Hellfire Elementalist EAT


Bionic_Flea

 

Posted

Overview
I have ideas, on occasion. When working on these ideas I often tend to focus on them in exacting detail to and to a degree where I sink a great deal of work that I probably should not into them at the exclusion of other things.

So for quite some time now I've been putting my mind to various pieces of things. For the most part it stems from my thoughts on Kheldians and ways to potentially go about improving them. The offensive and defensive toggle states, as well as the epic power sets I outline later on are a part of them.

Another part was the desire to see more out of the Hellfire element introduced with Demon Summoning. Having no desire from one of the animators to burn down the studio, as he said he would do if forced to make an entire set featuring whips, my ideas strayed more towards a mix of blasts and melee attacks, in effect a Dominator Assault style set.

What put all the pieces together was Synapse's mention on a Dev Chat not too long ago when he said the new AT he'd most like to design and put in game would be a Melee Buff type.

Why Hellfire Elementalist? Of all the damage types in the game Energy, Negative Energy, Smashing, Lethal, and Psionic are all represented by various aspects of EAT's. Fire and Ice are absent entirely, while Toxic is always a secondary aspect and never the centerpiece of a set. Similarly Natural and Science are, thus far, the only represented origins amongst the EAT's.

Also lacking are AT's with a Defensive or Buff/Debuff as a primary. Each is secondary on three classes, and primary only on one. I was thinking of doing an outright Kheldian parallel for the Hellfire Elementalist at first. But after thinking it seemed to me that I was just stuffing different damage types and effects into the same framework and thus creating something with a similar role.

So instead I decided to make something more along the lines of Synapse's idea. While the VEAT's have buffs, they are typically of a passive nature, requiring only a little bit of clicking.

With all the aspects in mind, I began my journey at City of Data and the Mids database, and after quite a few hours of work this document came together, blending aspects of Demon Summoning, Fire, Sonic, Pain, and Empathy in all their various permutations to combine in something that I hope will get some discussion and thought going amongst the fans of the game.


The Basics
Sonic Attack, Fire Blast, Sonic Resonance, Thermal Radiation, and Fiery Assault are my main sources drawing from this. Much as Peacebringers have ties to Energy and Radiation set and Warshades links to Dark and Ice, a lot of the powers contained within are minor alterations from existing sources. Potentially this could even go so far as to sharing animations. Though that means it actually making it into the game, which would mean either Paragon Studios liking the concept so much that they buy it, or me somehow getting a job in the Powers department, which I find rather unlikely.

Even though I'm putting animations out of mind, my mind is a stubborn thing and it likes to make me type. So even though this will in all likelihood never venture anywhere close to being in game, typically most of the powers I've envisioned and created here have come with accompanying animations and effects inside my head. So I've included them in order to help convey the feel of the set as I saw it inside the dark and creepy place inside my head from whence it came.

Number-wise the Hellfire Elementalist is relatively simple. With just about everything I'm taking Defender numbers, except where Tanker numbers and scales would be higher with a few exceptions.

1. HP: 1070.9
The Hellfire Elementalist will start out with their HP equal to all the other EAT's thus far, 1070.9 at level 50. Means exist in the set to increase that. However I'm not seeking to outdo Scrappers and Brutes and butt in too much on their territory. So while the Hellfire Elementalist can get HP beyond the base HP of a Scrapper or possibly a Brute, due to a certain power any bonuses from accolades or IO sets will give those other AT's a commeasurably larger boost.

2. Threat Level: 2
Tankers have a threat multiplier of 4, while Defenders have a lowly 1. Hellfire Elementalists are going to join all the other EAT's in sporting a solid threat rating of 2. Means will exist, much as they do in the case of Kheldians, to raise this to 3. At Epic levels with the proper pools it can even become 4.

While HP and Healing capacity is going to be lower than your typical Fiery Aura Brute, and most definitely the Tanker, the Hellfire Elementalist is going to end up with a bit more of their mitigation in the Resistance department. So while they will be a bit softer in some areas, they will be a bit more solid in others. Which I feel will allow for an effective tanking class worthy to join Tanker and Brutes up there with 4 points of Threat, if the player so desires.

3. Damage Scalar: 0.70
For purposes of this document I will be calculating damage for both melee and ranged with 0.70 being the archetype's damage modifier. It settles halfway between Defender and Corruptor for Ranged, while being a bit below Tanker and Brute's bases. With the various inherents and aspects that have increased damage (Revamped Vigilance, Scourge, Bruising, Fury) each of them is going to beat the Hellfire Elementalist right out of the gate. With identical attacks, it's going to take around -37.5% Res before the Hellfire Elementalist outdamages the Tank, which is possible.

But with the DoT nature of the majority of the attacks, as well as the option for a 'Scrapper Mode' at level 20, the Hellfire Elementalist will likely be able to outdamage a tank, though will most certainly not be anywhere near as survivable.

4. Personal Resistance and Resistance Cap
Resistances are not going to be at intensity that Tankers and Defenders get. I'm not talking about powers, but rather the numbers within the powers. Defenders and Tankers both get +15% resistance when they take Tough. Those numbers turn out to be a bit too high, so I'll be using Scrapper/Brute scale instead.

There are two variables used in the game for resistance, one Melee and one Ranged. For purposes of attacks, we will be using Ranged on all of them (even the melee ones that have -Res), and for all the shields that affect the Hellfire Elementalist themselves (even the PBAoE forcefield-like one) we'll be using the Melee modifier.

Why? Because at Tanker levels I was blowing past the 90 percent cap at 3 level 50 IO slotting in Smashing and Lethal without Tough.

We'll also be using the EAT Resistance cap of 85%, so as to go with what has come before. While a bit less outright offense based than Fiery Aura, the set gains a bit more survivability because of it. Looking over Infernal Warding it seems to be the lovechild of Fiery Aura and Invulnerability adopted by Willpower.

With the aforementioned 3 Level 50 IO slotting, the set is within spitting distance of being S/L/Toxic capped. With one of those +3% Res IO's and 50+5 Enhancement boosters (Or Cardiac Radial Boost in the Alpha Slot) it can indeed cap those in addition to Fire.

I'm still not sure if that's broken or just pretty good. All the tests numbers wise I'm able to conduct lead me to "relatively strong."


Lore
Basically the idea I have is an individual who through triumph or tragedy gained a connection to fire, and that connection grew deeper than usual, tapping into an incredible power of flame-like energy from a realm or dimension beyond. Maybe you discovered dark secrets man was not meant to know, maybe your ancestor consorted with a demon, maybe you were severely injured in a fire, maybe you died and were not a very nice person, but found a way back.

Now deep down within the person is a connection to this unearthly flame. They draw upon it for strength, for life, for sustenance. The physical body is merely a shell animated by this force, a force which hungers for battle, combat, and strife.

The one thing all Hellfire Elementalists have in common is that they are of Magical origin, or that the magic has overpowered that which they once were and warped their abilities to draw upon the forces that once supplied their powers. A robot is now powered by infernal flame rather than a miniscule fusion reactor. A soldier given strength and vitality from a scientific serum now has hellfire flowing through his veins. A mutant's differences are merely a façade to the burning power that lurks beneath. This is a power that does not come about naturally.


The Numbers
I'm going to wager that a lot of what I write about is going to be a whole pile of gibberish to most people. Just a bunch of arcane numbers arrived at by obscure formulae and enacted in a dark ritual to craft Hellfire during the dark hours of the night. So I'm going to use this section here to explain a bit about some under the hood mechanics and aspects I'll be using to determine the numbers.

Pretty much every single target attack in the game is created around the following two formulae:

Damage Scale = (Recharge*0.16) + 0.36
Endurance = Damage Scale*5.2

Damage Scale is the amount of damage a power does that is multiplied by 55.61 to determine the amount of actual damage that you deal. Assuming that you're at 50th level. Why it's that particular number I don't know. But all damage works off of that.

We'll be using 70% of that, 38.927, as the multiplier for all of our attacks.

Well... kind of.

In decided to use Demon Summoning's trio of attacks as the base for an entire set I've probably stumbled into about as complex damage calculations as I possibly can.

Doing a little tinkering with the toxic DoT components, I quickly find a pattern. Each tick of Toxic damage seems to be around 1/5th the base amount of damage. So if we have an attack dealing 100 damage in this set, than each of the Toxic ticks will be 20 damage. Simple, yeah? Sadly attacks never seem to come in nice, easy to write whole numbers.

It gets a lot worse from here.

Well, let's take a look at the three MM Hellfire attacks and the six pet attacks (not including the damage aura):

MM Corruption
4 Seconds Recharge = 1 Scale
0.76 + 0.15 Ticks
76% Base

MM Lash
8 Seconds Recharge = 1.64 Scale
1.064 + 0.21 Ticks
64.9% Base

MM Crack Whip
No other 30ft, 50 Degree cones
1.13 + 0.22 Ticks
Nothing to compare to.

Pet Corruption
4 Seconds Recharge = 1 Scale
0.71 + 0.15 Ticks
71% Base

Pet Hellfire
6 Seconds Recharge = 1.32 Scale
0.66 + 0.66
No DoT

Pet Hellfire Breath
Identical cone and Rech to:
Fire Breath (3x 0.585, 1.755)
Ice Breath (2x 0.7, 1.4)
Electron Haze (1.35)
3x 0.26 + 3x 0.26 (1.56)
88.8% Fire Breath
115% Electron Haze

Pet Breath of Hellfire
Identical cone and Rech to:
Breath of Fire (2x 0.68 (1.36) + 4x 0.1 (80% Chance)
2x 0.3 + 2x 0.3 (1.2)
88.8% Base

Pet Hellfire Smash
8 Seconds Recharge = 1.64
0.64 + 1 + 0.1 Ticks
No Res, Has 40% Knock
Identical w/o -Res

Pet Hellfire Burst
Identical PBAoE and Similar Rech to:
Combustion (1.3, 17s)
Thorn Burst (0.95 + 4x 0.1 (80% Chance), 17s)
Spine Burst (0.9 + 4x 0.1 (80% Chance), 16s)
0.5 Tox + 8x 0.1 Tox (1.3, 15s)
Identical w/o -Res

So looking at those we see that damage varies all over the place. But we do have a few guidelines for design emerging:

If Damage over Time and -Resistance are both present, reduce the damage of the base strike by 65-75%. Because there's going to be a large amount of -Res being tossed around, I'm going to calculate using the 65% figure for pretty much everything. I'm going to try and put things in the middle of Fire and Sonic sets, so if both have a similar power I'm going to try and shoot for the middle.

If an attack ends up being similar to an AoE Fire attack, than typically the amount will be 88.8% lower if it has a -Resistance component.

Large chunks of Toxic damage are perfectly fine for pets, but due to its relative scarcity of resistance, 50-50 Fire/Toxic should be the absolute maximum for a player.

So as a result I'm going to weight the percentages so that on average an attack will be about 2/3rds Fire damage and 1/3rd Toxic.

There are scalars and AT modifiers for literally every other aspect in the game, and for the most part I'll be writing out entries in what the game engine would see as well as what players at level 50 would see with Real Numbers.

I will also include a Power Parallel with each entry, giving a similar power that exists in the game. Typically it will be the one I based the entry off of.


Inherent
Infernal Essence
Archetype
Autopower

Version 1 (Default)
+Regeneration
+Recovery

My original idea for Infernal Essence is listed as Version 3. After running it by a few friends the general opinion was it seemed too open to variation due to enemy design. Some groups lack lethal damage entirely, and no other inherent is limited by the composition of enemy groups.

The idea is essentially to provide something that the other AT's that have come before do not have, but would provide bonuses along the lines of Tankers and Defenders. The VEAT inherent ups the base Regeneration and Recovery. One of the things that plagues Fire set users of all sorts is their ongoing rivalry with their blue bar and adding additional Regeneration would add a layer to the defenses of the Elementalist, since HP is going to start off relatively low, and is not going to have the 40 second Healing Flames to use every 10 seconds.

