Munitions Control/Assault Redux
Traps does not currently exist for controllers, but there is a high likelihood of it being ported, so Trip Mine needs to be replaced with something else, as that's currently in Traps. Other than that, looks pretty nice.
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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That's an interesting take on the idea. There are a few powers I tihnk would be problematic:
Munitions Control:
1. Targeting Drone: A self buff is a bit out of place in a control set. It would probably work but it seems a bit odd.
2. Trip Mine: What ArcticFahx said
3. Gun Drone: Gun Drone is much to weak to make a proper control set pet. I think it would need to be changed so much that ti would really need a new name. Not a huge issue though.
Assault Rifle Assault:
1. Heavy Burst: I'd say put Ignite in instead. AR's stick is that it's single target damage sucks outside of using Ignite and Ignite requires control to use making it a good match
2. M30 Grenade: Assault sets have Cone AoEs and PBAoEs but don't have Targeted AoEs for some reason, so I'd say replace it with Buckshot. It's a similar damage power but a cone instead (and maybe move it up a bit).
3. Full Auto: This is WAY to good for an Assault Set, I suggest replacing it with Flamethrower. This gives the set two cone attacks which fits with the theme of the original AR having strong AoE compared to other blast sets.
That's an interesting take on the idea. There are a few powers I tihnk would be problematic:
Munitions Control: 1. Targeting Drone: A self buff is a bit out of place in a control set. It would probably work but it seems a bit odd. 2. Trip Mine: What ArcticFahx said 3. Gun Drone: Gun Drone is much to weak to make a proper control set pet. I think it would need to be changed so much that ti would really need a new name. Not a huge issue though. |
2. ArticFox, I mainly wanted Trip Mine as it's one of the abilities that can ignite a burn patch, with it's Fire damage type. Have anything that's not too over the top that can match it?
3. Eh. Maybe Auto Turret from the Malta group?
Assault Rifle Assault:
1. Heavy Burst: I'd say put Ignite in instead. AR's stick is that it's single target damage sucks outside of using Ignite and Ignite requires control to use making it a good match 2. M30 Grenade: Assault sets have Cone AoEs and PBAoEs but don't have Targeted AoEs for some reason, so I'd say replace it with Buckshot. It's a similar damage power but a cone instead (and maybe move it up a bit). 3. Full Auto: This is WAY to good for an Assault Set, I suggest replacing it with Flamethrower. This gives the set two cone attacks which fits with the theme of the original AR having strong AoE compared to other blast sets. |
As for Full Auto, tone down the strength a little, it'll work fine.
Replace Full Auto with Flamethrower so we have a way to ignite the Napalm.
Trip Mine seems really out of place in a control set.
Gun Drone would need some powers added to it. Have it cycle through burst, buckshot and beanbag. And it should have a big explosion that does damage to enemies when it dies.
As for the Targeting Drone, it was mainly for synergy with the assault set, as it improves Sniper Rifle.
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3. Eh. Maybe Auto Turret from the Malta group? |
Your suggestion to remove a Targeted AoE and replace it with a Cone because Assault Sets don't have Targeted AoEs would carry a little more weight if you didn't have it immediately following a suggestion to remove a Cone and replace it with an Targeted AoE. |
EDIT: Ah, actually I see Heavy Burst is copied from SoAs, I missed that. functionally Heavy Burst is pretty similar to Buckshot (slightly longer range, slightly better damage, higher recharge and animation time) so in that case my recommendation is actually to replace M30 Grenade with Ignite for the various reasons stated above and optionally replace Heavy Burst with Buckshot. I'd prefer Buckshot for the shorter animation but realistically the powers are similar enough not to make a huge difference.
As for Full Auto, tone down the strength a little, it'll work fine. |
In practice however the tiny radius and the fact that it's a patch power means that it functions as a single target attack (maybe two targets if you can get them close and keep them immobilized). |
They would have an easier time than a Blaster/Defender/Corruptor but I think it would still be hard. Ignite has a 4ft radius so you've got to get the group of enemies into melee range of each other immobilize them and then use ignite. It's possible but it means the dominator has to spend time herding the enemies before locking them down. At that point I'm inclined to say they deserve the damage.
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its an 8ft diameter, and if a mob has a foot in that diameter they take damage.
