Deeweromekoms

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  1. I've actually taken all the unused combinations of the existing power sets into consideration and narrowed everything down into (more or less) what I feel would be the best directions to take. Most of the bases are already covered and things like Ranged/Defense or Summon/Control would be grossly overpowered (if not just plain silly).

    Quote:
    Originally Posted by Leo_G
    Remove Build up from their defensive support set and replace it with something more thematic... Replace all instances of self buff powers in their assault sets with Build up.
    Totally agree. I noticed that when I was whipping up the sample Defensive Support sets, but didn't feel like also going back and footnoting the Assault sets (although now I'm not sure why I felt that was such an imposition at the time). But you're right, that makes perfect sense.

    As for the Wildcard, I admit it's kind of a hazy idea as far as the secondary set is concerned. I thought it seemed like I was just recycling my Aggressor idea by mixing Defense powers into another power set again, but it's probably the best approach considering they're a Melee type.
  2. I think throwing a couple new Archetypes into the mix would be fun. I mistakenly posted this in the wrong section a while back, so now I'm posting it here where it belongs. Bear in mind that I've been playing for years and I'm trying to take the most realistic approach to this as possible (unlike what I've read in some other posts).
    EDIT: I went ahead and expanded all the new and retooled power sets for review and discussion, as well as some other minor tweaks and such. I apologize for the massive wall of text, but I really think I’m on to something here.
    EDIT 2: Happy now, Leo_G? lol
    EDIT 3: More minor tweaks.
    EDIT 4.1: Added two more AT ideas based on Hercules’ suggestions later on in this thread. I’m still rather sketchy on the logistics of them, though.
    EDIT 5: Changed Beast Master considerably.
    EDIT 6: Thanks to Veldrane’s advice, I gave the latter two ATs a bit of an overhaul and the Aggressor got a new Inherent. I’m still working on the numbers for the first two and power sets for the other two, so stay tuned.

    Wildcard (Hero/Praetorian)
    - Primary: Melee
    - Secondary: Buff/DeBuff
    - Inherent: Power Play
    - Damage: Medium
    - Hit Points: Medium

    - The Wildcard has the tools to effectively play offence or defense whenever necessary in an up-close and personal manner. With his combination of Melee and Buff/DeBuff powers along with his special Power Play ability to boot, this well-rounded archetype is great for teams or playing solo. Although they have more hit points than most classes, Wildcards tend to be lacking in defense.

    Called a "Paladin" in other RPGs, this archetype is basically a melee healer, or a cross between a Defender and a Scrapper. The inherent Power Play system works in a similar fashion to that of popular fighting games; dealing and taking damage slowly builds up a power meter that fills to three stocks. These Power Play cards can be used to significantly buff the damage and/or all effects of whatever power or Inspiration is used next (within reason, some high-level powers and large inspirations may have diminished effects to avoid over-powering or, in other words, some nerfing may apply). Base hit points are the same as a Scrapper, although neither power set provides much in the way of personal defenses. Many Buff/Debuff powers’ range have been shortened and/or work at lower levels than their squishier archetype’s counterparts, however, others have been retooled as PBAoEs for the player's benefit (mez protection and such). This makes teamwork and creative use of the Power Play cards a recommended strategy. Wildcards receive basically the same Ancillary and Patron Power Pools as Scrappers.

    Melee Power Sets (All the same as Scrapper sets)
    Claws
    Dark Melee
    Dual Blades
    Electric Melee
    Fiery Melee
    Ice Melee
    Katana
    Kinetic Melee
    Martial Arts
    Spines
    Staff (New)
    [Slightly longer range than normal melee and most attacks have Knockdown]
    - 1 Bash: Melee, Minor DMG(Smash), Foe Disorient
    - 1 Poke: Close, Moderate DMG(Smash), Foe Knockdown
    - 2 Rapid Jab: Close, High DoT(Smash)
    - 6 Focus Chi: Self +DMG, +To-Hit
    - 8 Swing: Close(Cone), Moderate DMG, Foe Knockdown
    - 12 Confront: Ranged, Foe Taunt, -Range
    - 18 Sweep: PBAoE, Moderate DMG(Smash), Foe Knockdown
    - 26 Pole Vault: Close, Superior DMG(Smash), Foe Knockdown
    - 32 Dragon Spin: PBAoE, High DMG(Smash/Fire), Minor DoT(Fire), Foe Knockdown

