Ideas for new Archetypes


Adeon Hawkwood

 

Posted

Throwing a couple new Archetypes into the mix would be fun. Here's a couple ideas I'd like to see happen in a future update. Anybody else have any ideas?

Aggressor (Villain)
- Primary: Assault
- Secondary: Defensive Support
- Inherent: Critical Effect
- Damage: High
- Hit Points: Medium

- The Aggressor has one objective: Destroy the current target. With a varied assortment of single-target Assault powers, secondary Defensive Support powers to back him up, and his Critical Effect capability, running away won't help anyone in this archetype's cross hairs. However, the Aggressor can easily get himself in over his head if he's not careful.

This archetype uses the Dominator's Assault power set and combines it with a new secondary set, Defensive Support. As its name implies, this new set combines certain powers from the melee classes' Defense sets with similarly themed Blaster Support powers to give shielding and boosts to the player along with tools to trip up opponents. The inherent Critical Effect ability works much a Scrapper's, except instead of double damage, the result is a decent buff to whatever secondary effect the attack may cause, such as a longer Hold or Disorient, further Knockback, or higher percentage debuffs. Base hit points are between that of a Blaster and a Scrapper.

Assault Power Sets
- Assault Rifle & Combat (new)
- Dark Assault (new)
- Earth Assault
- Electricity Assault
- Energy Assault
- Fiery Assault
- Icy Assault
- Psionic Assault

Defensive Support Power Sets (all new, sorta)
- Dark Miasma
- Devices
- Earth & Stone
- Electricity
- Energy
- Fire
- Ice
- Psionics

Wildcard (Hero)
- Primary: Melee
- Seconday: Buff/DeBuff
- Inherent: Power Play
- Damage: Medium
- Hit Points: Medium

- The Wildcard has the tools to effectively play offence or defense whenever necessary. With his combination of Melee and Buff/DeBuff powers along with his special Power Play ability to boot, this well-rounded archetype is great for teams or playing solo. Although they have more hit points than most classes, Wildcards tend to be lacking in defense.

Called a "Paladin" in other RPGs, this archetype is basically a melee healer, or a cross between a Defender and a Scrapper. The inherent Power Play system works in a similar fashion to that of popular fighting games; dealing and taking damage slowly builds up a power meter that fills to three stocks. These Power Play cards can be used to significantly buff the damage and/or all effects of whatever power is used next. Base hit points are the same as a Scrapper, although neither power set provides much in the way of personal defenses.

Melee Power Sets
- Claws
- Dark Melee
- Dual Blades
- Fiery Melee
- Ice Melee
- Katana
- Kinetic Melee
- Martial Arts
- Spines
- Staff (new)

Buff/DeBuff Power Sets
- Cold Domination
- Dark Miasma
- Empathy
- Force Field
- Kinetics
- Poison
- Spirit Summoning (new)
- Storm Summoning
- Thermal Radiation
- Traps


 

Posted

I believe you intended to post this here: http://boards.cityofheroes.com/forumdisplay.php?f=603

And just so you don't think I'm ragging on you... I'd really like to see an Assault/Defense AT added to the game in the future. The best fit for my main characters, story-wise, would be a combination of Energy Assault and Willpower.


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

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Posted

Regarding the Aggressor I'm not really sure what you want from the Defensive Support Sets. You say a mix of passive defenses (i.e. defense, resistance, healing) and active defenses (i.e. control) but I'm not clear how you plan to balance between the two. Several existing Armor sets (such as Dark Armor) are already designed this way so I guess the question is how would this AT differ from a theoretical Assault/Armor AT?

Regarding the Wildcard I don't think it would work. The Melee damage ATs all have mez protection for a very good reason, any AT that needs to stay in melee for an extended period will get hit by mezzes. Most non-melee ATs that need to spend time in melee range either get controls (Dominators), use hit and run tactics (Blappers) or get mez protection (Traps).


 

Posted

Oh yeah, this does indeed need to be moved, sorry about that.

@ Adeon - For the Aggressor defense set I wanted it to be more than just dynamic armor and self-buffs, so thrown in are a couple mezzes and maybe a nuke at the end. As for the Wildcard, you're right about the lack of mez resistance early on, although some of the res and def buffs could be made into PBAoEs so the player is buffed too.


 

Posted

I like the concept of the Wildcard and have been wanting a Scrapfender for a long time, though I don't think I'd go about it quite that way. I'd rather do something like Aion's Chanter class, which has melee attacks, team support that doesn't require a lot of attention except when things go south, and a fair amount of personal protection.


 

Posted

The Wildcard class would be incredibly and monstrously overpowered, especially if combined with Kinetics. An AT with Scrapper attacks plus Fulcrum Shift would put out disgusting damage and make farming a breeze. Add to that the ability to increase the output of Fulcrum Shift three times?

Mhm, doesn't sound too pretty to me.

Force Fields plus melee attacks would completely mitigate the need for defense as well, and basically turn Wildcards into the WoW equivalent of old bubblers - basically unkillable.


 

Posted

Quote:
Originally Posted by Badk4buki View Post
The Wildcard class would be incredibly and monstrously overpowered, especially if combined with Kinetics. An AT with Scrapper attacks plus Fulcrum Shift would put out disgusting damage and make farming a breeze. Add to that the ability to increase the output of Fulcrum Shift three times?

Mhm, doesn't sound too pretty to me.

Force Fields plus melee attacks would completely mitigate the need for defense as well, and basically turn Wildcards into the WoW equivalent of old bubblers - basically unkillable.
To be fair, pretty much anything paired with kinetics would be/already is overpowered. And a force fielder in melee would have a lot in common with an defense based tanker except with ally buffs instead of defense debuff resistance and a taunt aura.

All things considered, I just want my damn paladinfender NOW!


 

Posted

Quote:
Originally Posted by Badk4buki View Post
The Wildcard class would be incredibly and monstrously overpowered, especially if combined with Kinetics. An AT with Scrapper attacks plus Fulcrum Shift would put out disgusting damage and make farming a breeze. Add to that the ability to increase the output of Fulcrum Shift three times?

Mhm, doesn't sound too pretty to me.

Force Fields plus melee attacks would completely mitigate the need for defense as well, and basically turn Wildcards into the WoW equivalent of old bubblers - basically unkillable.


Not really, it all depends on the AT modifiers. A Scrapfender, Wild Card, what have you running Tank melee mods (or thereabouts seems most likely) won't be putting out as much damage as a Scrapper could under the same conditions. If they have higher damage than Defenders, their buff/debuff will also be lower. Besides, Force Fields on Defenders already doesn't render the need for defense useless.

Now if they did have Scrapper melee mods AND Defender buff/debuff mods? Yeah, that'd be broken.