I have been thinking for a while: Why don't we have any Beast-Boy/Ben 10/Carnage/Elastic Man-style Shapeshifting? I know we have khelds, but beyond that, nada. Thus, I propose:
Morphers are a Form-Based
Jack AT, mostly attack oriented. Now that we may soon be getting quadrupedal Skeletons soon, this could be not too far off! Basically, you get your single Primary set, Attacks(which are effected by your form) and a group of Secondaries to choose from(Your forms and defensive clicks/toggles/Autos). I was thinking that this AT would be either Magic or Mutation. Possibly a choice between them.

The Morpher:
You are the faceless. You are not bound by any one body. You are the shifter! Master of many Bodies!
Primary: Shapeshifted Fighting (Unshifted Melee DMG[Smashing], basic fighting moves)
T1: Weak Attack: Melee or Ranged (Minor DMG[Varies])
T2: Basic Attack: Melee or Ranged (Moderate DMG[Varies])
T3: Weakening Attack: Melee or Ranged (Tiny DMG[Varies], Foe [Stun, Debuffs, or Knockback]
T4: Aim: Click (Self +ToHit)
T5: Strong Attack: Melee or Ranged (High DMG[Varies])
T6: Wide Attack: Melee[Cone] or Ranged[Cone] (High DMG[Varies])
T7: Build Up: Click (Self +DMG)
T8: Sweep Attack: Melee[PBAoE] or Ranged[PBAoE] (Superior DMG[Varies])
T9: Super Attack: Melee or Ranged (Extreme DMG[Varies])
Secondary Template: Forms
T1: First Form: Toggle (Self Small +Res/+Def, Normal DMG)
T2: First Auto: Auto (Self +Res/+Def/+Regen)
T3: First Toggle: Toggle (Self +Res[Mez])
T4: First Buff: Click (Self +Def[Ranged or Melee])
T5: Second Form: Toggle (Self Medium +Res/+Def, Medium +DMG)
T6: Second Toggle: Toggle (Self +Res/Def/+Regen)
T7: Second Auto: Auto (Self +SPD, +Res/+DEF)
T8: Second Buff: Click (Self +Res/+Def/+Regen, +ToHit)
T9: Third Form: Toggle (Self Large +Res/Def/+Regen, Large +DMG, +ToHit)
Ideas for Secondary(Form) sets include:
Animals(Wolf/Bear/Gorilla)-Good for Melee DPS/Tanking. Automatic Leaping powers.
Dinosaur(Dracorex/Velociraptor/Dimetrodon)-Fast, but relatively low damage, Melee DPS. Running.
Robot/Powered Armor(Small/Medium/Hulkbuster-size)-Durable, good mix of Melee and Ranged DPS.
Elemental(Lesser/Normal/Greater)-Ranged DPS. Comes with flying abilities.
Dragons(Wyrmling/Young/Mature)-Claw-based Melee, with some fire cones. first form has improved running and leaping, 2nd and 3rd have flight.
Etc.
==Morpher (Alt. Version)== (Suggested by Ridia, edited by daveyj3)
1 - brawl/kick[example of unshifted attack light]
1 - Transform* [grants attacks: 1 ranged single target, 1 ranged cone, 1 immob, and 1 meelee attack][toggle transform]
2 - air superiority/jump kick[example of unshifted attack medium]
6 - Empower Transformation [can only be used while transformed. adds ranged AoE or pbAoE, hold, meelee attack to transformed state][toggle, no endurance cost, but individual powers have end costs.]
8 - spinning strike/dragon's tail [example of unshifted attack medium aoe]
12 - build up [short bonuses]
18 - Altered State - [[adds a path aura fx.][toggle] can be used while both shifted and unshifted. grants minor dmg pbaoe]
26 - Spawn Formling [spawns one temporary pet depending on your transformation, imp, tornado, water spout, animate stone, shade, seedling, robot, etc.]
32 - Ultimate Shift [Transformed model fx upgrade, [extra branches, rocks, fiery wings, icicles, shadowy floaties, targeting drones, etc.] induces/enhances transformation, adds high dmg ranged, high dmg meelee, meelee cone, and one nuke power [ranged or meelee]][toggle with time limit similar to phase shift, can only be used while transformed]
*The Transform power forces the player to pick a type of transformation from which other set powers related to the transform will be decided. Example "Botanical Transform" - You become a Razorvine, have plant control and thorny attacks.
Types of Transform [selected from list when Transform is Purchased]:
- Beast Form [borrow from Beast mastery and claws. might have to transform into a bear to make work.]
- Plant Form [borrow from plant control/thorns. become a DE type tree-thing]
- Elemental Form (fire, earth, wind, ice)** [fire - easy, earth - easy, ice - easy, wind - can borrow from Storm summoning, Scirocco's signature powers, and maybe a couple other wind like powers in game.]
- Shadow Form [easy, lots of dark powers]
- Cyborg Form [would use super strength and various guns/rifles]
- Demonic Form* [altered fx of WS powers]
- Celestial Form* [altered fx of PB powers]
- Kinetic Form* kinetic meelee and kinetics [repel would have knockback become knockdown and add minor dmg component perhaps. different effects with animations from kinetics for new powers maybe]
the secondary would function more like an defense set, like you mention lol, but i would tweak them to work better when you are actually transformed. i would also go ahead and give the elemental aura defense sets, in case somebody picked the elemental transform and wanted a set to work thematically. they would function more like stalker secondaries than other meelee scondaries, replacing Hide with something either more complementary to the Transformed state or the Un-Transformed state. also, i would remove any toggle pbAoEs so as not to conflict with the toggle pbaoe in the primary set. though if it was an EAT, it would have one set that is sort of the base of all these sets, looking mostly like WP or Regen, and maybe a shield or two who's fx depend on the type of transform purchased. XD
examples:
- Invulnerability
- Regeneration
- Ninjitsu
- Willpower
- Fire Aura
- Ice Armor
- Dark Aura
- Stone Armor
The Rikti Prestige AT is intended to be a mix of Melee and/or Ranged DPS, Support, and control. You can choose out of two main Powersets: Rifle & Sword, or Psionic training. I was think that you could have a choice of holding a one-handed blade in one hand and a pistol in the other, or a "Rifle-Sword" like the Headmen have.

==Rikti==
You:Rikti Soldier. Choose:Focus(Psionics|Rifle & Sword). Will:You choose:Traditionalists(Peace)|Restructurists(War)?
Quickstats: (S & R/Psionic)
Survivability: 6
Melee Damage: 8/2
Ranged Damage: 5/5
Crowd Control: 2/9
Support: 5/7
Pets: 2
Inherent:
Rikti Training: +ToHit, +End
Level 1: Por'tal Device: Self TP
ILevel 10: Por'tal Improvement: Long-range TP
*Primary 1: Sword and Rifle: (More DPS-Oriented)
1: Rifle Shot: Ranged (Minor DMG[Energy], Foe Knockback, -Res)
1: Energy Slash: Melee (Minor DMG[Energy/Lethal], Minor DoT[Energy], Foe Stun)
2: Quick Strike: Melee (Moderate DMG[Energy/Lethal], Minor DoT[Energy], Foe Stun)
6: Strong Pulse: Ranged (High DMG[Energy], Foe Knockback, -Res)
6: Disabling Strike: Melee(Minor DMG[Energy/Lethal], Moderate DoT[Energy], Strong Stun)
8: Pulse Wave: Ranged[Cone](High DMG[Energy], Foe Knockback, -Res)
12: Explosive Pulse: Ranged[TAoE] (Superior DMG[Energy], Foe Knockback, -Res)
12: Arching Swing: Melee[Cone] (Superior DMG[Energy/Lethal], High DoT[Energy], Foe Knockdown, Stun)
18: Headsplitter: Melee (Superior DMG[Energy/Lethal], High DoT[Energy], Foe Stun)
26: Concentrated Pulse: Ranged(Superior DMG[Energy], Foe Knockback, -Res)
26: Spinning Attack: Melee[PBAoE](Superior DMG[Energy/Lethal], Foe Knockdown, Stun)
32: Overload: Ranged[TAoE](Extreme DMG[Energy], Foe Knockback, Stun, -Res)
*Primary 2: Psionics (Control is the name of the game.)
