Munitions Control/Assault Redux
One quick critique - Minitions Control can't include Trip Mine, because then Munitions/Traps Controllers (a very thematic combo) would have Trip Mine twice. While it wouldn't be as bad as letting someone have two PFFs, it's still a bad idea. Also, it, Targeting Drone and Gun Drone really aren't control powers. Three powers that don't help you control anything is a little excessive - even Gravity gets knock-up in Levitate and knockback in Propel, with Singularity flinging holds. I'm also not sure about Gun Drone as a pet, but I can't really put my finger on why.
I'm also not sure about Gun Drone as a pet, but I can't really put my finger on why.
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More practically if you look at the sets with single pets most of them have several attacks at least some of which have a control or debuff component in them. Gun Drone has a single power which is just damage so realistically it's only slightly stronger than a single Fire Imp.
Personally for a "Gadgets" control set I'd say give it a Robot for the pet, something along the lines of the Battle Drones in Robotics (not a direct copy in terms of powers obviously, but I'd say reuse the model).
I'm thinking more along the lines of the Malta Auto Turrets.
And, Trip Mine does get Knockback, too, you know.
On Trip Mine, like I said in the other post, it's mainly there as a power that can be used to ignite the burn patch in Napalm with it's Fire damage. Do you know of anything else that wouldn't be too over the top?
As for the Targeting Drone, it was mainly for synergy with the assault set, as it improves Sniper Rifle.
I may change it out for Smoke Grenade, but people were complaining the set was too grenade heavy before.
Made some changes to the set based on the suggestions.
I love this, we need more tech powersets, I also nominate a gadget control set which is less grenade based. Even gadget blast! IT can consist primarily of swarmer pets and such.
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: Trip Mine - You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delicate work, and if you are interrupted, you will fail.
Recharge: Slow, Place Mine: PBAoE, Superior DMG(Lethal/Fire), Foe Knockback
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.