Alt Power Selections (Part Deux)
So, as shameless self bump/case thread necromancy, here's basically a list of alternate power selection ideas for Assault rifle set based on working with themes of the different aspects of Assault Rifle: Machine Gunner, Rifleman, Demolitionist, and Shotgunner.
For Burst- Single Shot: Straight out of the Arachnos soldier Primary, it seems like a bit of a better alternative to Burst (given it's shorter activation time) but considering burst does have better range and a longer debuff duration, it seemed like a equal trade off to me, besides these three factors, the powers are effectively the same.
Concept: Rifleman
Effects: Ranged, Minor Damage (Lethal), Foe: -Defense, Rech: fast
For Slug- Sabot Round: Sabot round would be less damaging than Slug and at a shorter range in exchange for being the fastest recharging (Perhaps 2.5 ot 3 seconds) power in the assault rifle set as well as packing a nice debuff to defenses. This was a bit of a toughie really, and I'm honestly not too sure about it.
Concept: Shotgun (Part of the problem being that Slug also still works, but in my mind it's range makes me think of rifles)
Effects: Ranged, Moderate Damage (Lethal), Foe -Defense, Rech: very fast
For Buckshot- Heavy Burst: Another one taken out of the Arachnos Soldier Primary, this one might need some numbers modification since HB has slightly higher average damage, a debuff to Buckshot's chance for KB, and a longer range. But buckshot does have the advantage of having faster recharge by a third (8 secs to 12 secs), and having less than half the cast time of Heavy burst.
Concept: Machine Gun
Effects: Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense, Rech: moderate
For M30 Grenade- Armor Piercing Round: The basic idea is that it would work basically like DP's Piercing Rounds with a reduction of damage into into Minor in exchange for a -res debuff effect and an added defense debuff (Maybe about 12.% from blaster?), a faster recharge, shorter cast time, longer range, and able to hit more targets in its path (maybe? Maybe up to 5?). This was originally going to replace the Beanbag until I came up with the EMP Grenade, While overall lacking compared to Piercing round, hopefully, getting this earlier, the extra defense debuff, longer range, and shorter cast time and recharge for greater debuff stacking would hopefully make it appealing enough and at the same time not overshadow the m30 grenade.
Concept: Rifleman
Effects: Narrow Ranged (Cone), Minor DMG(Lethal), Foes -Res(All)/-Def (All), Rech: moderate
For Beanbag- EMP Grenade: The EMP grenade will do minor energy/smash damage to all foes in the area of effect while at the same time take a nasty hit to their Endurance as well as suffer from a Recovery debuff. Most robots and machines will also suffer from short Hold period from this attack while they reboot. This was very tough one to figure out since a lot of other options seemed like a no brainer of a trader off to a single target stun, hopefully, this is both appealing, and still keeps beanbag looking valid as a choice.
Concept: Demolitionist
Effects: Ranged (Targeted AoE), Minor DMG (Energy/Smash), Foe: -End, -Recovery, Special Vs. Robots (Hold), Rech: Slow
For Sniper Rifle- Suppression Fire: A locational AoE attack (about 10 radius) with an animation and cast time much like (and a little shorter than) Full Auto. This would deal high end moderate damage, but it's selling point would be a strong speed, jump, and fly debuffs as well as good (60%) chance for Knockback as your opponents are forced away. This was an old idea in my mind from a Heavy machine gun set, and well, it kind of just made its way in, and it seems like an interesting idea to add a bit of Area Denial to this set.
Concept: Machine Gunner
Effect: Ranged (Location AoE), high DMG (lethal), Foe: -SPD, Knockback, Rech: Slow
For Flamethrower- Incendiary Grenade: This would basically work like the power Incendiary Missile Swarm or Carnie Spitfire power, but with a grenade instead of rockets (and spit), complete with leaving a burning patch for additional fire DoT. This one was actually an old idea for a flatout change to the set to allow it to keep in theme and not need to change IO set slotting on the power, but instead worked into something else.
Concept: Demolitionist
Effect: Ranged (Targeted AoE), Moderate DMG (Fire), Special: Creates Fire for additional Moderate Fire DoT on location of effect. Rech: Slow
For Ignite- Mini-turrets: The mini-turret would be a summon power that fires a grenade which would deploy into a stationary mini gun turret that would occasionally fire on sighted foes with the Burst power that would possess and added taunt component. Mini-turrets can keep aggro off of you this was for a short time, but with limited HP and defenses (See below for ideas on stats) it can still be easily destroyed by enemies, but when it is destroyed, it will explode for moderate smashing/lethal damage. After 45 seconds (both it's duration and initial recharge rate) it will become inert and fade away after another 15 seconds, during the 15 seconds, you yourself will be able to destroy the turret to detonate it and damage your enemies. You will only be able to have 2 mini-turrets deployed at a time, mini-turrets are stationary.
I had trouble figuring out what could help continue a theme of using grenades and this idea came up after Remembering them mini-turrets in Bioshock 2 and a moment of embracing a less conventional possibility for them in the City of universe.
