Thoughts on Future Sets: Control and MMs


Emperor_Justin

 

Posted

So... we've just seen the rise of four new powersets, each filling a unique niche or game mechanic. My question, of course, is "now what?" What is in store for future sets? What niches/themes still need to be filled? In my mind, there a few glaring "holes" that would I'd love to see filled (some day). I'm going to avoid the mire of dark control/blast/manipulation/assault entirely (though that's another hole that would be awesome if filled in).

My thoughts are these:
A tech-based control set, a tech-based assault set, a mutation-based MM primary and kinetics for MM support. Here are what I envision these sets looking like. Nitpick away!

Device Control (Dominator/Controller Primary)

  1. Web Grenade - Upon Impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and halts jumping.
  2. Taser - The Taser is a short-range stun-gun. The prongs launched from your weapon release a high-voltage, low-amperage electrical charge that can Disorient most opponents with minimal damage.
  3. Web Mine - You place a small device that blends in with it's surroundings, waiting for enemy movement. Once the trap has been sprung, the web mine will launch multiple Web Envelopes over time. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
  4. Nanite Swarm - The nanite swarm, composed of tiny, simplistic machines, can be released and targeted to attack your foe. The swarm will deal moderate toxic/energy damage over time, choking your foe into a standstill. If the foe is defeated while they are still active, they will use the enemy's remains to propagate and attack another nearby foe. Left with no one else to attack, they will follow you briefly before succumbing to their short life-cycle.
  5. Airburst - You toss a short-fuse grenade above the heads of your enemies. The resulting explosion will deal moderate smashing damage and knock down even the most powerful of foes. Some weaker foes may even be stunned for a time.
  6. Distress Beacon - You have crafted a device that is able to trick the emergency teleport system. Any foe that approaches the device will be flagged as "near-death" and the emergency teleport system will attempt to transport said foes away. However, the beacon will jam the transmission, causing the foes to be caught in limbo for a brief time. The limbo state will cause moderate lethal damage over time. In addition, all foes trapped in this limbo state will have their resistance to energy damage severely reduced.
  7. Control Drone - A piece of very delicate machinery, you launch a tiny drone at one of your foes, which attaches itself undetected at the base of the skull. Once there, the drone will emit frequent bursts of disruptive shocks to the brain, confusing and enraging your foe into attacking his allies. After a time, the drone will self-destruct, causing your foe serious damage.
  8. Psionic Buoy - You use your personal teleporation system to summon a bomb in the midst of your enemies. Crafted after an Arachnos Omega Bomb, the beacon immediately sends out a short range psionic signal and hypnotic light display to draw the attention of those nearby, causing them to approach the device. Then it detonates, causing moderate damage to all enemies in a wide radius and stunning even the most powerful of foes.
  9. A.S.A.P. (Automated Scout and Assault Prototype) - Your greatest achievement, the A.S.A.P. is a one-of-a-kind automaton. Equipped with state of the art cloaking technology and powerful electrical weaponry, this robot can provide cover-fire, be the perfect scout... or assassin. Equipped with: Hide, Assassin's Shock, Lightning Bolt, Shocking Grasp, Charged Brawl and Smoke Flash.

Assault Weapons (Dominator Secondary)
  1. Single Shot - A quick single shot from the Assault Rifle. Extremely accurate.
  2. Pummel - You can smash your opponents in close combat with the butt of your rifle.
  3. Burst - Quickly fires a burst of rounds at a single target at long range. Damage is average, but the firing rate is fast. Can also reduce the target's Defense.
  4. Dragon's Tail - This low spinning kick deals moderate damage, but has a chance to hit all enemies in melee range. Successful hits will trip and knock down your opponents.
  5. Targeting Drone - When this small device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit and increase your Perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that DeBuff your chance to hit. Targeting Drone is a toggle power and must be activated and deactivated manually. Like all toggle powers, while active Targeting Drone drains endurance.
  6. Caltrops - You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any villains that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time.
  7. Exploding Shuriken - This small throwing star is rigged to explode on impact.
  8. Gun Drone - You can summon a Gun Drone. The Drone has an extremely fast firing rate and is equipped with a customized tracking system. Once locked on, the Drone will continue to unload a volley of lead into the target until it is destroyed. The Drone is armored, but can be destroyed.
  9. LRM Rocket - The LRM Rocket is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted.



 

Posted

Aberrant Summoning

  1. Neutrino Bolt - A very quick, but low damage attack. Neutrino Blast can reduce the target's Defense.
  2. Primal Aberrations - You summon minions that have been twisted with a genetic curse that has granted them exceptional physical attributes.
  3. X-Ray Beam - You can emit a beam of X-Ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and can reduce the target's defense.
  4. Mutagen - Mutagen will permanently layer your Aberrant Henchmen with more advanced, specialized mutations. The powers gained are unique and dependent upon each Aberration. This power only works on your Henchmen and you can only Mutate any given Aberration once.
    -Primal Aberrations:
    -Elemental Aberrations:
    -Psionic Aberration:
  5. Neutron Bomb - This devastating attack lobs an explosive sphere of deadly radiation, damaging the target and all nearby foes. Neutron Bomb can bypass some of a target's defenses and reduce the target's Defense.
  6. Elemental Aberrations - You summon minions that have been twisted with a genetic curse that has granted them exceptional attributes that give them control over the elements.
  7. Tentacles - You summon a subterranean creature to a targeted location. The creature will produce a large Tentacle from under each live and defeated foe in the area and start attacking your enemies. Tentacles do minimal damage, but they can knock down your enemies, spray venom and its poisonous barbs can slow your foes.
  8. Psionic Aberrant -
  9. Genetic Accelerant -
    -Primal Aberrations:
    -Elemental Aberrations:
    -Psionic Aberration: You summon a mutated aberration that have been so radically mutated it has gained significant mental abilities.
Kinetics
  1. Transfusion
  2. Siphon Power
  3. Repel
  4. Siphon Speed
  5. Increase Density
  6. Inertial Dampening
  7. Transference
  8. Release Potential
  9. Fulcrum Shift

--still in progress--
Sadly, work calls... more tonight!
--still in progress--



 

Posted

Both of these sound pretty cool. Especially since somebody was just mentioning in the other thread how we're hurting for a science/mutation MM set.


 

Posted

I feel like "Device Control" needs more, "control." From looking at it, it seems to be focused on alot of ST hold and damage. The distress beacon power is really interesting, but how about removing the debuff portion of it (that's defender territory) and just making it the set's AoE Hold?

Just thoughts.


- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own