Most *Versatile* Powersets/Builds


Adeon Hawkwood

 

Posted

My namesake is the most versatile character I run regularly. While I have some alts in the wings who may turn out (eventually) to be better, when I have a hard task ahead I always rely on MZ (Bot/FF/Mace).

AoE Immob with a chance to hold, ST blast with a chance to hold, and an actual ST hold makes most spawns redundant. Plus with soft-capped defense (thanks to Prot Bots Force Shield buffed by the little extra from a Nerve Alpha) any return fire is mostly neutralised.

I have no worries, swooping in to give the Brute/Tank a heal in the middle of a mob - knowing I'm still doing damage. Or I can help herding with Force Bubble. All the while, having solid PBAoE buffs and ST buffs when needed.

The only thing I ever "hurt" for is the lack of debuffs. To that end, I'll usually have the temp power [Envenomed Dagger] on hand.

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Posted

My favorite for offensive versatility - Sonic/Energy Melee/Fire Mastery

Perks
-res debuffs on attack
Smashing/Energy/Psychic damage, no enemy counteracts all three sets.
ST, Cone and AoE (location) KB
AoE Sleep
PBAoE Confuse
PBAoE Disorient
Single Target Disorient
Single Target Fear
Single Target Hold
AoE (cone x2)
PBAoE (nuke and psyshockwave)
Heavy Single Target damage (and -res builds synergistically with defiance)
Psy damage eats through t9 godmodes
-rec
-regen (enough to make hefty impact on AV's/GM's)
+rec (enough to counteract nuke crash)
+regen
Self Rez
Res Shield

That's a ton of mileage for a blaster.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Quote:
Originally Posted by Arcanaville View Post
And a meta question: how many people out there explicitly build for diversity? How many are willing to sacrifice damage or other things to explicitly add something that might only be situationally useful, but you just have to have that utility (for example, no respec of this character is ever going to lack the recall-mutation combination, ever, so long as it exists).
Both in pen and paper RPGs (I have characters I have played off and on close to 30 years now) and with MMOGs I tend to go with one of two build philosophies.

Narrow and focused. For example Belladonna, RPG version, (Realm of War game system) she is a psychic with dagger fighting. She can deal decent damage (class roles are lose anyone can for the right price learn any skill) fighting and her psychic abilities make her very difficult to kill. Her key focus is survivability. Her undead WOW version is a mage. Focus DPS.

Then I have characters like Zep (fire/storm controller). He can handle and help with most any situation. Control, Damage, Debuff, the only thing he really lacks is healing and -regin debuffs. Even his lack of strong single target damage isnt a big deal because he can spawn upwards of nine pet/pseudo-pet's to beat on things for him.

In choosing Zep's powers and slotting I have consistently balanced control/damage/debuff.

Symby, my peace bringing has two builds. #1 tri-form. A tri PB is a master of all trades. I might be blastering, then tanking, then healing. I really am all over the place as needed. Build #2 is all about human form. Which is melee DPS. On a big team he does surprisingly well. I amused myself running the LGTF, with his second build when I realized I was popping light form solely for recovery. It wasnt increasing his resists more then a few percent to turn it on due to cosmic balance.

Most of my other characters are role focused. Storm/elec defender, debuff. Stalker, aoe damage. Etc.


Zep. This is, of course, a work in progress. My main focus right now is increasing +end and +recovery followed by +global recharge while maintaining my damage output. I'll be sticking LoTG Def/Global in steam mist and vengeance as I pick them up.

Cardiac total core revamp.

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Tri-Build Symby

Spiritual Boost

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Posted

Mine is my Fire/Fire/Fire Blaster. She can kill things in groups at range, kill things in groups up close, kill single hard targets at range, kill... oh, you mean versatile as in things other than killing? Ok, then she's just my favorite...

But more seriously, my most versatile character is probably my Plant/Storm Controller. He has so many options on dealing with groups... confuse them and let them fight, lock them down, knock them flying, herd them into a corner and debuff them senseless... the great mix of offense, debuffs, and control is just a lot of fun. But that's just the most versatile I've played to a decent level.