Concept: Demolitionist
Effects: Build Mini-Turret, Ranged, Minor Damage (lethal), Rech: Slow
Mini-Turret Stats- Resistances: 321.3 HP (@ lvl 50), 10% Res (All), 5% Def (All), Mez immunity (All except Hold and Immob), Self: Immobilize (Mag: 10000). Power: Burst- Ranged, minor (lethal), Foe: -Def
For Full Auto- Riot Gun: This would basically be (low) superior damaging, fast recharging Shotgun style power, what it would lack for in raw damage, it would make up for with quick animation time, and faster recharge. Compared to buckshot, it would have a narrower cone (20 degrees) but a much better range (60 feet).
All in all, this idea is for those who want to have more of a riot cop shotgun use of assault rifle.
Concept: Shotgunner
Effects: Ranged (Cone), Superior DMG (Lethal), Foe: Knockdown, Rech: Slow
Well, real numbers would obviously need to be put in, but otherwise this would hopefully allow enough alternate options for a player to mix and match between the default powers and the alternatives so the horror of Frankengun can be significantly reduced.
And this is just an example as to the idea of Alternative Power Selections.
If you'd like, please feel free to contribute your own or point out glaring flaws with mine.
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While this is a balance NIGHTMARE big enough to cause Castle to use Heavy Burst... ON YOU, I actually agree with you. Again. One of the biggest complaints I've seen against our builds system is that, basically, every powerset combo within any one AT plays exactly like every other. A Fire/Fire Blaster may have some slight differences from another Fire/Fire Blaster, but at the end of the day, they're still just Fire/Fire Blasters that play pretty much the same. And they do.
The reason for this is because there really are very few powers that you can skip outright and relatively many you really want to take. This produces builds that, while they sort of deviate from each other, are never really very different. Such an addition would fix this, because it could produce two Fire/Fire Blasters both using the same sets yet having radically different builds that both look and play unlike each other. And not just two builds, but many builds.
It'd be a major pain to balance and probably a hideously massive undertaking to animate, but I for one approve of this idea.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Pretty much what Sam said. Nightmare to code and balance, but...it do look nice that do
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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While this is a balance NIGHTMARE big enough to cause Castle to use Heavy Burst... ON YOU, I actually agree with you. Again. One of the biggest complaints I've seen against our builds system is that, basically, every powerset combo within any one AT plays exactly like every other. A Fire/Fire Blaster may have some slight differences from another Fire/Fire Blaster, but at the end of the day, they're still just Fire/Fire Blasters that play pretty much the same. And they do.
The reason for this is because there really are very few powers that you can skip outright and relatively many you really want to take. This produces builds that, while they sort of deviate from each other, are never really very different. Such an addition would fix this, because it could produce two Fire/Fire Blasters both using the same sets yet having radically different builds that both look and play unlike each other. And not just two builds, but many builds. It'd be a major pain to balance and probably a hideously massive undertaking to animate, but I for one approve of this idea. |
Though in terms of animation, I think it would be possible for a lot of these alternate powers to just reuse existing ones, though the graphical effects with them might still cause problems, though that too may count as animation.
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I skipped over this post because the OP seemed focused on making elemental weapons. As far as power selection goes, it would never work because it's not balanced. There's a reason Dark Melee is primarily ST focused and Dark Blast isn't prominently burst damage. Also, there's a reason why they have strong debuff and control secondary effects.
Can you imagine Spines or Fire Blast with -ToHit?
But the other suggestion, alternate powers and what not, it may never happen because of coding and balancing issues but I always feel it is a great direction to go. Touching back on a previous idea of mine that might sorta tie in to this one: Partial powersets/powerset branching.
Have you ever wanted a 'demolitionist character'? One that deals with bombs, mines, missiles, grenades and all things explody? Well, I probably wouldn't feel right asking for 9 powers with this theme in mind considering, as a blaster, you can have mines and a time bomb from devices and a missile from munitions and a grenade from AR...but that's only 5 powers spread across 3 pools!
Well, what about branching AR to have some alternative power options balanced as if it were a new set? You could mix and match some of the first couple of powers but the last ones would require certain power picks.

I like the idea, but I can't really see it happening on such a large scale as you suggest. Perhaps if there were just alternate options for some of the marmite powers (either you love them or hate them) then it'd be a little easier, but.. Yeah, it's all a matter of balance.
By marmite powers, I mean powers like Ignite from Assault Rifle, some like it, some hate it (I personally dislike the power, so I may be biased ), or Gale from Storm Summoning (that one I love). If their alternates were created to have the same effect/impact of a fight as the originals, but were in a different flavour so to speak, then it might work. Ignite, for example, is (to me) an area denial ability, it causes enemies to stay away from wherever you put it. Alternatively, perhaps it can be replaced with a power which causes localised knockback/repel from a psuedopet, or a short duration AoE immob/slow, something which can stop an enemy from advancing, or getting to a specific point. Then there's Gale, which is a mass knockback, generally used to keep enemies away from you and on the ground where they can't do anything.. I can see it being replaced with an AoE knockup (updraft?) which has a longer recharge, end use and/or animation.