    Buff/DeBuff Power Sets
    Cold Domination [Ice Shield, Glacial Shield and Frostwork changed to PBAoEs]
    - 1 Infrigidate: Ranged, Foe -Recharge, -SPD, -DEF(All), -DMG(Fire)
    - 2 Ice Shield: PBAoE, Team +DEF(Smash, Lethal, Melee), +Res(Fire, Cold)
    - 4 Snow Storm: Toggle: Ranged (Targeted AoE), Foe -Recharge, -SPD, -Fly
    - 10 Glacial Shield: PBAoE, Team +DEF(Energy, Negative, Ranged, AoE), +Res(Cold)
    - 16 Frostwork: PBAoE, Team +Max Health, +Res(Toxic)
    - 20 Arctic Fog: Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Fire, Cold, Energy, Slow)
    - 28 Benumb: Ranged, Foe -DMG, -End, -Regen, -Special
    - 35 Sleet: Ranged (Location AoE), Minor DoT(Cold), Foe -Recharge, -SPD, -DEF(All), -Res(All)
    - 38 Heat Loss: Ranged (Targeted AoE), Foe -End, -SPD, -Res(All), Team +End, +Recovery
    Dark Miasma [Largely unchanged, range is shortened on Fearsome Stare and Petrifying Gaze]
    - 1 Twilight Grasp: Ranged, Foe -Regen, -DMG, -To-Hit, Team Heal
    - 2 Tar Patch: Ranged (Location AoE), Foe -SPD, -Jump, -Fly, -Res(All)
    - 4 Darkest Night: Toggle: Ranged (Targeted AoE), Foe -DMG, -To-Hit
    - 10 Howling Twilight: Ranged (Targeted AoE), Minor DMG(Negative), Foe Disorient, -Regen, -Recharge, -SPD, Ally Rez
    - 16 Shadow Fall: Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Energy, Negative, Psionics, Fear)
    - 20 Fearsome Stare: Close (Cone), Foe Fear, -To-Hit
    - 28 Petrifying Gaze: Close, Foe Hold
    - 35 Black Hole: Ranged (Targeted AoE), Foe Intangible
    - 38 Dark Servant: Summon Dark Servant: Ranged, Debuff, Special
    Empathy [Absorb Pain changed to the new power Suppress Pain; Clear Mind, Fortitude and Adrenaline Boost changed to PBAoEs with slightly lower base percentages]
    - 1 Healing Aura: PBAoE, Team Heal
    - 2 Heal Other: Ranged, Ally Heal
    - 4 Suppress Pain: PBAoE, Team +Res(All)
    - 10 Resurrect: Close, Ally Rez
    - 16 Clear Mind: PBAoE, Team +Res(Disorient, Hold, Sleep, Immobilize, Fear, Confusion), +Perception
    - 20 Fortitude: PBAoE, Team +DEF(All), +To-Hit
    - 28 Recovery Aura: PBAoE, Team +Recovery
    - 35 Regeneration Aura: PBAoE, Team +Regen
    - 38 Adrenaline Boost: PBAoE, Team +End, +Regen, +Recharge, +Res(Slow)
    Force Field [Repulsion Field toggle changed to Repulsion Blast, Force Bubble changed to Force Pulse]
    - 1 Personal Force Field: Self +DEF(All), +Res(All)
    - 2 Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), +Res(Toxic)
    - 4 Force Bolt: Close, Minor DMG(Smash), Foe Knockback
    - 10 Insulation Shield: Ranged, Ally +DEF(Fire, Cold, Energy, Negative, Ranged, AoE), +Res(End Drain)
    - 16 Detention Field: Ranged, Foe Capture(Special)
    - 20 Dispersion Bubble: Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient), +DEF(All)
    - 28 Repulsion Blast: PBAoE, Minor DMG(Smash), Foe Knockback
    - 35 Repulsion Bomb: Ranged (Targeted Ally AoE), Minor DMG(Smash), Foe Disorient, Knockdown
    - 38 Force Pulse: Toggle: PBAoE, Foe Knockdown, -DEF, -Res
    Kinetics [Repel changed to Infuse Repel, Increase Density changed to PBAoE]
    - 1 Transfusion: Ranged, Foe -End, -Regen, Team Heal
    - 2 Siphon Power: Ranged, Foe -DMG, Team +DMG
    - 4 Infuse Repel: Toggle: Ranged, Ally PBAoE, Foe Knockback
    - 10 Siphon Speed: Ranged, Foe -SPD, Self +Recharge, +SPD
    - 16 Increase Density: PBAoE, Team +Res(Smash, Energy, Disorient, Hold, Immobilize, Knockback), -SPD(Special)
    - 20 Speed Boost: Ranged, Ally +Recharge, +SPD, +Recovery, +Res(Slow)
    - 28 Inertial Reduction: PBAoE, Team +Jump
    - 35 Transference: Ranged, Foe -End, Team +End
    - 38 Fulcrum Shift: Ranged (Targeted AoE), Foe -DMG, Team +DMG
    Poison [Alkaloid and Antidote changed to PBAoEs, Noxious Gas works on teammates]