1: Mesmerize: Ranged(Moderate DMG[Psionic], Foe Sleep, -Rech)
1: Mental Blast: Ranged(Moderate DMG[Psionic], Foe -Recharge)
2: Dominate: Ranged(Moderate DMG[Psionic], Foe Hold, -Rech)
6: Scare: Ranged(Minor DMG[Psionic], Foe Fear)
8: Mass Hypnosis: Ranged[TAoE](Foe Sleep, -Rech)
12: Psychic Scream: Ranged[Cone](High DMG[Psionic], Foe -Rech)
18: Terrify: Ranged[Cone](Foe Scare, -Rech)
26: Total Domination: Ranged[TAoE](Moderate DMG[Psionic], Foe Hold, -Rech)
38: Psychic Shockwave: Melee[PBAoE](High DMG[Psionic], Foe Disorient, -Rech)
*Secondary: Rikti Soldier Training
1: Combat Prescience: Auto(Self +Def[All])
2: Mind Link: Toggle(Team +Def[All], +Res[Psi]
4: Rikti Teleporter: Click (TP Self)
10: Kinetic Dampener Field: Toggle[PBAoE](Ally & Self +Def[Ranged, AoE])
16: Bolster Psyches: Toggle(Team +DMG, +Acc)
20: Future Glance: Click(Self +Def)
28: Psionic Fortitude: Click(Self +Max HP, +Res[Mez])
35: Psychic Healing: Click(Team Heal)
38: Open Portal: Summon Rikti Soldiers
Alright, this is one of my older suggestions. This is my idea for the PPD Heroic Epic AT: A branching AT with three career choices: the starter SWAT/Beat Cop, and later, the Hardsuit and Psi-Officer. I drew heavily on The Arachnos AT's at first, and if you have any better ideas for the powers, or if there are balance issues, be sure to speak up. I won't stab you.

==PPD HEAT==
As a PPD Officer, you will have Evenly balanced hand-to-hand and firearm training to start. Later, you may choose to specialize in a Psionic abilities or use of a PPD Hardsuit.
Tracks:
A: Officers: Starting as a normal PPD Beat Cop, with basic Hand-to-hand Training and your trusty PPD pistol, you aim to take a bite out of crime.
*Quickstats:
Durability: 5
Melee Damage: 8
Ranged Damage: 7
Crowd Control: 3
Support: 4
Pets: 4
A1: Hardsuit: You know that "Fine-Blue-Line" shpiel people like to use? Well, you're more like a thick blue wall. You can take it all, and to a lesser extent, dish it back. BAYAM!
Durability: 8
Melee Damage: 10
Ranged Damage: 4
Crowd Control: 2
Support: 2
Pets: 4
A2: Psi-Officers: You can do stuff with your brain that normal people can only dream of, and instead of going off and becoming one of those spandexed yahoos, you have decided to join the PPD. Congratulations. Now back to patrols.
Durability: 3
Melee Damage: 5
Ranged Damage: 10
Crowd Control: 5
Support: 7
Pets: 2
Powersets:
1. Basic/SWAT Weaponry (Ranged weapons and Hand-to-hand fighting)
-1A. Hardsuit Weaponry (Decent Melee/Ranged DPS)
-1B. Psionic Attack (Ranged, With a Control Spin)
2. Basic/SWAT Training (Defense and Team buff-oriented)
-2A. Hardsuit Training (MOAR TANKING!)
-2B. Psi-Officer Training (Weak Defense, Decent Buff/Debuff)
Primary Set
*Basic Weaponry
1: Single Shot: Ranged (Minor DMG[Lethal])
1: Punch: Melee (Moderate DMG[Smashing])
2: Burst: Ranged (Moderate DoT[Lethal])
6: Sweeping Cross: Melee[Cone] (Moderate DMG[Smashing], Foe Stun)
8: Heavy Burst: Ranged[Cone] (High DoT[Lethal], Foe -Def)
12: Ablating Kick: Melee (Moderate DMG[Smashing], Foe -Res[All])
12: Glue Grenade: Ranged[TAoE] (Foe Immobilize, -SPD, -Jump, -Fly)
18: Frag Grenade: Ranged[TAoE] (Moderate DMG[Lethal/Smashing], Foe Knockback)
26: Shin Kick: Melee (Superior DMG[Smashing], Foe -SPD, -Def)
26: Trip Mines: Place Mine (PBAoE, Superior DMG[Lethal/Fire], Foe Knockback)
32: Full Auto: Ranged[Cone] (Superior DoT[Lethal] )
*Hardsuit Weaponry
1: Jab: Melee (Minor DMG[Smashing], Foe Knockdown)
1: Charged Shot: Ranged (High DMG[Energy], Foe Knockdown)
2: Punch: Melee (Extreme DMG[Smashing], Foe Knockdown)
6: Hand Clap: PBAoE (Foe Stun, Knockback)
6: Cutting Beam: Ranged[Cone] (High DMG[Energy], Foe -Def[All])
8: Knockout Blow: Melee (Extreme DMG[Smashing], Foe Hold, Knockup)
12: Lancer Shot: Ranged[Close] (Superior DMG[Energy], Foe Stun)
12: Haymaker: Melee (Superior DMG[Smashing], Foe Kockdown)
18: Peircing Beam: Ranged[Narrow Cone] (High DMG[Energy], Foe Stun)
26: Punishing Slam: Melee (High DMG[Smashing], Foe Stun, Knockback)
32: Foot Stomp: PBAOE (Moderate DMG[Smashing], Foe Knockdown)
*Psionic Attack
1: Psionic Dart: Ranged (Minor DMG[Psionic], Foe -Recharge)
1: Mental Blast: Ranged (High DMG[Psionic], Foe -Recharge)
2: Kinetic Slam: Ranged (Minor DMG[Smashing], Foe Knockback)
6: Dominate: Ranged (Moderate DMG[Psionic], Foe Hold)
6: Psi-Wave: Ranged[Cone] (Moderate DMG[Psionic], Foe Sleep, -Recharge)
8: Kinetic Bomb: Ranged[TAoE] (High DMG[Smashing], Foe Knockback)
12: Psychic Scream: Ranged[Cone] (High DMG[Psionic], Foe -Recharge)
12: Mass Hypnosis: Ranged[TAoE] (Foe Sleep)
18: Psychokinetic Lance: Ranged[Sniper] (Superior DMG[Psionic/Smashing],
26: Telekinesis: Ranged[TAoE] (Minor DMG[Smashing], Foe Hold, Repel)
26: Terrify: Ranged[Cone] (Minor DMG[Psionic], Foe Fear[Special])
