Powerset Idea: Pulse Rifle


ClawsandEffect

 

Posted

Synopsis: This set is fairly standard in powertype and should play out like a combination of Assault Rifle, Wolf Spider Soldier and Dual Pistols. The primary damage dealt is either 70% Energy and 30% Smashing or 70% Energy and 30% Fire DoT. The aim of this set is to provide a weapon-based set that's actually useful and fun to play, and I think the -res present in almost every attack as well as the AoE Surveillance rather than Aim does this nicely. I built this primarily around concept, and it's an extreme first draft. Constructive criticism is greatly appreciated.




PULSE RIFLE (Blaster, Defender, Corruptor): You wield a high-tech, directed energy weapon coloquially referred to as a "Pulse Rifle". With it, you can deliver powerful blasts of energy to defeat your foes. Pulse Rifles have the ability to lower an enemies' Damage Resistance (about 20% chance for -5 to -10% resist per attack).

1: Pulse Blast - Ranged, Minor DMG(Energy/Smashing), Foe -Res (5%), 100 ft
This Pulse Rifle can fire a long range laser pulse that can impact an enemy with concussive force, dealing Energy/Smashing damage. The disruptive energy pattern of the pulse beam has the potential to lower the enemy's Resistance to all damage types.
Damage: Minor, Recharge: Fast (4 sec)

1: Pulse Burst - Ranged, Moderate DMG(Energy/Smashing), Foe -Res (5%), 90 ft
This high powered, concussive laser pulse from your Pulse Rifle takes more energy to fire, but causes much more damage than a standard pulse blast. The disruptive energy pattern of the pulse beam has the potential to lower the enemy's Resistance to all damage types.
Damage: Moderate, Recharge: Moderate (8 sec)

2: Pulse Stream - Ranged (Cone, 50 degree arc, 10 targets), Moderate DMG(Energy/Fire), Foe -Res (5%), 60 ft
Your Pulse Rifle fires a steady beam of energy, damaging all targets within the field of fire. This attack can burn through multiple opponents, dealing extra Fire damage. The disruptive energy pattern of the pulse beam has the potential to lower the enemy's Resistance to all damage types.
Damage: Moderate, Recharge: Moderate (8 sec)

6: Photon Grenade - Ranged (Targeted AoE, 15 ft, 16 targets), Moderate DMG(Energy/Smashing), Disorient (mag 2, 5 sec, 30% chance), 80 ft
Launches a Photon Grenade at long range from your Pulse Rifle. The energy and concussive force from this explosion can Disorient some targets in the affected area.
Damage: Moderate, Recharge: Slow (20 sec)

8: Focus Fire - Ranged (Cone, 90 degree arc, 16 targets) Foe -Def (-15% for 20sec), -Res (-10% for 20sec), 100 ft
Your Pulse Rifle contains extremely advanced targeting systems, allowing you to analyze the weaknesses of your enemies. By sharing your knowledge of the targets' weaknesses with your team mates, you effectively reduce their defense and resistance to damage. Recharge: Very Slow (1 min 30 sec)

12: Pulse Stun - Ranged Foe Disorient (mag 3, 15 sec, 100% chance), 120 ft
By firing a low-energy pulse blast, you can quickly and efficiently Stun most enemies. This attack deals no damage, but the energy pattern has the ability to Stun an enemy for quite a while. The low energy cost of the beam allows it to reach much farther than any other attack. Recharge: Slow (20 sec)

18: Pulse Beam - Ranged (Cone, 5 degree arc, 4 targets), High DMG(Energy/Fire), Foe -Res (10%), 60 ft
You can fire an intensely focused beam of energy from your Pulse Rifle that is so powerful, it can actually burn through up a small number of targets, dealing minor Fire damage. The focused nature of the beam comes at a price, though, the range of this attack mode is much shorter than others. The disruptive energy pattern of the pulse beam has the potential to lower the enemy's Resistance to all damage types. Damage: High, Recharge: Slow (12 sec)

26: Plasma Grenade - Ranged (Targeted AoE, 15 ft, 16 targets), Moderate DoT(Energy/Fire), Foe -Regen, 80 ft
Launches a Plasma Grenade at long range from your Pulse Rifle. The white-hot energy can set your opponents ablaze, dealing extra Fire damage. Plasma burns are hard to heal, and can stop an enemy's Regeneration. Damage: Moderate, Recharge: Slow (20 sec)

32: Pulse Overload - Ranged (Cone, 10 degree arc, 10 targets), Extreme DMG (Energy/Fire), Foe -Res (10%), 40 feet
You can Overload your Pulse Rifle to deal a massive amount of damage in a single, overwhelming beam that can burn through several targets in a row, dealing moderate Fire damage. The extreme amount of power this blast uses greatly limits its range and prohibits it from being fired often. The disruptive energy pattern of the pulse beam has the potential to lower the enemy's Resistance to all damage types. Damage: Extreme, Recharge: Very Slow (1 min)


 

Posted

This is a fairly cool adaptation of the MM Powerset.