I know there are powers out there some people wouldn't touch with a barge pole, while some look at them and wonder how they can live without it. Here's some more I can think of which you may or may not agree with, these are all my opinions: Smoke, Dimension Shift/Black Hole, Hand Clap/Lightning Clap, Soul Transfer, Rise of the Phoenix, Tremor, Elemental Weapon attacks (some just want to hit them in a different way rather than make swords/hammers), Serum (from Mercs), Time Bomb.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
While I think they are doing an aesthetic effect for this with the new kinetic melee power, I think this is still a good idea.
/signed
I skipped over this post because the OP seemed focused on making elemental weapons. As far as power selection goes, it would never work because it's not balanced. There's a reason Dark Melee is primarily ST focused and Dark Blast isn't prominently burst damage. Also, there's a reason why they have strong debuff and control secondary effects.
Can you imagine Spines or Fire Blast with -ToHit? |
But the other suggestion, alternate powers and what not, it may never happen because of coding and balancing issues but I always feel it is a great direction to go. Touching back on a previous idea of mine that might sorta tie in to this one: Partial powersets/powerset branching.
Have you ever wanted a 'demolitionist character'? One that deals with bombs, mines, missiles, grenades and all things explody? Well, I probably wouldn't feel right asking for 9 powers with this theme in mind considering, as a blaster, you can have mines and a time bomb from devices and a missile from munitions and a grenade from AR...but that's only 5 powers spread across 3 pools! Well, what about branching AR to have some alternative power options balanced as if it were a new set? You could mix and match some of the first couple of powers but the last ones would require certain power picks. |
Similar frustrations can be found in this game with needing boxing or kick to get tough and or weave, or the Epic Power Pools.
I like the idea, but I can't really see it happening on such a large scale as you suggest. Perhaps if there were just alternate options for some of the marmite powers (either you love them or hate them) then it'd be a little easier, but.. Yeah, it's all a matter of balance.
... I know there are powers out there some people wouldn't touch with a barge pole, while some look at them and wonder how they can live without it. Here's some more I can think of which you may or may not agree with, these are all my opinions: Smoke, Dimension Shift/Black Hole, Hand Clap/Lightning Clap, Soul Transfer, Rise of the Phoenix, Tremor, Elemental Weapon attacks (some just want to hit them in a different way rather than make swords/hammers), Serum (from Mercs), Time Bomb. |
What I can see for MM primaries is alt selections on the ranged attacks taking options from other primaries, like being a ninja MM with a pulse rifle, or a a Mercs MM with dark blasts from Zombies.
But also, the level 18 powers would get alternate selections as well. One concept is that for any MM who controls non-humans would gain the ability to cast irresistible confusion on their associated class of enemy, like Necromancers gaining "Rebuke Undead".
Imaginably, this would not work against AVs or EBs, but still a load of laughs for a long duration single target confusion.
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I only vaguely understand what you're getting at here, and yes balance would be one of the major issues, but I do not imagine Spines of Fire gaining dark secondary effects/damage. Since those already have elemental features to them, they would instead likely get things like, I don't know, Spines gaining Thorn Trops instead of one of its other powers.
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I'm sorry, but I have to respectfully disagree with this. It reminds me way too much of the old Ragnarok Online skill tree that could get insanely frustrating. Similar frustrations can be found in this game with needing boxing or kick to get tough and or weave, or the Epic Power Pools. |

Well, taking the weapon sets mentioned, Claws with -ToHit is equally as broken.
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Well, would you propose instead just the damage property change and there be no additional effect? I had come to the conclusion of the different effects just to give a difference between a "pure" energy weapon set and a "Electrical" energy set.
Really, it's the same as what you posted in the OP about making a Katana user and getting to choose between Lotus Drop and Focus...except with theme powers to branch out on powerset concepts. So Fire Melee would have choices of 'Fire swordy' attacks or 'just plain close-up fiery like incenerate' attacks, AR would get a few more grenades/bombs in place of some shotgun powers, so on and so forth.
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My proposal would be that it wouldn't matter if you picked the fiery broadsword hack at level one, you would still be able to pick regular broadsword slice at the next level, you just wouldn't be able to pick out the regular broadsword hack.
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Because the attack speed of claws would stack the to-hit debuffs too high?
Well, would you propose instead just the damage property change and there be no additional effect? I had come to the conclusion of the different effects just to give a difference between a "pure" energy weapon set and a "Electrical" energy set. |
Seriously, Spin, Shockwave and Eviscerate all debuffing nearly everything within melee range?
But there kind of is a difference, from what I read, you were saying that you would HAVE to take one power to unlock another at a higher level. My proposal would be that it wouldn't matter if you picked the fiery broadsword hack at level one, you would still be able to pick regular broadsword slice at the next level, you just wouldn't be able to pick out the regular broadsword hack. |

Because Claws can effectively stack lots of -ToHit on a crowd while the premiere utility melee set, Dark Melee, can only effectively debuff a couple if not only one.