This also serves to help out in the 15-30 area where one has the capacity to pick up attacks and toggles, but begins to lack the slots or SO levels need to really start putting a dent in one's Endurance consumption.

The overall idea is essentially tied into a Fury-like bar, dubbed Essence, which rises whenever an enemy attacks you. Unlike Fury I am thinking that the bar would lower based on the usage of attacks/powers. Quicker, faster attacks would drain less Essence than harder, heavier hitting, large effect type powers. The toggles would not affect the bar's rise or fall.

Not quite sure what the numbers would be on the plus and minus. But I'd say the effects of Infernal Essence would range from along the lines of unslotted Physical Perfection at its lowest, and perhaps around slotted Quick Recovery and Fast Healing at the fullest of the gauge. Though keep in mind that to sustain that level you're not attacking, you're not healing, and you're not applying team buffs. You're sitting there and getting pounded on and running toggles.

Kiting a spawn around might be held in check by something along the lines of an 'overcharge' mechanic. Where if the meter stays up passed a certain amount for a period of time, it maxes out and stays that way for a period of time, maybe somewhere between 10 and 30 seconds before emptying out perhaps.

During periods of overcharge, the bar does not diminish. So now would be the time to spam attacks to your heart's content, though if you're in more trouble than you can handle, you're going to be back to the base levels once the overcharge period is over.

Not all aspects are required for the Hellfire Elementalist concept. I'm just adding in my thoughts for issues that might arise if my concept were to get made, and ways to deal with them.

Version 1 is the default concept that I will be using throughout the rest of the writeup to decide things on, since it is essentially the simplest of the concepts and requires the least additional math and calculation to utilize.


Version 2 (For discussion)
+Regeneration
+Recovery
Ties into Damage Ticks

Another idea I came up with that is expanding on the original; essentially tying the Essence bar into the Toxic ticks. Perhaps dropping the 80 percent chance and tying the ticks in with the levels of the bar? 1 Tick 0-25, 2 ticks 25-50, 3 ticks 50-75, 4 ticks 75-100. Or keep the 80% chance for and roll for each? Or have one tick inherent and 1 additional tick for each 33% on the bar?

Interacting with Mantle of Combat, perhaps rather than eliminate all the damage ticks, it would remove the bar-based ones? Maybe add in additional +Regen? Instead of a toggle version of Fiery Embrace, Mantle of Conquest could lower the numbers needed for damage ticks, up the chance, or provide additional ticks above and beyond the normal amount?

I think this one would probably make the most sense in game, however it would be an utter pain in the backside to write and do calculations for. Since I've run numbers on a good 50ish powers, and will be running them again to double check, I really don't want to throw even more into the mix.


Version 3 (Scrapped)
+0.06 Recovery for 10 seconds
+0.14 Regeneration for 10 seconds
Stacks up to 8 times

Infernal Essence triggers every time a Tohit roll is made against you with an attack that is typed for Lethal defense. I see being struck, or struck at in this way causes wounds that open up the barely controlled elemental energies within the Elementalist and sending them surging through the body, accelerating the natural healing and recovery rate. At the cap the inherent ends up being just a touch better than unslotted Quick Recovery and Fast Healing.

I could see this also as having each effect last for less time, maybe even half that time.

This was my original idea, with the Ice Elementalist potentially getting +Movement and +Rech in response to Smashing damage. But as I mentioned above this seems to situational and prone to potentially being of absolutely no use and also likely more complex from a coding standpoint.

As best I can tell, Domination and Fury use the same in-game framework. And my other ideas for Infernal Essence would be another variation on that. This one is just left here because it was first and I'm always loathe to get rid of anything I type out.


Level 1
Incendiary Leap
Toggle, Travel
Parallel: Super Jump

Peacebringers get Fly pool powers, Warshades get Teleport pool powers. We have four travel pools, so for parity's sake, I'm giving Hellfire Elementalist's Jump pool powers. I see flaming things falling from the sky more thematically appropriate than having high recharge and being speedy. And Super Speed with the whole gliding on/near the ground thing would fit better with Ice. Which I may or may not be making a similar themed set to.

Maybe. In a year. Once I stop having spreadsheet flashbacks.

I imagine this like having a fiery effect around the body and kind of a flaming lower body trail when in the air and a big flaming fwoosh upon landing.

Level 10
Incendiary Hop
Toggle
+2.5% Defense (All)
Parallel: Combat Jumping

And because we have the Jump pool, we have to have a Combat Jumping parallel. Similar but more subtle effects than the previous power. Maybe a little fiery ripple upon landing, but not much else.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Infernal Warding

Level 1
Revivification
25ft PBAoE
8 Seconds Recharge, 13 Endurance
Scale 1 (133.862 HP Heal)
Parallel: Warmth (Thermal), Healing Aura (Empathy)

Your standard heal aura. Nothing new or special to report here.

I see it as a rune forming behind the caster and then exploding into healing flame-y, sparkly chunks of rock.


Material Warding
Self Toggle, 0.21 Endurance/second
+3 Melee Scale Resistance (22.5% Smashing, Lethal, Fire, Toxic)
Parallel: Fire Shield (Fiery Aura)

Your typical basic shield, copied from Fire Shield, with the stun taken out. Melee Resistance scale means you take the amount listed times 7.5%, which is what Scrapper and Brutes have. All the shields that can affect the Hellfire Elementalist will be using this number. The ally only shields will be using the higher Ranged Resistance scale, which is 10%.

I feel it makes thematical sense for the Hellfire Elementalist (whose attacks deal Toxic DoT) to have pretty hefty resistance to Toxic damage, thus why it shows up here instead of Cold, as well as appearing later on.

I see this as two lines of runes moving across the body in an X. If you have Mantle of Combat toggled it seems to vanish into them and connect the upper arm pieces to the lower torso pieces.

Nov 4, 2011: Lowered endurance cost from .26e/s to .21e/s to match modern armor sets.


Level 2
Material Ward Circle
80ft Ranged
2 Seconds Recharge, 7.8 Endurance
+2 Ranged Scale Resistance (20% Smashing, Lethal, Toxic Resistance)
Parallel: Sonic Barrier (Sonic Resonance), Fire Shield (Thermal)

It's our very first clicky bubbly shieldy thing! Awww! This is an ally shield power, so you fire it off it does not get put on you.

I decided to go with the Sonic version of the shield, since it already had the Toxic resistance in there. Plus I came up with a rather good naming scheme for the shields and such.

I picture the casting of this on the initial target to create a circle of burning, rotating rune in the air, expanding outwards from the original target. Kind of like the rings that the Sequester effect from BAF has; but perhaps larger in the casting to cover the area used, and a smaller version of the rune circle slowly orbiting the affected characters' waists.


Level 6
Subdermal Warding
Auto Power
+1 Scale Max HP (187.407 HP, Unenhanceable)
+1 Scale Max HP (187.407 HP, Enhanceable)
+0.75 Melee Scale Resistance (5.625% All)
+0.2 Scale Slow Resistance (20% resistance to -Recharge, -Fly, -Jump, and -Run Speeds)
Parallel: High Pain Tolerance (Willpower) + aspect of Temperature Protection (Fiery Aura)

Well... it's High Pain Tolerance with the slow resistance from Temperature Protection tacked on. Unlike Willpower we have click heals, so I figure it needs some protection from slows somewhere, and as I see this kind of being a signature power of the set in the regards that Mantle of Conquest is kind of assuming that you'll take this. So I put it in here rather than in one of the other shields.

This is that certain power I mentioned earlier about being able to get somewhere between Scrapper and Brute levels of HP. Out of the box this will put you in between the two of them, edging a bit closer to the Brute side of things. Fully slotted and sporting a Tier 4 Spiritual this could get you in between Brute and Tanker.

But due to this being bonus HP and not base HP, all the other +HP buffs, like accolades and IO set bonuses, are going to net the Hellfire Elementalist less effect than they would for any of the other melee classes.

I felt that the class needed a way to get higher hit points, but without giving it Dull Pain, as the long recharge makes it too unreliable at pre SO levels to allow you to have tanking class level HP. So that is why this is here. Plus I figured I've got to give the set something good, since I'm not going to be giving the Hellfire Elementalist its own version of Burn.

The concept behind this one is markings, runes, tattoos, scars or scars on the skin, or perhaps etching on your carapace or metal hide, that are essentially a part of your being. So they're always protecting you.


Mantle of Combat
Toggle, Free
Removes Toxic DoT from all attacks
+0.5 Scale Defense (All) (5% Defense to All)
+2.5 Scale Defense Resistance (25% Def Debuff Resistance)
+30 Scale Sleep, Confuse, Terrorize, Knock (Provides 13 points of Sleep, Confuse, Fear, Knockback, Knockdown, and Knockup Protection)
+15 Scale Hold, Stun, Immobilize (Provides 6.5 Points of Hold, Stun, Immob)
+1 Threat Level
Enables Brute-like Punchvoke on Attacks
Enables Taunt Aura function on Hellfire Halo
Parallel: Dwarf Form (Kheldians), Granite Armor (Stone Armor), Tough Hide (Invulnerability, Defense),

This is not meant to be a mez protection toggle. This is meant to be your go to 'tank mode' toggle. Like the way Granite lowers your damage and recharge and Kheldians limit you to a selection of powers, so too does Mantle of Combat lower your damage in favor of making you more survivable and attention-getting.

The defensive numbers are taken entirely from Tough Hide, while the mez protection numbers are from various other toggle and autopowers of a similar sort. The Stun, Hold, and Immobilize protection is lowered to compensate for getting some later on with your +Res bubble toggle shield.

But yes, as long as you're willing to offer up a significant portion of your damage you can get strong mez protection on demand. See a Succubus up ahead? Toggle it on. See one of those Longbow girlies and her army of blue buddies? Toggle on.

I decided to toss some Defense in here to make it a proper 'tank mode' toggle. I'm wanting to give a kind of parallel to Dwarf Form, but unlike Khelds, Hellfire Elementalist's don't lose their shields and swap attack sets when they change modes. So I can't just stuff a big pile of resistance in here. So I decided to purloin Tough Hide. Yes, it has Psi Defense. Incendiary Hop will have Psi defense, so I kind of wanted to match things up totally. Plus we have two powers that offer Psi resistance (Subdermal Warding and Supreme Ward Circle, which is coming up). So I figure that I ought to make the entire set match.

I imagine this kind of like one of the Stone armor toggles, but not as covering. Appearing as armored plates on the areas where we usually don't have any costume-y bits. Like the area between elbow and shoulder, the hips, the lower back and the sides of the torso below the ribcage. I picture kind of a sleek, insectoid, xeno-morphy armor to it with a hint of the otherworldly. Maybe a few larger runes floating above the armored segments.


Level 8
Vitalistic Infusion
80ft Ranged
4 Seconds Recharge, 13 Endurance
1.96 Scale Heal (262.37 HP Heal)
Parallel: Heal Other (Empathy), Soothe (Pain), Cauterize (Thermal)

Basic Heal Other clone. I imagine it to be much neater looking, though; Tracing the same rune as Revivification before in the air, but smaller. The rune shatters and you 'blast' your target with healing energy. Shoot your allies to heal them, yay!


Level 12
Ethereal Warding
Self Toggle, 0.21 Endurance/second
+3 Melee Scale Resistance (22.5% Fire, Cold, Energy, Negative)
+1.5 Melee Scale Resistance (11.25% Toxic)
Parallel: Plasma Shield (Fiery Aura)

Plasma Shield with the numbers and slight mez protection filed off.

