Ranged/Armor AT!
VEAT...
no dual pistols, but you can shoot stuff from a mace...
VEAT...
no dual pistols, but you can shoot stuff from a mace... |
They could even do it like a VEAT!
Dual Pistols/Widows style secondary, call it "Longbow Elite" unlocks at lvl 20!
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You know damage scales for range and melee are separate...blasters are at 1 melee and 1.125 ranged while scrappers are 1.125 and 0.5. Are you suggesting blasters become 1.125 melee and ranged? How would that balance armor/range range/armor set that used normal power pools?
I'ld say armor/range or Range/armor has Mastermind level damage (0.55 scale) and scrapper level defense.
I'ld say armor/range or Range/armor has Mastermind level damage output (0.55) and scrapper level defense.
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I'd much rather see an assault/(support + armor) AT than a straight up ranged/armor AT. Damage evenly spread between ranged and melee (so that you can close to melee to deal your entire potential of damage or stay at range and only deal a portion of your potential damage) and support split between personal support and team support (to keep you alive while in melee while giving you a reason to exist on a team). It's be more like the ******* child of a corrupter and a scrapper than anything else, and be much more balanced and playable than a pure ranged/armor AT.
Assault/Support + Armor would be awesome. We would finally have an AT worthy of a Gun and Sword power set.
Branching Paragon Police Department Epic Archetype, please!
Which would beg the question of "what's the point?". It would be a nominally damage based AT that can't deal damage. How is that at all useful?
I'd much rather see an assault/(support + armor) AT than a straight up ranged/armor AT. Damage evenly spread between ranged and melee (so that you can close to melee to deal your entire potential of damage or stay at range and only deal a portion of your potential damage) and support split between personal support and team support (to keep you alive while in melee while giving you a reason to exist on a team). It's be more like the ******* child of a corrupter and a scrapper than anything else, and be much more balanced and playable than a pure ranged/armor AT. |
You know damage scales for range and melee are separate...blasters are at 1 melee and 1.125 ranged while scrappers are 1.125 and 0.5. Are you suggesting blasters become 1.125 melee and ranged? How would that balance armor/range range/armor set that used normal power pools?
I'ld say armor/range or Range/armor has Mastermind level damage (0.55 scale) and scrapper level defense. |

If it's not up to Scrapper or Blaster levels. Oh well.
Though I don't see why it couldn't be up to VEAT levels, seeing as they're ranged/armor now.
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The BrandX Collection
Dual Pistols / Traps Corruptor.
You get Force Field drone (or whatever it's called, I forget). Take Combat Jumping and throw a KB protection IO in it. Maybe even slot some IO sets with Defense bonuses.
Now you've got a Ranged AT with defense and mez protection.
Dual Pistols / Traps Corruptor.
You get Force Field drone (or whatever it's called, I forget). Take Combat Jumping and throw a KB protection IO in it. Maybe even slot some IO sets with Defense bonuses. Now you've got a Ranged AT with defense and mez protection. |
Could do the same with Force Fields or Sonic...but it doesn't give the feel of what I know I'm looking for in my concept.
Though, it does give me a thought on how to do it, and keep it within Corrs/Defender. I'll have to come up with a suggestion for a new Buff/Debuff Power Set!
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I will continually back a Ranged/Armour or Assault/Armour AT as long as we lack them. Its a major hole in the concept blanket that, for the most part, CityOf is very good at providing.
Dual Pistols/Super Reflexes, for one. Sword+Pistol/---, Fire Blast/Fire Armour, Energy Blast/Invul.
Heck, if it was an Assault/Armour then we could finally get the PPD Hardsuits made into costumes for use, with chaingun arm mounts and the back mounted heavy lasers. I would kill for those powers.
And the current EATs have SHOWN that such an AT can be balanced. I don't nor ever will buy the BS that such an AT would instantly be 'zomfgtankmage!' Because given the Dev team and number crunchers around here, it wouldnt. By any means.
