Ideas for new Archetypes


Bladedancer13

 

Posted

I think throwing a couple new Archetypes into the mix would be fun. I mistakenly posted this in the wrong section a while back, so now I'm posting it here where it belongs. Bear in mind that I've been playing for years and I'm trying to take the most realistic approach to this as possible (unlike what I've read in some other posts).
EDIT: I went ahead and expanded all the new and retooled power sets for review and discussion, as well as some other minor tweaks and such. I apologize for the massive wall of text, but I really think I’m on to something here.
EDIT 2: Happy now, Leo_G? lol
EDIT 3: More minor tweaks.
EDIT 4.1: Added two more AT ideas based on Hercules’ suggestions later on in this thread. I’m still rather sketchy on the logistics of them, though.
EDIT 5: Changed Beast Master considerably.
EDIT 6: Thanks to Veldrane’s advice, I gave the latter two ATs a bit of an overhaul and the Aggressor got a new Inherent. I’m still working on the numbers for the first two and power sets for the other two, so stay tuned.

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

- The Wildcard has the tools to effectively play offence or defense whenever necessary in an up-close and personal manner. 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 or Inspiration is used next (within reason, some high-level powers and large inspirations may have diminished effects to avoid over-powering or, in other words, some nerfing may apply). Base hit points are the same as a Scrapper, although neither power set provides much in the way of personal defenses. Many Buff/Debuff powers’ range have been shortened and/or work at lower levels than their squishier archetype’s counterparts, however, others have been retooled as PBAoEs for the player's benefit (mez protection and such). This makes teamwork and creative use of the Power Play cards a recommended strategy. Wildcards receive basically the same Ancillary and Patron Power Pools as Scrappers.

Melee Power Sets (All the same as Scrapper sets)
Claws
Dark Melee
Dual Blades
Electric Melee
Fiery Melee
Ice Melee
Katana
Kinetic Melee
Martial Arts
Spines
Staff (New)
[Slightly longer range than normal melee and most attacks have Knockdown]
- 1 Bash: Melee, Minor DMG(Smash), Foe Disorient
- 1 Poke: Close, Moderate DMG(Smash), Foe Knockdown
- 2 Rapid Jab: Close, High DoT(Smash)
- 6 Focus Chi: Self +DMG, +To-Hit
- 8 Swing: Close(Cone), Moderate DMG, Foe Knockdown
- 12 Confront: Ranged, Foe Taunt, -Range
- 18 Sweep: PBAoE, Moderate DMG(Smash), Foe Knockdown
- 26 Pole Vault: Close, Superior DMG(Smash), Foe Knockdown
- 32 Dragon Spin: PBAoE, High DMG(Smash/Fire), Minor DoT(Fire), Foe Knockdown