I see this power as kind of a misty haze surrounding the caster with a few runes occasionally standing out.

Nov 4, 2011: Lowered endurance cost from .26e/s to .21e/s to match modern armor sets.


Ethereal Ward Circle
80ft Ranged
2 Seconds Recharge, 7.8 Endurance
+2 Ranged Scale Resistance (20% Fire, Cold, Energy, Negative)
Parallel: Sonic Barrier (Sonic Resonance)

The elemental clicky shieldy thing, yaaaay!

Once again a big expansion of a ring of runs upon the casting, and smaller runic rings orbiting those affected. These I'm thinking would form an X and hover over the players forming an X from shoulders to knees. Kind of making a runic version of the old style atom sign with the effect of Material Ward Circle.

Nov 4, 2011: Corrected typo of 15% Resistance, raising it to the proper 20% Resistance.


Level 18
Revitalize
Self Heal
60 Seconds Recharge, 10.4 Endurance
+2.5 Scale Heal (+468.517 HP)
Parallel: Reconsturction (Regeneration)

Since we already have Revivification as a heal, I'm using Reconstruction's recharge time of 60 seconds, rather than the 40 seconds of Healing Flames.

I envision the caster crossing their arms on their chest and a glowing rune appearing, radiating healing energies for this one. Just to make it different.


Supreme Ward Circle
25ft PBAoE Toggle
15 Seconds Recharge, 0.21 Endurance/second
+1.5 Melee Scale Res (All) (11.25% Res (All))
+20 Scale Hold, Immob, Stun, (8.65 Points Hold, Immob, Stun)
Parallel: Sonic Dispersion (Sonic Reasonance)

Not merely a toggle bubble shield for your friends, this is going to be your mez protection toggle when you're not sporting the Mantle of Combat. In putting it in here it will at the very least coax people into taking at least one of the team shields.

I thought about putting some -KB in here, to represent what is lost by being unable to access Acrobatics. But then again KB is one of Fire's holes, and people don't really take Acrobatics anymore, they just slot -KB IOs. Some talking with friends also mentioned that AoE -KB might be a little too powerful. So I've left it out.

I picture this as a big version of the previous ward circles' casting effect, a trio of Sequestration-like rings, two tilted at opposing angles to form an X over the third, central one. The whole thing floating off the ground, about the same height as the inspiring Sequestration effect.

Nov 4, 2011: Lowered endurance cost from .26e/s to .21e/s to match modern armor sets.


Level 26
Corrupting Incantation
80 ft Ranged
60 Seconds Recharge, 10.4 Endurance
+25% Tohit for 120 Seconds on target
Adds Toxic and Fire damage procs for 120 seconds on target
100% Chance for 0.166 Fire + 0.166 Toxic Temporary Power Scale Damage proc
Adds 17.848 x2 Damage to every attack
Parallel: Forge (Thermal)

This is essentially Forge, but spiced up and made to fit more thematically. This was the only way I could think of to make an ally version of Fiery Embrace. It'd be a nightmare to go and add a line to EVERY SINGLE damage dealing power in the game for this one power. So I presume it'd be easier to use something along the lines of an IO proc, except granted by a power.

Numerically this is essentially on par with adding one of the Very Rare purple set damage procs. Those do 1.0 Scale Temp Damage with a 33% chance. So doing 0.333 scale damage with a 100% chance ought to be around the same effect. I think that ought to be okay, as the Damage singles for purple sets run about +53%, and Forge for a Defender is +50% damage.

I honestly don't have any idea if this is too weak or too strong. The lesser damaging the target typically is, the most effective this is going to be, and as with all procs this will be more effective in quicker, faster recharging powers. Rather than a buff to toss on a Blaster or a Scrapper, this seems more of something you'd toss on a Defender or a Corruptor.

Though I suppose it wouldn't really make much difference, as most powersets generally have similar activation times. But it would help out a Defender or a Corruptor more than it would a Scrapper or a Blaster, who would probably be better off with a +50% damage buff.


Level 28
Malignant Haze
Toggle, 20ft PBAoE
20 Seconds Recharge, 1.04 Endurance/second
Scale 0.17 Toxic + 0.08 Fire (6.62 + 3.11)
-50% Run and Jump Speed for 5s
-3.5 Max Run Speed for 5s
+Mag 2 Immob, 2.25s
Parallels: Orbiting Death (Warshade), Hot Feet (Fire Control), Mud Pots (Stone Armor)

I wanted a second damage aura here. Because I think it kind of fits. But due to the amount of Endurance this puppy uses, Malignant Haze is going to be a sometimes toggle for most people, rather than a 24/7 aura rocker.

This one has the usual damage types inverted. I actually swapped names between the two damage auras, keeping the Fire based one in the secondary due to its lower level state. You want the cool powers unlocking a bit later.

I ended up taking the effects from Mud Pots since a Fear effect isn't something we want on a Tank style character. And they recently yanked the fear out of Burn. Hellfire Elementalist's lack Burn, so they get a "Dump Fear Effect Free" card that they can use up, right?

Anyway, I chose the effect to maintain parity with the other EAT's. All of them have a touch of control in their sets somewhere. So with most of my Infernal Assault already planned out, I figured here was the best place to put it.

And honestly who doesn't want to have a steaming, seething quagmire of burning energy accompanying them wherever they walk? I imagine this one as kind of like a mix of Hot Feet and Tar Patch with the burning and bubbling with a little smoke rising off the top. Maybe that's what Mud Pots looks like; I've never played a Stone Armor anything. So maybe like Mud Pots' larger, demonic brother.

Nov 4, 2011: Corrected transcription error, reducing endurance cost to 1.04e/s down from 1.56e/s.


Level 32
Rain of Terror
25ft PBAoE Psuedopet Summon
Pet Scale 0.02 Toxic + 0.0064 Fire Damage (0.779 + 0.285), every .2 seconds for 16 seconds (76 ticks)
-40% Run Speed, Jump Speed, Jump Height, 0.5s
-3.5 Max Run Speed, 0.5s
-3 Fly Speed, 0.5s
-12.5% Res on Target, 10s
Parallel: Rain of Fire (Fire Blast), Sleet (Cold Domination)

While Sleet was in part an inspiration, the numbers are solidly Rain of Fire, with the 88% lowered amount in exchange for the typical -Res debuff.

I decided not to put Burn in the set due to it being a rather hard hitting AoE when there are already several AoE's in residence. But after looking over my list of powers, I realized that I'd forgotten the second level 32 power for the primary.

So yeah, this is essentially the last power that I decided to whip up. The well has run pretty dry by this point. But I realized that throughout the very large number of powers I've made, not one of them is a proper damage dealing PBAoE.

I like rain powers. I think they look neat with all those little bits floating and falling. As all but one of my level 50's is a melee AT, I don't get to see rains too often. So I kind of have this fixation on them. Which is why after having Purgatory being a Rain-like, I'm putting another Rain right here.

I'd kind of like a subdued effect like Purgatory (Described way down at level 38). One color of particle rain floating up while the other rains down. So the searing fire and acid gets you coming and going.


Undying
300 Seconds Recharge
Self Rez
Untouchable
Pet Scale 1.4 Fire Damage + 4 Ticks of 0.28 (77.845 + 15.57 Ticks)
+8.308 Pet KB
+Mag 4 Confuse
Parallels: Rise of the Phoenix (Fiery Aura)

Rise of the Phoenix altered to meet the damage standard, and swapping out the Stun effect for Confuse, which I'm kind of establishing as the control effect for the Hellfire Elementalist. Using their dark power to turn foes against one another, perhaps out of sheer terror and Great Old One-esque primordial panic.

I picture this one as a small Maleficent Gate (see below) opening beneath the downed PC, a liquid bubbling out to cover them. The player writhes and arches their back, and the goo pulls away, the character lying still for a moment and then sitting up rather like Jason Voorhees and the pro wrestlers Kane and the Undertaker do. A massive bubble of the stuff (which I imagine looks like a glistening, fluid version of the carapace on Mantle of Conquest, described in the secondary) explodes, causing the damage and effects and leaving the character on their feet.

I could see the damage getting dropped down a bit due to the Confuse effect also being a potential damage dealer. Possibly down to a Scale 1 level to match Soul Transfer, which also has a Mag 4 Mez effect.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Infernal Assault

Level 1
Hellfire Bolt
80ft Ranged
3 Seconds Recharge, 3.12 Endurance
Scale 0.588 Damage + 4 Ticks of 0.118 (22.889 + 4.578 Ticks)
Average 0.866 Damage (33.7)
-12.5% Res on Target, 5 Seconds
Parallel: Flares (0.878 Damage, Fiery Assault), Shriek (0.84 Damage, Sonic Blast)

And here on our very first attack we have our very first deviation from the formula. Both Sonic and Fire have quicker attacks as their very first power. Flares seems to be a rather special case, as its recharge seems to have been lowered to the point where the addition of its bonus damage makes it approximately Scale 1, my guess is due to Blaster standardization which carried over to Defender and Corruptors.

It's at 3 seconds in Fiery Assault, however, which makes sticking it at 3 seconds good enough for me, what with Shriek also being the same recharge. The base damage has been reduced to 70% of normal rather than 65%, as I felt that the attack ought to be in between Sonic and Fire in damage. At 65% it is, on average, worse than Shriek.

Unless it says otherwise, the big number at the start is going to be Fire damage and the ticks are Toxic.

I picture this one to be kind of like a fireball, with a big, round bit with a tail of energy streaming off of it. Overall I kind of picture all the Hellfire powers to be kind of like balls of smoking stone with flames moving over them.

Level 2
Hellfire Backfist
Melee
8 Seconds Recharge, 9.36 Endurance
Scale 1.0 Fire Damage + 0.64 Toxic + 4 Ticks of 0.1 (38.927 + 24.913 + 3.893 Ticks)
Average 1.876 Damage (73.027)
40% chance for Knockup
Parallel: Hellfire Smash (Identical, Demons, Pet), Chop (1.64 Damage, +10% KD chance, Battle Axe)

I was kind of torn on where to put this one. Most Assault sets have their Tier 2 attack at 10 seconds, with others being a pair of 8's and a 6. Blasts are 6 or 8. Melees always pair 3's with 5 or 6's. So in the end I decided to with what had already been established. Thus this is the Hellfire Gargoyle pet's Hellfire Smash with the Fire and Toxic damage amounts swapped around.

I figure that the melee attack ought to have a knockup effect, since that's what Jump Kick has. And since the Jump pool can't be taken... well... I'm sure SOMEBODY out there would miss their Jumpkick effect.

I picture this as the caster raising their right hand to around the chest area, a ball of hellish energy forming over the palm and engulfing the fist as it clenches, after which the caster spins to build momentum and strikes the foe with the back of their fist at an upward angle.

Hellfire Backfist (B)
Melee
8 Seconds Recharge, 9.36 Endurance
Scale 1.066 4 Ticks of 0.213 (41.496 + 8.299 Ticks)
Average 1.569 Damage (61.096)
40% chance for Knockup
-12.5% Res on Target, 6 Seconds
Parallel: Lash (Identical, Demons)

The other option for the attack is to base it off of the second Demon Summoning attack, Lash. This lowers the damage, due to the addition of the -Res and essentially makes this a lower ranged version of Lash.

Level 4
Maleficent Gate (Combustion)
15ft Radius PBAoE
16 Seconds Recharge, 15.184 Endurance
Scale 0.444 Damage + 8 Ticks 0.089 (17.284 + 3.465 100% Ticks)
Average 1.156 Damage (45.004)
-12.5% Res on Target, 8 Seconds
Parallel: Combustion (1.3 Damage, Fiery Assault), Thorn Burst (1.27 Damage, Thorn Assault)

The Assault sets typically have an AoE at level 4, so that's what I'm going with. Usually you get a cone with a Breath animation or something of the like. With a placeable Rain and a Shield Charge/Spring Attack mix later on, I'm thinking that we go with a PBAoE here after reviewing all the powers. And what luck, we already have one with Hellfire Burst.