32: Psychic Chains: Ranged[TAoE] (Foe Hold, -Recharge)
Secondary Set
*Basic Training
1: Combat Training: Auto (Self +Res[All])
2: Detective Training: Auto (Self +Def[Ranged])
4: Marksmanship: Auto (Self +Accuracy)
10: Defensive Maneuvers: Toggle[PBAoE] (Team +Defense)
16: Attack Maneuvers: Toggle[PBAoE] (Team +Damage, +Res[Taunt, Placate])
20: High Pain Tolerance: Toggle (Self +Res[All], +Max HP)
28: Super Serum: Click (Self +ToHit, +Recharge, +Run Speed, +Recovery)
35: Quick Recovery: Auto (Self +Recovery, +Regen)
38: Call Backup: Summon PPD Officers
*Hardsuit Training
1: Hardsuit: Auto (Self +Res[All] +Max HP, +Res[Stun, Sleep, Immob, Hold, Confuse, Terrorize])
10: Cape-Buster Training: Toggle (Self +ToHit, +DMG, +Def[Ranged, AoE])
16: Armor Reinforcement: Auto (Self +Res[All])
20: Evasive Dodge: Toggle (Self + Def[Melee, AoE], Res[All but Psionics & Toxic, Def Debuff])
24: Force Shield: Toggle(Self +Res[All], +Def[Ranged, AoE])
35: Overload: Click (Self +Res[All but Psionics, Disorient, Sleep, Hold, Immobilize, Repel, Knockback, End Drain], +Recovery, +Special[EMP Pulse])
38: Call Drones: Summon PPD Drones (Moderate DMG[Energy])
*Psi-Officer Training
1: Defensive Telepathy: Auto (Self +Def[Melee, Psionic])
10: Psychic Awareness: Toggle (Self +Res(Stun, Hold, Sleep, Fear), +Def[Ranged])
16: Psychic Homing: Click[PBAoE] (Team +ToHit)
20: Kinetic Magnet: Ranged[TAoE] (Foe -Def, -Res, -ToHit)
28: Mind Link: PBAoE (Team +ToHit, +DEF[All], +Res[Psionic])
35: Drain Psyche: PBAoE (Foe -Regen, -Recovery, Team +Regen, Recovery)
38: Fulcrum Shift: Ranged[TAoE] (Foe -DMG, -SPD, Team +DMG, +SPD)

==Hellfire Elementalist== (Suggested
in great detail here by Von Krieger)
Base:
Survivability: 7
Melee DMG: 6
Ranged DMG: 6
Crowd Control: 5
Support: 5
Pets: 2
Mantle of Combat "Tank Mode:"
Survivability: 8
Melee DMG: 5
Ranged DMG: 5
Crowd Control: 5
Support: 5
Pets: 2
Mantle of Conquest "Blaster Mode:"
Survivability: 6
Melee DMG: 7
Ranged DMG: 7
Crowd Control: 5
Support: 5
Pets: 2
Both Mantles "Scrapper Mode"
Mantle of Combat "Tank Mode:"
Survivability: 7
Melee DMG: 7
Ranged DMG: 7
Crowd Control: 5
Support: 5
Pets: 2
Inherent:
Infernal Essence: Auto +Regen, +Recovery
Level 1: Incendiary Leap (Super Jump)
Level 10: Incendiary Hop (Self +Def) (Combat Jumping)
Primary: Infernal Warding
1: Revivication: PBAoE (Ally Heal)
1: Material Warding: Toggle (Self +Res[Smashing, Lethal, Fire, Toxic])
2: Material Ward Circle: Ranged (Ally +Res[Smashing, Lethal, Toxic])
6: Subdermal Warding Auto (Self +HP, +Res[All], +Res[-SPD, -Fly, -Jump, -Rech])
6: Mantle of Combat ("Tank Mode"): Toggle (Self +Def[All], +Res[-Def, Sleep, Confuse, Terrorize, Knockback, Knockdown, Knockup, Hold, Stun, Immobilize], +Threat Level, Special[Punchvoke, Taunt Aura on Hellfire Halo])
8: Vitalistic Infusion: Ranged (Ally Heal)
12: Ethereal Warding: Toggle (Self +Res[Fire, Cold, Energy, Negative, Toxic])
12: Ethereal Ward Circle: Ranged (Ally +Res[Fire, Cold, Energy, Negative, Toxic])
18: Revitalize: Click (Self Heal)
26: Corrupting Incantation: Ranged(Ally +ToHit, +Special[Toxic and Fire DMG])
28: Malignant Haze: Toggle[PBAoE](Minor DMG[Toxic/Fire], Foe -SPD, -Jump, Immob.)
32: Rain of Terror: TAoE[Placeable](Moderate DoT[Fire/Toxic], Foe -SPD, -Res)
32: Undying: PBAoE(Self Rez, Moderate DMG[Fire], Foe Confuse, Knockback)
Secondary: Infernal Assault
1: Hellfire Bolt: Ranged(Minor DMG[Fire], Minor DoT[Toxic])
2: Hellfire Backfist: Melee(Moderate DMG[Fire/Toxic], Foe Knockup)
4: Maleficent Gate: PBAoE(Moderate DMG[Fire/Toxic], Foe -Res)
10: Firespout: Ranged(High DoT[Fire/Toxic], Foe -Res)
14: Hellfire Halo: Toggle[PBAoE](Moderate DoT[Fire/Toxic], Foe -DMG)
16: Steal Strength: Click (Self +ToHit, +DMG)
16: Soul Siphon: Ranged (Foe -Res, Self +ToHit, +DMG)
20: Mantle of Conquest ("Blaster Mode"): Toggle(Self -Max HP, -Res[All], +DMG)
22: Crux Contagion: Melee(High DoT[Fire/Toxic])
24: Lance of Corruption: Ranged(High DMG[Fire/Toxic])
24: Wormwood: PBAoE[Placeable](High DMG[Fire/Toxic], Foe Knockdown, -Res[All])
28: Charon's Tolls: PBAoE(Ally +End, +Recovery, +Res[-Recovery], Foe -Res[All]
35: Anathema Apotheosis: PBAoE[Pseudopet](Extreme DoT[Fire/Toxic], Foe -Res[All], Special[Foes defeated under the effect deal AoE damage to other foes.])
38: Purgatory: PBAoE[Placeable](Extreme DoT[Fire/Toxic], Foe -Res[All], -Recovery, -End)
Special Ancillaries: Mantles
Blaster
(1) Mantle of Conflagration
Autopower
+Sinister Surge, Hellfire Bolt, and Firespout can be used while mezzed.
+The four other pool powers, Hellfire Bolt, and Firespout give +DMG bonuses for a few second when used. I don't know the numbers and times, but they would be 1/2 the amount of the equivalent Defiance buff.
