Kirsten's Consolidated AT Suggestion Thread


Baronesa

 

Posted

I just though that with all the ATs that people may be wanting to suggest, I would make a thread for everyone to use. I have two that I want to start with, and you should feel free to post yours. They don't have to be detailed, all we need is the general idea, the name, and the types of pri/sec sets they'd get (Pets, Melee, Ranged, etc.). Post away.

Crusader: Basically, a midpoint between Scrapper and Defender, this AT is meant to be able to support his friends and still hold his own in a fight. They can use their basic defensive abilities and their buffs(Most of which would be PBAoE) to tank, but it'll take a bit more management and Enhancements.

==Crusader:==
As a Crusader, you lead your allies into combat. You can not
only deal damage up close, as you deal and receive more damage,
you become more and more effective at bolstering your allies.

*Quickstats:
Survivability:7
Melee DMG:7
Ranged DMG:2
Crowd Control:3
Support:7
Pets:2

*Primary Sets: Melee Attacks
*Secondary Sets: Defense/Support


*Primary Set: Melee Attacks

Battle Axe
Broad Sword
Claws
Dark Melee
Dual Blades
Electrical Melee
Energy Melee
Fiery Melee
Katana
Kinetic Melee
Stone Melee
Street Justice
Super Strength
Titan Weapons
War Mace

*Secondary Set: Support and Self Defenses
Armor Imbuement: Mix of Invulnerability and Force Field.
Burning Support: Mix of Fiery Armor and Thermal Radiation.
Dark Haze: Mix of Dark Armor and Dark Miasma.
Electric Fields: Modified Electric Armor.
Gadgetry: Modifed Devices.Traps with a "Power Armor" theme for the Self powers.
Healing: Mix of Regeneration and Empathy.
Icy Reinforcement: Mix of Ice Armor and Cold Domination.
Iron Will: Modified Willpower with a more Psionic feel.
Kinetic Defense: Mix of Super Reflexes and Kinetics.
Radiance: Mix of Energy Aura and Radiation Emission
Stone Empowerment: Modified Stone Armor.
Energy Aura(mix of Force Field and Energy Aura)
Kinetic (extension of Kinetics to include more caster-effect powers)
Ninjitsu (mix of Poison and Ninjitsu)
Psychic (mix of psychic buff/debuffs and armors scattered throughout City)
Storm (mix of Storm Summoning and Electrical Armor)

*Ancillaries: (Added Defense and weak ranged attacks)
Dark Mastery
Psychic Mastery
Fire Mastery
Body Mastery

*Inherent:
Fervor: Improve Buff/Debuff powers in combat, similar to Brute Fury.

ATO: Wrath of the Crusader: Damage (Special Proc: Chances for KD)

The Commander is sort of like a more "heroic" Mastermind. They can deal a good amount of DPS in melee, and have passable durability, but still may need to make use of bodyguarding at lower levels. Later on, they could certainly tank, but their tanking would best be described as "Phalanx Tanking". That is, they are strongest with all their critters to back them up.

==Commander==
Commanders are born to fight, but also to lead. Whether it's
the noble, savage Barbarian, or the wicked, brutish Warlord,
The Commander isn't afraid to get his hands dirty, and is often
accompanied by one or more aides, be they healers, warriors, or
technicians.

*Would, if I got my way, use a new mechanic: Guard $target.
Would use Bodyguarding, except the pets guard the target,
instead of the owner.*

Inherent: Command: PBAoE (Henchmen Bonus[+Def, +Regen])

*Quickstats:
Survivability:8
Melee DMG:9
Ranged DMG:2
Crowd Control:4
Support:3
Pets:10

*Primary Sets: Melee Attack
*Secondary Sets: Pets/Defense

*Primary Sets:
Battle Axe
Broad Sword
Claws
Dark Melee
Dual Blades
Electrical Melee
Energy Melee
Fiery Melee
Katana
Kinetic Melee
Stone Melee
Street Justice
Super Strength
Titan Weapons
War Mace

*Secondary Sets:Please note that sets mentioned in quotes do not actually exist, and are used just to give a general idea of what is intended.
Force Armor: Invulnerability/"Force Constructs"
Frost Creatures: Icy Armor/"Frost Creatures"
Ghouls(VIP-Only): Regeneration/"Ghouls"
Gremlins: Electric Armor/"Gremlins"
Hellfire Defense: Fiery Armor/Demons
Necromancy: Dark Armor/Necromancy
Ninjutsu: Ninjutsu/Ninjas
Robotics: "Power Armor"/Robotics
Street Smarts: Willpower/Thugs
Super Soldier: Super Reflexes/Mercenaries
Vanguard(VIP-Only): "Psychic Defense"/"Vanguard Soldiers"
Warriors: Shield Defense/"Barbarians"

*Ancillaries: (Support and ranged DMG)
Weapons Mastery
Field Mastery
Charge Mastery
Energy Mastery

ATO: Commander's Leadership: Heal/Buff/Debuff/Def/Res (Chance for self and pet Absorb)

==Enforcer== (Suggested by Dekoy)
Enforcers: the armored archer, the robot-suited avenger, the shielded mage...Enforcers are the compromise between ranged destructive power and physical durability. As an Enforcer, you will be able to shoot enemies from afar, and while you may not have the raw killing power of other ranged Archetypes, you have much greater durability.

*Quickstats:
Durability: 7
Melee Damage: 2
Ranged Damage: 8
Crowd Control: 5
Support: 3
Pets: 2

*Primaries: Ranged Attacks
Archery
Assault Rifle
Beam Rifle
Dark Blast
Dual Pistols
Electrical Blast
Energy Blast
Fire Blast
Ice Blast
Psychic Blast
Radiation Blast
Sonic Attack

*Secondaries: Defense/Resistance
Dark Armor
Electric Armor
Energy Aura
Fiery Aura
Invulnerability
Regeneration
Shield Defense
Super Reflexes
Willpower

Inherent: Turn the Tide: Domination-style bar, filled by receiving damage, click to boost damage, Def/Res, and accuracy for ~30 seconds.

Ancillaries: (Basic Melee Stuff and a weak pet)
Frigid Mastery
Machine Mastery
Pyro Mastery
Shadow Mastery

ATO: Enforcer's Assault: Damage (Chance for health drain)

==Field Commander== (Suggested by daveyj3)
You are a natural born leader. With a team of your own to back you up and obey your every command, you encourage and guide others using your talents to ensure your allies survive.

*Quickstats:
Durability: 7
Melee DMG: 3
Ranged DMG: 3
Crowd Control: 3
Support: 6
Pets: 10

*primary: self/team buffs/debuffs [organized similar to SoA secondarys]
Cold Domination
Dark Miasma
Empathy
Force Field
Kinetics
Radiation Emission
Sonic Resonance
Storm Summoning
Thermal Radiation
Time Manipulation
Traps
Trick Arrow

*secondary: Pets [but instead of upgrades incorporate 2 melee attacks]
Force Constructs
Frost Creatures
Ghouls(VIP-Only)
Gremlins
Demons
Necromancy
Ninjas
Robotics
Thugs
Mercenaries
Vanguard(VIP-Only)
Warriors

*inherent: Command: larger teams grant increased buff bonuses

Ancillaries: (A little extra defense)
Chill Mastery
Power Mastery
Heat Mastery
Psychic Mastery

ATO: Strategy: Pet Damage/Recharge (Chance for pets to self heal)

==Field Support== (Suggested by daveyj3)
You must stand your ground in the midst of battle, as you strive to ensure the safety, and survival, of your allies.