The most versatile in the game? Probably a tri-form Warshade, simply because versatility is pretty much what Khelds were designed for and Warshades are better than Peacebringers (unfortunately, since I prefer the looks of a PB).


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Looking at my Thug MM build, I got curious about what could be done with a different secondary.

Playing around, I came up with this:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Nictus-Acc/EndRdx/Rchg(36)
Level 2: Tar Patch -- EndRdx-I(A), EndRdx-I(7), RechRdx-I(9)
Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(17), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(19), SipInsght-Acc/EndRdx/Rchg(21), SipInsght-%ToHit(21)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Assault -- EndRdx-I(A), EndRdx-I(9)
Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), HO:Enzym(15), HO:Enzym(15), Achilles-ResDeb%(17)
Level 14: Maneuvers -- HO:Enzym(A), HO:Enzym(31), LkGmblr-Rchg+(33)
Level 16: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), EndRdx-I(23)
Level 18: Gang War -- EdctM'r-PetDef(A), SvgnRt-PetResDam(40), C'Arms-+Def(Pets)(40), ExRmnt-+Res(Pets)(40), RechRdx-I(43), RechRdx-I(43)
Level 20: Vengeance -- HO:Membr(A)
Level 22: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(50)
Level 24: Fearsome Stare -- N'mare-Acc/Fear/Rchg(A), N'mare-EndRdx/Fear(25), N'mare-Fear/Rng(25)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Dark Servant -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), HO:Perox(48), HO:Perox(50)
Level 41: Weave -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(42)
Level 44: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Enzym(48), HO:Enzym(48)
Level 49: Power Boost -- RechRdx-I(A)
------------
Level 1: Brawl -- T'Death-Dam%(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)



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Replace power boost with recall friend, a stealth pool power, or even black hole if thats how you roll. Tactics could probably be replaced as well, use the slot to add another hold, or a utility power instead of dropping power boost. Both powers could be dropped allowing for an intangible power, stealth, or Recall friend. Lots of potential.

Reminds me why I always think dark is one of the best buff/debuff sets available.

Strong defenses, strong debuffs, strong heals, stun, fear, hold, slows, stealth, a rez and some team buffs.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Thought about it for a while. If I was forced to put my money down on something specific, I would say the most versatile [EDIT: specifically from a "team support can-opener" perspective] I can come up with is Earth/Thermal/Psi. This character would have the following:

-Defense (too much to measure)
-Resistance
AoE Immob
Easy containment (because of above immob)
-Fly
Pulsing AoE hold, 60 second duration
Targeted ally heal
PBAoE ally/self heal
-Recharge (from the Psi attacks, stackable in AoE to about the cap of -75% after 2 casts of Psi Nado)
Mezz protection (from Indom Will)
Knockdown patch (which ignores hit rolls and boss level protection)
-ToHit from said knockdown patch
AoE stun
AoE knockup (from Psi Tornado)
Resistance shields
Team mezz protection
Ally rezz (and nuke if you so wish)
Extremely resistant, buffable, healable, taunting pet
+ToHit for up to 4 allies at a time
+Damage for up to 4 allies at a time
-Damage to single target
-Recovery and Endurance drain to single target (probably neglible)
-Regen
AoE sleep (LOL)
Slow patch with auto hit -Defense
Single target hold with high priority animation (important for notifying you/team the hold is in effect)
Mixed damage sources (smash/psi)

All of this said, as great as Earth Control is, it lacks Confusion, aggroless mezzes, PBAoE "travel auras," the magic of Phantom Army or Creepers, and a fast casting hard hold. I have every Control set except Gravity at at least level 40, and can honestly say when playing any of them, I miss the other one's tricks, because they all bring something the others don't.


 

Posted

I have a few thoughts on this. Mainly because I have created, and deleted many toons, which I feel are not versatile at all. I like having things.