(2) Sinister Surge
(3) Hellfire Punch
(4) Chains of Conquest
(5) Hellfire Wave
Controller
(1) Mantle of Control
Autopower
+Carapace Claws, Chains of Conquest, Hellfire Bolt, and Malignant Haze deal +50% base fire damage on mezzed targets
+Crux Contagion and Heart of Darkness have a 20% chance for an additional Mag 1 Confuse
+Carapace Construct's Summong Sibling gains a 20% chance for an additional Mag 1 Confuse
(2) Carapace Claws
(3) Chains of Conquest
(4) Heart of Darkness
(5) Carapace Construct
Defender
(1) Mantle of Compassion
Autopower
-1 Threat rating, reducing the Hellfire Elementalist to Threat 1
+Extend Essence grants allies 12.5% Defense Debuff Resistance
+Desolate Orbs gains a -18.75% Rech Speed debuff
(2) Extend Essence
(3) Desolate Orbs
(4) Sinister Surge
(5) Hellfire Wave
Scrapper
(1) Mantle of Chaos
+Hellfire Punch, Hellfire Wall, Hellfire Backfist, and Crux Contagion gain Scrapper chance for +50% base fire damage
(2) Hellfire Punch
(3) Hellfire Wall
(4) Confront
(5) Maledict Majesty
Tanker
(1) Mantle of Courage
+1 Threat Level, raising the Hellfire Elementalist to 3, or 4 if Mantle of Combat is on
+Hellfire Punch, Hellfire Wall, Hellfire Backfist, and Crux Contagion gain the tanker PBAoE Taunt effect
+Hellfire Punch gains a -10% Res in addition to the usual, to mimic the effect of Bruising
(2) Taunt
(3) Hellfire Punch
(4) Maledict Majesty
(5) Hellfire Wall
Peacebringer and Warshade
Peacebringers and Warshades do not have a mantle or a pool here. You can't play host to an alien energy being and be a living portal to a dimension filled with eternal, malignant flame at the same time. Either that or the energies involved would destroy the mortal host, leaving the Kheldian behind empowered by the Hellfire.
Brute
(1) Mantle of Carnage
+1 Threat Level, raising the Hellfire Elementalist to 3, or 4 if Mantle of Combat is on
+Hellfire Punch, Hellfire Wall, Hellfire Backfist, and Crux Contagion gain the Brute Punchvoke taunt effect, even outside of Mantle of Combat
+Essence loss from attacking is reduced slightly
(2) Hellfire Punch
(3) Taunt
(4) Hellfire Wall
(5) Maledict Majesty
Corruptor
(1) Mantle of Corruption
+Sinister Surge, Hellfire Wave, Hellfire Bolt, Firespout, Desolate Orbs, Maleficent Gate, and Purgatory gain a Scourge-like chance to deal +50% base fire damage when an enemy is below 50% HP
(2) Sinister Surge
(3) Extend Essence
(4) Desolate Orbs
(5) Hellfire Wave
Dominator
(1) Mantle of Confinement
+The four other pools powers and Hellfire Bolt, Hellfire Backfist, and Firespout do not remove Essence from the bar.
+When your Essence bar is over 75% Chains of Conquest, Crux Contagion, and the Carapace Construct's mez effects are increased by Mag 1.
(2) Chains of Conquest
(3) Carapace Construct
(4) Sinister Surge
(5) Hellfire Punch
Mastermind
(1) Mantle of Command
+Carapace Construct has increased HP and a permanent Tohit and Damage buff
+Carapace Construct takes 20% of the damage you take, which is reduced on you by that amount, essentially mimicking Bodyguard Mode
(2) Carapace Construct
(3) Sinister Surge
(4) Extend Essence
(5) Desolate Orbs
Stalker
(1) Mantle of Concealment
+As Mantle of Chaos, but with whatever wacky chance for crits Stalkers have
(2)Enshadow
(3)Assassin Strike
(4)Placate
(5) Maledict Majesty
Soldier of Arachnos
(1) Mantle of Cobwebs
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning
(2) Sinister Surge
(3) Extend Essence
(4) Hellfire Wall
(5) Carapace Construct
Widow
(1) Mantle of Captivation
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning
(2) Sinister Surge
(3) Chains of Conquest
(4) Heart of Darkness
(5) Maledict Majesty

==Midnighter== (Suggested by Trilby)
Survivability: ?
Melee DMG: ?
Ranged DMG: ?
Crowd Control: ?
Support: ?
Pets: ?
Inherent: Touch of Midnight: Provides a bonus based on current Midnighter Temp (See below)
*Primaries: Midnight Arts
+Staff Magic: Slow, Heavy ranged Damage:
1: Mystic Bolt: Ranged(Minor DMG[Energy/Smashing], Foe Knockback)
1: Magic Blast: Ranged(Moderate DMG[Energy/Smashing])
2: Eldritch Snare: Ranged(Tiny DMG[Energy], Foe Immobilize)
6: Arcane Slam: Ranged[Short](Moderate DMG[Energy/Smashing], Foe Heavy Knockback)
8: Soul Lance Spell: Ranged[Sniper](Extreme DMG[Energy/Psionic], Foe Stun)
12:Mystic Might: Click (Self +ToHit, +DMG, +Range, -Rech)
18:Soul Crush: Ranged[Short](High DMG[Energy/Psionic], Minor DoT[Psionic], Foe Stun)
26:Mystic Wave: Ranged[Cone](High DMG[Energy/Smashing], Foe Knockback)
32:Soul Burst: Ranged[Sniper,TAoE](Extreme DMG[Energy/Psionic], High DoT[Psionic], Foe Sleep)
+Wand Magic: Mixture of Debuff and ranged Damage.
1: Draining Spell: Ranged(Foe -DMG, Team +DMG)
1: Mystic Sparks: Ranged(Moderate DMG[Energy], Foe -Recovery)
2: Chill Spirit: Ranged(Foe -SPD, -Rech, -DMG, -Res[Fire])
6: Arcane Fire: Ranged(Moderate DMG[Fire], -Def)
8: Fear Cloud: Ranged[TAoE](Foe Fear, -ToHit)
12:Shade: Ranged(High DMG[N. Energy], Foe -ToHit)
18:Magic Fog: AoE[Placeable](Foe -ToHit, -Perception, -SPD, Chance for Fear)
26:Winter's Sleep: Ranged[TAoE](Foe Sleep)
32:Overload Wand: PBAoE(Extreme DMG[Energy], Foe Knockback, Self -Recovery)
+Inner Power: Melee-focused, lots of cones and PBAoEs.
1: Energy Barrage: Melee(Moderate DMG[Smashing/Energy], Foe Stun)
1: Energy Wave: Melee[Cone](Minor DMG[Smashing/Energy], Foe Knockdown)
2: Mystic Slam: Melee(High DMG[Smashing/Energy], Foe Stun)
6: Eldritch Wave: Melee[PBAoE](Moderate DMG[Smashing/Energy], Foe Knockdown)
8: Arcane Scream: Melee[PBAoE](Moderate DMG[Psionic/Energy], Foe Stun)
12:Fiery Wave: Melee[Cone](High DMG[Fire/Energy], DoT[Fire], Foe -Res)
18:Crush Spell: Melee(High DMG[Smashing/Energy], Foe Stun)
26:Soul Wave: Melee[Cone](Superior DMG[Psionic/Energy], Foe Stun, -Recharge)
32:Mystic Crisis: Melee[PBAoE](Extreme DMG[Energy], Foe Stun, Knockdown)
+Blasting Rod: Quick DPS, less powerful than Staff.
Not sure on the powers for this one...
*Secondary: Midnight Artifacts.
This set is mostly just smaller buffs, but certain power choices open up sets of "Midnight Recipes", which are unique to this AT. These Recipes can be used to craft extra attacks and buffs, and there are a few "Mode Toggles" which also grant access to certain extra powers.
