SWAT/Rogue Swat mastermind idea
Theme sounds like Mercenaries.
The main similarity is in the medic, and even then I tried to make this one more of a support unit that's less likely to run into melee range. The other two soldiers I aimed for knockback, ala the robots power set, as a form of minor control. The Riot Guards are mainly aimed at said control through stuns and knockups, and are mainly meant as tanks. The captain more of a beefed up enforcer then anything, support based but with a good deal of firepower. If anything I need to cut back on the damage of the Riot and Captain units to make them a bit more balanced, but this was my first attempt.
"I have something to say! It's better to burn out then to fade away!"
Double post, did some minor editing. Probably add in possible player damage values later.
"I have something to say! It's better to burn out then to fade away!"
If anything, I'd just like the option to customize from Mercs to something that looks more like SWAT as well as have the option to use male/female/co-ed groups for all of the above. Same goes for ninjas and thugs too, now that I think about it. I guess zombies could get something similar.
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I'd still like to see a seperate powerset for SWAT, but failing that then yeah, a different look for the Mercs would be better then nothing.
Also edited with possible damage numbers for the masterminds powers.
"I have something to say! It's better to burn out then to fade away!"
I like the Idea if you called them PPD SWAT...maybe a PPD POWERSUIT as the Boss Pet and minions with debuff/-rech, basically whatever the PPD have at their disposal. Maybe an unlockable MM for reaching 50 with a hero. And for the RED side maybe have the Rippers unlock for the that side at lvl 50. The rippers use pretty much the same weaponry, but i dont think i've seen a lvl 50 ripper boss so not sure how high they go on red. We would need to figure out a boss for that. Maybe we could have it in the paragon store for 400pts each. Anyway, thats my 2cents on it.
KI
I like the Idea if you called them PPD SWAT...maybe a PPD POWERSUIT as the Boss Pet and minions with debuff/-rech, basically whatever the PPD have at their disposal. Maybe an unlockable MM for reaching 50 with a hero. And for the RED side maybe have the Rippers unlock for the that side at lvl 50. The rippers use pretty much the same weaponry, but i dont think i've seen a lvl 50 ripper boss so not sure how high they go on red. We would need to figure out a boss for that. Maybe we could have it in the paragon store for 400pts each. Anyway, thats my 2cents on it.
KI |
Next writeup will be based on PPD mob's that are fought in game, and expanded on. Stil standin' by my shotgun lovin' here tho'.
"I have something to say! It's better to burn out then to fade away!"
Decided to use the PPD Shell instead of the Hardsuit, it still matches up with the solid shell theme I had going. I'll add it to the original post shortly.
Request PPD Shell- Recieve clearance for a PPD Shell unit. These awesome but costly suits are reserved for major conflicts against Paragon City's most fearsome foes.
Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))
Minigun Burst- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))
Energy Punch- ((Moderate Smashing/energy damage, long recharge)) ((6 smashing and 3 energy damage at level 1, 30 smashing and 13 energy damage at level 50. 1 second activation time, 16 second cooldown, 30% chance for a 2.00 magnitude for 4 seconds.))
Riot Upgrades
Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% chance for a 20% slow on all effected targets))
Heavy Minigun Burst- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))
Assault Upgrade
Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))
Heavy assault burst- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of .5 lethal damage over 6 seconds on level 1, 20 ticks of 2 damage on level 50, 60 degree arc, 50 foot range, 6.5 seconds activation time, 30 second cooldown, 30% chance for a 30% slow on all effected targets))
Bone Smasher- ((Heavy damage, long recharge)) ((9 smashing and 6 energy damage at level 1, 44 smashing and 28 energy damage at level 50. 1.5 second activation time, 20 second recharge time. 60% chance for a 3.00 magnitude stun for 6 seconds on target.))
"I have something to say! It's better to burn out then to fade away!"
I personally like it. Mercs to me seem more focused on the gun upgrades. This seems better with shotgun and baton weilding cops, feels very different then the punching mercs. Not to mention useful tier 2 minions compared to the Spec Ops. The captain to me sounds pretty cool and more thematic then the Shell, but both are really good. For the medic thing, maybe switch him to a SWAT grenadier or just a cop with a grenade launcher, with more resistance due to his AoE.