I'm applying the 8/9ths multiplier to Combustion to tack on the -Res, as well as making the initial hit Fire based to go along with our themes here.

I kind of picture this one as the caster slowly raising their arms, a glowing sigil appearing beneath them, and then the ground erupting, looking rather like a fiery portal has been ripped in the ground with jagged rocks marking the boarder of the target zone, rather like some of the Earth attacks.


Maleficent Gate (Fireball)
80ft Ranged, 15ft Radius Targeted AoE
16 Seconds Recharge, 15.184 Endurance
Scale 0.8 Damage + 4 Ticks 0.16 (31.142 + 6.228 Ticks)
Average 1.178 Damage (45.85)
-12.5% Res on Target, 8 Seconds
Parallel: Fireball (1.26 Damage, Fire Blast)

This was my original idea to be placed here, as I was initially working off of Fire Blast rather than Fiery Assault like I ought to have been from the start. Going through on an editing pass I realized that there were already several TAoE attacks and no proper melee PBAoE's.

So this is just here as a brainstorming option and due to my reluctance to ever throw out anything that I've typed and done the numbers on.

Animation wise it would be identical to the above, except the rune would appear beneath the targeted critter.

Level 10
Firespout
80ft Ranged
6 Seconds Recharge, 6.864 Endurance
Scale 1.067 Damage + 4 0.213 Ticks (45.5 + 8.3 Ticks)
Average 1.57 Damage (61.1)
-12.5% Res on Target, 10 Seconds
Parallel: Scream (1.32 Damage, Defender Sonic Blast)

Most Blast sets have an 8 here, Sonic has a 6, Fiery Assault has an 8. Most assault sets have an 8 in there. But we already have an 8 second attack in Backfist. So we continue along the pattern of Sonic and go with a 6 second ranged blast.

I picture a much different animation than most blasts. Reaching out with one hand towards a foe, rune glowing in the air, the caster closes their fist and a miniature version of the Maleficent Gate opens up and a narrow column of flame surges up from below.


Level 14
Hellfire Halo
Toggle, 8ft PBAoE
15 Seconds Recharge, 0.52 Endurance/second
Scale 0.1 Fire + 0.05 Toxic Damage (3.893 + 1.946)
-12.5% Damage on Targets (Unenhanceable) (6.25%?)
No Taunt unless Mantle of Combat is turned on
Parallel: Quills (0.15 Spines)

So I went looking high and low for a damage toggle that did both damage and had a secondary effect. I found all of two: Lightning Field and Quills. I seriously do not want to wrestle with a new set of numbers and try to discern the math required to mesh how much damage an Electric attack does to how much Endurance it drains. So I compared Quills to the other attacks in Spines to see how its Slow effect stacked up. Well, it's full strength, so that's what I'm putting down here. But considering the Hellfire Elementalist is going to be sporting a bit more +Res than a Fiery Aura tanker, I think it would be easily acceptable as being half that.

It likely does not even need the secondary effect, working entirely as a plain 'ol damage toggle. This is placed in the secondary at this level for two reasons, one because most sets get their Taunt aura by this time (and I didn't have room in the lower levels in the Primary for what I felt were more set defining powers) as well as wanting to see double damage toggles on a character. Spines animations are just so very long, and I'm not a fan of blasters to take Fire Manipulation.


Level 16
Steal Strength
Activates the Steal Strength state for 20 Seconds
120 Seconds Recharge, 5.2 Endurance
Scale 0.75 +Tohit (+7.5% Tohit)
+25% Damage for 10 seconds, used with each single target attack
Parallel: Power Siphon (Kinetic Melee)

Out of all the Build Up variants this is the only one that I could think of that wasn't broken or bland. Build Up is bland, Power Build Up might work, but that's never been in a normal set. Warshades already have Soul Drain, so we can't use that (and it would probably be broken). Rage would be so stupidly broken here it's not even worth giving even a passing thought to.

So it's a toss up between Power Siphon and Follow Up. Follow up is from a set with fast hitting, quick recharging attacks, mostly single target attacks and we've got piles of AoE. So I'm thinking Power Siphon will be the best option here.

I was also thinking possibly of a Build Up strength buff coupled with a quasi-snipe attack, but I have no idea what recharge and such to assign it. Essentially a supercharged, ranged Follow Up. Do I make it longer than Build Up? If so should I extend the duration? How much Endurance should the power cost? Etc, etc.

Oh for the hell of it let's stick Snipe-Up in here for the lulz.

I was picturing Steal Strength's effect having a pet summon or something, or giving the target a particle effect aura and that aura/pet blasting a ball or beam of energy back to the caster if it cannot be done the normal way. Or making the effect a zero damage autohitting buff blast. :P


[b]Soul Shatter (Lulz Option)[b]
150 ft Ranged
180 Seconds Recharge, 18.5 Endurance
Accuracy: 1.4
Scale 2.49 Damage + 4 0.498 Ticks (96.928 + 19.386 Ticks)
Average 3.67 Damage (142.862)
Scale 1 +Tohit (+10% Tohit) for 20 seconds
+80% Damage for 20 seconds
-12.5% Res on Target, 10 seconds

I don't know if that is better or worse than the power siphon clone we have up above. I think Soul Shatter most certainly would be more useful in some cases, since it gives the people who like snipes a snipe, albeit one on a really long timer. I also picture the effect of something like a super Essence Drain/Siphon Life. Maybe add in a bit of a hold or something and use some floating off the ground while a graphic effect gathers into a ball and launches back into the caster. Dunno if that effect is doable or not. I suppose it wouldn't work effectively on EB's and AV's, though.

The damage is as high as it is due to me plugging in the numbers for the biggest non-DoT, non-Assassin Strike, non-Energy Transfer power (Total Focus, Concentrated Strike, KO Blow, Seismic Smash) into the formula. You'll see these numbers again.

Still, the way I picture it in my head is awesome.


Soul Siphon (Ranged Follow-Up)
80 ft Ranged
12 Seconds Recharge, 7.8 Endurance
Scale 0.598 Damage + 4 0.12 Ticks (23.278 + 4.656 Ticks)
Average 0.88 Scale Damage (34.169)
-12.5% Res on Target, 6 Seconds
+1 Scale (Ranged) Tohit (12.5%) for 10 seconds
+37.5% Damage for 10 seconds
Parallel: Follow Up (0.913 Night Widow)

And here is the Ranged Follow Up option. Because it's ranged, I tentatively tossed in the Defender's higher Ranged Damage and Tohit buff modifiers. Making them Melee would take it down to +10% Tohit and +30% Damage.


Level 20
Mantle of Conquest
Free Toggle
-2 Scale HP (-374.814 HP, Unenhanceable)
-10% Res (All, Unenhanceable)
Adds a +20-33% damage proc to every attack, ala Fiery Embrace
Parallel: Nova Form (Kheldian)

This is why I have the +HP in an autopower and so early in the set. This is your Nova-inspired toggle. Not quite sure on what the numbers ought to be on it. 20% would be about a half-strength Fiery Embrace. 33% would make every attack be about half Fire and half Toxic damage if I'm looking at things correctly. If we use Toxic. Lethal or Smashing would be other options, and probably more palatable since they are so much more commonly resisted. I'm trying my best to keep this thing within themes and within reason.

You take Subdermal Warding and this and you get to be a lower HP blaster that has survivability. You put some slots into SW and you have Blaster HP and additional defenses, and just shy of the damage. You run this and Mantle of Combat and you're more of a quasi-ranged Scrapper with your secondary damage done as proc hits rather than random ticks.

This is actually the oldest power of the lot here. I was thinking to myself what could be done to replace the Nova form shift, and this is the result.

I was thinking this would look a bit like Mantle of Combat's carapace armor type, except I envision Combat as several sections of plate, like two or three, with Conquest fitting over them. I also picture the sections of Conquest's carapace to be glowy with veins, maybe a bit like lava, but no so craggy. And also sporting some spikes or something of the like.


Level 22
Crux Contagion
Melee
20 Seconds Recharge, 18.51 Endurance
Scale 2.314 Damage + 4 0.463 Ticks (90.077 + 18.015 Ticks)
Average 3.407 Damage (132.622)
+Mag 3 Confuse
-12.5% Res on Target, 10 Seconds
Knockdown
Parallel: Incandescent Strike (3.56 Peacebringer), Gravity Well (3.54 Warshade), Seismic Smash (3.56 Stone Melee)

It's around this time, number of powers in, that the Kheldians get their Super Melee + Control-y melee strike. Well, actually it's the next level but since I haven't had a melee attack in so long, and level 24 is where the travel pool Tier 5 goes, if I put it there I'd have two melee-esque attacks at the same level. And we can't have that, viva la variety!

The Knockdown is here only because that's how I imagine the attack. Caster with both hands glowing, lifts the target into the air (if the target is a boss or lower) with a motion from one hand, then makes a swift upward motion with that hand, balling the other into a fist.The caster then quickly crouches and rises to full height, swinging with a vicious uppercut connecting with the target's chin (Or vaguely chin-ish area), sending them crashing to the ground, unholy energies swirling through them, blinding them towards friend or foe. Just do the crouch-uppercut and hellish wave of energies through the target with EB and greater foes.

Not quite sure what the number on the -Res ought to be. Some melee attacks in ranged sets have higher amounts of the debuff in the set, sometimes they're lower. Peacebringers have it at 0.5, Warshades have it at 1.5. So we'll just leave it at normal for now.


Level 24
Lance of Corruption
80ft Ranged
12 Seconds Recharge, 11.856 Endurance
Accuracy: 1.2
Scale 1.482 Damage, 4 0.296 Ticks (57.69 + 4 11.538 Ticks)
Average 2.182 Damage (84.938)
-12.5% Rez on Target, 20 Seconds
Parallel: Bitter Ice Blast (2.28, Ice Assault)

Rather than put a Blaze clone here, I figured I would go with a touch more utility than solid damage. Same recharge as Dominator Blaze, but without the bonus damage this is kind of more like Bitter Freeze Ray from Ice Blast, or like a damaging Touch of Fear. I doubled the debuff effect and duration based on Touch of Fear.

I picture the effect as like a beam of hellfire that pretty much goes right through the opponent, seems to crystallize, and then shatter.

Nov 03, 2011: Knocked the -Res down from 20% to 12.5%, due to its long lasting nature. At high levels of recharge, Lance of Corruption could stack up to 5 times. Maybe a "does not stack from the same caster" effect on the 20% might help?

Wormwood
60 ft Ranged Placed PBAoE
75 Seconds Recharge, 13.52 Endurance
Pet Scale 1.223 Damage + 4 0.548 Ticks (47.607 + 21.332 Ticks)
Average 1.77 Damage (68.9)
66% Chance for Knockdown
-12.5% Res on Target, 10 Seconds
Parallel: Shield Charge (Shield Defense), Spring Attack (Leaping Pool)

I placed this essentially halfway between Spring Attack and Shield Charge since it's an actual set power instead of a pool. The Fire damage is the little AoE, the Toxic damage is the big AoE. I used Spring Attack's lower KD chance. I tossed in the -Res to keep it consistent with the rest of the set.

I picture it with a longer casting time that Spring Attack or Shield Charge, involing building up an aura of energy around the caster and leaping into the air, crashing into the target and releasing said energy.

The attack is named Wormwood as a Book of Revelations reference. Wormwood is a star that crashes into Earth and poisons 1/3 of the water supply. The attack does about 1/3 toxic damage and I kept picturing a meteor strike as an inspiration for the power. So I figured hey, why not?


