Most *Versatile* Powersets/Builds
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
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).
|
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.
|MxDz;1269;656;1312;HEX;|
|789C65934B4F135114C7EFB4C5DA96474B29142952102CD80 7E50B88A168A242AC56|
|5DB8A99376DA8EB633CD74500831A208F1B57063DCF95AE9C 685DF40458D1A577E0C|
|A3B8F199183DF33F2D14BD49FB9BFBBFE77FEE9933F7CECE4 FB70AB1342984375596|
|6BB56C4AD74C432F9715A365562EAA39FB29A5EA14420C6C2 E346212075443694C9A|
|D7A7E60A8544C6D48D4A363357A9E89AAA157D07B59262289 A99683C78D2BA95A3AC|
|164B66079E671439AF18B5925A75639EA92A4ABE8DC3AC284 A13DE5F55738969BDA2|
|6A326D909D51CEA9B25992B5ECAC5C3315632168D54ABF154 9D4478BF86A13222E6C|
|DF0813C2F61D70FC202485E32766DB7E01A7374C3C1C76718 5245625E99684D8DBC0|
|2AFDDB79037B1AEEED4719C70077867102683D0EB89C563DE C72F10657298F931567|
|45205603DA9F609FF6A780F73C44EF229023CD554F3308A5B 38E24A2BB828476D1E5|
|C6ACDBC15B5DA399875D9EC3A8A7FB08109CA795A0082E207 CC722E302E0A1E2DAB8|
|016D4ECE13FA8D953CFD7770BA8ED7C8137A09EC7CC158637 C200C89F033825F5C27|
|938F4DBE12D28455C61960F02CA3CCA8003EA765C5F007A07 492126025C06FEE27A5|
|87959EC7D8F80645F6B2D21B454C81943EFEB27D4BC8B3EB1 2E332631918BEC84DA4|
|8CFDECEFAF77F0A6C4A78BAA1FD88B4D862719FB80DD538C1 4A37E868A92D500B886|
|D65148E423E30DE2226F81B1778CF780D59C11368D3C44F4D 80360CF7DC63DC65D20|
|F60858A61339CAA6D1E74813E38F107B05C4B90FF1FE660CD 17B4661B245797D7C0B|
|56286982FB90A89F8055BB757930921C1472FC7775924DD21 F1A62E65F21ED685C2E|
|21F9D8F4C9BD29F959FADC24C1B6EEDEBC9327F1A9C60F112 2E2CBC6825D0AA3AC89|
|ADB8834BFF17EA10AB51|
Tri-Build Symby
Spiritual Boost
|MxDz;1582;740;1480;HEX;|
|789C7D935B4F534110C7A7ED39AD2DD7722DD75E81524A4BA 3EF06051313D026185F|
|9B02075A2CA7E4B445EA054DFC0AFA2822890F8089895F41D FF4AB70315E6334383B|
|B3D0A51A3729FFB3BF9DFFECECEE30BB31D508F0F83240DBD 542B654CAA48DEC8231|
|6FE5CD65C372DDC8962B56B6A0CF5557E7AB2E00185297333 797960CB3945F371233|
|95D5BC59AC943257304939722E6ACAF82B6A12B37AAF9B39C 332CC72E2F4C3932E16|
|0B89B935C3586CA2CF6BF9E55C1993FC6FD637BD965F48DC9 E9EBC959931D6F3D972|
|2E6B6666B108C3AAFAB0E224FE7EEA706E680E385090DF063 00287486C0C6C21FC88|
|C0111207134712C904FC42C2465D0FE0DF1438592E48D9B10 BF16CB18409FE46878B|
|D3B8E4EE21FC7033727B199D605403117B0367697CC9B24D7 28CEB4D6C694A613151|
|F884A485494B1CC4116C4E002F13EF3D727DC698762EB89D4 BF40528D4278E380CBD|
|41163F49FF209DFB0B9A3AF9D89DB2BA7EA9839EF36AC71DB BB9EAEE4D9BB8EDC127|
|36B14D6003A515345CEFE13BED11158D41C0C24910BEE11E7 D5C6A9F8B7339307680|
|D180DCCE89C8CFE5FB853D0A81FB9425F8002506C14D9E3D4 21985F0439A7DC7D421|
|CE13927974CC33C4798656E91A864D9602CB06C94895A548F 243171BD288CA3C6197|
|D880C6583BA308A204A3843CC8575DF40A8D89D3FBD36AEDD 64B0F70492127382056|
|0F52F5E0623D98A807330A18C75F1CA20A09D3C669ADD6E76 344E6B45A37068978CE|
|5C3A3C25627FC63240A249F940F7EEFC6817DBB915D30E88E 769DEA6B0E61724AD5B|
|209AACF539883E697B25AE071A15D33E99DAF6E8F63B7641E 4EE784DB3AE372C6F49|
|1A14D31E99C2FBB410DE2589B029C2D111F6FA14D30291914 5AA64748566A3399677|
|F48F137B4FD2A5989640BC746C19440FC47274C5F13C55195 FE1D91D4AD1A9982A14|
|3DBEC67297D6C72D9A254B2C65929E339306B2699252539E7 F6BB7F2B6B2F53A1424|
|DD079EDA7BBB191D2AA899D1918264FA63053919FD0158ABB B94|