/signed
I personally like it. Mercs to me seem more focused on the gun upgrades. This seems better with shotgun and baton weilding cops, feels very different then the punching mercs. Not to mention useful tier 2 minions compared to the Spec Ops. The captain to me sounds pretty cool and more thematic then the Shell, but both are really good. For the medic thing, maybe switch him to a SWAT grenadier or just a cop with a grenade launcher, with more resistance due to his AoE.
/signed |
The general idea with the Officer's is that I want them to STAY at range. They are shotgun's anyway and that's not far from melee to begin with. So I replaced brawl with a less damaging but lower cooldown ranged shot. At this point the third summoned could even just be another shotgunner, but I am still thinking that something different would be nice. Considering tossing some form of long cooldown ranged ability onto the Riot Guard, maybe just a frag grenade. Just something to give them a little range if they need it. Still debating that one.
"I have something to say! It's better to burn out then to fade away!"
These are the other potential Officers. Might also be interesting to have them be second and third summons. I'll fiddle with the damage numbers later, they feel a bit high at the moment. First up the potential Grenadier.
Grenadier powers ((Wields a grenade launcher))
Anti-personel grenade- ((Damage light, recharge fast)) ((7 points of lethal damage on level 1, 21 points of lethal damage on level 50, 1.5 second activation, 5 seconds recharge time))
Web Grenade- ((3.00 magnitude hold on target for 8 seconds, -50% recharge speed for 12, -50% fly and run speed for 12 seconds on target, 30 second cooldown))
Riot Upgrade
Incendiary grenade-((Moderate damage over time, recharge moderate)) ((3 smashing and 5 ticks of 2 fire damage at level 1, 5 smashing and 5 ticks of 5 fire damage at level 50, 15ft AoE, 2 second activation time, 6 second recharge time))
Frag Grenade-((7 smashing and 11 lethal damage on level 1, 12 smashing and 20 lethal damage at level 50, 20t AoE radius, 2 second activation time, 12 second cooldown))
Assault Upgrades
Smoke Grenade- ((-90% perception on target, -5% change to hit, 30 second cooldown))
Explosive charges- ((10 smashing and 10 fire damage at level 1, 20 smashing and 20 fire damage at level 50, 3.5 second activation time, 25ft radius, 25 second cooldown, 30% change for a 1 magnitude knockback on targets))
And the Sniper.
Sniper Powers
Single round-((Damage light, recharge fast)) ((5 points of lethal damage on level 1, 20 points of lethal damage on level 50, 1.5 second activation, 5 seconds cooldown))
Leg Shot- ((7 lethal damage at level 1, 25 lethal damage at level 50, 2 second activation time, 8 second cooldown, 60% chance for a 30% speed reduction on target for 5 seconds.))
Riot Upgrades
Arm Shot- ((8 lethal damage at level 1, 28 lethal damage at level 50, 2.5 second activation time, 10 recharge time, 60% chance for a 30% recharge reduction on target for 5 seconds))
Targeting drone- ((12% chance to hit self, 20% resistant to to hit on target))
Assault Upgrades-
Snipe-((12 lethal damage at level 1, 36 lethal damage at level 50, 3 second activation time, 16 second cooldown))
Head Shot- ((15 lethal damage at level 1, 42 lethal damage at level 50, 4 second activation time, 20 second recharge time, 70% chance to disorient the target for 5 seconds))
Edited-Dropped the numbers on the Grenadiers explosives, upped the recharge time on explosive charges.
Edited-Dropped the pistol overall for Grenadier, replaced pistol shots with grenade rounds.
"I have something to say! It's better to burn out then to fade away!"
Reviving this to toss in another idea for a tier two summons, either as full on, or in addition to the Riot Guard.
