The strongest 8 man team of the same power sets


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Posted

Fire/Rads.

If you want some variation, the craziest superteam I was on wasn't all the same powerset. It was called Brutal Speed where everyone was electric or fire brutes combined with kinetic corruptors. It was insane.


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Posted

I think the best possible answer will always involve Radiation Emmision. But as for the AT... lots of ideas pop into my head. One particularly fast and devastating idea is Rad/Sonic Defenders of course... but what about Fire/Rad Controllers? All that hotfeet damage, amplified by garunteed containment on every foe and all the +dmg buff and -resistance debuff from Rad. Then of course, there's Fire Blast / Rad Corruptors. Rad isn't just debuffing the enemies to death, it's also giving the team much more recharge and recovery than they could possibly need, which comes with a health damage buff and mez resistance as well. At that point, all that really matters is how fast you can kill.


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Posted

I've never played in a superteam, but one time I was running the redside arc where you fight 8 of your clones. The team leader was a crab, and when those 8 crabs spawned they wiped the floor with us. We went back a few times, and I've never been spanked so hard outside the Freedom Phalanx.

Eventually we reset with another toon leading the team so we'd get the badge.

I think crabs have to be a candidate, because on top of the awesome buffs, venom grenades do extra -poison resist, while doing poison damage. If everyone took Mako's -resist cone and poison cone it would be ridiculous.

Speaking of poison, I wonder what a team of 8 ninja/poisons would look like. If everyone took maneuvers, you'd be "safe enough" for long enough to melt anything. After Barrier, fuggedaboutit.


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
to docbuzzard, the sonic debuffs to stack, but their duration is fairly short
Yes, they are 5, 7, and 10 seconds, but even the 5 seconds is theoretically enough for the single target chain to stack up once (for a 60% debuff per defender).

I can remember back when SoAs were first introduced. Everyone built one and started running them. It was essentially like superteams, but without any serious coordination. Leveling was stupid fast with all the stacked team buffs and debuffs.


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Posted

Ill/Rad

Easily capped recharge, 24 untouchable high-damage pets, an additional 8 pets that can call 8 more untouchables. -200% defense, -200% to-hit, -180% resistance, -160% damage, -600% recharge, -600% movement, -4,000% regen.

Insanity, although I think Ill/SS may make a run for one of the sets without rad to make it into the most powerful super-team sets...

Another one, Arachnos Widows, would be great. 80% defense with no toggles, 40% to-hit buffs, +240% damage all around, that and super-high damage to begin with... Insane much?


 

Posted

Quote:
Originally Posted by Beelzy View Post

Another one, Arachnos Widows, would be great. 80% defense with no toggles, 40% to-hit buffs, +240% damage all around, that and super-high damage to begin with... Insane much?
Actually crabs and huntsmen make better superteams than widows. The widows lack the resistance debuff ability, and will have just as much defense with their toggles (cheap toggles at that).


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Posted

First: The dev's seriously need to address buff/debuff stacking.


Ok, got that outta my system.


A homogenous mix is always going to be optimized if you have buffs and debuffs. Resist and regen debuffs are the most potent, IMO. (Benumb is a powerful counterargument, though.)

So that narrows it down to rad and sonic, in my books.

A mix of fire/rads and fire/sonics would be close to the max possible. For flavor, toss in a rad/fire or sonic/fire.

More variety would be any combo of sonic/rad/fire/cold. A superteam with any mix of those on every toon would be FEARSOME.


 

Posted

Quote:
Originally Posted by mauk2 View Post
First: The dev's seriously need to address buff/debuff stacking.


Ok, got that outta my system.


A homogenous mix is always going to be optimized if you have buffs and debuffs. Resist and regen debuffs are the most potent, IMO. (Benumb is a powerful counterargument, though.)

So that narrows it down to rad and sonic, in my books.

A mix of fire/rads and fire/sonics would be close to the max possible. For flavor, toss in a rad/fire or sonic/fire.

More variety would be any combo of sonic/rad/fire/cold. A superteam with any mix of those on every toon would be FEARSOME.
Um, actually if it narrows it down to Rad and Sonic then 8 Rad/Sonics Defenders would be best, correct?


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Posted

Quote:
Originally Posted by docbuzzard View Post
Yes, they are 5, 7, and 10 seconds, but even the 5 seconds is theoretically enough for the single target chain to stack up once (for a 60% debuff per defender).
I like the stun from sonic attack - it's 1.5 seconds (faster than everything but amplify and shriek), and has a resistance debuff that lasts TWELVE seconds. It prefaces my attack chain solo/when I'm on debuff duty (like in iTrials).


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Originally Posted by Shubbie View Post
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Posted

Quote:
Originally Posted by mauk2 View Post
First: The dev's seriously need to address buff/debuff stacking.
Why? It's not like serious game-breaking happens without some kind of player collusion and frankly that's going to happen regardless of the mechanic, as this thread attests.

VEAT teams are sick, but as I recall they still had trouble with +4 Longbow.

I did an all Fire/Rad controller group once. As I recall there were literally fights where I didn't realize there was an AV in a spawn.