Survivability: 4
Melee Damage: 6
Ranged Damage: 3
Crowd Control: 4
Support: 8
Pets: 2

*primary: assault
Darkness Assault
Earth Assault
Electricity Assault
Energy Assault
Fiery Assault
Icy Assault
Psionic Assault
Thorny Assault

*secondary: Buff/Debuff
Cold Domination
Dark Miasma
Kinetics
Pain Domination
Poison
Radiation Emission
Sonic Resonance
Storm Summoning
Thermal Radiation
Time Manipulation
Traps
Trick Arrow

*inherent: Tranquilize: Attacks have a chance for enemy placate, increasing as the enemy's health drops.

*Ancillaries: (Defense)
Dark Mastery
Electric Mastery
Body Mastery
Will Mastery

ATO: First Aid: Heal/Buff/Debuff/Def/Res (Chance for Build Up)

==Kamikaze== (Suggested by daveyj3)
You are willing to give every fiber of your being to ensure the destruction of your enemies. Your power is unmatchable, because you know the fuse is short and you have to make the most with the time you do have.

Survivability: 2
Melee DMG: 8
Ranged DMG: 10
Crowd Control: 4
Support: 2
Pets: 2

*primary: Ranged DMG
Archery
Assault Rifle
Beam Rifle
Dark Blast
Dual Pistols
Electrical Blast
Energy Blast
Fire Blast
Ice Blast
Psychic Blast
Radiation Blast
Sonic Attack

*secondary: Melee DMG [with AoE dmg self rez]
Battle Axe
Broad Sword
Claws
Dark Melee
Electrical Melee
Fiery Melee
Katana
Kinetic Melee
Martial Arts
Spines
Staff Fighting
Street Justice
War Mace

*inherent: Destruction: a bar like domination that when full (through DMG dealt), allows for activation of a "Destruction" power, which initiates a brief period of ten-ish seconds with +Dmg and +Res/Def, ending in a self destruct. if you die from kamikaze, you have no debt. regular deaths still give debt

*Ancillaries: (Ported from Blasters)
Cold Mastery
Electrical Mastery
Flame Mastery
Force Mastery
Munitions Mastery

ATO: Mad Bomber: Damage (Chance to fill extra Destruction bar/extend timer)

==Scout== (Suggested by daveyj3)
You are a master of spying, and only the greatest missions are given to you, behind enemy lines, finding and relaying vital information to your allies,

Survivability: 6
Melee DMG: 2
Ranged DMG: 3
Crowd Control: 9
Pets: 5

*primary: Defense (similar to stalker secondary but instead of hide you unlock a power called "disguise" that is the same for all powersets allowing you to appear identical to a targeted foe granting "invisibility" and foe placate
Dark Armor
Electric Armor
Energy Aura
Ice Armor
Ninjitsu
Regeneration
Super Reflexes
Willpower

*secondary: Control (with a power replacing group hold with an Espionage power severely reducing the defense of target and, to a lesser degree, surrounding enemies.)

Darkness Control
Earth Control
Electric Control
Fire Control
Gravity Control
Ice Control
Illusion Control
Mind Control
Plant Control

*inherent: Espionage: a chance for critical dmg the higher tier the enemy while disguised, reduced endurance cost when not disguised

*Ancillaries: (Ported from Stalkers)
Blaze Mastery
Body Mastery
Darkness Mastery
Weapon Mastery

ATO: Scout's Hold: Hold (Chance for extra crit on held enemies)
==Trooper== (Suggested by daveyj3)
You are the backbone of every army. You fight and win, or lose, every war. Will you be a casualty... or come home a hero?

Durability: 8
Melee DMG: 7
Ranged DMG: 5
Crowd Control: 4
Support: 2
Pets: 2

*primary: Assault
Darkness Assault
Earth Assault
Electricity Assault
Energy Assault
Fiery Assault
Icy Assault
Psionic Assault
Thorny Assault
Armory (Mace, Axe, Sword/Archery)
Arsenal (Gun/Gadget)

*secondary: Defense
Dark Armor
Electric Armor
Energy Aura
Fiery Aura
Invulnerability
Regeneration
Shield Defense
Super Reflexes
Willpower

*inherent: Victorious: grants increased regen + recovery when taunting enemies

*Ancillaries: (Ported from Dom and Blaster)
Fire Mastery
Ice Mastery
Primal Forces Mastery
Psionic Mastery
Force Mastery
Munitions Mastery

ATO: Trooper's Training: Damage (Chance for +MaxHP)

==Devourer== (Suggested by Trilby)
You are the bane of your enemies: A potent archetype which is capable of stealing the strength of your enemies and adding it to your own and your allies'. You are...a Devourer!

*Quickstats:
Survivability: 4
Melee DMG: 3
Ranged Damage: 8
Crowd Control: 5
Support: 8
Pets: 2

*Primaries: Obstruction (Blast/Control)
Archery Obstruction (Archery/Trick Arrow)
Arsenal Obstruction (Assault Rifle/Traps)
Gadgetry Obstruction (Beam Rifle/Gadgets)
Dark Obstruction
Pistol Obstruction (Dual Pistols/"Trick Bullets")
Electric Obstruction
Force Obstruction (Energy Blast/Control-oriented Force Field)
Fiery Obstruction
Icy Obstruction
Psionic Obstruction
Radiant Obstruction (Radiation Blast/"Radiation Control")
Sensory Obstruction (Sonic Blast/Illusion Control)

*Secondaries: Drain-Centered Team Buffs
Cold Domination
Dark Miasma
Kinetics
Pain Domination
Poison
Radiation Emission
Sonic Resonance
Thermal Radiation
Temporal Warping (Time Manipulation)

*Inherent: Consumption: Regen, Recovery, and maybe Recharge are buffed for each enemy defeated, up to a certain limit

*Ancillaries: (Ported from Doms and Defenders)
Dark Mastery
Electricity Mastery
Fire Mastery
Ice Mastery
Primal Forces Mastery
Psionic Mastery

ATO: Hunger of the Devourer: Hold (Chance for toxic DoT)
==Destroyer== (Suggested by Trilby)
You exist only to destroy your enemies. Blow them up, freeze them solid, fry their brains, it doesn't matter, as long as those in your way...aren't.

Quickstats:
Survivability: 6
Melee DMG: 6
Ranged DMG: 6
Crowd Control: 2
Support: 2
Pets: 4

*Primaries: Blast (AoE Focused, w/ a pet option at tier 6)
Archery (Archer)
Assault Rifle (Mercenary)
Beam Rifle (Robot)
Dark Blast (Shadow Creature)
Dual Pistols (Thug)
Electrical Blast (Voltaic Sentinel)
Energy Blast ("Energy Being")
Fire Blast (Fire Imp)
Ice Blast (Jack Frost)
Psychic Blast ("Psychic Force")
Radiation Blast ("Singularity")
Sonic Attack ("Wailer")

*Secondaries: Defense
Dark Armor
Electric Armor
Energy Aura
Fiery Aura
Invulnerability
Regeneration
Shield Defense
Super Reflexes
Willpower

Inherent: Destruction: For every enemy defeated, there is a chance to regain endurance, and a defense buff.

