Kirsten

Super-Powered
  • Posts

    954
  • Joined

  1. Bad Idea: Being sure to turn off your toggles before jumping into a 54 mob.

    Good Idea: Buying useful stuff for your SG base;
  2. If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.

    WW: Okay, One Cheese pizza, two Pepperoni, 1 Meat Supreme, and 1 Radium. Now who's paying?
  3. I had a big ball of idea-ness in the brain, and came up with a possible implementation if this is used as the Omega Slot: Basically you can build up Incarnate points from completing iTrials, iTask Forces, converting from threads and merits, etc. The points are used to purchase ability components that you can combine into powers. I made some charts for some of the ability components, but they are a bit large, so i'll just link to them.

    Range table
    Damage Table (The effectiveness increases only apply to the power itself.)
    Buffs (Can be set to separate self effect, or PBAoE, if unlocked, or can be part of the main target effect)
    Debuffs (These can't. They're just part of the effect.)
    Healing/Endurance effects, Extra improvements, and Mez effects

    These are just what I came up with, feel free to poopoo it if you wish.
  4. I like the idea you've posed...I'd also like to see a real Hmong-town in Skyway.
  5. I just though that with all the ATs that people may be wanting to suggest, I would make a thread for everyone to use. I have two that I want to start with, and you should feel free to post yours. They don't have to be detailed, all we need is the general idea, the name, and the types of pri/sec sets they'd get (Pets, Melee, Ranged, etc.). Post away.

    Crusader: Basically, a midpoint between Scrapper and Defender, this AT is meant to be able to support his friends and still hold his own in a fight. They can use their basic defensive abilities and their buffs(Most of which would be PBAoE) to tank, but it'll take a bit more management and Enhancements.

    ==Crusader:==
    As a Crusader, you lead your allies into combat. You can not
    only deal damage up close, as you deal and receive more damage,
    you become more and more effective at bolstering your allies.

    *Quickstats:
    Survivability:7
    Melee DMG:7
    Ranged DMG:2
    Crowd Control:3
    Support:7
    Pets:2

    *Primary Sets: Melee Attacks
    *Secondary Sets: Defense/Support


    *Primary Set: Melee Attacks

    Battle Axe
    Broad Sword
    Claws
    Dark Melee
    Dual Blades
    Electrical Melee
    Energy Melee
    Fiery Melee
    Katana
    Kinetic Melee
    Stone Melee
    Street Justice
    Super Strength
    Titan Weapons
    War Mace

    *Secondary Set: Support and Self Defenses
    Armor Imbuement: Mix of Invulnerability and Force Field.
    Burning Support: Mix of Fiery Armor and Thermal Radiation.
    Dark Haze: Mix of Dark Armor and Dark Miasma.
    Electric Fields: Modified Electric Armor.
    Gadgetry: Modifed Devices.Traps with a "Power Armor" theme for the Self powers.
    Healing: Mix of Regeneration and Empathy.
    Icy Reinforcement: Mix of Ice Armor and Cold Domination.
    Iron Will: Modified Willpower with a more Psionic feel.
    Kinetic Defense: Mix of Super Reflexes and Kinetics.
    Radiance: Mix of Energy Aura and Radiation Emission
    Stone Empowerment: Modified Stone Armor.
    Energy Aura(mix of Force Field and Energy Aura)
    Kinetic (extension of Kinetics to include more caster-effect powers)
    Ninjitsu (mix of Poison and Ninjitsu)
    Psychic (mix of psychic buff/debuffs and armors scattered throughout City)
    Storm (mix of Storm Summoning and Electrical Armor)

    *Ancillaries: (Added Defense and weak ranged attacks)
    Dark Mastery
    Psychic Mastery
    Fire Mastery
    Body Mastery

    *Inherent:
    Fervor: Improve Buff/Debuff powers in combat, similar to Brute Fury.

    ATO: Wrath of the Crusader: Damage (Special Proc: Chances for KD)

    The Commander is sort of like a more "heroic" Mastermind. They can deal a good amount of DPS in melee, and have passable durability, but still may need to make use of bodyguarding at lower levels. Later on, they could certainly tank, but their tanking would best be described as "Phalanx Tanking". That is, they are strongest with all their critters to back them up.

    ==Commander==
    Commanders are born to fight, but also to lead. Whether it's
    the noble, savage Barbarian, or the wicked, brutish Warlord,
    The Commander isn't afraid to get his hands dirty, and is often
    accompanied by one or more aides, be they healers, warriors, or
    technicians.

    *Would, if I got my way, use a new mechanic: Guard $target.
    Would use Bodyguarding, except the pets guard the target,
    instead of the owner.*

    Inherent: Command: PBAoE (Henchmen Bonus[+Def, +Regen])

    *Quickstats:
    Survivability:8
    Melee DMG:9
    Ranged DMG:2
    Crowd Control:4
    Support:3
    Pets:10

    *Primary Sets: Melee Attack
    *Secondary Sets: Pets/Defense

    *Primary Sets:
    Battle Axe
    Broad Sword
    Claws
    Dark Melee
    Dual Blades
    Electrical Melee
    Energy Melee
    Fiery Melee
    Katana
    Kinetic Melee
    Stone Melee
    Street Justice
    Super Strength
    Titan Weapons
    War Mace

