New AT
Basically looking at a new damage AT.
Primary - Damage Port over Dominator's Assault secondary. Secondary - Defence/Resistance Scrapper Secondary. The idea is to make an AT that can play in melee and range and have medium/high damage with the benfits of mez protection and good defence/resistance. The primary would need to have the powers modified to account for damage verses risk. Ranged powers do less damage. Melee does more damage. With the right modification of the primary it would allow people to make the Iron Man type character that does a mix of range and melee damage without being overpowered. |
I'm not sure to be honest. It just doesn't seem that unique to me compared to other ATs, especially taking Epic Powers and the EATs into account. I mean my Claws/Elec/Mu Brute comes close to this already, as can Crabs, Huntsman, Forts, Peacebringers and Warshades.
Obviously the EATs are more thematically limited which could matter to some people but other ATs can use Epic Pools, Power Pools and IOs to achieve the same things sorta too.
It's a workable idea and could be balanced, I just don't see it offering much of a unique playstyle really. What would be the proposed Inherent?
I'm not sure to be honest. It just doesn't seem that unique to me compared to other ATs, especially taking Epic Powers and the EATs into account. I mean my Claws/Elec/Mu Brute comes close to this already, as can Crabs, Huntsman, Forts, Peacebringers and Warshades.
Obviously the EATs are more thematically limited which could matter to some people but other ATs can use Epic Pools, Power Pools and IOs to achieve the same things sorta too. It's a workable idea and could be balanced, I just don't see it offering much of a unique playstyle really. What would be the proposed Inherent? |
The reasons that I would be interested in a new AT like this are:
Theme/Concept - EATS/VEATS are very limited in appearance and power choice. Personally this is the big one and the reason that I've never been able to make an Epic AT.
Levelling - As you shown by your Claws/Elec/Mu, epics allow access to ranged damage for melee types and melee for ranged. This is very late game though and is fine if you play mainly at L50. For those that enjoy levelling, access to both ranged and melee damage early on would make for gameplay not currently offered by other AT's.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I understand what you mean upto a point.
The reasons that I would be interested in a new AT like this are: Theme/Concept - EATS/VEATS are very limited in appearance and power choice. Personally this is the big one and the reason that I've never been able to make an Epic AT. Levelling - As you shown by your Claws/Elec/Mu, epics allow access to ranged damage for melee types and melee for ranged. This is very late game though and is fine if you play mainly at L50. For those that enjoy levelling, access to both ranged and melee damage early on would make for gameplay not currently offered by other AT's. |
Essentially, you'd be making Scrappers and Blasters largely obsolete. The balance issues would be horrible. The probability that you'd end up with TankMages too high.
I understand what you want to do, I just don't think it'd function the way you think.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
Essentially, you'd be making Scrappers and Blasters largely obsolete. The balance issues would be horrible. The probability that you'd end up with TankMages too high.
I understand what you want to do, I just don't think it'd function the way you think. |
At range Blasters would do more damage, in melee Scrappers would do more damage due to Crits - that would be the cost of having both ranged/melee damage.
Not sure of an inherent though.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I could see some issues with SR and Shields, and maybe with Willpower and Regen (although if the HP pool of the new set is somewhere between Domi and Blaster levels not so much maybe).*
From the Assault sets it really depends on the Ranged and Melee modifiers for them, Khelds and Soldiers already have mixed ranged and melee attacks plus defenses and they aren't that unbalanced (? over Crab Soldiers perhaps).
The only really troublesome power I can see from glancing at the Domi Assault sets is Drain Psyche. And the fact Power Boost would be basically useless (replace it with Aim I guess).
So, you want basically the definition of a tankmage?
Ability to deal significant damage at range? Check.
Ability to deal significant damage in melee? Check.
Ability to survive return fire, perhaps indefinitely? Check.
That's a tankmage. A well rounded character with no real weaknesses to overcome.
A blaster has the first two covered, they deal damage from anywhere, but they lack the ability to survive large amounts of return fire. That is the cost of their damage dealing ability.