Level 28
Charon's Toll
20ft PBAoE
180 Seconds Recharge, 0.52 Endurance
+20 Endurance
+0.05 Recovery
+50% Recovery Res (Does not stack from same caster)
-12.5% Res on Target, 10 Seconds (6.25% or 18.75%?)

This is essentially Consume with the damage filed off and replace with -Res. It's a Melee power, so I'm not quite sure what the number ought to be. As I mentioned before, sometimes it's left alone, sometimes it's halved, sometimes it's half again. So I'm just leaving it at normal.

Scolded myself for looking up numbers for Energy Drain and Power Sink, wondering if that would work here. After all, Kheldians seem to have picked up really good powers from several sets. But I'm trying to keep the Hellfire Elementalist within reason, rather than cherry picking all the awesome powers from everywhere.

Considering this is where Tankers would get Dark Consumption, I was considering cloning it instead. It would have Scale 0.8 damage and would likely lose the -Res debuff. No idea if that would make it better or worse, however.

*continues pondering stats for Energy style Endurance sucker*

No! Bad VK! Stop it!


Level 35
Anathema Apotheosis
40ft Ranged, 25ft PBAoE Psuedopet Summon
240 Seconds Recharge, 26 Endurance
Pet Scale 1.359 Damage + 4 0.272 (60.459 + 12.092 Ticks)
Pet Scale 1.811 Damage + 4 0.362 Ticks (80.568 + 16.114 Ticks)
Pet Scale 2.264 Damage + 4 0.453 Ticks (100.721 + 20.144 Ticks)
Pet Scale 2.717 Damage + 4 0.543 Ticks (120.874 + 24.175 Ticks)
Average Minion- 2.001 (89.015)
Average Lieutenant 2.666 (118.622)
Average Boss 3.333 (148.293)
Average Elite Boss+ 4.000 (177.965)
-25% Res on Target, 60 seconds (Initial)
-6.25% Res on Target, 15 seconds (Detonation)
Parallel: Unchain Essence (Warshade)

The name is a fancy way of saying "The Greatest Curse." The initial strike is autohit and applies a -25% Res debuff for quite a long while. But the kicker is if the creature is defeated while the debuff is applied the vitality within is converted into Hellfire, which explodes violently dealing damage based on the strength of the defeated creature. Accuracy enhancements would affect the detonation portion.

I picture this as the defeated critter freezing in place, suddenly covered by a covering that looks like the armor from Mantle of Combat. Cracks appear in the covering, which begins to look like that of Mantle of Conquest. The cracks begin to glow with energy, glowing brighter and brighter until KABOOM! Carapace pieces and hellfire everywhere.


Level 38
Purgatory
25ft PBAoE + Psuedopet Summon
360 Seconds Recharge, 20.8 Endurance
Accuracy: 1.4
Scale 2 Fire + 1 Toxic Damage (77.85 + 38.93)
Scale 1 Fire + 0.5 Toxic Damage (38.93 + 19.46) (75% Chance)
Scale 1 Fire + 0.5 Toxic Damage (38.93 + 19.46) (50% Chance)
Pet Scale 0.04 Fire + 0.02 Damage (1.556 + 0.778), every .2 seconds for 16 seconds (76 ticks)
-12.5% Res on Target, 20 seconds (Original Hit)
-100% Recovery
-100% Endurance
Parallel: Inferno (Fire Blast), Blizzard (Ice Blast), Dreadful Wail (Sonic)

The illegitimate child of Blizzard and Inferno and given to be raised by the loving couple of Quasar and Dawn Strike, so as not to be a fatty.

Not much to tell here, other than I essentially cut Blizzard's damage in half and shortened the tick timer by 5 seconds, cutting out 25 of them. I'm NOT going to try and do damage calculations for this, it would take forever. But on average, assuming every tick hits, this is how it stands:

Inferno: 7.548 Scale
Purgatory: 9.435 Scale
Blizzard: 12.12 Scale

Blizzard is about 25% higher than Purgatory which is about 25% higher than Inferno. So it's about where I wanted it. ^_^

The animation for this, I imagine, would be the caster slowly raising his arms at his sides until they’re over his head, a sphere of energy begins to form within, and the ground starts to roil and writhe as ashes and embers of Hellfire begin floating vertically, the caster slams their arms down and the orb explodes into the familiar dome of a Nova-style attack, leaving the caster drained and the embers continuing to fall upward. Ideally I'd like for it to be an upside-down rain effect. The raising of the hands motion is rather like the pro wrestling Kane from the WWE uses in his entrance, except the hands remain over the head as they form the energy ball.

Nov 3, 2011: Realize that I didn't look at Dreadful Wail to gauge the magnitude of the -Res debuff I was using. I knocked it down from -83.33% to -12.5% to match the ratio used by dreadful Wail.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Epics

The epics for the Hellfire Elementalist are essentially an offshoot of another project I've been pondering: developing Epic pools for the two Kheldians based on a character having access to powers of their own before the bonding with their alien partner. Those powers, however, have been altered by the presence of the Kheldian and thus are in line with the PB and WS's existing powers.

The intent being that as a result you can take an Epic pool and play a bit more like the AT you were before your alteration into an EAT. Each pool will have five powers, one Mantle, a toggle or autopower that gives an ability that gives a quasi-Inherent-like effect and gives a bonus to a few powers. The rest are selected to make the Hellfire Elementalist more similar to the AT in question. Because most powers are not unique to one pool, I'll merely list out the pools and what powers they contain, and explain each Mantle.


Blaster
(1) Mantle of Conflagration
Autopower
+Sinister Surge, Hellfire Bolt, and Firespout can be used while mezzed.
+The four other pool powers, Hellfire Bolt, and Firespout give +DMG bonuses for a few second when used. I don't know the numbers and times, but they would be 1/2 the amount of the equivalent Defiance buff.

(2) Sinister Surge
(3) Hellfire Punch
(4) Chains of Conquest
(5) Hellfire Wave


Controller
(1) Mantle of Control
Autopower
+Carapace Claws, Chains of Conquest, Hellfire Bolt, and Malignant Haze deal +50% base fire damage on mezzed targets
+Crux Contagion and Heart of Darkness have a 20% chance for an additional Mag 1 Confuse
+Carapace Construct's Summong Sibling gains a 20% chance for an additional Mag 1 Confuse

(2) Carapace Claws
(3) Chains of Conquest
(4) Heart of Darkness
(5) Carapace Construct


Defender
(1) Mantle of Compassion
Autopower
-1 Threat rating, reducing the Hellfire Elementalist to Threat 1
+Extend Essence grants allies 12.5% Defense Debuff Resistance
+Desolate Orbs gains a -18.75% Rech Speed debuff

(2) Extend Essence
(3) Desolate Orbs
(4) Sinister Surge
(5) Hellfire Wave


Scrapper
(1) Mantle of Chaos
+Hellfire Punch, Hellfire Wall, Hellfire Backfist, and Crux Contagion gain Scrapper chance for +50% base fire damage

(2) Hellfire Punch
(3) Hellfire Wall
(4) Confront
(5) Maledict Majesty


Tanker
(1) Mantle of Courage
+1 Threat Level, raising the Hellfire Elementalist to 3, or 4 if Mantle of Combat is on
+Hellfire Punch, Hellfire Wall, Hellfire Backfist, and Crux Contagion gain the tanker PBAoE Taunt effect
+Hellfire Punch gains a -10% Res in addition to the usual, to mimic the effect of Bruising

(2) Taunt
(3) Hellfire Punch
(4) Maledict Majesty
(5) Hellfire Wall


Peacebringer and Warshade
Peacebringers and Warshades do not have a mantle or a pool here. You can't play host to an alien energy being and be a living portal to a dimension filled with eternal, malignant flame at the same time. Either that or the energies involved would destroy the mortal host, leaving the Kheldian behind empowered by the Hellfire.


Brute
(1) Mantle of Carnage
+1 Threat Level, raising the Hellfire Elementalist to 3, or 4 if Mantle of Combat is on
+Hellfire Punch, Hellfire Wall, Hellfire Backfist, and Crux Contagion gain the Brute Punchvoke taunt effect, even outside of Mantle of Combat
+Essence loss from attacking is reduced slightly

(2) Hellfire Punch
(3) Taunt
(4) Hellfire Wall
(5) Maledict Majesty


Corruptor
(1) Mantle of Corruption
+Sinister Surge, Hellfire Wave, Hellfire Bolt, Firespout, Desolate Orbs, Maleficent Gate, and Purgatory gain a Scourge-like chance to deal +50% base fire damage when an enemy is below 50% HP

(2) Sinister Surge
(3) Extend Essence
(4) Desolate Orbs
(5) Hellfire Wave


Dominator
(1) Mantle of Confinement
+The four other pools powers and Hellfire Bolt, Hellfire Backfist, and Firespout do not remove Essence from the bar.
+When your Essence bar is over 75% Chains of Conquest, Crux Contagion, and the Carapace Construct's mez effects are increased by Mag 1.

(2) Chains of Conquest
(3) Carapace Construct
(4) Sinister Surge
(5) Hellfire Punch


Mastermind
(1) Mantle of Command
+Carapace Construct has increased HP and a permanent Tohit and Damage buff
+Carapace Construct takes 20% of the damage you take, which is reduced on you by that amount, essentially mimicking Bodyguard Mode

(2) Carapace Construct
(3) Sinister Surge
(4) Extend Essence
(5) Desolate Orbs


Stalker
(1) Mantle of Concealment
+As Mantle of Chaos, but with whatever wacky chance for crits Stalkers have

(2)Enshadow
(3)Assassin Strike
(4)Placate
(5) Maledict Majesty


Soldier of Arachnos
(1) Mantle of Cobwebs
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning

(2) Sinister Surge
(3) Extend Essence
(4) Hellfire Wall
(5) Carapace Construct


Widow
(1) Mantle of Captivation
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning

(2) Sinister Surge
(3) Chains of Conquest
(4) Heart of Darkness
(5) Maledict Majesty


The Powers

Assassin's Corruption
Melee
15 Seconds Recharge, 12.352 Endurance
Scale 1.5 Fire + 1 Toxic Damage (58.39 + 38.93)
Scale 2.5 (97.318)
+Scale 4.5 Fire from Hidden (175.171)
+Scale 1.25 Fire on Crit
Parallel: Any Assassin's move.

It's Assassin's Strike adjusted for the set and the Mantle. I'm not going to dink around and try to find averages for this. :P


Carapace Claws
80ft Ranged
4 Seconds Recharge, 7.8 Endurance
Accuracy: 1.2
Scale 0.715 Damage + 4 0.143 Ticks (27.83 + 5.567 Ticks)
Average 1.053 Damage (40.979)
-12.5% Res on Target, 15 Seconds
+Mag 4 Immobilize
+All the other Tier 1 Immob stuff
+Scale 0.55 Fire damage on a mezzed target with Mantle of Control
+Does not lower Essence bar with Mantle of Confinement
Parallel: Ring of Fire (1.1 Damage, Fire Control)

I see this one as chitinous legs bursting out of the ground and clamping down on the target's legs.

Nov 4, 2011: Corrected the -Res duration to 15 seconds to match other immobilizes' secondary effects.


