The strongest 8 man team of the same power sets
I can't play Radiation Emission for the life of me so I'm going to say 8 Fire/Time or 8 Plant/Time.
Dark rad would be amazing as well but yet again I can't play Rad! URGH! I've tried so hard!
8 Ice/Rad or 8 Ice/Time Corrs would be fun as well. No issues with endurance and everyone can just wait there turn to use Blizzard.
I participated in an All Veat ITF some time ago and the outcome was amazing. All that defense combined with outstaning firepower made the entire TF a breeze. Now admittedly with VEATS we were not ALL exactly alike with a variety of Crabs, Widows, Banes, etc but technically all are Soldiers of Arachnos. We made Romulus cry and run home to find his Mom.
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Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
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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. |
8 Umbra's with all that AoE
8 Shadow falls
8 Darkest Nights (rest assured no one will get hit stacked with the shadow falls)
8 Fluffies!
16 Haunts
8 Soul Absorptions
8 Fades
Easily reach defense/res/regen/recovery cap effortlessly, not tomention the controls and the heals fluffy provides, the -regen in Howling twilight. I could go on but I have to clean my pants after the thought of an all dark/dark troller super team.
EDIT:
If i could get a rad def to 32 or a rad troller to 38, Radiation may have some sort of home with me, but for some reason none of my rads live past 26 :/
EDIT 2:
I think I will give it a third shot u_u...
Think I will make a rad/fire def, since I have 1 of every troller set made and lvld and I'd rather get the rad powers out the way early on, so def would probably work best here vs the ice/rad cor I tried and fire/rad troller. Cross yer fingers folks, lol.
I don't know viability, but random ones I'd like to see someone try (and would be willing to put time into...):
* SJ/SD brute squad (aka "Boot Party")
* Ice/Stone tank squad ("Glacial Movement")
* Thugs/Storm MM squad ("Videocard Blowout")
* Kinetic/Dark stalkers (Any stalker set, really, if just to see eight dudes surround an AV, pop Build Up, then Assassin's Strike)
* Forunata squad (for rolling eight deep in the Spider garb)
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Make sure the Thugs/Storm MM team takes Burnout so they can get double Gangwar going.
I once ran an all-stalker team for a while. It was sweet. Everyone stalk up, pick a target (double-up on Lts and triple on Bosses) and GO! Once ran the GW Arc without a single foe surviving the AS except for Bosses. No one got out alive...zero residual presence...
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Gonna have to go with the old dUmb channel teams on this one.
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8 Fire/Rads.
AVs? What AVs? Oh! Those guys over there on the floor who basically coughed themselves to death? |
Massive AoE controls are provided by both everyone's primary AND choking cloud/em pulse.
Enemies will be at the to-hit floor, have -180 res, -200% defense, floored regen, held, immobilized, slowed, and blinded.
I'm pretty sure the fastest AV kill time for a team of 8 Fire/Rad 'trollers was something like 12 seconds.
This thread could go on forever, each set has it's own perks, so stacking them 8 times would be immense not matter what set IMHO. Coming to a final conclusion, unless thorough testing was done, its nigh impossible.
This thread isn't Strong enough.
Nor is it Pretty enough.
I propose 8 Warmace/Energy Aura Scrappers with stacking Leadership and IOd out for +Damage, then +Recharge.
With this, you have a team of self-propelling softcapped end draining Scrapperlocked beasts whose lowest damaging attack does 300+ in an AoE every 4-5 seconds. Yeah, others can do higher damage by things like 'debuffs' or 'Achilles procs' but they aren't the STRONGEST.
OR THE PRETTIEST.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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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 |
We were Incarnates with just SO's and some of us were not even slotted with those.
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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. |
Our group specifically had Assault, Tactics and Maneuvers stacked 8 times. And yes, the biggest complaint was that it was too easy. Once the build matures and everyone gets Char, Fire Cages, Hot Feet, Flashfire, Cinders and Choking Cloud fully slotted, and then got Fire Imps slotted by level 35 or so, everything was too easy. (This was where I learned the lesson that characters who are "super slotted" can get boring.) The mob of 24 Imps, all boosted with 8xAM, were often referred to as "land piranahs."
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I was a TTPer on Tribal's 2nd troller frad team and yes, sometimes an individual would get too much mob aggro and die, but death is trivial, helpful even. That just means someone gets to use veng, Fallout and Mutation. Before the fight with that spawn is over the debt is wiped out. The amount of time to wipe out a spawn by ttp-ing in was significantly faster than using ranged controls like Flastfire and the debuffs, then walking in. We didn't even use the debuffs, especially RI, RI was a dps killer.
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Masterminds. 8 Demon/Thermals and you can practically laugh your way through any content as long as the MMs are level 12.
Demons/Time Masterminds. You debuff almost everything, buff almost everything, you have enough holds to lock down anything short of PToD AV, and you have varied enough damage that even if an enemy has immunities or capped resistances that only locks one or two demons per MM out. Most of the pets are ranged, so enemies that have instant-kill AoE powers can be safely engaged from range, albeit with some difficulty wrestling with the faulty pet AI. On top of capped defenses and the enemies damage debuffed to the bare minimum, the Masterminds are sitting on an additional 80% damage reduction from Bodyguard mode. In short, an entire team of players capable of fulfilling the tanker, blaster, and defender role, all at the same time, and all of them stack.
8 Short Circuits on the other hand are going to put a serious dent in the AV's blue bar. Having played on teams of sappers (Shock Troopers and DWEF of the RO Network) the AV/GM's blue bars vanish quite readily and stay that way with a team of sappers at work.
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