However, as Sonic Blast proves you don't need a chance to debuff damage resistance, so I'd get rid of the "Chance To" and just make it a direct debuff for the secondary.

As for your stun, the Mag is too high. A Mag 3 will stun bosses unless they're resistant to stuns. Far better would be a Mag 2 with a 20-30% chance for an additional mag 1. Which is more in line with the blast set control effects.

-Rachel-

PS. How about a Poison Blast suggestion? =-3


 

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You can already make Pulse Rifle critters in the AE if you want. Give them the Robotics powerset and untick all the pet summon powers.


 

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Quote:
Originally Posted by Col_Blitzkrieger View Post
You can already make Pulse Rifle critters in the AE if you want. Give them the Robotics powerset and untick all the pet summon powers.
Yeah, but with only three powers, it's not really that challenging. Needs more flashy laser effects!


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Quote:
Originally Posted by Steampunkette View Post
This is a fairly cool adaptation of the MM Powerset.

However, as Sonic Blast proves you don't need a chance to debuff damage resistance, so I'd get rid of the "Chance To" and just make it a direct debuff for the secondary.
The set is already pretty powerful on its own. A 100% damage resist debuff would arguably overpower it.


 

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Quote:
Originally Posted by MondoCool View Post
The set is already pretty powerful on its own. A 100% damage resist debuff would arguably overpower it.
I dunno... MOST of the set is moderate damage. And several of the powers are Moderate AoEs, which seem to split the "Moderate" damage between multiple targets, rather than doing moderate to each (anectdotal).

Still. Who am I to argue if you're willing to offer a limit to your own set? :P The Devs would balance it.

-Rachel-


 

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Quote:
Originally Posted by Steampunkette View Post
I dunno... MOST of the set is moderate damage. And several of the powers are Moderate AoEs, which seem to split the "Moderate" damage between multiple targets, rather than doing moderate to each (anectdotal).

Still. Who am I to argue if you're willing to offer a limit to your own set? :P The Devs would balance it.

-Rachel-
The AoEs and cones do moderate/high/extreme damage to each target, not split it between them. The damage names "minor", "moderate", "high", etc - that's all just relative to each other, it doesn't necessarily dictate the exact damage it'll do.

The set's power comes from it doing Energy, Smashing and Fire damage, as well as the mag 3 stun, and large amounts of AoEs and Cones it has. Additionally, the T9 power is not a "lose all your end" type power - it's a relatively short recharge, extreme damage power, like Full Auto. Additionally, there's the cone-shaped surveillance type power, which directly reduces the enemy's defense and resistance rather than increasing your accuracy and damage.

The reason the stun is so powerful? 1. It doesn't do any damage and thus can't take the relative set IO procs, like Devastation's Hold chance. 2. It gives players an incentive to actually take the stun power instead of skipping it.

Now, the stun could be modified to do a shorter stun on bosses, but still have the full length on minions and LTs.


 

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Mag 3 IS usual. Mag 4 is needed to stun Bosses. In fact, Mag 4 anything, except knockback/up is generally needed on most Bosses, except for some who are immune. Even some LTs are immune (Like higher level Lost, and those DAMN Fortunatas...)

@ OP
I'd play it. Would be really cool to see. But; we need BIG weapon models


Quote:
Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Nitpick: I'm not sure if any mobs are 'immune' to CC. Some just have mez protection higher than 3.

Example: It takes two Web Grenades to immobilize a standard Boss. That's Mag3 + Mag3 = Mag6. However, it takes... I can't remember, three or four to immobilize a Warwolf of any rank.

Oh, and in case I came off as antagonistic in the above post, I'm all for a pulse rifle set as long as it doesn't end up as an Energy Blast clone with a gun. I just meant to point out that we don't need some sort of AE-only version of the set without giving players access to it as well.


 

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Quote:
Originally Posted by Col_Blitzkrieger View Post
Nitpick: I'm not sure if any mobs are 'immune' to CC. Some just have mez protection higher than 3.

Example: It takes two Web Grenades to immobilize a standard Boss. That's Mag3 + Mag3 = Mag6. However, it takes... I can't remember, three or four to immobilize a Warwolf of any rank.

Oh, and in case I came off as antagonistic in the above post, I'm all for a pulse rifle set as long as it doesn't end up as an Energy Blast clone with a gun. I just meant to point out that we don't need some sort of AE-only version of the set without giving players access to it as well.
It's actually more of an AR clone with lasers. You have the /fire component as an additional damage type, and there's only one or two abilities with significant KB.


 

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Ah, sorry, wasn't referring to the proposed set idea in the OP , but the concept in particular of a Pulse Rifle powerset fleshed out across 9 powers. The current in-game powers do energy/smashing damage, one of which has a chance to knockback, another a chance to stun; although I see you slightly changed the first two powers from their Robotics equivalents.

Not sure how well a debuff-version replacement for Aim would work - it's essentially a Surveillance clone turned into a cone effect capped at 16 targets, which is already pretty out of place in a Blast set. Taking into account the fact that Blasters actually have access to Surveillance through APPs... I dunno. Sure, Sonic Blastalready does this, but...
1) Sonic Blast has (or had, the last time I checked) somewhat low base damage output to balance out the debuffyness, and
2) Sonic Blast has the debuffyness as its gimmick, its selling point.

