Archtype Suggestion Box
I always was wondering about the combos not included. The original problem about lack of balance, for which the original archetypes were constructed. That has been mitigated by changes to how inherent powers work, which often countebalance or compliment base modifiers. As such, my considerations would be these:
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Support/melee hero and Melee/support villain
Targeted debuffs changed into PBAoE debuffs, single +mez/minor damage resistance (or regen/def, depending on the set) armor given in place of a support power. (So all support sets would loose access to one power.)
Damage: Medium, HP: medium
Hero inherent gives +Dam per nearby foe, Villain's gives +Dam per fallen foe
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Debuff/Armor
All debuffs do high damage. Debuff sets have a few attacks added to them, toggle debuffs are toggle damage powers.
Damage:High, HP:Low
Inherent gives better recovery for every enemy counter attack.
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Assault/Armor
Uses Dominator assault set, and select armor sets.
Damage: medium, HP: Medium
Inherent: two click powers: One boosts damage, debuffs defenses, the other boosts defenses and HP.
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Range/Armor
Attack: medium, HP: low
Inherent: +boost to def/res/regen from secondary by attacking/being attacked
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Summon/Assault
Attack: medium, HP: Medium
Attacks removed from summoning sets, moved to the new assault sets. (Summoning sets are filled with limited buff/debuff abilities)
Inherent: +Res/def/regen to all pets near the summoner
That's my wishlist, at least.
Most of the 'assault/defense' suggestions I hear are pretty much filled by Soldiers of Arachnos.
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I really want such a combo using Martial Arts, Katana or Super Strength.
I decided to go all out on the idea of a Melee/Debuffer and came up with four powersets (well three really, one is a 95% carbon copy of an existing one).
Archetype: Defiler
Hit Points: High
Damage: Medium
Inherent:
Sadism - The Defiler enjoys on the deprivation of others. This euphoria strengthens his ability to inflict pain on others. The more enemies are being affected by his powers, the stronger he becomes.
+3% Damage, +1% ToHit for every enemy afflicted by one of his debuffs (NOT controls) in a 15 feet radius. Max 10
And here are some of the sets that might be available. Numbers are just for show really, tweaking would need to be done:
Broadsword
1) Hack
1) Slash
2) Slice
6) Build Up
8) Parry
12) Indomitable Will (without the def to psionics)
18) Whirling Sword
26) Disembowel
32) Head Splitter
Shadow Aura
1) Dark Siphon: PBAoE Click, -15% Damage to targets, +5% damage per target hit
2) Abyss Tendrils: PBAoE Click, -90% Run Speed, -Fly, -Jump
4) Death Shroud: Toggle, 12.5 Negative Damage every 2 seconds.
10) Shadow Muck: PBAoE Click, -20% ToHit, -50% Recharge
16) Cloak of Fear: Toggle, 7.45s Mag 3 Fear, -5% tohit 5s duration.
