This is a controversial topic. However, I've seen this question come up in zone and private channel chats. Do you think that a mostly AT team can beat TA? I know that there has been mention of an all AT team beating it on the PTS -- but details of that are sketchy. Like, what was the team make up? Did they play in classic trinity (Tank, Healer, Dps) play style? How long did it take and how difficult did they find it... etc..
- Have any of you completed TA on an AT?
- What was the team make up (All AT's or Mixed)?
- Which AT's do you think would be able to handle TA?
- Anything else that's related - you want contribute?
Thanks folks.
0
Comments
I don't think this stuff is the player's fault as much. To me it's more about the widening gap between AT's and FF's. FF has always been (and should be) the better option. But before most of the content was about as challenging as battling a wet noodle.
Now we have content that actually requires a well thought out build - and most of the AT's are not well thought out. For example, resurrection is important in TA. Only one of the Four AT's that can heal others, can resurrect (The Radiant) and it's has the squishiest support passive (Seraphim).
But if I were to put together an AT team for this. It would look something like this:
- 1 Radiant (A must Have)
- 2 Sturdy DPS
- 1 Mind
- I Survivable Tank
Many AT's can fulfill the Tanking and Sturdy DPS roles. But AT rezzer and crowd control options are limited and with resurrection devices extinct...things are even worse. AT's can certainly make up for some issues w/gear and devices. For example, I could see Ice Grenades and Necrulitic Elixir as very helpful. As well as devices that help with DPS and Survival.
I wondered if the Radiant would get one-shotted to death, due to all the healing agro. hmmm.
In that other game taking a defense stacked team into a hard instance was always fun. CO really doesn't allow much in the way of that kind of stacking.
Interesting to talk about though. I love my AT's - I wish they got more respect.
Epic Stronghold
Block timing explained
I'm wondering about Aura stacking now though. Like AORP + AOPM + MN. You'd get resistance, buff to all super stats, regeneration, plus an additional 22% damage resist. That could be interesting.
All in all I am not really interested in trying this myself. I'll leave that to the people who think this is an important balancing concern.
Epic Stronghold
Block timing explained
@dr490nbr347hi / Playing since January 25, '11
Display normal Internet behavior. Come and make fun (yes, make fun) of my PRIMUS page.
Epic Stronghold
Block timing explained
A team consisting of a Behemoth, a Blade, A soldier or inferno, or both, and a Radient or Mind, would get -destroyed- doing this content.
That's one of my major quams with it. Silver player? Get screwed. I brought my savage to this content, and got screwed. We had a decent healer, but died way too fast to pick up the mechanics of the two bosses we tried.
The adds do far too much damage to leave alive, so the inferno or soldier is gonna have to take care of them. And their squishy as hell. They wont survive it.
The blade or unleashed likely wouldn't survive long enough to get out of gronds fire, or take Medusa's damage for more than a second.
The behemoth? Unless he is geared to the balls for con, at which point his damage output is nuked and so is his aggro gen, and there goes the Teliosaurs fight.
Mind or Radient? HA. Healing one person at a time ain' gonna cut it here.
This content. needs. Tweaked. The damage numbers from the adds alone are a suitable boss fight, let alone the bosses themselves, and it becomes more and more apparent when you throw a team of free archetypes at it.
It is, however, more than possible to take them into Rampages and acquire Justice Gear, as two out of the four Rampage missions allow you to use vehicles, which overcomes many of the ATs shortcomings. Onslaught, being based on transformations, does the same. If Epic Lairs are going to be the next step in improving gear and developing the toon, though, there is an issue; because there's no workaround for the fact that most ATs don't work too well in this kind of high-damage environment. Taking away Servitor Serum (and not creating a replacement) is another irritant, and the devs should probably look at throwing a bone of some kind to the players affected.
Personally I'd like to see an end to one-shot kills; it's not at all true to the comic source material. The first defeat in a mission should automatically inst-rez to something like 5% health and a massive damage de-buff; alive but out of combat. Die again within the next 90 seconds and you have to respawn as normal. Reduce the cooldown on healing devices (esp. the low power ones which give a heal near to Conviction) and you'd have a fairer game which didn't kill toons off on the basis of faulty tells, attacks that can only be blocked if you started blocking last Tuesday, and all the usual mechanics we all know and love.
Yes! That would be amazing. Common devs, think of a way to make an interesting fight without resorting to "make boss HP sack with super damage". It's tedious and boring. There are endless games with fun boss fights using interesting mechanics. This game can't handle attacks like Medusa's AoE very well. It's kinda obvious that CO has had desync issues for years. Regular Grav is known for her lag hits.
[at]riviania Member since Aug 2009
-Sterga
Adding this feature shouldn't require to tweak any game mechanics in the bosses nor in the ATs but then players would be able to jump on this healing boost when they need... or this damage boost to dish those adds asap.
Well, maybe the devs should stop making the problem worse by widening the gap between them and everything else.
[at]riviania Member since Aug 2009
EDIT: Now that the mobs are properly working on the last battle, I don't see it being possible on a team of ats, period. It's extremely rough even on a group of very well versed FFs, and almost impossible unless you have someone to babysit the mobs and keep them out of the fight.