Ever since playing a Robotics MM I've been brainstorming with the concept of bringing the Pulse Rifle to blasters/corruptors/defenders. As far as I know, one of the major issues is that it would be too similar to Energy Blast to really be worth it, among other things. But with a power like DP's "Swap Ammo," it could differentiate itself from EB quite a bit.
That's when I thought it would be cool to have, in addition to energy damage by default, negative energy and ice. Because of its adaptability, I imagine it having a slightly lower damage relative to other blast sets. I have a few other ideas that I hope are more innovative than gimmicky.
So here it is, informal and rough, descriptions where necessary. Comments appreciated!
Pulse Rifle: Blaster/Corruptor Primary, Defender Secondary
Level 1: Pulse Rifle Burst
Damage: Moderate (20% smashing, 80% energy/negative/ice)
Recharge: 4s
Effect (normal): Knockdown
Effect (ice): slow, -recharge
Effect (dark): -to-hit
Level 1: Pulse Rifle Blast
Damage: High (20% s, 80% e/n/i)
Recharge: 8s
Effect (normal): Knockback
Effect (ice): slow, -recharge
Effect (dark): -to-hit
Level 2: Photon Grenade
Damage: Moderate (100% e/n/i)
Recharge: 16s
Effect (normal): Knockback
Effect (ice): slow, -recharge
Effect (dark): -to-hit
Level 6: Energy Array
By re-aligning the prisms in your Pulse Rifle, you can redirect the energy from a focused beam into a cone.
Damage: Moderate (100% e/n/i)
Range: 40, 45 degree cone
Recharge: 12s
Effect (normal): Knockback
Effect (ice): slow, -recharge
Effect (dark): -to-hit
Level 8: Charge
By taking a few seconds to charge your Pulse Rifle, you can heavily increase the damage and secondary effects of your next attack. This only affects your Pulse Rifle attacks. Charging is best done before combat as it takes a few seconds and can be interrupted.
Effect: +50% damage to next Pulse Rifle attack, +66% secondary effect to next Pulse Rifle attack.
Cast Time: 3.5s
Interrupt Time: 3s
Recharge: 10-20 seconds
Level 12: Focused Blast
You are able to concentrate a blast of energy on a single target. This target will take heavy damage, and any nearby targets will be affected by the shockwave.
Damage (target): Extreme (20% s, 80% e/n/i)
Damage (foes around target): Medium (100% e/n/i)
Recharge: 20s
Effect (normal): Knockdown
Effect (ice): slow, -recharge, Sleep (mag 2)
Effect (dark): -to-hit
Level 18: Alternate Firing Mode
Modification to your Pulse Rifle allows you to fire beams of negative energy or ice. The secondary effects of your attacks change from knockback to a to-hit debuff or a recharge slow, respectively.
Level 26: Disabler
Your Pulse Rifle has an option to fire a non-lethal ray of energy that disables all enemies in a short distance in front of you.
Range: 30, 30 degree cone
Recharge: 60 seconds
Effect (normal): Knockback, Stun (mag 2)
Effect (ice): Hold (mag 2), -recharge
Effect (dark): -to-hit, -damage
For the Tier 9 power I had two ideas, both of which could be useful but in contrasting situations.
Level 32: Hyper Beam
By overloading your pulse rifle, you can turn it into a highly dangerous killing machine. Your damage and range are dramatically boosted for awhile, but only for Pulse Rifle attacks. After some time you will be drained of endurance, unable to recover any for a short while.
Effect: +100% damage for 30 seconds, +50 range for 30 seconds, Crash for 20 seconds after 30 seconds.
Recharge: 360s
or
Level 32: Plasma Grenade
By overloading your pulse rifle, you can fire a single devastating burst of energy at your foes. This energy deals a massive amount of damage in a large radius, knocks all foes back a great deal, and stuns them for awhile. Afterward you will be drained of endurance, unable to recover any for a short while.
NOTE: This attack ignores the effects of Charge and Alternate Firing Mode.
Damage: Extreme (100% energy, random variation like other tier 9's)
Effect(all): Knockback (16 magnitude), Stun
Recharge: 360s