*Ancillaries: (Ported from Controllers and Brutes)
Ice Mastery
Psionic Mastery
Stone Mastery
Energy Mastery
Pyre Mastery

ATO: Destroyer's Destuctive Destruction: Damage (Chance for stun)

The Battlemaster is designed to sort of an upside-down Blaster, with some added durability. They really can't compare with the other Melee ATs as far as durability up front, but in the fight, they can get tougher and tougher until they can tank with the Brutes and Scrappers.

==The Battlemaster== (Suggested by me)
As a battle master, you are skilled at ranged and close-quarters fights. You gain access to a wide array of abilities to crush your foes, but you aren't as tough as some of the other Archetypes up front, but the more damage you deal, the tougher you get.

Quickstats:
Survivability: 6-8
Melee Damage: 8
Ranged Damage: 6
Crowd COntrol: 4
Support: 2
Pets: 2

Inherent: Battle Focus: The more damage you deal, the more focused on the battle you become, making you harder to kill. (Fill your bar by dealing damage, it pumps up Def/Res, to between Scrapper and Brute at max.)

Primary: Melee sets (Modified, to add some defensive abilities)

Battle Axe (+Shield Defense)
Broad Sword (+Shield Defense)
Claws (+Regen)
Dark Melee (+Dark Armor)
Dual Blades (+Super Reflexes)
Electrical Melee (+Electric Armor)
Fiery Melee (+Fiery Armor)
Ice Melee (+Ice Armor)
Katana (+Willpower)
Kinetic Melee (+Energy Aura)
Martial Arts (+Willpower)
Spines (+Regen)
Staff Fighting (+Super Reflexes)
Street Justice (+Willpower)
Titan Weapons (+Invulnerability)
War Mace (+Invulnerability)

Secondary: Ranged Sets, probably ported from Blasters or Defenders

Archery
Assault Rifle
Beam Rifle
Dark Blast
Dual Pistols
Electrical Blast
Energy Blast
Fire Blast
Ice Blast
Psychic Blast
Radiation Blast
Sonic Attack

Ancillaries:
Pyre Mastery
Force Mastery
Weapons Mastery
Ice Mastery

ATO: Warcry of the Battlemaster: Damage (Chance for ally +DMG, +ToHit)

This class was one I came up with while I was playing a certain other game, which shall remain unnamed. The Enervator: This AT is designed to be a "Smart Tank". This means that it can be an effective tank, but it takes a good bit more management. This AT is Restriction/Melee. "Restriction" is a combination of Control and Def/Res, meant to give passable durability and decent control.

==The Enervator== (Suggested by me)
As an Enervator, you stand in the thick of battle, rendering foes helpless and crushing them up close. You aren't as durable as other melee fighters, but you can make up for it with your ability to disable foes.

Inherent:
Exploitation: As you disable your foes more and more, you become better able to bring your full might to bear on them. As you use your disabling powers on enemies, your powers charge faster. (This would be sort of like Fury, except it fills when you fire a control power, and instead of extra damage, your powers charge faster.)

Quickstats:
Durability: 5
Melee Damage: 8
Ranged Damage: 4
Crowd Control: 7
Support: 2
Pets: 4

*Primary: Restriction (Control/Defense)
Darkness Restriction
Earth Restriction
Electric Restriction
Fire Restriction
Gravity Restriction (Gravity Control/Invulnerability)
Ice Restriction
Illusion Restriction (Illusion Control/Energy Aura)
Mind Restriction (Mind Control/Willpower)
Plant Restriction (Plant Control/Regeneration)

*Secondary: Melee
Battle Axe
Broad Sword
Claws
Dark Melee
Dual Blades
Electrical Melee
Fiery Melee
Ice Melee
Katana
Kinetic Melee
Martial Arts
Spines
Staff Fighting
Street Justice
Titan Weapons
War Mace

*Ancillary
Burning Mastery (Blaze/Fire)
Self Mastery (Body/Energy)
Gadget Mastery (Modified Devices)
Psionic Mastery

ATO: Grasp of the Enervator: Hold (Chance for Smashing Damage)

==The Protector== (Suggested by me)
The world is full of dangers. Quakes, twisters, killers...Your job is to keep your friends safe and your enemies out of the way.

Survivability: 4
Melee DMG: 6
Ranged DMG: 6
Crowd Control: 6
Support: 7
Pets: 2

Primaries: Support
Cold Domination
Dark Miasma
Empathy
Force Field
Kinetics
Radiation Emission
Sonic Resonance
Storm Summoning
Thermal Radiation
Time Manipulation
Traps
Trick Arrow

Secondaries: Assault
Dark Assault
Earth Assault
Electricity Assault
Energy Assault
Fiery Assault
Icy Assault
Psionic Assault
Thorny Assault
Armory (Mace, Axe, Sword/Archery)
Arsenal (Gun/Gadget)

Inherent: Resolve: For every Melee AT, support powers are buffed, for every support AT, Assault powers are buffed.

Ancillaries:
Dark Mastery
Primal Forces Mastery
Mental Mastery
Electric Mastery

ATO: Shield of the Protector: Heal/Buff/Debuff/Def/Res (Chance for Team +Def)

==INVOKER== (suggested by Ridia)
As an Invoker you conjure the essence of other entities into yourself and temporarily gain their characteristics, powers and abilities. You can call upon the ferocity of a beast or the brilliance of a Celestial to temporarily imbue yourself with their inherent powers. Be careful however because your low HP and abilities when not invoked are minimal and your current invocation only lasts for so long.

The Invokers Power Sets Are:

Survivability: 7
Melee Damage: 4-6
Ranged Damage: 4-6
Crowd Control: 2
Support: 5
Pets: 2

Power Sets

Primary Power Sets

An Invokers primary power sets are designed for invoking other beings powers, mostly ripped from MM Sets. They are:

-Invoke Beasts (Beast Mastery)
-Invoke Warrior (Thugs/Mercs/"Barbarians")
-Invoke Elemental (Fire/Earth/Air/Water/Ice/Electric/Etc.)**
-Invoke Umbra ("Shadow Creatures")
-Invoke Revenant (Necromancy)
-Invoke Demons* (Demon Summoning)
-Invoke Celestials* ("Celestial Beings")
-Force Armor ("Force Constructs")
-Henkan no Jutsu (Ninjas)
-Cyborg Implants (Robots)


*Demonic/Celestial forms require VIP status or purchase on the Paragon Market

An Invoker’s secondary power sets are designed for buffing and debuffing. They are:

Dark Miasma
Force Field
Pain Domination or Empathy
Poison
Sonic Resonance
Storm Summoning
Thermal Radiation
Time Manipulation
Traps
Trick Arrow

Inherent: Synergy: Fury-like bar that fills with damage dealt and empties with damage received. The fuller the bar, the less expensive powers are to use, and the less likely invocations are to detoggle.