Now Ill open with

Anything Trick Arrow!

Yup...Trick Arrow. You always have something in place available to handle pretty much anything at any time, and you can take just about any set and it will fill the gaps. You might not have a heal, arguably you really should not need one if you do it right. Im not the best with the set, but the people who are make it seem effortless.

My Widow. Sure I do not use my Fortunata build at all, as I preffer the Night Widow, but I have not found anything that she can't do at the moment. She is a Hybrid of range and melee, but she brings a lot to the team.

If this is a question about soloability and versatility then none of my toons will ever be truely versatile, because Im sure they wont do what other sets can. The closest I have is my Electric/Storm Corrupter.

My Empathy/Psi/Power Mastry Defender can make a blaster into a tank and deals ok damage even though I have only slotted 5 attacks. (TK blast, Will Domination, Psionic Lance, and Total Focus) which I paired down because I focus on heals and buffs.

But truely my Illusion/FF was and I mean was my most versatile. Not so many debuffs, but she could tank and had an army of things fighting for her while in personal forcefield, and when not in PFF she had the fighting pool.

But alas I have deleted all but 4 toons

My Emp Defender who I hate, but because I love teaming shes my only 50 and it is because people like the healer/buffer

My Widow because I love playing her

My Elec/Storm Corr, because she is pretty

And my Warshade because it took me forever to unlock her and I can't give her up.

I have a scrapper at level 1 which Ill end up deleting but who I made because of the spring fling cuz I want those shoes and she is a greek theme.

Truely though, other than the widow, I can't find anything I find versatile enough to make me like them and anything I do enjoy will never truely be versatile enough to solo anything because I seem to like everything up until 32 and then I just lose interest.


 

Posted

IMO Dark Miasma is the most complete/rounded powerset available in the game, it has pretty much everything; combined with say Sonic, Psi, Ice, Rad or Dark would be my choice.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by JamMasterJMS View Post
IO's and frankenslotting has solved the slotting problems associated with khelds.
That hasn't been my experience in the past, but to be honest I haven't tried to max out a Peacebringer in Mids before: I've only thought about it in my head. I'll play around with it a bit and see what different options I can come up with before I decide whether I agree or not.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

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Posted

Quote:
Originally Posted by William_Valence View Post
Reminds me why I always think dark is one of the best buff/debuff sets available.
My Necro/Dark is the alt that comes the closest in general feel to my Ill/Rad controller, not so much in terms of the literal way the powers work, and moreso the variety in tools the character has available. And of the powers I think are the most interesting and/or strong (things like Fulcrum Shift, Carrion Creepers, Phantom Army) Necro/Dark has three: Soul Extraction, Howling Twilight, and Dark Servant.

However I'm not sure if I would call that combo highly versatile, or just weirdly powerful. Except for the things that are just nasty to masterminds in general, like massive AoE, I find it to be one of the tougher MM combos around. Bots certainly outdamages it, but it holds its own and with all the darkity dark dark stuff flying around in that combo it can be really hard to kill with anything short of an AV.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

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Posted

I've got two characters I've built as "utility" characters.

The more versatile is my kin/ice/power defender. I've got a bunch of slows, a fast-recharging hold I can use to freeze anything but an AV, a variety of team buffs, and the full set of Leadership powers. I've got Invisibility and Recall Friend so I can stealth missions. If someone faceplants I can fire Vengeance and Force of Nature and tank for three minutes (at various times I've tanked Battle Maiden in the Apex TF and the flyer in the STF). If the team is rolling along fine, I've got a fast-recharging nuke that makes teams wonder where their targets went.

The other is my katana/elec/weapon scrapper. I've got enough defense and resistance to tank most things (and a taunt so I can hold aggro), Power Sink and Lightning Field can sap the typical group of enemies and leave them helpless, while Web Grenade and Shuriken are both slotted up so I can play blaster if needed (fighting Ghost Widow, or if a Hamidon raid is short on ranged damage).