The temp powers have to be bought with special Midnighters-only salvage ("Magical Component") that drops at the end of missions, especially EAT mission arcs. You also get half a set of salvage every 10 levels, starting at level 1, meaning you can max out 2.5 sets but need to run missions to get more. Each power must be bought individually and stacks up to 5 hours. There may be an option to get the temp powers at higher power for higher levels, or which last permanently at a higher Magical Component price. Temp powers are affected by global bonuses etc and by what you slot into the unlocking power, which can receive both normal related TO/DO/SO/IO enhancements, and a specialized set of ATOs (Improved Crafting), which give global bonuses to Midnight Artifact Powers.
Artifact Armour - Gives 5% res to all by psionics and 3% defence. Also gives access to the Armour temp power pool. If toggled on, grants access to these powers.
-Defensive Bauble - Toggle for 15% defence, 15% res to all but psionics.
-Magic Mantle - Lasts for 30 seconds. Increases defence by 20%
-Defending Circle - Toggle which adds a chance for taunt proc to each attack which also grants a small res boost.
Focus Items - Grants 15% attack bonus. If toggled on, grants access to these powers.
-Amulet of Focus - Acts like Aim with 50% to hit and damage bonus for 10 seconds.
-Amplifying Ring - Targeted AoE with large amounts of damage
-Bracers of Elemental Mastery - Toggle which adds a proc of 1 small bit of damage of each type except psionic.
Servants of Magic - Increases stamina recovery toggle and grants access to these powers.
Magical Essence - Ranged attack that does minor damage and recovery decrease, and summons, if it hits, a Magical Essence, a ranged blaster type pet with fire and ice attacks.
Wisps - Summons 2 wisps to buff and heal all allies nearby with a small bonus to hit, defence and a healing aura etc. They also do some damage in the form of energy bolts.
Servants of Magic - 3 smaller magical essence which deal a variety of damage and debuff resistance.
Chains of Magic - Grants status protection as toggle.
-Link of Frost: Ranged(Minor DoT[Cold], Foe -SPD, -Rech)
-Link of Light: Click(Self +Res[Debuff, Fear, Confuse])
-Link of Storms: Toggle[PBAoE](Team +Def[All], +Stealth, Foe -Perception)
Body Jewels: Auto(Self +Rech, +SPD)
-Moonstone Eye: Click(Self +ToHit, +Range)
-Obsidian Tooth: Click(Self +Recovery, +Res[N. Energy])
-Ruby Heart: Click(Self +DMG, +Rech)

==Imperial Soldier(PEAT, any Origin.)== (Suggested by Trilby)
Quickstats:
Survivability:7
Melee DMG:6
Ranged Damage: 6
Crowd Control:6
Support:6
Pets:4
Inherent: Imperial Might: +Def and +Rech to each Teamie, and a weak +DMG and +ToHit to self per teamie.
They don't have any inherent movement per se, because they gain very good built-in boosts in their toggles and autos.
Primary: IDF Issue: (Mix of Support and Defense)
1: Body Armor: Auto(Self +Def[Ranged, AoE], +Res[Smashing, Lethal,Cold, Fire, Energy])
1: Field Medicine: Ranged(Ally Heal, +Regen)
2: Agility Training: Auto(Self +Def[Ranged, AoE], +SPD, +Jump)
6: Surveillance: Ranged(Foe -Res[All] -Def) <Weaker than the Bane Version>
6: Imperial Will: Toggle(Self +Def[Psionic], +Res[Disorient, Hold, Sleep, Fear, Confusion, Knockback], +SPD)
8: Defensive Maneuvers: Toggle[PBAoE](Team +Def[All])
12:Nanosurgery: Ranged(Ally Heal, +Regen, +Recovery, +Max HP)
12:Endurance Training: Auto(Self +End, +Recovery, +Max HP, +SPD, +Jump)
18:Charge Armor: Toggle(Self +Res[Cold, Fire, Energy, N. Energy]) <Requires Body Armor>
18:Revival Serum: Ranged[Ally Rez, +Regen]
26:Kinetic Shielding: Toggle(Self +Def, +SPD, +Jumping)
26:Force Field Generator: Place Drone: PBAoE(Team +DEF[All], +Res[Disorient, Hold, Immobilize])
32:Gun Drone: Build Drone: Ranged(Moderate DMG[Lethal])
Secondary: Praetorian Gauntlets: (Mostly pulled from Energy Blast/Melee, each with a hold proc.)
1: Gauntlet Blast: Ranged(Minor DMG[Energy/Smashing], Foe Knockdown, -Res)
2: Bracer Slam: Melee(High DMG[Energy/Smashing], Foe Knockdown, -Res, Stun)
4: Hand Wave: Ranged[Cone](Moderate DMG[Energy], Foe -Res)
10:Gauntlet Bolt: Ranged(Moderate DMG[Energy/Smashing], Foe Knockdown, -Res)
16:Backup Soldiers: Call 1-2 IDF Soldiers
20:Palm Bursts: Melee[PBAoE](Moderate DMG[Energy/Smashing], Foe Stun, Knockdown, -Res)
28:Kinetic Slam: Melee(Extreme DMG[Smashing/Energy], Foe Stun, -Res)
35:Ranged Bolt: Ranged[Sniper](Superior[Energy], Foe Knockback)
38:Power Burst:Ranged[Close](High DMG[Energy/Smash], Foe Knockback, -Res)
They would probably have Ancillaries based on which origin they chose, but their differences would be mostly thematic.

==Resistance Fighter== (Suggested by Trilby)
Quickstats:
Survivability: 5
Melee DMG: 4
Ranged DMG: 8
Crowd Control: 5
Support: 6
Pets: 5
Inherent: Smart Fighting: Any attacks performed while hidden have a chance for extra damage and -Def.
Primary: Resistance Weaponry: (Pulled from Mercs, Assault Rifle, Spiders, StJ, et al.)
1: Plasma Burst: Ranged(Moderate DoT[Fire/Lethal], Foe -Def)
1: Heavy Blow: Melee(Moderate DMG (Smashing), Foe Knockdown, -Def)
2: Plasma Barrage: Ranged[Cone](Moderate DMG[Fire/Lethal], Foe -Def, Knockback)
6: Plasma Grenade: Ranged[TAoE](Moderate DMG[Fire/Smashing], Foe -Def, Knockdown)
6: Rib Cracker: Melee(Moderate DMG[Smashing], Foe -Def[All], -Dmg)
8: Smoke Bomb: PBAoE(Foe Blind, Placate, -ToHit)
12:Plasma Bolt: Ranged[Sniper, Assassinate](Extreme DMG[Fire/Lethal], Foe -Def, Knockdown)
12:Vital Strike: Melee[Assassinate](Special DMG[Smashing], Foe -Def, Knockdown)
18:Roundhouse Kick: Melee[PBAoE](Heavy DMG[Smashing], Foe -Def, Knockdown)
26:Commandos: Summon 1-2 Resistance Commandos
26:Heavy Fire: Ranged[Short Cone](Extreme DoT[Fire/Lethal], Foe -Def, Knockdown)
32:Ammo Upgrade: Range(Upgrade Commando Ammo)
32:Full Auto: Ranged [Cone](Superior DoT[Lethal], Foe -Def, Knockdown)
Secondary: Jerry-Rigged Tech: (Support, Defense w/A Stalkeresque hide)
1: Web Grenade: Ranged[TAoE](Foe Immobilize, -SPD, -Jump, -Fly)
2: Focused Fighting: Toggle(Self +Def[Melee,], Res[Confuse, Def Debuff], +Perception)
4: Hide: Toggle(Self Stealth, +Def[Melee, Ranged, AoE])
10:Triage Beacon: Place Beacon(PBAoE, Team +Regen)
16:Force Field Device: Melee[PBAoE](Ally +Def)
20: Dodge: Auto(Self +Def[Melee], +Res[All but Psionics and Toxic <Scaling>, DEF Debuff])
28:Hacked Turret: Summon Hacked Turret
35:Fleet-Footed: Auto(Self +Res[-Recharge, -SPD], +Def[All], +Recharge, +SPD)
35:Remote Bomb: Ranged[Placeable AoE](High DMG[Fire/Smashing], Foe Knockback) <Can be triggered from an accompanying power, Detonate, or will blow when there is an enemy in range for longer than 3 seconds.>
38:Elude: Click(Self +DEF[Melee, Ranged, AoE], +Res[DEF Debuff], +Recovery, +SPD, +Jump)

==Harbringer of the Earth== (Possible PEAT/UEAT[Unaligned EAT])== (Suggested by daveyj3)
Humans are cruel, selfish monsters. They despoil the beauty of nature, burn the forests, kill the ecosystem, and have the gall to call us monsters? But they will know the truth.