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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A while back I tried to come up with a Rikti EAT (or VEAT) and while I never posted it, I did put some thought into the subject of Armor vs. Ranged Damage came up and the resulting accusations of TankMagery.
The compromise that I came up with?
Armed with a Rikti Sword and Energy Blaster, and Armored (depending on what branch they took (Soldier, Communications, Mentalist, Guardian))
The sword attacks would do Lethal, the Blasting attackswould be energy and the Armor toggles would have to have a self-debuff to outgoing Energy Damage.
The explanation? Thier powersuit had to balance it's power output it's power between the weapon systems and the defensive screens. Want to do full damage at range? Drop your toggles. Want medium ranged damage, full melee damage and full defenses? Keep the toggles up.
A while back I tried to come up with a Rikti EAT (or VEAT) and while I never posted it, I did put some thought into the subject of Armor vs. Ranged Damage came up and the resulting accusations of TankMagery.
The compromise that I came up with? Armed with a Rikti Sword and Energy Blaster, and Armored (depending on what branch they took (Soldier, Communications, Mentalist, Guardian)) The sword attacks would do Lethal, the Blasting attackswould be energy and the Armor toggles would have to have a self-debuff to outgoing Energy Damage. The explanation? Thier powersuit had to balance it's power output it's power between the weapon systems and the defensive screens. Want to do full damage at range? Drop your toggles. Want medium ranged damage, full melee damage and full defenses? Keep the toggles up. |
However, the problem I do see is that Arachnos EATs, for one, don't have to make any sacrifice to do full damage, and STILL get very tough defences. I mean, Crab Spiders especially are effectively Range/Armour, given you can skip on the melee attacks they have (Same with HEATs, who have more powers in Primary and Secondary)
Given a chunk of VEAT mitigation is in Defences, Rikti would arguably have to have higher resistances to make up for lack of defences. I know that I've not seen any Rikti with defences...except for Guardian shields and those !!!!! Drones...
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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An Assault/Buff&Armor set? IMO, that's too much of a mix. So, you're mixing melee and ranged attacks as well as buffs and shields. It's cool on the EATs (quite nice, actually. but I think the narrowed theme helps balance it) but just not for a regular AT.
A Blast/Armor AT? Sure.
A Melee/Buff AT? Yes, please.
An Assault/Armor AT? I actually like that more than the straight blast one.
An Melee/Buff&Armor AT? I actually like that more than the straight melee/buff one.
My opinion, take it or leave it, is a Melee/Buff&Armor AT and an Assault/Armor AT should be the aim here. Probably because it'd be easier to balance and because, of any new ATs, I need a Melee/Buff AT, not an Assault/Buff AT. If I had to settle for an Assault/Buff AT and only take the melee attacks, I don't even have to guess it would be a sucky compromise.
Besides, 2 cool ATs! Everyone's happy

The biggest problem with designing any AT with a more than tangential focus on ranged damage as well as full support is that you start getting into the realms of tankmagery. By diluting the survivability or damage you risk rendering the AT largely redundant: if damage is too low, what's the point of bringing them onto a team when you could grab a Scrapper and if the survivability is too low, what's the point of bringing them onto a team when you could grab a Blaster. By mixing a support role into the armor subset, you allow for the AT to have a function on a team even when there are other ATs that already fulfill the role of hardy damage dealer (Brute, Scrapper) which an assault/armor AT would be attempting to fulfill.
Where the powersets are concerned, it would actually be rather simple considering the powersets we've already got. The Fire secondary would be a combination of thermal radiation and fiery aura. The Ice secondary would be a combination of cold domination and ice armor. An Energy set could be a combination of Force Field and Energy Aura or Kinetics.
dp/pain corr, may be what ur looking for cuz pain Dom feels like regeneration
I don't think so. Primaries would have 4 melee attacks, 4 ranged attacks, and a self buff (re: BU or equivalent) and Secondaries would have a weak mez toggle, 2-3 armor powers, and a remaining suite of support powers. It would play much the same as a nominal assault/armor AT with the exception that it wouldn't be as tough (thanks to lacking full armor capabilities) but would provide more force multiplication (thanks to having some support abilities).