    *Secondary Sets:Please note that sets mentioned in quotes do not actually exist, and are used just to give a general idea of what is intended.
    Force Armor: Invulnerability/"Force Constructs"
    Frost Creatures: Icy Armor/"Frost Creatures"
    Ghouls(VIP-Only): Regeneration/"Ghouls"
    Gremlins: Electric Armor/"Gremlins"
    Hellfire Defense: Fiery Armor/Demons
    Necromancy: Dark Armor/Necromancy
    Ninjutsu: Ninjutsu/Ninjas
    Robotics: "Power Armor"/Robotics
    Street Smarts: Willpower/Thugs
    Super Soldier: Super Reflexes/Mercenaries
    Vanguard(VIP-Only): "Psychic Defense"/"Vanguard Soldiers"
    Warriors: Shield Defense/"Barbarians"

    *Ancillaries: (Support and ranged DMG)
    Weapons Mastery
    Field Mastery
    Charge Mastery
    Energy Mastery

    ATO: Commander's Leadership: Heal/Buff/Debuff/Def/Res (Chance for self and pet Absorb)

    ==Enforcer== (Suggested by Dekoy)
    Enforcers: the armored archer, the robot-suited avenger, the shielded mage...Enforcers are the compromise between ranged destructive power and physical durability. As an Enforcer, you will be able to shoot enemies from afar, and while you may not have the raw killing power of other ranged Archetypes, you have much greater durability.

    *Quickstats:
    Durability: 7
    Melee Damage: 2
    Ranged Damage: 8
    Crowd Control: 5
    Support: 3
    Pets: 2

    *Primaries: Ranged Attacks
    Archery
    Assault Rifle
    Beam Rifle
    Dark Blast
    Dual Pistols
    Electrical Blast
    Energy Blast
    Fire Blast
    Ice Blast
    Psychic Blast
    Radiation Blast
    Sonic Attack

    *Secondaries: Defense/Resistance
    Dark Armor
    Electric Armor
    Energy Aura
    Fiery Aura
    Invulnerability
    Regeneration
    Shield Defense
    Super Reflexes
    Willpower

    Inherent: Turn the Tide: Domination-style bar, filled by receiving damage, click to boost damage, Def/Res, and accuracy for ~30 seconds.

    Ancillaries: (Basic Melee Stuff and a weak pet)
    Frigid Mastery
    Machine Mastery
    Pyro Mastery
    Shadow Mastery

    ATO: Enforcer's Assault: Damage (Chance for health drain)

    ==Field Commander== (Suggested by daveyj3)
    You are a natural born leader. With a team of your own to back you up and obey your every command, you encourage and guide others using your talents to ensure your allies survive.

    *Quickstats:
    Durability: 7
    Melee DMG: 3
    Ranged DMG: 3
    Crowd Control: 3
    Support: 6
    Pets: 10

    *primary: self/team buffs/debuffs [organized similar to SoA secondarys]
    Cold Domination
    Dark Miasma
    Empathy
    Force Field
    Kinetics
    Radiation Emission
    Sonic Resonance
    Storm Summoning
    Thermal Radiation
    Time Manipulation
    Traps
    Trick Arrow

    *secondary: Pets [but instead of upgrades incorporate 2 melee attacks]
    Force Constructs
    Frost Creatures
    Ghouls(VIP-Only)
    Gremlins
    Demons
    Necromancy
    Ninjas
    Robotics
    Thugs
    Mercenaries
    Vanguard(VIP-Only)
    Warriors

    *inherent: Command: larger teams grant increased buff bonuses

    Ancillaries: (A little extra defense)
    Chill Mastery
    Power Mastery
    Heat Mastery
    Psychic Mastery

    ATO: Strategy: Pet Damage/Recharge (Chance for pets to self heal)

    ==Field Support== (Suggested by daveyj3)
    You must stand your ground in the midst of battle, as you strive to ensure the safety, and survival, of your allies.

    Survivability: 4
    Melee Damage: 6
    Ranged Damage: 3
    Crowd Control: 4
    Support: 8
    Pets: 2

    *primary: assault
    Darkness Assault
    Earth Assault
    Electricity Assault
    Energy Assault
    Fiery Assault
    Icy Assault
    Psionic Assault
    Thorny Assault

    *secondary: Buff/Debuff
    Cold Domination
    Dark Miasma
    Kinetics
    Pain Domination
    Poison
    Radiation Emission
    Sonic Resonance
    Storm Summoning
    Thermal Radiation
    Time Manipulation
    Traps
    Trick Arrow

    *inherent: Tranquilize: Attacks have a chance for enemy placate, increasing as the enemy's health drops.

    *Ancillaries: (Defense)
    Dark Mastery
    Electric Mastery
    Body Mastery
    Will Mastery

    ATO: First Aid: Heal/Buff/Debuff/Def/Res (Chance for Build Up)

    ==Kamikaze== (Suggested by daveyj3)
    You are willing to give every fiber of your being to ensure the destruction of your enemies. Your power is unmatchable, because you know the fuse is short and you have to make the most with the time you do have.