*Primary: Invocation (Invoke toggles have a chance to detoggle every 15 Seconds, [60 seconds w/ a full Synergy bar], and only one may be active at once.)

1: Invoke(1) <Technically gives 2 or 3 subpowers, depending on the variety of MM pets gained from the L1 power, and a few unlocked Attack Powers only usable in-form.>
2: Innate Attack(1)
6: Self Upgrade(1) <Low-cost Toggle, changes the overlaid model of the invocation and adds an extra invoked power or two.)
8: Innate Attack(2)
12:Invoke(2) <See Invoke(1)>
18:Wildcard
26:Invoke(3) <See Invoke(1)>
32:Self Upgrade(2) <Auto Power, Adds another attack for each form>

+When you become invoked a translucent model of whatever you have invoked is transposed over your toon along with the accompanying VFX, but you may also choose to have no overlay.

ATO: Form of the Invoker: Damage (Chance to increase Synergy)
--------------------------------

The Tactician is supposed to be the next logical step after the Mastermind and the Controller. You step up from being a passive leader to an active weakener of enemies. You can weaken and disable your foes, thus your pets become more effective, at the cost of being able to buff allies.

==Tactician== (Suggested by me)
You are the Tactician. You are master of manipulating both friend and foe to get your way, from calling hordes of followers to swamping your enemies.

*Quickstats:
Survivability: 6
Melee DMG: 2
Ranged DMG: 5
Crowd Control: 8
Support: 2
Pets: 10

*Inherent: Tactical Fighting: You and your pets gain a mild critical against controlled foes.

*Primaries: Pets (Ported right from MMs)
Force Constructs
Frost Creatures
Ghouls
Gremlins
Demon Summoning
Necromancy
Ninjas
Robotics
Thugs
Mercenaries
Vanguard
Warriors

*Secondaries: Control (More AoE-centric than the other control ATs)
Darkness Control
Earth Control
Electric Control
Fire Control
Gravity Control
Ice Control
Illusion Control
Mind Control
Plant Control

ATO: Command of the Tactician: Pet Damage/Recharge (Pets gain small chance for increased crits vs. controlled foes)

The Commandant is an attempt to take the Mastermind and make it more effective at dishing out damage, at the cost of support ability.

==Commandant== (Suggested by me)
A good officer can direct his troops and stay out of the line of fire. That doesn't mean he can't lay down some damage of his own. A Commandant exemplifies a strong offensive leader, able to command a tactical squadron, and take on enemies with his own power.

*Quickstats
Survivability:4
Melee DMG:2
Ranged Damage:8
Crowd Control:3
Support:4
Pets:8

*Inherent: Field Presence: activate when a Domination-style bar is filled (By DMG, yours or pets'), buff pet defense and DMG.

*Primaries: Ranged DPS (Ported from Blasters, Self buffs also effect pets to lesser extent)
Archery
Assault Rifle
Beam Rifle
Dark Blast
Dual Pistols
Electrical Blast
Energy Blast
Fire Blast
Ice Blast
Psychic Blast
Radiation Blast
Sonic Attack

*Secondaries: Pets (Ported from MMs, with extra synergy depending on which primary you choose.)
Force Constructs
Frost Creatures
Ghouls
Gremlins
Demon Summoning
Necromancy
Ninjas(Archery)
Robotics(Beam Rifle, some Assault Rifle models)
Thugs(Dual Pistols)
Mercenaries(Assault Rifle)
Vanguard
Warriors(Assault Rifle)

ATO: Commandant's Charisma: Damage (Chance for Fear)

This AT was meant as a way for melee fighters to be able to do some meaningful Mezzing, and not be totally squishy, without them being overpowered. In order to allow them some real control, with their defense reamining intact, their melee damage is way dropped. That isn't to say they're pushovers.

==Disabler== (Suggested by me)
You know those guys who come in, swords-a-swingin' and fists-a-flyin? Knuckleheads. You're a Disabler. You're smarter than that. Sure, ya may not hit as hard, but ya can hit where it really hurts: When you fight, they can't stop ya, 'cuz y'already stopped them!

*Quickstats
Survivability:7
Melee DMG:5
Crowd Control:8
Support:2
Pets:5

*Inherent: Incapacitate: Your powers are particularly disabling, being able to ignore Mez resistance by (5 + (Level/5))%

*Primaries: Melee-Based Control (softened DMG, buffed control effects, sort of like a scraptroller, but with a pet at the end.)
Crippling Shadows (Umbra Beast)
Disabling (Dual) Blades (Knife Fighter)
Electrical Melee (Gremlin)
Choking Flames (Fire Imps)
Chilling Ice (Jack Frost)
Kinetic Melee (Singularity)
Martial Arts (Ninja)
Staff Fighting (Student)
Street Justice (Street kid)
Earthen Attacks (Golem)
Illusory Weapons (Phantom Army)
Mental Attacks (Bonded Telepath)
Toxic Plants (Fly Trap)

*Secondaries: Defense
Dark Armor
Electric Armor
Energy Aura
Fiery Aura
Invulnerability
Regeneration
Shield Defense
Super Reflexes
Willpower

ATO: Disabler's Defense: Heal/Buff/Debuff/Def/Res (Chance for +.1 mag Mez)

==Duo== (Suggested by Bradley_IFV)

This AT is a super-hybrid with elements from Masterminds, Tankers, and Defenders. The big gimmick for this AT is the Partner, a singular MM-style henchman that is selected independent of the primary powerset of the Leader (the main character).


Survivability 6
Melee Damage 6
Ranged Damage 2
Crowd Control 4
Support 6
Pets 7


Initial List of Offense Powersets:
Axe
Broad Sword
Claws
Dark
Electric
Energy
Fire
Ice
Katana
Martial Arts
Stone
Strength
War Mace

Initial List of Partner Powersets:
Archery/Broadsword or Katana or Battleaxe or Mace Assault
Assault Rifle/Martial Arts or Street Justice Assault
Dark Assault
Electric Assault
Energy Assault
Fire Assault
Icy Assault
Psychic Assault
Radiation Assault
Sonic Assault
Power Assault (SS/Energy Blast)

Initial List of Defense Powersets:
Armor Imbuement: Mix of Invulnerability and Force Field.
Burning Support: Mix of Fiery Armor and Thermal Radiation.
Dark Haze: Mix of Dark Armor and Dark Miasma.
Electric Fields: Modified Electric Armor.
Gadgetry: Modifed Devices.Traps with a "Power Armor" theme for the Self powers.
Healing: Mix of Regeneration and Empathy.
Icy Reinforcement: Mix of Ice Armor and Cold Domination.
Iron Will: Modified Willpower with a more Psionic feel.
Kinetic Defense: Mix of Super Reflexes and Kinetics.
Radiance: Mix of Energy Aura and Radiation Emission
Stone Empowerment: Modified Stone Armor.
Energy Aura(mix of Force Field and Energy Aura)
Kinetic (extension of Kinetics to include more caster-effect powers)
Ninjitsu (mix of Poison and Ninjitsu)
Psychic (mix of psychic buff/debuffs and armors scattered throughout City)
Storm (mix of Storm Summoning and Electrical Armor)

ATO: Tag Team: Pet Damage/Recharge (Chance for Build Up in Leader and Partner)

==Skirmisher==

There are those who say they're good in melee and at distance, but they can't compare to you: You are the only one who melds both, the Skirmisher!