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The biggest problem with designing any AT with a more than tangential focus on ranged damage as well as full support is that you start getting into the realms of tankmagery. By diluting the survivability or damage you risk rendering the AT largely redundant: if damage is too low, what's the point of bringing them onto a team when you could grab a Scrapper and if the survivability is too low, what's the point of bringing them onto a team when you could grab a Blaster. By mixing a support role into the armor subset, you allow for the AT to have a function on a team even when there are other ATs that already fulfill the role of hardy damage dealer (Brute, Scrapper) which an assault/armor AT would be attempting to fulfill. |
Besides, spreading the focus of the AT so much either limits what role it will take (you're stuck as 2nd wing melee or support or damage, depends how the mods let it fly) or overpower it to 'do it all'.
Where the powersets are concerned, it would actually be rather simple considering the powersets we've already got. The Fire secondary would be a combination of thermal radiation and fiery aura. The Ice secondary would be a combination of cold domination and ice armor. An Energy set could be a combination of Force Field and Energy Aura or Kinetics. |
Speaking of roles, the regular ATs usually have a 'base role' they can fill. I'd imagine an Assault/Armor AT could actually be an Armor/Assault AT and be more defensive. The Assault sets are already mild on damage, nothing extreme or bursty, so could be an alternative to a Tanker. Not as defensive but more aggressive.
A melee/buff&armor AT could basically be a 'sub-melee' that can do some spot support. Not nearly as supportive as a Defender/Corruptor but not as frustrating because you get mez protection.

Well, for the Armor sets, they pretty much are *just* 2-3 powers. Looking at sets like Energy Aura or Electric Armor, there's only 3 core defense powers with the rest being utility or filler/'you can skip this power' choices. IMO, I still don't think to mix so much onto 1 AT is right.
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When looking at normal armors that aren't designed around having massive utility, only having 2-3 armors and a mez prot power looks rather sparse. SR has 6 direct armors, a mez toggle, a single utility power, and a god mode. Regen has an entire suite of powers focused on personal survivability, only 2 of which are actually skippable. Invuln is the same. If you honestly believe that the armor sets are pretty much just comprised of 2-3 powers and a mez toggle with the rest just filled with utility stuff, I have to wonder if you've even looked at an armor set.
And that's why I believe an Assault/Armor AT would be just dandy. Overall, you're diluting the damage (Every assault set lacks the Nuke or tier 9 melee attack) and providing utility (again, assault sets have a spot for 2 utility powers in the form of a buff and a debuff/control. |
A "balanced" assault/armor AT (i.e. lower damage to compensate for ranged capabilities) would always take second chair to virtually any other damage AT in the game: Blasters would do more damage, Scrappers and Brutes would be both harder to kill and do more damage.
Besides, spreading the focus of the AT so much either limits what role it will take (you're stuck as 2nd wing melee or support or damage, depends how the mods let it fly) or overpower it to 'do it all'. |
The Assault sets are already mild on damage, nothing extreme or bursty, so could be an alternative to a Tanker. Not as defensive but more aggressive. |
What you're suggesting with an armor/assault AT is essentially a Tanker with some ranged attacks, which I heartily doubt will happen, especially since you're, without a doubt, going to be coughing up either damage or survivability to counter the advantages of range. At that point, you should start asking yourself why not just bring a tanker?
Any variant on an AT with ranged damage and an armor set is going to force you to ask the question of "why?" simply because it's going to be bringing two things to a team, damage and survivability, neither of which it's going to do any better than other ATs that are already in game. Unless it has some secondary functionality to account for the lack of capability within a team, it's not going to be balanced, much less an attractive option.