Carapace Construct
Summon Pet
-Infernal Resistance
*30% Fire, Toxic Res
-Siphon Vitality
*80ft Ranged, 20 Seconds Recharge
*-50% Regen, Recovery
*0.5 Scale Heal, +3 Endurance around target and Pet
-Hellfire Breath
*Pet version of Hellfire Wave
-Hellfire Swipe
*Pet version of Hellfire punch, delivered by swinging its tail
-Summon Sibling
*30 Seconds Recharge
*Pet Scale 0.625 TAoE Fire after 10 Seconds
*12 Ticks of 0.056 Toxic over 5 seconds
*+Mag 3 Confuse
*Is based on the Gnome Toss power that Fiends and Snaptooth have; I think it would work as I picture the Construct using the same base model as the Redcaps. I think Rikti Monkeys and Fire Imps also use it.
+Increased HP if summoner has Mantle of Command
+Damage buff if summoner has Mantle of Command
+Tohit buff if summoner has Mantle of Command
+Defense buff if summoner has Mantle of Command
Parallel: Jack Frost (Ice Control's Pet)

I imagine this fella as a kind of cute, eyeless little bugger that's like a mix of gorilla, t-rex, and xenomorph. He's a controller-like perma pet. Most of his body is made up of the same carapace seen in Mantle of Combat with his softer 'underbelly' areas with the Conquest quasi-magma style.

I didn't really know what powers to give him, or how many. So I looked at all the singular Controller pets and came up with the ones I put here. Essentially I gave him one of every type of power that the Hellfire Elementalist uses. A buff/debuff, a melee attack, a ranged AoE, and a Confuse. I copied Gnome Toss because I think it would be hilarious and cute.


Chains of Conquest
80ft Ranged
8 Seconds Recharge, 8.528 Endurance
Accuracy: 1.2
Scale 0.715 Damage + 4 0.143 Ticks (27.83 + 5.567 Ticks)
Average 1.053 Damage (40.979)
-12.5% Res on Target, 12 Seconds
+Mag 3 Hold
+All the other Tier 2 Hold stuff
+Scale 0.55 Fire damage on a mezzed target with Mantle of Control
+Does not lower Essence bar with Mantle of Confinement
Parallel: Char (1.1 Damage, Fire Control)

I envision this as glowing tendrils rising up from the ground and wrapping around the target's legs and chest, and then suddenly shifting into quasi-solid, glowing chains.

Nov 4, 2011: Lower Hold magnitude to 3, correcting a typo, and extended the -Res duration to match other holds' secondary effect durations.

Confront
70ft Ranged

Oh hey, it's that power that no one ever takes!


Desolate Orbs
60ft 30 Degree Cone
32 Seconds Recharge, 18.98 Endurance
-18.75% Res on Target, 10 Seconds
-18.75% Def on Target, 10 Seconds
-18.75% Dmg on Target, 10 Seconds
-18.75% Tohit on Target, 10 Seconds
+-18.75% Rech on Target, 10 Seconds with Mantle of Compassion
Parallel: Arctic Breath (Leviathan Mastery)

It's essentially a damage-less Artic Breath with some things changed around to be a general offensive and defensive debuff.

I kind of picture this like Cutting Beam, except with the caster sending out orbs of Hellfire that leave streaks behind them.


Enshadow
Toggle
20 Seconds Recharge, 0.104 Endurance
Parallel: Mask Presence (Fortunata)

I'm not going to fiddle with the effects here. I'd clone it from Fortuata's Mask Presence.


Extend Essence
Autopower, PBAoE
+Gives 12.5% Defense Debuff Resistance to allies in range with Mantle of Compassion

Grants 1/2 your Infernal Essence +Regen and +Recovery bonuses to teammates in a radius. The radius starts at 12 feet and increases 4 feet for every team member on the team, to a maximum of 40.

This power does nothing for the Hellfire Elementalist except give a warm, fuzzy feeling.


Heart of Darkness
30ft PBAoE
240 Seconds Recharge, 15.6 Endurance
Accuracy: 0.8
+Mag 3 Confuse
+20% chance for +1 Mag Confuse with Mantle of Control
+1 Mag when Essence bar is over 75% with Mantle of Confinement
Parallel: Cinders (Fire Control)

Cinders with the effect swapped out for the one fitting the theme.

The caster slowly raises his arms to his sides, ala Purgatory, and the Maleficent Gate effect appears again, this time with smoke and humanoid shadows pouring out. The caster claps their hands together and the gate vanishes.


Hellfire Punch
Melee
6 Seconds Recharge, 6.864 Endurance
Scale 0.923 Damage + 4 0.185 Ticks (35.93 + 7.286 Ticks)
Average 1.359 Damage (52.9)
-12.5% Res on target, 7 Seconds
+-10% Res on target, 7 Seconds with Mantle of Courage
+Taunt effect with Mantle of Carnage
+AoE Taunt effect with Mantle of Courage
+Scale 0.5 Fire Damage on Crit with Mantle of Chaos
+Does not lower Essence bar with Mantle of Confinement
Parallel: Fire Sword (1.613 Damage, Fiery Melee), Ice Sword (1.32 Damage, Ice Melee)

Quick melee attack that along with Hellfire First and Hellfire Wall and Crux Contagion might work for a melee attack chain with a bit of +Rech. Damage has been upped just a little bit. (Calculating from 1.42 base rather than 1.32)

With the Tanker Mantle it deals an additional -10% Res to make it like Bruising.

With Scrapper or Stalker Mantle it becomes able to crit for half damage at the usual Scrapper/Stalker rates.

With the Brute or Tanker mantles it gains a Taunt effect based on the AT.

I picture it as a simple flaming fist strike.



Hellfire Wall
130 Degree 7ft Melee Cone
8 Seconds Recharge, 8.528 Endurance
Scale 0.858 Fire + 4 0.172 Ticks (33.4 + 6.68 Ticks)
Average 1.263 Damage (49.175)
-12.5% Res on Target, 10 Seconds
+Taunt effect with Mantle of Carnage
+AoE Taunt effect with Mantle of Courage
+Scale 0.429 Fire Damage on Crit with Mantle of Chaos
Parallel: Slice (1.32 Damage, Broad Sword)

I picture it like the caster holding out his hand and a shield-shaped dome of flame erupting from it.


Hellfire Wave
30 Degree 40ft Ranged Cone
16 Seconds Recharge, 15.184 Endurance
1.2 Accuracy
Scale 0.91 Damage + 4 0.182 Ticks (35.424 + 7.085 Ticks)
Average 1.34 Damage (52.155)
-12.5% Res on Target, 8 Seconds
Parallel: Fire Breath (1.755 Damage, Fiery Assault), Frost Breath (1.4 Damage, Icy Assault)
+Chance for 0.455 Fire damage when enemy is below 50% HP with Mantle of Corruption

I only just now realize that I have not made ANY cones up to this point, since I did this one before Hellfire Wall. So why don't we go back and grab that Breath style cone that I left out earlier and put it here.

I'm kind of picturing that criss-crossing arms, throwing energy motion for this one. Is it Energy Torrent that uses that, I think?


Maledict Majesty
10ft PBAoE
180 Seconds Recharge, 13 Endurance
+1 Regen, Recovery for 30 seconds
Max out Essence meter
-5 Regen, Recovery on target for 30 seconds
Parallel: Drain Psyche (Mental Manipulation, Psionic Assault)

This is as close to a Tier 9 defensive power as I feel comfortable giving the set. This is Drain Psyche with the recharge kicked up by a minute and the Essence meter tied in. With the amount of +Res the Hellfire Elementalist can get, I don't really feel comfortable giving out any more Defense. Especially not in Tier 9 levels.

I could see kicking this up to 4 minutes, easily.

I see this as being a sort of flaming wings and tail aura effect type of thing.


Placate
50ft Ranged
60 Seconds Recharge

It's Placate. :P


Sinister Surge
80ft Ranged
8 Seconds Recharge, 8.528 Endurance
Scale 1.066 Damage + 4 0.213 Ticks (41.496 + 8.299 Ticks)
Average 1.569 Damage (61.096)
+Can be used while mezzed with Mantle of Conflagration
+Provides a Blaster-esque damage buff for a short time with Mantle of Conflagration
+Does not lower Essence bar with Mantle of Confinement
+Chance for 0.583 Fire Damage when enemy is below 50% HP with Mantle of Corruption
Parallel: Telekinetic Blast (1.64 Damage, Psychic Blast)

A pretty solid, middle of the road blast to allow for a ranged attack chain with the other ranged attacks in the set.

I imagine this one with the caster turning his side to the target, looking at them, and having a helix of energy spiral down their arm and lance into the target.


Taunt
70ft Ranged

It's the same Taunt you know and love/hate from your favorite melee set.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

And whew, there we go. Three weeks of on again, off again work and I've finally managed to exorcise that idea from my brain.

I'm STILL not sure if the silly thing is overpowered, underpowered, something that makes Tankers and Defenders obsolete, or is so terrible no one in their right might would ever want to play it.

I was attempting to do some DPS calculations, but realized I don't have the slightest clue how.

Anyway, some commentary from other folks might be nice. Since I'm so mired in spreadsheets and formulae and such that I haven't a clue how it would be to play.

All I know is that I'd really like to play one.

If anyone wants to try and do attack chain calculations for single target, the animation times of the powers that I took inspiration from are:

1.00 Seconds, Hellfire Bolt
1.50 Seconds, Hellfire Backfist
1.67 Seconds, Firespout
0.83 Seconds, Soul Siphon (the easiest of them to compute numerically)
2.33 Seconds, Crux Contagion
1.07 Seconds, Lance of Corruption
1.17 Seconds, Carapace Claws
1.07 Seconds, Chains of Conquest
1.33 Seconds, Hellfire Punch
1.00 Seconds, Sinister Surge
1.17 Seconds, Hellfire Wall


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Wow! That's a lot of time and thought you put into this project.

I have a few criticisms. The first is personal. I don't like the hellfire theme. I know that the other EATs have similarly limiting themes but my personal preference would be to go with the rune theme as opposed to hellfire, even if you keep the fire/toxic effects of hellfire.

The second is more objective. Too much -resistance. You have 13 powers that grant some amount of -resistance. Without doing the calculations regarding duration and animation time, the Elementalist could potentially stack over 250% in -resistance. That combined with all those fast animating attacks, rarely resisted toxic damage, decent shields, two self heals, and a number of ranged attacks puts you squarely in tank-mage zone.

But I love the concept of an armor/buff-debuff character and the choices you give with the mantles. I assume that the mantles are mutually exclusive, since you can't have dwarf form protection with nova form damage. With inherent fitness and inherent leaping travel you are really free to take lots of power or pool picks.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
Wow! That's a lot of time and thought you put into this project.
Thanks!


Quote:
Originally Posted by Bionic_Flea View Post
I have a few criticisms. The first is personal. I don't like the hellfire theme. I know that the other EATs have similarly limiting themes but my personal preference would be to go with the rune theme as opposed to hellfire, even if you keep the fire/toxic effects of hellfire.
I had Hellfire on the brain.

Quote:
Originally Posted by Bionic_Flea View Post
The second is more objective. Too much -resistance. You have 13 powers that grant some amount of -resistance. Without doing the calculations regarding duration and animation time, the Elementalist could potentially stack over 250% in -resistance. That combined with all those fast animating attacks, rarely resisted toxic damage, decent shields, two self heals, and a number of ranged attacks puts you squarely in tank-mage zone.
Toxic damage, as is currently being discussed in the beta forums with regards to the new Interface Incarnate options, is only rarely resisted by players. Most of the factions in the end game resist Toxic damage about as much as they do anything else. I think in most cases it's actually Negative Energy that is the least resisted type.

The durations are pretty low on most of the attacks, in the 5-8 second range.

I just now realize that I forgot to look up how much -Res Dreadful Wail uses. Looks like I was calculating the -Res using a totally different attack. Oops. So there goes -70% Res right there.

Also Lance of Corruption does seem to be a bit overpowered now that I look at it. With permahasten levels of +Rech you can drop the thing every 4.5 seconds or so, stacking 100% -Res from that.