20) Dark Regeneration: PBAoE Click, 401 Heal, 12.51 Negative Energy Damage
28) Oppressive Gloom: Toggle, 7s Mag 3 Stun
35) Chill of the Night: Toggle, 9 Negative Damage every 2 seconds, -15% tohit
38) Abyss Behemoth: Click, +100% Damage Buff, +20% ToHit, +100% Recovery, +20% Resistance to all, +60% Resistance to Negative Energy. 180s Duration, 1000s Recharge
Scythe
1) Strike: Single Target, Low Damage, Very Fast Recharge
1) Swipe: Single Target, Moderate Damage, Fast Recharge
2) Crippling Attack: Cone, Moderate Damage, -50% Run Speed, Medium Recharge
6) Build Up
8) Rending Assault: Superior Damage, DoT, Slow Recharge
12) Indomintable Will (Without the def to psionics)
18) Great Sweep: PBAoE, Minimal Damage, Knockdown, Slow Recharge
26) Vicious Slice: Cone, High Damage, Chance for crit, Slow Recharge
32) Reap: PBAoE, Superior Damage, Slow Recharge
Cold Aura
1) Heat Drain: PBAoE Click, -30% Recharge, +7.5% Recharge per target hit
2) Frigid Burst: PBAoE Click, -15% Defense, -jump, -fly
4) Icicle: Toggle, 8.9 Lethal Damage every 2 seconds
10) Freezing Wind: PBAoE Click, -20% Resistance, Chance for mag3 Root
16) Chilling Embrace: Toggle, -movement speed, -32% recharge, -14% damage
20) Energy Absorption: PBAoE Click, +3% Defense to all per target, max 15%, +20 Endurance, -35% Endurance to enemies
28) Shatterstorm: Toggle, -12.5 Cold Damage every 2 seconds, 3s Mag2 Stun
35) Arctic Air: Toggle, -62.5% Recharge, 3.7s mag3 Fear, chance for 3.7 mag3 Confuse, -movement speed
38) Ice Terror: Click, +30% Damage Buff, +20% ToHit, +100% Recovery, +20% Defense to all, +60% Resistance to Cold Damage, +50% Recharge, 180s
Probably the toughest thing for an early Defiler would be survivability. He lacks even the most basic of defenses, ranged. Since he is frail, there is no reason for a taunt power in his primary, which has been replaced by the only thing that will keep him alive in the later levels, status protection. The two sets I put up there have four toggles each, but each is very end heavy. Although his secondary tier 9 grants some survivability with limited resistances and defenses, its main purpose is to make them a killing machine. This is one AT that will not have problems reaching the damage cap which would be higher than most but lower than brutes.
I suppose if they ever implement something like this, heroes would need a new AT too. I don't know, something Debuff-Buff/Pets, for the heroic masterminds they've been clamoring for.
Edit: Completely forgot, their Patron Pools wouldn't be all that hard to design. Something along the lines of:
1) Ranged Attack
2) Shield
3) Ranged AoE Attack
4) Miscellaneous
5) Pet
Shadow Aura 1) Dark Siphon: PBAoE Click, -15% Damage to targets, +5% damage per target hit 2) Abyss Tendrils: PBAoE Click, -90% Run Speed, -Fly, -Jump 4) Death Shroud: Toggle, 12.5 Negative Damage every 2 seconds. 10) Shadow Muck: PBAoE Click, -20% ToHit, -50% Recharge 16) Cloak of Fear: Toggle, 7.45s Mag 3 Fear, -5% tohit 5s duration. 20) Dark Regeneration: PBAoE Click, 401 Heal, 12.51 Negative Energy Damage 28) Oppressive Gloom: Toggle, 7s Mag 3 Stun 35) Chill of the Night: Toggle, 9 Negative Damage every 2 seconds, -15% tohit 38) Abyss Behemoth: Click, +100% Damage Buff, +20% ToHit, +100% Recovery, +20% Resistance to all, +60% Resistance to Negative Energy. 180s Duration, 1000s Recharge |
Okay, so, depending on the recharge times of the clickies and such, it could be way over- or under-powered, but it's still very much along the outlines of something I'd love to play.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Hey all it's me back with a new idea... An AT that uses melee weapons like broadsword, dual blades, war mace, etc as a primary and blasting as a secondary such as fire blast, dark blast, radiation blast, energy blast, electircal blast, etc (also gonna say i want to have a gravity defence and or blast power set for whatever appropriate ATs)
Elemental Soldier
HP(Low) Damage (High) Primary (Melee) Secondary (Ranged)
The Elemental Soldier is the all around offence of his team. He uses his own natural weapons mastery in close combat and relies on his elemental abilities to defeat fleeing enemies. He has low hitpoints and absolutely no defence but he makes up for it with near obscene damage.
Technically with the new fire epic for scrappers you can have a debuffing scrapper (Melt Armor). Char is also in the epic, so there is a bit of control as well. Not to say that the ideas aren't good ones.
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