Scrappers, tanks, brutes and stalkers have the second two covered. They deal good damage in melee. And they can survive return fire, some of whom can do so indefinitely. But...they must be in melee range to be effective. That's the price THEY pay for what they can do.
Defenders and corruptors are more support classes. They have damage dealing ability of their own (at range), but they aren't well suited to surviving damage dealt to them. Their survival depends on A) teammates, and/or B) Intelligent use of their abilities.
Controllers do exactly what their name implies, they control the battlefield, but they are pretty frail. Most controllers also do very little damage of their own, instead relying on pets or teammates to defeat things for them. Don't believe me? Try soloing an Earth/FF before it gets it's pet.
Dominators have control and damage, but if they encounter something that cannot be controlled easily and is difficult to kill they're in trouble, because they lack any passive survival tools like resistance or defense. If you've ever run into a Fortunata Mistress on a low level Dominator you know what I'm talking about here.
Then we come to Masterminds. They can be extremely powerful......until you take their pets away. By themselves Masterminds are just barely this side of helpless. They have decent buffs and debuffs, but without their pets sthey deal very little damage. Also, buffs are useless without something to use them on.
EATs are already tankmages in a way, but they're balanced by the fact that they have access to a wide range of abilities, but they can't have them all at once on the same build. If you choose to have everything on a Kheldian you run into a severe slot shortage, so you are better off choosing something to specialize in most of the time. Choosing a build on a VEAT means you completely shut out half their abilities because they're closed to you.
What you're asking for here is something that has all the strengths of blasters, tanks, scrappers, brutes and stalkers, with none of the weaknesses associated with them. I very seriously doubt you will ever see something like that put into the game.
Scrappers and blasters probably would end up obsolete. Why would you invite someone who can survive in melee and deal damage there -OR- someone who can deal a lot of damage at range, when you can invite someone that can do BOTH instead?
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Maybe assault sets would work with it, but personally, I'd go with Ranged/Defense Set.
First off not all Assault sets are the same. Some more range than melee, some more melee than range (look at Earth Assault).
I also don't think a Range/Defense Set would be over powered. Look at VEATS. That's what they are. All an AT of Range/Defense would do is open more variety past what the VEATS are.
ROGUE AT
Hit Points: Low (Stalker level. Stalkers cap at the low mark, while VEATS have a higher cap)
Damage: VEAT lvl damage
Inherent: Crit out of Stealth
Secondaries: Stalker Versions, making Hide a stealth versus an invisibility. No big AOE defense bonus, just the normal Defense of Stealths (That's 3.75% unehanced). It returns every 8 (maybe 6-7 seconds), but doesn't drop aggro.
No placate with this AT.
Thusly they still get a 0 end cost stealth, but as they can use their crit from range, they lose the full invis. Standard stacks with Stealth IO/Superspeed, but whether it stacks with Stealth from the Concealment pool, I'd leave up to Devs.
Now, they'd be low hit points, no way to go back into stealth outside of running away. Think of them alot like a stalker...first strike specialists, with no way to go back to strike big except by waiting or running away then coming back.
Epic/PPP powers...3 Buff/debuff powers, 1 melee attack and a pet.
There ya go
BrandX Future Staff Fighter
The BrandX Collection
So, you want basically the definition of a tankmage?
