Idea for New Powerset(s): Munitions Control (and Assault)


BenRGamer

 

Posted

I made this thread earlier on the suggestions board, but I figured I should try it here too to see if anyone likes it.

I was thinking earlier--there really isn't any Controller/Dominator Primary for 'Natural' characters outside of maybe psychics. But there are plenty of abilities that offer control through grenades and guns. Plus, it wouldn't be difficult to animate--most if not all of the animations already exist, and some of the powers already exist in other powersets.

Munitions Control:

Not gonna lie, this is mostly grenades. Besides Beanbag, there's not too many pre-existing shooting abilities that work on a Control Powerset.

Tier 1: Leg Shot - Ranged, Moderate DMG(Lethal), Foe: Immobilize, -SPD, -DEF
Name is self-explanatory, you shoot the foe in the leg and that stops for a little bit. It's an idea I had to re-use Slug's animation.

Tier 2: EMP Grenade - Ranged, Moderate DMG(Energy) Foe: Hold, -Regen
Modified variant of the EMP Grenade used by the Longbow Spec Ops, it doesn't normally deal damage.

--OR--

Tier 2: Cryo Freeze Ray - Ranged, Moderate DMG(Cold), Foe Hold
From Munitions Mastery, only more damaging.

Tier 3: Glue Grenade - Ranged (Targeted Area Over Effect), Foe: -Speed, -Recharge
Like the PPD Equalizer's Glue Grenade or Trick Arrows Glue Arrow--doesn't deal damage like other immob AoE's, but this one affects the ground and everything that walks on it, and not just the enemies currently targetted.

Tier 4: Beanbag - Ranged, Minor DMG(Smashing), Foe: Disorient
Like in AR/

--OR--

Tier 4: Taser - Ranged, Minor DMG(Energy), Foe: Disorient
Like in /Devices

Tier 5: Sleep Grenade - Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
From Munitions Mastery

Tier 6: Flashbang Grenades - Ranged AoE, Foe: -Accuracy, -Defense, Disorient
From Spec Ops in the Mercs Powerset and PPD Ghosts

Tier 7: Tear Gas Grenade - Ranged AoE, Foe: Hold
From PPD Ghosts

--OR--

Tier 7: Covering Fire - Ranged, Cone, Minor DoT(Lethal), Foe: Hold
Using Heavy Bursts animation, you shoot alot to keep enemies from attacking you for the moment.

Tier 8: Seeker Drones - Summon Seekers, Minor DMG(Energy), Foe Disorient, -DMG, -To-Hit, -Perception
From /Traps

Tier 9: Auto Turret - Build Turret: Ranged, Moderate Damage (Lethal)
From the PPD Equalizers, again. I figured this might be better because it's different than the Gun Drone /Devices already has. I figure this pet could have a lower recharge rate than normal, to make up for it's lack of movement. (I think it has a lack of movement, at least)

----------

Secondary: Munitions Assault
This is mainly AR/ and Wolf Spider/ abilities

Tier 1: Burst - Ranged, Moderate DoT(Lethal), Foe -DEF

Tier 2: Pummel - Melee, Minor Damage (Smashing), Foe: Disorient

Tier 3: Slug - Ranged, High DMG(Lethal), Foe Knockback

Tier 4: Bayonet - Melee, Moderate Damage over Time (Lethal/Smashing)

Tier 5: Poison Grenade - Ranged (Targeted AoE), Foe -Resistance
Venom Grenade without the damage, pretty much. I figure this in lieu of Build Up or (more likely) Aim would make the secondary stand out more--Venom Grenade, while maybe not making you deal as much damage as Build Up, recharges faster and helps the whole team.

--OR--

Tier 5: Aim - Self +To-Hit, +DMG
Because people keep saying that having Poison Grenade would be oh-so-terrible in a Munitions assault set

--OR--

Tier 5: Surveillance - Ranged, Foe -Res(All), -DEF(All)
See above

Tier 6: Sniper Rifle - Sniper, Extreme DMG(Lethal), Foe Knockback


Tier 7: Heavy Burst - Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense

Tier 8: M30 Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback

Tier 9: Full Auto - Ranged (Cone), Superior DoT(Lethal), +Special


 

Posted

.....just make a Trap/AR Defender or AR/Trap Corr. If your not finding them *"Controlly"* enough......your doing it wrong.



I do like the idea and I'd totally play one if they gave Dom's guns and toys but my Trappers are awesome already =)


 

Posted

Well, this is supposed to focus more on control and less on debuffs. Except for the Venom Grenade bit.


