Post by Big D on Oct 2, 2011 9:05:22 GMT -6
So we've discussed the criteria for selecting a team and the Infinity Quest scenario. You know what team you want and what they will be facing, but which characters will you pick? Now that you've limited your character options, things should start to come into focus. Still, you need to start thinking about what role does each character play on your team.
First, let's talk about the prototypical team build:
A. Brick (Long dial, damage reducers, SS + mobility a plus)
B. Ranged support (6+ range, good damage, good mobility, one of the Big 3*)
C. Range Specialist (8+ range, good attack, high damage, minimal defense)
D. Close combat harasser (Decent damage, good attack, good defense, good mobility)
Now this isn't the only way to build a team, but most teams are a variation of this build. Certainly most winning teams are. Some have more characters, or lean more towards offense versus defense, range versus close combat, or support versus smash mouth. The important thing is that your team is like a Swiss Army knife: you want as many tools available to you, just in case the need arises.
So when you are looking at characters, you must ask yourself the question, "What role will they be playing?" For A, the emphasis is on defense. They should be able to soak up damage in one way or another, usually absorbing it via damage reducers. For C, attack and damage are the priority. Defense is optional since the plan is to have A and D run interference while death is dealt from a distance. B is the most versitale, in that the only requirement is they help to make the other members more effective.
Still, some team options lack certain elements of the elusive "balanced team". In that case, you will need to get creative. You don't have a good brick to choose? Instead of damage reducers, go with damage avoidance (Super Senses, Shape Change, etc.) or pick characters that can use feats to extend their lifespan (Force Feild, Dense Flesh, etc.). You don't have any good high damage range characters? Limit other teams' effectiveness against you when they are at range, either by Stealth or high mobility. You get the idea.
Once again, there is no one way to build a team. There are times where you might want a team that can blast their opponent from as far away as possible. Then there might be times where you are in a bare knuckle brawl and the only thing you want is to be able to take their best punch and come back swinging. As long as you understand the role of each team member and the trade-offs inherent in any selection, you can enter the dungeon with confidence and little regret.
* Big 3 = Outwit, Perplex, and Probability Control. In that order of preference.
First, let's talk about the prototypical team build:
A. Brick (Long dial, damage reducers, SS + mobility a plus)
B. Ranged support (6+ range, good damage, good mobility, one of the Big 3*)
C. Range Specialist (8+ range, good attack, high damage, minimal defense)
D. Close combat harasser (Decent damage, good attack, good defense, good mobility)
Now this isn't the only way to build a team, but most teams are a variation of this build. Certainly most winning teams are. Some have more characters, or lean more towards offense versus defense, range versus close combat, or support versus smash mouth. The important thing is that your team is like a Swiss Army knife: you want as many tools available to you, just in case the need arises.
So when you are looking at characters, you must ask yourself the question, "What role will they be playing?" For A, the emphasis is on defense. They should be able to soak up damage in one way or another, usually absorbing it via damage reducers. For C, attack and damage are the priority. Defense is optional since the plan is to have A and D run interference while death is dealt from a distance. B is the most versitale, in that the only requirement is they help to make the other members more effective.
Still, some team options lack certain elements of the elusive "balanced team". In that case, you will need to get creative. You don't have a good brick to choose? Instead of damage reducers, go with damage avoidance (Super Senses, Shape Change, etc.) or pick characters that can use feats to extend their lifespan (Force Feild, Dense Flesh, etc.). You don't have any good high damage range characters? Limit other teams' effectiveness against you when they are at range, either by Stealth or high mobility. You get the idea.
Once again, there is no one way to build a team. There are times where you might want a team that can blast their opponent from as far away as possible. Then there might be times where you are in a bare knuckle brawl and the only thing you want is to be able to take their best punch and come back swinging. As long as you understand the role of each team member and the trade-offs inherent in any selection, you can enter the dungeon with confidence and little regret.
* Big 3 = Outwit, Perplex, and Probability Control. In that order of preference.