    - 1 Alkaloid: PBAoE, Team Heal
    - 2 Envenom: Ranged, Foe -DEF(All), -Res(All), -Regen, -Heal
    - 4 Weaken: Ranged, Foe -DMG, -To-Hit, -Special
    - 10 Neurotoxic Breath: Ranged (Cone), Foe Hold, -Recharge, -SPD
    - 16 Elixir of Life: Close, Ally Rez, +Res(Toxic), +DMG, +To-Hit, +Recharge, +Recovery
    - 20 Antidote: PBAoE, Team +Res(Cold, Toxic, Disorient, Fear, Confusion, Hold, Sleep, Immobilize, -Recharge, -SPD)
    - 28 Paralytic Poison: Ranged, Foe Hold
    - 35 Poison Trap: Place Trap: PBAoE, Foe Hold, Sleep, -Endurance
    - 38 Noxious Gas: Infect Ally: PBAoE, Foe Hold, -DEF(All), -Res(All), -DMG, -To-Hit
    Spirit Summoning (New)
    - 1 Spirit of the Knight: PBAoE, Team +Res(Smash, Lethal, Melee)
    - 2 Spirit of the Holy: PBAoE, Team Heal +Res(Energy, Negative, Toxic)
    - 4 Spirit of the Athlete: PBAoE, Team +SPD +Recharge +Recovery +Res(Psychic, Ranged, AoE)
    - 10 Reclaim Spirit: Close, Ally Rez +DEF(All) +Res(All)
    - 16 Spirit of the Jester: Ranged, Foe Confuse
    - 20 Spirit of the Infallible: PBAoE, Team +Res(Fire, Cold, Disorient, Hold, Sleep, Immobilize, Fear, Confusion)
    - 28 Spirit of the Master: PBAoE, Team +DEF(All) +Perception
    - 35 Spirit of the Warrior: PBAoE, Team +DMG +To-Hit +Res(DEF DeBuff, To-Hit DeBuff)
    - 38 Wandering Spirit: Summon Spirit Pet: Melee, Foe -Res, Fear
    Storm Summoning [O2 Boost changed to PBAoE; Thunder Clap changed to Thunder Shock since Electric Melee already has that]
    - 1 Gale: Ranged (Cone), Minor DMG(Smash), Foe Knockback
    - 2 O2 Boost: PBAoE, Team Heal, +Res(Disorient, Sleep, End Drain), +Perception
    - 4 Snow Storm: Toggle: Ranged (Targeted AoE), Foe -Recharge, -SPD, -Fly
    - 10 Steamy Mist: Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Fire, Cold, Energy, Confuse)
    - 16 Freezing Rain: Ranged (Location AoE), Minor DoT(Cold), Foe -Recharge, -SPD, -DEF(All), -Res(All)
    - 20 Hurricane: Toggle: PBAoE, Foe -Range, -To-Hit, Repel, Knockback
    - 28 Thunder Shock: PBAoE, Self +End +Recovery, Foe -End -Recovery
    - 35 Tornado: Summon Tornado: PBAoE, Minor DMG(Smash), Foe Fear, Disorient, Knockback
    - 38 Lightning Storm: Summon Storm: Ranged, High DMG(Energy), Foe -End
    Thermal Radiation [Fire Shield, Plasma Shield, and Thaw changed to PBAoEs]
    - 1 Warmth: PBAoE, Team Heal
    - 2 Fire Shield: PBAoE, Team +Res(Smash, Lethal, Fire, Cold)
    - 4 Cauterize: Ranged, Ally Heal
    - 10 Plasma Shield: PBAoE, Team +Res(Fire, Energy, Negative)
    - 16 Power of the Phoenix: Close, Ally Rez, Special(Targeted AoE, Extreme DoT(Fire), Foe Disorient, Knockback)
    - 20 Thaw: PBAoE, Team +Res(Cold, Disorient, Hold, Sleep, Immobilize, Fear, Confusion, Slow)
    - 28 Forge: Ranged, Ally +DMG, +To-Hit
    - 35 Heat Exhaustion: Ranged, Foe -DMG, -End, -Recovery, -Regen
    - 38 Melt Armor: Ranged (Targeted AoE), Foe -DEF(All), -Res(All)
    Traps [Same as Defender/Corruptor set]
    - 1 Web Grenade: Ranged, Foe Immobilize, -Recharge, -SPD, -Jump, -Fly
    - 2 Caltrops: Ranged (Location AoE), Minor DoT(Lethal), Foe -SPD, -Jump
    - 4 Triage Beacon: Place Beacon: PBAoE, Team +Regen
    - 10 Acid Mortar: Place Trap: Ranged (Targeted AoE), Minor DoT(Toxic), Foe -DEF(All), -Res(All)
    - 16 Force Field Generator: Place Drone: PBAoE, Team +DEF(All), +Res(Disorient, Hold, Immobilize)
    - 20 Poison Trap: Place Trap: PBAoE, Foe Hold(Special), -Regen, -Recharge
    - 28 Seeker Drones: Summon Seekers: Ranged, Minor DMG(Energy), Foe Disorient, -DMG, -To-Hit, -Perception
    - 35 Trip Mine: Place Mine: PBAoE, Superior DMG(Lethal/Fire), Foe Knockback
    - 38 Time Bomb: Place Bomb: PBAoE, Extreme DMG(Lethal/Fire), Foe Knockback