Quote:
Originally Posted by Bionic_Flea View Post
But I love the concept of an armor/buff-debuff character and the choices you give with the mantles. I assume that the mantles are mutually exclusive, since you can't have dwarf form protection with nova form damage. With inherent fitness and inherent leaping travel you are really free to take lots of power or pool picks.
Nope, you can turn them both on at the same time if you like. Each one has a downside to it, Combat takes some damage ticks off your attacks, and Conquest makes you more squishy by lowering your HP (it's assumed you'd be taking Subdermal Warding to counter it) and dropping your resistances by -10%.

Assuming Mantle of Conquest gives +33% over a power's base damage as a damage proc, with both toggles on you end up doing about 10% less damage on average than you would with both toggles off, and about 2/3rds of what you'd be doing with Mantle of Conquest on by itself.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

I'd question the purpose of making this an EAT. There no storyline for it to follow and it seems to be restricting a potential melee/(de)buff AT into one concept, which seems a bit of a waste.

Having Hellfire Assault for Doms, maybe some other hellfire based sets (Hellfire control? Hellfire manipulation?) and maybe a Hellfire Anciliary pool would spread the hellfire love around in a less restrictive way.

Then make a proper melee/(de)buff AT with hellfire being one flavour of its powersets.


Always remember, we were Heroes.

 

Posted

Quote:
Originally Posted by Dr_Darkspeed View Post
I'd question the purpose of making this an EAT. There no storyline for it to follow and it seems to be restricting a potential melee/(de)buff AT into one concept, which seems a bit of a waste.

Having Hellfire Assault for Doms, maybe some other hellfire based sets (Hellfire control? Hellfire manipulation?) and maybe a Hellfire Anciliary pool would spread the hellfire love around in a less restrictive way.

Then make a proper melee/(de)buff AT with hellfire being one flavour of its powersets.
The idea stemmed from the fact that there are Energy, Negative Energy, and Psi-based EAT's, and only Natural and Science are used origins. So I wanted to try and balance out things with a Fire-centric Magic origin EAT. I also used aspects of the game that were not used as often as other, only one AT out of 14 has a Defense Primary, a Support Primary, or an Assault ANYTHING.

I also mentioned I had other concepts floating around in my head, like the Kheldian-inspired toggles for Tank Mode and Damage Mode. Those would be more at home for an EAT than on a normal AT with it's smaller power sets.

Considering that a player-made AT has never made it into the game, why even bother worrying about it potentially stealing all the Hellfire love?

I've also thought about making a straight up AT with a mishmash of Defensive and Support in the primary and Assault as a secondary. But that would take as much, or even more, time than it did making this thing.

There were ideas in my head. I wanted to get them out. So I mashed them all together and made this.

If you want a Melee+Support AT, go ahead and design it yourself. I was more interested in designing this, and it comes off as a bit rude to say that I ought to have put my creative efforts towards something that you yourself would find more appealing.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Quote:
Originally Posted by Kirsten View Post
This seems pretty good to me. I'd especially like to see what the Epics Squids would get would look like!

/signed.
I was thinking pretty much the same idea and roughly the same arrangement of powers. Give an autopower that's a lesser version of another AT's inherent, add in four powers that fit thematically with that AT, but with the proper damage types and debuffs that Kheldians have.

I'd also make all the Epic pool powers useable in all forms.

Rather than a Tier 9-ish thing like I gave the Elementalist, I'd give a damage toggle/taunt aura. Since Kelds already have a Tier 9 defensive power.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Quote:
Originally Posted by Von Krieger View Post
Considering that a player-made AT has never made it into the game, why even bother worrying about it potentially stealing all the Hellfire love?
I believe a few variations on the VEATS (making a Arachnos AT that could pick powers from different divisions within Arachnos) was suggested before we got VEATS. And this is a suggestion forum, so anything is possible.

Quote:
I've also thought about making a straight up AT with a mishmash of Defensive and Support in the primary and Assault as a secondary. But that would take as much, or even more, time than it did making this thing.

There were ideas in my head. I wanted to get them out. So I mashed them all together and made this.
Fair enough and I can appreciate the work you put into it, its very detailed.

Quote:
If you want a Melee+Support AT, go ahead and design it yourself. I was more interested in designing this, and it comes off as a bit rude to say that I ought to have put my creative efforts towards something that you yourself would find more appealing.
No rudeness was meant, it was just an honest response to the design proposal you put forward. I wasn't suggesting that you do anything else, just that if the devs were the ones doing this, that is the sort of feedback I'd expect someone to give in a design meeting i.e. 'Why are we sticking all this into one new EAT when for roughly the same work we could get out a whole bunch of new powersets? And with a bit more extra work we could get out an entirely new AT that we don't have to write specific game content for'. (add Black Pebble chimming in with "and we could sell them!" at the end of each of those)

However, if its got to be an EAT then we need something for the 'Epic' part, namely some storyline hook to explain the powers. We want it magic based so I'd guess Bat'Zul is the obvious choice. Maybe name it something like Harbringer of Bat'Zul, where you are descended from a bloodline connected to the demon and you have a series of 1-50 missions to either free him, steal his power or defeat him. (maybe with some moral choices along the way)

Alternatively, maybe link the story to the various dimensions that the Infernals come from? That could work.

Or, something to do with the Hellions perhaps?


Always remember, we were Heroes.

 

Posted

Interesting idea. Overall I quite like it, there are a few things I'm not so fond of, or that I think could use a once over, though:

Quote:
Originally Posted by Von Krieger View Post
Level 28
Malignant Haze
Toggle, 20ft PBAoE
20 Seconds Recharge, 1.56 Endurance/second
Scale 0.17 Toxic + 0.08 Fire (6.62 + 3.11)
-50% Run and Jump Speed for 5s
-3.5 Max Run Speed for 5s
+Mag 2 Immob, 2.25s
Parallels: Orbiting Death (Warshade), Hot Feet (Fire Control), Mud Pots (Stone Armor)

I wanted a second damage aura here. Because I think it kind of fits. But due to the amount of Endurance this puppy uses, Malignant Haze is going to be a sometimes toggle for most people, rather than a 24/7 aura rocker.

This one has the usual damage types inverted. I actually swapped names between the two damage auras, keeping the Fire based one in the secondary due to its lower level state. You want the cool powers unlocking a bit later.

I ended up taking the effects from Mud Pots since a Fear effect isn't something we want on a Tank style character. And they recently yanked the fear out of Burn. Hellfire Elementalist's lack Burn, so they get a "Dump Fear Effect Free" card that they can use up, right?

Anyway, I chose the effect to maintain parity with the other EAT's. All of them have a touch of control in their sets somewhere. So with most of my Infernal Assault already planned out, I figured here was the best place to put it.

And honestly who doesn't want to have a steaming, seething quagmire of burning energy accompanying them wherever they walk? I imagine this one as kind of like a mix of Hot Feet and Tar Patch with the burning and bubbling with a little smoke rising off the top. Maybe that's what Mud Pots looks like; I've never played a Stone Armor anything. So maybe like Mud Pots' larger, demonic brother.
The end cost on this is really high, and where you mention it's more of a situational toggle, the rather long recharge on it means that either people will run it all the time (and complain about it's cost) or none of the time because it's a hassle to micromanage it. This is exacerbated by the fact that they don't need this for a taunt toggle, since Hellfire Halo fills that role for MUCH less end.

Currently the combined end cost of all the toggles from the Primary and Secondary is 2.86end/second. Even Dark Armor, the most end intensive armor set is only 2.01end/sec, and is already much lamented as an End hog (that's including Cloak of Fear, which almost no one takes/uses).

Now, I realize that the inherent provides a recovery boost, but even assuming Maxed out Essence and fully slotted Stamina you have total recovery of about 3.47end/sec. You use over 80% of your recovery at maximum Essence just by running your toggles. Even assuming 2SOs worth of End Redux in the damage toggles that chews up nearly 60% of your end recovery, without using any other powers at all.

I's say Drop the end cost to 1.04, or even 0.78 end/second, to match the powers that it's based on. (Orbiting Death and Mudpots are 0.78/sec, Hotfeet is 1.04.)

If Malignant Haze were dropped to 0.78/sec then the total would be 2.08end/sec (unslotted). If you dropped it to 1.04, then I would also suggest dropping the resist toggles to 0.21end/sec (Which is used by most of the Dark, Shield and Willpower toggles). Total end in this situation would be 2.19end/sec (unslotted).


Quote:
Originally Posted by Von Krieger View Post
Epics
Soldier of Arachnos
(1) Mantle of Cobwebs
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning

(2) Sinister Surge
(3) Extend Essence
(4) Hellfire Wall
(5) Carapace Construct


Widow
(1) Mantle of Captivation
+Increased Base Regen and Recovery, amount would be half of the Soldier's Conditioning

(2) Sinister Surge
(3) Chains of Conquest
(4) Heart of Darkness
(5) Maledict Majesty
The VEAT conditioning is something like 20% Regen and 5% Recovery bonus, half of that is honestly, pretty useless, particularly the Recovery component. Especially compared to what's available in the other Mantles. I know VEAT inherents don't really give much to work with, but something more appealing needs to be added. (Edit: perhaps a small amount of Defense (2.5%?), given that all of the VEAT Branches are Partially/Mostly/almost Entirely defense dependent.)

Quote:
Originally Posted by Von Krieger View Post
Chains of Conquest
80ft Ranged
8 Seconds Recharge, 8.528 Endurance
Accuracy: 1.2
Scale 0.715 Damage + 4 0.143 Ticks (27.83 + 5.567 Ticks)
Average 1.053 Damage (40.979)
-12.5% Res on Target, 8 Seconds
+Mag 4 Hold
+All the other Tier 2 Hold stuff
+Scale 0.55 Fire damage on a mezzed target with Mantle of Control
+Does not lower Essence bar with Mantle of Confinement
Parallel: Char (1.1 Damage, Fire Control)

I envision this as glowing tendrils rising up from the ground and wrapping around the target's legs and chest, and then suddenly shifting into quasi-solid, glowing chains.
This should only be Mag3, about the only mag4 hard controls left in the game are Non-Dominator Seismic Smash and Fortunata Scramble Thoughts, both on much longer recharges. Additionally the secondary effects of most holds (when they have any) generally lasts for 12-15seconds.

*******

Beyond that, You've got a typo in the numbers for Ethereal Ward Circle. You have it listed as buffing for 15%resist, when it should be 20%. (The 0.75modifier was for Melee Resist, where EWC should be using the Ranged Resist mod of 1.0.)


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
The end cost on this is really high, and where you mention it's more of a situational toggle, the rather long recharge on it means that either people will run it all the time (and complain about it's cost) or none of the time because it's a hassle to micromanage it. This is exacerbated by the fact that they don't need this for a taunt toggle, since Hellfire Halo fills that role for MUCH less end.

Currently the combined end cost of all the toggles from the Primary and Secondary is 2.86end/second. Even Dark Armor, the most end intensive armor set is only 2.01end/sec, and is already much lamented as an End hog (that's including Cloak of Fear, which almost no one takes/uses).

Now, I realize that the inherent provides a recovery boost, but even assuming Maxed out Essence and fully slotted Stamina you have total recovery of about 3.47end/sec. You use over 80% of your recovery at maximum Essence just by running your toggles. Even assuming 2SOs worth of End Redux in the damage toggles that chews up nearly 60% of your end recovery, without using any other powers at all.

I's say Drop the end cost to 1.04, or even 0.78 end/second, to match the powers that it's based on. (Orbiting Death and Mudpots are 0.78/sec, Hotfeet is 1.04.)

If Malignant Haze were dropped to 0.78/sec then the total would be 2.08end/sec (unslotted). If you dropped it to 1.04, then I would also suggest dropping the resist toggles to 0.21end/sec (Which is used by most of the Dark, Shield and Willpower toggles). Total end in this situation would be 2.19end/sec (unslotted).
Urk! I have no idea what I was doing there.