By providing it with a support sub-role, there is actually a point to bringing it, to such an extent that it actually allows the AT to have a purpose beyond making the existing ATs look better. Armor powers would present to offset the reliance on melee damage to reach full damage potential. Support powers would be present to offset the lower performance that would have to be present with both ranged damage and a degree of survivability greater than Blasters. You can't have full ranged damage and survivability higher than base without rendering Blasters redundant (by dealing the same damage while being safer to play as well). No matter how you build it, the support needs to be present to any extent to make the AT a viable and balanced option within the AT "marketplace".
If you want to argue that it would be too strong, remember that I'm defining support as team support. The usefulness of the powers in the secondary while solo beyond the armor sets would be limited (i.e. make all but a couple of them targeted buffs) so that, while solo, they provide nothing, forcing the required performance balance. Similarly, there would be animation time considerations: you can't play full support and full damage. You have to choose to allocate your time in order to fulfill one role or the other so that, though you may be able to deal the same damage as a Scrapper, you wouldn't be able to do any support at the same time (which means you're fulfilling the role of a Scrapper while being easier to kill).
If I were to design it, I would make it so that, at best, you can manage roughly 75% of the damage and survivability of a Scrapper while supporting at roughly the 75% of the support functionality of a Defender. On a team, you would act much like a Corruptor (less support than a Defender but more damage), with the exception that you expose yourself to more risk while being harder to kill.
I've always wanted to have an Assault/Defence AT, myself. I don't think there's any damage of "tankmagery," because that tends to revolve around the ability to kite, and I don't think Assault sets have enough damage to kite better than a Scrapper would scrap, not without a Control powerset present, at least.
I'm still not sure these can be allowed to deal too much damage straight-up, though. For a long time, I've been toying with designing the AT that encourages people to fight BOTH in melee and at range, rather than just jamming themselves into melee and firing ranged attacks point-blank. I originally wanted to do this by scaling debuffs to ranged damage when enemies were present in melee, sort of a reverse Against All Odds, but for ranged attacks only. Castle says this won't work, though.
I guess having a melee/range toggle would be an option, but it sounds like it could be far too one-sided. I did experiment with melee and ranged/AoE defence, but that ended up interacting poorly with defence-based sets. I suppose you could go with making the AT too weak to stand toe-to-toe and so prefer range, but then you've just made an even more gimped Blaster.
I'm not sure how that could be achieved, but the goal of an Assault/Defence AT would be to both want to stand and fight like a melee AT would and still have reason to pull back and blast like a ranged AT would.
Hmm...
You know what? Why not build this around click defences? Say, some kind of Defence Build Up like what Moment of Glory is (but not as powerful) which would last for, say, 20-30 seconds, then shut down for another 20-30 seconds and then repeat? That way, you could turn on your defences and charge into melee, confident that you can survive, but you have to back out for a while afterwards. How does that sound?
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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You know what? Why not build this around click defences? Say, some kind of Defence Build Up like what Moment of Glory is (but not as powerful) which would last for, say, 20-30 seconds, then shut down for another 20-30 seconds and then repeat? That way, you could turn on your defences and charge into melee, confident that you can survive, but you have to back out for a while afterwards. How does that sound?
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The biggest problem with designing survivability around clicks is the issue of recharge and animation time consumption. If the powers are affected by +rech, you could get to the point where powers that are intended to have only 50% uptime with SO slotting (which it seems like you're suggesting) have substantially better uptimes, potentially perma (just look at Dull Pain). Similarly, if powers have low durations (such as you're suggesting) to go with those relatively high uptimes, you're going to have to start accounting for the animation time that those powers consume over time because you'll essentially be planned around losing a specific percentage of your time to get your defenses.