Buff/DeBuff Power Sets
Cold Domination [Ice Shield, Glacial Shield and Frostwork changed to PBAoEs]
- 1 Infrigidate: Ranged, Foe -Recharge, -SPD, -DEF(All), -DMG(Fire)
- 2 Ice Shield: PBAoE, Team +DEF(Smash, Lethal, Melee), +Res(Fire, Cold)
- 4 Snow Storm: Toggle: Ranged (Targeted AoE), Foe -Recharge, -SPD, -Fly
- 10 Glacial Shield: PBAoE, Team +DEF(Energy, Negative, Ranged, AoE), +Res(Cold)
- 16 Frostwork: PBAoE, Team +Max Health, +Res(Toxic)
- 20 Arctic Fog: Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Fire, Cold, Energy, Slow)
- 28 Benumb: Ranged, Foe -DMG, -End, -Regen, -Special
- 35 Sleet: Ranged (Location AoE), Minor DoT(Cold), Foe -Recharge, -SPD, -DEF(All), -Res(All)
- 38 Heat Loss: Ranged (Targeted AoE), Foe -End, -SPD, -Res(All), Team +End, +Recovery
Dark Miasma [Largely unchanged, range is shortened on Fearsome Stare and Petrifying Gaze]
- 1 Twilight Grasp: Ranged, Foe -Regen, -DMG, -To-Hit, Team Heal
- 2 Tar Patch: Ranged (Location AoE), Foe -SPD, -Jump, -Fly, -Res(All)
- 4 Darkest Night: Toggle: Ranged (Targeted AoE), Foe -DMG, -To-Hit
- 10 Howling Twilight: Ranged (Targeted AoE), Minor DMG(Negative), Foe Disorient, -Regen, -Recharge, -SPD, Ally Rez
- 16 Shadow Fall: Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Energy, Negative, Psionics, Fear)
- 20 Fearsome Stare: Close (Cone), Foe Fear, -To-Hit
- 28 Petrifying Gaze: Close, Foe Hold
- 35 Black Hole: Ranged (Targeted AoE), Foe Intangible
- 38 Dark Servant: Summon Dark Servant: Ranged, Debuff, Special
Empathy [Absorb Pain changed to the new power Suppress Pain; Clear Mind, Fortitude and Adrenaline Boost changed to PBAoEs with slightly lower base percentages]
- 1 Healing Aura: PBAoE, Team Heal
- 2 Heal Other: Ranged, Ally Heal
- 4 Suppress Pain: PBAoE, Team +Res(All)
- 10 Resurrect: Close, Ally Rez
- 16 Clear Mind: PBAoE, Team +Res(Disorient, Hold, Sleep, Immobilize, Fear, Confusion), +Perception
- 20 Fortitude: PBAoE, Team +DEF(All), +To-Hit
- 28 Recovery Aura: PBAoE, Team +Recovery
- 35 Regeneration Aura: PBAoE, Team +Regen
- 38 Adrenaline Boost: PBAoE, Team +End, +Regen, +Recharge, +Res(Slow)
Force Field [Repulsion Field toggle changed to Repulsion Blast, Force Bubble changed to Force Pulse]
- 1 Personal Force Field: Self +DEF(All), +Res(All)
- 2 Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), +Res(Toxic)
- 4 Force Bolt: Close, Minor DMG(Smash), Foe Knockback
- 10 Insulation Shield: Ranged, Ally +DEF(Fire, Cold, Energy, Negative, Ranged, AoE), +Res(End Drain)
- 16 Detention Field: Ranged, Foe Capture(Special)
- 20 Dispersion Bubble: Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient), +DEF(All)
- 28 Repulsion Blast: PBAoE, Minor DMG(Smash), Foe Knockback
- 35 Repulsion Bomb: Ranged (Targeted Ally AoE), Minor DMG(Smash), Foe Disorient, Knockdown
- 38 Force Pulse: Toggle: PBAoE, Foe Knockdown, -DEF, -Res
Kinetics [Repel changed to Infuse Repel, Increase Density changed to PBAoE]
- 1 Transfusion: Ranged, Foe -End, -Regen, Team Heal
- 2 Siphon Power: Ranged, Foe -DMG, Team +DMG
- 4 Infuse Repel: Toggle: Ranged, Ally PBAoE, Foe Knockback
- 10 Siphon Speed: Ranged, Foe -SPD, Self +Recharge, +SPD
- 16 Increase Density: PBAoE, Team +Res(Smash, Energy, Disorient, Hold, Immobilize, Knockback), -SPD(Special)
- 20 Speed Boost: Ranged, Ally +Recharge, +SPD, +Recovery, +Res(Slow)
- 28 Inertial Reduction: PBAoE, Team +Jump
- 35 Transference: Ranged, Foe -End, Team +End
- 38 Fulcrum Shift: Ranged (Targeted AoE), Foe -DMG, Team +DMG
Poison [Alkaloid and Antidote changed to PBAoEs, Noxious Gas works on teammates]
- 1 Alkaloid: PBAoE, Team Heal
- 2 Envenom: Ranged, Foe -DEF(All), -Res(All), -Regen, -Heal
- 4 Weaken: Ranged, Foe -DMG, -To-Hit, -Special
- 10 Neurotoxic Breath: Ranged (Cone), Foe Hold, -Recharge, -SPD
- 16 Elixir of Life: Close, Ally Rez, +Res(Toxic), +DMG, +To-Hit, +Recharge, +Recovery
- 20 Antidote: PBAoE, Team +Res(Cold, Toxic, Disorient, Fear, Confusion, Hold, Sleep, Immobilize, -Recharge, -SPD)
- 28 Paralytic Poison: Ranged, Foe Hold
- 35 Poison Trap: Place Trap: PBAoE, Foe Hold, Sleep, -Endurance
- 38 Noxious Gas: Infect Ally: PBAoE, Foe Hold, -DEF(All), -Res(All), -DMG, -To-Hit
Spirit Summoning (New)
- 1 Spirit of the Knight: PBAoE, Team +Res(Smash, Lethal, Melee)
- 2 Spirit of the Holy: PBAoE, Team Heal +Res(Energy, Negative, Toxic)
- 4 Spirit of the Athlete: PBAoE, Team +SPD +Recharge +Recovery +Res(Psychic, Ranged, AoE)
- 10 Reclaim Spirit: Close, Ally Rez +DEF(All) +Res(All)
- 16 Spirit of the Jester: Ranged, Foe Confuse
- 20 Spirit of the Infallible: PBAoE, Team +Res(Fire, Cold, Disorient, Hold, Sleep, Immobilize, Fear, Confusion)
- 28 Spirit of the Master: PBAoE, Team +DEF(All) +Perception
- 35 Spirit of the Warrior: PBAoE, Team +DMG +To-Hit +Res(DEF DeBuff, To-Hit DeBuff)
- 38 Wandering Spirit: Summon Spirit Pet: Melee, Foe -Res, Fear
Storm Summoning [O2 Boost changed to PBAoE; Thunder Clap changed to Thunder Shock since Electric Melee already has that]
- 1 Gale: Ranged (Cone), Minor DMG(Smash), Foe Knockback
- 2 O2 Boost: PBAoE, Team Heal, +Res(Disorient, Sleep, End Drain), +Perception
- 4 Snow Storm: Toggle: Ranged (Targeted AoE), Foe -Recharge, -SPD, -Fly
- 10 Steamy Mist: Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Fire, Cold, Energy, Confuse)
- 16 Freezing Rain: Ranged (Location AoE), Minor DoT(Cold), Foe -Recharge, -SPD, -DEF(All), -Res(All)
- 20 Hurricane: Toggle: PBAoE, Foe -Range, -To-Hit, Repel, Knockback
- 28 Thunder Shock: PBAoE, Self +End +Recovery, Foe -End -Recovery
- 35 Tornado: Summon Tornado: PBAoE, Minor DMG(Smash), Foe Fear, Disorient, Knockback
- 38 Lightning Storm: Summon Storm: Ranged, High DMG(Energy), Foe -End
Thermal Radiation [Fire Shield, Plasma Shield, and Thaw changed to PBAoEs]
- 1 Warmth: PBAoE, Team Heal
- 2 Fire Shield: PBAoE, Team +Res(Smash, Lethal, Fire, Cold)
- 4 Cauterize: Ranged, Ally Heal
- 10 Plasma Shield: PBAoE, Team +Res(Fire, Energy, Negative)
- 16 Power of the Phoenix: Close, Ally Rez, Special(Targeted AoE, Extreme DoT(Fire), Foe Disorient, Knockback)
- 20 Thaw: PBAoE, Team +Res(Cold, Disorient, Hold, Sleep, Immobilize, Fear, Confusion, Slow)
- 28 Forge: Ranged, Ally +DMG, +To-Hit
- 35 Heat Exhaustion: Ranged, Foe -DMG, -End, -Recovery, -Regen
- 38 Melt Armor: Ranged (Targeted AoE), Foe -DEF(All), -Res(All)
Traps [Same as Defender/Corruptor set]
- 1 Web Grenade: Ranged, Foe Immobilize, -Recharge, -SPD, -Jump, -Fly
- 2 Caltrops: Ranged (Location AoE), Minor DoT(Lethal), Foe -SPD, -Jump
- 4 Triage Beacon: Place Beacon: PBAoE, Team +Regen
- 10 Acid Mortar: Place Trap: Ranged (Targeted AoE), Minor DoT(Toxic), Foe -DEF(All), -Res(All)
- 16 Force Field Generator: Place Drone: PBAoE, Team +DEF(All), +Res(Disorient, Hold, Immobilize)
- 20 Poison Trap: Place Trap: PBAoE, Foe Hold(Special), -Regen, -Recharge
- 28 Seeker Drones: Summon Seekers: Ranged, Minor DMG(Energy), Foe Disorient, -DMG, -To-Hit, -Perception
- 35 Trip Mine: Place Mine: PBAoE, Superior DMG(Lethal/Fire), Foe Knockback
- 38 Time Bomb: Place Bomb: PBAoE, Extreme DMG(Lethal/Fire), Foe Knockback

Aggressor (Villain/Praetorian)
- Primary: Assault
- Secondary: Reinforcement
- Inherent: Zero In
- Damage: High
- Hit Points: Low

- The Aggressor has one objective: destroy the current target. With a varied assortment of single-target Assault powers, secondary Reinforcement powers to back him up and his Zero In capability, running away won't help anyone in this archetype's cross hairs. Despite being a Jack-of-all-trades that can definitely take care of himself, the Aggressor is still somewhat low on hit points and can easily get himself in over his head if he's not careful.

