Suggestion for Assault/Defense AT
Count me in as another who's wanted this combination. Ranged characters with defense are a little iffy, though. I know, assault sets aren't entirely ranged but you can build them that way. So there's going to be concerns over tankmage characters there, especially once you add IOs but the game isn't balanced around IOs, right? That and we already have the spiders, two of their power sets are almost entirely ranged and they have significant defenses.
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I think that it would be more interesting if it had weaker defenses, and was forced to kite as part of defense. Make it an AT that isn't really meant to be in melee, but rather near melee.
The inherent for an AT like that could be 'Rootless': no primary or secondary powers root you.
Off the top of my head, Psi/SR or EA or Ice would allow for softcap with the potental for capped regen/recovery. Less insane but still problematic, Fire/Fire would give the player Embrace of flame, and Firey embrace, for additional Damage scale of fire damage to each attack and 85-125% damage to fire for 30s. The percentage would depend if the AT gets the dominator, brute, or scrapper self damage mod. Also, mud pots and chilling embrace are powers shared between Assault and defense sets. So an Assault/Defense AT would require some modification to sets before it would become viable. That's what I think might make it a no-go. If it were as simple as set the mods and make powers available I think we would have already had it.
I think that it would be more interesting if it had weaker defenses, and was forced to kite as part of defense. The inherent for an AT like that could be 'Rootless': no primary or secondary powers root you.
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Though it would be fun to fly around rapid-fire power bolting things without having to stop. It just seems to be more novelty than anything else.
That's just the PvE consideration. While it wouldn't do much for PvE, it would be the opposite for PvP. It would be absurdly unbalanced to prevent rooting for only one AT in PvP.
I think there are enough sets meant to be either ranged or either melee. Considering the variance of the assault sets, any new AT that uses the assault set should be interchangable between ranged/melee. That was the basic thought process when coming up with the AT. Good at about any type of combat without being the best at anything. Blasters outdamage, scrappers outdamage, brutes outdamage, tanks outlive, brutes outlive and the skirmisher isn't bad at any specific thing. It can take a hit, blast, or smash but it gets beat by those who are more specialist.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Dual Pistols/Super Reflexes for GREAT JUSTICE AND BULLET TIME!
Want. Now.
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Dual Pistol Assault!
The tankmage forum is thataway --->
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Dual Pistols/Super Reflexes for GREAT JUSTICE AND BULLET TIME!
Want. Now. /Signed |
We've beaten this horseflesh before and I doubt that we will ever see a new AT like this because it already arguably exists as an epic archetype and it would be difficult to balance without being similar to existing archetypes. That being said this thread has me thinking that a DP/EM blapper might be a whole lot of fun!
^
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
I really want an Assault/Defense AT, so I decided to make a suggestion as to what one might look like.
AT name: Skirmisher
Primary: Assault
Secondary: Defense
Base health mod: 1.5 (1606.3)
Max health mod: 1.5 (2409.5)
Melee damage mod: 1.05
Ranged damage mod: 1.05
Melee Damage resist: .85
Range Damage resist: .65
Melee Defense buff: .85
Ranged defense buff: .65
Maxhp Buff: .100
Heal self: 160.635
Resist cap: 85%
Defense cap: 200.38
Regen cap: 2500
Recovery cap: 8.34
Damage cap: 500%
Inherent: Talented- Bonus to base damage and survivability and resist cap. Along the same vein as the Veat regen/recovery inherent. Already baked into base damage/defense/resist scale, and resist cap.
The basic Idea behind the skirmisher is a set that is good at most things but not the best at anything. ItÂ’s inherent is a bonus to its Base damage and survivability scales as well as the resist caps, however, they do not reach levels achievable by the specialized ATs. The Skirmisher will always be more survivable than a scrapper, but the scrapper will out damage the skirmisher. A tanker will always be better at survivability and aggro management though not damage. While a brute will find its base lower than the skirmisher, but will have the potential to exceed the skirmisher in both damage and survivability. Taunt effects would be removed from all powers that have them, and the Skirmisher would have no native way to manage aggro without dipping into the presence pool.
This AT would be available as either a hero, villain, or praetorian.
Epics would have a little of everything, some control, melee, range, utility, AoE. It wouldn't be intended to fill holes as much as other APPs are.
An example for Power mastery might look like:
T1: Boost range
T2: Laser Beam Eyes
T3: Energy Transfer
T4: Repulsion Bomb
T5: Surveillance
While Pyre mastery could look more like:
T1:Melt armor
T2:Char
T3:Bonfire
T4:Greater Fire Sword
T5: Rain of Fire
I have some concerns about Assault/Defense, but it's a combo i've always wanted and would like to consider possible.
Anyway, I'd like to know what people think.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.