edge, but it's hard to say. Nice thing about the crabs would be no offense toggles to worry about. You just move in and start blasting. |
NOTE: The opinions expressed here represent the opinions of the author and do not necessarily represent the opinions of those who hold other opinions.
Too many alts to list.
Ice/Cold Corr
More then buffs for survivalability and tons of debuffs to handle anything. Throw in enough rains to keep everything occupied and melting.
Oh I forgot Blizzard up on someone every mob.
Freedom Server - Main = Lil Bug & way too many alts to list
I was trying to think of a strong melee team and how about 8 DM/Shield scrappers (or Brutes). With the -to hit from the primary and Grant Cover and Fighting Phalanx will make the team really hard to get hit.
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
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lvl 21 - StJ/WP Stalker
8 Trick Arrow anythings are just stupid good. Flash Arrow is unresistable, stacked -res, 8 OSAs.....
Even with SOs you have near perfect safety.
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While threads like this can be fun, imagining what kind of damage, buffs and de-buffs you’ll be able to push out and how fast AV’s and the like will melt the truth is any 8 man team all with the same build will be able to wipe the floor with just about anything.
As it was stated above they are called “Super Teams” for a reason. I’ve like to see someone put together a “Super Team” with a bit more randomness involved.
Take a dice and assign a number to each of the major arch-type categories and roll for it.
1. Tank
2. Melee
3. Ranged
4. Crowd Control
5. Support
6. Pets
If for example you rolled a 5 then you would roll again for the arch-type itself.
1. Controller
2. Defender
3. Mastermind
4. Corruptor
5. Widow
6. Soldier
Once that was decided roll again for your primary and secondary power sets.
You may end up with a great super team, say 8 fire/rads, but you might find things a bit more challenging, I imagine an 8 man team of stone/stone tanks would be un-killable but might have a hard time taking down an AV just the same.
I might just be intrested in joining a team like this .... (?)
Dark Tower. SL50 Stone/Stone Tanker
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I like the sound of the Electric team mentioned (big fan of sapping)
Controller (constant Containment):
/Storm - 16 plus Lightning Storms and Tornadoes ; 8 Hurricanes; 8 Mists; stacking Claps
+ Plant/ = stacking Seeds; alternating quad casts of Creepers; 8 Trees
+ Fire/ = 24 Imps ; stacking Flashfires (w/Claps)
+ Dark/ = 16 Haunts ; stacking HoD (w/Claps); enough -tohit/to be ridiculous
/Dark - 8 Fluffies ; High Def; maxed Resis to all but F/C/T; alternating quads of insane regen/recov; alternating offensive bi-casts of HT, nasty -resis and -tohit debuffs
+EPP/PPPs:
Mu Mastery - alternating casts of stacked saps + pets
Mace - Poisonous Rays + pets
(or a mix of both; being that were no restrictions made in this regard)
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
As in greatest balance between survivability and damage with a focus on damage. For this thought exercise we're assuming top tier builds and no Incarnate powers
I'm pretty sure force multipliers are the only ones that need apply
I'm thinking:
-Fire/Sonic since Fire/ is high damage, the rain scourges and it doesn't have any gimicks with a stacking limit. I'm thinking (with no math to back it up) that /Sonic from 8 players can get a target to the -res cap(-300), be resistance capped themselves along with the def cap that they can reach with 8 maneuvers and passable slotting.
-Bot/Traps can pretty much nullify the regeneration rate of anything/everything and be many times over the softcap with just SOs nevermind a top tier IO build, so the lack of def debuff res won't matter to a team of 8 of them, holds and stuns would be irrelevant and if needed their regen rates would be through the roof and as a group they could lower res by up to -320% + achiles -20 + pvp -20
-Fire/Traps for much of the same reasons as listed in the 2 above