The strongest 8 man team of the same power sets


4_Thirty_5

 

Posted

I am interested in joining a Superteam as well.


I have a question.... Would a Pure Elemental team be considered a Superteam? For example a Fire/Fire team with a Dom, Scrapper, Tanker, Brute, Blaster, Controller, and Defender.

I really wish VEATs and HEATs could begin in the same zone because an Epic AT team would be awesome 2 Arachnos Soldiers, 2 Peacebringers, 2 Widows, and 2 Warshades would be fun as hell.


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Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build

 

Posted

OP, if you're really only interested in the strongest, then you've been well advised in the previous replies. However, if you want strongest AND prettiest, I suggest 8 x WM/EA


 

Posted

Quote:
Originally Posted by TeutonicRogue View Post
OP, if you're really only interested in the strongest, then you've been well advised in the previous replies. However, if you want strongest AND prettiest, I suggest 8 x WM/EA
The whole 'strong and pretty' thing lost most of the wind in its sails when both sets were buffed to be top performers.


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Posted

Quote:
Originally Posted by Big_Soto View Post
I am interested in joining a Superteam as well.


I have a question.... Would a Pure Elemental team be considered a Superteam? For example a Fire/Fire team with a Dom, Scrapper, Tanker, Brute, Blaster, Controller, and Defender.

I really wish VEATs and HEATs could begin in the same zone because an Epic AT team would be awesome 2 Arachnos Soldiers, 2 Peacebringers, 2 Widows, and 2 Warshades would be fun as hell.

A 'superteam', by definition, is any really good team. However over the years many have taken the phrase to mean a team that is scratch-built and has a common theme. I've been involved in several including:

1) All TA/ Defenders (various Secondaries)
2) All MMs (various flavors)
3) The all-gun ST (any Gun-related toon including Thug and Merc MMs, DP Blasters, Beam Rifle and Assault Rifle)
4) A Fire/Rad Controller ST
5) Several all-Tank or all-Scrapper STs
6) Several all-Controller STs (various flavors of sets)
7) One really fun all-Brute ST with Shields and weapons (axes, swords or maces)

However I'm always on the lookout for another fun idea for a superteam


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Posted

Any Brute, Scrapper, Stalker or Tanker team with /El or /NRG (/Dark would be sick as well)


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Posted

Quote:
Originally Posted by Cheetatron View Post
I'm pretty sure force multipliers are the only ones that need apply.
I am not sure I can agree.

I am thinking a suitable team of Brutes backed with damage auras will pretty much do as they will. Choose the sets to be highly resistant to damage, have high defenses, shrug off annoyances like endurance drain, and have a method to generate healing and endurance and you're pretty much good to go.

8 DM/Electric Brutes, for example.

If they all run into a spawn and pop Soul Drain, aside from the fact they have just tossed out 8 AEs they have also just ramped their own damage considerably, including the damage each is putting out from Lightning Field. Granted Soul Drain is unlikely to be highly slotted for damage (though with the AT set you could probably make some headway by using half the set and then filling out the rest Recharge/Damage frankenslot style), but the damage boost they have will be lasting for the next 30 seconds.

Of course DM is not exactly the set for AE damage, but with suitable density Shadow Maul will have little trouble hitting multiple targets and AEs can be had from Epic powersets--say Mu Lightning or Soul Mastery.

Its not like between Power Sink and Dark Consumption any of them is ever going to run low on endurance. It is not likely the case that healing will be an issue as each has Siphon Life and Energize (which also helps with endurance usage). Status effects obviously aren't an issue as Static Shield covers that. And Grounded pretty much guarantees that nothing is going to allow anything to drain their endurance so as to turn off Static Shield.

I am guessing the method to approach AVs is with an idea toward aggro control. If none of them can sustain the attention of the AV for long (and they aren't debuffing except possibly through their Epic powerset--I'm looking at you Darkest Night) then they will have to trade off aggro to allow each member a chance to heal in turn. As Siphon Life should be up every 3 seconds (near perma-Hasten) it shouldn't take too long for each member to be ready again to take his turn as target.

Or of course it could all fail miserably. But I'd certainly be game to try it.


Under construction

 

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.
Hmm...well, enough Heat Loss stacks will mitigate the endurance crash...to a degree, it could work in theory.

For my money and sheer amusement, I would love to see 8 Fire/Storm controllers. 8 sets of Fire Imps, 8 Tornados, 8 Lightning Storms, and 8 Freezing Rains at once. /em popcorn.