Seriously, Spin, Shockwave and Eviscerate all debuffing nearly everything within melee range? I was talking about the tier 9 nuke. You'd be able to choose Full Auto in any circumstances but the other 'bomb' nuke would probably be balanced in conjunction with the bomb attacks. But it was mainly a generalized balancing statement. Who knows how these powers may or may not be balanced unless we're coming up with theoretical sets. |
And that still fails to answer the question I proposed to you on your opinion for a better option.
One the second point: yes, what a lot of arguments would boil down to is simply that besides the propose alternative for Assault rifle I posted already (that Sam pointed out was a nightmare), we simply do not entirely know what the alternatives for other sets would be.
The biggest hope for this is to give new options to old powersets, because as Sam pointed out, fire/fire blasters can differ in small ways from one another, but at the end of the day, they are and play exactly the same as one another, even with IO sets.
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One the first point: That would be true, but another balancing possibility is that the debuffs/secondary effects from elemental weapons would not be nearly as great as it would be for the proper elemental melee set.
And that still fails to answer the question I proposed to you on your opinion for a better option. |
Not sure what you're referring to about a better option. IMO, elemental weapons is just a bad idea and we really don't need the balancing issues that'll come with it. I'd love custom weapon options to use a flaming sword or an ice mace and what not but we don't need the damage to be changed for something like that. Unless you're a combat-log Nazi, you'll never tell what type of dmg you do.
One the second point: yes, what a lot of arguments would boil down to is simply that besides the propose alternative for Assault rifle I posted already (that Sam pointed out was a nightmare), we simply do not entirely know what the alternatives for other sets would be. The biggest hope for this is to give new options to old powersets, because as Sam pointed out, fire/fire blasters can differ in small ways from one another, but at the end of the day, they are and play exactly the same as one another, even with IO sets. |
It'd be interesting to have a discussion on some of the possible alternate power choices just for fun. You got Assault Rifle up there, how about another blast or melee set? (let's pretend this doesn't extend to sets like control/armor/buff/pet sets...)

Not sure what you're referring to about a better option. IMO, elemental weapons is just a bad idea and we really don't need the balancing issues that'll come with it. I'd love custom weapon options to use a flaming sword or an ice mace and what not but we don't need the damage to be changed for something like that. Unless you're a combat-log Nazi, you'll never tell what type of dmg you do.
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And personally, yes, I can tell the damage type I'm doing often enough, because I play lots of lethal damage dealers, I know it's my damage on a team because it's always the one that does jack-@#$% against everything but carnies and wisps at level 50.
And PLEASE for the love of god, do NOT tell me to just "play something other than a lethal damage dealer" because that is NOT how this game should be at all. NO game should be like that.
Let's look at the facts here for lethal and smashing damage dealers, when something is weak to a damage type, it's weak by about 20-30%, with lethal and smashing? It's weak by maybe 10%
I know it's a matter of realism that Smashing and Lethal, the most conventional damage type, would be the most commonly and heavily resisted, but I've learned from my MA arc and custom critter creation that there comes a point where a game developer has to say "reality is not balanced or fun"* and let the guys in powered armor get as equally damaged by the guys with a pair of knives as the guy summoning tentacles from the netherworld that do no apparent harm besides wave around you and sound annoying.
*And it really isn't meant to be. The whole point of combat technology is to make sure its as one sided and unfair as possible. Okay, the great Nuclear Weapons Nerf of the 80's caused a lot of calls to the WHAMbulance but that's a bit different.
It'd be interesting to have a discussion on some of the possible alternate power choices just for fun. You got Assault Rifle up there, how about another blast or melee set? (let's pretend this doesn't extend to sets like control/armor/buff/pet sets...)
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But I should also point out that I think at least buffs should gain some alternative options too. This could really help the problem with Forcefield or Empathy's soloing problems by providing alternative option selections that would allow them to be able to do just that.
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I meant "better options" as in what do you think would be a balanced solution? This is a forum thread that I had hoped would be open and rife with discussion on its topic (which I thank you for carrying on with me).
And personally, yes, I can tell the damage type I'm doing often enough, because I play lots of lethal damage dealers, I know it's my damage on a team because it's always the one that does jack-@#$% against everything but carnies and wisps at level 50. |
This is more a complaint about enemy resists than an argument for balance altering elemental weapon options.
Well, I could try, but you saw how poorly I made out the assualt rifle set, a balance nightmare, but if insisted, I could try to come up with something, I've had an idea for fiery melee for a while. But I should also point out that I think at least buffs should gain some alternative options too. This could really help the problem with Forcefield or Empathy's soloing problems by providing alternative option selections that would allow them to be able to do just that. |

And now, after a long silence, I cast my level 9 thread necromancy and bring back new example of an alternate power selection that would not have to do with elemental weapons...
Alternate Fiery Melee! The alternative concept I see to be done for fiery melee would be to add another sword attack as well as more kicks and punches to make it feel like a Fiery Martial Arts ala Firebending in Avatar.
So without further ado..
