Specialist Roster!
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
Ill/rad controller
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Ill/rad controller
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
Elec/Shield scrapper or brute
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
Ill/rad controller
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
Stone/Dark tanker
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
Ill/rad controller
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
Stone/Dark tanker
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
Ill/rad controller
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Ill/rad controller
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
earth/rad controller
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
all/all controller
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
all/all controller
I'm not biased, honest. :3
Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
Ill/rad controller
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Ill/rad controller
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
Elec/Shield scrapper or brute or ss/fire brute
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
Ill/rad controller
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
Stone/Dark tanker or Ill/rad troller
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
Ill/rad controller
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
Stone/Dark tanker
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
Ill/rad controller
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Ill/rad controller
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
earth/rad controller
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
all/all controller
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
all/all controller
Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3
I don't dual box, but whatever floats your boat.
my or's don't mean run both
they mean run whats better for you (Ill/rad and stone/dark are totally different to play)
Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3
Pardon me, and my wisdom isn't quite as widespread as some, but really I must say a little more kindness and appreciation away from Ill/Rad? I mean definitely overall its very powerful when well developed at upper levels but for your consideration-
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Bots/Traps. While Ill/Rad is proven and effective. Bots traps I believe can perform more adequately with less challenge and without special build consideration for high amounts of global recharge. Also you (supposedly) can do it fairly easily at that point. For your consideration a link:
http://sites.google.com/site/silveratus/silver
no this is not me, just to show a little more than conjecture.
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Bots/poison Ninja/Poison. Bots for not having to worry about 'em so much, ninjas for best single target DPS. Really masterminds are fairly renowned for regularly containing the strength to defeat AV's of all sorts, its more of a choice of which ones BEST at it.
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
http://www.youtube.com/watch?v=WI8OJ8B8b78
Bots/Traps versus +4x8 difficulty I believe. Or at least, incredibly impressive.
And thats all. I'm just very passionate about Masterminds. They've got a great deal of power, they just require pretty extensive bind control and knowledge (but trust me- learn and understand sandolphan's binds and you'll be able to make AMAZING binds with your own characters). I think they'd definitely overall score one spot on this list. Who knows?
My "team assist" is always gonna be a rad/sonic defender. It stacks PRETTY high before you hit the debuff cap (I think six high against +2s? Haven't done the math for a very long time.)
My current favorite for surviving incoming hordes is a Dark/Energy tank running Tough and Weave. I might sort of cheat the aggro cap (I don't know if I can aggro some nonstunned guys or not) but between the stuns (frequently stun Bosses), the defense, the resistance, the giant heal... it takes a LOT to take me down. ( Or any two different Devouring Earth doorstops...) Stone/Something tanker probably gives better absolute survivability, but I can go over a curb on MY guy.
EDIT :these are my favorites, not [as asked in the OP] necessarily the objective best. Apologies for an answer of dubious use.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
1. Ill/Rad or Fire/Rad probably. Fire is much faster, Ill is much safer.
2. Cold/Sonic hands down.
3. Elec/Shield
4. Fire/Kin corrupter. Maybe Plant/Kin controller blueside.
5. Stone/DM for single hard target, though most tanks can pull it off especially if its only one AV, GM, etc.
6. Most Stone or Inv tanks if built right can pull it off with no real issue.
7. Some kind of WP tank built for Defense/HP/Regen.
8. Same as 7.
9. Ill/Cold with power boost.
10. Earth or Mind/Rad
I got a chuckle out of some of the Ill/Rad choices, its a decent all around build but definitely is far from best in some of the scenarios described.