Ability to deal significant damage at range? Check. Ability to deal significant damage in melee? Check. Ability to survive return fire, perhaps indefinitely? Check. That's a tankmage. A well rounded character with no real weaknesses to overcome. A blaster has the first two covered, they deal damage from anywhere, but they lack the ability to survive large amounts of return fire. That is the cost of their damage dealing ability. Scrappers, tanks, brutes and stalkers have the second two covered. They deal good damage in melee. And they can survive return fire, some of whom can do so indefinitely. But...they must be in melee range to be effective. That's the price THEY pay for what they can do. Defenders and corruptors are more support classes. They have damage dealing ability of their own (at range), but they aren't well suited to surviving damage dealt to them. Their survival depends on A) teammates, and/or B) Intelligent use of their abilities. Controllers do exactly what their name implies, they control the battlefield, but they are pretty frail. Most controllers also do very little damage of their own, instead relying on pets or teammates to defeat things for them. Don't believe me? Try soloing an Earth/FF before it gets it's pet. Dominators have control and damage, but if they encounter something that cannot be controlled easily and is difficult to kill they're in trouble, because they lack any passive survival tools like resistance or defense. If you've ever run into a Fortunata Mistress on a low level Dominator you know what I'm talking about here. Then we come to Masterminds. They can be extremely powerful......until you take their pets away. By themselves Masterminds are just barely this side of helpless. They have decent buffs and debuffs, but without their pets sthey deal very little damage. Also, buffs are useless without something to use them on. EATs are already tankmages in a way, but they're balanced by the fact that they have access to a wide range of abilities, but they can't have them all at once on the same build. If you choose to have everything on a Kheldian you run into a severe slot shortage, so you are better off choosing something to specialize in most of the time. Choosing a build on a VEAT means you completely shut out half their abilities because they're closed to you. What you're asking for here is something that has all the strengths of blasters, tanks, scrappers, brutes and stalkers, with none of the weaknesses associated with them. I very seriously doubt you will ever see something like that put into the game. Scrappers and blasters probably would end up obsolete. Why would you invite someone who can survive in melee and deal damage there -OR- someone who can deal a lot of damage at range, when you can invite someone that can do BOTH instead? |
The idea is for a balanced ranged/melee damage AT, I believe this can be achieved quite easily using the existing sets and I see no reason why it would be overpowered.
As I said the damage would need to be relative to the risk:
Ranged attacks cause moderate damage.
Melee damage is high.
Blasters would be invited for the higher ranged damage!
Scrappers and Brutes for their higher melee damage through Crits and Fury!
Tanks would be invited for their higher survivability!
In many ways the argument would be why invite the proposed AT?
- less ranged and melee damage than a Blaster!
- less melee damage than Scrappers and Brutes!
- brings no control or buffs to the team.
It should be a well rounded AT that fills a niche and would probably be good fun to play, certainly not a Tankmage of any description.
AV soloers would get better results from Scrappers/Brutes in melee and Softcapped Blaster/Corrupters/Defenders at range.
Farmers would also need to look elsewhere.
So no not a Tankmage!
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Ability to deal significant damage at range? Check.
Ability to deal significant damage in melee? Check. Ability to survive return fire, perhaps indefinitely? Check. That's a tankmage. A well rounded character with no real weaknesses to overcome. ... What you're asking for here is something that has all the strengths of blasters, tanks, scrappers, brutes and stalkers, with none of the weaknesses associated with them. I very seriously doubt you will ever see something like that put into the game. Scrappers and blasters probably would end up obsolete. Why would you invite someone who can survive in melee and deal damage there -OR- someone who can deal a lot of damage at range, when you can invite someone that can do BOTH instead? |
Once again, the limitation with assault sets is simply the limitation of capability, not numbers. No nukes,and usually only one ranged AoE. Their melee is extremely limited compared to similar melee sets. They can do both pretty well, mind you, but not on par with scraps/brutes.
You want to talk about 'tank mages?' no armor can come close to the mitigation of a mind/ dominator, especially at permanent domination levels. Yet doms are still not replacing similar range/melee AT's.
Where the current assault users excel is when they aren't just fending for their pretty selves, their control benefits the entire team. An assault/defense? Might be good solo, but on teams it seems too vanilla to have a place. Two to three ranged attacks? Two to three melee? A couple AoE? It's one of those things that it's offense would be decent, but surpassed by others in at least one area most of the time.
Still, it definitely helps fill in some concept gaps. A unique inherent might help differentiate it.
I'm not talking about a Tankmage - always amuses me the way people bandy that term around.