    Survivability: 2
    Melee DMG: 8
    Ranged DMG: 10
    Crowd Control: 4
    Support: 2
    Pets: 2

    *primary: Ranged DMG
    Archery
    Assault Rifle
    Beam Rifle
    Dark Blast
    Dual Pistols
    Electrical Blast
    Energy Blast
    Fire Blast
    Ice Blast
    Psychic Blast
    Radiation Blast
    Sonic Attack

    *secondary: Melee DMG [with AoE dmg self rez]
    Battle Axe
    Broad Sword
    Claws
    Dark Melee
    Electrical Melee
    Fiery Melee
    Katana
    Kinetic Melee
    Martial Arts
    Spines
    Staff Fighting
    Street Justice
    War Mace

    *inherent: Destruction: a bar like domination that when full (through DMG dealt), allows for activation of a "Destruction" power, which initiates a brief period of ten-ish seconds with +Dmg and +Res/Def, ending in a self destruct. if you die from kamikaze, you have no debt. regular deaths still give debt

    *Ancillaries: (Ported from Blasters)
    Cold Mastery
    Electrical Mastery
    Flame Mastery
    Force Mastery
    Munitions Mastery

    ATO: Mad Bomber: Damage (Chance to fill extra Destruction bar/extend timer)

    ==Scout== (Suggested by daveyj3)
    You are a master of spying, and only the greatest missions are given to you, behind enemy lines, finding and relaying vital information to your allies,

    Survivability: 6
    Melee DMG: 2
    Ranged DMG: 3
    Crowd Control: 9
    Pets: 5

    *primary: Defense (similar to stalker secondary but instead of hide you unlock a power called "disguise" that is the same for all powersets allowing you to appear identical to a targeted foe granting "invisibility" and foe placate
    Dark Armor
    Electric Armor
    Energy Aura
    Ice Armor
    Ninjitsu
    Regeneration
    Super Reflexes
    Willpower

    *secondary: Control (with a power replacing group hold with an Espionage power severely reducing the defense of target and, to a lesser degree, surrounding enemies.)

    Darkness Control
    Earth Control
    Electric Control
    Fire Control
    Gravity Control
    Ice Control
    Illusion Control
    Mind Control
    Plant Control

    *inherent: Espionage: a chance for critical dmg the higher tier the enemy while disguised, reduced endurance cost when not disguised

    *Ancillaries: (Ported from Stalkers)
    Blaze Mastery
    Body Mastery
    Darkness Mastery
    Weapon Mastery

    ATO: Scout's Hold: Hold (Chance for extra crit on held enemies)
    ==Trooper== (Suggested by daveyj3)
    You are the backbone of every army. You fight and win, or lose, every war. Will you be a casualty... or come home a hero?

    Durability: 8
    Melee DMG: 7
    Ranged DMG: 5
    Crowd Control: 4
    Support: 2
    Pets: 2

    *primary: Assault
    Darkness Assault
    Earth Assault
    Electricity Assault
    Energy Assault
    Fiery Assault
    Icy Assault
    Psionic Assault
    Thorny Assault
    Armory (Mace, Axe, Sword/Archery)
    Arsenal (Gun/Gadget)

    *secondary: Defense
    Dark Armor
    Electric Armor
    Energy Aura
    Fiery Aura
    Invulnerability
    Regeneration
    Shield Defense
    Super Reflexes
    Willpower

    *inherent: Victorious: grants increased regen + recovery when taunting enemies

    *Ancillaries: (Ported from Dom and Blaster)
    Fire Mastery
    Ice Mastery
    Primal Forces Mastery
    Psionic Mastery
    Force Mastery
    Munitions Mastery

    ATO: Trooper's Training: Damage (Chance for +MaxHP)

    ==Devourer== (Suggested by Trilby)
    You are the bane of your enemies: A potent archetype which is capable of stealing the strength of your enemies and adding it to your own and your allies'. You are...a Devourer!

    *Quickstats:
    Survivability: 4
    Melee DMG: 3
    Ranged Damage: 8
    Crowd Control: 5
    Support: 8
    Pets: 2

    *Primaries: Obstruction (Blast/Control)
    Archery Obstruction (Archery/Trick Arrow)
    Arsenal Obstruction (Assault Rifle/Traps)
    Gadgetry Obstruction (Beam Rifle/Gadgets)
    Dark Obstruction
    Pistol Obstruction (Dual Pistols/"Trick Bullets")
    Electric Obstruction
    Force Obstruction (Energy Blast/Control-oriented Force Field)
    Fiery Obstruction
    Icy Obstruction
    Psionic Obstruction
    Radiant Obstruction (Radiation Blast/"Radiation Control")
    Sensory Obstruction (Sonic Blast/Illusion Control)

    *Secondaries: Drain-Centered Team Buffs
    Cold Domination
    Dark Miasma
    Kinetics
    Pain Domination
    Poison
    Radiation Emission
    Sonic Resonance
    Thermal Radiation
    Temporal Warping (Time Manipulation)

    *Inherent: Consumption: Regen, Recovery, and maybe Recharge are buffed for each enemy defeated, up to a certain limit

    *Ancillaries: (Ported from Doms and Defenders)
    Dark Mastery
    Electricity Mastery
    Fire Mastery
    Ice Mastery
    Primal Forces Mastery
    Psionic Mastery

    ATO: Hunger of the Devourer: Hold (Chance for toxic DoT)
    ==Destroyer== (Suggested by Trilby)
    You exist only to destroy your enemies. Blow them up, freeze them solid, fry their brains, it doesn't matter, as long as those in your way...aren't.

    Quickstats:
    Survivability: 6
    Melee DMG: 6
    Ranged DMG: 6
    Crowd Control: 2
    Support: 2
    Pets: 4

    *Primaries: Blast (AoE Focused, w/ a pet option at tier 6)
    Archery (Archer)
    Assault Rifle (Mercenary)
    Beam Rifle (Robot)
    Dark Blast (Shadow Creature)
    Dual Pistols (Thug)
    Electrical Blast (Voltaic Sentinel)
    Energy Blast ("Energy Being")
    Fire Blast (Fire Imp)
    Ice Blast (Jack Frost)
    Psychic Blast ("Psychic Force")
    Radiation Blast ("Singularity")
    Sonic Attack ("Wailer")

    *Secondaries: Defense
    Dark Armor
    Electric Armor
    Energy Aura
    Fiery Aura
    Invulnerability
    Regeneration
    Shield Defense
    Super Reflexes
    Willpower

    Inherent: Destruction: For every enemy defeated, there is a chance to regain endurance, and a defense buff.