My test for general team super-ness is finding the point where you don't realize that a particular support set is present because of the efficacy of the rest of the group. I love it when I get on teams like that.


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Posted

I have been on a few Super Teams and designed teams . . . Ill/Rad was great, a team of Fire/Dark corrupters was the second best, but nothing, NOTHING comes close to a full team of 8 Fire/Rad Controllers.

8 x AM caps damage, recharge, Recovery. 8 x Choking Cloud means everything is held instantly. 8 x Hot Feet puts out a huge amount of damage, and all you have to do is pop AM whenever it is up and walk around together.

That's what makes Fire/Rad so powerful . . . most of the time, you don't have to cast anything other than leave AM on Auto. Just run around as a group, and everything is quickly held and dies. AVs might last a few seconds, and may need an application of Char and then EF. Stacked CC + stacked Char is enough to hold the AVs.


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Posted

Titan/Bio Armor


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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.
This, completely. 8 Jinrazuos would be ridiculous. -340 Res on hard target, 8 sturdy Crabs and 48 spider pets all at capped damage and insane def/to-hit through stacked leadership. Crab durability, higher damage scaler, and mass pets will completely blow any corrupter super team out of the water by far.


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Posted

Quote:
Originally Posted by blueruckus View Post
This, completely. 8 Jinrazuos would be ridiculous. -340 Res on hard target, 8 sturdy Crabs and 48 spider pets all at capped damage and insane def/to-hit through stacked leadership. Crab durability, higher damage scaler, and mass pets will completely blow any corrupter super team out of the water by far.
Where are you getting that -340 figure from? venom grenade is -20 X 8 is -160 even if you add the -res power from leviathan you still only get upto -280 where's the last 60 coming from?


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Where are you getting that -340 figure from? venom grenade is -20 X 8 is -160 even if you add the -res power from leviathan you still only get upto -280 where's the last 60 coming from?
It's -40% toxic resistance. 40*8 is 320, with Achilles Heel it's 340.


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Quote:
Originally Posted by Shubbie View Post
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Posted

Quote:
Originally Posted by Local_Man View Post
...nothing, NOTHING comes close to a full team of 8 Fire/Rad Controllers.

8 x AM caps damage, recharge, Recovery. 8 x Choking Cloud means everything is held instantly. 8 x Hot Feet puts out a huge amount of damage, and all you have to do is pop AM whenever it is up and walk around together.

That's what makes Fire/Rad so powerful . . . most of the time, you don't have to cast anything other than leave AM on Auto. Just run around as a group, and everything is quickly held and dies. AVs might last a few seconds, and may need an application of Char and then EF. Stacked CC + stacked Char is enough to hold the AVs.
Exactly. Other superteams can be fun and effective but 8 Fire/Rads is jaw-dropping. The super team I was on used Team TP to keep us together. We'd TP into a big mob and in a second or two all the CC had everything held, and Hotfeet was roasting everything. We'd fire our immobs to keep everything in the zone of death and that was about it. Once we got Imps, it was even crazier. Occasionally someone would bite the dust because some bosses would get off strong alpha attacks before being held.

In our team we were all required to take Tactics. So basically without slotting anything you had capped to-hit, recharge, recovery, and damage.

The biggest ultimate problem was boredom. We leveled insanely fast but with so much coming from passive powers there wasn't much to do and it wasn't challening at all. Lots of folks (myself included) never got to level 50 simply because after a night or two of "OMG this is cool!" it got stale.


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Posted

Quote:
Originally Posted by Cheetatron View Post
Where are you getting that -340 figure from? venom grenade is -20 X 8 is -160 even if you add the -res power from leviathan you still only get upto -280 where's the last 60 coming from?
I use Shatter Armor and VG on hard targets so that's -40 (60 of you want you want to consider toxic). 40x8 = 320, and another 20 from Achilles for 340. I guess you can count another 10 from Reactive since you've got 48 pets applying it or other Interfaces.


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Posted

Ok... If you are doing a Crab superteam I am in just tell me when and where. If you do a Fire/Dark troller team that would be amazing and I will join.


P.S. How about an all rad Superteam that includes Trollers, Corrs and Defenders? Just have to have a rad debuff with any offensive power you want.

P.S.S. I am going somewhere I dont think anyone has mentioned yet. How about a Dark/Poison Corruptor team? +8 Tenebrous Tentacles = Lock down Mob, +8 Dark Pit = Stunned mob, and that is just before we get started with the debuffs that are targeted AoE's. I once did an all PvP arena match with 8 emps and our whole goal was to buff the person below us on the team list. The last person on the team buffs the team leader and we all were able to play offensive since we each only had one person to buff. It was awesome and we actual won. We can do the same with the a Poison team, but easier since it is only one heal and one mez resist.


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Posted

While I'm pretty sure it wouldn't be "strongest," I've long wondered if a team of 8 Electric Blast/Radiation characters who are teleported around together are defeatable. In particular, if all of them take Dark Mastery >> Oppressive Gloom. I'm not really sure how much damage Voltaic Sentinel puts out or how fast it moves, or actually whether you can even buff it.