The idea is for a balanced ranged/melee damage AT, I believe this can be achieved quite easily using the existing sets and I see no reason why it would be overpowered. As I said the damage would need to be relative to the risk: Ranged attacks cause moderate damage. Melee damage is high. Blasters would be invited for the higher ranged damage! Scrappers and Brutes for their higher melee damage through Crits and Fury! Tanks would be invited for their higher survivability! In many ways the argument would be why invite the proposed AT? - less ranged and melee damage than a Blaster! - less melee damage than Scrappers and Brutes! - brings no control or buffs to the team. It should be a well rounded AT that fills a niche and would probably be good fun to play, certainly not a Tankmage of any description. AV soloers would get better results from Scrappers/Brutes in melee and Softcapped Blaster/Corrupters/Defenders at range. Farmers would also need to look elsewhere. So no not a Tankmage! |
The problem i when you add scrapper level defenses on top of that.
THAT'S the tankmagey part of it. The ranged/melee is fine, just not the ability to softcap all 3 positions, get stupid amounts of resistance, or heal from anything, that's thrown at you. That is what makes it overpowered, not the damage.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
No problem with a balanced ranged/melee damage AT. That by itself is not a tankmage, and is what blasters are supposed to be.
The problem i when you add scrapper level defenses on top of that. THAT'S the tankmagey part of it. The ranged/melee is fine, just not the ability to softcap all 3 positions, get stupid amounts of resistance, or heal from anything, that's thrown at you. That is what makes it overpowered, not the damage. |
This is where an assault/defense gets tricky. Assault sets are limited...if you go in melee to smash stuff, you have to use some ranged stuff. For ranged chains, you miss a big chunk of your damage as the ranged attacks are mostly medium damage. And with a /defense secondary, you are pretty limited as far as extra abilities go.
In many ways the argument would be why invite the proposed AT?
- less ranged and melee damage than a Blaster! - less melee damage than Scrappers and Brutes! - brings no control or buffs to the team. It should be a well rounded AT that fills a niche and would probably be good fun to play, certainly not a Tankmage of any description. |
You appear to be suggesting that the proposed archetype should fill a niche that arguably doesn't currently exist in the game.
It is possible to create something along the lines of what you are proposing by utilizing a blapper or blaptroller build. While their defenses are meager at best in comparison to scrapper secondaries, the damage output and first strike capabilities of a blapper/blaptroller offset the need for high defense/resistance numbers. Mez resistance would also be less of an issue because Defiance now allows blasters to continue to use Tier 1 and Tier 2 attacks while mezzed.
All in all, you appear to be suggesting a blapper build with natural scrapper level defenses and I can tell you from experience that such a thing would indeed be overpowered and, depending on power selection and IO slotting, possibly a tankmage.
>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
You appear to be suggesting that the proposed archetype should fill a niche that arguably doesn't currently exist in the game.
It is possible to create something along the lines of what you are proposing by utilizing a blapper or blaptroller build. While their defenses are meager at best in comparison to scrapper secondaries, the damage output and first strike capabilities of a blapper/blaptroller offset the need for high defense/resistance numbers. Mez resistance would also be less of an issue because Defiance now allows blasters to continue to use Tier 1 and Tier 2 attacks while mezzed. All in all, you appear to be suggesting a blapper build with natural scrapper level defenses and I can tell you from experience that such a thing would indeed be overpowered and, depending on power selection and IO slotting, possibly a tankmage. > |
My idea of a Tankmage is high damage ranged attacks combined with mez protection and good defence/resistance - this is not what I'm suggesting at all.
I'm also not suggesting a Blapper or anything like it - playing a Blapper is high risk, high reward edge of the seat.
What I'm proposing is the framework for an AT that has a mixture of ranged and melee damage combined with decent survivablity.
I believe that using the existing Assault/Defense sets from Dominators and Scrappers respectively should allow this. A few tweaks will I'm sure be required but it should be a viable AT.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I would ABSOLUTELY LOVE a character that was Energy Assault/Willpower. That's pretty much what build my main Hero would have were it available at the start of the game.