Just to toss out some different ideas for consideration:
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
Fire/WP Brute
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Rad/Sonic Corrupter
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
Fire/Elec Brute
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
Fire/Kin Controller
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
Stone/Elec Tank
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
Dark/Dark Defender
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
Dark/Elec Tank
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
Earth/Kin controller
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Mind/FF Controller
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
Earth/Thorn Dominator
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
Broadsword/Shield Scrapper
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
Fire/Kin controller
My Deviant Art page link-link
CoH/V Fan Videos

1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
Some sort of MM. I'm not familiar enough with all the nuances, but probably bots or thugs primary and dark/poison/traps secondary. Honorable mention to an IOd-to-the-gills ill/rad controller, but I think the fact that it's so much cheaper to do it with a MM that puts them over the top.
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Rad/sonic or cold/sonic defender, hands down. If you want to help defeat a single tough target most quickly, it's debuffs you want, and oh my god the debuffs those two combos bring. You could also try TA, traps, or storm for the primary, but mostly it's a good debuffing primary combined with sonic secondary that's the winner here.
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
bots/something (storm or dark would work well, I think) MM, or electric/shield scrapper/brute/tank. Solo, you want a combo of survivability and damage.
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
Kin/sonic defender. Fulcrum shift + howl, and you've probably done more to speed the death of a group with two powers than most combos can do by using every power they've got. And that's easily up every single group.
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
Obviously a stone/dark tank, although a perma-PA illusion controller will also work (but might not hold aggro as well).
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
For this you want either defensive buffs or offense-lowering debuffs. Bosses and EBs are barely even speedbumps for a team, and AV/GMs heavily resist -tohit and slows, so for debuffs you'd be looking for -damage and possibly -special. In that case, my vote goes for a heavily IO'd cold dom character of any stripe. Perma-benumb, shields, and frostwork and almost anything would be helpless to do any damage. Could even make it a cold/sonic defender to stack the -res even more.
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
Again, pretty obviously a stone/dark tanker. Bots/traps (or similar) tankermind might be able to come close, but just for straight-up no-frills toughness I'd have to pick the tank.
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
For a *single* large group, I'd probably have to pick an earth-rad controller. Mondo debuffs and a nearly endless rotation of AoE controls make this a winner.
For both this category and number 6, I'll also give a nod to a FF/dark defender. Single-handedly soft-capping the team's defense while also immobing the baddies in place (and applying -tohit on groups) can do a lot.
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Unfortunately, in this game 'tough target control' is an oxymoron. So, since you can't really *control* AVs/GMs, I just have to fall back on 'stopping them from doing damage', and thus the answer is the same as before, a perma-benumb cold dom user.
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
For the same reasons as given in number 8, again I'd have to give the nod to an earth/rad controller.
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
Rad/sonic defender. One is great. Two or more are even better. It takes a *lot* of stacking before you reach the caps on the debuffs these guys bring.
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
Unlike for number 4, you don't really need more than one kin. For this one, I would probably pick fire/rad or fire/storm controllers or corruptors. Lots of stackable AoE damage and AoE debuffage.
In general, there aren't very many villains on this list. More or less, this just reflects the differing design of the ATs between the two sides. The hero ATs are just more specialized than the villain ones, so of course they show up more often on a roster of 'best specialists'.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
Bots Poison has the ability to take out a wide range of the toughest targets. Interestingly enough, a consigliere is probably the toughest challenge.
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Rad/sonic or cold/sonic defender, I agree with this.
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
Thugs/Dark or Robots/Dark
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
Kin/sonic defender or Cold/sonic. The heat loss in cold is formidable.
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
Obviously a stone/dark tank.
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
Cold/sonic sounds very nice here, a full team of ice tanks.
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
I vote for a Willpower tank here, more foes is more regeneration.
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
I am going for a Forcefield defender here.
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Cold/sonic defender, and a Robots/Poison comes to mind, too with the Noxious gas debuff.
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
Dark/dark/dark defender. Fearsome stare hits the big cone, darkest night for an AoE around the toughest target, and Dark Servant for some up close and personal tohit debuff.
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
Rad/sonic defender. Rads have been stacking for a long time successfully. Thugs/Storm stack, too.
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
Rad/sonic and Thugs/storm
Admittedly I cookbooked my answer.