Also it's not meant to be a taunt aura, as it lacks the Taunt component. Orbiting Death and Hot Feet also lack the taunt component, as does Quills. Hellfire Halo only has a Taunt aspect with Mantle of Combat toggled on, or having the Tank or Brute epic mantles.

So I dropped the cost down to match Hot Feet.

Also you're right, all the 'modern'/Post CoV defensive sets and Dark have the lower cost toggles. I've changed those also.

Quote:
Originally Posted by Oathbound View Post
The VEAT conditioning is something like 20% Regen and 5% Recovery bonus, half of that is honestly, pretty useless, particularly the Recovery component. Especially compared to what's available in the other Mantles. I know VEAT inherents don't really give much to work with, but something more appealing needs to be added. (Edit: perhaps a small amount of Defense (2.5%?), given that all of the VEAT Branches are Partially/Mostly/almost Entirely defense dependent.)
Hmm, then perhaps we take half of the effect in another and slightly different way. Like perhaps +5 points of Endurance?


Quote:
Originally Posted by Oathbound View Post
This should only be Mag3, about the only mag4 hard controls left in the game are Non-Dominator Seismic Smash and Fortunata Scramble Thoughts, both on much longer recharges. Additionally the secondary effects of most holds (when they have any) generally lasts for 12-15seconds.
That was likely a copy/paste error, since I copied Chains of Conquest from Carapace Claws. I fixed it.

Quote:
Originally Posted by Oathbound View Post
Beyond that, You've got a typo in the numbers for Ethereal Ward Circle. You have it listed as buffing for 15%resist, when it should be 20%. (The 0.75modifier was for Melee Resist, where EWC should be using the Ranged Resist mod of 1.0.)

Also fixed!

Thanks for pointing these out!


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Quote:
Originally Posted by Dr_Darkspeed View Post
However, if its got to be an EAT then we need something for the 'Epic' part, namely some storyline hook to explain the powers. We want it magic based so I'd guess Bat'Zul is the obvious choice. Maybe name it something like Harbringer of Bat'Zul, where you are descended from a bloodline connected to the demon and you have a series of 1-50 missions to either free him, steal his power or defeat him. (maybe with some moral choices along the way)

Alternatively, maybe link the story to the various dimensions that the Infernals come from? That could work.

Or, something to do with the Hellions perhaps?
I did include a bit of lore, involving some event in the character's life involving fire and a rebirth of sorts giving them a connection to a dimension of flame. I left it pretty vague on purpose.

Perhaps something along the lines of a Praetorian Bat'Zul, who without Dr. Aeon siphoning off his energy as a power source, and strike forces smacking him down on regular occassions perhaps grows stronger and seeks to spread his power and influence by reaching out by those seared by incredible fire and infusing them with a portion of his infernal might?


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Quote:
Perhaps something along the lines of a Praetorian Bat'Zul, who without Dr. Aeon siphoning off his energy as a power source, and strike forces smacking him down on regular occassions perhaps grows stronger and seeks to spread his power and influence by reaching out by those seared by incredible fire and infusing them with a portion of his infernal might?
Praetorian bat'zul might work, and would give it the benefit of making it a PEAT.


Also, just an idea, but since its all kind of toxic/fire themed, some sort of contagion/spread mechanic might be nice. Like, the toxic DoT has a chance to spread to nearby enemies. And some of your buff effects have a chance to jump to nearby allies.

Another idea, what about making one of the damage auras a toggle that you place on an ally, rather than yourself? Would fit in with the idea quite well and give you something a bit more unique.

Ooh, one other thing I thought off. What if all the attacks had some range but the AT had an inherent melee range aura (intense heat or something) that added extra damage/effects to your attacks when targetting enemies within it. So the same attacks would be deadlier if used on enemies in melee.


Always remember, we were Heroes.

 

Posted

Quote:
Originally Posted by Dr_Darkspeed View Post
Praetorian bat'zul might work, and would give it the benefit of making it a PEAT.


Also, just an idea, but since its all kind of toxic/fire themed, some sort of contagion/spread mechanic might be nice. Like, the toxic DoT has a chance to spread to nearby enemies. And some of your buff effects have a chance to jump to nearby allies.
Considering the amount of -Res thrown around here, I'd be a bit wary of adding in a Disintigration-style effect to add in even more damage.

Though then again the toxic DoT portions of attacks might work as a Disintigration style DoT as well. Perhaps with each attack adding to the duration of the damage. Possibly this could be tied in to the Essence meter, with higher essence making the DoT more damaging.

Though it's a bit more complex than I'd be able to write.

Quote:
Originally Posted by Dr_Darkspeed View Post
Another idea, what about making one of the damage auras a toggle that you place on an ally, rather than yourself? Would fit in with the idea quite well and give you something a bit more unique.
The griefing potential would outweigh any usefulness. You could throw it on a Stalker and ruin their Hide. You could toss it on a squishy and make them an aggro magnet, etc.

Quote:
Originally Posted by Dr_Darkspeed View Post
Ooh, one other thing I thought off. What if all the attacks had some range but the AT had an inherent melee range aura (intense heat or something) that added extra damage/effects to your attacks when targetting enemies within it. So the same attacks would be deadlier if used on enemies in melee.
That sounds like a rather interesting idea as well. I think something along those lines would suit that Defense+Support/Assault AT idea that I mentioned before. In that you would have ranged attacks, but they would be more effective while in Melee range.

I was thinking on the topic of them, and was trying my darnedest to come up with an inherent for them, and that one seems to work quite nicely.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Quote:
Originally Posted by Von Krieger View Post
The griefing potential would outweigh any usefulness. You could throw it on a Stalker and ruin their Hide. You could toss it on a squishy and make them an aggro magnet, etc.
Would it not be possible for you to own the aggro generated though, as its your attack and its just centered on them?


Always remember, we were Heroes.

 

Posted

Quote:
Originally Posted by Dr_Darkspeed View Post
Would it not be possible for you to own the aggro generated though, as its your attack and its just centered on them?
Not with the way the power system works. I'm rather sure that in order for an attack to be centered on someone on a continual basis, it's essentially treated as originating from them. It's your power as far as casting goes, but as far as the game is concerned any toggle centered on another entity is essentially the source of that power.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Hmm... you might well be right. Though could be possible, something like Enervating Field that could be targetted on an ally but only affect enemies?

Or maybe a psuedopet that auto follows the ally it is targetted on?


Would be an interesting power, allow a set to have a damage toggle that only worked whilst teamed. Could be used either to add damage to a melee or used on a squishy it would draw aggro from anything trying to melee them.


Always remember, we were Heroes.

 

Posted

While the idea is good the offense may be more than you realize. Saying that Hellfire would be outdamaged by a Tank until a certain level ignores the fact that most tanks don't have enough damaging attacks especially at lower levels. They end up relying heavily on minor damage attacks that other ATs might skip entirely. Mine rely on Vet powers a lot. So balancing is trickier than it just range/melee damage ratios. It also means limiting powers or reducing damage further to match current ATs. So the numbers might have to be reduced based on how it plays.

Also for those who have done it, Tanking with a pet is just free damage (since you get all the aggro) until higher levels when either your pet can stand up to AoE attacks or it dies constantly. Try playing a 50 Brute and trying to keep a pet alive solo, it is near hopeless unless you have a very strong pet. Pets work best for those who aren't in the thick of things. This part would require a lot of playtesting to make sure you don't end up with a critical power that falls off a cliff at a certain level or a pet that is too strong.

I don't understand the reason for making it a EAT though. No reason we can't start making ATs that don't follow the normal path without being EATs. If anything the game has reached the point where that would be a good area for growth. Elementist would play to a wide variety of sets all of which have their proponents.

What would be fun for a set like this though is to have 2 forms (like Khelds) an elemental form and human form, where say your elemental form only lasts so long (with no crash) but you can command your pets (like MM) only in one form or the other (and various other powers are effected too). Then link Elemental form to 1st costume slot and human to whatever one you've currently chosen. That would be cool but obviously conflicts with what is a very clear vision on your part.

Good work.


----------------------------
You can't please everyone, so lets concentrate on me.

 

Posted

Quote:
Originally Posted by Ultra_Violence View Post
While the idea is good the offense may be more than you realize. Saying that Hellfire would be outdamaged by a Tank until a certain level ignores the fact that most tanks don't have enough damaging attacks especially at lower levels. They end up relying heavily on minor damage attacks that other ATs might skip entirely. Mine rely on Vet powers a lot. So balancing is trickier than it just range/melee damage ratios. It also means limiting powers or reducing damage further to match current ATs. So the numbers might have to be reduced based on how it plays.

Also for those who have done it, Tanking with a pet is just free damage (since you get all the aggro) until higher levels when either your pet can stand up to AoE attacks or it dies constantly. Try playing a 50 Brute and trying to keep a pet alive solo, it is near hopeless unless you have a very strong pet. Pets work best for those who aren't in the thick of things. This part would require a lot of playtesting to make sure you don't end up with a critical power that falls off a cliff at a certain level or a pet that is too strong.
You're also going to end up being squishier than a pure tank. We kind of have a sliding scale of damage and squishiness. The more damage the more squish. You start out at being sub-blaster in levels of HP, but have less squish in the resistance department. You can end up somewhere between Scrapper and Brute in levels of defensiveness.

And unlike a Brute you have shield powers and a heal aura that you can toss on your pet if you wanted to. So survivability would be more like a controller pet if you were teamspecced.

Quote:
Originally Posted by Ultra_Violence View Post
I don't understand the reason for making it a EAT though. No reason we can't start making ATs that don't follow the normal path without being EATs. If anything the game has reached the point where that would be a good area for growth. Elementist would play to a wide variety of sets all of which have their proponents.
I suppose not. I made it an EAT since I kind of based it off of Soldiers and Khelds, and the power distribution is like a flip-flopped Kheldian. So I figured toss it in the EAT bucket. But by no means would it have to be an EAT. Just a plain AT would do.

Though it would be a lot of work with so many powers.

Void Elementalist would be a mix of Ice and Cold damage and probably do a mix of -Rech and -Acc. Something quasi-cthuloid from beyond time and space representing the chilling horror of nothingness or something of the like. I'd picture a mix of Ice and Dark, obviously.

Force Elementalist would be all about -Dmg and knocks. Mix of Kinetics and Forcefield defensively, Kinetic Melee and Energy Blast offensively.

Lightning Elementalist would likely be another one. Storm/Electric Armor and Electrical Melee and Blast. Likely focusing on Endurance management and foe debuffing.

A Mind Elementalist would be neat, but we don't have a Psychic-style armor and melee as of yet.

Quote:
Originally Posted by Ultra_Violence View Post
What would be fun for a set like this though is to have 2 forms (like Khelds) an elemental form and human form, where say your elemental form only lasts so long (with no crash) but you can command your pets (like MM) only in one form or the other (and various other powers are effected too). Then link Elemental form to 1st costume slot and human to whatever one you've currently chosen. That would be cool but obviously conflicts with what is a very clear vision on your part.

Good work.
Thanks! The idea would work better for something else, as the only pet here is acquired pretty late in the game and not really a focus.

Though it does lead on to the possibility of a Melee-styled Mastermind with melee range powers, some self-shields, some support, and fewer pets.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Sounds like an interesting idea for a villain AT, but you have to make a hero ice-based AT as well


 

Posted

Quote:
Originally Posted by Mattwo7 View Post
Sounds like an interesting idea for a villain AT, but you have to make a hero ice-based AT as well
I was thinking more of a Praetorian EAT. This would be a darker shade of grey.


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

While I won't deny that Prea would need EATs, the whole idea of a powerset based on HELLfire seems pretty darn villainous to me.

Not to say all demons are evil, just inherently chaotic evil. Whether or not they stay evil is another story...