In order to balance the AT myself, I'd do the following:
Primary: Assault Powers -- ranged damage on par with Corruptors (sans Scourge), melee damage on par with Scrappers (sans critical hits); Scrapper-level damage cap. Ranged powers have lower than normal accuracy (base 65% instead of 75%).
Secondary: Defense -- 60% as effective as Tanker defenses (Scrappers, Brutes and Stalkers are already at 75% of Tanker effectiveness).
HP: Stalker-level base HP, with similar HP cap.
Possible Inherent choices:
Point Blank: When in melee range, you get a bonus to accuracy (bringing base accuracy up to 75%) and damage (+10ish%) for all ranged attacks.
Blind Rage: As your hitpoints decrease, your melee damage increases (max +20ish%) while your ranged damage decreases (max -20ish%).
All-Out: You build a bar as you use your melee attacks, which enables a click power when filled (similar to Domination). The power, called "Go All-Out" enables a 30-second "super mode," increasing your damage and To-Hit (on par with Aim), your defense and resistance (+10% global Def, +20% global Resist), your recharge and even lowers endurance costs. However, after the power crashes, your endurance is dropped to zero (specifically to detoggle you), but you are able to immediately begin recovering endurance (unlike T9s such as Elude), perhaps even with a brief 5 second period of +25% end recovery as you catch your breath. You can not build your "All-Out" meter while in super mode, so you can not attempt to stack the power as you could with Domination. The bar does not decrease during periods of inactivity, but does specifically reset when you zone.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
-----
I would ABSOLUTELY LOVE a character that was Energy Assault/Willpower. That's pretty much what build my main Hero would have were it available at the start of the game.
In order to balance the AT myself, I'd do the following: Primary: Assault Powers -- ranged damage on par with Corruptors (sans Scourge), melee damage on par with Scrappers (sans critical hits); Scrapper-level damage cap. Ranged powers have lower than normal accuracy (base 65% instead of 75%). Secondary: Defense -- 60% as effective as Tanker defenses (Scrappers, Brutes and Stalkers are already at 75% of Tanker effectiveness). HP: Stalker-level base HP, with similar HP cap. Possible Inherent choices: Point Blank: When in melee range, you get a bonus to accuracy (bringing base accuracy up to 75%) and damage (+10ish%) for all ranged attacks. Blind Rage: As your hitpoints decrease, your melee damage increases (max +20ish%) while your ranged damage decreases (max -20ish%). All-Out: You build a bar as you use your melee attacks, which enables a click power when filled (similar to Domination). The power, called "Go All-Out" enables a 30-second "super mode," increasing your damage and To-Hit (on par with Aim), your defense and resistance (+10% global Def, +20% global Resist), your recharge and even lowers endurance costs. However, after the power crashes, your endurance is dropped to zero (specifically to detoggle you), but you are able to immediately begin recovering endurance (unlike T9s such as Elude), perhaps even with a brief 5 second period of +25% end recovery as you catch your breath. You can not build your "All-Out" meter while in super mode, so you can not attempt to stack the power as you could with Domination. The bar does not decrease during periods of inactivity, but does specifically reset when you zone. |
And call it say Liberator if blue side and Renegade if red side.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
And again the Tankmage comparison.
My idea of a Tankmage is high damage ranged attacks combined with mez protection and good defence/resistance - this is not what I'm suggesting at all. |
Lets see what you said in the SAME POST:
What I'm proposing is the framework for an AT that has a mixture of ranged and melee damage combined with decent survivablity. I believe that using the existing Assault/Defense sets from Dominators and Scrappers respectively should allow this. A few tweaks will I'm sure be required but it should be a viable AT. |
Have you SEEN the things a well built scrapper can do?
A scrapper has SOLOED the Master of Imperious Task Force badge.
There was another that killed four AVs simultaneously.