This archetype uses the Dominator's Assault power set as its primary and pairs it with a somewhat new secondary set, Reinforcement. Just like the Assault power set is an amalgam of the Ranged and similarly themed Melee power sets, this secondary 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 some tools to trip up opponents (typically 4 or 5 self +DEF/RES toggles and autos, 2 or 3 self buffs, 1 or 2 mezzes and a nuke). Although Reinforcement provides melee class armors, they tend to function at slightly lower percentages. The Zero In Inherent power works like a Corruptor’s Scourge power, except it raises the Aggressor’s To-Hit chance rather than Critical Hit chance. Base hit points are the same as a Blaster or Stalker (the highest end of what the game considers low hit points). Aggressors receive vaguely the same Ancillary and Patron Power Pools as Dominators to provide more multiple-target powers and mezzes.

Assault Power Sets
Assault Rifle & Combat (New) [A jumble of Assault Rifle, Arachnos Soldier and Martial Arts]
- 1 Single Shot: Ranged, Minor Damage (Lethal), Foe: -DEF
- 1 Storm Kick: Melee, Moderate DMG(Smash)
- 2 Burst: Ranged, Moderate DoT(Lethal), Foe -DEF
- 6 Pummel: Melee, Moderate Damage (Smashing), Foe: Disorient
- 8 Build Up: Self +DMG, +To-Hit
- 12 Sniper Rifle: Sniper, Extreme DMG(Lethal), Foe Knockback
- 18 Bayonet: Melee, High DoT (Lethal/Smashing)
- 26 Crane Kick: Melee, High DMG(Smash), Foe Knockback
- 32 Full Auto: Ranged (Cone), Superior DoT(Lethal), +Special
Dark Assault (New) [Dark Blast + Dark Melee]
- 1 Dark Blast: Ranged, Minor DMG(Negative), Foe -To-Hit
- 1 Smite: Melee, Moderate DMG(Smash/Negative), Foe -To-Hit
- 2 Shadow Maul: Melee (Cone), High DoT(Smash/Negative), Foe -To-Hit
- 6 Gloom: Ranged, High DoT(Negative), Foe -To-Hit
- 8 Touch of Fear: Melee, Foe Fear, -To-Hit
- 12 Moonbeam: Sniper, Extreme DMG(Negative), Foe -To-Hit
- 18 Night Fall: Ranged (Cone), Moderate DoT(Negative), Foe -To-Hit
- 26 Dark Consumption: PBAoE, Moderate DMG(Negative), Self +End
- 32 Siphon Life: Melee, Superior DMG(Negative), Foe -To-Hit, Self Heal
Earth Assault [Same as Dominator’s set except for a Build Up instead of Power Boost, since the Critical Effect ability makes it redundant]
- 1 Stone Spears: Ranged, Moderate DMG(Lethal)
- 1 Stone Mallet: Melee, High DMG(Smash), Foe Knockdown
- 2 Tremor: PBAoE, Moderate DMG(Smash), Foe Knockdown
- 6 Hurl Boulder: Ranged, High DMG(Smash), Foe Knockback, -Fly
- 8 Build Up: Self +DMG, +To-Hit
- 12 Heavy Mallet: Melee, Superior DMG(Smash), Foe Knockdown
- 18 Seismic Smash: Melee, Extreme DMG(Smash), Foe Hold
- 26 Mud Pots: Toggle, PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD
- 32 Fissure: Close (Targeted AoE), Moderate DMG(Smash/Lethal), Foe Disorient, Knockback
Electricity Assault [Same as Dominator’s set]
- 1 Charged Bolts: Ranged, Moderate DMG(Energy), Foe -End, -Recovery
- 1 Charged Brawl: Melee, Moderate DMG(Smash/Energy), Foe Disorient, -End, -Recovery
- 2 Lightning Bolt: Ranged, High DMG(Energy), Foe -End, -Recovery
- 6 Havoc Punch: Melee, High DMG(Smash/Energy), Foe Sleep, -End, -Recovery
- 8 Build Up: Self +DMG, +To-Hit
- 12 Zapp: Sniper, Extreme DMG(Energy), Foe -End, -Recovery
- 18 Static Discharge: Ranged (Cone), Moderate DMG(Energy), Foe -End, -Recovery
- 26 Thunder Strike: Melee (Targeted AoE), High DMG(Smash/Energy), Foe Disorient, -Recovery, Knockback
- 32 Voltaic Sentinel: Summon Sentinel: Ranged, Moderate DMG(Energy), Foe -End, -Recovery
Energy Assault [Same as Dominator’s set except for a Build Up instead of Power Boost, since the Critical Effect ability makes it redundant]
- 1 Power Bolt: Ranged, Minor DMG(Energy/Smash), Foe Knockback
- 1 Bone Smasher: Melee, High DMG(Energy/Smash), Foe Disorient
- 2 Power Push: Ranged, Minor DMG(Energy/Smash), Foe High Knockback
- 6 Power Blast: Ranged, Moderate DMG(Energy/Smash), Foe Knockback
- 8 Build Up: Self +DMG, +To-Hit
- 12 Whirling Hands: PBAoE, Moderate DMG(Energy/Smash), Foe Disorient
- 18 Total Focus: Melee, Extreme DMG(Energy/Smash), Foe Disorient
- 26 Sniper Blast: Sniper, Superior DMG(Energy/Smash), Foe Knockback
- 32 Power Burst: Close, High DMG(Energy/Smash), Foe Knockback
Fiery Assault [Same as Dominator’s set except for a Build Up instead of Fiery Embrace, since that move is included in the Fire Reinforcement set]
- 1 Flares: Ranged, Minor DMG(Fire)
- 1 Incinerate: Melee, High DoT(Fire)
- 2 Fire Breath: Close (Cone), Moderate DoT(Fire)
- 6 Fire Blast: Ranged, Moderate DMG(Fire)
- 8 Build Up: Self +DMG, +To-Hit
- 12 Combustion: PBAoE, Moderate DoT(Fire)
- 18 Consume: PBAoE, Minor DMG(Fire), Self +End
- 26 Blazing Bolt: Sniper, Extreme DMG(Fire)
- 32 Blaze: Close, High DMG(Fire)
Icy Assault [Same as Dominator’s set except for a Build Up instead of Power Boost, since the Critical Effect ability makes it redundant]
- 1 Ice Bolt: Ranged, Minor DMG(Cold/Smash), Foe -Recharge, -SPD
- 1 Ice Sword: Melee, Moderate DMG(Cold/Lethal), Foe -Recharge, -SPD
- 2 Ice Sword Circle: PBAoE, Moderate DMG(Cold/Lethal), Foe -Recharge, -SPD
- 6 Ice Blast: Ranged, Moderate DMG(Cold/Smash), Foe -Recharge, -SPD
- 8 Build Up: Self +DMG, +To-Hit
- 12 Frost Breath: Close (Cone), Moderate DoT(Cold), Foe -Recharge, -SPD
- 18 Chilling Embrace: Toggle: PBAoE, Foe -Recharge, -SPD
- 26 Ice Slash: Melee, High DMG(Cold/Lethal), Foe -Recharge, -SPD
- 32 Bitter Ice Blast: Ranged, Superior DMG(Cold/Smash), Foe -Recharge, -SPD, -To-Hit
Psionic Assault [Same as Dominator’s set]
- 1 Psionic Dart: Ranged, Minor DMG(Psionic), Foe –Recharge
- 1 Mind Probe: Melee, Moderate DMG(Psionic), Foe –Recharge
- 2 Telekinetic Thrust: Melee, Minor DMG(Psionic/Smash), Foe High Knockback
- 6 Mental Blast: Ranged, Moderate DMG(Psionic), Foe –Recharge
- 8 Psychic Scream: Ranged (Cone), Moderate DMG(Psionic), Foe –Recharge
- 12 Drain Psyche: PBAoE, Foe -Regen, -Recovery, Self +Regen, +Recovery
- 18 Subdue: Ranged, Moderate DMG(Psionic), Foe Immobilize
- 26 Psionic Lance: Sniper, Superior DMG(Psionic), Foe –Recharge
- 32 Psychic Shockwave: PBAoE, High DMG(Psionic), Foe Disorient, -Recharge