    *Ancillaries: (Ported from Controllers and Brutes)
    Ice Mastery
    Psionic Mastery
    Stone Mastery
    Energy Mastery
    Pyre Mastery

    ATO: Destroyer's Destuctive Destruction: Damage (Chance for stun)

    The Battlemaster is designed to sort of an upside-down Blaster, with some added durability. They really can't compare with the other Melee ATs as far as durability up front, but in the fight, they can get tougher and tougher until they can tank with the Brutes and Scrappers.

    ==The Battlemaster== (Suggested by me)
    As a battle master, you are skilled at ranged and close-quarters fights. You gain access to a wide array of abilities to crush your foes, but you aren't as tough as some of the other Archetypes up front, but the more damage you deal, the tougher you get.

    Quickstats:
    Survivability: 6-8
    Melee Damage: 8
    Ranged Damage: 6
    Crowd COntrol: 4
    Support: 2
    Pets: 2

    Inherent: Battle Focus: The more damage you deal, the more focused on the battle you become, making you harder to kill. (Fill your bar by dealing damage, it pumps up Def/Res, to between Scrapper and Brute at max.)

    Primary: Melee sets (Modified, to add some defensive abilities)

    Battle Axe (+Shield Defense)
    Broad Sword (+Shield Defense)
    Claws (+Regen)
    Dark Melee (+Dark Armor)
    Dual Blades (+Super Reflexes)
    Electrical Melee (+Electric Armor)
    Fiery Melee (+Fiery Armor)
    Ice Melee (+Ice Armor)
    Katana (+Willpower)
    Kinetic Melee (+Energy Aura)
    Martial Arts (+Willpower)
    Spines (+Regen)
    Staff Fighting (+Super Reflexes)
    Street Justice (+Willpower)
    Titan Weapons (+Invulnerability)
    War Mace (+Invulnerability)

    Secondary: Ranged Sets, probably ported from Blasters or Defenders

    Archery
    Assault Rifle
    Beam Rifle
    Dark Blast
    Dual Pistols
    Electrical Blast
    Energy Blast
    Fire Blast
    Ice Blast
    Psychic Blast
    Radiation Blast
    Sonic Attack

    Ancillaries:
    Pyre Mastery
    Force Mastery
    Weapons Mastery
    Ice Mastery

    ATO: Warcry of the Battlemaster: Damage (Chance for ally +DMG, +ToHit)

    This class was one I came up with while I was playing a certain other game, which shall remain unnamed. The Enervator: This AT is designed to be a "Smart Tank". This means that it can be an effective tank, but it takes a good bit more management. This AT is Restriction/Melee. "Restriction" is a combination of Control and Def/Res, meant to give passable durability and decent control.

    ==The Enervator== (Suggested by me)
    As an Enervator, you stand in the thick of battle, rendering foes helpless and crushing them up close. You aren't as durable as other melee fighters, but you can make up for it with your ability to disable foes.

    Inherent:
    Exploitation: As you disable your foes more and more, you become better able to bring your full might to bear on them. As you use your disabling powers on enemies, your powers charge faster. (This would be sort of like Fury, except it fills when you fire a control power, and instead of extra damage, your powers charge faster.)

    Quickstats:
    Durability: 5
    Melee Damage: 8
    Ranged Damage: 4
    Crowd Control: 7
    Support: 2
    Pets: 4

    *Primary: Restriction (Control/Defense)
    Darkness Restriction
    Earth Restriction
    Electric Restriction
    Fire Restriction
    Gravity Restriction (Gravity Control/Invulnerability)
    Ice Restriction
    Illusion Restriction (Illusion Control/Energy Aura)
    Mind Restriction (Mind Control/Willpower)
    Plant Restriction (Plant Control/Regeneration)

    *Secondary: Melee
    Battle Axe
    Broad Sword
    Claws
    Dark Melee
    Dual Blades
    Electrical Melee
    Fiery Melee
    Ice Melee
    Katana
    Kinetic Melee
    Martial Arts
    Spines
    Staff Fighting
    Street Justice
    Titan Weapons
    War Mace

    *Ancillary
    Burning Mastery (Blaze/Fire)
    Self Mastery (Body/Energy)
    Gadget Mastery (Modified Devices)
    Psionic Mastery

    ATO: Grasp of the Enervator: Hold (Chance for Smashing Damage)

    ==The Protector== (Suggested by me)
    The world is full of dangers. Quakes, twisters, killers...Your job is to keep your friends safe and your enemies out of the way.

    Survivability: 4
    Melee DMG: 6
    Ranged DMG: 6
    Crowd Control: 6
    Support: 7
    Pets: 2

    Primaries: Support
    Cold Domination
    Dark Miasma
    Empathy
    Force Field
    Kinetics
    Radiation Emission
    Sonic Resonance
    Storm Summoning
    Thermal Radiation
    Time Manipulation
    Traps
    Trick Arrow

    Secondaries: Assault
    Dark Assault
    Earth Assault
    Electricity Assault
    Energy Assault
    Fiery Assault
    Icy Assault
    Psionic Assault
    Thorny Assault
    Armory (Mace, Axe, Sword/Archery)
    Arsenal (Gun/Gadget)

    Inherent: Resolve: For every Melee AT, support powers are buffed, for every support AT, Assault powers are buffed.

