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The new end date will be May 1st.
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What is the least important class in MCOC?
KDSuperFlash10
Posts: 5,869 ★★★★★
I've been thinking about this recently and thinking about which classes are the most important in MCOC and which are the least important to the general meta of the game. Remember, this isn't about what classes are the best in MCOC, it's about what classes have the most important abilities. So let's get into the breakdown:
In my opinion, the tech class is the most important class in the game because of their wide-reaching utility. For starters, tech champions typically have multiple immunities (robots and Ghost), which is extremely useful on all sorts of nodes (biohazard, freezer burn for Warlock and Ghost, caltrops, bleed/poison 60/30, etc.). In addition, some tech champions have heal block and power lock/burn/drain abilities, which are very useful to control the power of opponents, especially if their power is not a power gain buff but instead a passive power gain ability like "spite", as tech champions don't really have many buffs other than the occasional armor up (Havok counter) or a regen buff. Speaking of regeneration, a lot of tech champions top off their already amazing abilities with regeneration, making them very sustainable and wide-reaching champions. 2 perfect examples of champions that describe the abilities stated above are Warlock and Guillotine 2099, 2 champions with very wide-reaching utility that define the tech class' purpose.
In my opinion, the 2nd most important class is the science class because of their general able to petrify or reverse healing and regeneration in opponents, which is extremely useful. This ability is just so powerful, and couple that with their other non-damaging debuffs and/or poison damage/immunities, they are a very powerful class (in terms of power).
I think that skill is the 3th most important class because of the general utility of skill champions. Many skill champions can counter evade mechanics (sometimes miss and autoblock as well), can reduce ability accuracy (preventing annoying abilities from occuring), can cause significant bleed damage, and can purify dangerous non-damaging debuffs on themselves (like gassed or Void's debuffs). This makes them great utility champs, in addition to their (typically) high damage (Nick Fury, Aegon, Stealthy).
I think that the mutant class the 4th best class in the game because they rely more on special attack damage than on utility for their abilities, but they are still heavy utility champions, don't get me wrong. For starters, some mutants possess the ability to ignore passive damage back (Think Omega, Namor, Gambit) in addition to their huge special attacks in which they can burst down opponents really quickly. A lot of mutant champions also have an anti-purify mechanic, preventing skill champions or purify nodes from purifying debuffs (really helpful against Korg, masochism, Agent Venom, Kingpin, Xbones, BPCW, etc.). They also typically have some sort of bleed resistance or immunity, which is a nice bonus.
I think that mystics are the 5th most important class because they typically have niche buff control, in addition to a few other abilities like power control (Doctor Doom) or regeneration (BWCV + Sorcerer Supreme). They are useful because of their ability to nullify, control, and punish buffs. This is very important because champion/node based buffs can be very dangerous, like a very potent power gain, regeneration, or fury buff, that needs to get nullified to prevent other effects. Some mystic champions also have pretty hard hitting special attacks, but their basic attacks are typically on the low side (exception: Doctor Doom).
I think the least important class in MCOC is the cosmic class. This is for 2 reasons. First of all, cosmic champions are mainly damage champions and typically don't bring too much utility to the table. There are a few exceptions, but this is the general tempo of the class. They comprise of mainly buff champions, and a lot of champions from other classes gain buffs (take Colossus for example), and these buffs are mystic food. Second of all, cosmic champions are by far the least used class of champions in AW, and that is for reason #1. They don't provide any unique utility that champions from other classes don't bring. Hyperion, Medusa (Magneto has taken over), CGR, and Cull Obsidian, for example, don't get used that often in AW for a reason. They don't bring any niche utility to the table that other champions from other classes bring. The only exceptions to this are CMM and Corvus, but both aren't even used THAT much. CMM is mainly only used in a hazard shift path to build up her binary quickly or else she isn't used because she'd need to parry multiple times, and Corvus is only used when he has a perfect path ahead of him and where his utility is needed (cheat death, armor break).