Psi-Lieutenant-
Psi-blast- ((Light Damage, fast recharge)) ((4 psionic damage at level 1, 25 psionic damage at level 50, 1 second activation time, 3 second recharge))
Psionic Dart- ((Deals moderate psionic damage, fast recharge)) ((6 points of psionic damage at level 1, 32 points of psionic damage at level 50, 1 second activation time, 4 second recharge time, -20% to recharge time for 5 seconds))
Subdue- ((Light psionic damage, moderate recharge)) ((6 damage at level 1, 33 psionic damage at level 50, 1.67 activation time, 6 second recharge, 80% chance for a mag3 immobilize for 3 seconds on the target))
Riot Upgrade-
Mental Blast- ((Deals moderate psionic damage, moderate recharge)) ((15 psionic damage at leve 1, 45 psionic damage at level 50, 1.67 activation time, 8 second recharge time, -20% recharge time for 5 seconds))
Will Domination-((Deals moderate psionic damage, moderate recharge)) ((10 psionic damage at level 1, 40 psionic damage at level 50, 1.10 second activation time, 14 second recharge time, 80% chance for a 3.00 mag sleep for 12 seconds after a .25 second delay))
Assault upgrade-
Psychic Scream-((Moderate damage, moderate recharge)) ((8 psionic damage at level 1, 35 psionic damage at level 50, 2.67 activation time, 14 second recharge, -30% strength to recharge for 8 seconds))
Levitate- ((Raises the target into the air and then slams them down)) ((High damage, moderate recharge)) ((16 psionic damage at level 1, 48 psionic damage at level 50, 1.67 activation time, 8 second recharge, 6 magnitude knockup at level 1, 12 magnitude knockup at level 50))
Healing Aura- ((Heals all targets in the area for 8 health at level 1, 75 health at level 50, 2 second activation time, 16 second recharge time))
"I have something to say! It's better to burn out then to fade away!"
One more for the road! This is the idea I had for the SWAT/Rogue SWAT mastermind powerset. Just reposting it here for coverage purposes.
Swat/Rogue Swat Mastermind
As an officer/former officer of the PPD SWAT team, you command the respect of the men under you.
Powers
12 gauge- Fires a single blast from your shotgun. ((Damage Medium, recharge fast)) ((7 lethal damage and 3 smashing damage at level 1, 25 lethal and 10 smashing damage at level 50, 1 second activation time, 3 second recharge time.))
Call Officer- Summons 1-3 officers to follow your orders. Third officer will be a triage unit. The first two officers use shotguns, while the third uses a pistol.
AP shot-Fires an armor piercing shotgun slug that knocks some foes back. ((Damage high, recharge moderate, knockback)) ((16 lethal damage at level 1, 55 lethal damage at level 50, 2 second activation time, 6 second cooldown, 25% chance for knockback))
Riot control-Upgrades your team with the latest in Riot Control gear.
Buckshot-Good at close range. Fires a cone of buckshot pellets that can
knock some foes down. ((Damage moderate, recharge high, knockback, cone effect.)) ((5 lethal damage on level 1, 15 lethal damage on level 50, 2 second activation time, 8 second cooldown, 50% chance for knockback on affected targets.))
Call Riot guards- Summons 1-2 Riot Guards to assist you. Riot Guards are highly trained, tough officers who excel in fighting toe to toe and in disabling the enemy.
Request reinforcements- Two highly trained veteran SWAT snipers appear to assist you. Unlike normal officers these officers are very busy, and can only remain for a short time.
Call Captain- Calls one highly experienced SWAT captain to aid you. This hard as nails officer will stop at nothing to get the job done. He is so good at what he does that he inspires other officers.
OR
Request PPD Shell- Request Clearance for a PPD Shell unit. These awesome but costly units are reserved for major conflicts and against powerful foes
Assault upgrade- Outfits the SWAT team with the most advanced assault weaponry available.