 

Posted

I don't have an Illusion/Radiation character, so I can't compare it with my personal most versatile character.

That would be my Dark/Ice Defender. Probably my most played character, and certainly the most versatile.(My Mind/Kinetic Controller also comes to mind for versatility). Super fun all around, he can be a serious difference maker on a team. The thing I like the most is it's almost unseen.....The To-Hit Debuffs aren't very apparent, so most don't understand why the team is being so successful. And yet, on difficult missions, my heal is massive. My rez is incredible, I add significant AoE when needed. Plenty of single target holds, slows, damage, debuffs....really a terrific all around team character.


 

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Originally Posted by Arcanaville View Post
My Necro/Dark is the alt that comes the closest in general feel to my Ill/Rad controller, not so much in terms of the literal way the powers work, and moreso the variety in tools the character has available. And of the powers I think are the most interesting and/or strong (things like Fulcrum Shift, Carrion Creepers, Phantom Army) Necro/Dark has three: Soul Extraction, Howling Twilight, and Dark Servant.

However I'm not sure if I would call that combo highly versatile, or just weirdly powerful. Except for the things that are just nasty to masterminds in general, like massive AoE, I find it to be one of the tougher MM combos around. Bots certainly outdamages it, but it holds its own and with all the darkity dark dark stuff flying around in that combo it can be really hard to kill with anything short of an AV.
Vs AVs on Teams I found my Dark/Sonic defender to be downright evil. She'd strip them bare and help destroy them. Her problem was running into a brick wall when she ran into Nemesis.

My Necro/Dark felt really close to my Illusion/Stormie in terms of playstyle, loads of weird control and a heap of pets and placables to dump onto things. Both are pretty chaotic too which I love.

My Plant/Emp is probably my strongest "addition to a team" character I have. During City of Dual Pistols she had a ball keeping all those Neo Blasters alive.

My Warshade is probably my most versatile character overall though in terms of "what sort of playstyle do I want vs this spawn?"


 

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If it ever gets proliferated in any where near it's current form I would go with an Illusion/Dark Miasma controller.
After some thought I'd say currently it's probably an Illusion/Cold for the simple reason that whatever situation it's in Solo/team steamrolling/faceplanting it would bring something worth while to the party be it control, buffs, debuffs or damage.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

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I have two characters that I consider versatile: My peacebringer and my sonic/rad corrupter.

The peacebringer can be tank, blaster, scrapper, or defender, as the need arises. I took the medicine pool to be able to act as a defender in an emergency with two heals and stimulant. Between its self-heals, shields, light form, dwarf form, and phase shifting from quantum flight, it is hard to kill unless I'm not paying attention or click the wrong button.

The sonic/rad has all the goodness of rad that Arcanaville described and the sonic adds a ton of -resistance that stacks with enervating field. It can hold, sleep, stun, -regen, -tohit, -defense, -damage, slow, a ton of -resistance, heal, rez, +damage, +speed, and do some serious damage once the -resistance stacks and the scourges start flowing.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

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Originally Posted by Oedipus_Tex View Post
Thought about it for a while. If I was forced to put my money down on something specific, I would say the most versatile [EDIT: specifically from a "team support can-opener" perspective] I can come up with is Earth/Thermal/Psi. ...
...
Extremely resistant, buffable, healable, taunting pet
I just thought I'd add my two cents worth to this one.

I'm sometimes awed by just how tough stoney is, and this is particularly true with the two unique res IOs and thermal shields... with all that, he's almost immortal.

Sure there are a few things out there that can cut him down... but not many.

EDIT: I'd even go so far as to say that with those IOs and shields, he's functionally in the same durability realm as Perma PA... in the sense that you can do the same types of silly things with him... and those res IOs are nearly free.

EDIT more: I haven't tried stone/sonic with meds. I'm of the opinion that that'd be one hell of a set as well, though probably not as "versitile"


The cake is a lie! The cake is a lie!