    Ancillaries:
    Dark Mastery
    Primal Forces Mastery
    Mental Mastery
    Electric Mastery

    ATO: Shield of the Protector: Heal/Buff/Debuff/Def/Res (Chance for Team +Def)

    ==INVOKER== (suggested by Ridia)
    As an Invoker you conjure the essence of other entities into yourself and temporarily gain their characteristics, powers and abilities. You can call upon the ferocity of a beast or the brilliance of a Celestial to temporarily imbue yourself with their inherent powers. Be careful however because your low HP and abilities when not invoked are minimal and your current invocation only lasts for so long.

    The Invokers Power Sets Are:

    Survivability: 7
    Melee Damage: 4-6
    Ranged Damage: 4-6
    Crowd Control: 2
    Support: 5
    Pets: 2

    Power Sets

    Primary Power Sets

    An Invokers primary power sets are designed for invoking other beings powers, mostly ripped from MM Sets. They are:

    -Invoke Beasts (Beast Mastery)
    -Invoke Warrior (Thugs/Mercs/"Barbarians")
    -Invoke Elemental (Fire/Earth/Air/Water/Ice/Electric/Etc.)**
    -Invoke Umbra ("Shadow Creatures")
    -Invoke Revenant (Necromancy)
    -Invoke Demons* (Demon Summoning)
    -Invoke Celestials* ("Celestial Beings")
    -Force Armor ("Force Constructs")
    -Henkan no Jutsu (Ninjas)
    -Cyborg Implants (Robots)


    *Demonic/Celestial forms require VIP status or purchase on the Paragon Market

    An Invoker’s secondary power sets are designed for buffing and debuffing. They are:

    Dark Miasma
    Force Field
    Pain Domination or Empathy
    Poison
    Sonic Resonance
    Storm Summoning
    Thermal Radiation
    Time Manipulation
    Traps
    Trick Arrow

    Inherent: Synergy: Fury-like bar that fills with damage dealt and empties with damage received. The fuller the bar, the less expensive powers are to use, and the less likely invocations are to detoggle.

    *Primary: Invocation (Invoke toggles have a chance to detoggle every 15 Seconds, [60 seconds w/ a full Synergy bar], and only one may be active at once.)

    1: Invoke(1) <Technically gives 2 or 3 subpowers, depending on the variety of MM pets gained from the L1 power, and a few unlocked Attack Powers only usable in-form.>
    2: Innate Attack(1)
    6: Self Upgrade(1) <Low-cost Toggle, changes the overlaid model of the invocation and adds an extra invoked power or two.)
    8: Innate Attack(2)
    12:Invoke(2) <See Invoke(1)>
    18:Wildcard
    26:Invoke(3) <See Invoke(1)>
    32:Self Upgrade(2) <Auto Power, Adds another attack for each form>

    +When you become invoked a translucent model of whatever you have invoked is transposed over your toon along with the accompanying VFX, but you may also choose to have no overlay.

    ATO: Form of the Invoker: Damage (Chance to increase Synergy)
    --------------------------------

    The Tactician is supposed to be the next logical step after the Mastermind and the Controller. You step up from being a passive leader to an active weakener of enemies. You can weaken and disable your foes, thus your pets become more effective, at the cost of being able to buff allies.

    ==Tactician== (Suggested by me)
    You are the Tactician. You are master of manipulating both friend and foe to get your way, from calling hordes of followers to swamping your enemies.

    *Quickstats:
    Survivability: 6
    Melee DMG: 2
    Ranged DMG: 5
    Crowd Control: 8
    Support: 2
    Pets: 10

    *Inherent: Tactical Fighting: You and your pets gain a mild critical against controlled foes.

    *Primaries: Pets (Ported right from MMs)
    Force Constructs
    Frost Creatures
    Ghouls
    Gremlins
    Demon Summoning
    Necromancy
    Ninjas
    Robotics
    Thugs
    Mercenaries
    Vanguard
    Warriors

    *Secondaries: Control (More AoE-centric than the other control ATs)
    Darkness Control
    Earth Control
    Electric Control
    Fire Control
    Gravity Control
    Ice Control
    Illusion Control
    Mind Control
    Plant Control

    ATO: Command of the Tactician: Pet Damage/Recharge (Pets gain small chance for increased crits vs. controlled foes)

    The Commandant is an attempt to take the Mastermind and make it more effective at dishing out damage, at the cost of support ability.

    ==Commandant== (Suggested by me)
    A good officer can direct his troops and stay out of the line of fire. That doesn't mean he can't lay down some damage of his own. A Commandant exemplifies a strong offensive leader, able to command a tactical squadron, and take on enemies with his own power.

    *Quickstats
    Survivability:4
    Melee DMG:2
    Ranged Damage:8
    Crowd Control:3
    Support:4
    Pets:8

    *Inherent: Field Presence: activate when a Domination-style bar is filled (By DMG, yours or pets'), buff pet defense and DMG.

