New Archetypes?


beyeajus

 

Posted

Please Santa, for xmas may I please have melee/buff.

Or if you really want to make my christmas can I have a kinetic scrapper. pretty please.


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Yeah, I like Blasters too.

 

Posted

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Originally Posted by Dispari View Post
Melee/Buff

Sort of like a melee Corruptor. The only thing is, being in melee all the time could result in dangerous situations for the character. They'd probably need to have a little bit higher HP, like Blaster/Stalker range (~1200) to be more able to sit in melee and smack guys without just dying all the time. Assault/Buff may also work. Giving them Placate could also help (as long as they don't remove all the AoE powers from all the sets ala Stalker).
I've suggested this combo on and off for the last few years. If I were making such an AT, I would give it the following AT attributes:

Name: Guardian
Melee Damage = 1.05
Ranged Damage = 1.05 (wouldn't get used much but still)
Melee/Ranged Buff = 1.0
HP = Brute level

Inherent: Steel-Mind = -2 Mez (all) Protection per member of the team, including PC (so -16 Mez protection in a full team)


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Posted

I would love to play a Melee/Buff-Debuff set like a Spines/Kin or Sword set/TA would be fun.


Onibi---Fire/Fire/fire Blaster

I'm ready to burn it all.

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Originally Posted by Dispari View Post
Also an epic AT, and only has one primary and one secondary.
But it does have the attributes Ultimo_ has been seeking for years, yes? And it's already in the game. Actually, it's more of an Assault/Defense AT since there are melee attacks as well, i just never took them since my Crab was built as an airborne assault unit. "Death from everywhere!" (Which was also the motto on the side of the Mystery Men's helicopter/hovercar/tank thing when they battled a cloned army of Hitler's right(?) foot.)


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i make stuff...

 

Posted

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Originally Posted by beyeajus74018 View Post
Cool idea. I'm all about a melee/buff too. melee kins would be sweet.
For a melee/buff class, as well as Masterminds, I'm gonna have to say no to Fulcrum Shift. If Kinetics still sounds good after that, all the power to ya!


 

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would'nt a mele / buff toon be tooo squishy to play ? like a defender with no ranged attacks, or a pet- less mastermind ?


 

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Originally Posted by Redd Rumm View Post
would'nt a mele / buff toon be tooo squishy to play ? like a defender with no ranged attacks, or a pet- less mastermind ?
Yes and no. What would be the worst is the lack of mezz protection. If it comes with the inherent, it shouldn't be too bad. A lot of the buff/debuff sets have means of protection.

Granted, it would not be a new player-friendly AT and would only work well with IOs. But it would be fun.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

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Originally Posted by FireWyvern View Post
Yes and no. What would be the worst is the lack of mezz protection. If it comes with the inherent, it shouldn't be too bad. A lot of the buff/debuff sets have means of protection.

Granted, it would not be a new player-friendly AT and would only work well with IOs. But it would be fun.
I don't think it would require IOs to function well.

It would however require mez protection in the inherent I believe. Decent (possibly Crab lvl) mez protection. That way you're toggles aren't dropping all the time.

It's also be an AT I would probably keep Sonic & Force Fields out of...and rearrange some of the others (as some of them get their offensive powers really late).


BrandX Future Staff Fighter
The BrandX Collection

 

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Originally Posted by BrandX View Post
I don't think it would require IOs to function well.
Every time a powerset comes out that requires IOs to work well, Castle gets chewed on by crazed anteaters. Since I'm fairly certain Castle does not enjoy being chewed on by crazed anteaters, I can rest assured that any new classes will work perfectly fine without the Invention system.


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Originally Posted by BrandX View Post
It would however require mez protection in the inherent I believe. Decent (possibly Crab lvl) mez protection. That way you're toggles aren't dropping all the time.
The only way an enemy can make your toggles drop these days is if they drain your endurance. They don't deactivate when mezzed anymore.

Since we're thinking about mez protection, let me throw this one out there: Do melee characters really need mez protection? They're like ranged characters (who don't get mez protection), except closer. I think mez is paired more closely with defensive sets than with melee classes, so we could probably see a new melee-centric archetype without mez protection.

Then again, ranged fighters can drag enemies to their location rather than jumping into the middle of the fray, so perhaps mez protection is more closely linked to melee than I thought...

Ever since they changed toggles to NOT drop while mezzed, I've been having a lot of fun with my Peacebringer, who does like to stay in melee range.


 

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Mezz protection makes a really huge difference, at least with my playstyle.

1) Mezz still negate your toggles, so you're easier to hit/take more damage.

2)While mezzed, you can't use active mitigation (KB, stun, hold, sleep, etc)

3) While mezzed, you normaly can't kill. Depending what i'm fighting, the reason i stay alive is because i can kill some of the enemies in the first 2 secondes of the battle.


If my blapper (who have fighting and melee def from sets) did have mezz protection, it would be as tough as pretty much any normal(non-IOed) scrapper.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

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Originally Posted by Schismatrix View Post
But it does have the attributes Ultimo_ has been seeking for years, yes? And it's already in the game. Actually, it's more of an Assault/Defense AT since there are melee attacks as well, i just never took them since my Crab was built as an airborne assault unit. "Death from everywhere!" (Which was also the motto on the side of the Mystery Men's helicopter/hovercar/tank thing when they battled a cloned army of Hitler's right(?) foot.)
Actually, the thing I'd like more than anything is flexibility of design. If I want a character with ranged attacks and no defense, I should be able to make one. If I want him to have only melee attacks and no defense, I should be able to have it. If I want ranged attacks and adequate defenses, I should be able to have it.

The only question is how to balance one with the other.


 

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Originally Posted by DrMike2000 View Post
My favourite new archetype idea was the Movement Master written up by Rachelthulu back on the old forums (and seemingly now lost in time, at least to my search skills).

In brief, its a Movement-Defence/Melee archetype for those characters whose primary power is movement eg Flash, Nightcrawler, Cannonball, Angel and Toad to name but a few.
The primary combines a level 1 travel power with defensive powers, many of which would require movement to work. eg short range teleport with no immobilise at the end that adds +Def to all positions per click.
Keep moving and you can stay one step ahead, stand still and you're a sitting duck.

You could add in other self buffs, such as a +damage Momentum sprint for speedsters.

The secondaries would be pretty much the usual scrapper sets, with slightly lower damage and no criticals.

I think this kind of character would add a whole new dynamic element to combat in CoH.
They have this already. It's called shield charge. Keep clicking it and the bad guys won't hurt you


 

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Dual Pistols/Reflexes, please.
Oh, and Blast/Armour in general. Hell, an Armour/Blast AT would be cool. Walking tank.


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NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.