The strongest 8 man team of the same power sets


4_Thirty_5

 

Posted

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


 

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Grav/FF. It's like the enemies aren't even there. They aren't, they've all been pushed out of the level.


 

Posted

8 Rad/Sonic Defenders.


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Posted

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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Posted

I would go fire/time. You are going be at the defense and recharge cap, have decent -res with atleast 60% +damage.


Dirges

 

Posted

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.


 

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There is a reason they call these types of teams "Super Teams".


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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.



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Posted

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.


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Posted

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.


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Posted

8xThugs/Pain Masterminds.

8xGang War + 8xWorld of Pain = Enemies melt along with server.


 

Posted

Quote:
Originally Posted by Psylenz View Post
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.
the -res upto 120% from one player iirc is why I chose /sonic for my only defender instead of the same setup for a corrupter multiply that by 8 and your hitting the stacking limit many times over which seems kind of wasteful


 

Posted

8 Fire/Rads.

AVs? What AVs? Oh! Those guys over there on the floor who basically coughed themselves to death?



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Posted

Quote:
Originally Posted by docbuzzard View Post
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.
A huntsmen team could do 320% -res to a single target before counting the -res procs


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
8 Fire/Rads.

AVs? What AVs? Oh! Those guys over there on the floor who basically coughed themselves to death?
What he said. . .


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Posted

Quote:
Originally Posted by Cheetatron View Post
A huntsmen team could do 320% -res to a single target before counting the -res procs
Yeah, I had thought of those since you can do much higher -resist, but I prefer the durability of crabs, and they get some more area from their AOEs. The huntsman team would kill faster as you say though.


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Posted

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.


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Posted

Quote:
Originally Posted by monkey0707 View Post
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.
Remind me again Is blizzard a non-crashing nuke like full auto?


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Remind me again Is blizzard a non-crashing nuke like full auto?
No. It crashes.


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R.I.P.
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Posted

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.


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Posted

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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Posted

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 .... (?)


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Posted

Quote:
Originally Posted by Chyll View Post
8 Rad/Sonic Defenders.
I did a ITF with 5 rad/sonic defenser and 3 sonic/rad corrs and HOLT $#!+ it was amazing. we had shout hitting for over 1700 damage on Rom. It was a good day.


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Posted

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)


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