Survivability:?
Melee DMG:?
Ranged DMG:?
Crowd Control:?
Support:?
Pets:?
Inherent: Earth's Fury: A DMG and ToHit bonus is gained for each teammate, but other Harbringers give a bigger boost.
Primary: Devouring Assault: (Assault with Support and Pets added in) <Normal|Devoured|Plant|Rock|Crystal)
1: Corruptive Dart: Ranged(Minor DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing|Energy/Fire], Foe <-Def|-Res|Stun>)
1: Nature Fist: Melee(Minor DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>)
2: Natural Aura: PBAoE(Ally Heal)
6: Corruptive Bolt: Ranged(Moderate DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>)
8: Hamidon's Aid: Summon 3 Hamidon Creatures
8: Nature Swipe: Melee[Cone](High DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>)
12:Earth's Fury: Click(Self +DMG, +Special)
18:Emanator: Summon DE Emanator(PBAoE Ally +ToHit, +Rech, +DMG, +Regen)
26:Gaze of the Devourer: Ranged[Cone](Extreme DMG[Energy/Smashing|Energy/Toxic|Energy/Toxic/Lethal|Energy/Lethal/Smashing], Foe Strong <-Def|-Res|Stun>, -ToHit, Knockdown)
32:Hamidon's Fury: Melee[PBAoE](Superior DMG[Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>, Knockback)
Secondary: Tellurian Defense: (standard defense, but with powers reminiscent of Kheld forms, and some extra goodies)
1: Hamidon's Blessing: Auto(Self +Def[All], +Res[Toxic,Smashing,Lethal])
2: Channel Plague: Toggle[PBAoE](Minor DoT[Toxic], Self +Res[Toxic, Smashing, Lethal, Fire, Energy])
4: Natural Healing: Toggle(Self +Regen, +Max HP)
10: Devoured Form: Toggle(Switch to Devoured Form, Self +DMG, +Res, -Def, -Res[Confuse, Taunt])
10:Rock Form: Toggle(Switch to Rock Form, Self +Res, +Def, -DMG, -ToHit, -SPD, +Punchvoke)
16:Focus of Hamidon: Click(Self +ToHit, +DMG)
20:Will of Nature: Auto(Self +Res[Stun, Debuff, Hold, Knockback, Immobilize, Sleep, Confuse, Taunt], +Res[Psionic])
28:Plant Form: Toggle(Switch to Plant Form, Self +Range, +ToHit, +End, +Recovery, -Res, -Def, -MaxHP)
28:Crystal Form: Toggle(Switch to Crystal Form, Self +Res, +DMG, -Def, -Special)
35:Hamidon's Sight: Click(Self +Tohit, +Range, +Rech)
38:Incarnation of Nature: Click(Self +DMG, +Rech, +Max HP, +Res, +Def, +Regen, +Recovery, +Special<A weak Mitochondrial DMG proc is added to all attacks while this power is active in PvE>)
==Alternate Hami AT==(a la Steampunkette)
Quickstats:
Survivability:?
Melee DMG:?
Ranged DMG:?
Crowd Control:?
Support:?
Pets:?
There's been a running gag on the forums from time to time about PEATs or Praetorian Epic Archetypes. I figured I'd take the gag and make it a touch more serious while hewing towards it's comedic birth.
The Devoured Epic Archetype, a PEAT:
The Devoured Epic Archetype would be a Mutant origin EAT with both Resistance and Loyalist Praetorian story-paths unique to it's type. The Resistance Path would be that the Infected human is seeking to aid the Resistance in taking down Cole, the only human capable of harming or stopping the Hamidon. Initially, the character's allegiance is to the Hamidon itself, and their primary goal is to destroy Cole and then the Sonic Fences keeping the citizens of Praetoria safe. Once that goal is accomplished, the Devouring Earth will tear down Praetoria and kill all the humans.They join the Resistance under the guise of a naturalist mutant who has control over plants and stone. The Resistance, eager for new recruits, accepts the story and helps them to fight against Cole, their joint enemy. After the initial Storyarc the PEAT character can choose whether he wants to continue to aid the Resistance, or Defect to Cole's side as a Loyalist. This option is granted only after the Nova Praetoria arc is completed, the arc which releases the PEAT character from Hamidon's direct control. The Loyalist Path would be infiltrating the Regime as a PEAT with the ultimate goal of becoming close enough to Cole and his Praetors as their lackey to destroy him, and the Sonic Fence, so that the Devouring Earth can kill all the humans. They would join Powers Division as a Naturalist mutant with control over plants and stone. Powers Division, required by law to accept all powered individuals, will accept the story and help them to fight the Resistance. The Loyalist PEAT must complete their Nova Praetoria storyarc, in which they break free from Hamidon's direct control, and are given the ability to make their own choices. At which point they can choose to join the Resistance or continue to aid the Loyalists. Regardless of which path they pick, after they complete the initial PEAT arc they are cut off from the Hamidon and can no longer contact it telepathically for more missions directing them to contacts or information about which option to choose on their missions beyond Nova Praetoria. After they reach Imperial City, both PEAT arcs focus on destroying or exposing other Devoured characters and delves into the truth of what happened to the Hamidon. Whether or not a character continues on the PEAT line or chooses only the standard Loyalist or Resistance arcs they will, on occasion, be ambushed by minions of the Devoured in much the same way that PBs and WSs are attacked by Nicti, but in ambush form and usually consisting of several weaker than average foes to represent their lack of advancement compared to the PEAT character. These ambushes would continue into Neutropolis, but end on exiting Praetoria. It should be noted, that Devoured Players would -look- human, and not be monstrous to facilitate their ability to infiltrate the Loyalists and Resistance for Hamidon's ultimate goal. Being an obviously Devoured monster would mark them for immediate death. The Primary Powerset of the Devoured Epic Archetype would be divided much like the Peacebringer or Warshade Primary Powerset. 13 powers to choose from, with certain levels opening up 2 options at a time. This gives them a bit of build flexibility and makes a single archetype feel almost as if it were multiple ATs. Each tier opens up at the normal level (tier 1 and 2 at level one, tier 3 at level 2, both Tier 4 powers at level 6, and so on) The Secondary is similarly oversized, and contains elements of control, buffing, and personal defense. It also offers a "Play" to tie into the primary by creating Emanators which can buff the part, and with a Tier 7 power from the primary set: Animate and follow the group around. All of the powers in both sets take marked advantage of the new bout of animation customization that I presume will function like the SS and MA customization (Same attack, different animations). This allows players to choose a single type of DE to emulate (Boulder, Herder, Fungi, Crystal, Swarm) or to use a mix and match method to best encapsulate their Devoured character, or roleplay their character in a different way, if they prefer.
