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The perfect team?


ThrillInstructor

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Considering that 8-player-teams are inbound in PvP, which team composition would you like to have for your team? How many healers? Which healers? A tank? Mêlée or ranged DDs? Should there be different teams for different WZs? If you had to chose a 'one-class-only team', which class would rule the zones?
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Considering that 8-player-teams are inbound in PvP, which team composition would you like to have for your team? How many healers? Which healers? A tank? Mêlée or ranged DDs? Should there be different teams for different WZs? If you had to chose a 'one-class-only team', which class would rule the zones?

 

No such thing.

 

Presently, imho, 8 shadow tanks who are all on naga razor and know better their character than their own child, would be close to invincible.

But this is in this particular moment, since I do not know how to counter Shadow/Assassin tanks.

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There wouldn't be a 'perfect team', but only a team with certain universal traits that makes it easier and more flexible to counter different situations.

 

That's why the good ol' healer, dealer, tank mix is usually so popular.

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8 good players. I'd go with something like 2 healers, 2 tank/hybrids, 4 dps. Obviously for some WZs some comps are way stronger (HB- shadows/sages for example). Edited by Twor
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Considering that 8-player-teams are inbound in PvP, which team composition would you like to have for your team? How many healers? Which healers? A tank? Mêlée or ranged DDs? Should there be different teams for different WZs? If you had to chose a 'one-class-only team', which class would rule the zones?

 

4 jugger dps, 2 mercendary dps, 2 bh healer

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Sorc healer. Heals and friendly pull.

Operative healer. Instaheals and hots on move, some escapes from focus fire.

Marauder. Speed buff. Good damage. Heal debuff.

Tankassin. Good AoE damage, good survivability, stealth guards nodes, ninja caps nodes, fire pulls on huttball.

Juggernaut with invincible/unstopabble. Huttball ball carrier.

2 DDs, probably 2 pyrotechs/marauders.

Edited by BambulaGTS
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Without a doubt teams of dps operatives.

 

They just stunlock you, you know.

 

EDIT: It depends. For example, in Huttball I'd very much like a healer sorc for the pull. Possibly even two healer sorcs. In other warzones, the pull isn't as needed. You may as well go with two healer operatives.

 

I think I'd go with 2 healers (2 ops/sorcs - depending), three hybrid (~dps) tanks (meaning Shadows, really) and three Maras/Pyroes. Unfortunately, that would mean I couldn't join my own dreamteam.

Edited by Diplomaticus
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a balanced team playing around 2 good PT PYROS along with a heal debuffer (mara, sniper) coordinating burst.

 

imagine being bursted down by 2 good geared PT PYROS with healing debuff. lolz.

 

2 heals

1 tank hybrid with dps gear

1 mara

1 sniper

2 pt pyro

1 mobile ranged dps kiter (balance/madness sorc)

 

kickass team, kickass.

 

 

ps: i dont think pt pyros are invincible mode but i could imagine a team that involves around supporting 2 good and geared pt pyros burning down ****. would be awesome team if played right, insta gib anything.

Edited by Laforet
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I wouldn't say that optimally it is the perfect team or anything but...

 

It'd be pretty funny trying to defend a node against a team of 8 DPS Powertechs.

 

player 1: "GUYS I SAID INC!"

 

player 2: "Dude 3 of us came to help"

 

player 1: "Huh didn't see you"

 

player 2: "Yeah we're at the spawn now"

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The point is that most players in this thread seem to go with a 2-healers-setup. As far as I can tell this is too much PvE-thinking for PvP. In my experience the better and more efficient PvP-groups have an uncanny ability to identify and focus target your healers which greatly reduces their combat effectiveness. My idea would be to field four hybrid healers/DPS players with one tank/hybrid tank, two mêlée DDs and one ranged DD thus -to some extent- negating efficient focus targeting of healers. By rotating healing and damage dealing, opponents would have a hard time taking out your healing capacity and leaving you with good classes for CC and evasive tactics without sacrificing too much DPS.
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The point is that most players in this thread seem to go with a 2-healers-setup. As far as I can tell this is too much PvE-thinking for PvP. In my experience the better and more efficient PvP-groups have an uncanny ability to identify and focus target your healers which greatly reduces their combat effectiveness. My idea would be to field four hybrid healers/DPS players with one tank/hybrid tank, two mêlée DDs and one ranged DD thus -to some extent- negating efficient focus targeting of healers. By rotating healing and damage dealing, opponents would have a hard time taking out your healing capacity and leaving you with good classes for CC and evasive tactics without sacrificing too much DPS.