    Aggressor (Villain/Praetorian)
    - Primary: Assault
    - Secondary: Reinforcement
    - Inherent: Zero In
    - Damage: High
    - Hit Points: Low

    - The Aggressor has one objective: destroy the current target. With a varied assortment of single-target Assault powers, secondary Reinforcement powers to back him up and his Zero In capability, running away won't help anyone in this archetype's cross hairs. Despite being a Jack-of-all-trades that can definitely take care of himself, the Aggressor is still somewhat low on hit points and can easily get himself in over his head if he's not careful.

    This archetype uses the Dominator's Assault power set as its primary and pairs it with a somewhat new secondary set, Reinforcement. Just like the Assault power set is an amalgam of the Ranged and similarly themed Melee power sets, this secondary set combines certain powers from the melee classes' Defense sets with similarly themed Blaster Support powers to give shielding and boosts to the player along with some tools to trip up opponents (typically 4 or 5 self +DEF/RES toggles and autos, 2 or 3 self buffs, 1 or 2 mezzes and a nuke). Although Reinforcement provides melee class armors, they tend to function at slightly lower percentages. The Zero In Inherent power works like a Corruptor’s Scourge power, except it raises the Aggressor’s To-Hit chance rather than Critical Hit chance. Base hit points are the same as a Blaster or Stalker (the highest end of what the game considers low hit points). Aggressors receive vaguely the same Ancillary and Patron Power Pools as Dominators to provide more multiple-target powers and mezzes.