Saying that you're not asking for good defense/resistance and mez protection and then saying you want Scrapper secondaries is a complete contradiction. The scrappers that did that were both Katana scrappers, one was Willpower, the other was Regen. As such they had to stay in melee range the entire time due to having zero ranged attacks.
You're proposing that secondary sets with THAT kind of survivability be given to an AT that has a Dominator's ability to deal ranged damage.
That is a tankmage...by YOUR definition, not mine.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Really, you're not?
Lets see what you said in the SAME POST: I highlighted the part where you completely contradicted what you just said. Have you SEEN the things a well built scrapper can do? A scrapper has SOLOED the Master of Imperious Task Force badge. There was another that killed four AVs simultaneously. Saying that you're not asking for good defense/resistance and mez protection and then saying you want Scrapper secondaries is a complete contradiction. The scrappers that did that were both Katana scrappers, one was Willpower, the other was Regen. As such they had to stay in melee range the entire time due to having zero ranged attacks. You're proposing that secondary sets with THAT kind of survivability be given to an AT that has a Dominator's ability to deal ranged damage. That is a tankmage...by YOUR definition, not mine. |
As someone who really, really wanted a Dual Pistols/SR chracter, this heavily gets my /signed. It IS possible to make ranged/defence characters that arent Tankmages. Both current EATs manage it fine, their problem is heavy limitations on concepts available. (Like DP/SR)
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.
|
He said the same sets, not the same numbers. Super reflexes for Scrappers, Brutes and Stalkers all have different numbers.
|
The ONLY difference between a scrapper and a brute (in sets they share) is a brute has higher caps, the base values are identical. Brutes split the difference in that they have scrapper base numbers with tanker caps, and they can't reach those caps without outside assistance. Also, blasters have the same caps for resistance as scrappers, they just can't even get close to it (actually, I think every AT except tanks and brutes have the same resistance caps)
Besides, I can just hear the whining about how "The defenses on this new AT don't have the same numbers as the others with the sets! We want SCRAPPER SR, not this gimped version!"
I love how it never occurs to the people asking for these ATs that if it wasn't overpowered and imbalanced we'd probably already have it.
Seriously, they scrapped the "take any powers you want" mold in the first beta for the game because people were making characters exactly like what is being described here. And when the devs decided to implement the AT system, guess what combination was missing? Yup....the ranged/defense combination. Because it is inherently imbalanced to have a character type with strong ranged ability and strong defenses.
Imagine how overpowered the combination of, say, Psi Assault/Dark Armor would become at high levels.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Really, you're not?
Lets see what you said in the SAME POST: I highlighted the part where you completely contradicted what you just said. Have you SEEN the things a well built scrapper can do? A scrapper has SOLOED the Master of Imperious Task Force badge. There was another that killed four AVs simultaneously. Saying that you're not asking for good defense/resistance and mez protection and then saying you want Scrapper secondaries is a complete contradiction. The scrappers that did that were both Katana scrappers, one was Willpower, the other was Regen. As such they had to stay in melee range the entire time due to having zero ranged attacks. You're proposing that secondary sets with THAT kind of survivability be given to an AT that has a Dominator's ability to deal ranged damage. That is a tankmage...by YOUR definition, not mine. |
The only thing that I'm proposing is the framework for a viable ranged/melee damage AT with good survivability. This could be done with the existing Assault sets from Doms and Defence from Scrappers.
The specific numbers and required tweaks would need to be worked out by the devs.
You seem to have a blinkered/predefined view of what I'm suggesting, possibly based on previous discussions/arguments.
Are you saying that it's impossible to get an Assault/defense AT to work no matter how it was tweaked? If so then we're an an impasse, if you believe that it could be made to work with the right numbers then we have a viable AT as suggested!
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I really like the idea of an assault/defenses character could go defenses/assault for its opposite. One of heroes, one for villians.
Type of character that I envision having this would be Iron man sorts of characters. A mix of melee/range and defensive shields to protect them. A whole slew of character concepts.