My AR/Ice has no problem hitting 4 with Ignite and I only have Ice Patch and Shiver to keep them in place, I don't see how you could imagine corner pulling with an AR dom to maximize Ignite (and all your other aoes) would be hard. And it doesn't take much longer then it takes for ignite to animate to set it up.
I'll try replacing Full Auto with Flamethrower, but I always, always hated that that was apart of the AR set.
Going from suddenly shooting rifle bullets to shotgun shells was bad, but explainable, throw a flamethrower into the mix and, oi....
I'm not giving the Assault set Ignite, as the primary has a potential burn patch, too.
I'd still prefer Heavy Burst to Buckshot to give it a little more variety over Assault Rifle.
As for the pet, well, it shouldn't be a robot, that's too techy. Could do a Merc, or a recolored Malta or PPD SWAT, call it Specialist, with....
Rifle Butt: Melee, Single Target, Moderate Damage(Smashing), Disorient
Burst: Ranged, Single Target, Moderate DoT(Lethal), -Def
Heavy Burst: Ranged, Cone, High DoT(Lethal), -Def
Slug: Ranged, Single Target, High Damage(Lethal) -Def
Body Armor: Auto: Self +Resistance(Smashing, Lethal)
As for Trip Mine, everyone keeps tellin me it's so bad to give it that, but no one's giving me any suggestions on what to replace it with.
Updated the power list--decided to add some status protection to the pet since I noticed every other controller pet (the ones with only one pet, at least) had some heavy status protection, too.
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I'll try replacing Full Auto with Flamethrower, but I always, always hated that that was apart of the AR set.
Going from suddenly shooting rifle bullets to shotgun shells was bad, but explainable, throw a flamethrower into the mix and, oi.... |
Personally the theme never bothered me, I simply view it a miniaturized flamethrower mounted under the barrel. Combi-Flamers are available to several races in Warhammer 40K so I just ported that idea over.
I'm not giving the Assault set Ignite, as the primary has a potential burn patch, too. |
As for Trip Mine, everyone keeps tellin me it's so bad to give it that, but no one's giving me any suggestions on what to replace it with. |
I like the idea all around, gives me a reason to make a natural controller. Trip mine needs to be replaced with something different. Perhaps a toy that emits a taunt aura?
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
I'll try replacing Full Auto with Flamethrower, but I always, always hated that that was apart of the AR set.
Going from suddenly shooting rifle bullets to shotgun shells was bad, but explainable, throw a flamethrower into the mix and, oi.... |
Okay, I've got an idea for a controller centric replacement for Trip Mine, but I don't want to give the assault set Aim (Surveillance is supposed to be it's Build Up/Aim/Powerboost)
And I dunno of any other melee attack that involves the assault rifle.
Replaced Trip Mine with Sonic Mine, it's supposed to work as a mine that taunts enemies to get them close, and then when it's destroyed it disorients them, and lowers their resistance.
And I dunno of any other melee attack that involves the assault rifle.
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Bayonet Slice: You swing your bayonet in an arc in front of you dealing damage to all foes in front of you.
Melee (Cone, 7ft, 130degrees), Moderate DMG(Lethal), Foe -DEF(All)
Basically a clone of Slice from Broadsword. I opted for an AoE rather than a single target attack for a few reasons. It makes the set slightly AoE heavy compared with other Assault Sets which does fit with the origin (AR is AoE heavy compared to other blast sets) without breaking the general theme of assault sets having short range AoEs.
Here's a new iteration of my previous suggestion for a Controller/Dominator powerset, Munitions Control, and Munitions Assault for Dominators
Munitions Control
Level 1: Acidic Web Grenade - You fire a modified web grenade from your assault rifle, immobilizing the target and dealing moderate damage over time and reducing the targets resistance to damage for a short while.
Recharge: Fast, Ranged, Foe: Moderate DoT(Toxic), Immobilize, -Fly, -Res(All)
Level 1: Paralytic Dart - You fire a modified round from your assault rifle containing a small dart filled with a paralytic poison made to hold enemies for a short while.