Reinforcement Sets (all new, sort of)
Dark Reinforcement [Dark Miasma + Dark Armor]
- 1 Dark Embrace: Toggle: Self +Res(Smash, Lethal, Negative, Toxic)
- 2 Death Shroud: Toggle: PBAoE, Minor DoT(Negative)
- 4 Murky Cloud: Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
- 10 Tenebrous Tentacles: Ranged, Minor DoT(Negative), Foe Immobilize, -To-Hit
- 16 Cloak of Darkness: Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception
- 20 Obsidian Shield: Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear)
- 28 Shadow Dweller: Auto: Self +DEF(All) +Res(To-Hit DeBuff, DEF DeBuff)
- 35 Dark Regeneration: PBAoE, Minor DMG(Negative), Self Heal
- 38 Soul Transfer: PBAoE, High DMG(Negative), Foe Disorient, Self Rez
Device Reinforcement [Devices + Shield Defense (the character won’t hold a physical shield; they will have a personal shield generator much like Praetorian PPD)]
- 1 Web Grenade: Ranged, Foe Immobilize, -Recharge, -Fly
- 2 Deflection: Toggle: Self +DEF(Melee), +Res(Smash, Lethal)
- 4 Battle Agility: Toggle: Self +DEF(Ranged, AoE), +Res(DEF Debuff)
- 10 Caltrops: Ranged (Location AoE), Minor DoT(Lethal), Foe -SPD
- 16 True Grit: Auto: Self +Res(Fire, Cold, Energy, Negative, Toxic), +Max Health
- 20 Active Defense: Self +Res(Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback, DEF Debuff)
- 28 Targeting Drone: Toggle: Self +To-Hit, +Perception, +Res(DeBuff To-Hit)
- 35 Phalanx Fighting: Auto: Self +DEF(Melee, Ranged, AoE)
- 38 Time Bomb: Place Bomb: PBAoE, Extreme DMG(Lethal/Fire)
Earth Reinforcement [Earth Control + Stone Armor]
- 1 Rock Armor: Toggle: Self +DEF(Smash, Lethal), +Res(DEF Debuff)
- 2 Stone Prison: Ranged, Minor DoT(Smash), Foe Immobilize, -DEF(All), -Fly
- 4 Earth’s Embrace: Self Heal, +Max Health, +Res(Toxic)
- 10 Rooted: Toggle: Self +Res(Disorient, Hold, Sleep, Immobilize, Repel, Knockback, End Drain, DEF Debuff), +Regen, -SPD, -Jump, -Fly
- 16 Quicksand: Ranged (Location AoE), Foe -DEF(All), -Fly, -Jump, -SPD
- 20 Brimstone Armor: Toggle: Self +Res(Fire, Cold)
- 28 Crystal Armor: Toggle: Self +DEF(Energy, Negative), +Res(DEF Debuff)
- 35 Minerals: Toggle: Self +DEF(Psionic), +Res(Confuse), +Perception
- 38 Granite Armor: Toggle: Self +DEF(All DMG but Psionics), +Res(All DMG but Psionics, Disorient, Hold, Sleep, Immobilize, Repel, Knockback, DEF Debuff), -Recharge, -SPD, -DMG
Electric Reinforcement [Electric Manipulation + Electric Armor]
- 1 Charged Armor: Toggle: Self +Res(Smash, Lethal, Energy)
- 2 Electric Fence: Ranged, Moderate DoT(Energy), Foe Immobilize, -End, -Recovery
- 4 Conductive Shield: Toggle: Self +Res(Fire, Cold, Energy, Negative)
- 10 Static Shield: Toggle: Self +Res(Psionics, Disorient, Hold, Sleep, Teleport, End Drain, -Recovery)
- 16 Grounded: Auto: Self +Res(Energy, Negative, Immobilize, Knockback, End Drain)
- 20 Lightning Reflexes: Self +Res(-Recharge, -SPD), +Recharge, +SPD
- 28 Energize: Self Endurance Discount, Heal, +Regen
- 35 Power Sink: PBAoE, Foe -End, -Recovery, Self +End
- 38 Power Surge: Self +Res(All DMG but Psionics, Disorient, Sleep, Hold, Immobilize, Repel, Knockback, End Drain, -Recovery, Teleport), +Recovery, +Special(EMP Pulse)
Energy Reinforcement [Energy Manipulation + Energy Aura]
- 1 Kinetic Shield: Toggle, Self +DEF(Smash, Lethal, Energy), +Res(DEF DeBuff)
- 2 Power Shield: Toggle, Self +DEF(Fire, Cold, Energy, Negative), +Res(DEF DeBuff)
- 4 Stun: Melee, Minor DMG(Energy/Smash), Foe Disorient
- 10 Dampening Field: Auto, Self +Res(Smash, Lethal)
- 16 Energy Protection: Auto, Self +Res(Energy, Negative, Toxic)
- 20 Conserve Power: Self End Discount
- 28 Entropy Shield: Toggle, Self +Res(Disorient, Hold, Sleep, Immobilize, Repel, Knockback, Teleport, DEF DeBuff)
- 35 Boost Range: Self Range Increase
- 38 Overload: Self +DEF(All DMG but Psionics), +Res(DEF DeBuff) +Recovery, +Max Health, +Special
Fire Reinforcement [Fire Manipulation + Fiery Aura]
- 1 Fire Shield: Toggle, Self +Res(Smash, Lethal, Fire, Cold, Disorient)
- 2 Ring of Fire: Ranged, Moderate DoT(Fire), Foe Immobilize
- 4 Plasma Shield: Toggle, Self +Res(Fire, Energy, Negative, Hold, Sleep)
- 10 Fiery Embrace: Self +DMG(Fire), +DMG
- 16 Blazing Aura: Toggle, PBAoE, Minor DoT(Fire)
- 20 Temperature Protection: Auto: Self +Res(Fire, Cold)
- 28 Burn: Location (PBAoE), Moderate DoT(Fire), Self +Res(Immobilize)
- 35 Healing Flames: Self Heal, +Res(Toxic)
- 38 Rise of the Phoenix: PBAoE, Extreme DoT(Fire), Foe Disorient, Knockback, Self Rez
Ice Reinforcement [Ice Manipulation + Ice Armor]
- 1 Frozen Armor: Toggle: Self +DEF(Smash/Lethal), +Res(Fire, Cold, DEF Debuff)
- 2 Chilblain: Ranged, Moderate DoT(Cold), Foe Immobilize, -Recharge, -SPD
- 4 Wet Ice: Toggle: Self +DEF(All but Psionics), +Res(Cold, Disorient, Hold, Sleep, Knockback, -Recharge, -SPD, -Jump, DEF Debuff)
- 10 Ice Patch: Location (PBAoE), Foe Knockdown
- 16 Permafrost: Auto: Self +Res(Fire, Cold, -Recharge, -SPD, -Jump)
- 20 Glacial Armor: Toggle: Self +DEF(Energy, Negative), +Res(Cold, DEF Debuff), +Perception
- 28 Hoarfrost: Self Heal, +Max Health, +Res(Toxic)
- 35 Energy Absorption: PBAoE, Foe -End, Self +DEF(All DMG but Psionics), +Res(-Recharge, -SPD, -Jump), +End
- 38 Hibernate: Toggle: Self Invulnerable, +Regen, +Recovery
Mental Reinforcement [Mental Manipulation + Willpower]
- 1 High Pain Tolerance: Auto: Self +Res(All), +Max Health
- 2 Scare: Ranged, Foe Fear
- 4 Heightened Senses: Toggle: Self +DEF(All DMG but Psionics), +Res(DEF Debuff), +Perception
- 10 Fast Healing: Auto: Self +Regen
- 16 Indomitable Will: Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Sleep, Fear, Confusion, Knockback)
- 20 Confuse: Ranged: Foe Confuse
- 28 Quick Recovery: Auto: Self +Recovery
- 35 Resurgence: Self Rez, +Recovery, +DMG, +To-Hit, +Recharge
- 38 Mass Confusion: Ranged (Targeted AoE), Foe Confuse

Harbinger (Hero/Praetorian)
- Primary: Command
- Secondary: Support
- Inherent: Loyalty
- Damage: Medium
- Hit Points: Low

- Using concentrated mastery of his powers, the Harbinger uses a helper of his own creation to aid him in battle and deliver justice to his foes. While selflessly protecting his master and obeying his commands, his pet’s abilities can be further augmented throughout this hero’s career. Although the Harbinger wields a variety of attacks and defenses of his own, he is somewhat lacking in hit points and relies heavily on his pet and teammates for protection.

This archetype is can be summed up as a cross between a Mastermind and a Blaster. Unlike Masterminds, Harbingers rely on a single pet (many from the Control sets) and tend to be a bit more active in battle. The pet can be controlled like a Henchman, though due to its toughness and the Harbinger getting down and dirty in battle, it can easily be left to its own devices. Their Primary Command set is arranged much like the Mastermind’s with their pet as a level 1 power and similarly-themed ranged attacks in appropriate slots, with the latter two summons being replaced by appropriate melee attacks taken from the Blaster's Secondary Support set, which themselves are replaced by Buff/DeBuff powers. The Loyalty inherent power grants your pet a damage and to-hit boost if your health falls below 25%, plus you have a damage and to-hit boost yourself any time your pet is within a 60' radius of you and maintains line-of-sight. Harbingers have the same hit points as Corruptors, their personal base damage output is about Defender level and they receive the same Ancillary and Patron Power Pools as Blasters.

Command Power Sets
Clone Command (with Dual Pistols)
Dark Command
Earth Command
Electricity Command
Energy Command
Fire Command
Ice Command
Technology Command
Psychic Command


Support Power Sets
Dark Manipulation (New)
Devices
Earth Manipulation (New)
Electricity Manipulation
Energy Manipulation
Fire Manipulation
Ice Manipulation
Mental Manipulation


Saboteur (Villain/Praetorian)
- Primary: Buff/Debuff
- Secondary: Ranged Support
- Inherent: Critical Effect
- Damage: Medium
- Hit Points: Low

- The Saboteur’s biggest delight is to be as annoying to his enemies as possible. Although his wide assortment of tricks, traps, and ranged attacks can make him a valuable asset to any team, his team will in turn need to protect him from the resulting ire of their enemies.

With its combination of buff/debuff powers and the newish Ranged Support secondary set (an amalgamation of Ranged and Control attacks, making it a Dominator’s “Greatest Hits” set), this archetype mirrors the team-friendliness of the Hero’s Controller and Defender and is more or less a combination of the two, also echoing their hit points and high-level Power Pools. The inherent Critical Effect ability works much like 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.


 

Posted

Hmmm....Like.

However... I see no Dual Pistols/Super Reflexes option. I am dissapoint!


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I think that new archetypes would be great, as long as they could use existing sets to minimize the work involved.

The set categories in the game are: Defense, Melee, Buff/Debuff, Ranged, Control, Support, Summon, Assault. Combining these in new ways could be interesting and fun.

We have Control/Buff, Control/Assault, how about Buff/Assault? Defense and Melee always seem to go together, we have 4 ATs that use those categories. Support/Defense could be fun, somewhat scrapperish but with less attack and more minor control. Assault with a weaker Defense category would make a good near-melee, kiting AT. Buff/Support? Summon/Control? Defense/Ranged would be odd... you would be sacrificing half your damage to get good defense with mostly ranged attacks, but it probably wouldn't be unbalancing given that blasters can softcap defenses now.

So, there are 5 new AT ideas that need names:
Buff/Assault, Support/Defense, Support/Buff, Summon/Control, Ranged/Defense

Mix up the sets allowed in each one a bit for variety, add a new special power for each AT, and done!

edit-
These 5 new ATs could be native to the Shadow Shard. We're likely to see the Shard play a huge role in the future, and new and different ATs with totally new strategies would fit right in there, The natives have to survive somehow, after all. That would take a little more work, we would need a Shard tutorial zone ending with being rescued by Portal Corp or something.


 

Posted

Quote:
Buff/Assault, Support/Defense, Support/Buff, Summon/Control, Ranged/Defense
Support? You mean manipulation? Well blaster's Manipulation sets are already an amalgamation of melee and control sets with some self buffs. Honestly, they're kindof a mess, really. It's harder to try and balance such a set with their performance varies so wildly. What I'm trying to say is, those sets aren't meant to stand up on their own. So the Manipulation/Defense set and the Manipulation/Support(buff) set wouldn't work. Either they wouldn't work, or you'd have to rework those sets for such an AT so then you might as well just call it something else (such as, what do you do with Lightning Field in Electric Manipulation when paired with Electric Armor? Or the same such with mines in Devices/Traps?).

So that narrows it down to Support/Assault, Summon/Control and Ranged/Defense.

Quote:
Aggressor (Villain/Praetorian)
[cut]
Decent idea. Several tweeks I'd make:
-Remove Build up from their defensive support set and replace it with something more thematic. It really doesn't make a whole lot of sense. It's not defensive at all but it's in a defensive support set?
-Replace all instances of self buff powers in their assault sets with Build up. For one, some assault sets (Electric Assault) has BU which would clash with the secondary's BU if not removed. For two, stuff like Power Boost would unfairly aid defense based secondaries for this AT because Power Boost will increase +def buffs but not +res buffs. Thirdly, Power boost looses much of its luster without control effects to boost. Fourthly, this opens up the Fiery defensive support set to have Fiery Embrace (because +dmg for fire *is* defensive). And fifthly, Drain Psych would most definitely be too powerful on an AT with decent HP + armor.

Quote:
Wildcard (Hero/Praetorian)
[cut]
I personally like this idea, mainly because I sort of *need* a Melee/Support set for a couple of characters. But it kind of doesn't 'flow' since you're forced into melee but have the least suvivability on a team. I'd probably put their HP/cap at scrapper level but switch their secondary to a combination of Buff/debuff sets with armor. Something like:

1. Personal Fire Shield
2. Blazing Aura
3. Cauterize
4. Fire Shield (buff)
5. Healing Flames
6. Personal Plasma Shield
7. Plasma Shield (buff)
8. Heat Exhaustion
9. Rise of the Phoenix

Basically a combo of Fire Armor and Thermal Radiation's powers. The pattern being this AT would be decent at buffing but would lack the 'crown jewels' of the buffing set it borrows from, the tier 9.

The wild card idea is interesting. I like it. You should probably elaborate on that some.


 

Posted

I've actually taken all the unused combinations of the existing power sets into consideration and narrowed everything down into (more or less) what I feel would be the best directions to take. Most of the bases are already covered and things like Ranged/Defense or Summon/Control would be grossly overpowered (if not just plain silly).

Quote:
Originally Posted by Leo_G
Remove Build up from their defensive support set and replace it with something more thematic... Replace all instances of self buff powers in their assault sets with Build up.
Totally agree. I noticed that when I was whipping up the sample Defensive Support sets, but didn't feel like also going back and footnoting the Assault sets (although now I'm not sure why I felt that was such an imposition at the time). But you're right, that makes perfect sense.

As for the Wildcard, I admit it's kind of a hazy idea as far as the secondary set is concerned. I thought it seemed like I was just recycling my Aggressor idea by mixing Defense powers into another power set again, but it's probably the best approach considering they're a Melee type.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Hmmm....Like.

However... I see no Dual Pistols/Super Reflexes option. I am dissapoint!
I'd rather just see a straight up Assault/Defense AT. Energy Assault/Willpower, woooo! @_@

The "Defensive Support" sets that the OP proposes just seem okay, but more focused on buffing than mitigation, which is what I'd prefer.

I'm also not advocating Tank Mages here or anything... I'd make an Assault/Defense AT have Blasterish HP, Stalkerish defense and Dominatorish attack damage; basically, more attack options, but less effective in every way than the existing, more specialized ATs.


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

-----
Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post

I'm also not advocating Tank Mages here or anything... I'd make an Assault/Defense AT have Blasterish HP, Stalkerish defense and Dominatorish attack damage; basically, more attack options, but less effective in every way than the existing, more specialized ATs.
Stalkers have the same defense values as Scrapper and Brute, Dominators have the same damage mods as Stalkers. You'd basically be making another Stalker but with less HP.

Honestly, if an AT is going to do the same thing as other ATs, it can at least be as good as them without needing to be worse at other things. Either that or you can just skip non-unique mock-ups and go for one that does something we can't do now.


 

Posted

I think a support/defense should have weaker defense mods, and keep blaster damage mods. Make them squishy but they hit hard.


 

Posted

I would say IF you're going to start some new Archetypes, they should be sets that people open after 50... I.e. new epics.

How about this:

Epic Elemental Hero: Ice, Electricity, or Fire
Primary set Attack--: player could choose any melee, ranged or PBAOE power related to their element in whatever combination they wish, any 9 mix and match. If it does damage they can choose it. They can be grouped according to level.

Secondary set--: any control, buff or debuff power related to their element. This includes heals, build-ups, buffs, debuffs, armors, auras. Any 9 mix and match.

Special Movement Power:
Ice: ice slide like the bonus slider (run) power but at super speed and can fly.
Electricity: electric bolt--super jump+ss (player turns into a lighting bolt)
Fire: flaming fly (player has a flaming aura and flies at super speed).


 

Posted

For one, opening epics at 50 is an archaic roadblock that has been removed from the game. Khelds and SoA are unlocked now at lvl 20 and any future epics I'd rather see unlocked 'per server' through a TF/SF.

For two, the reason we will never have an AT able to choose a combination of 'any attacking power' and 'any other power' is because it was so difficult to balance, it was removed from the game before CoH was originally launched.

For three, you can already sort of do this with limitations. Want Fire defense, Ice attacks and earth controls? Fire Armor/Ice Melee/Earth Tanker. What about someone who controls earth and does lots of fire stuff? Earth/Fire Assault/Fire dominator.

For four, while the general idea of your is interesting, I'd personally prefer an AT without having their story be locked with a story/origin. I want to make a martial artist healer/acupuncturist. I currently can't since the melees don't have any meaningful buffs/debuffs and the buffers only get a handful of melee attacks and the ones they get, they suck at.


 

Posted

How about a 'jack of all trades' AT, that chooses two different primaries and two different secondaries, and picks gains the odd-tier powers from the first and the even-tier powers from the second? Make each pair roughly the same category: melee, assault/support, control, buff/debuff, ranged, summon, defense.

This wouldn't be a perfect solution, there would be all sorts of abusable set choices as things stand now unless the available sets were quite restricted at first. Even so, something as simple as a character with both a sword and martial arts would be nice, or both fire and ice sword powers, or storm and cold buffs... Another nice point to it is that every addition of a half-set increases the combinations available hugely, so even slow proliferation would have decent expansion of abilities.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
I would say IF you're going to start some new Archetypes, they should be sets that people open after 50... I.e. new epics.
Because the Devs didn't totally change that for a reason, namely saying "It was a bloody stupid idea, so we fixed it." Nope...

Oh, wait.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Cayenne View Post
How about a 'jack of all trades' AT-
Kheldians. And (I find) they don't do so well for it. Sure, they can be really awesome...but anything can be awesome with IOs.

Why yes, I AM still annoyed by having no mez shield outside of dwarf form, why do you ask?


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I just greatly expanded upon the original post. Once I got it all on paper and even starting playing with some numbers, these archetypes and sets seem completely viable. Let me know what you think.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
I would say IF you're going to start some new Archetypes, they should be sets that people open after 50... I.e. new epics.
1. The devs dropped the EATs down to 20 because 50 was a bad idea.

2. "Epic" is not synonymous with "Unlocks at 50." "Epic" in this game has a specific bit of lore tied to it, as opposed to the regular generic ATs, and follows a storyline of its own. (See "EAT at WW's" in sig.)

Not saying the "elemental" idea couldn't be an EAT, but there are others that have been waited for and asked for progress on that really should be done.


 

Posted

I like the idea of adding in more BASIC archetypes.

The most reasonable/often requested to me seems like Support/Melee or Melee/Support. *Note that when I say Support I mean DEFENDER type support sets, not Blaster type manipulation sets.

Ideas copied from another AT brainstorming thread:

Quote:
Originally Posted by Oathbound View Post
Melee/Support (buff/debuff)
Figure, due to being in melee range where attacks generally hit harder, give them medium HPs (Say Blaster/Stalker level) with Melee Damage mod of 1.0ish and Buff/Debuff mods of about 0.8. Roughly Corruptor level support with higher damage (due to being melee limited).

Inherent power could be called Stoicism and grant 4mag protection from all mez types (Not enough to take much abuse, but enough so that they're not getting constantly detoggled.)



Control/Defense (Armor)
Hybridized Control sets with 3 powers swapped with theme appropriate melee attacks. Have them start with basic hitpoints (Defender/Controller/Corruptor/Etc) with Control, Damage and Defense/Resist mods of 0.75.

Give them a set of Swap Ammo type toggle Inherent powers that boost either Max Hitpoints, or the Enhancement Value to Control, Damage, Defense/Resist. This lets them switch to whichever effect best fits their situation. (Enhancement Value toggles work just like Power Boost, they don't grant you resist/defense/damage/control if you don't have any already they just boost the effect of your resist/defense/damage/control powers. These buffs would entirely ignore ED but would not allow you to surpass the stat caps. If you had an armor that gave you 10% defense, slotted it with 56% defense from Enhancements and got an additional 50%bonus from the inherent, your toggle would buff your defense by 10*(1.0+0.56+0.5)=20.6%.)

Max HP inherent gives Tanker HP with Scrapper level defense, moderate control and poor damage. Can fill tanker role, using control to suppliment their agro management.

Defense/Resist inherent improves personal mitigation to tanker level, but leaves their hitpoints and damage low, with moderate control capability. This is another way they can fill the tank role, using their control ability to supplement their shields and prevent damage.

Control inherent gives Controller level control with Scrapper level defense, low hitpoints and poor damage. Can fill the Control role on a team with greater personal survivability but lower team contribution than Controllers and less damage than Doms bring.

Damage inherent brings their (few) attacks up to blaster level damage, with low hitpoints and scrapper level defense and moderate control ability. NOTE: They would never have actual blaster level damage ability because they have very limited attacks. This would be more the Solo role. Increased personal kill speed but doesn't really offer anything to a team because they're still fairly low in overall damage output.
Also, I think VEATs blatantly show that Range or Assault/Defense can be well balanced. The OPness of VEATs is really only when there are multiples, and that's due to their Team buffs, not their Self buffs. The same situation occurs when you start putting together multiples of ANY buffing archetype.



Quote:
Originally Posted by Techbot Alpha View Post
Kheldians. And (I find) they don't do so well for it. Sure, they can be really awesome...but anything can be awesome with IOs.

Why yes, I AM still annoyed by having no mez shield outside of dwarf form, why do you ask?
I think the devs missed a huge opportunity when they originally designed Kheldians, to distinguish Human form from Nova/Dwarf.

It seems like their idea was to have the Peacebringer more support oriented while in human form, and the Warshade more control oriented, but they didn't give them enough powers to fill those roles and instead just multiple copies of powers they get from their other forms anyhow.

Were I to have designed Kheldians their human forms would focus MUCH more heavily on their third role instead of being the odd mashup they are today. (Nova/Blaster, Dwarf/Tank, Human/Support or Control)

This would also have avoided the situation they're in now of "If we give them mez protection then there's no reason for their forms to exist." since they would serve completely different functions.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
I like the idea of adding in more BASIC archetypes.

The most reasonable/often requested to me seems like Support/Melee or Melee/Support. *Note that when I say Support I mean DEFENDER type support sets, not Blaster type manipulation sets.
Agreed, after all these years I think it's about time.

Quote:
Originally Posted by Oathbound View Post
Ideas copied from another AT brainstorming thread:
I hadn't seen that thread; those seem like decent ideas too. It's nice to see that I'm not the only one who thinks these power set combos would work.


 

Posted

Quote:
Originally Posted by Deeweromekoms View Post

- Spirit Summoning (New)
1 Spirit of the Knight: PBAoE, Team +Res(Smash, Lethal, Melee)
2 Spirit of the Holy: PBAoE, Team Heal +Res(Energy, Negative, Toxic)
4 Spirit of the Athlete: PBAoE, Team +SPD +Recharge +Recovery +Res(Psychic, Ranged, AoE)
10 Reclaim Spirit: Close, Ally Rez +DEF(All) +Res(All)
16 Spirit of the Jester: Ranged, Foe Confuse
20 Spirit of the Infallible: PBAoE, Team +Res(Fire, Cold, Disorient, Hold, Sleep, Immobilize, Fear, Confusion)
28 Spirit of the Master: PBAoE, Team +DEF(All) +Perception
35 Spirit of the Warrior: PBAoE, Team +DMG +To-Hit +Res(DEF DeBuff, To-Hit DeBuff)
38 Wandering Spirit: Summon Spirit Pet: Melee, Foe -Res, Fear

I like your ideas, but have one suggestion concerning the above, perhaps change the spirit names to things more based on the tarot cards that we got in the magic super booster (minus that annoying Fool card).

other than that /signed


"You, dear sir, are a legend. "- nelly. "PIE DOESN'T HAVE TENTACLES!"
Bladewing Draconian lvl 30 KAT/SR scrapper
DarkNinjutsu lvl 50 DM/REG scrapper
Dajoji Hino lvl 50 elm/ela scrapper
Bloody Byakko lvl 20 claws/sr scrapper

 

Posted

I'm glad you're still interested in discussing the ideas, Deewe. Two things I'd like to say at first glance of the edit:

-Can you re-edit it? Perhaps bold the the set names so it's easier to read and maybe indent the powers under it (that little button with the lines and an arrow pointing -> way just before the insert link button). Maybe add some color to the heading to help separate the ATs visually.

-Your Aggressor AT has 2 Psychic Shockwaves. As fun as it would be to chain that wonderous power, I don't think it was your intention for everyone to go rolling that combo.


 

Posted

Quote:
Originally Posted by Leo_G View Post
-Can you re-edit it? Perhaps bold the the set names so it's easier to read and maybe indent the powers under it (that little button with the lines and an arrow pointing -> way just before the insert link button). Maybe add some color to the heading to help separate the ATs visually.

-Your Aggressor AT has 2 Psychic Shockwaves. As fun as it would be to chain that wonderous power, I don't think it was your intention for everyone to go rolling that combo.
So demanding! Lol, I'll edit further later tonight once I'm in front of an actual computer. Good eye on the duplicate power, I'll fix that too.


 

Posted

Maybe the Wildcard should only have one or two melee powers that suit it. Also, I would like to see you build a cool shapeshifting EAT like the Blood of the Black Stream.


 

Posted

Quote:
Originally Posted by That_Ninja View Post
Maybe the Wildcard should only have one or two melee powers that suit it. Also, I would like to see you build a cool shapeshifting EAT like the Blood of the Black Stream.
Ummm... You basically killed the entire idea of the thread. Giving the Wildcard AT the Ranged primary instead (I guess that's what you meant) would pretty much just make it a Corrupter with a different Inherent power. Also, I'm talking about introducing new BASIC ATs. Last I checked, there already are shapeshifting EATs.


 

Posted

Quote:
Originally Posted by Deeweromekoms View Post
Ummm... You basically killed the entire idea of the thread. Giving the Wildcard AT the Ranged primary instead (I guess that's what you meant) would pretty much just make it a Corrupter with a different Inherent power. Also, I'm talking about introducing new BASIC ATs. Last I checked, there already are shapeshifting EATs.
I was talking about power sets, like the staff/spear or something else.


 

Posted

Quote:
Originally Posted by Entropy_Aegis View Post
I like your ideas, but have one suggestion concerning the above, perhaps change the spirit names to things more based on the tarot cards that we got in the magic super booster (minus that annoying Fool card).

other than that /signed
Thanks! My fiancée actually said the same thing when she read it, but then we agreed the tarot card theme has already been done. I had also imagined the power animations as actually summoning ghosts rather than pulling cards. But hey, a Fortune Reading power set sounds pretty cool too.

Quote:
Originally Posted by That_Ninja View Post
I was talking about power sets, like the staff/spear or something else.
Okay, you lost me. o_O?

But anyway, my main focus was to come up with a couple more archetypes that are not only somewhat original yet balanced without too much work on the dev's part, but fun to play whether on a team or solo (not to say the existing archetypes aren't, but some get nearly impossible to solo with in their 20s and 30s). It would definitely get more people starting new toons and even getting back into the game if they stopped playing.


 

Posted

Comic Book Bad *** AT

Primaries:

Dual Pistols (Just as is!)
Pistol/Blade (Blade in one hand, Pistol in the other)
Dual Pistols/Martial Arts (Doesn't redraw to use attacks, has a mixture of DP's and MA's powers)
Blade/Martial Arts (See DP/MA)
AR/Martial Arts (See DP/MA)


Secondaries:

All available Armor sets!

\o/

We can start the new AT off simple with just Dual Pistols Primary and bring the rest over later.


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