The biggest problem with designing survivability around clicks is the issue of recharge and animation time consumption. If the powers are affected by +rech, you could get to the point where powers that are intended to have only 50% uptime with SO slotting (which it seems like you're suggesting) have substantially better uptimes, potentially perma (just look at Dull Pain). Similarly, if powers have low durations (such as you're suggesting) to go with those relatively high uptimes, you're going to have to start accounting for the animation time that those powers consume over time because you'll essentially be planned around losing a specific percentage of your time to get your defenses.
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If recharge is a problem and a specific uptime has to be enforced (I envision 50/50 so as to not slant participation, but I can see 60/40 in favour of melee to account for some buffer before it drops), then the simple solution is to make these powers unaffected by recharge. Toggles provide constant protection, these provide semi-constant protection. If we can set them all on Auto, that'd be the best.
If animation time is a problem, then these powers don't need to have rooting animations, only visual effects, if that. Precedent for this already exists in the form of Temporary Invulnerability. This is a power that, while it has an animation, this animations can be interrupted by OTHER POWERS.
If anything, the actual act of clicking too many clicks too often would probably be the problem, which is why such an AT would probably need some kind of additional quality of life improvement to the effect of a macro "powexec_name power 1$$powexec_name power 2$$powexec_name power 3" That you could either spam, hold or just single-click that would activate all of your clicks. Possibly an inherent power of some sort.
The reason is that we'll be clicking things every 60 seconds or so (30 up, 30 down), and that can get overwhelming when you have three or four things to click, so an easier solution is necessary. I don't want to go with a higher cycle time, either, nothing like 2 minutes up, 2 minutes down because I'm looking to swap stances in the middle of a fight, not alternate between fights. Being able to alternate between fights just makes one approach superior, and I want BOTH to be useful and both to actually be used.
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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If recharge is a problem and a specific uptime has to be enforced (I envision 50/50 so as to not slant participation, but I can see 60/40 in favour of melee to account for some buffer before it drops), then the simple solution is to make these powers unaffected by recharge. Toggles provide constant protection, these provide semi-constant protection. If we can set them all on Auto, that'd be the best.
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If animation time is a problem, then these powers don't need to have rooting animations, only visual effects, if that. Precedent for this already exists in the form of Temporary Invulnerability. |
that can get overwhelming when you have three or four things to click |
Another option would be to make it so that you have a suite of different powers that all share a cooldown. You could take however many different powers within the set, each with different effects, that all force a cooldown of all of the click powers within the suite so that you can only use one at a time. Each power could have a separate enforced cooldown (such that power1 causes all powers to recharge for 15 seconds while power2 causes all powers to recharge for 1 minute). If the devs really wanted to, I'm sure they could even have multiple suites of powers, such that you would be dealing with 2 different "clicks" to cycle as you saw fit (one focused on damage mitigation and another focused on damage recovery, with each power having a different secondary effect, potentially).
....This is an interesting solution that I never really entertained.
However, the problem I do see is that Arachnos EATs, for one, don't have to make any sacrifice to do full damage, and STILL get very tough defences. I mean, Crab Spiders especially are effectively Range/Armour, given you can skip on the melee attacks they have (Same with HEATs, who have more powers in Primary and Secondary) Given a chunk of VEAT mitigation is in Defences, Rikti would arguably have to have higher resistances to make up for lack of defences. I know that I've not seen any Rikti with defences...except for Guardian shields and those !!!!! Drones... |
You truly have a problem of sounding like a pretentious pr!ck, Umbral. But I won't hold it against you as I *was* rather vague in my stance as this is pretty much pie-in-the-sky suggestions and discussion...didn't think I'd have to go into specifics.
You're kidding, right? Energy Aura and Elec Armor are your guideposts, and, even then, you can't get them right? Elec Armor and Energy Aura are designed to be utility armor sets. Elec has 4 powers that must be taken at a minimum in order to have even a remote chance of surviving decently (Charged Armor, Conductive Shield, Static Shield, and Energize) with others that fulfill utility and survivability roles (Power Sink and Grounded). Energy Aura virtually requires 7 of its powers (all but CP and Overload) or did you forget that Energy Drain has a heal component attached to it.