What are your thoughts on this list? Do you agree, do you disagree, and why do you think that way? Put it in the comments below!
In my opinion, the tech class is the most important class in the game because of their wide-reaching utility. For starters, tech champions typically have multiple immunities (robots and Ghost), which is extremely useful on all sorts of nodes (biohazard, freezer burn for Warlock and Ghost, caltrops, bleed/poison 60/30, etc.). In addition, some tech champions have heal block and power lock/burn/drain abilities, which are very useful to control the power of opponents, especially if their power is not a power gain buff but instead a passive power gain ability like "spite", as tech champions don't really have many buffs other than the occasional armor up (Havok counter) or a regen buff. Speaking of regeneration, a lot of tech champions top off their already amazing abilities with regeneration, making them very sustainable and wide-reaching champions. 2 perfect examples of champions that describe the abilities stated above are Warlock and Guillotine 2099, 2 champions with very wide-reaching utility that define the tech class' purpose.
In my opinion, the 2nd most important class is the science class because of their general able to petrify or reverse healing and regeneration in opponents, which is extremely useful. This ability is just so powerful, and couple that with their other non-damaging debuffs and/or poison damage/immunities, they are a very powerful class (in terms of power).
I think that skill is the 3th most important class because of the general utility of skill champions. Many skill champions can counter evade mechanics (sometimes miss and autoblock as well), can reduce ability accuracy (preventing annoying abilities from occuring), can cause significant bleed damage, and can purify dangerous non-damaging debuffs on themselves (like gassed or Void's debuffs). This makes them great utility champs, in addition to their (typically) high damage (Nick Fury, Aegon, Stealthy).
I think that the mutant class the 4th best class in the game because they rely more on special attack damage than on utility for their abilities, but they are still heavy utility champions, don't get me wrong. For starters, some mutants possess the ability to ignore passive damage back (Think Omega, Namor, Gambit) in addition to their huge special attacks in which they can burst down opponents really quickly. A lot of mutant champions also have an anti-purify mechanic, preventing skill champions or purify nodes from purifying debuffs (really helpful against Korg, masochism, Agent Venom, Kingpin, Xbones, BPCW, etc.). They also typically have some sort of bleed resistance or immunity, which is a nice bonus.
I think that mystics are the 5th most important class because they typically have niche buff control, in addition to a few other abilities like power control (Doctor Doom) or regeneration (BWCV + Sorcerer Supreme). They are useful because of their ability to nullify, control, and punish buffs. This is very important because champion/node based buffs can be very dangerous, like a very potent power gain, regeneration, or fury buff, that needs to get nullified to prevent other effects. Some mystic champions also have pretty hard hitting special attacks, but their basic attacks are typically on the low side (exception: Doctor Doom).
I think the least important class in MCOC is the cosmic class. This is for 2 reasons. First of all, cosmic champions are mainly damage champions and typically don't bring too much utility to the table. There are a few exceptions, but this is the general tempo of the class. They comprise of mainly buff champions, and a lot of champions from other classes gain buffs (take Colossus for example), and these buffs are mystic food. Second of all, cosmic champions are by far the least used class of champions in AW, and that is for reason #1. They don't provide any unique utility that champions from other classes don't bring. Hyperion, Medusa (Magneto has taken over), CGR, and Cull Obsidian, for example, don't get used that often in AW for a reason. They don't bring any niche utility to the table that other champions from other classes bring. The only exceptions to this are CMM and Corvus, but both aren't even used THAT much. CMM is mainly only used in a hazard shift path to build up her binary quickly or else she isn't used because she'd need to parry multiple times, and Corvus is only used when he has a perfect path ahead of him and where his utility is needed (cheat death, armor break).
What are your thoughts on this list? Do you agree, do you disagree, and why do you think that way? Put it in the comments below!
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2. Mystic
3. Mutant
4. Skill
5. Science
6. Cosmic
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Actually, I think I'd switch Skill and Science too. There are a lot of alternatives to what Science debuffs can do while Skill has some more niche uses.