Survivability: 4
Melee Damage: 8
Ranged Damage: 8
Crowd Control: 4
Support: 2
Pets: 2

Primary: Assault (with an early-level hide toggle)
Secondary: Assault (With a mid-level placate)

Inherent: Hit and Run: a domination-like bar which fills with defeated foes, click to increase Crit chance and Defense and light mez resistance.

Primaries: Assault
Dark Assault
Earth Assault
Electricity Assault
Energy Assault
Fiery Assault
Icy Assault
Psionic Assault
Thorny Assault

Secondaries: Assault
Dark Assault
Earth Assault
Electricity Assault
Energy Assault
Fiery Assault
Icy Assault
Psionic Assault
Thorny Assault

Ancillaries:
Fire Mastery
Ice Mastery
Primal Forces Mastery
Psionic Mastery

ATO:: Skirmisher's Strike: Damage (Chance for PBAoE Placate)

==Marauder==(Care of Steampunkette)

"The Marauder AT is a combination design. Ranged/Melee for a primary with Defense/Control for their secondary. The method used for this design is a whole new secondary powerset build and the Primary being Dominator "Domination" sets. The AT will use both passive and active defenses in combat to survive, while pelting enemies at range or thrashing them in melee."

Quickstats:
Survivability:6
Melee DMG:6
Ranged DMG:6
Crowd Control:5
Support:2
Pets: 4

Maraud: 15% endurance discount while solo. With each teammate they added their own damage would increase by 5%, maximum of 5 contributing teammates. Teammates gain 1/2 of this buff.

Primary: Assault
Dark Assault
Earth Assault
Electricity Assault
Energy Assault
Fiery Assault
Icy Assault
Psionic Assault
Thorny Assault

Secondary: Alteration (Defense/Control)
Gravity Alteration (Invuln/Gravity)
Ice Alteration
Fire Alteration
Nature Alteration (Regen/Plant)
Stone Alteration
Mental Alteration (Willpower/Mind)
Electrical Alteration
Energy Alteration (Energy/Gravity)

ATO: Marauder's Assault: Damage (Chance for +Def/Res/Regen)


Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

Posted

I have been thinking for a while: Why don't we have any Beast-Boy/Ben 10/Carnage/Elastic Man-style Shapeshifting? I know we have khelds, but beyond that, nada. Thus, I propose:

Morphers are a Form-Based Jack AT, mostly attack oriented. Now that we may soon be getting quadrupedal Skeletons soon, this could be not too far off! Basically, you get your single Primary set, Attacks(which are effected by your form) and a group of Secondaries to choose from(Your forms and defensive clicks/toggles/Autos). I was thinking that this AT would be either Magic or Mutation. Possibly a choice between them.

The Morpher:
You are the faceless. You are not bound by any one body. You are the shifter! Master of many Bodies!

Primary: Shapeshifted Fighting (Unshifted Melee DMG[Smashing], basic fighting moves)

T1: Weak Attack: Melee or Ranged (Minor DMG[Varies])

T2: Basic Attack: Melee or Ranged (Moderate DMG[Varies])

T3: Weakening Attack: Melee or Ranged (Tiny DMG[Varies], Foe [Stun, Debuffs, or Knockback]

T4: Aim: Click (Self +ToHit)

T5: Strong Attack: Melee or Ranged (High DMG[Varies])

T6: Wide Attack: Melee[Cone] or Ranged[Cone] (High DMG[Varies])

T7: Build Up: Click (Self +DMG)

T8: Sweep Attack: Melee[PBAoE] or Ranged[PBAoE] (Superior DMG[Varies])

T9: Super Attack: Melee or Ranged (Extreme DMG[Varies])

Secondary Template: Forms

T1: First Form: Toggle (Self Small +Res/+Def, Normal DMG)

T2: First Auto: Auto (Self +Res/+Def/+Regen)

T3: First Toggle: Toggle (Self +Res[Mez])

T4: First Buff: Click (Self +Def[Ranged or Melee])

T5: Second Form: Toggle (Self Medium +Res/+Def, Medium +DMG)

T6: Second Toggle: Toggle (Self +Res/Def/+Regen)

T7: Second Auto: Auto (Self +SPD, +Res/+DEF)

T8: Second Buff: Click (Self +Res/+Def/+Regen, +ToHit)

T9: Third Form: Toggle (Self Large +Res/Def/+Regen, Large +DMG, +ToHit)

Ideas for Secondary(Form) sets include:

Animals(Wolf/Bear/Gorilla)-Good for Melee DPS/Tanking. Automatic Leaping powers.
Dinosaur(Dracorex/Velociraptor/Dimetrodon)-Fast, but relatively low damage, Melee DPS. Running.
Robot/Powered Armor(Small/Medium/Hulkbuster-size)-Durable, good mix of Melee and Ranged DPS.
Elemental(Lesser/Normal/Greater)-Ranged DPS. Comes with flying abilities.
Dragons(Wyrmling/Young/Mature)-Claw-based Melee, with some fire cones. first form has improved running and leaping, 2nd and 3rd have flight.

Etc.

==Morpher (Alt. Version)== (Suggested by Ridia, edited by daveyj3)

1 - brawl/kick[example of unshifted attack light]

1 - Transform* [grants attacks: 1 ranged single target, 1 ranged cone, 1 immob, and 1 meelee attack][toggle transform]

2 - air superiority/jump kick[example of unshifted attack medium]

6 - Empower Transformation [can only be used while transformed. adds ranged AoE or pbAoE, hold, meelee attack to transformed state][toggle, no endurance cost, but individual powers have end costs.]

8 - spinning strike/dragon's tail [example of unshifted attack medium aoe]

12 - build up [short bonuses]

18 - Altered State - [[adds a path aura fx.][toggle] can be used while both shifted and unshifted. grants minor dmg pbaoe]

26 - Spawn Formling [spawns one temporary pet depending on your transformation, imp, tornado, water spout, animate stone, shade, seedling, robot, etc.]

32 - Ultimate Shift [Transformed model fx upgrade, [extra branches, rocks, fiery wings, icicles, shadowy floaties, targeting drones, etc.] induces/enhances transformation, adds high dmg ranged, high dmg meelee, meelee cone, and one nuke power [ranged or meelee]][toggle with time limit similar to phase shift, can only be used while transformed]

*The Transform power forces the player to pick a type of transformation from which other set powers related to the transform will be decided. Example "Botanical Transform" - You become a Razorvine, have plant control and thorny attacks.

