New Controller Primary Power Set: "Gas Warfare"
Looking this over you propose it as a Controller Primary, however the effects are more suited to a Controller Secondary.
Controller Primary Powers are Controls (Immobilize,Holds,Sleeps,Stuns etc.)
Controller Secondaries are Buff/Debuff (+/- Res,Def,Dam,Acc etc.)
Now with that in mind the set is interesting, however as a general rule Buff/Debuff Sets do not do lots of damage the way you want this set to.
I do like the concept though.
I wonder if anyone's using the name 'Poot' on my home server...
Hello everyone,
First I would like to begin by saying thank you for looking at my post. Reading what responses I have received for my post both on this particular forum as well as on the Archetype forum, it has become evident to me that I did not understand what a Controller is, thus this power set may be better suited for a Dominator power set.
If after you have read the initial posting, keep in the powers in mind as an intended new power set for Dominators and let me know what you think, thank you for your time.
Maybe for a primary you can focus on sleep/knockout gas, nerve gas, and even laughing gas. It would be cool to see a bunch of enemies unable to move due to uncontrollable laughter.
I LOVE the general concept. Now it just needs tweaked to fit an archetype. I'd be fine with it being a Defender primary and Controller secondary, as well.
I would like to see a power type solely committed to chemical warfare, such an individual would posses:
-[Blinding Gas] low damage, long range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be similar to smoke grenade, but engulfing more of the upper torso. The effects would be:
-low damage over set period of time.
-blinded opponents suffer to hit debuff.
-[Respiratory Gas] low damage, mid range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade, but would progress to an exhaling fume from hit targets. The effects would be:
-low damage over set period of time.
-damaged respiratory causes opponents to suffer draining endurance and slow endurace recovery.
-[Nerve gas] moderate damage, long range, moderate endurance cost, moderate recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a temporary confusion swirls around target(s)' head. The effects would be:
-moderate damage over set period of time.
-all successfully hit targets will be unable to move for a specified duration of time.
-[Acidic smog] low damage, mid range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a bubble encompassing the hit targets with a kind of rain drops running down the bubbles. The effects would be:
-low damage over set period of time.
-all successfully hit targets suffer a diminished damage reduction
-[Lethality cloud] high damage, long range, large endurance cost, slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be a taller plume of the smoke grenade and would encompass a specified radius of map with a faint tint to the player's screen. The effects would be:
-high damage over set period of time.
-[Proximity plume] high damage, short range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be appear like the smoke bomb costume change, only the smoke bomb detonates at the base of successfully hit target and progresses to {Blinding gas} animation. The effects would be:
-high damage over set period of time.
-[Therapeutic vapors] moderate healing, short range, moderate endurance cost, moderate recharge time, affects all allies in close adjacency of either self or selected ally. The animation would appear as a slow rising thin smoke from the base of all healed allies or self. The effects would be:
-slow recovering health for either self and/or allies.
-[Gas explosion] high damage, long range, heavy endurance cost, very slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be like smoke grenade but would progress to a red glowing emission from successfully hit targets and finish as a grenade explosion detonating around each successfully hit target. The effects would be:
-immediate high damage.
-causes knockback.
-[Focused fumes] low damage, short range, low endurance cost, quick recharge time, affects all foes in a wide cone centered on highlighted target. The animation would appear as a mid level jet stream of bellowing gas and all successfully hit targets will have their upper torso encompassed by gas. The effects would be:
-low damage over a set period of time.
-slowed attack rates
The purpose of this power set is low damage powers that, when layered, cause massive attrition damage over wide areas. The power balancing effect is individual target attacks are less effective for this power set, must unleash all powers at once.
Though the animation of the powers have been described, the animation of the attacks have not been. There is 1 attack animation style--"chemical warfare":
"Chemical Warfare"--varied attack animation types as follows:
[Blinding gas]-->gas grenade launcher.
[Nerve gas]-->gas grenade launcher.
[Proximity plume]-->toon pulls out a large gas canister, twists open valve, bends down and rolls gas canister across the floor towards highlighted target.
[Therapeutic vapors]-->toon pulls out a large cylinder, opens gas valve and chucks the canister towards intended target to heal.
[Lethality cloud]-->toon radios an artillery gas shelling on top of selected target.
[Respiratory gas]-->gas grenade launcher.
[Gas explosion]-->toon radios a gas crate to be para dropped next to the targeted foe, from the ceiling, a metal frame open crate parachutes in with horizontal laying huge gas canisters, upon landing a high pressure gas leak vents from the huge gas canisters, gas envelops successfully hit targets and then performs the fore mentioned power animation.
[Focused fumes]-->toon pulls out a gas cylinder, twists open the valve and directs the jet stream at the intended center target of the cone attack.
[Acidic smog]-->gas grenade launcher
This power set for the Dominator archetype would best compliment the gas masks available in the "Science Costume Set". At the current moment, I do not know of a new secondary power set that I would like to have go with this "Gas Warfare" primary power set, thank you for your time.