1 Tech: Big ones are ghost, warlock, and g2099 Power control, ramp up, heal block, evade counters, insane dmg, immunity, other utilities
2 Mutant: Same as tech except for power control and fewer immunitys
3 Science: Quake.... They also have slow, power sting, miss counters, and insane heal reversal
I put mutant as least important Because in cavalier, u don't even need mutant champ. In Mutant class chapter, tech Champion can handle it pretty well. Whereas cosmic Champions require for cosmic chapter, so it’s not least important.
Let's take the highest and lowest class in the comparison, Tech and Cosmic. Tech is being given credit for having wide spread immunities, while cosmic is being knocked for not having too much utility. However, the reverse is actually more true. How many tech champions have an immunity to at least one damage over time effect? 12 out of 29, or 41%. Darkhawk, G2099, IMIW, Mysterio, Nebula, Sentinel, Ultron, Ultron classic, Vision, Vision AoU, Vulture, Warlock. And technically speaking Vulture is not immune to incinerate damage. Ghost is not immune to damage over time debuffs, but if you want to count her then it is 13 out of 29 or about 45%.
How many cosmic champs are immune to at least one damage over time effect? 16 of 36, or 44%. Annihilus, Black Bolt, CMM, CM, Corvus, CGR, Groot, Hyperion, Kamala, King Groot, Medusa, Ms Marvel, Red Goblin, Ronin, Silver Surfer, Terrax. Basically, both classes have the same ratio of champions with damage over time effect immunity, and Cosmic arguably has the higher percentage if you don't count Ghost or Vulture (if you decide to count things like Vulture, how to you deal with things like CMM's indestructible buff that confers immunity to all damage over time effects).
I think you can make other, more nuanced cases for regeneration or utility. But when it comes to importance, I would ask: which class would impact my ability to complete content the least if it didn't exist. And there's no question that class is the tech class. When you knock out any other class, you lose some really critical champs for completing content. It is very hard to fill in the gap you'd have if you lost all the nullifiers in the mystic class, especially Symbiote Supreme. You can't really replace champs like Quake, Void, or CapIW in the Science class, and HT continues to climb the appreciation ranks. Right now Venom is breezing through the spiderverse side quest map, and his overall utility is hard to replace in general. But he is accompanied by Corvus, CMM, and Medusa that is still putting in good armor shattered work. Skill is a little more marginal, but it still has Blade, Nick, and SSS, all champs that are hard to replace outside the class, plus the 800 pound Abyss gorilla, Aegon. Mutant comes very close to Tech in terms of narrow utility, but the tie breaker is that tech has Warlock and Ghost mostly among the "difficult to replace" champs (you can make exotic cases for champs like Mysterio). Mutant has Archangel, Iceman, Magneto, Namor, Omega Red, and the synergy monster Apocalypse that are very hard to replace outside the class, along with very useful in general champs like Colossus, Rogue, and Sabertooth.
The class you put at the top of the importance list is probably the class that would have the smallest impact on my content clearing ability if it was removed completely. To me that's the opposite of an important class.
I think if I were to rank the classes based on how important they were to me to complete content, Science and Mystic would be at the top. Then Mutant, Cosmic, and Skill would be next, and Tech would be last. Tech has good champions in it, but I would have an easier time replacing tech than the other classes.
2 - probably science, overall I'd say you can find many different things for one class
3 - cosmic. For me only because of how much Hyperion can do. But overall for class - power gain and high damage combination.
Skill, muts and tech are pretty close imo. Also I'd say ghost is closer to cosmic champ - buffs and power gain, plus phasing. Also robots for immunities, but it's kinda weak utility, you really need both. Skill mostly about bleeds, and it has aegom, who also shouldn't be considered as typical skill champ. Muts - same for Magneto, Colossus, maybe Domino. Overall muts is the most boring class imo, but they can do as much as skill or tech