 

 

at this moment all the serious sorc healers are already hybrids, either tk / seer (defense hybrid) or balance / seer (offensive hybrid). i dont know about scoundrel and commando healing but i think commando healing does not work well with hybrid builds.

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The point is that most players in this thread seem to go with a 2-healers-setup. As far as I can tell this is too much PvE-thinking for PvP. In my experience the better and more efficient PvP-groups have an uncanny ability to identify and focus target your healers which greatly reduces their combat effectiveness. My idea would be to field four hybrid healers/DPS players with one tank/hybrid tank, two mêlée DDs and one ranged DD thus -to some extent- negating efficient focus targeting of healers. By rotating healing and damage dealing, opponents would have a hard time taking out your healing capacity and leaving you with good classes for CC and evasive tactics without sacrificing too much DPS.

 

Too much hybridization in your specialist roles will lead to poor performance of every individual. Hybrid spec DPS do not provide burst damage, and you will find that you are continually denied kills due to this.

 

Teams that run 2 healers and 1 tank with 5 DPS will burn targets fast, and have staying power. If you're doing it right, the enemy has to focus both healers at the same time to be able to penetrate guard combined with cross heals. 5 DPS have to be mindful of their roles when it comes to objectives, and also peel for the unguarded healer.

 

I should say, that one exception to the no-hybrid rule is the bubble-mez, punt-root sorc healer. They, however, are a focused on healing, and are speced into CC to assist with that task. They are not a healer-dps hybrid.

Edited by Hethroin
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Hybrid Sorc (21/18/2 or 21/2/18) for pulls/off heal or damage

2 Operative Healers

1 Immortal Jugg

2 Tankassins

PT Pyro

Carnage Marauder

 

Very mobile team, Sorc better be pro puller in Huttball and kiter/switch healer or **** though.

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Hybrid Sorc (21/18/2 or 21/2/18) for pulls/off heal or damage

2 Operative Healers

1 Immortal Jugg

2 Tankassins

PT Pyro

Carnage Marauder

 

Very mobile team, Sorc better be pro puller in Huttball and kiter/switch healer or **** though.

 

Running a 2 DPS team? You will find that you stalemate yourself too often, and are unable to cap points due to lack of DPS. Well, unless Jesus is playing your pyro.

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Running a 2 DPS team? You will find that you stalemate yourself too often, and are unable to cap points due to lack of DPS. Well, unless Jesus is playing your pyro.

 

A good point. There are WZs like Voidstar where a lack of DPS on offense can basically cripple your chances of getting anything done on offense. Do you think that a lack of DPS in favor of healing is a general disadvantage or do you estimate that the added survivability might actually increase your team's chances in some WZs?

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Running a 2 DPS team? You will find that you stalemate yourself too often, and are unable to cap points due to lack of DPS. Well, unless Jesus is playing your pyro.

 

Put those two Assassins in Stalker gear, tell them to throw Guard up on one of the healers and learn how to kill something while being frustratingly hard to kill. If they aren't DPS then you don't know any good ones.

 

The only people on my team who should be pulling low dps(less than 200k) is the Jugg(who should still be in DPS gear, running Soresu and guarding the Sorcerer) and the two Operative healers. Sorcerer needs to be pro at switching though(like 250k healing and damage each game or 400k+ if needed to focus on just one) while also being pro at supporting 2 Assassins and an Immortal Jugg move the ball in Huttball. In my theoretical world, that Sorcerer is.

 

In the other 3 warzones, pair an Assassin up with an Operative, use the Sorc/Jugg/Mara/PT as your floating team. Assassins with Operative Healers should be able to defend a node while your other team has excellent mobility.

 

The only time this team should stalemate is when one node never gets capped or neither team gets a VS door open.

Edited by Numerii
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Put those two Assassins in Stalker gear, tell them to throw Guard up on one of the healers and learn how to kill something while being frustratingly hard to kill. If they aren't DPS then you don't know any good ones.

 

Tank sins do exactly half the total damage of a real DPS (a good one), and while the target is over 30%HP have low burst potential (5k with double shock is not good burst, it's the same as one Rail Shot) . Even if they can do 6k damage with their Adrenal+3HD+Recless Lightning it's still not even close to what a mara, op or pyro can do.

 

To be fully honest I'm not even sure I want a tank sin in my 8 man, and I play one.

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