Types of Transform [selected from list when Transform is Purchased]:
- Beast Form [borrow from Beast mastery and claws. might have to transform into a bear to make work.]
- Plant Form [borrow from plant control/thorns. become a DE type tree-thing]
- Elemental Form (fire, earth, wind, ice)** [fire - easy, earth - easy, ice - easy, wind - can borrow from Storm summoning, Scirocco's signature powers, and maybe a couple other wind like powers in game.]
- Shadow Form [easy, lots of dark powers]
- Cyborg Form [would use super strength and various guns/rifles]
- Demonic Form* [altered fx of WS powers]
- Celestial Form* [altered fx of PB powers]
- Kinetic Form* kinetic meelee and kinetics [repel would have knockback become knockdown and add minor dmg component perhaps. different effects with animations from kinetics for new powers maybe]



the secondary would function more like an defense set, like you mention lol, but i would tweak them to work better when you are actually transformed. i would also go ahead and give the elemental aura defense sets, in case somebody picked the elemental transform and wanted a set to work thematically. they would function more like stalker secondaries than other meelee scondaries, replacing Hide with something either more complementary to the Transformed state or the Un-Transformed state. also, i would remove any toggle pbAoEs so as not to conflict with the toggle pbaoe in the primary set. though if it was an EAT, it would have one set that is sort of the base of all these sets, looking mostly like WP or Regen, and maybe a shield or two who's fx depend on the type of transform purchased. XD

examples:
- Invulnerability
- Regeneration
- Ninjitsu
- Willpower
- Fire Aura
- Ice Armor
- Dark Aura
- Stone Armor


The Rikti Prestige AT is intended to be a mix of Melee and/or Ranged DPS, Support, and control. You can choose out of two main Powersets: Rifle & Sword, or Psionic training. I was think that you could have a choice of holding a one-handed blade in one hand and a pistol in the other, or a "Rifle-Sword" like the Headmen have.

==Rikti==
You:Rikti Soldier. Choose:Focus(Psionics|Rifle & Sword). Will:You choose:Traditionalists(Peace)|Restructurists(War)?

Quickstats: (S & R/Psionic)
Survivability: 6
Melee Damage: 8/2
Ranged Damage: 5/5
Crowd Control: 2/9
Support: 5/7
Pets: 2

Inherent:
Rikti Training: +ToHit, +End
Level 1: Por'tal Device: Self TP
ILevel 10: Por'tal Improvement: Long-range TP


*Primary 1: Sword and Rifle: (More DPS-Oriented)

1: Rifle Shot: Ranged (Minor DMG[Energy], Foe Knockback, -Res)

1: Energy Slash: Melee (Minor DMG[Energy/Lethal], Minor DoT[Energy], Foe Stun)

2: Quick Strike: Melee (Moderate DMG[Energy/Lethal], Minor DoT[Energy], Foe Stun)

6: Strong Pulse: Ranged (High DMG[Energy], Foe Knockback, -Res)

6: Disabling Strike: Melee(Minor DMG[Energy/Lethal], Moderate DoT[Energy], Strong Stun)

8: Pulse Wave: Ranged[Cone](High DMG[Energy], Foe Knockback, -Res)

12: Explosive Pulse: Ranged[TAoE] (Superior DMG[Energy], Foe Knockback, -Res)

12: Arching Swing: Melee[Cone] (Superior DMG[Energy/Lethal], High DoT[Energy], Foe Knockdown, Stun)

18: Headsplitter: Melee (Superior DMG[Energy/Lethal], High DoT[Energy], Foe Stun)

26: Concentrated Pulse: Ranged(Superior DMG[Energy], Foe Knockback, -Res)

26: Spinning Attack: Melee[PBAoE](Superior DMG[Energy/Lethal], Foe Knockdown, Stun)

32: Overload: Ranged[TAoE](Extreme DMG[Energy], Foe Knockback, Stun, -Res)

*Primary 2: Psionics (Control is the name of the game.)

1: Mesmerize: Ranged(Moderate DMG[Psionic], Foe Sleep, -Rech)

1: Mental Blast: Ranged(Moderate DMG[Psionic], Foe -Recharge)

2: Dominate: Ranged(Moderate DMG[Psionic], Foe Hold, -Rech)

6: Scare: Ranged(Minor DMG[Psionic], Foe Fear)

8: Mass Hypnosis: Ranged[TAoE](Foe Sleep, -Rech)

12: Psychic Scream: Ranged[Cone](High DMG[Psionic], Foe -Rech)

18: Terrify: Ranged[Cone](Foe Scare, -Rech)

26: Total Domination: Ranged[TAoE](Moderate DMG[Psionic], Foe Hold, -Rech)

38: Psychic Shockwave: Melee[PBAoE](High DMG[Psionic], Foe Disorient, -Rech)

*Secondary: Rikti Soldier Training

1: Combat Prescience: Auto(Self +Def[All])

2: Mind Link: Toggle(Team +Def[All], +Res[Psi]

4: Rikti Teleporter: Click (TP Self)

10: Kinetic Dampener Field: Toggle[PBAoE](Ally & Self +Def[Ranged, AoE])

16: Bolster Psyches: Toggle(Team +DMG, +Acc)

20: Future Glance: Click(Self +Def)

28: Psionic Fortitude: Click(Self +Max HP, +Res[Mez])

35: Psychic Healing: Click(Team Heal)

38: Open Portal: Summon Rikti Soldiers

Alright, this is one of my older suggestions. This is my idea for the PPD Heroic Epic AT: A branching AT with three career choices: the starter SWAT/Beat Cop, and later, the Hardsuit and Psi-Officer. I drew heavily on The Arachnos AT's at first, and if you have any better ideas for the powers, or if there are balance issues, be sure to speak up. I won't stab you.

==PPD HEAT==

As a PPD Officer, you will have Evenly balanced hand-to-hand and firearm training to start. Later, you may choose to specialize in a Psionic abilities or use of a PPD Hardsuit.

Tracks:
A: Officers: Starting as a normal PPD Beat Cop, with basic Hand-to-hand Training and your trusty PPD pistol, you aim to take a bite out of crime.
*Quickstats:
Durability: 5
Melee Damage: 8
Ranged Damage: 7
Crowd Control: 3
Support: 4
Pets: 4
A1: Hardsuit: You know that "Fine-Blue-Line" shpiel people like to use? Well, you're more like a thick blue wall. You can take it all, and to a lesser extent, dish it back. BAYAM!
Durability: 8
Melee Damage: 10
Ranged Damage: 4
Crowd Control: 2
Support: 2
Pets: 4
A2: Psi-Officers: You can do stuff with your brain that normal people can only dream of, and instead of going off and becoming one of those spandexed yahoos, you have decided to join the PPD. Congratulations. Now back to patrols.
Durability: 3
Melee Damage: 5
Ranged Damage: 10
Crowd Control: 5
Support: 7
Pets: 2

Powersets:

1. Basic/SWAT Weaponry (Ranged weapons and Hand-to-hand fighting)
-1A. Hardsuit Weaponry (Decent Melee/Ranged DPS)
-1B. Psionic Attack (Ranged, With a Control Spin)

2. Basic/SWAT Training (Defense and Team buff-oriented)
-2A. Hardsuit Training (MOAR TANKING!)
-2B. Psi-Officer Training (Weak Defense, Decent Buff/Debuff)