 

Posted

Quote:
Originally Posted by Aumakua View Post
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.
-tohit would be a waste Grant Cover and FP should soft cap all and def debuff resist cap all as well(probably) I think StJ would be a better option decent aoe capability and additional damage potential from rib cracker's -res X 8

but that still woun't touch force multiplier "superteams"


 

Posted

Quote:
Originally Posted by Erratic View Post
I am not sure I can agree.
While that brute squad would likely do fine, the stacked force multipliers would simply be better. It's just how the game works. Stacking the buffs and debuffs is how you break the game. A pile of brutes is a linear accumulation of power. Adding together force multipliers ends up exponential, as every addition increases the power of every prior one.

The real superteams are buff/debuff.

Arguably a /shield defense team can be force multipliers to en extent because of phalanx fighting and grant cover, but then people can softcap the set without that so you're only saving on sets (or opening up for more recharge).


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Posted

8 Kheldians, most fun i've ever had. It's like a rolling death machine.

All Warshades:

  • 16-24 EEs (everyone max recharge)
  • x8 Inky aspect and Emination. Everything is stunned at all times.
  • x8 Stygian return, everyone can rez themselves.
Generally:
x8 novas: AoE powerhouse
x8 Dwarves: Nothing dies...everything gets stomped on or mired.

Every Friday...it's a blast


 

Posted

Quote:
Originally Posted by docbuzzard View Post
While that brute squad would likely do fine, the stacked force multipliers would simply be better. It's just how the game works. Stacking the buffs and debuffs is how you break the game. A pile of brutes is a linear accumulation of power. Adding together force multipliers ends up exponential, as every addition increases the power of every prior one.

The real superteams are buff/debuff.

Arguably a /shield defense team can be force multipliers to en extent because of phalanx fighting and grant cover, but then people can softcap the set without that so you're only saving on sets (or opening up for more recharge).
They are Electric; would the endurance drain be considered a force multiplier? We'd be looking at (slotted) a combined -22 End/Sec just from Lightning Field and then up to a -73End Power Sink sap every 33 seconds per teammate.


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*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

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
They are Electric; would the endurance drain be considered a force multiplier? We'd be looking at (slotted) a combined -22 End/Sec just from Lightning Field and then up to a -73End Power Sink sap every 33 seconds per teammate.
Sure, nothing would attack, but they would hardly hit if they did, anyway. Doesn't really help you kill anything faster, though. Certainly not like a Green Machine or FRAD super team.


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Posted

Quote:
Originally Posted by Yogi_Bare View Post
They are Electric; would the endurance drain be considered a force multiplier? We'd be looking at (slotted) a combined -22 End/Sec just from Lightning Field and then up to a -73End Power Sink sap every 33 seconds per teammate.
while I like elect control and sapping, the simple fact is that if you are worried about more than the alpha from the enemies (minus AV's and GM's) your team is not doing enough damage to be a super team.


 

Posted

I am really liking the idea of an all shield team with stacked grant cover and fighting phalanx would be insane. I would like for everyone to use natural weapon, but I would be happy with any melee set. 8 shield charges will blow up my video card...lol


Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build

 

Posted

Quote:
Originally Posted by Zybron1 View Post
Sure, nothing would attack, but they would hardly hit if they did, anyway. Doesn't really help you kill anything faster, though. Certainly not like a Green Machine or FRAD super team.
Damage was not the only criteria though.

Force multiplication is not, by itself, enough to guarantee the top when you throw in survivability and/or things like being able to continue non-stop.

Admittedly Kinetics does cover a lot of angles all by itself--endurance, healing, force multiplication.


Under construction

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
They are Electric; would the endurance drain be considered a force multiplier? We'd be looking at (slotted) a combined -22 End/Sec just from Lightning Field and then up to a -73End Power Sink sap every 33 seconds per teammate.

That's not exactly a force multiplier. That's a synergy though. It would make for the team being extremely safe, but it doesn't make things die any faster.

Let's look at the math for a rad/sonic defender team for force multiplication.

Each member pops accelerate metabolism. This gives everyone a 200% damage boost, a 240% recharge boost, and a 240% recovery boost. Everyone is now damage capped, well past perma hasten, and has endurance to spare (which is good since you all run choking cloud which is a pig).

So assuming everyone has hasten (it's a superteam, builds should be predetermined) recharge will be sitting at +310. Thus if a power is slotted purely for recharge, you peg the cap (which is +400% where everything recharges in 1/5 the time).

Say you add in leadership toggles:
Assault: every member now has +144% more damage. This means you're at +344%, well past the defender cap, so you don't even need to slot damage SOs. Heck, might as well just do an accuracy and recharges.

Add in maneuvers, and everyone is basically softcapped. Throw in tactics and you'll ignore any defense in front of you. A MoGing Paragon Protector is now a joke.

Now you're all sonic blast. So say everyone throws down a Howl -everything is going to be hit for 116 damage the first time. I know, ho hum. However that initial blast just did -160% resistance debuff. Next time it does 300 per (2400 aggregate to each of 10 targets). Howl is recharging in 2 seconds at this point. However I don't believe its debuff will self stack (someone can correct me if I'm wrong). Then again how often do you need to hit a bunch of separate targets for that kind of damage? A group of bosses would have melted under those two volleys.

If you move to the single target attack chain shriek-scream-shout (seamless at this recharge), you do an initial 120, 478, 1276 (total: 1875 per). Next volley is now at the resistance debuff cap (400%) will be for an aggregate of 3040 damage (this assuming everything is fast enough keep the debuff stacked which is theoretically possible given the numbers). Thus you have pumped out around 39K damage in 13.66 seconds. Reichman becomes a speed bump.

Now mind you, we haven't even brought out the -240% debuff possible from enervating field. I imagine that's kept for compensating for the purple patch (for when you mow down +5 AVs). It also debuffs damage. Add in radiation infection, and nothing hits you (but heck, you're already softcapped).

I assume you get the idea. If you want to break the game into little pieces and roll over it, stack buff/debuff.


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Posted

to docbuzzard, the sonic debuffs to stack, but their duration is fairly short

and i think a bunch of ill/* trollers would be great, 24 (essentially) unkillable tanks + 8 phantasm + 8 more unkillable decoys from the phantasm

4 ill/cold and 4 ill/rad would be insane debuff and with all the decoys it would be rare any baddy would aggro on you


 

Posted

So, most importantly, which Super Team combo are we doing and what server/time?

I've seem some combos I haven't played yet, like an all Storm or an all Illusion team. Both sound like they could be fun, though unless it's all Defenders, an all Storm teams seems like it would suck a ton of end. No multiplier there for recovery. Or an all Time team sounds like it could be really fun, too.


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Posted

Quote:
Originally Posted by Zybron1 View Post
So, most importantly, which Super Team combo are we doing and what server/time?

I've seem some combos I haven't played yet, like an all Storm or an all Illusion team. Both sound like they could be fun, though unless it's all Defenders, an all Storm teams seems like it would suck a ton of end. No multiplier there for recovery. Or an all Time team sounds like it could be really fun, too.
There are a couple of active Super Teams going now. The Khelds on Fridays and the Time Super Team. Super Teams are AWESOME fun.

As I have said many times before TopDocs Super Teams were the most fun I have ever had playing this game.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

8 Titan/Fire brutes!
SMOOSH THEM ALL!


you could have it all
My empire of dirt
I will let you down
I will make you <3

 

Posted

dangit. long post got erased.

Fire/Rad or Fire/Sonic would be good.

Fire/Sonic imo would be more fun than a Fire/Rad.

With a /Rad, the toggles wouldn't be used/needed much (since mobs are dying so fast) where as with a fire/sonic you could slap the aura debuff on one of yer imps and forget about it.

your main damage would be Hotfeet and Fire Cages with the imp's on clean-up.


screw melee ST's


perma jump is ---> /up 1

 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
and i think a bunch of ill/* trollers would be great, 24 (essentially) unkillable tanks + 8 phantasm + 8 more unkillable decoys from the phantasm
Back about four years ago, I use to play my FF/Elec defender off & on with a super group were everyone was a ill/* trollers. This team could just roll thru missions, and where pretty amazing with bunching up mobs with their stormy powers. Kinda miss those folks now, because it was always fun being around.


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Posted

Quote:
Originally Posted by Erratic View Post
Damage was not the only criteria though.

Force multiplication is not, by itself, enough to guarantee the top when you throw in survivability and/or things like being able to continue non-stop.

Admittedly Kinetics does cover a lot of angles all by itself--endurance, healing, force multiplication.
Damage was not the only criteria, but they had said balanced survivability/damage with more of a focus on damage.


Dirges

 

Posted

Quote:
Originally Posted by Hindenburg View Post
With a /Rad, the toggles wouldn't be used/needed much (since mobs are dying so fast)
Toggles on fire/rads are for those pesky enemies that don't IMMEDIATELY keel over when 8 guys running Hot Feet are standing there barbecuing for all they're worth.

Basically:

00:01 - First Strike
00:02 - Everyone moves into range
00:03 - "Hey! He's not dead yet!"
00:04 - *TOGGLEFEST*
00:05 - Everything is nice and satisfyingly DEAD.



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