For scorch- Fiery Punch: Really nothing too different from scorch only with a smashing damage component and perhaps using the animation for either shadow punch or smite from dark melee with a fire motif, the upfront damage could maybe be about 40% smash with the remaining being Fiery DoT.
Concept: Fiery Martial artist
Effects: Melee, Minor DoT (Smash/Fire), Rech: Fast
For Fire Sword- Blazing Crescent: Using Storm kick with a fiery motif, just because few things scream "martial arts" like the crazy-over-the-top sweeping-outward-crescent kick. A Sleep effect was added as a supplement to storm kick's stun or fire sword's DoT, the idea being that kicking an opponent (most of the time in the face) with just leg that leaving a trail of fire and ember would produce almost a char effect, leaving them, literally, choking on your last attack until you hit'em with your next one.
Concept: Fiery Martial Artist
Effects: Melee, Moderate (Smash/fire), Foe: 30% sleep chance, Rech: Moderate
For Combustion (Replaces Breath of Fire for scrappers and brutes)- Blazing Arc: Basically a cone attack with the fire sword, probably could have kept the name of the NPC version, but Fire Sword Slice didn't quite seem like it would cut it, no pun intended. Also, personal view says it would use the broad sword "slash" motion instead of the formal "slice" power which has always seemed strangely weak to me in the otherwise brutal looking power animations of broadsword. This was also a bit difficult since I only recently noticed Tankers don't get cremate at this level, or any level of fiery melee.
Concept: Fiery Swordsman
Effects: Melee (cone), High DoT (Lethal/fire), Rech: Slow
For Cremate (For brutes and scrappers)- Blazing Axe Kick: So, this one would involve a unique animation of basically your character doing a forward flip with one leg extended and bringing it down in a gravity assisted axe-kick for probably a bit higher damage than cremate to make up for a longer animation time.
Effects: Melee, Moderate (fire/smash), Rech: moderate
For Breath of Fire (for tanks)- Heat Wave: So, taking from Kinetic Melee's Repulsing torrent in terms of animation, basically this would, combined with a few other things, add to a tanker's damage mitigation though gratuitous KB/Taunt Paddle Balling, with the mobs possibly ending up in the baywatch run from the reduced speed.
Concept: fiery Martial Artist
effects: Ranged (Cone), Minor DoT (fire), Foe: Knockback, slow, Rech: moderate
For Fire Sword Circle- Infernal Burst: Basically, this attack would be faster animating and recharging than what it replaces, it would also posses an actual secondary damage mitigation of a knock up (not a low grade knock back, but actual knock up), and a sweet animation of an upper cut creating a fiery cyclone around you... The draw back is that it's got the same end consumption and has a and self damage and -regen effect, literally meaning you can kill yourself with this attack if you get too careless. But hey, who wants to live forever?
Concept: Fiery Martial Artist
Effects: PBAoE, Moderate DoT (fire), Foe: Knockup, Self: -Regen, Damage, Rech: Moderate.
For Incinerate- Blazing Fists: Basically using the animations of Kinetic melee's body blow, only instead of ending with a double open palm strike, it would hit with closed fists that would carry a front loaded 50/50 smashing and fiery damage with a fire DoT. Just imagine kinetic melee's trails... only with fire.
Concept: Fiery Martial Artist
Effects: Melee, High DoT (Smash/fire) Foe: Knockback, Rech: Slow
For Greater Fire Sword- Vulcan Blaze: Basically a fiery version of Shadow Maul as a tier nine with the Chance for Hold.
Concept: fiery Martial Artist
Effects: Melee, Superior DoT (smash/fiery), Foe: 15% chance for hold, Rech: Slow
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Hoping the thread doesn't get locked. Honestly, it's a waste making a whole new thread to discuss the same thing (and most likely have to repeat stuff). Anyway, interesting concept with the 'Fiery Brawler' type concept. I can't figure if there'd be a huge disparity between choices since they're all open to mix and choose with the regular set...since I don't play fire melee I wouldn't be able to tell if you could eek out greater damage through some combo of power choices here...
Here's a concept:
Magma Blast- While some of the powers still do fire DoT for extra damage, the concept is it's Fire Blast with a bit less damage and more mitigation.
Key: < or > means it doesn't unlock any choices
<< or >> means this is a choice that unlocks the tier 9 choice
= means free choice
|| means you must choose the appropriate power or neither to get the alternate tier 9
Flares <=> Magma Toss: (minor Fire/smashing dmg, chance of Knockback, chance of fire DoT) Same animation time. Reach up a hand dripping with lava then a bullet of lava flies off and splashes the target. Basically, if you choose the tier 1 and use it (Defenders have to), you can choose a pure damage power or one with a bit of mitigation on it. Not a major balance issue here.
Fire Blast >> No addition
Fire Ball <<=>> Lava Bomb: (Targeted AoE, moderate fire/smashing dmg, foe slow, chance of Knockback) Variation on Repulsion bomb. This animates a bit slower than Fire ball but has nearly the same damage. Basically reach a hands overhead, lava from your hands collects into a ball then throw. When it hits the target, it will be knocked down and have a chance to knockdown everything around it. Glowing magma is spread everywhere and foes will move more slowly through it. Again, it's Fire Ball but with a good deal more animation time but similar damage...no DoT.