 

Posted

Yea, nay?

Alot of these skills players don't have access too, at least on the control end.


 

Posted

instead of making it a control set, i would focus it a bit more on debuffs and then make it a feasible secondary for for corrs or primary for defenders to synergize with AR as it currently stands

basically what im saying is i would rather see a remake of TA but using an AR as the weapon instead of a bow so theres less redraw issues with AR


 

Posted

Meh, Corrupters/Defenders already have Traps.

But, like I said before, Dominator's don't have any 'natural' control set. This would fix that.


 

Posted

Sets like this have been proposed before...I like the idea personally. I think there should be more natural options across the board for all AT's. Right now if you want to be a gadgetry, tech, or science type your options are limited.

I would also argue you could go Solider of Arachnos for a "gadgetry type" controller.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

Nothing's been around that would allow a Controller/Dominator level of control with a rifle, though.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
I made this thread earlier on the suggestions board, but I figured I should try it here too to see if anyone likes it.

I was thinking earlier--there really isn't any Controller/Dominator Primary for 'Natural' characters outside of maybe psychics. But there are plenty of abilities that offer control through grenades and guns. Plus, it wouldn't be difficult to animate--most if not all of the animations already exist, and some of the powers already exist in other powersets.

Munitions Control:

Not gonna lie, this is mostly grenades. Besides Beanbag, there's not too many pre-existing shooting abilities that work on a Control Powerset.

Concussion Web Grenade - Ranged, Minor DMG(Smash), Foe: Immobilize, -Fly, -Recharge
This is something original--since all of the other Primaries have immobs/holds that deal damage, why not this one.

EMP Grenade - Ranged, Moderate DMG(Energy) Foe: Hold, -Regen
Modified variant of the EMP Grenade used by the Longbow Spec Ops, it doesn't normally deal damage.

Glue Grenade - Ranged (Targeted Area Over Effect), Foe: -Speed, -Recharge
Like the PPD Equalizer's Glue Grenade or Trick Arrows Glue Arrow--doesn't deal damage like other immob AoE's, but this one affects the ground and everything that walks on it, and not just the enemies currently targetted.

Beanbag - Ranged, Minor DMG(Smashing), Foe: Disorient
Like in AR/

Sleep Grenade - Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
From Munitions Mastery

Flashbang Grenades - Ranged AoE, Foe: -Accuracy, -Defense, Disorient
From Spec Ops in the Mercs Powerset and PPD Ghosts

Tear Gas Grenade - Ranged AoE, Foe: Hold
From PPD Ghosts

Seeker Drones - Summon Seekers, Minor DMG(Energy), Foe Disorient, -DMG, -To-Hit, -Perception
From /Traps

Auto Turret - Build Turret: Ranged, Moderate Damage (Lethal)
From the PPD Equalizers, again. I figured this might be better because it's different than the Gun Drone /Devices already has.

----------

Secondary: Munitions Assault
This is mainly AR/ and Wolf Spider/ abilities

Burst - Ranged, Moderate DoT(Lethal), Foe -DEF

Pummel - Melee, Minor Damage (Smashing), Foe: Disorient

Slug - Ranged, High DMG(Lethal), Foe Knockback

Bayonet - Melee, Moderate Damage over Time (Lethal/Smashing)

Poison Grenade - Ranged (Targeted AoE), Moderate Damage over Time (Toxic), Foe -Resistance
Venom Grenade, pretty much. I figure this in lieu of Build Up or (more likely) Aim would make the secondary stand out more--Venom Grenade, while maybe not making you deal as much damage as Build Up, recharges faster and helps the whole team.

Sniper Rifle - Sniper, Extreme DMG(Lethal), Foe Knockback

Heavy Burst - Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense

M30 Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback

Full Auto - Ranged (Cone), Superior DoT(Lethal), +Special

I would play this combo! Seems pretty easy to make.

Oh, those grenades should have some debuffs as well. Spec-Op's Flashbang has some debuffs in damage I believe.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
I would play this combo! Seems pretty easy to make.

Oh, those grenades should have some debuffs as well. Spec-Op's Flashbang has some debuffs in damage I believe.
Eh, I don't think so. At least, not according to the wiki.