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
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)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1396;691;1382;HEX;| |78DA6594D94F137110C767BBADA514A4A5857294A3C851A82C349A98188D89A2098| |6265514AF98662DA5DDD816D22D469EC4E37FF0C1DBBFC257A3C6E3D900BEFAE601| |F8205E2FEBECCC40ABDDA4F9EC6F7EF39BF9CEFC669BB83ED100B07C0414DFB1BC6| |E9AA9846E9633A582519C7525F4AC91063700842AD6D4F462A1305FD4CEE416B366| |6795FDE8E2DC9C36A197AEA612866E1674FF64319729658A656DFBA529393F9FD7A| |632FA6CA664E68C85465A9F30B2B9B251CC7A7995B7977E7A9F2C5E334CE38A9137| |CA4BE1E30B465AAB4A97D0D31911BBD4861207F1F7C205F2582EF88C8883E30BE32| |BC1B9CED820ECDA249C75EE9C5221A0DAA63D41462B234498413F85FD1C4A842330| |EA628473E8A04A7AD54D677C7584660FA39E10F4321A08AF5034EBB6C0C5F19AB1E| |76E4A65296E49C1388F293C92C27343B14DF5CB8C9B84C82D42FF6DC61DC26B8CEF| |9553DE4308A70A0DFF71F7817FE97BEE0008801FA534B21447A36C750B7B5B287A0| |05D9AC4A5E91E9D6ABDCF60D16F30BD5FD2FB3F21BA60688B76863E3A68F5DD61AF| |46B88D82A0DB0EC17D091CE48C17B0FC1649D562BF0C41B78F100F90968BE810923| |B0A7D2053DB0A638DF016B5B48B96761E910E1E910E9E8D304F4A9847A49B47E412| |86ED94539D5B24B6F70721F293F18B30FC9B0BF94350DC76713C585D49AABBFF146| |1F434213E8DE88377A8A9472AEDE196A978B48F0B85BE90623B5F460D03A261E03D| |F56D708DB1C258258C1DE65EC5854E0C15959E45F9C686E502B7F91205C42474EC0| |109D8FB90F188F19830FA84F194F00CC75793C01A071E9380DBDCC0FF9671A96C9C| |AF355CF9DA005260DFDD48B5C9C207C66B2CF11ACBBE1ACBFE1ACB946D9136824A9| |792A898AC64E58B0685E5797C3BDFB0B55E8FDB725A19A5EDCD8A495166A8E6DE93| |34801BD5CE5172FE566DBA4BD96D55D65F1ED1DF0D| |-------------------------------------------------------------------|
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.
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.
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.
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
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Reminds me why I always think dark is one of the best buff/debuff sets available.
|
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]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
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).
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.
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. |
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?"
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
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
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'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!
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
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.
|
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.
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
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.
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.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
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
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. |
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
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.