Officer powers
12 gauge-((Damage light, recharge fast)) ((5 points of lethal damage at level 1 and 2 points of smashing damage, 13 points of damage and 5 points of smashing damage at level 50, 1 second activation, 5 recharge time))
12 gauge blast- ((Damage moderate, recharge moderate)) ((5 points of lethal damage and 3 points of smashing damage at level 1, 15 points of lethal damage and five points of smashing at level 50, 1 second activation, 3 recharge time))
Riot Control powers
Beanbag-((Damage light, recharge long, disorient))
Buckshot-((Damage moderate, recharge long, knockback, cone of effect)) ((6 points of smashing damage at level 1, 23 points of smashing damage at level 50, 1.87 seconds activation time, 8 second recharge time, 50% chance for a magnitude .79 knock back on level one, 1.95 on level 50))
Doubleblast-((Moderate DoT, moderate recharge)) ((2 ticks of 9 lethal, 3 smashing damage over 2 seconds at level 1, 2 ticks of 17 lethal, 9 smashing damage over 2 seconds at level 50, 2.5 second activation time, 6 recharge time))
Assault Upgrade powers
Incediary Flechette- ((Damage moderate, recharge long, medium length DoT, AoE)) ((4 points of lethal damage, 3 ticks of fire damage over 3 seconds at level 1, 11 points of lethal damage, 3 ticks of 3 fire damage over 3 seconds at level 50, 1.5 second activation time, 16 second recharge time, wide area cone blast))
AP shot-((Damage high, recharge long, knockback)) ((15 points of lethal damage at level 1, 31 points of lethal damage at level 50, 1.6 second activation time, 16 recharge time, 50% change for a .79 mag knockback at level 1, 1.9 mag knockback at level 50))
Triage Unit powers
Single shot- ((Damage light, recharge fast)) ((5 points of lethal damage on level 1, 15 points of lethal damage on level 50, 1.5 second activation, 5 seconds cooldown))
Double shot-((Moderate damage over time, recharge moderate)) ((2 ticks of 3 lethal damage at level 1, 2 ticks of 8 lethal damage at level 50, 2 second activation time, 3 second recharge time))
Med-kit- ((Healing, 15 second recharge)) ((Heals for 20 points at level 1, 115 at level 50, 2 second activation time, 15 second recharge time))
Riot Upgrade powers
Energy pills- ((Removes hold, slow, and sleep effects, 20 second recharge)) ((Removes 1 stun, sleep, immobilize, or hold effect from 1 target, 3 second activation time, 20 second recharge time))
Triple shot- ((Damage high, recharge long)) ((3 ticks of 2 damage at level 1, 3 ticks of 6 damage at level 50, 2 second activation time, 10 second recharge time))
Assault Upgrades
Empty clip-((Damage medium, recharge long, Area of effect)) ((5 ticks of 1 damage at level 1, 5 ticks of 3 damage at level 50, 3 second activation time, 16 second recharge time, 10% chance for a .5 mag knockback at level 1, 1 mag knockback at level 50))
Team assist- ((PBAoE Team Heal)) ((10 PBAoE points of team healing at level 1, 90 PBAoE points of team healing at level 50, 3 second activation time, 40 ft radius, 20 second recharge time))
Tear Gas Grenade-((Hold/immobilize, -damage)) ((3.00 magnitude hold on target for 4 seconds, 15% damage on target for 15 seconds, 15 foot AoE, 3 second activation time, 35 recharge time))
Riot Guard powers ((Riot Guards are shield/war mace tankers without Gaunlet))
Bash- ((Melee, moderate damage, fast recharge minor disorient)) ((8 points of smashing damage at level 1, 26 points of smashing damage at level 50, 1.3 second activation time, 4 seconds recharge time, 30% chance to lower target resistance by 15% for 10 seconds, 20% chance for mag 2 stun on the target for 2 seconds))
Pulverize- ((Melee, high damage, moderate recharge, minor disorient)) ((10 points of smashing damage at level 1, 35 points of smashing damage at level 50, 1.5 second activation time, 8 recharge time, 30% chance for a mag 2 stun for 4 seconds))
Deflection-(Self +DEF(Melee), +Res(Lethal, Smashing) ((10% melee defense, 10% smashing resistance, 10% lethal resistance))
Riot Upgrades
Whirling Mace- ((Point Blank AoE melee, moderate damage, long recharge, minor disorient)) ((10 points of PBAoE smashing damage at level 1, 30 points of PBAoE smashing damage at level 50, 8 foot radius, 3 second activation time, 16 seconds recharge time, 20% chance for a mag 2, 2 second stun on every target hit))