 

Posted

Quote:
Originally Posted by BenRGamer View Post

Secondary: Munitions Assault
This is mainly AR/ and Wolf Spider/ abilities

Burst - Ranged, Moderate DoT(Lethal), Foe -DEF

Pummel - Melee, Minor Damage (Smashing), Foe: Disorient

Slug - Ranged, High DMG(Lethal), Foe Knockback

Bayonet - Melee, Moderate Damage over Time (Lethal/Smashing)

Poison Grenade - Ranged (Targeted AoE), Moderate Damage over Time (Toxic), Foe -Resistance
Venom Grenade, pretty much. I figure this in lieu of Build Up or (more likely) Aim would make the secondary stand out more--Venom Grenade, while maybe not making you deal as much damage as Build Up, recharges faster and helps the whole team.

Sniper Rifle - Sniper, Extreme DMG(Lethal), Foe Knockback

Heavy Burst - Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense

M30 Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback

Full Auto - Ranged (Cone), Superior DoT(Lethal), +Special
I said the same thing in another thread, but take a closer look at the format for Assault secondaries. Dominators have limited access to AoE, and are generally granted one cone TAoE and one 15' PBAoE. There are a few exceptions to this, like Earth Assault having a very short range TAoE (Fissure) instead of a cone.

You have Heavy Burst, Venom Grenade, M30, and Full Auto in the same set. That just isn't going to happen. Ever.


 

Posted

Actually I was looking over several of the Assault sets when I wrote this up.

Almost all of them have 3 AoE (Either Cone, TAoE, or PBAoE) attacks in them--heck, Thorny Assault has 4.

Plus, the only reason Venom Grenade is included is as a replacement for Build Up, like I said.

Edit: I'd put a PBAoE AR/ move in, but there aren't any.


 

Posted

People were saying on the Suggestion Board that there may be too many Grenade animation powers (Even though I wanted the M30 Grenade animation--fired from the rifle, not thrown), so I changed one and provided some alternates to others


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Almost all of them have 3 AoE (Either Cone, TAoE, or PBAoE) attacks in them--heck, Thorny Assault has 4.
Are we playing the same game?

Only Earth, Fire, and Thorny have more than 2 abilities that can even cause damage to an area. Earth has a PBAoE damage aura, which is unique to the set. Fire has a PBAoE +end/+recovery that does minor damage and is on a 3 minute timer-- this is not used as an attack but as a recovery tool. Thorny has a 5 target melee cone and a pseudo pet that causes area denial-- none of which are targeted AoEs or ranged cone attacks. For comparison your proposed Munitions Assault has 2 cone attacks and 2 TAoE attacks while every other set has just one. Not one of each, but one.

I'd suggest reworking it so that the build is more realistic. But if you honestly think that Venom Grenade, M30, Heavy Burst, and Full Auto are completely kosher in Assault design, then by all means keep it fanciful.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
Are we playing the same game?

Only Earth, Fire, and Thorny have more than 2 abilities that can even cause damage to an area. Earth has a PBAoE damage aura, which is unique to the set. Fire has a PBAoE +end/+recovery that does minor damage and is on a 3 minute timer-- this is not used as an attack but as a recovery tool. Thorny has a 5 target melee cone and a pseudo pet that causes area denial-- none of which are targeted AoEs or ranged cone attacks. For comparison your proposed Munitions Assault has 2 cone attacks and 2 TAoE attacks while every other set has just one. Not one of each, but one.

I'd suggest reworking it so that the build is more realistic. But if you honestly think that Venom Grenade, M30, Heavy Burst, and Full Auto are completely kosher in Assault design, then by all means keep it fanciful.
Yeah, not too many of them have 3, and yeah, I was just glancing through them last time and I didn't catch that one of Thorn's attacks was just a clone of Caltrops. You were right there. But there is a precedent for 3 AoE attacks.

I'd make one of those a PBAoE, but as far as I know, there are no pre-existing munitions style PBAoE abilities, and none that could be modified into such and still make sense.

And, again about Venom Grenade--the important thing about the attack is NOT the damage, I repeat, it's NOT the damage. I'll take the damage out if it's that important for ya. The important thing is the debuff--it's supposed to be a replacement for Build Up to help make the set unique

Edit: As for the others, what attack could replace them? AR has all of THREE usable Single Target attacks. Burst, Slug, and Sniper. (There's also Beanbag, but it's in the primary) Combined with the Wolf Spider gun melee attacks I'd still have to have 3 to 4 AoE abilities.


 

Posted

Or, heck, give a suggestion to a new Single Target ability using a (or a slightly modified version of a) pre-existing animation.


 

Posted

Yes please to gadget doms.