No idea what to call it other then Power Armor. Guess you could call it Armored. Focus on a team would be a switch roles sort of play. Not really focused on argo generation and pulling people off of others ala scrappers and tanks but also not heavy damage AT. IMO its weakness should be no control like powers and no self healing. Just swap out self heals with some other power perhaps a placate to shed a foes focus?
I could see this sort of AT having a switch mode sort of inherent power. They active a toggle and are in offensive mode doing more damage but taking more damage. Toggle off and they are in defensive mode resisting more damage but doing less damage.
Damage output would be similiar to dominators outside and inside of domination, defenses would be stalker outside and scrapper inside of buffs. So you could have domination like damage with stalker like shields or dominator (no domination) damage and scrapper like shields.
I don't think it would be overly powerful and cool in concept but doesn't really have a team role outside of them being pitch hitters.
Epic pools would need to be designed for them.. not sure what fits them though. No controls or heals, ranged aoe's and debuffs maybe.
You appear to be suggesting that the proposed archetype should fill a niche that arguably doesn't currently exist in the game.
It is possible to create something along the lines of what you are proposing by utilizing a blapper or blaptroller build. While their defenses are meager at best in comparison to scrapper secondaries, the damage output and first strike capabilities of a blapper/blaptroller offset the need for high defense/resistance numbers. Mez resistance would also be less of an issue because Defiance now allows blasters to continue to use Tier 1 and Tier 2 attacks while mezzed. All in all, you appear to be suggesting a blapper build with natural scrapper level defenses and I can tell you from experience that such a thing would indeed be overpowered and, depending on power selection and IO slotting, possibly a tankmage. > |
Having gotten both of them to 50, I wouldn't call them Tankmages at all.
BrandX Future Staff Fighter
The BrandX Collection
No, actually the numbers are the same on Scrappers and Brutes. Stalkers differ a little because they lose a power to get Hide, but Scrapper and Brute SR is the same except for power order.
The ONLY difference between a scrapper and a brute (in sets they share) is a brute has higher caps, the base values are identical. Brutes split the difference in that they have scrapper base numbers with tanker caps, and they can't reach those caps without outside assistance. Also, blasters have the same caps for resistance as scrappers, they just can't even get close to it (actually, I think every AT except tanks and brutes have the same resistance caps) Besides, I can just hear the whining about how "The defenses on this new AT don't have the same numbers as the others with the sets! We want SCRAPPER SR, not this gimped version!" I love how it never occurs to the people asking for these ATs that if it wasn't overpowered and imbalanced we'd probably already have it. Seriously, they scrapped the "take any powers you want" mold in the first beta for the game because people were making characters exactly like what is being described here. And when the devs decided to implement the AT system, guess what combination was missing? Yup....the ranged/defense combination. Because it is inherently imbalanced to have a character type with strong ranged ability and strong defenses. Imagine how overpowered the combination of, say, Psi Assault/Dark Armor would become at high levels. |
You mean the ATs that are specifically Range/Defense set capable?
BrandX Future Staff Fighter
The BrandX Collection
You mean like a softcapped Fortuna or Crab? With their mez protection and Defense/Resistance (Crabs)?
You mean the ATs that are specifically Range/Defense set capable? |
Spiders and Khelds are both EXACTLY what this suggestion is like, albeit they are straightjacketed in concept and powers choice. And niether of them are 'Tankmages' in the traditional view of overpoweredness.
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.
|
Basically looking at a new damage AT.
Primary - Damage
Port over Dominator's Assault secondary.
Secondary - Defence/Resistance
Scrapper Secondary.
The idea is to make an AT that can play in melee and range and have medium/high damage with the benfits of mez protection and good defence/resistance.
The primary would need to have the powers modified to account for damage verses risk.
Ranged powers do less damage.
Melee does more damage.
With the right modification of the primary it would allow people to make the Iron Man type character that does a mix of range and melee damage without being overpowered.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller