Humankeg Posted March 4, 2012 Posted March 4, 2012 Predict what comp will be the best one to run during rated Huttball games and how you came up to the conclusion. My personal prediction is: Sorc x4, marauder, ops, jug, bh (probably PT for grapple). *This comp has a ton of sorcs (the more sorcs stacked, the better each one becomes due to chain pulling and being able to pull repeatedly after a grapple) *several knockbacks *every class buff * mortal strike *best ball carrying tank *several players that have force speed
Ryotknife Posted March 4, 2012 Posted March 4, 2012 (edited) 2x sins 3x sorcs 1 merc 1 jugg 1 mara possibly swapping out a sin or mara for a sniper for heavy center control. Edited March 4, 2012 by Ryotknife
Dmasterr Posted March 4, 2012 Posted March 4, 2012 2 tanks, Pref both shadows ... 1 to carry the ball other to guard the tank carying the ball. Force speed /force shroud, and graple. makes them perfect in offense and defense. 3 Healers, pref all mercs, since they are best single target healer, do not need guard to solo tank 2 dps if needed, and their knockback not only is instant but is allot more powerful than sorcs. 3 ops, all concealments, played in sync to 1shot ppl. (only way to kill healers vs multi healers team, guard included). (if you want permanent middle control, you might want to switch the 3 ops to 3 snipers) This setup works well even for alderan, 1 tank/healer on turret def, rest roam, so many stealth capable classes offer a huge advantage since u never know how many are defending until u are actually there. Voidstar?, any setup with 3 or more healers , 1-2 tanks would do.
Acyu Posted March 4, 2012 Posted March 4, 2012 only bads allow sorcerers to "pull" without interference. not to mention whoever is pulled can be "pulled back" Considering how squishy sorcerers are and how force speed can be stunned, you'll be much better off with assassins instead of sorcerers. MAYBE you want 1 or 2 sorcerers for the CC and heal/bubble, but that is about it.
MasterMaL Posted March 4, 2012 Posted March 4, 2012 3 sorc 1 heal, 1 hybrid ( heal/root spec ) 1 0/13/28 2 jugg 1 rage 1 14/27/0 1 mara needed for speed boost and good train ability 1 PT pyro best dpser and fire grabs 1 ops stealth intercedes / passes great stun burst.
Humankeg Posted March 4, 2012 Author Posted March 4, 2012 (edited) only bads allow sorcerers to "pull" without interference. not to mention whoever is pulled can be "pulled back" Considering how squishy sorcerers are and how force speed can be stunned, you'll be much better off with assassins instead of sorcerers. MAYBE you want 1 or 2 sorcerers for the CC and heal/bubble, but that is about it. Really? Last I checked I had no control over another toon's character, and my stun's have a cool down. Does this mean I am bad that my CC's do have a cool down and that I can't control other people's characters? Also, what part of "more sorcs you stack the better, to be able to chain pull" didn't you understand? Do you only have bad sorcs on yoru server, that think once a target is pulled, it can't be pulled again? Once a resolve bar is full, target cannot be grappled, but the target can still be pulled, and pulled, and pulled again by a sorc/sage. Do you not realize how knockbacks work in Huttball? And how Sorcs (especially multiple ones) can EASILY get away from other players using knockbacks? And Ill take 4 sorcs on my Huttball team. I'd rather not take advice from players with your skill cap. 2 tanks, Pref both shadows ... 1 to carry the ball other to guard the tank carying the ball. Force speed /force shroud, and graple. makes them perfect in offense and defense. 3 Healers, pref all mercs, since they are best single target healer, do not need guard to solo tank 2 dps if needed, and their knockback not only is instant but is allot more powerful than sorcs. 3 ops, all concealments, played in sync to 1shot ppl. (only way to kill healers vs multi healers team, guard included). (if you want permanent middle control, you might want to switch the 3 ops to 3 snipers) This setup works well even for alderan, 1 tank/healer on turret def, rest roam, so many stealth capable classes offer a huge advantage since u never know how many are defending until u are actually there. Voidstar?, any setup with 3 or more healers , 1-2 tanks would do. Have yet to meet a merc that can stand up to even one dps (talking good merc vs good dps). A good dps will eventually get a merc down. Two quality dps would easily be able to do it, especially if one has a stun. Mercs are good healers though. Edited March 4, 2012 by Humankeg
savionen Posted March 4, 2012 Posted March 4, 2012 8 sorcs yepppp Get ball. Pull, Force Speed, Pull, Force Speed, Pull, Force Speed, Pull, Force Speed, Pull, Force Speed
Tyraelium Posted March 4, 2012 Posted March 4, 2012 Two variants, same principle 1 Powertech (substitute Mercenary healer here for an extra Sin Tank, and one less Sorceror instead) 1 Marauder (for mortal strike) 1 Operative (for group buff) 1 Assassin (or 2) 4 Sorc Healers (Extricate) or: 2 Assassin Tank 6 Sorc Heals
Umpire Posted March 4, 2012 Posted March 4, 2012 2 sorcs, 1 other healer (maybe op after a buff), 1 tank (powertech cause it's my team but a jugg would be fun), 2 maras 2 snipers.
Antidentite Posted March 4, 2012 Posted March 4, 2012 sageball: 6 cc spec'd sages 2 tank spec'd shadows this will seriously destroy in almost any huttball game...the problem is that it is weak in other WZs...teams that use this sort of cheese-comp wont be able to win a voidstar against a more balanced and equally-skilled team...i'm guessing the best rated huttball comp will depend on the rating level you are playing at.
nschlan Posted March 4, 2012 Posted March 4, 2012 I really hope you all play on my server I agree. Can't wait to smash these Sorc/Sage heavy comps
Antidentite Posted March 4, 2012 Posted March 4, 2012 I agree. Can't wait to smash these Sorc/Sage heavy comps i'm pretty sure people are being facetious w/the sage teams (at least some of us)...but you have to admit they have significant advantages on that map, and their hard counter is melee, which has obvious disadvantages on that map....so it would make sense to have at least 2 i think... oh, and i think my previous pt is still valid. The higher up you go in ratings, the less you will see the sageball cheese comp b/c you will be going up against better players who can overcome such things and exploit the team imbalance. which is what you are saying, i think?
Orangerascal Posted March 4, 2012 Posted March 4, 2012 (edited) on topic, my ideal hutball team 2 guardians 1 vanguard 1 sage 1 shadow 1 commando 1 scoundrel 1 sentinel Edited March 4, 2012 by Orangerascal
Humankeg Posted March 4, 2012 Author Posted March 4, 2012 (edited) i'm pretty sure people are being facetious w/the sage teams (at least some of us)...but you have to admit they have significant advantages on that map, and their hard counter is melee, which has obvious disadvantages on that map....so it would make sense to have at least 2 i think... oh, and i think my previous pt is still valid. The higher up you go in ratings, the less you will see the sageball cheese comp b/c you will be going up against better players who can overcome such things and exploit the team imbalance. which is what you are saying, i think? No, I was being very serious with my comp. I have run many pre made Huttball teams. Nothing dominaets like a sorc heavy team. 8 sorc teams wouldn't be too good, but having multiple sorcs is the way to go. Edited March 4, 2012 by Humankeg
Algeroth Posted March 4, 2012 Posted March 4, 2012 yepppp Get ball. Pull, Force Speed, Pull, Force Speed, Pull, Force Speed, Pull, Force Speed, Pull, Force Speed One powertech on the other team grapple to the fire, chain broken.
Humankeg Posted March 4, 2012 Author Posted March 4, 2012 One powertech on the other team grapple to the fire, chain broken. Sorc pulls, pt grapples (thinks chain is broken), second sorc pulls (chain continues). Pull works when targets can not be CC'd (resolve full) and also work on stunned targets.
Niaoru Posted March 4, 2012 Posted March 4, 2012 (edited) It doesn't really matter what comp is the best, because if they don't allow us to opt out of queuing for it in rated matches, a lot of people are going to quit the game. There's not much skill involved. It's who can push their IWIN button to get the ball carrier in fire the most, wins. Edited March 4, 2012 by Niaoru
Humankeg Posted March 5, 2012 Author Posted March 5, 2012 It doesn't really matter what comp is the best, because if they don't allow us to opt out of queuing for it in rated matches, a lot of people are going to quit the game. There's not much skill involved. It's who can push their IWIN button to get the ball carrier in fire the most, wins. Its actually who can grip their own ball carrier to the goal line the fastest.
Astarica Posted March 5, 2012 Posted March 5, 2012 (edited) 1 Jugg1 Operative healer (buff + mobility)1 Sorc4 players out of (Marauder/Powertech/Assassin, depending on what you need the most)1 Merc (for D mostly since they've a lot of ways to throw enemy off, especially if you have less than 2 guys who can Grapple) Sorc heavy teams really aren't as scary as they look because they're easily killed by a lot of classes. Even considering the favorable terrain of Huttball, it's not hard to neutralize a Sorc. Grapple will eliminate any possiblity of pulling ally, and usually lead to a quick death too if you got grappled by a Darkness Assassin (pretty much a hard counter to Sorcs). While trying to get good position you can be bombarded by Tracer Missiles and simply die too. Edited March 5, 2012 by Astarica
Acyu Posted March 5, 2012 Posted March 5, 2012 sorcerer heavy teams only dominate against pugs. Any premade will stomp sorcerer heavy teams. ~2 sorcerers (1 CC, 1 heal) would be ideal. 1 juggernaut 1 or 2 powertechs 1 assassin 1 or 2 mercs (healers) 1 or 2 marauders
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