    Assault Power Sets
    Assault Rifle & Combat (New) [A jumble of Assault Rifle, Arachnos Soldier and Martial Arts]
    - 1 Single Shot: Ranged, Minor Damage (Lethal), Foe: -DEF
    - 1 Storm Kick: Melee, Moderate DMG(Smash)
    - 2 Burst: Ranged, Moderate DoT(Lethal), Foe -DEF
    - 6 Pummel: Melee, Moderate Damage (Smashing), Foe: Disorient
    - 8 Build Up: Self +DMG, +To-Hit
    - 12 Sniper Rifle: Sniper, Extreme DMG(Lethal), Foe Knockback
    - 18 Bayonet: Melee, High DoT (Lethal/Smashing)
    - 26 Crane Kick: Melee, High DMG(Smash), Foe Knockback
    - 32 Full Auto: Ranged (Cone), Superior DoT(Lethal), +Special
    Dark Assault (New) [Dark Blast + Dark Melee]
    - 1 Dark Blast: Ranged, Minor DMG(Negative), Foe -To-Hit
    - 1 Smite: Melee, Moderate DMG(Smash/Negative), Foe -To-Hit
    - 2 Shadow Maul: Melee (Cone), High DoT(Smash/Negative), Foe -To-Hit
    - 6 Gloom: Ranged, High DoT(Negative), Foe -To-Hit
    - 8 Touch of Fear: Melee, Foe Fear, -To-Hit
    - 12 Moonbeam: Sniper, Extreme DMG(Negative), Foe -To-Hit
    - 18 Night Fall: Ranged (Cone), Moderate DoT(Negative), Foe -To-Hit
    - 26 Dark Consumption: PBAoE, Moderate DMG(Negative), Self +End
    - 32 Siphon Life: Melee, Superior DMG(Negative), Foe -To-Hit, Self Heal
    Earth Assault [Same as Dominator’s set except for a Build Up instead of Power Boost, since the Critical Effect ability makes it redundant]
    - 1 Stone Spears: Ranged, Moderate DMG(Lethal)
    - 1 Stone Mallet: Melee, High DMG(Smash), Foe Knockdown
    - 2 Tremor: PBAoE, Moderate DMG(Smash), Foe Knockdown
    - 6 Hurl Boulder: Ranged, High DMG(Smash), Foe Knockback, -Fly
    - 8 Build Up: Self +DMG, +To-Hit
    - 12 Heavy Mallet: Melee, Superior DMG(Smash), Foe Knockdown
    - 18 Seismic Smash: Melee, Extreme DMG(Smash), Foe Hold
    - 26 Mud Pots: Toggle, PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD
    - 32 Fissure: Close (Targeted AoE), Moderate DMG(Smash/Lethal), Foe Disorient, Knockback
    Electricity Assault [Same as Dominator’s set]
    - 1 Charged Bolts: Ranged, Moderate DMG(Energy), Foe -End, -Recovery
    - 1 Charged Brawl: Melee, Moderate DMG(Smash/Energy), Foe Disorient, -End, -Recovery
    - 2 Lightning Bolt: Ranged, High DMG(Energy), Foe -End, -Recovery
    - 6 Havoc Punch: Melee, High DMG(Smash/Energy), Foe Sleep, -End, -Recovery
    - 8 Build Up: Self +DMG, +To-Hit
    - 12 Zapp: Sniper, Extreme DMG(Energy), Foe -End, -Recovery
    - 18 Static Discharge: Ranged (Cone), Moderate DMG(Energy), Foe -End, -Recovery
    - 26 Thunder Strike: Melee (Targeted AoE), High DMG(Smash/Energy), Foe Disorient, -Recovery, Knockback
    - 32 Voltaic Sentinel: Summon Sentinel: Ranged, Moderate DMG(Energy), Foe -End, -Recovery
    Energy Assault [Same as Dominator’s set except for a Build Up instead of Power Boost, since the Critical Effect ability makes it redundant]
    - 1 Power Bolt: Ranged, Minor DMG(Energy/Smash), Foe Knockback
    - 1 Bone Smasher: Melee, High DMG(Energy/Smash), Foe Disorient
    - 2 Power Push: Ranged, Minor DMG(Energy/Smash), Foe High Knockback
    - 6 Power Blast: Ranged, Moderate DMG(Energy/Smash), Foe Knockback
    - 8 Build Up: Self +DMG, +To-Hit
    - 12 Whirling Hands: PBAoE, Moderate DMG(Energy/Smash), Foe Disorient
    - 18 Total Focus: Melee, Extreme DMG(Energy/Smash), Foe Disorient
    - 26 Sniper Blast: Sniper, Superior DMG(Energy/Smash), Foe Knockback
    - 32 Power Burst: Close, High DMG(Energy/Smash), Foe Knockback
    Fiery Assault [Same as Dominator’s set except for a Build Up instead of Fiery Embrace, since that move is included in the Fire Reinforcement set]
    - 1 Flares: Ranged, Minor DMG(Fire)
    - 1 Incinerate: Melee, High DoT(Fire)
    - 2 Fire Breath: Close (Cone), Moderate DoT(Fire)
    - 6 Fire Blast: Ranged, Moderate DMG(Fire)
    - 8 Build Up: Self +DMG, +To-Hit
    - 12 Combustion: PBAoE, Moderate DoT(Fire)
    - 18 Consume: PBAoE, Minor DMG(Fire), Self +End
    - 26 Blazing Bolt: Sniper, Extreme DMG(Fire)
    - 32 Blaze: Close, High DMG(Fire)
    Icy Assault [Same as Dominator’s set except for a Build Up instead of Power Boost, since the Critical Effect ability makes it redundant]
    - 1 Ice Bolt: Ranged, Minor DMG(Cold/Smash), Foe -Recharge, -SPD
    - 1 Ice Sword: Melee, Moderate DMG(Cold/Lethal), Foe -Recharge, -SPD
    - 2 Ice Sword Circle: PBAoE, Moderate DMG(Cold/Lethal), Foe -Recharge, -SPD
    - 6 Ice Blast: Ranged, Moderate DMG(Cold/Smash), Foe -Recharge, -SPD
    - 8 Build Up: Self +DMG, +To-Hit
    - 12 Frost Breath: Close (Cone), Moderate DoT(Cold), Foe -Recharge, -SPD
    - 18 Chilling Embrace: Toggle: PBAoE, Foe -Recharge, -SPD
    - 26 Ice Slash: Melee, High DMG(Cold/Lethal), Foe -Recharge, -SPD
    - 32 Bitter Ice Blast: Ranged, Superior DMG(Cold/Smash), Foe -Recharge, -SPD, -To-Hit
    Psionic Assault [Same as Dominator’s set]
    - 1 Psionic Dart: Ranged, Minor DMG(Psionic), Foe –Recharge
    - 1 Mind Probe: Melee, Moderate DMG(Psionic), Foe –Recharge
    - 2 Telekinetic Thrust: Melee, Minor DMG(Psionic/Smash), Foe High Knockback
    - 6 Mental Blast: Ranged, Moderate DMG(Psionic), Foe –Recharge
    - 8 Psychic Scream: Ranged (Cone), Moderate DMG(Psionic), Foe –Recharge
    - 12 Drain Psyche: PBAoE, Foe -Regen, -Recovery, Self +Regen, +Recovery
    - 18 Subdue: Ranged, Moderate DMG(Psionic), Foe Immobilize
    - 26 Psionic Lance: Sniper, Superior DMG(Psionic), Foe –Recharge
    - 32 Psychic Shockwave: PBAoE, High DMG(Psionic), Foe Disorient, -Recharge