__________________
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
Bots/Traps
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Debuffing secondary with -regen take your pick
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
Fire/Kin, SS/Damage aura brute heck there are a lot of combinations that fits.
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
Fire/Kin, things with loacation based -res-
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
Bots/Traps
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
Traps
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
A lot of combinations
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
A lot of combinations
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Perma holding Mind or Fire dom
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
Earth
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
Defenders/Trollers/Doms/Corrs
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
Defenders/Trollers/Doms/Corrs
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
If you want to go at GMs solo, your list is very limited. Ill/rad controllers come out on top.
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Ill/rad wins this one too.
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
Elec/shield scrapper or brute. Other good choices would be IO'd out spines/fire scrapper, or SS/fire brute.
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
Fire/mental/elec blaster or archery/mental blaster.
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
Stone tank with granite.
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
Tough call. Maybe a good FF defender. Softcapping the whole team is no mean feat.
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
Stone tank with granite.
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
Lots of options here, it's hard to put one in front of any others.
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Permadom.
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
Earth/rad/earth controller.
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
Controller/defender/corruptor.
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
Controller/defender/corruptor.
Heh. It's funny, looking over the lists...many are filled with entries I never even thought of.
My own thoughts:
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
Not sure here. I was honestly hoping to see what folks came up with....on up to AV's, I was wondering how the whole 'av soloing' group would come out. GM's, of course, throw to anything with -regen,-resisistance, and other such debuffs. Thus support.
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
Many say Ill/rad, I'd wonder how it compares to superior debuff capabilities of rad/sonic defenders, or their more damaging cousins the sonic/rad corrs (scourge after 50%), or a bots/poison mastermind. (with the -damage/-regen from bots coupled with the debuffs of poison)
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
This one comes up often, and I wasn't sure how fire/kin controllers might fare vs. fire melee/electric melee/shield defense/superstrength/etc AoE melee types.
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
This is tricky. Kinetics has the off side of making the team blast the enemy to kingdom come. Sonice blast helps by lowering resistance, but how does that compare to sets that have more direct AoE potential? My original inclination was a fire/kin corruptor. Fulcrum shift, then AoE blast mayhem. However, blasters can do some darned fine damage without fulcrum shift...
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
I thought a Stone/Dark melee tank might fare well. Two heals, incredible defenses, and an endurance recovery power. Strangely enough, I haven't seen this combo used in action. On paper, though, it looks good.
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
Hm. here, I thought originally how an empathy/dark defender would do, with fortitude's defense, andrenaline boost, and regen aura on top of direct healing capabilities, while the blasts make the enemy hit less. However, I'd wonder how that compares to dark/dark and forcefields.
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
I'd think a softcapped willpower brute fully saturated could do well here. But what of the same on invulnerability?
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
No idea here. just wanted to know. From straight prevention (forcefields) to proactive prevention, (rad and dark miasma for the missing/weakening with healing) to much more active. (thermal and empathy)
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
Mind/Energy Permadom or Mind/Earth. No question. Double to triple magnitude mind control+extended control duration+power boost is simply silly. /Energy has stuns, /Earth has a melee with hold and fissure.
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
This one is tricky. A Mind/psi permadom has many AoE controls, and a AoE attack to stun with that can hit many foes. However, an Earth/Rad or Mind/Rad controllers have a good many controls as well, an extra two (one in toggle form) in their secondary.
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
Here it goes to support....8 control types means no counter-attack, but not sure how that fares vs. 8 attack sets vs. a single foe. Here I'd find the previously luaded Ill/rad to be best of both worlds, as the stacking armies might do enoigh damage to keep from the healback 'waste' from taking hold, and the 8 chocking clouds on top of all that debuffing seems a sure bet for victory.
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
I nominate 8 crab soldiers, built for all AoE ranged attacks, with some pets and some extra leadership pool stuff. +240% damage to the team at all times, capped defense, on top of dull pain and 40% resistance. (And a good stream of -160% damage resistance to enemies via venom grenades) Just by numbers, it seems to stack well.