Primary Set
*Basic Weaponry
1: Single Shot: Ranged (Minor DMG[Lethal])
1: Punch: Melee (Moderate DMG[Smashing])
2: Burst: Ranged (Moderate DoT[Lethal])
6: Sweeping Cross: Melee[Cone] (Moderate DMG[Smashing], Foe Stun)
8: Heavy Burst: Ranged[Cone] (High DoT[Lethal], Foe -Def)
12: Ablating Kick: Melee (Moderate DMG[Smashing], Foe -Res[All])
12: Glue Grenade: Ranged[TAoE] (Foe Immobilize, -SPD, -Jump, -Fly)
18: Frag Grenade: Ranged[TAoE] (Moderate DMG[Lethal/Smashing], Foe Knockback)
26: Shin Kick: Melee (Superior DMG[Smashing], Foe -SPD, -Def)
26: Trip Mines: Place Mine (PBAoE, Superior DMG[Lethal/Fire], Foe Knockback)
32: Full Auto: Ranged[Cone] (Superior DoT[Lethal] )

*Hardsuit Weaponry

1: Jab: Melee (Minor DMG[Smashing], Foe Knockdown)
1: Charged Shot: Ranged (High DMG[Energy], Foe Knockdown)
2: Punch: Melee (Extreme DMG[Smashing], Foe Knockdown)
6: Hand Clap: PBAoE (Foe Stun, Knockback)
6: Cutting Beam: Ranged[Cone] (High DMG[Energy], Foe -Def[All])
8: Knockout Blow: Melee (Extreme DMG[Smashing], Foe Hold, Knockup)
12: Lancer Shot: Ranged[Close] (Superior DMG[Energy], Foe Stun)
12: Haymaker: Melee (Superior DMG[Smashing], Foe Kockdown)
18: Peircing Beam: Ranged[Narrow Cone] (High DMG[Energy], Foe Stun)
26: Punishing Slam: Melee (High DMG[Smashing], Foe Stun, Knockback)
32: Foot Stomp: PBAOE (Moderate DMG[Smashing], Foe Knockdown)

*Psionic Attack
1: Psionic Dart: Ranged (Minor DMG[Psionic], Foe -Recharge)
1: Mental Blast: Ranged (High DMG[Psionic], Foe -Recharge)
2: Kinetic Slam: Ranged (Minor DMG[Smashing], Foe Knockback)
6: Dominate: Ranged (Moderate DMG[Psionic], Foe Hold)
6: Psi-Wave: Ranged[Cone] (Moderate DMG[Psionic], Foe Sleep, -Recharge)
8: Kinetic Bomb: Ranged[TAoE] (High DMG[Smashing], Foe Knockback)
12: Psychic Scream: Ranged[Cone] (High DMG[Psionic], Foe -Recharge)
12: Mass Hypnosis: Ranged[TAoE] (Foe Sleep)
18: Psychokinetic Lance: Ranged[Sniper] (Superior DMG[Psionic/Smashing],
26: Telekinesis: Ranged[TAoE] (Minor DMG[Smashing], Foe Hold, Repel)
26: Terrify: Ranged[Cone] (Minor DMG[Psionic], Foe Fear[Special])
32: Psychic Chains: Ranged[TAoE] (Foe Hold, -Recharge)


Secondary Set
*Basic Training
1: Combat Training: Auto (Self +Res[All])
2: Detective Training: Auto (Self +Def[Ranged])
4: Marksmanship: Auto (Self +Accuracy)
10: Defensive Maneuvers: Toggle[PBAoE] (Team +Defense)
16: Attack Maneuvers: Toggle[PBAoE] (Team +Damage, +Res[Taunt, Placate])
20: High Pain Tolerance: Toggle (Self +Res[All], +Max HP)
28: Super Serum: Click (Self +ToHit, +Recharge, +Run Speed, +Recovery)
35: Quick Recovery: Auto (Self +Recovery, +Regen)
38: Call Backup: Summon PPD Officers

*Hardsuit Training
1: Hardsuit: Auto (Self +Res[All] +Max HP, +Res[Stun, Sleep, Immob, Hold, Confuse, Terrorize])
10: Cape-Buster Training: Toggle (Self +ToHit, +DMG, +Def[Ranged, AoE])
16: Armor Reinforcement: Auto (Self +Res[All])
20: Evasive Dodge: Toggle (Self + Def[Melee, AoE], Res[All but Psionics & Toxic, Def Debuff])
24: Force Shield: Toggle(Self +Res[All], +Def[Ranged, AoE])
35: Overload: Click (Self +Res[All but Psionics, Disorient, Sleep, Hold, Immobilize, Repel, Knockback, End Drain], +Recovery, +Special[EMP Pulse])
38: Call Drones: Summon PPD Drones (Moderate DMG[Energy])

*Psi-Officer Training
1: Defensive Telepathy: Auto (Self +Def[Melee, Psionic])
10: Psychic Awareness: Toggle (Self +Res(Stun, Hold, Sleep, Fear), +Def[Ranged])
16: Psychic Homing: Click[PBAoE] (Team +ToHit)
20: Kinetic Magnet: Ranged[TAoE] (Foe -Def, -Res, -ToHit)
28: Mind Link: PBAoE (Team +ToHit, +DEF[All], +Res[Psionic])
35: Drain Psyche: PBAoE (Foe -Regen, -Recovery, Team +Regen, Recovery)
38: Fulcrum Shift: Ranged[TAoE] (Foe -DMG, -SPD, Team +DMG, +SPD)


==Hellfire Elementalist== (Suggested in great detail here by Von Krieger)

Base:
Survivability: 7
Melee DMG: 6
Ranged DMG: 6
Crowd Control: 5
Support: 5
Pets: 2

Mantle of Combat "Tank Mode:"
Survivability: 8
Melee DMG: 5
Ranged DMG: 5
Crowd Control: 5
Support: 5
Pets: 2

Mantle of Conquest "Blaster Mode:"
Survivability: 6
Melee DMG: 7
Ranged DMG: 7
Crowd Control: 5
Support: 5
Pets: 2

Both Mantles "Scrapper Mode"
Mantle of Combat "Tank Mode:"
Survivability: 7
Melee DMG: 7
Ranged DMG: 7
Crowd Control: 5
Support: 5
Pets: 2

Inherent:
Infernal Essence: Auto +Regen, +Recovery
Level 1: Incendiary Leap (Super Jump)
Level 10: Incendiary Hop (Self +Def) (Combat Jumping)

Primary: Infernal Warding
1: Revivication: PBAoE (Ally Heal)
1: Material Warding: Toggle (Self +Res[Smashing, Lethal, Fire, Toxic])
2: Material Ward Circle: Ranged (Ally +Res[Smashing, Lethal, Toxic])
6: Subdermal Warding Auto (Self +HP, +Res[All], +Res[-SPD, -Fly, -Jump, -Rech])
6: Mantle of Combat ("Tank Mode"): Toggle (Self +Def[All], +Res[-Def, Sleep, Confuse, Terrorize, Knockback, Knockdown, Knockup, Hold, Stun, Immobilize], +Threat Level, Special[Punchvoke, Taunt Aura on Hellfire Halo])
8: Vitalistic Infusion: Ranged (Ally Heal)
12: Ethereal Warding: Toggle (Self +Res[Fire, Cold, Energy, Negative, Toxic])
12: Ethereal Ward Circle: Ranged (Ally +Res[Fire, Cold, Energy, Negative, Toxic])
18: Revitalize: Click (Self Heal)
26: Corrupting Incantation: Ranged(Ally +ToHit, +Special[Toxic and Fire DMG])
28: Malignant Haze: Toggle[PBAoE](Minor DMG[Toxic/Fire], Foe -SPD, -Jump, Immob.)
32: Rain of Terror: TAoE[Placeable](Moderate DoT[Fire/Toxic], Foe -SPD, -Res)
32: Undying: PBAoE(Self Rez, Moderate DMG[Fire], Foe Confuse, Knockback)

