Help with a 2x team setup
Brute anything/anything
Go!
Brute would be alright, I suppose... But I can see having issues building up fury with a Dominator keeping everything mezzed, not to mention /Energy's KB powers knocking foes away and further keeping them from attacking you.
I'd probably go for a Mastermind. Controls can keep minions safe while minions can soak up alphas and any attacks coming from non-mezzed foes. A solid debuff secondary like dark or traps would make for some pretty swift killing. My suggestion? Thugs/Dark. Thugs are great for all around damage, and once you get bruiser you have a mini-tank. Dark's AoE heal is good for your ranged pets, yourself, and your domi friend. Massive tohit debuffs will keep you both pretty safe, Tar Patch's slow will complement Mind pretty well, and has -res to keep damage up. Add in some control of your own to help with stacking holds on bosses and fears on the whole mob, plus (if you want it) black hole can make for a nice escape power. Fluffy adds to the goodness. And you have a godly amount of -regen to make Duoing even higher level AVs pretty easy.
Barring an MM, Stalker would be good to take out problematic mobs pretty quickly while the rest of the mob is getting locked down. A corr could add some good damage and debuffs. Another Dom would add damage and make control very strong. A VEAT would be good as well. Really, anything you choose will do well, it's more a matter of how you prefer to play.
~WP

I really enjoy to play as MM. I had a Bots/Trap, Thugs/Trap and Necro/Dark.
Would be nice play a MM again... but... what MM should I go (Thugs/Dark)? Cause my partner already got some good Control
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.
I'd actually consider a Stalker or another Dom. With Mind/ being able to leverage Sleep, if you plan to just sticking to the two of you, having a single target damage monster wouldn't be bad or just more control/damage.
I guess a /Rad, /Dark or even /TA corr wouldn't be bad either.
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Just go for a single-target Brute. Remember, Mind=sleep. You're going to help him control if he doesn't have to worry about multiple targets waking up.
Just go for a single-target Brute. Remember, Mind=sleep. You're going to help him control if he doesn't have to worry about multiple targets waking up.
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I'd say a good MM would probably be best. Pets would lessen the effectiveness of Sleep, but Mind has other controls available and the sleep could still mitigate the alpha to an extent. Having the Aggro-management of Pets (for cases where the entire mob *isn't* locked down) plus the buff/debuffs would make the duo nigh unstoppable.
~WP

Rolled a MM thugs/dark, till now we are doing very well... Now we have another friend coming to play... i think he will roll a Corruptor, don't know build yet!
Thx a lot for the suggestions!
Thugs/Dark is a solid choice. Perhaps your new friend's corruptor will bring a /Cold or /Kin for more AoE buff/debuff.
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.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Just go for a single-target Brute. Remember, Mind=sleep. You're going to help him control if he doesn't have to worry about multiple targets waking up.
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The acc debuffs allow the brute to be attacked constantly, but rarely get hit. Simply being attacked builds Fury; the attack doesn't have to connect to fill your Fury bar.
This points out one of the major problems in the design of the villain ATs. You have Brutes, whose damage output depends on rushing into everything and constantly getting attacked.
Then you have Dominators who stop the mobs from attacking the brutes. They, however, also need to keep attacking to build up domination. When a brute builds up a full steam of Fury and wants to go after the Big Boss, the dominator will often say, "Wait! I have to build up Domination first. Let me stand here and hold this minion a couple more times before you kill him so I can build enough Dom so I can hold the boss in one shot." Meanwhile the Brute's Fury is rapidly dwindling.
Then you have Stalkers who need to be Hidden to increase their damage, which means they often want to slow down, approach slowly, move in and attack from stealth.
Then you have Masterminds who have lots of aggro magnets in their pets, which can pull attacks away from the Brutes. They often have to stop and resummon killed pets, which often brings their end low, which means they want to wait.
Many of these problems can be ameliorated if players take the appropriate actions and build their character the right way. But on any random team you'll get a mix. Villains just don't play well together.
On the other hand, the hero ATs don't have these inherent tensions in the basic playstyles. There are some powersets that can interfere with other ATs (particularly AoEs with knockback and Tankers who need to maintain close contact with mobs for defense or debuffing reasons), or have a really slow pace that bogs everyone else down (/Devices blasters who insist on using Trip Mines all the time).
I'd rather be on a team of villains than a team of heroes.
The difference between blueside and redside is the amount of inherent independence on the redside.
Brutes are the red scrappers. They can solo damn near anything because of the pairing of survivability with damage.
Corruptors have all the tools of a defender for massive buffs/debuffs, but with damage that rivals a blaster. Survivability + damage = solo artist.
Dominators are controllers with damage. Again, the hard control allows them to survive while they pummel things with assault powers.
Masterminds are a team unto themselves, and bloody effective ones. The good ones view teammates as bonus pets that don't listen.
The point I'm making here is this: A blue team moves as one, but a red team moves in eight directions at once. Which one clears things faster is up for debate. On a closed office map, probably blueside. In an open outdoor map, most likely red.
You're right that villains tend to have negative synergy. That's because they're in general built to work on their own. But really, the negative synergy is only in a few limited cases, namely brutes and doms. Corruptors pair well with anything. Masterminds, played right, pair well with anything. If you want dominators on your team, avoid brutes. If you want a brute on your team, don't get dominators or another brute. Competition splits fury. They don't like that.
I haven't mentioned stalkers yet. Oops. Even a good stalker won't slow a team down, though. He should be the first one in the spawn with a target already marked. When the brute or dom or MM opens up the fight, he should start the assassination strike. After that, scrap it out.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Thx a lot everyone. With our new friend playing with us we decided to change to a Brute, Stalker, Corruptor team.
Here is the new Topic asking some suggestions about the team setup... if u could help us again i would appreciate.
Hello fellows, after a long time I am back to the CoX, and I need some help to make a team.
My friend will roll a Mind/Nrg Dom and I want to know... what would be his better partner to PvE?