Recharge: Moderate, Ranged, Foe: Moderate DoT(Toxic), Hold
Level 2: Napalm - You fire a container of specially customized Napalm at an area, rendering any enemy caught in it to be slowed, with a possibility of immobilization for the duration, as well as having reduced defenses towards Fire. In addition, the Napalm can also be ignited with fire and/or energy to deal extra damage.
Level 6: Recharge: Moderate, Ranged (Targeted AoE), Foe: Immobilize, -SPD, -Jump, -Def(Fire), Special(Moderate DoT(Fire) when Ignited)
Level 8: Smoke Grenade - The Smoke Grenade envelops all those in the affected area in a cloud of smoke. Most villains will not be able to see past normal melee range, although some may have better Perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy.
Recharge: Slow, Ranged (Targeted AoE), Foe -Perception, -To-Hit
Level 10: Sleep Grenade - You launch a Sleep Grenade from beneath the barrel of your Assault Rifle. This small blast does minor smashing damage but affects all foes within the blast radius.
Recharge: Slow, Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
Level 12: Flashbang Grenade - These military issue non-lethal grenades explode with a concussive force that leaves all affected targets very vulnerable. Their accuracy and defense will be reduced, and they may be disoriented for several seconds.
Recharge: Slow, Ranged (Targeted AoE), Foe -Acc, -Def(All), Disorient
Level 18: Tear Gas - A Tear Gas grenade leaves foes in the affected area choking and helpless
Recharge: Very Long, Ranged (Targeted AoE), Foe -Hold
Level 26: Sonic Mine - You can place a Sonic Mine on the ground. Any foes near the Sonic Mine will hear a loud screeching sound, drawing all nearby foes to attack it. When the Sonic Mine is destroyed, it will emit an even louder sound and a bright flash, stunning the enemies for a few moments.
Recharge: Slow, Place Mine: PBAoE, Minor DMG(Smashing/Energy), Foe Taunt, Disorient, -Res
Level 32: Call Backup - You can call a backup soldier to give you a hand in defeating foes, this soldier is exceptionally well trained armored and is immune to Disorient, Sleep, Confuse, Attack Rate, and -ToHit Debuffs and resistant to Smashing and Lethal damage
Powers
Rifle Butt: Melee, Single Target, Moderate Damage(Smashing), Disorient
Burst: Ranged, Single Target, Moderate DoT(Lethal), -Def
Heavy Burst: Ranged, Cone, High DoT(Lethal), -Def
Slug: Ranged, Single Target, High Damage(Lethal) -Def
Resistances: Auto: Self +Res(Smashing, Lethal), +Res(Sleep, Confuse, Disorient, -Recharge, -ToHit)
Recharge: Very Long, Summon Specialist: Ranged, Heavy DMG(Lethal)
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Munitions Assault
Level 1: 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.
Recharge: Fast, Ranged, Moderate DoT(Lethal), Foe -DEF
Level 2: Pummel - You can smash your opponents in close combat.
Recharge: Fast, Melee, Minor Damage (Smashing), Foe: Disorient
Level 4: Slug - Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but it deals more damage, has longer range, and can knock down foes.
Recharge: Moderate, Ranged, High DMG(Lethal), Foe Knockback
Level 10: Bayonet - Your weapon includes a bayonet attachment which you can use to stab at your enemies for lethal damage.
Recharge: Medium, Melee, Moderate Damage over Time (Lethal/Smashing)
Level 16: Surveillance - When this power is activated, you focus your senses to analyze your target's defensive capabilities and discover their weaknesses. By sharing your knowledge of the target's weaknesses with your teammates, you effectively reduce their defense and resistance to damage.
Recharge: Slow, Ranged, Foe: -Res{All) -Def(All)
Level 20: Heavy Burst - Fires a Heavy Burst of rounds at a single target at long range.
Recharge: Medium, Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense
Level 28: M30 Grenade - Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back.
Recharge: Slow, Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback
Level 35: Sniper Rifle - The Sniper Rifle 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, as this attack can be interrupted.
Recharge: Slow, Sniper, Extreme DMG(Lethal), Foe Knockback
Level 38: Flamethrower - Spews forth a cone of flames from underneath the barrel of your Assault Rifle, setting foes on fire. Very accurate and very deadly at medium range.
Recharge: Slow, Ranged (Cone), Exrtreme DoT(Fire)
Please leave a comment for support if you like.
Or a critique if you don't.