 

Posted

My Dark/Sonic defender is my most versatile character.

Taking your list from the OP, I have amended it to fit my defender.


Stealth (shadow fall)
Ally stealth (shadow fall)
Ally Rez
AoE Terrorize (Fearsome Stare)
Hold
AoE Stun
Single Target Stun
PBAoE Stun (QP from Dark Mastery)
Self Rez (Soul Transfer from Dark Mastery)
Resistance debuff (through tar patch and attacks)
Damage debuff
Tohit debuff
Regen debuff
Movement debuff
Ally tohit buff (tactics)
Ally defense buff (maneuvers)
Ally damage buff (assault)
Ally +defense, +tohit (vengence)
Self heal
Ally Heal
AoE intangibility
Ally resistance buff
Ally defense buff
Self Resistance Buff (shadow fall)
Self Defense Buff (shadow fall)
Pet -provides additional heal, regen debuff, hold, damage debuff and tohit debuffs (aura and darkest night)

And to toot my own horn a little more, this character has 44% defense to ranged damage.

EDIT: I forgot to add the following:

Single Target Knockback
AoE Sleep


 

Posted

Quote:
Originally Posted by Arcanaville View Post
It has frostwork which is a relatively unique buff, but it lacks a genuine heal and Benumb and Heat Loss are on very long recharge timers.
Disclaimer: Didn't read beyond this, don't know if it is addressed, didn't have time before needing to run out.

You can make Benumb permanent on a single target, without purples, using Spiritual. You can also do the same for Heatloss.

Doing that also results in a 100% or higher Frostwork that you can (if you feel like being busier than Kinetics) maintain on 7 people. Oh, Cold, how I love you.


 

Posted

I have to throw my vote at cold. My cold/rad/mace (leadership too) has it all but a heal. In teams, I think if your keeping up your shields (I'm softcapped to s/l/e/ranged so not having them isn't that big of a deal) and your slows, you won't need a heal in most content. Apex tf comes to mind though.

When looking at a build with perma, or near perma PA, saying cold has good debuffs, but suffers from long recharge on the powers, is kinda not fair. My current build has overlapping sleet, and almost perma benumb and heat loss. This is also with no purples and softcapped s/l/e/ranged, so I'm sure a no budget build could get these perma with the glad+def and a purp set or two, but I was building for a budget with no purps/pvp ios. Adding def to the team is always better than healing if you ask me, and hard targets fall quick, so the need for sustained healing becomes less of an issue. With shields, AA, maneuvers (def numbers), thats quite a bit of added defense to the team, along with some resists. Sleet is an amazing power, with slows, -def, -resist, knock down (or up not sure which one it classifies as).

The /rad blast pairs well with this in my opinion. 2 achilles procs, one in sleet and one in neutrino bolt (half second recharge on my current build) means hard targets are getting the -res debuff, on top of at sleet and/or heat loss. Cosmic burst adds a reliable stun, with spiritual alpha, can reliably stack very easily. ST hold from mace and a pet in my build, although others could take the aoe immob as well. The pet mace has greatly increases solo speed/effectiveness. I generally don't solo much if at all, but for H merits the pet definatly increases speed, and he is almost perma'd as well (9 sec downtime on my current build). And you can of course ice the pet up, which makes him a lot more sturdy.

For me, this is my most team friendly, help us succeed no matter what, does it all toon.

Cold/sonic would probably be better for all around utility, witht he sleep and -resist and all that I would suppose though. But I hate the cones from sonic for some reason.

I would, however, say that it is hard to argue against a kheld being the most versatile. A really good kheld, especially one with 2-3 builds available, is really, really tough to argue isn't capable of doing anything the team needs. There are a couple really strong ones floating around on freedom that I team with from time to time that are really strong. I, personally, cannot stand khelds, have tried pbs twice now, and ws once. I can't get past the not having mez protection. Just ruins it for me.