Praetorian Epic Archetype Primary Powerset: Devoured Assault
Tier 1: Devoured Strike: Single Target melee attack, Moderate damage and recharge, Chance to KD. This power takes advantage of the new animation options to animate as either a Stone-fist or Crystal-fist attack or a spine-styled lunge with options for Wooden spikes, Crystal spikes, or Chitin spikes.
Tier 2: Devoured Lance: Single Target ranged attack, Moderate damage and recharge, Chance to KD. This power takes advantage of the new animation options to animate as either stone or crystal spears or as a thrown spine attack with customization for crystal, wood, or chitin arm-spikes.
Tier 3: Thrall: This power functions similarly to a Mastermind pet summons, with one, two, or three randomized devouring earth underlings based on your level. However, the underlings are uncontrolled. The minions are crystals, mushrooms, herders, swarms, or boulders, chosen randomly at every summoning. Attempting to summon more only fills your quota of three. Possible customization, later, for specific underlings. Alternatively, multiple identical powers which lock the PEAT character out of choosing the others, which create a specific set of pets.
Tier 4: Devoured Slam: Single target High damage moderate recharge melee attack with a chance to Immobilize. This attack can animate as Stone or Crystal Mallet, or a double-arm thrusting lunge with spine-customization for wood, crystal, or Chitin.
Tier 4: Devoured Grasp: Minor damage single target Immobilize. It animates as either Hurl boulder, with the boulder transferring into the standard earth control immobilize with both crystal and stone customization, or as Impale, with wood customization for a transition to "Entangle" from plant control or as a chitinous spine which follows the standard "Impale" animation and adds dripping venom.
Tier 5: Devoured Crash: PBAoE Moderate damage attack with chance to KD, animates as Tremor or with animation customization as Thorn Burst with customization options for crystal, wood, or chitin spikes.
Tier 6: Devoured Blast: Cone Moderate damage attack using the "Throw Spines" animation with crystal, chitin, and wood customizations, or the Minions of Igneous "Gravel" attack with crystal, stone, and insect customization.
Tier 7: Minion: This power functions in all ways as "Thrall" but creates a normal minion-sized DE monster and you only get 2 at the highest level. They retain their normal ability to spawn an underling class pet on defeat, which lasts for 60 seconds or until destroyed.
Tier 7: Walking Emanator: Very Long Recharge "Special" power, transforms the targeted Emanator into a minion class pet which follows the caster and provides it's standard AoE buff to all allies near it. This power can be used on Enemy Emanators, as well. The pet emanator lives for 60 seconds.
Tier 8: Devoured Sweep: Melee Cone Moderate damage, moderate recharge. This power would animate as the Ripper power with Crystal, thorn, and Chitin arm spike customization, or as Crowd Control with a stone or crystal mallet or Chitin blade.
Tier 8: Devoured Burst: Moderate damage ranged Targeted AoE. This power would animate as Fissure, with stone and crystal customization, or as Hurl Boulder with Crystal, Wood, and Stone options as well as a Hive option. on impact the hurled Boulder animation would explode outward with thorns, stone, shards, or insects for the Hive animation.
Tier 9: Will of the Earth: Summon a crystal filled with the Will of the Earth mold at a targeted location. All enemies within a small area take superior damage, any enemy corpses in the area are targeted with an "Unchain Essence" style power (max of 10 targets) which creates uncontrolled underling class Devouring Earth monsters in the area. These underlings last for 2 minutes and follow the PEAT character. Same potential customization of pet options as Thrall or Minion. Very long recharge.
--------
Praetorian Epic Archetype Secondary Powerset: Devoured Emanation
Tier 1: Sturdy: An automatic smashing/lethal resistance power with a slight hit of Toxic resistance as well.
Tier 2: Healing Emanator: This power functions as a tree of life emanator, and animates as either the DE Tree of life, a cairn, a patch of mushrooms, a crystal emanator, or a small hive with a few swarm insects floating around it. It lasts for 60 seconds, or until destroyed.
Tier 3: Nature's Guard: This is a toggle self +res(Smash/Lethal/Toxic) power which can animate as a trio of stones or crystals floating around the body or as a "Fireflies" aura of leaves, or as the Swarm aura.
Tier 4: Resistance Emanator: This power creates a DE Cairn at the targeted location and provides a PBAoE resistance (all) bonus to nearby allies. It can appear as a set of crystals, a tiny tree, a stone cairn, a patch of mushrooms, or a small hive with a few swarm insects floating around it. It lasts for 60 seconds, or until destroyed.
Tier 5: Nature's Grasp: Targeted AoE no damage Immobilize. This can animate either as Stone Cages, Roots, or a wide area web.
Tier 6: Nature's Warden: This toggle power grants protection from hold, immobilize, and stunning effects as well as KB effects so long as you are near the ground. In addition it grants a small resistance bonus to all damage types. This power animates as a trio of stones, crystals, or leaves circling your head, or as a swarm of insects flying around it.
Tier 7: Protective Emanator: This power creates an emanator which grants all allies in it's immediate area a mez protection of 2. It can appear as a set of crystals, a stone cairn, a patch of mushrooms, or a small hive with a few swarm insects floating around it. It lasts for 45 seconds, or until destroyed.
Tier 8: Empowering Emanator: You create an emanator which grants all allies in it's area a large recovery boost. It can appear as a set of crystals, a stone cairn, a patch of mushrooms, or a small hive with a few swarm insects floating around it. It lasts for 30 seconds, or until destroyed.
Tier 9: Confusion Cascade: Targeted AoE Confuse, long recharge. Functions as Seeds of confusion, but is power customizable for crystal or stone dust, seeds, or swarms of insects around the afflicted target's heads.
Tier 10: Nature's Defender: Toggle Self+Resistance(Fire/Cold/Energy/Negative/Confuse) Animates as the Fireflies animation for Crystals, Stones, or Insects, or as a trio of leaves floating around the PEAT character.
Tier 11: Nature's Wrath: Point Blank Area of Effect Hold. no damage, can animate as Salt Crystals, Vines, Multi-Target Fossilize, or Cinders with the Smoke animation replaced by swarms of insects.
Tier 12: Power of the Earth: Self-Rez +pet summon power. On clicking this power four uncontrolled Allied DE Lieutenants spawn as you rise with half health, half HP, and a fairly hefty Damage Debuff on yourself. These DE Lt class enemies will not follow you, but will stay on the map until defeated or the mission ends.

==Cimeroran==(Suggested by dugfromthearth)
Survivability:6
Melee DMG:6/4
Ranged DMG:2/6
Crowd Control:1/6
Support:4/7
Pets:4
A is continuing on the Soldier Path, B is the Oracle Path.
Inherent: Deific Favor: Each attack gives a small chance to proc energy damage.
Primary: Cimeroran Training
1: Battle Cry: Melee[PBAoE](Ally +ToHit, +Recharge)
1: Hack: Melee(High DMG[Lethal], Foe -DEF[All])
2: Slice: Melee[Cone](Moderate DMG[Lethal], Foe -DEF[All])
6A: Build Up: Click(Self +DMG, +To-Hit)
6B: Power Boost: Click(Self +Mez)
8A: Strategic Training: Toggle[PBAoE](Ally +Def)
8B: Pluto's Agony: Ranged[Cone](Minor DoT[N. Energy], Foe Fear)
12A: Parry: Melee(Minor DMG[Lethal], Self +DEF[Lethal, Melee])
12B: Minervan Trap: Ranged[TAoE](Foe Immob.)
18A: Greek Fire: Ranged[TAoE](Moderate Damage [Lethal/Smashing], Foe Knockback)
18B: Martian Fire: Ranged[Cone] (Minor DoT[Fire] Foe Hold)
26A: Gladiator's Net: Ranged(Foe Hold)
26B: Neptunian Quake: AoE[Placeable](Foe Heavy Knockdown)
32A: Head Splitter: Melee(Extreme DMG[Lethal], Foe -DEF[All], Knockback)
32B: Venusian Infatuation: Ranged[TAoE](Foe Stun, Minor DoT[Psionic])
Secondary: Cimeroran Tactics
1A: Deflection: Toggle(Self +DEF[Melee], +Res[Smash, Lethal])
1B: Dianic Blessing: Toggle[PBAoE](Ally +ToHit, +Regen)
2A: Battle Agility: Toggle(Self +DEF[Ranged, AoE], +Res[DEF Debuff])
2B: Vulcan's Forge: Ranged[PBAoE](Ranged Ally +Damage, +To-Hit, Fire DoT Proc)
4: Prudent Assault: Toggle[PBAoE](Ally +DMG, +DEF)
10: Defensive Maneuver: Toggle[PBAoE](Ally +Res[Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback, DEF Debuff])
16A: Into the Breach!: Click[PBAoE](Ally +DMG, Foe -DMG)
16B: Hermetic Charm: Toggle[PBAoE](Ally +Rech, +SPD)
20: Phalanx Fighting: Auto(Self +DEF[Melee, Ranged, AoE])
28A: Grant Cover: Toggle[PBAoE](Team {but not self} +DEF[All])
28B: Jovian Shield: Toggle[PBAoE](Team +Res)
35A: Shield Attack: PBAoE(Superior DMG[Smash], Foe Knockdown, Self Teleport)
35B: Divine Life: Ranged(Ally Rez, +DMG, +Regen)
38: Tonight We Dine In HELL!!: Click[PBAoE](Ally +Def, +Res, +ToHit, +DMG, +SPD, +Special)
==Dragon-Blooded and Chimera== (Suggested by Lord Kalistosh)
==Energy Absorber==(Originally made by Haze3k
here.)
Survivability:?
Melee DMG:?
Ranged DMG:?
Crowd Control:?
Support:?
Pets:?
The Energy Absorber: One of those few beings capable of truly containing and redirecting energy around them, creating deadly attacks.
Kinetic Absorption - primary; auto; you absorb smashing attacks to charge your Kinetic cells.
Kinetic Strike - secondary; single target; melee; minor damage; uses 1 Kinetic charge
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Ambient Absorption - primary; auto; you absorb the ambient energies of the environment to slowly charge only the first level of cells of Thermal and Radiant.
Thermal Strike - secondary; single target; melee; minor fire damage; uses 1 Thermal cell
Radiant Strike - secondary; single target; melee; minor energy damage; uses 1 Radiant cell
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Mental Leech - primary; sngl target; melee; -recharge; you grab your enemy's head draining psionic energy charging 1 Psionic cell
Psionic Strike - secondary; single target; melee; minor psionic damage; uses 1 Psionic cell; chance to Slow
-----------
Thermal Absorption - primary; auto; you absorb fire attacks to charge your Thermal cells
Radiant Absoption - primary; auto; you absorb energy attacks to charge your Radiant cells
Psionic Absorption - primary; auto; you absorb psionic attacks to charge your Psionic cells
Focus toggles: These toggle abilities increase the amount of damage you can absorb and redirect however only 2 of the 4 may be active at any one time in your original mode.
Kinetic Focus - primary; toggle; you're more resistant to Smashing damage, your smashing damage is increased and the threshold for activating a Kinetic cell is decreased(essentially allowing you to use attacks at a higher rate); +Res(Knockback)
Thermal Focus- primary; toggle; you're more resistant to Fire damage, your Fire damage is increased and the threshold for activating a Thermal cell is decreased; +Res(Disorient)
Radiant Focus - primary; toggle; you're more resistant to Energy damage, your Energy damage is increased and the threshold for activating a Radiant cell is decreased; +Res(End Drain)
Psionic Focus - primary; toggle; you're more resistant to Psionic damage, your Psionic damage is increased and the threshold for activating a Psionic cell is decreased; +Res(Confuse, Sleep)
Lethal, Dark, Cold, and Toxic: these are a Power Absorber's weakness but he has ways to counter them.
Avoid Threats - primary; toggle; you're experienced enough to know what your weaknesses are and move to avoid them; +Def(lethal, cold, negative energy); +Res(Toxic)
Lethal Adaption - primary; auto; with concentration you can absorb the kinetic energy from Lethal attacks but with less effectiveness than from Smashing; Resist(Def Debuff)
Negative Energy and Cold will have there own cell pane below the Absorption Cells Pane. They will be only 1 cell each and be known as vacuum energies of Negative and Cryonic.
Vacuum Power - primary; single target; ranged; Power Absorbers don't work well when drained and so seek their energies back violently from their foes; An active Negative Cell will convert to an active Radiant Cell; An active Cryonic Cell will convert to an active Thermal Cell; causes Negative Energy or Cold damage to the foe in the transfer process; +Res(Slow, Fear)
Modes: Like Keldians, Power Absorbers will have different AT roles they can toggle into; tanks, blasters, maybe even defenders.
Tank Mode - primary; toggle; Your damage resistance is increased but your damage output is decreased, You can use up to 3 Focus toggles; comprehensive status resist power
Blaster Mode - secondary; toggle; your damage output is increased but your damage resistance is decreased, you can only use 1 Focus toggle but gain a 4th row of Absorption Cells; opens up ranged attacks
Taunts: Essential in determining which foes you want to attack you so you can absorb their energies.
In tank mode you'll have an aoe taunt.
In scrapper and blaster modes you'll have single target taunts.
Larger attacks will open up in the secondary as you level. Moderate damage attacks will use up 2 cells of an energy category, while high damage attacks use 3, and extreme damage attacks in blaster mode will use 4.
Survival or defeat: you may look at this at a glance and think you can just take all damage and deal it back without fear of defeat but that's not the case. It will take a lot of management to suceed, much like with a Mastermind. The key is not to allow your Absorption Cells to remain maxed out. Once that happens you can no longer absorb and thus take full damage of that particular type. So expend or die (a little like Strong Guy). Also use Vacuum Power whenever your Vacuum Energies light up. Your survival also depends on which Focus toggles you choose to run for which enemies. And taunting the right enemies to attack you.