Powerset Concept: Teamwork


Fleeting Whisper

 

Posted

OP Note: I feel a powerset like this is needed due to the lack of any "natural" style buff/support powersets. This would give people who play DP, AR, Beam Rifle, and so on, a less 'superpowered' powerset to use. Great for military type characters or supergroup leaders. Anyway -- this is just a thought experiment, don't take it as "HEY DEVS, I WANT THESE EXACT POWERS IN THE GAME RIGHT NOW".

You are an expert field leader, able to direct and boost the effectiveness of any team you are a part of. This powerset provides a cocktail of support abilities including status protection and even resurrection, and a few debuffs to hinder your enemies. Note that if you take this powerset, the Leadership pool will be unavailable. You're already a skilled leader, what would some extra training do for you?

1: Encouragement (ST Ally +Regen, +Max HP)
You give some words of encouragement to an ally, inspiring them to fight on. Their Hit Points are increased and they Regenerate wounds faster. The Regeneration buff from this power stacks, but the Maximum Hitpoints do not. Duration: Long, Recharge: Short

1: Tactical Maneuvers (Toggle: Team +Def, Resist Defense Debuff)
A good leader knows how to protect his team. While active, this power greatly increases the Defense of yourself and all nearby teammates to all attacks. Additionally, any attacks that do get through have a lesser effect on this protection. While this power provides powerful buffs and consumes very little endurance, it cannot be used at the same time as Tactical Precision or Tactical Assault. Recharge: Short

2: Focus Fire (ST Enemy: Apply Focus Effect: -Def, -Res)
A target is set for your team to Focus Fire on. Each successive attack against this enemy will apply a stack of the Focus effect, flaying away their Defense and Resistance with every hit. Duration: Medium, Recharge: Medium

6: Rally (AoE Ally Status Resistance, +Speed, +Recovery)
You rally your team to action, increasing their movement speed, endurance recovery, and reducing the duration of any status effects currently on them. Duration: Medium, Recharge: Long

8: Tactical Precision (Toggle: Team +To-Hit, +Accuracy, +Perception, Resist To-Hit, Placate, Perception Debuff)
While this power is active, your team's To-Hit, Accuracy, and Perception is increased. Your Tactical Precision also protects you and your team from To-Hit, Placate and Perception debuff effects. While this power provides powerful buffs and consumes very little endurance, it cannot be used at the same time as Tactical Maneuvers or Tactical Assault.

12: Walk It Off (ST Ally Rez)
The fight's not over yet, and neither is the life of your ally. This power will bring them from the brink of defeat and partially restore their Health and Endurance. Recharge: Long

18: Suppressive Fire (Location AoE: On attack, place Pinned effect: Foe Slow, -Fly, -Rech, Chance for Mag 1 Stun)
You call for suppressive fire on a target location. Every attack upon enemies in the area of effect will place a stack of the Pinned effect on them, successively reducing their speed and recharge and sometimes even rendering them unable to take action. Duration: Medium, Recharge: Medium

26: Tactical Assault (Toggle: Team +Damage, +Resist, Damage and Resistance Debuff Resist)
While this power is active, you and your nearby teammates greatly deal more damage, absorb more damage, and are resistant to powers that debuff this effect. While this power provides powerful buffs and consumes very little endurance, it cannot be used at the same time as Tactical Precision or Tactical Maneuvers. Recharge: Short

32: Go Down Fighting (PBAoE Team +Defense, +Resist, +Rech, Self -Endurance, Recovery)
When the odds are grim, your only option is Go Down Fighting. If your allies fall in battle, you can lead your team on a final charge, urging everyone to give their all in a battle for survival. Your defense, Resistance to damage and power recharge are all improved. This power lasts longer with each fallen teammate, but when it expires, you will lose all endurance and Recovery for twenty seconds. Duration: Short (increases with each fallen teammate), Recharge: Very Long


 

Posted

Would be cool to pair with assault rifle. I have so many assault rifle/traps and beam rifle/traps. Suppressive fire sounds cool but to me I think i'd want something like an air strike instead. They could use a longbow chaser for heroes or a black helicopter for villains to drop some sort of explosive.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

I pretty much like the entire set except Go Down Fighting.

I dislike Go Down Fighting for two reasons, 1) I feel it kind of rewards you for doing your job (support) poorly. (Same argument as many have with Vigilance.) 2) I really don't like powers you can't use until someone dies (Rez excepted, because it returns them to the fight, instead of capitalizing on their demise).

It's a power than makes you better for each teammate you let die. Or alternately is completely useless until someone dies.


@Oathbound & @Oathbound Too

 

Posted

Considering they essentially gave the entire leadership power pools to VEAT I no longer see any barriers for not using the Leadership pool as a starting point for a natural buff set.

I also do not oppose this one in the slightest and feel that this is, indeed, a neglected option for buff sets considering the powers and tech we already have in game.


 

Posted

Quote:
Originally Posted by Oathbound View Post
I pretty much like the entire set except Go Down Fighting.

I dislike Go Down Fighting for two reasons, 1) I feel it kind of rewards you for doing your job (support) poorly. (Same argument as many have with Vigilance.) 2) I really don't like powers you can't use until someone dies (Rez excepted, because it returns them to the fight, instead of capitalizing on their demise).

It's a power than makes you better for each teammate you let die. Or alternately is completely useless until someone dies.
I would point out this is only your opinion. And there is precedent for such powers existing in support sets - Radiation Emission has Fallout, which I personally love using. And both that set and this one have a rez to fire off immediately after and get the teammate who died back in the fight.


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Posted

Quote:
Originally Posted by Rebel_Scum View Post
I would point out this is only your opinion. And there is precedent for such powers existing in support sets - Radiation Emission has Fallout, which I personally love using. And both that set and this one have a rez to fire off immediately after and get the teammate who died back in the fight.
Yes. Yes it is, and I'm aware the opinions of others may differ. I'm perfectly ok with that.

More on the OP: I don't see why the Leadership pool would need to be (or make sense to be) locked. A good leader is always improving his or her leadership skills. Plus, as mentioned, VEATs have the Leadership powers build directly into their secondary powersets, but still get access to the Leadership pool in addition.


@Oathbound & @Oathbound Too