When looking at normal armors that aren't designed around having massive utility, only having 2-3 armors and a mez prot power looks rather sparse. SR has 6 direct armors, a mez toggle, a single utility power, and a god mode. Regen has an entire suite of powers focused on personal survivability, only 2 of which are actually skippable. Invuln is the same. If you honestly believe that the armor sets are pretty much just comprised of 2-3 powers and a mez toggle with the rest just filled with utility stuff, I have to wonder if you've even looked at an armor set. |
Energy Aura- 1. Kinetic Shield 2. Power Shield 3. Entropy Field. While the passives do help survivability, they are indeed skippable (my EA brute skipped one and there's only 1 available on stalker...and mine skipped it). Yes, Energy Drain has a heal...but considering it didn't always have one and EA characters still managed or that for the most part, the current players that use EA don't rely on ED as a heal anyway...it's basically just utility that helps you keep trucking along.
Electric Armor- 1. Charged Armor 2. Conductive Shield 3. Static Shield. Again, Energize wasn't always around and my Elec Brute managed to survive. Now it's a staple of the armor set, but it is not the core of the set.
Super Reflexes- 1. Focused Fighting 2. Focused Senses 3. Evasion. That is the lion's share of your mitigation. Honestly, if a defender was solo and had just those, there'd probably be nothing they couldn't solo. The rest, while it improves your survivability, is not a necessity for a non-tanking supportive damage dealer.
Regeneration- 1. Integration 2. Reconstruction 3. Dull Pain. On my Elec/Regen stalker that goes crazy AoE scrapping on teams, rarely ever uses the other stuff but it's there...kind of like a security blanket ready to use when the crap hits the skillet....kind of like a neat piece of utility one might say.
Fiery Aura- Prime example. 1. Fire Shield 2. Plasma Shield 3. Healing Flames. The rest aren't so much mitigation as they are utility...but mitigation through defeat is what that utility is.
There are examples of sets that need more than just 3 too(Stone Armor, Willpower, Invincibility) but my point still remains: How much of the armor set would this AT really need considering it doesn't even have to be in melee? You're basically cutting the fat from the armor sets and replacing it with gratuitous improvements without much penalty besides 'well, now you're not the tank'.
Not saying that's bad direction to take but personally, I still don't find it 'fair'. Not fair to Defenders/Corruptors because they don't get the same mez protection but much of their strategic advantage will be shared. And not fair to melees because they give up a lot of force multiplication and range for that armor.
You're not understanding what I'm saying. What's the point of having ranged powers if you're going to be in melee all the time regardless? What's the point of having a full strength armor set if you're not going to be spending all of your time in melee? An assault/armor set would be like having a lower damage Scrapper on a team: there simply isn't a point to it. This is why you lower survivability and add support. While solo, the support bolsters the existing survivability. While on a team, the support allows you to contribute where your lower damage and survivability would otherwise prevent you from doing so. A "balanced" assault/armor AT (i.e. lower damage to compensate for ranged capabilities) would always take second chair to virtually any other damage AT in the game: Blasters would do more damage, Scrappers and Brutes would be both harder to kill and do more damage. |
Besides finding out what the players are looking for, I still don't find ranged damage on an armored character as 'unbalanced'. As has already been said, look at the EATs.
But why have ranged on a fully armored character? Well, if there is some correlation to survivability and range, then you'd want to stay at range to survive easier than if you stayed in melee. But I'd probably put some mechanic in there to give such a character more offense if they are at ranged using those attacks and less when not at ranged with them. So, if you want to get more damage with ranged attacks, you need to be at ranged. No need to lower the damage as, once again, Assault Sets already come with less damage (no nova/tier 9s and another power taken out for a utility power) not to mention Tanker lvl melee for an AT with less melee attacks (only 4) wouldn't out dmg a tanker...unless the foes stayed at range.