Ah well, what do I know. Still waiting on a Blast set that has a ranged version of Follow Up, myself.


 

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Quote:
Originally Posted by Col_Blitzkrieger View Post
Ah well, what do I know. Still waiting on a Blast set that has a ranged version of Follow Up, myself.
That's what I keep suggesting they replace Life Drain with in a port of Dark Blast to blasters.

Since it getting ported with the self heal and large amounts of to-hit debuff intact is pretty unlikely.


Quote:
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.

 

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Quote:
Originally Posted by Col_Blitzkrieger View Post
Not sure how well a debuff-version replacement for Aim would work - it's essentially a Surveillance clone turned into a cone effect capped at 16 targets, which is already pretty out of place in a Blast set. Taking into account the fact that Blasters actually have access to Surveillance through APPs...
It works, and it makes perfect sense. Using the high-tech equipment on your pulse rifle, you activate a program that analyzes a set of enemies in a cone in front of you and distributes knowledge of their weaknesses to your teammates. It is a cone-shaped, slightly weaker clone of Surveillance.


 

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Quote:
Originally Posted by Col_Blitzkrieger View Post
Nitpick: I'm not sure if any mobs are 'immune' to CC. Some just have mez protection higher than 3.

Example: It takes two Web Grenades to immobilize a standard Boss. That's Mag3 + Mag3 = Mag6. However, it takes... I can't remember, three or four to immobilize a Warwolf of any rank.

Oh, and in case I came off as antagonistic in the above post, I'm all for a pulse rifle set as long as it doesn't end up as an Energy Blast clone with a gun. I just meant to point out that we don't need some sort of AE-only version of the set without giving players access to it as well.
Outside of Domination, you cannot, as far as I've seen, immobilise warwolves. You sure as heck have a hard job slowing them down at all.
Those things have gunned out run speeds. They dance over caltrops like they arent there =[


Quote:
Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Outside of Domination, you cannot, as far as I've seen, immobilise warwolves. You sure as heck have a hard job slowing them down at all.
Those things have gunned out run speeds. They dance over caltrops like they arent there =[
I don't understand why Council shapeshift into warwolves with the "create pet" effect. IMO, they should do what PPD Kheldians should do - shapeshift with the Kheldian shifting mechanic, and maybe get a huge heal or something to put them back at full.

Then again, while you could just have a "small chance to make a warwolf pet" effect on every council, you'd need to specifically make new Council to support these shapeshifters.


 

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Quote:
Originally Posted by MondoCool View Post
I don't understand why Council shapeshift into warwolves with the "create pet" effect. IMO, they should do what PPD Kheldians should do - shapeshift with the Kheldian shifting mechanic, and maybe get a huge heal or something to put them back at full.
It's an old legacy piece of content...the Council/5th Column Warwolf shifting was done before the introduction of Kheldians. Mind you Kheldian PPD NPCs actually do the same thing rather than using the shapeshifting powers. It's something to do with the AI not knowing quite what to do with regards those powers.

As for the suggestion at hand...overall OK, I'd play it.


 

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Quote:
Originally Posted by Dr_Mechano View Post
It's an old legacy piece of content...the Council/5th Column Warwolf shifting was done before the introduction of Kheldians. Mind you Kheldian PPD NPCs actually do the same thing rather than using the shapeshifting powers. It's something to do with the AI not knowing quite what to do with regards those powers.

As for the suggestion at hand...overall OK, I'd play it.
That, and it'd have to be basically replaced with a self-rez power... Spawn on Defeat versus full heal. And there's always the chance of a player defeating the enemy before it has the chance to activate the shapeshifting power, too.

-Rachel-


 

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Quote:
Originally Posted by Steampunkette View Post
That, and it'd have to be basically replaced with a self-rez power... Spawn on Defeat versus full heal. And there's always the chance of a player defeating the enemy before it has the chance to activate the shapeshifting power, too.

-Rachel-
That wouldn't be bad. It's just the guy not being able to turn into a wolf before he's knocked out cold.


 

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Quote:
Originally Posted by MondoCool View Post
That wouldn't be bad. It's just the guy not being able to turn into a wolf before he's knocked out cold.
But in that case you'd only rarely actually see the warwolf transformation. And by rarely I mean "Nearly Never"

-Rachel-


 

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Quote:
Originally Posted by Steampunkette View Post
But in that case you'd only rarely actually see the warwolf transformation. And by rarely I mean "Nearly Never"

-Rachel-
So have the ones who will transform into warwolves be unkillable (they hit 1 hp and stay there) until they turn into War Wolves.


 

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Quote:
Originally Posted by MondoCool View Post
So have the ones who will transform into warwolves be unkillable (they hit 1 hp and stay there) until they turn into War Wolves.
Orrrr... don't waste time messing and fiddling with what already works.

-Rachel-