    *Primaries: Ranged DPS (Ported from Blasters, Self buffs also effect pets to lesser extent)
    Archery
    Assault Rifle
    Beam Rifle
    Dark Blast
    Dual Pistols
    Electrical Blast
    Energy Blast
    Fire Blast
    Ice Blast
    Psychic Blast
    Radiation Blast
    Sonic Attack

    *Secondaries: Pets (Ported from MMs, with extra synergy depending on which primary you choose.)
    Force Constructs
    Frost Creatures
    Ghouls
    Gremlins
    Demon Summoning
    Necromancy
    Ninjas(Archery)
    Robotics(Beam Rifle, some Assault Rifle models)
    Thugs(Dual Pistols)
    Mercenaries(Assault Rifle)
    Vanguard
    Warriors(Assault Rifle)

    ATO: Commandant's Charisma: Damage (Chance for Fear)

    This AT was meant as a way for melee fighters to be able to do some meaningful Mezzing, and not be totally squishy, without them being overpowered. In order to allow them some real control, with their defense reamining intact, their melee damage is way dropped. That isn't to say they're pushovers.

    ==Disabler== (Suggested by me)
    You know those guys who come in, swords-a-swingin' and fists-a-flyin? Knuckleheads. You're a Disabler. You're smarter than that. Sure, ya may not hit as hard, but ya can hit where it really hurts: When you fight, they can't stop ya, 'cuz y'already stopped them!

    *Quickstats
    Survivability:7
    Melee DMG:5
    Crowd Control:8
    Support:2
    Pets:5

    *Inherent: Incapacitate: Your powers are particularly disabling, being able to ignore Mez resistance by (5 + (Level/5))%

    *Primaries: Melee-Based Control (softened DMG, buffed control effects, sort of like a scraptroller, but with a pet at the end.)
    Crippling Shadows (Umbra Beast)
    Disabling (Dual) Blades (Knife Fighter)
    Electrical Melee (Gremlin)
    Choking Flames (Fire Imps)
    Chilling Ice (Jack Frost)
    Kinetic Melee (Singularity)
    Martial Arts (Ninja)
    Staff Fighting (Student)
    Street Justice (Street kid)
    Earthen Attacks (Golem)
    Illusory Weapons (Phantom Army)
    Mental Attacks (Bonded Telepath)
    Toxic Plants (Fly Trap)

    *Secondaries: Defense
    Dark Armor
    Electric Armor
    Energy Aura
    Fiery Aura
    Invulnerability
    Regeneration
    Shield Defense
    Super Reflexes
    Willpower

    ATO: Disabler's Defense: Heal/Buff/Debuff/Def/Res (Chance for +.1 mag Mez)

    ==Duo== (Suggested by Bradley_IFV)

    This AT is a super-hybrid with elements from Masterminds, Tankers, and Defenders. The big gimmick for this AT is the Partner, a singular MM-style henchman that is selected independent of the primary powerset of the Leader (the main character).


    Survivability 6
    Melee Damage 6
    Ranged Damage 2
    Crowd Control 4
    Support 6
    Pets 7


    Initial List of Offense Powersets:
    Axe
    Broad Sword
    Claws
    Dark
    Electric
    Energy
    Fire
    Ice
    Katana
    Martial Arts
    Stone
    Strength
    War Mace

    Initial List of Partner Powersets:
    Archery/Broadsword or Katana or Battleaxe or Mace Assault
    Assault Rifle/Martial Arts or Street Justice Assault
    Dark Assault
    Electric Assault
    Energy Assault
    Fire Assault
    Icy Assault
    Psychic Assault
    Radiation Assault
    Sonic Assault
    Power Assault (SS/Energy Blast)

    Initial List of Defense Powersets:
    Armor Imbuement: Mix of Invulnerability and Force Field.
    Burning Support: Mix of Fiery Armor and Thermal Radiation.
    Dark Haze: Mix of Dark Armor and Dark Miasma.
    Electric Fields: Modified Electric Armor.
    Gadgetry: Modifed Devices.Traps with a "Power Armor" theme for the Self powers.
    Healing: Mix of Regeneration and Empathy.
    Icy Reinforcement: Mix of Ice Armor and Cold Domination.
    Iron Will: Modified Willpower with a more Psionic feel.
    Kinetic Defense: Mix of Super Reflexes and Kinetics.
    Radiance: Mix of Energy Aura and Radiation Emission
    Stone Empowerment: Modified Stone Armor.
    Energy Aura(mix of Force Field and Energy Aura)
    Kinetic (extension of Kinetics to include more caster-effect powers)
    Ninjitsu (mix of Poison and Ninjitsu)
    Psychic (mix of psychic buff/debuffs and armors scattered throughout City)
    Storm (mix of Storm Summoning and Electrical Armor)

    ATO: Tag Team: Pet Damage/Recharge (Chance for Build Up in Leader and Partner)

    ==Skirmisher==

    There are those who say they're good in melee and at distance, but they can't compare to you: You are the only one who melds both, the Skirmisher!

    Survivability: 4
    Melee Damage: 8
    Ranged Damage: 8
    Crowd Control: 4
    Support: 2
    Pets: 2

    Primary: Assault (with an early-level hide toggle)
    Secondary: Assault (With a mid-level placate)

    Inherent: Hit and Run: a domination-like bar which fills with defeated foes, click to increase Crit chance and Defense and light mez resistance.

    Primaries: Assault
    Dark Assault
    Earth Assault
    Electricity Assault
    Energy Assault
    Fiery Assault
    Icy Assault
    Psionic Assault
    Thorny Assault

    Secondaries: Assault
    Dark Assault
    Earth Assault
    Electricity Assault
    Energy Assault
    Fiery Assault
    Icy Assault
    Psionic Assault
    Thorny Assault

    Ancillaries:
    Fire Mastery
    Ice Mastery
    Primal Forces Mastery
    Psionic Mastery

    ATO:: Skirmisher's Strike: Damage (Chance for PBAoE Placate)

    ==Marauder==(Care of Steampunkette)

    "The Marauder AT is a combination design. Ranged/Melee for a primary with Defense/Control for their secondary. The method used for this design is a whole new secondary powerset build and the Primary being Dominator "Domination" sets. The AT will use both passive and active defenses in combat to survive, while pelting enemies at range or thrashing them in melee."

    Quickstats:
    Survivability:6
    Melee DMG:6
    Ranged DMG:6
    Crowd Control:5
    Support:2
    Pets: 4

    Maraud: 15% endurance discount while solo. With each teammate they added their own damage would increase by 5%, maximum of 5 contributing teammates. Teammates gain 1/2 of this buff.

    Primary: Assault
    Dark Assault
    Earth Assault
    Electricity Assault
    Energy Assault
    Fiery Assault
    Icy Assault
    Psionic Assault
    Thorny Assault

    Secondary: Alteration (Defense/Control)
    Gravity Alteration (Invuln/Gravity)
    Ice Alteration
    Fire Alteration
    Nature Alteration (Regen/Plant)
    Stone Alteration
    Mental Alteration (Willpower/Mind)
    Electrical Alteration
    Energy Alteration (Energy/Gravity)

    ATO: Marauder's Assault: Damage (Chance for +Def/Res/Regen)
  6. I'd also like to see Architect accessible from a base, which is what I thought this would be about.
  7. Hybrid: A passive or clicky that gives you qualities of an enemy group:
    *Rikti: +Psi DMG proc, Psi Def/Res
    *Warworks: +Energy DMG Proc, Smash/Lethal Def/Res
    *Arachnos: +Toxic DMG Proc, Toxic Res
    etc...

    Genesis: Clicky Self buff, branching between offensive and defensive
    *Quantum: +ToHit|+Defense
    *Fortified: +DMG|+Resistance
    *Energized: +Range, +Special|+Recharge
    *Biomorphic: +Debuff|+Regen

    Mind: ST Mez, growing into Weaker AoEs, or stronger STs:
    *Psionic: Hold, weak Psi DMG|Sleep/Confuse AoE, weak Psi DMG
    *Cryonic: Hold, weak Cold|Slow/Immobilize AoE, weak Cold
    *Electrostatic: Hold, weak Energy|Stun AoE, weak Energy
    *Bosonic: Hold, weak Smashing|Immob AoE, weak Smashing
    etc...

    Vitae: League-wide Clicky buffs
    *Celestial: +Regen
    *Infernal: +DMG
    *Earthly: +Res
    *Fluid: +Recovery
    *Aero: +Def
    *Ignant: +Recharge

    Omega: Signature Powers
  8. Happy Thanksgiving, and like others have previously said, I hope this is Omega...I bet they are keeping quiet for a reason.

    + ∞²
  9. Kirsten

    Ad Astra

    Seriously, could you please explain this a little more clearly?
  10. Kirsten

    Ad Astra

    And then what Uncle Cptn?! We GOTTA KNOW!!
  11. Personally, I'd like to see a "Fireworks" or possibly even "Rainbow" Effect added, the former to Fire blast, and both to Energy Blast, albeit with some sort of variation from the Fire blast version. I've been loving what you've put out so far. Keep up the good work.
  12. I just wanted to start this thread to compile a list of enemies who possess costume parts we have been drooling over for a while.

    *First obvious one: Rikti. People: Have: Begged for the ability to use Rikti stuff in their costumes.

    *The Rulu-Shin: Even if only for their big "Chest Eyes", these guys were a cool group.

    *Nemesis: They have a lot of relly great WWI-Era clothes that many people could use.

    *Carnival of Light/Shadows: Especially the Porcelain Masks and elaborate Back Details.

    *Mirror Spirit

    *PPD (Hardsuit Especially)

    *Warworks

    *Primal Clockwork

    *Freakshow

    *Tsoo (And port the Katana to Katana/Ninja Blade!)

    *Cimerorans (Sybils included)

    *Legacy Chain- Chest Detail or shoulder pieces

    *Ghost Widow, Maelstrom, and Desdemona's hair.

    *Kheldian Sashes

    *Hero 1

    *Mako

    *Devouring Earth

    *Banished Pantheon Totems

    Any others?
  13. Kirsten

    Merits

    Yeah...Or you should at least be able to convert Reward and Alignment Merits into Astrals...and fix the Emp to Astral conversion so it's at least fair. (Example: 1 Emp = 3-5 Astral range. Something in there.)
  14. I would also like to have fully customizable minions,but then the server would have to track that many more costume files. SCR would apply. I would settle for having choices and color-tinting for critters.
  15. Quote:
    Originally Posted by Twilightdusk View Post
    I would love to see an assault rifle carved from stone though
    Or an Assault Crossbow!!!
  16. Kirsten

    Melee ATs

    Alright. So people have been asking for a while for
    Melee/Support & Melee/Pets ATs. I figured that until someone
    made a full suggestion, they would take much longer to happen.
    Tell me if there are balancing/thematic/typographical issues,
    and share your general thoughts. Enjoy the infodump.

    Crusader:==
    As a Crusader, you lead your allies into combat. You can not
    only deal damage up close, as you deal and receive more damage,
    you become more and more effective at bolstering your allies.

    *Quickstats:
    Survivability:7
    Melee DMG:7
    Ranged DMG:2
    Crowd Control:3
    Support:7
    Pets:2

    *Primary Sets: Melee Attacks
    *Secondary Sets: Defense/Support

    Modifiers (Level 50 [Melee/Ranged])

    DMG Scale ~.940/.500

    Defense Buff .100/.085

    Damage Buff ~.110/.070

    Max HP Buf .100/.100

    ToHit Buff .100/.070

    Defense DeBuff .100/.100

    ToHit Debuff .100/~.110

    EndMod 1.000/1.000

    Fear ~1.300/~1.300

    Heal Other 96.381/117.799

    Heal Self 133.862

    Immobilize 1.192/1.192

    Knockback 2.077/2.077

    Damage Resist .075/.065

    Sleep 1.192/1.192

    Slow 1.000/1.000

    Stun 1.192/1.490

    Taunt 1.250/1.250

    Threat Level 2.0/2.0

    *Primary Set: Melee Attacks

    Battle Axe
    Broad Sword
    Claws
    Dark Melee
    Dual Blades
    Electrical Melee
    Energy Melee
    Fiery Melee
    Katana
    Kinetic Melee
    Stone Melee
    Street Justice
    Super Strength
    Titan Weapons
    War Mace

    *Secondary Set: Support and Self Defenses
    Armor Imbuement: Mix of Invulnerability and Force Field.
    Burning Support: Mix of Fiery Armor and Thermal Radiation.
    Dark Haze: Mix of Dark Armor and Dark Miasma.
    Electric Fields: Modified Electric Armor.
    Gadgetry: Modifed Devices with a "Power Armor" theme for the Self powers.
    Healing: Mix of Regeneration and Empathy.
    Icy Reinforcement: Mix of Ice Armor and Cold Domination.
    Iron Will: Modified Willpower with a more Psionic feel.
    Kinetic Defense: Mix of Super Reflexes and Kinetics.
    Radiance: Mix of Energy Aura and Radiation Emission
    Stone Empowerment: Modified Stone Armor.

    *Inherent:
    Fervor: Improve Buff/Debuff powers in combat, similar to Brute

    Fury.

    Commander==
    Commanders are born to fight, but also to lead. Whether it's
    the noble, savage Barbarian, or the wicked, brutish Warlord,
    The Commander isn't afraid to get his hands dirty, and is often
    accompanied by one or more aides, be they healers, warriors, or
    technicians.

    *Would, if I got my way, use a new mechanic: Guard $target.
    Would use Bodyguarding, except the pets guard the target,
    instead of the owner.*

    Inherent: Command: PBAoE (Henchmen Bonus[+Def, +Regen])

    *Quickstats:
    Survivability:8
    Melee DMG:9
    Ranged DMG:2
    Crowd Control:4
    Support:3
    Pets:10

    *Primary Sets: Melee Attack
    *Secondary Sets: Pets/Defense

    Modifiers (Level 50 [Melee/Ranged])

    Damage Scale: ~1.400/~.800

    Defense Buff: .085/.060

    Damage Buff: .100/.070

    Max HP Buff: .090/.090

    ToHit Buff: .100/.080

    EndMod: 1.000/1.000

    Fear: 1.490/1.490

    Heal Other: ~100/~100

    Heal Self: ~115.000

    Immobilize: 1.192/1.192

    Knockback: 2.077/1.192

    Damage Resist: .080/.080

    Sleep: 1.192/1.192

    Slow: .900/.900

    Stun: 1.250/1.250

    Taunt: 1.600/1.600

    Threat Level: 3.0/3.0

    *Primary Sets:
    Battle Axe
    Broad Sword
    Claws
    Dark Melee
    Dual Blades
    Electrical Melee
    Energy Melee
    Fiery Melee
    Katana
    Kinetic Melee
    Stone Melee
    Street Justice
    Super Strength
    Titan Weapons
    War Mace

    *Secondary Sets:Please note that sets mentioned in quotes do not actually exist, and are used just to give a general idea of what is intended.
    Force Armor: Invulnerability/"Force Constructs"
    Frost Creatures: Icy Armor/"Frost Creatures"
    Ghouls(VIP-Only): Regeneration/"Ghouls"
    Gremlins: Electric Armor/"Gremlins"
    Hellfire Defense: Fiery Armor/Demons
    Necromancy: Dark Armor/Necromancy
    Ninjutsu: Ninjutsu/Ninjas
    Robotics: "Power Armor"/Robotics
    Street Smarts: Willpower/Thugs
    Super Soldier: Super Reflexes/Mercenaries
    Vanguard(VIP-Only): "Psychic Defense"/"Vanguard Soldiers"
    Warriors: Shield Defense/"Barbarians"
  17. heheheheh...Hand Cannon. /signed.
  18. Bad idea: Visitng the Arbiters saying your mind has been wiped and asking how to level up.

    Good idea: Playing on the Beta Server.
  19. I had a similar suggestion, except that it was a single AT: a regular officer that either remain in the main tree as SWAT, became a Hardsuit in a branch, or becam a Psi-Officer in the other branch. There is a link in my sig, if you would like to take a look.
  20. okaaaaay...examples and details?
  21. Solar Judgement:

    Ranged[TAoE]

    A ray of light comes down, blasting the target and its immediate area with high Fire DMG. Branches to add in Energy DoT and -ToHit, or Fire DoT and -Def.

    Animation:

    The character holds up an orb of glowing light in hir hand, which fires a beam into the sky. The beam comes down directly over the target. Scorches the ground at T2+.
  22. Kirsten

    Heroic Patrons!

    How is it too good to be true? Or is that just speaking figuratively?
  23. Has anyone even seen this one, or did it get washed away by other threads?