Rain of Fire <<||>> Volcano Dragon: (Ranged chain AoE moderate fire/smashing dmg, chance for fire DoT, foe KB) Variation on Jolting Chain, it basically be a column of lava that would snake from one target to the next. Using Kinetic Melee's Concentrated Strike animation, you form a stream of magma then push it at the target. When it jumps from one target to the next, it splashes lava everywhere.
Note: To have access to the tier 9, you cannot have Rain of Fire. You could either take Volcano Dragon or not take either.
Fire Breath <<=>> Volcanic Wave: (Ranged Cone Moderate fire/smashing dmg, foe slow, target must be on the ground) Similar animation to Energy Torrent so it's faster than Fire Breath with upfront damage. Sends a wave of lava that rushes the opponent and leaves them swimming in molten rock.
Aim >> no addition
Blaze <<||>> Lava Spray: (Range target high fire/smashing dmg, foe hold, summon lava patch) Reach hands out and send globs of molten rock at a foe. The cascade of lava slows the foe so much, he can't even move. Summons a lava patch under the target that does minor fire DoT and slows movement.
Note: To access Inferno, you cannot have Lava Spray. You can either choose Blaze or neither.
Blazing Bolt >> No addition
Inferno || Eruption: (Ranged Targeted AoE, extreme fire/smashing dmg, foe hold/slow, target must be on the ground, self crash) Kneel down and place hands on the ground for a moment then press hard into earth which causes an eruption of lava at the target's location. The oozing rock will melt foes and keep them in place.
Notes: Basically, to get the safety of a ranged AoE nuke like Eruption, you have to choose at least one of the non-starter magma powers and you can't have the ranged AoE of Rain of Fire as that would most likely be too strong and easy to pull off compared to Inferno.
For Inferno, you cannot have the utility/mitigation of Lava Spray to stack with the other mitigation powers but you get more damage with Inferno and Blaze.

Oh, and before it comes up: yes, you could lock yourself out of both tier 9s if you choose Rain of Fire and Lava Spray.
That'd be a viable choice too. As a defender, I may not like using nukes at all but the large amount of AoE slow of RoF + LS's lava patch would do some interesting things without getting you a crash. All things considered, those 2 powers comboed is a crashless nuke...

In another attempt to revive this thread I'd thought I'd bring up some ideas about alternate power selection concepts for Master Mind primaries.
Now as I've mentioned, not every power in a power set need have an alternative, though it would be something to strive for, and in the case of MMs, this could open up a huge can of worms so the ideas in this post will be kept simple.
Now the big thing I'd like to see for alternate power selections for MMs is to open up the three blasts powers each of the MM primaries to all the others.
This would mean you can have an assault rifle as a Thugs MM, whip your ninja into shape with the Demon summoning hellfire whip, or even fire hi-tech laser beams while your zombies om nom nom on folks.
But there is a second level of this, an alternate proposal for the level eighteen powers...
Mercenaries
For Serum - Gun Drone: Same as the blaster devices secondary tier nine. I had recalled some time ago hearing that the commando used to have this power but it was eventually removed, so I thought maybe a worthy level 18 tier 7 power could be for YOU the MM to call in some support fire for your troops.
Effects: Build: Gun Drone (ranged), Moderate (lethal) damage, Recharge: Very Long,
Ninjas
For Smoke Flash - Kage Bushin No Jutsu: (Insert Naruto haters groans... Myself among them honestly) Basically I see this as functioning like a shorter duration and much less durable phantom army from illusions. They would possess about half your HP and be able to unleash a torrential hurricane of katana, martial arts, and shuriken attacks with maybe a minor taunt effects on them to keep foes from focusing on you (the MM) or your pets)
Effects: Summon Shadow clones: Melee Minor Damage (Psionic/Special (Illusionary Damage Heal-Back), Recharge: Very Long
Powers
Shuriken
Poison Dart (Ranged, single target, psionic, taunt)
Thunder Kick (Ranged, single target, psionic, taunt)
Storm Kick (Melee, single target, psionic, taunt)
Crane Kick (Melee, single target, psionic, taunt)
Sting of the Wasp (Melee, single target, psionic, taunt)
Soaring Dragon (Melee, single target, psionic, taunt)
Golden Dragonfly (Melee, single target, psionic, taunt)
Thugs
For Gang War - Undecided: (All things given, this is really really hard to figure out)
Robotics
For Repair - Viral Upload: An enhanceable duration (30 seconds) but irresistible confusion power that can be used on all Minion to Boss rank robotic enemies. Even enemies such as tarantula, Nemesis bots, and Titans are affected by this power.
Effects: Foe: (Special) Confusion vs. Robots, Recharge: Very Long.