I am mainly just curious about whether all 8 players can cast Thunderous Blast at an AV without their endurance crashing if the AV is the only living target. Looking at Mids, at the damage cap for Corruptors that's 750 damage per nuke. 750 x 8 = 6000 damage in 4 seconds, before considering resistances and level differences. Not the most impressive, but I want to see an AVs end bar crash just once.


 

Posted

Quote:
Originally Posted by blueruckus View Post
I use Shatter Armor and VG on hard targets so that's -40 (60 of you want you want to consider toxic). 40x8 = 320, and another 20 from Achilles for 340. I guess you can count another 10 from Reactive since you've got 48 pets applying it or other Interfaces.
Ah I see now


 

Posted

Quote:
Originally Posted by Sardan View Post
Exactly. Other superteams can be fun and effective but 8 Fire/Rads is jaw-dropping. The super team I was on used Team TP to keep us together. We'd TP into a big mob and in a second or two all the CC had everything held, and Hotfeet was roasting everything. We'd fire our immobs to keep everything in the zone of death and that was about it. Once we got Imps, it was even crazier. Occasionally someone would bite the dust because some bosses would get off strong alpha attacks before being held.

In our team we were all required to take Tactics. So basically without slotting anything you had capped to-hit, recharge, recovery, and damage.

The biggest ultimate problem was boredom. We leveled insanely fast but with so much coming from passive powers there wasn't much to do and it wasn't challening at all. Lots of folks (myself included) never got to level 50 simply because after a night or two of "OMG this is cool!" it got stale.
This last bit is the real "weakness" of a super team ... boredom. When 7 Fire/Rads can take out all 4 of Lord Recluse's Patron AV's on SO builds in under 3 minutes 20 seconds there's really nothing in the game that is going to provide an even remote challenge. It's fun the first few levels or times then ... not so much. That's what killed off one of the most potent dedicated teams my friends and I put together. While they weren't all the same AT (they were all Dark/* or */Dark of some sort) they were essentially a super team. Our play time petered out in the low 30's as other things became more interesting despite the ridiculous power of the team.

Still at some point I'd love to try 8 Fire/Sonic controllers. 24 Imps+ 8 Hot Feet + 8 Disruption Fields + 8 Dispersion Bubbles ... that's a lot of passive offense which is partly what makes the strongest super teams the strongest, passive always active offense and defense, no clicks or targeting required.

Edit: attempting to link to Time Force II You Tube video of the above mentioned Fire/Rads demolishing the Patrons.
http://www.youtube.com/watch?v=TSoR7nq6b_g


 

Posted

Quote:
Originally Posted by Sardan View Post
Exactly. Other superteams can be fun and effective but 8 Fire/Rads is jaw-dropping.

The biggest ultimate problem was boredom. We leveled insanely fast but with so much coming from passive powers there wasn't much to do and it wasn't challening at all. Lots of folks (myself included) never got to level 50 simply because after a night or two of "OMG this is cool!" it got stale.
Identical experience here......

/rad superteam
mowing missions at +4 by level 10....
and yeah.... it got boring and we all quit around level 40

that was before incarnates.... but I imagine itrials would be a joke with such a team


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Posted

Quote:
Originally Posted by Local_Man View Post
I have been on a few Super Teams and designed teams . . . Ill/Rad was great, a team of Fire/Dark corrupters was the second best, but nothing, NOTHING comes close to a full team of 8 Fire/Rad Controllers.

8 x AM caps damage, recharge, Recovery. 8 x Choking Cloud means everything is held instantly. 8 x Hot Feet puts out a huge amount of damage, and all you have to do is pop AM whenever it is up and walk around together.

That's what makes Fire/Rad so powerful . . . most of the time, you don't have to cast anything other than leave AM on Auto. Just run around as a group, and everything is quickly held and dies. AVs might last a few seconds, and may need an application of Char and then EF. Stacked CC + stacked Char is enough to hold the AVs.
This is the answer, and has been for quite a long time. Last I checked, containment ignores the dmg cap for the AT. I was on one but only stuck with it till lvl 26 or so. I would imagine 8x imps would make the the team even more of a wandering team chat event, and then picking up say, fireball later even more so.

You can break the game a lot of ways. fire/rad trollers just break it the most.


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Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I am mainly just curious about whether all 8 players can cast Thunderous Blast at an AV without their endurance crashing if the AV is the only living target.
You can't - hitting even a single target crashes your endurance by 100% - it was changed in i5 because people were using nukes for farming and they wanted to make sure no one ever took them again.


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Quote:
Originally Posted by Shubbie View Post
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Posted

Quote:
Originally Posted by DarkSideLeague View Post
You can't - hitting even a single target crashes your endurance by 100% - it was changed in i5 because people were using nukes for farming and they wanted to make sure no one ever took them again.
If that's true, I think they changed it back. It still drains a lot of end, but if my blaster's thunderous blast only hits 1-2 targets then he'll have some end left over.


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