    Reinforcement Sets (all new, sort of)
    Dark Reinforcement [Dark Miasma + Dark Armor]
    - 1 Dark Embrace: Toggle: Self +Res(Smash, Lethal, Negative, Toxic)
    - 2 Death Shroud: Toggle: PBAoE, Minor DoT(Negative)
    - 4 Murky Cloud: Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
    - 10 Tenebrous Tentacles: Ranged, Minor DoT(Negative), Foe Immobilize, -To-Hit
    - 16 Cloak of Darkness: Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception
    - 20 Obsidian Shield: Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear)
    - 28 Shadow Dweller: Auto: Self +DEF(All) +Res(To-Hit DeBuff, DEF DeBuff)
    - 35 Dark Regeneration: PBAoE, Minor DMG(Negative), Self Heal
    - 38 Soul Transfer: PBAoE, High DMG(Negative), Foe Disorient, Self Rez
    Device Reinforcement [Devices + Shield Defense (the character won’t hold a physical shield; they will have a personal shield generator much like Praetorian PPD)]
    - 1 Web Grenade: Ranged, Foe Immobilize, -Recharge, -Fly
    - 2 Deflection: Toggle: Self +DEF(Melee), +Res(Smash, Lethal)
    - 4 Battle Agility: Toggle: Self +DEF(Ranged, AoE), +Res(DEF Debuff)
    - 10 Caltrops: Ranged (Location AoE), Minor DoT(Lethal), Foe -SPD
    - 16 True Grit: Auto: Self +Res(Fire, Cold, Energy, Negative, Toxic), +Max Health
    - 20 Active Defense: Self +Res(Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback, DEF Debuff)
    - 28 Targeting Drone: Toggle: Self +To-Hit, +Perception, +Res(DeBuff To-Hit)
    - 35 Phalanx Fighting: Auto: Self +DEF(Melee, Ranged, AoE)
    - 38 Time Bomb: Place Bomb: PBAoE, Extreme DMG(Lethal/Fire)
    Earth Reinforcement [Earth Control + Stone Armor]
    - 1 Rock Armor: Toggle: Self +DEF(Smash, Lethal), +Res(DEF Debuff)
    - 2 Stone Prison: Ranged, Minor DoT(Smash), Foe Immobilize, -DEF(All), -Fly
    - 4 Earth’s Embrace: Self Heal, +Max Health, +Res(Toxic)
    - 10 Rooted: Toggle: Self +Res(Disorient, Hold, Sleep, Immobilize, Repel, Knockback, End Drain, DEF Debuff), +Regen, -SPD, -Jump, -Fly
    - 16 Quicksand: Ranged (Location AoE), Foe -DEF(All), -Fly, -Jump, -SPD
    - 20 Brimstone Armor: Toggle: Self +Res(Fire, Cold)
    - 28 Crystal Armor: Toggle: Self +DEF(Energy, Negative), +Res(DEF Debuff)
    - 35 Minerals: Toggle: Self +DEF(Psionic), +Res(Confuse), +Perception
    - 38 Granite Armor: Toggle: Self +DEF(All DMG but Psionics), +Res(All DMG but Psionics, Disorient, Hold, Sleep, Immobilize, Repel, Knockback, DEF Debuff), -Recharge, -SPD, -DMG
    Electric Reinforcement [Electric Manipulation + Electric Armor]
    - 1 Charged Armor: Toggle: Self +Res(Smash, Lethal, Energy)
    - 2 Electric Fence: Ranged, Moderate DoT(Energy), Foe Immobilize, -End, -Recovery
    - 4 Conductive Shield: Toggle: Self +Res(Fire, Cold, Energy, Negative)
    - 10 Static Shield: Toggle: Self +Res(Psionics, Disorient, Hold, Sleep, Teleport, End Drain, -Recovery)
    - 16 Grounded: Auto: Self +Res(Energy, Negative, Immobilize, Knockback, End Drain)
    - 20 Lightning Reflexes: Self +Res(-Recharge, -SPD), +Recharge, +SPD
    - 28 Energize: Self Endurance Discount, Heal, +Regen
    - 35 Power Sink: PBAoE, Foe -End, -Recovery, Self +End
    - 38 Power Surge: Self +Res(All DMG but Psionics, Disorient, Sleep, Hold, Immobilize, Repel, Knockback, End Drain, -Recovery, Teleport), +Recovery, +Special(EMP Pulse)
    Energy Reinforcement [Energy Manipulation + Energy Aura]
    - 1 Kinetic Shield: Toggle, Self +DEF(Smash, Lethal, Energy), +Res(DEF DeBuff)
    - 2 Power Shield: Toggle, Self +DEF(Fire, Cold, Energy, Negative), +Res(DEF DeBuff)
    - 4 Stun: Melee, Minor DMG(Energy/Smash), Foe Disorient
    - 10 Dampening Field: Auto, Self +Res(Smash, Lethal)
    - 16 Energy Protection: Auto, Self +Res(Energy, Negative, Toxic)
    - 20 Conserve Power: Self End Discount
    - 28 Entropy Shield: Toggle, Self +Res(Disorient, Hold, Sleep, Immobilize, Repel, Knockback, Teleport, DEF DeBuff)
    - 35 Boost Range: Self Range Increase
    - 38 Overload: Self +DEF(All DMG but Psionics), +Res(DEF DeBuff) +Recovery, +Max Health, +Special
    Fire Reinforcement [Fire Manipulation + Fiery Aura]
    - 1 Fire Shield: Toggle, Self +Res(Smash, Lethal, Fire, Cold, Disorient)
    - 2 Ring of Fire: Ranged, Moderate DoT(Fire), Foe Immobilize
    - 4 Plasma Shield: Toggle, Self +Res(Fire, Energy, Negative, Hold, Sleep)
    - 10 Fiery Embrace: Self +DMG(Fire), +DMG
    - 16 Blazing Aura: Toggle, PBAoE, Minor DoT(Fire)
    - 20 Temperature Protection: Auto: Self +Res(Fire, Cold)
    - 28 Burn: Location (PBAoE), Moderate DoT(Fire), Self +Res(Immobilize)
    - 35 Healing Flames: Self Heal, +Res(Toxic)
    - 38 Rise of the Phoenix: PBAoE, Extreme DoT(Fire), Foe Disorient, Knockback, Self Rez
    Ice Reinforcement [Ice Manipulation + Ice Armor]
    - 1 Frozen Armor: Toggle: Self +DEF(Smash/Lethal), +Res(Fire, Cold, DEF Debuff)
    - 2 Chilblain: Ranged, Moderate DoT(Cold), Foe Immobilize, -Recharge, -SPD
    - 4 Wet Ice: Toggle: Self +DEF(All but Psionics), +Res(Cold, Disorient, Hold, Sleep, Knockback, -Recharge, -SPD, -Jump, DEF Debuff)
    - 10 Ice Patch: Location (PBAoE), Foe Knockdown
    - 16 Permafrost: Auto: Self +Res(Fire, Cold, -Recharge, -SPD, -Jump)
    - 20 Glacial Armor: Toggle: Self +DEF(Energy, Negative), +Res(Cold, DEF Debuff), +Perception
    - 28 Hoarfrost: Self Heal, +Max Health, +Res(Toxic)
    - 35 Energy Absorption: PBAoE, Foe -End, Self +DEF(All DMG but Psionics), +Res(-Recharge, -SPD, -Jump), +End
    - 38 Hibernate: Toggle: Self Invulnerable, +Regen, +Recovery
    Mental Reinforcement [Mental Manipulation + Willpower]
    - 1 High Pain Tolerance: Auto: Self +Res(All), +Max Health
    - 2 Scare: Ranged, Foe Fear
    - 4 Heightened Senses: Toggle: Self +DEF(All DMG but Psionics), +Res(DEF Debuff), +Perception
    - 10 Fast Healing: Auto: Self +Regen
    - 16 Indomitable Will: Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Sleep, Fear, Confusion, Knockback)
    - 20 Confuse: Ranged: Foe Confuse
    - 28 Quick Recovery: Auto: Self +Recovery
    - 35 Resurgence: Self Rez, +Recovery, +DMG, +To-Hit, +Recharge
    - 38 Mass Confusion: Ranged (Targeted AoE), Foe Confuse