Battle agility- ((Self +defense ((Ranged, AoE)) +Res ((defense debuff)) ((10% ranged and AoE defense, 12% defense resistance))
Assault upgrades
Grant Cover- ((PBAoE, Team (But not self) DEF (All) )) ((6% defense to smashing, lethal, negative, energy, fire, cold, melee, ranged, AoE damage, 10% resistance to all))
Crowd Control- ((Melee (Cone), moderate damage, knockback)) ((12 points of smashing damage at level 1, 32 points of smashing damage at level 50, 2 second activation time, 16 seconds recharge time, 25% chance for a mag .67 knockback))
Shatter- ((Melee, extreme damage, high knockup)) ((14 points of smashing damage at level 1, 35 points of smashing damage at level 50, 45 degree arc, 8 foot range, 2.33 activation time, 16 second recharge time, 30% chance for a .67 mag knockback))
Captain Powerset ((Captains utlize a mini-gun and team buffs))
Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))
Chain Gun- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))
Manuevers- ((PBAoE Team Defense +All)) ((PBAoE 5% defense on all mastermind minions))
Riot Upgrades
Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% slow on all effected targets))
Focused Barrage- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))
Tactics- ((PBAoE Team +ACC Res (Confusion, fear) +perception)) ((5% PBAoE to-hit, 35% perception for masterminds minions))
Assault Upgrades
Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))
Light'em up!- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of 1 lethal damage over 6 seconds on level 1, 20 ticks of 4 damage on level 50, 60 degree arc, 50 foot range 90 degree arc, 5 seconds activation time, 30 second cooldown, 50% slow on all effected targets))
Assault- ((PBAoE Team +DMG, resist taunt and placate)) ((15% damage increase, 45% resistance to taunt and placate for mastermind minions))
ALTERNATIVELY
PPD Shell powers
Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))
Minigun Burst- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))
Energy Punch- ((Moderate Smashing/energy damage, long recharge)) ((6 smashing and 3 energy damage at level 1, 30 smashing and 13 energy damage at level 50. 1 second activation time, 16 second cooldown, 30% chance for a 2.00 magnitude for 4 seconds.))
Riot Upgrades
Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% chance for a 20% slow on all effected targets))
Heavy Minigun Burst- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))
Assault Upgrade
Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))
Heavy assault burst- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of .5 lethal damage over 6 seconds on level 1, 20 ticks of 2 damage on level 50, 60 degree arc, 50 foot range, 6.5 seconds activation time, 30 second cooldown, 30% chance for a 30% slow on all effected targets))
Bone Smasher- ((Heavy damage, long recharge)) ((9 smashing and 6 energy damage at level 1, 44 smashing and 28 energy damage at level 50. 1.5 second activation time, 20 second recharge time. 60% chance for a 3.00 magnitude stun for 6 seconds on target.))
Veteran Sniper powers
Sniper Rifle- ((Extreme damage, long recharge, knockback))
Slug- ((Ranged, high damage, moderate recharge))
Full Auto- ((Superior DoT, Long recharge))
Burst-((Moderate damage over time, fast recharge))
Officer resistances-
Smashing-20%
Lethal-20%
AoE-10%
Confuse-25% duration
Confuse protection-2.0
Riot guard resistances-
Smashing-25%
Lethal-25%
AoE-10%
Fire-5%
Cold-5%
Toxic-5%
Confuse-30% duration
Confuse protection-2.0
Captain resistances
Smashing-23%
Lethal-23%
AoE-15%
Fire-8%
Ice-8%
Toxic-8%
Terrorize protection-4.0
Terrorize-33.33% duration
Confuse-33.33% duration
Confuse protection-2.0
The idea being a ranged and melee mix, with a focus on range. The Riot guards are meant to serve as tankers for the other officers. The damage levels can be lowered or raised as neccesary, obviously. Another possible idea is removing the Riot Guards and focusing on ranged with either the Snipers, or with a psychic division theme. Just batting around ideas.
"I have something to say! It's better to burn out then to fade away!"