Necromancy
For Soul Extraction - Soul Bind: Basically, its Dark Extraction from the Warshade's Umbral Blast set. So instead of getting more mileage out of your henchmen even if they're dead, you can get mileage out of your enemies!
Effects: Summon Bound Soul: Ranged Moderate Damage (Negative), Recharge: Very Long.
Powers
Dark Blast
Gloom
Night Fall
Demon Summoning
For Hell On Earth - Call Succubus: So instead of having a chance to summon multiple pets, you get a chance to have... Multiple pets. And gain a new one for a time.
Another reason for this was because I had heard that in response to the lack of female henchmen, the devs had considered succubi as part of demon summoning, so I figured this would be an interesting way to maybe bring that back.
This succubus is a novice and ultimately has a limited means of fighting for herself, but her ability to bring people into your service is without peer. However, novice or not, you are wiser than others and know succubi are difficult to truly control for long periods, and thus, she is automatically dismissed after a time.
Effects: Summons Succubus, Recharge: Very Long
Powers
Confuse
Mass Confusion
Placate
Drain Life
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I'm going to have to say, I think a lot of this can be done through an alternate route, without all the headache.
Craftable Invention Origin Enhancements!
Not linked to sets at all! If you slot one of these enhancements, you will not be helping your set bonuses at all.
What instead you'd be doing is adding a component to your attack.
Yeah, you can grab that Chance for Fire Damage IO that belongs to an IO set.
OR you can grab that 100% Chance for Fire Damage IO, that does roughly the equivalent amount of damage as the proc (AVG damage of the proc becomes the damage of this new IO)...but isn't limited to any one offensive power.
Do this with the various effects.
Now that Claw users can always set his foes on fire, since they have the Fire Damage IOs!
Still want a Reconstruction Option for RTTC though ^_^
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The BrandX Collection
But where would you slot such a thing?
If it's automatically placed like a temp power, it might be a bit frustrating it you want your original abilities back (though one fore normal damage could be done), and then there's the idea of the elemental damages being used for alt builds and to represent RP concepts.
But again, that assumes this is automatically added to you upon crafting, but again: where would you slot it?
Beyond that, there's also the fact that this is not just for elemental weapon damage, but also new and different powers for sets like the assault rifle (which is horribly bogged down by having too many concepts in one gun), and the like, so it also opens up the possible door for your alternate option of stalkers being able to get RTTC and tankers, scrappers, and brutes getting reconstruction.
Though the slippery slope with attempting to change armors is that armors sets are not designed with the thought of them being a bunch of individual powers. They're designed as being a whole unit/set in mind, and are balanced as such.
Like RTTC's to-hit debuff stacks with heightened senses, adding greater survivability for scrappers, tankers, and brutes.
On the flip-side, stalkers aren't just denied RTTC because taunt auras might be a bad idea for them, but also because the loss of quick recovery might make this additional toggle, in an already fairly toggle heavy set, too draining for the post-AS scrapping.
Edit: Sorry if I'm sounding like a snob or anything, just trying to explain why I mentioned avoiding alt selections for armor sets.
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But where would you slot such a thing?
If it's automatically placed like a temp power, it might be a bit frustrating it you want your original abilities back (though one fore normal damage could be done), and then there's the idea of the elemental damages being used for alt builds and to represent RP concepts. But again, that assumes this is automatically added to you upon crafting, but again: where would you slot it? Beyond that, there's also the fact that this is not just for elemental weapon damage, but also new and different powers for sets like the assault rifle (which is horribly bogged down by having too many concepts in one gun), and the like, so it also opens up the possible door for your alternate option of stalkers being able to get RTTC and tankers, scrappers, and brutes getting reconstruction. Though the slippery slope with attempting to change armors is that armors sets are not designed with the thought of them being a bunch of individual powers. They're designed as being a whole unit/set in mind, and are balanced as such. Like RTTC's to-hit debuff stacks with heightened senses, adding greater survivability for scrappers, tankers, and brutes. On the flip-side, stalkers aren't just denied RTTC because taunt auras might be a bad idea for them, but also because the loss of quick recovery might make this additional toggle, in an already fairly toggle heavy set, too draining for the post-AS scrapping. Edit: Sorry if I'm sounding like a snob or anything, just trying to explain why I mentioned avoiding alt selections for armor sets. |
And I'm not saying alternate power selections for every armor power. But seeing as how Stalker version of WP has Reconstruction, I don't see why the others can't have it as an alternate option.
I believe the math said Reconstruction was equal to 3 targets in range. So, while Recontruction may be the better choice for low mob counts, it would become weaker on massive groups of enemies.
You know what would work for Assault rifle...same set, but done as power gauntlets. All those effects in pop up weapon form on the arms...sweetness (and I can think of one player who would love that, so I'd think there's others who would love it as well...hell...I might like it!)
As for my idea of craftable IOs that can add a bit of damage flavor. You're right, it won't change Flamethrower into an Acid Spray. HOWEVER, add in a +Toxic Damage IO, and one can just as easily say (well they can now, regardless of what the actual damage is) it's an Acid Spray and the fire damage is just the burning sensation of the acid (+Toxic Damage).