    Harbinger (Hero/Praetorian)
    - Primary: Command
    - Secondary: Support
    - Inherent: Loyalty
    - Damage: Medium
    - Hit Points: Low

    - Using concentrated mastery of his powers, the Harbinger uses a helper of his own creation to aid him in battle and deliver justice to his foes. While selflessly protecting his master and obeying his commands, his pet’s abilities can be further augmented throughout this hero’s career. Although the Harbinger wields a variety of attacks and defenses of his own, he is somewhat lacking in hit points and relies heavily on his pet and teammates for protection.

    This archetype is can be summed up as a cross between a Mastermind and a Blaster. Unlike Masterminds, Harbingers rely on a single pet (many from the Control sets) and tend to be a bit more active in battle. The pet can be controlled like a Henchman, though due to its toughness and the Harbinger getting down and dirty in battle, it can easily be left to its own devices. Their Primary Command set is arranged much like the Mastermind’s with their pet as a level 1 power and similarly-themed ranged attacks in appropriate slots, with the latter two summons being replaced by appropriate melee attacks taken from the Blaster's Secondary Support set, which themselves are replaced by Buff/DeBuff powers. The Loyalty inherent power grants your pet a damage and to-hit boost if your health falls below 25%, plus you have a damage and to-hit boost yourself any time your pet is within a 60' radius of you and maintains line-of-sight. Harbingers have the same hit points as Corruptors, their personal base damage output is about Defender level and they receive the same Ancillary and Patron Power Pools as Blasters.

