I made a quick tutorial on how a System team works and decided it would be best to have it as a stand alone article. I will most likely reference it in the future as a way to explain how haste is valuable in certain monster reviews.
How does a system work?
A system is a term given to a team that is able to utilize haste actives on multiple cards to repeatedly chain multiple actives together. This allows you to cycle your actives quickly as a turn of haste reduces the remaining cooldown of all over actives. Do note that haste will only help your team and not your partner’s subs. Thus, haste has diminishing returns in coop. The two most common systems rely on having cards with a 7 turn cooldown and a single turn of haste in varying amounts.
4 haste actives
The first team has 4 total cards (friend leader is included) that possess haste and a 7-turn cooldown. Your two other cards can be anything you like and will have their skills charged very quickly. In essence, you use one haste active every turn and would then be able to use your first active on your fifth turn again as the haste from the other three would have been able to recharge you. Thus, the cycle continues.
- Turn 1: use haste #1
- Turn 2: use haste #2
- Turn 3: use haste #3
- Turn 4: use haste #4
- Turn 5: use haste #1
6 haste actives
A team consisting of 6 haste actives is not very practical, but is mostly worth mentioning to showcase how it functions. Essentially, you use 3 actives every turn and this will cause enough haste to loop back to using the original 3 by the third turn.
- Turn 1: use haste #1, 2, and 3
- Turn 2: use haste #4, 5, and 6
- Turn 3: use haste #1, 2, and 3
Systems a powerful way to cycle your actives and can transforms what appears to be a lackluster team/leader into a more formidable one.