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The BrandX Collection
In my experience, I can say, the difference between running a toggle non-stop, and hitting that Heal everytime it's recharged is going to drain my end bar just as fast if not faster.
And I'm not saying alternate power selections for every armor power. But seeing as how Stalker version of WP has Reconstruction, I don't see why the others can't have it as an alternate option. I believe the math said Reconstruction was equal to 3 targets in range. So, while Recontruction may be the better choice for low mob counts, it would become weaker on massive groups of enemies. |
You know what would work for Assault rifle...same set, but done as power gauntlets. All those effects in pop up weapon form on the arms...sweetness (and I can think of one player who would love that, so I'd think there's others who would love it as well...hell...I might like it!)
|
As for my idea of craftable IOs that can add a bit of damage flavor. You're right, it won't change Flamethrower into an Acid Spray. HOWEVER, add in a +Toxic Damage IO, and one can just as easily say (well they can now, regardless of what the actual damage is) it's an Acid Spray and the fire damage is just the burning sensation of the acid (+Toxic Damage).
|
Again, I apologize if I'm being snobbish or nit-picky, it's just that I've been trying to use a dev's view of the game lately to consider these kinds of things.
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Understandable, but that wasn't exactly my concern. The question was "where would you put these damage adding IOs"?
Again, I apologize if I'm being snobbish or nit-picky, it's just that I've been trying to use a dev's view of the game lately to consider these kinds of things. |
So for example. You want all your claws to have the toxic damage, you'd have to put one of these IOs into one of your 1-6 slots in the power, for every claw attack.
Personally I'm fine with this. Would this mean, you might lose out on the +Range or +Melee Defense, since you're not slotting a full Mako's or Touch of Death? Yes. But you are getting that extra effect you want.
Seeing as how I find most sets 6 IO slotted tend to be throw away bonuses (not all, just most) or "Yeah, it's nice to have, but I don't really need/care for it", I'm personally okay with this idea.
Also, I like the idea of having non-set, 100% chance for damage IOs (I'd make them so the various effects are decently common, so concepts can be fleshed out easy enough).
They would do the equivalent in added DPS as a normal proc (or maybe even a Purple Proc)...so, the fact that they're 100% shouldn't be a problem, and I'd likely say they start at level 5 (or always level 5) recipes.
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Okay, so continuing off some ideas from the last thread I decided to use this thread to discuss possible alt power selections for various powersets.
Overview:
To sum from the previous thread, as a means of working around the Cottage Rule as well well as provide new diversity to our current powersets, I proposed the idea for power sets to have alternate selections in addition to their current ones that work similar to some of the Arachnos Soldiers sets.
An example of this would be say katana was given it's own version of focus from claws that unlocked at the same level as say Lotus Drops, if you selected Focus, you would be unable to get Lotus Drops at later levels short of an alt build or respec. (In which case you would forgo Focus)
Now another benefit for this would be the ability to theoretically have elemental weapons sets that would just be alternate selections of existing weapon sets. Here's a gist of some of the things I had in mind.
Example:
All melee weapons (Battle Axe, Broadsword, Claws, Dual Blades (no, you would not be able to pick an element for each blade/claw), katana, and War Mace) could get the elemental attributes of:
-Fire (Secondary effects becomes a chance for minor additional fire DoT)
-Ice (Secondary effect becomes a slow/-rech effect)
-Lightning (Secondary Effect becomes -End and -Recovery)
-Energy (Secondary Effect becomes -Res, otherwise it would just be Lightning withotu the -end and -recovery)
-Negative Energy (Secondary Effect becomes -tohit)
-Toxic (Secondary Effect becomes -damage)
Elaboration:
Elemental attributes would sacrifice existing secondary effects for elementally appropriate ones, like broadsword loses -def for -tohit from Negative, this would also effect slotting, like the example above example would lose the ability to slot defense debuffs but be able to slot Tohit Debuffs.
Ultimately, these would all use the same animations on the existing weapons sets (Though perhaps with a few effects, like the small fire bursts with fiery attribute) while using the Dual Pistols' Swap ammo percentages. (70% original damage/30% elemental damage.)
Cons and Concerns:
One possible concern in the case of alt power selections might be picking alt powers for the sake of IO set slotting, but this tends to happen regardless with powersets as a whole, but since this exact scenario hasn't come up, it could be much worse.
A second one, that I personally see as no problem, would be for someone to try to squeeze in as many different element effects into one set as possible. Though that could work for the concept of Prismatic damagers.
Though abother valid concern on elemental weapons is damage values and elemental attributes, Dual Pistols and elemental melee sets are design around accommodating damage to effects/likelyhood of encountering resistant foes.
These three cover the concerns about use by players, the last one is about space usage, as this could easily multiply the space needed for City of by at least ten fold for a single powerset.
OP Conclusion:
Anyway though, you're all welcomed and encouraged to propose your alternate powers to other sets.
What's not posted right now would be an idea for alternate power selections for Assault Rifle to make it less Frankengun-ny.
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