    Command Power Sets
    Clone Command (with Dual Pistols)
    Dark Command
    Earth Command
    Electricity Command
    Energy Command
    Fire Command
    Ice Command
    Technology Command
    Psychic Command


    Support Power Sets
    Dark Manipulation (New)
    Devices
    Earth Manipulation (New)
    Electricity Manipulation
    Energy Manipulation
    Fire Manipulation
    Ice Manipulation
    Mental Manipulation


    Saboteur (Villain/Praetorian)
    - Primary: Buff/Debuff
    - Secondary: Ranged Support
    - Inherent: Critical Effect
    - Damage: Medium
    - Hit Points: Low

    - The Saboteur’s biggest delight is to be as annoying to his enemies as possible. Although his wide assortment of tricks, traps, and ranged attacks can make him a valuable asset to any team, his team will in turn need to protect him from the resulting ire of their enemies.

    With its combination of buff/debuff powers and the newish Ranged Support secondary set (an amalgamation of Ranged and Control attacks, making it a Dominator’s “Greatest Hits” set), this archetype mirrors the team-friendliness of the Hero’s Controller and Defender and is more or less a combination of the two, also echoing their hit points and high-level Power Pools. The inherent Critical Effect ability works much like a Scrapper's, except instead of double damage, the result is a decent buff to whatever secondary effect the attack may cause, such as a longer Hold or Disorient, further Knockback, or higher percentage debuffs.
  3. Oh yeah, this does indeed need to be moved, sorry about that.

    @ Adeon - For the Aggressor defense set I wanted it to be more than just dynamic armor and self-buffs, so thrown in are a couple mezzes and maybe a nuke at the end. As for the Wildcard, you're right about the lack of mez resistance early on, although some of the res and def buffs could be made into PBAoEs so the player is buffed too.
  4. Throwing a couple new Archetypes into the mix would be fun. Here's a couple ideas I'd like to see happen in a future update. Anybody else have any ideas?

    Aggressor (Villain)
    - Primary: Assault
    - Secondary: Defensive Support
    - Inherent: Critical Effect
    - Damage: High
    - Hit Points: Medium

    - The Aggressor has one objective: Destroy the current target. With a varied assortment of single-target Assault powers, secondary Defensive Support powers to back him up, and his Critical Effect capability, running away won't help anyone in this archetype's cross hairs. However, the Aggressor can easily get himself in over his head if he's not careful.

    This archetype uses the Dominator's Assault power set and combines it with a new secondary set, Defensive Support. As its name implies, this new set combines certain powers from the melee classes' Defense sets with similarly themed Blaster Support powers to give shielding and boosts to the player along with tools to trip up opponents. The inherent Critical Effect ability works much a Scrapper's, except instead of double damage, the result is a decent buff to whatever secondary effect the attack may cause, such as a longer Hold or Disorient, further Knockback, or higher percentage debuffs. Base hit points are between that of a Blaster and a Scrapper.

    Assault Power Sets
    - Assault Rifle & Combat (new)
    - Dark Assault (new)
    - Earth Assault
    - Electricity Assault
    - Energy Assault
    - Fiery Assault
    - Icy Assault
    - Psionic Assault

    Defensive Support Power Sets (all new, sorta)
    - Dark Miasma
    - Devices
    - Earth & Stone
    - Electricity
    - Energy
    - Fire
    - Ice
    - Psionics

    Wildcard (Hero)
    - Primary: Melee
    - Seconday: Buff/DeBuff
    - Inherent: Power Play
    - Damage: Medium
    - Hit Points: Medium

    - The Wildcard has the tools to effectively play offence or defense whenever necessary. With his combination of Melee and Buff/DeBuff powers along with his special Power Play ability to boot, this well-rounded archetype is great for teams or playing solo. Although they have more hit points than most classes, Wildcards tend to be lacking in defense.

    Called a "Paladin" in other RPGs, this archetype is basically a melee healer, or a cross between a Defender and a Scrapper. The inherent Power Play system works in a similar fashion to that of popular fighting games; dealing and taking damage slowly builds up a power meter that fills to three stocks. These Power Play cards can be used to significantly buff the damage and/or all effects of whatever power is used next. Base hit points are the same as a Scrapper, although neither power set provides much in the way of personal defenses.

    Melee Power Sets
    - Claws
    - Dark Melee
    - Dual Blades
    - Fiery Melee
    - Ice Melee
    - Katana
    - Kinetic Melee
    - Martial Arts
    - Spines
    - Staff (new)

    Buff/DeBuff Power Sets
    - Cold Domination
    - Dark Miasma
    - Empathy
    - Force Field
    - Kinetics
    - Poison
    - Spirit Summoning (new)
    - Storm Summoning
    - Thermal Radiation
    - Traps