Only a group of thugs MM's can defeat a whole server.
7. Large group survivability specialist -solo This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack) |
- Cone Fear.
- AoE Slow (Tar Patch).
- Boss level group stun (Howling Twilight + Dark Pit).
- AoE Immob (Tentacles).
- Multiple stacking AoE -ToHit Debuffs (2xDarkest Night + 2xTentacles [thanks, Fluffy] + Fearsome Stare + the cone attack) and multiple single target -ToHit Debuffs
- One of the best Group Heals x2 [Fluffy!]
- Team Rez (and one of the best rezzes with full Healing and End and no side effects)
- Group Phase attack (Black Hole)
- AoE KnockBack (at greater than Boss mag protection)
- A tanker-pet (Fluffy!)
This of course assumes smart play such as being able to force the foes into a shoe horn formation and good use of Break Frees. The only time I tell a team you don't need a Tanker because you have a D3 is for the STF, and even then, with the Snipe power, there is even a way for my D3 to tank Lord Recluse while the towers are being taken down.
I've often run ahead of the team to herd. Use the AoE debuff to pull two full spawns onto a Tar Patch and then stun and immobolize them and then floor their ToHit. Then the damage dealers come and finish them off.
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1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Out of the box, that is, with SOs only, I'm going for Bots/Poison with Bots/Traps very very close. With a decent amount of inf spent, probably Bots/Traps.
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
Looking at other answers, I honestly can't see how Traps or Poison isn't the concensus answer. In my experience, they're that much better than Rad or Cold or any other debuffing set for hard targets. I've got an Ill/Rad who solos AVs and he might be a viable answer for #1, he's definitely not for this question.
3. Large group defeat specialist -solo
Clearly the answer here is a function of what group you're fighting. I don't believe there's "an answer".
4. Team large group defeat specialist -assisting/enabling
I strongly endorse Kin/Sonic for this. Damage cap and beyond.
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Any Tank that's bothered to build for survivability. Otherwise, Stone/whatever out of the box.
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
I'll go for FF/ Defender for the cheap and easy soft def cap.
7. Large group survivability specialist -solo
Any Tank that's bothered to build for survivability. Otherwise, Stone/whatever out of the box.
8. Team large group survivability specialist -assisting/enabling
I'll go for FF/ Defender for the cheap and easy soft def cap.
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Controls don't really do much against the toughest targets. When /Traps control comes out, that'll get my vote. I'll go for a Mind Dom, just to have an answer.
10. Large group control specialist
Earth/Storm
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
The easy answer is Fire/Rad, though I'm not convinced it's the right answer
12. Large group stacking specialist
The easy answer is Fire/Rad, though I'm not convinced it's the right answer. The Traps team I was on was taking on challenges I don't think the Fire/Rads could.
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Just thinking about my builds, the ones I might make, it got me thinking about what does what functionally. Which as my mind went, got me thinking of the different niches various powers fill. While almost all combos are good in many varying circumstances, there are some that are demonstrably best at certain niches.
So, what archetype primary/secondary power combo would you nominate for the 'specialist' that excels best for each category/ability?
This includes all archetypes, (villain and hero) with any IO's, acollades, power pool/ancillary or patron pools, even inspirations, but within game limits. No shivans/nukes/heavies.
1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)
2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)
3. Large group defeat specialist -solo
Can defeat a large group most consistently and quickly, alone
4. Team large group defeat specialist -assisting/enabling
This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)
5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)
6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)
7. Large group survivability specialist -solo
This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)
8. Team large group survivability specialist -assisting/enabling
This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)
9. Tough target control specialist (vs. boss, EB,AV,even GM)
Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)
10. Large group control specialist
This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)
11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe
12. Large group stacking specialist
While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group
On a side note, I thought it was interesting that as I considered those I might put in one spot or another, they never show up in another spot, and they often sacrifice something, sometimes drastically, in other areas. The devs is purty gud at balance.