*Disclaimer* Just spitballin' here.
Maximum Overdrive (Multiselector):
No Kill Like Overkill - For 20 seconds: Your PRR, MRR, Saves, Fortification, SR, and absorptions are set to 0. You gain a circumstance bonus to movement speed equal to half the SR you had before triggering "No Kill Like Overkill". You gain casting alacrity equal to a third of the fortification you had before triggering "No Kill Like Overkill" (this does not stack with sorc's casting speed). Your spells deal increased % damage equal to a quarter of the PRR value you had before triggering "No Kill Like Overkill". You gain a circumstance bonus to Evocation and Conjuration DCs equal to half the Reflex save you had before triggering "No Kill Like Overkill". You gain a circumstance bonus to Transmutation and Necromancy DCs equal to half the Fortitude save you had before triggering "No Kill Like Overkill". You gain a circumstance bonus to Enchantment and Illusion DCs equal to half the Will save you had before triggering "No Kill Like Overkill". Your spells inflict an exceptional penalty to monsters' MRR equal to a quarter of the MRR you had before triggering "No Kill Like Overkill" (this has a .1 second cooldown and does not stack with itself). You gain a circumstance bonus to each spellcrit dmg equal to the respective absorptions you had before triggering "no Kill Like Overkill". While you have "Death's Handiwork" or "Golden Orb of Death" equipped, you gain a chance to ignore spell damage equal to your spellcost reduction. The penalties last for 10 seconds after the buffs wears off.
A Good Offense - For 20 seconds: Your PRR, Dodge, Saves, Fortification, and AC are set to 0. Your attacks gain doublestrike and doubleshot equal to half the fortification value you had before triggering "A Good Offense" and your doublestrike can now roll over (up to a maximum of 400%). Gain a circumstance bonus to tactical DCs equal to half the Will save you had before triggering "A Good Offense". Gain a circumstance bonus to damage equal to half the Fortitude save you had before triggering "A Good Offense". Gain a circumstance bonus to attack equal to half the AC you had before triggering "A Good Offense". Your attacks gain a circumstance bonus to strikethrough equal to half the PRR you had before triggering "A Good Offense" and you can now strikethrough regardless of combat style. Your attacks inflict an exceptional penalty to monsters' PRR when you successfully attack them equal to half the passive dodge value you had before triggering "A Good Offense" (this has a .1 second cooldown and does not stack with itself). Inflict stacks of vulnerability equal to half the Reflex save you had before triggering "A Good Offense", up to 20 stacks (this may happen once per 3 seconds and does not stack with vulnerability items). While you have "The Best Defense" or "Glass Cannon" equipped, you gain a chance to ignore physical damage equal to your %hp scaling bonus. The penalties last for 10 seconds after the buffs wears off.
Hurt Me Plenty - For 20 seconds: Your damage, attack, tactical bonuses, melee power, ranged power, SR, spellcrit chance, and spellcrit multiplier and set to 0. Spellpower except for positive, negative, and repair spellpower is also set to 0, and spellpower substitution does not work while you have the debuff. Gain a circumstance bonus to AC equal to the attack bonus you had before triggering "Hurt Me Plenty". Gain a circumstance bonus to PRR equal to the damage you had before triggering "Hurt Me Plenty". Gain a circumstance bonus to MRR equal to the SR you had before triggering "Hurt Me Plenty. Gain a circumstance bonus to saves equal to half the highest spellcrit chance. Gain a circumstance bonus to each amplification equal to half the melee power or ranged power you had before triggering "Hurt Me Plenty", whichever is higher. Gain a circumstance bonus to absorption to each damage type except positive, negative, repair, rust, physical, and untyped equal to half the highest spellcrit multiplier. While you have "Focal Point", "Bastion", or "Stonewall" equipped, you gain Aggro Magnet. Aggro Magnet: Every 2 seconds, if a creature is aggro'd on a party member, they instead place you at the top of the threat list, regardless of distance. The penalties last for 10 seconds after the buffs wears off.