Why pick this AT over a more offensive scrapper? To tank, of course. The only offensive edge the AT would get is, if it could keep the enemies at ranged it'd do more damage but only until the enemy closes in. Add a tanker to the team? The tank tanks for one tank and vise versa, both covering for the other without literally stepping on eachother's toes.
Are you looking at the same Assaults sets that I am? Without equivocation, all of the Dominator Assault sets look to have very nice on the damage from where I'm standing. Earth Assault has both Seismic Smash and Heavy Mallet. Electricity Assault has Charged Brawl and Havoc Punch. Energy Assault has Bone Smasher and Total Focus. Fiery Assault has both Incinerate(!) and Blaze(!). Should I go on? Whenever I see the assault sets, they generally look like they got the best powers from their parents. They don't seem light on the damage in the least. |
If you want to argue that it would be too strong, remember that I'm defining support as team support. The usefulness of the powers in the secondary while solo beyond the armor sets would be limited (i.e. make all but a couple of them targeted buffs) so that, while solo, they provide nothing, forcing the required performance balance. |
So either the support is limited in use, not providing much to compensate for the decreased offense and defense unless teamed. Or it's bolstering base survival, solo and teamed, as compensation for lower natural damage and defense.
Either way, you're looking at the same issue you claim an Assault/Armor AT would have, decreasing the level of performance for balance. IMO, I don't think that'd have to be the case for either but force multiplication is a tricky business...
Similarly, there would be animation time considerations: you can't play full support and full damage. You have to choose to allocate your time in order to fulfill one role or the other so that, though you may be able to deal the same damage as a Scrapper, you wouldn't be able to do any support at the same time (which means you're fulfilling the role of a Scrapper while being easier to kill). |
If I were to design it, I would make it so that, at best, you can manage roughly 75% of the damage and survivability of a Scrapper while supporting at roughly the 75% of the support functionality of a Defender. On a team, you would act much like a Corruptor (less support than a Defender but more damage), with the exception that you expose yourself to more risk while being harder to kill. |

You truly have a problem of sounding like a pretentious pr!ck, Umbral.
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Well, firstly, if we're considering the Assault/B&A AT, this set-up won't be doing any tanking, |
Scrappers don't do any tanking either but they still have the full allotments from their secondaries. I really have to wonder if you've ever actually attempted to play a set with just those powers beyond the first few levels. Only having those powers to rely upon largely a joke, especially when you completely ignore mez powers on one set while taking them on others. Even worse, I'm not even sure if you realize what the powers you're ignoring do. You're said, quite explicitly, that the armor sets are "pretty much just 2-3 powers". If you honestly believe that, then I have to ask you why no intelligent person would ever dream of taking less than 5 of the powers from their armor set, if not 7 or 8? You can argue that a power doesn't do much but they you're completely ignoring the whole "mitigation stacking to provide continually improved returns" aspect of those powers. Seriously, stop trying to make yourself look like less of an idiot for making a grossly uneducated comment and simply fess up to it: you were wrong and had no idea what you were saying.
How much of the armor set would this AT really need considering it doesn't even have to be in melee? You're basically cutting the fat from the armor sets and replacing it with gratuitous improvements without much penalty besides 'well, now you're not the tank'. |
Assault Sets already come with less damage (no nova/tier 9s and another power taken out for a utility power) |
unless the foes stayed at range. |
Why pick this AT over a more offensive scrapper? To tank, of course. |
Hmmm, that's not what you said here: |
So either the support is limited in use, not providing much to compensate for the decreased offense and defense unless teamed. Or it's bolstering base survival, solo and teamed, as compensation for lower natural damage and defense. |
Need them! Want them!
Buff Blaster damage to Scrapper levels! Buff Stalkers to Scrapper levels! give them lower damage output, but grrrr...Dual Pistols/Armor! Waaaaant it!
So many ways to not make it overpowered. Let's get it going!
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