My main, ma/sr, is highly versatile I would say as well. Just in that he can ST or AOE kill stuff, has a ranged attack on super low recharge, and a st hold. He is perfect for LGTF hami, and helps on hami raids. I have aid other and rez as well, although both are unslotted. With 172% global recharge they are up a lot though if needed. I would say that debuffing health is the best debuff out there. Mostly kidding, but he comes in handy while on teams being able to rez, and fill in aoe damage holes if needed, and drops bosses quick, and has stacking stuns, and a good mitigating aoe in DR.

To the OP, I would say that ill/rad is very, very versatile. Is a Mind/cold troller more versitile. Or a ill/cold maybe?

I will agree with at least one of you all that a perma dom mind/whatever can do some just plain silly things. Plant trollers (or doms) have a whole lot of options.

FF has a lot of tools that most probably never even try out, but no debuffs really, but a good FF with all the powers can be extremely versatile. When you are softcapping your team and adding mez protection, a heal is generally never missed.

Really a hard question to answer I guess after my ramblings, but my cold/rad is my most versatile


 

Posted

I think for overall diversity of powers, Controllers in general win by default... simply because they're the only AT that doesn't have one of their two main pools dominated by 'hit stuff for damage.'


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Quote:
Originally Posted by Kelenar View Post
I think for overall diversity of powers, Controllers in general win by default... simply because they're the only AT that doesn't have one of their two main pools dominated by 'hit stuff for damage.'
I don't agree that controllers in general win by default. Damage is very important and is the ultimate debuff.


 

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Originally Posted by Clouded View Post
Damage is very important and is the ultimate debuff.
Yeah... until -regen and -resist account for more damage than actual damage.

What you're saying works for normal mobs and some AVs, but when it comes down to the really hard targets, there's no damage like debuffs.

Granted, all the debuffs in the world won't actually kill a target. The right debuffs, though, and brawl becomes sufficient damage.


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Posted

my ill/kin is by far my most versatile character. every character i've made can't even come close to the total survivability due to the range of control and buff/debuff in this combo.

it doesn't help that my first build (now my team build) has purple sets with the damage procs in both blind and spectral wounds, transfusion + power boost for a mega heal, the dam buff (and incoming damage debuff - which i think is understated for additional survivability), transference + transfusion + power boost to completely drain bosses endurance. power blast made my attack chain blind>spectral wounds>power blast and most minions are dead.

my second build went for stone and then i softcapped to S/L and almost softcapped ranged. i lost power boost, but gained the defense, along with an emergency heal (earth's embrace), as well as AoE damage i lacked before, and a melee attack that one shots minions and can hit for over 600 damage with containment.

my almost perma-dom ice/fire can kill faster, but never as safely - much like my fire blaster; my rad/dark defender won't get hit but takes forever to kill anything and mezes = dropped toggles = major scramble; and my necro/poison comes close, but between the pets and single target nature of poison, AoEs neuter him and is boring to play otherwise (debuff, attack my target, move on).


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Yeah... until -regen and -resist account for more damage than actual damage.

What you're saying works for normal mobs and some AVs, but when it comes down to the really hard targets, there's no damage like debuffs.

Granted, all the debuffs in the world won't actually kill a target. The right debuffs, though, and brawl becomes sufficient damage.
I'd consider versatile to be throughout the entire game, not just the small % spent fighting an AV (which is why I mentioned but then ruled out my Dark/Sonic because she's wonderful against AVs and in a lot of the game but has some real brick walls too when she comes up against Nemmies, or tries soloing).

In fact Masterminds are probably better contenders overall than Controllers. AVs ignore a lot of a Controllers primary, but a Mastermind can bring damage, alpha taking/tanking, buffs or debuffs, Control and heals all in one package.

I'd also love to see an AV beaten by a combination of debuffs and brawl and nothing else


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Yeah... until -regen and -resist account for more damage than actual damage.
Defenders primaries can have -regen and -resist. I don't understand how this is relevant to my post. I was countering the posters statement about controllers being the default most versatile toons.