Secondary: Infernal Assault
1: Hellfire Bolt: Ranged(Minor DMG[Fire], Minor DoT[Toxic])
2: Hellfire Backfist: Melee(Moderate DMG[Fire/Toxic], Foe Knockup)
4: Maleficent Gate: PBAoE(Moderate DMG[Fire/Toxic], Foe -Res)
10: Firespout: Ranged(High DoT[Fire/Toxic], Foe -Res)
14: Hellfire Halo: Toggle[PBAoE](Moderate DoT[Fire/Toxic], Foe -DMG)
16: Steal Strength: Click (Self +ToHit, +DMG)
16: Soul Siphon: Ranged (Foe -Res, Self +ToHit, +DMG)
20: Mantle of Conquest ("Blaster Mode"): Toggle(Self -Max HP, -Res[All], +DMG)
22: Crux Contagion: Melee(High DoT[Fire/Toxic])
24: Lance of Corruption: Ranged(High DMG[Fire/Toxic])
24: Wormwood: PBAoE[Placeable](High DMG[Fire/Toxic], Foe Knockdown, -Res[All])
28: Charon's Tolls: PBAoE(Ally +End, +Recovery, +Res[-Recovery], Foe -Res[All]
35: Anathema Apotheosis: PBAoE[Pseudopet](Extreme DoT[Fire/Toxic], Foe -Res[All], Special[Foes defeated under the effect deal AoE damage to other foes.])
38: Purgatory: PBAoE[Placeable](Extreme DoT[Fire/Toxic], Foe -Res[All], -Recovery, -End)

Special Ancillaries: Mantles
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

==Midnighter== (Suggested by Trilby)
Survivability: ?
Melee DMG: ?
Ranged DMG: ?
Crowd Control: ?
Support: ?
Pets: ?

Inherent: Touch of Midnight: Provides a bonus based on current Midnighter Temp (See below)


*Primaries: Midnight Arts
+Staff Magic: Slow, Heavy ranged Damage:
1: Mystic Bolt: Ranged(Minor DMG[Energy/Smashing], Foe Knockback)
1: Magic Blast: Ranged(Moderate DMG[Energy/Smashing])
2: Eldritch Snare: Ranged(Tiny DMG[Energy], Foe Immobilize)
6: Arcane Slam: Ranged[Short](Moderate DMG[Energy/Smashing], Foe Heavy Knockback)
8: Soul Lance Spell: Ranged[Sniper](Extreme DMG[Energy/Psionic], Foe Stun)
12:Mystic Might: Click (Self +ToHit, +DMG, +Range, -Rech)
18:Soul Crush: Ranged[Short](High DMG[Energy/Psionic], Minor DoT[Psionic], Foe Stun)
26:Mystic Wave: Ranged[Cone](High DMG[Energy/Smashing], Foe Knockback)
32:Soul Burst: Ranged[Sniper,TAoE](Extreme DMG[Energy/Psionic], High DoT[Psionic], Foe Sleep)

+Wand Magic: Mixture of Debuff and ranged Damage.
1: Draining Spell: Ranged(Foe -DMG, Team +DMG)
1: Mystic Sparks: Ranged(Moderate DMG[Energy], Foe -Recovery)
2: Chill Spirit: Ranged(Foe -SPD, -Rech, -DMG, -Res[Fire])
6: Arcane Fire: Ranged(Moderate DMG[Fire], -Def)
8: Fear Cloud: Ranged[TAoE](Foe Fear, -ToHit)
12:Shade: Ranged(High DMG[N. Energy], Foe -ToHit)
18:Magic Fog: AoE[Placeable](Foe -ToHit, -Perception, -SPD, Chance for Fear)
26:Winter's Sleep: Ranged[TAoE](Foe Sleep)
32:Overload Wand: PBAoE(Extreme DMG[Energy], Foe Knockback, Self -Recovery)

+Inner Power: Melee-focused, lots of cones and PBAoEs.
1: Energy Barrage: Melee(Moderate DMG[Smashing/Energy], Foe Stun)
1: Energy Wave: Melee[Cone](Minor DMG[Smashing/Energy], Foe Knockdown)
2: Mystic Slam: Melee(High DMG[Smashing/Energy], Foe Stun)
6: Eldritch Wave: Melee[PBAoE](Moderate DMG[Smashing/Energy], Foe Knockdown)
8: Arcane Scream: Melee[PBAoE](Moderate DMG[Psionic/Energy], Foe Stun)
12:Fiery Wave: Melee[Cone](High DMG[Fire/Energy], DoT[Fire], Foe -Res)
18:Crush Spell: Melee(High DMG[Smashing/Energy], Foe Stun)
26:Soul Wave: Melee[Cone](Superior DMG[Psionic/Energy], Foe Stun, -Recharge)
32:Mystic Crisis: Melee[PBAoE](Extreme DMG[Energy], Foe Stun, Knockdown)
+Blasting Rod: Quick DPS, less powerful than Staff.
Not sure on the powers for this one...

*Secondary: Midnight Artifacts.
This set is mostly just smaller buffs, but certain power choices open up sets of "Midnight Recipes", which are unique to this AT. These Recipes can be used to craft extra attacks and buffs, and there are a few "Mode Toggles" which also grant access to certain extra powers.

The temp powers have to be bought with special Midnighters-only salvage ("Magical Component") that drops at the end of missions, especially EAT mission arcs. You also get half a set of salvage every 10 levels, starting at level 1, meaning you can max out 2.5 sets but need to run missions to get more. Each power must be bought individually and stacks up to 5 hours. There may be an option to get the temp powers at higher power for higher levels, or which last permanently at a higher Magical Component price. Temp powers are affected by global bonuses etc and by what you slot into the unlocking power, which can receive both normal related TO/DO/SO/IO enhancements, and a specialized set of ATOs (Improved Crafting), which give global bonuses to Midnight Artifact Powers.

Artifact Armour - Gives 5% res to all by psionics and 3% defence. Also gives access to the Armour temp power pool. If toggled on, grants access to these powers.
-Defensive Bauble - Toggle for 15% defence, 15% res to all but psionics.
-Magic Mantle - Lasts for 30 seconds. Increases defence by 20%
-Defending Circle - Toggle which adds a chance for taunt proc to each attack which also grants a small res boost.

Focus Items - Grants 15% attack bonus. If toggled on, grants access to these powers.
-Amulet of Focus - Acts like Aim with 50% to hit and damage bonus for 10 seconds.
-Amplifying Ring - Targeted AoE with large amounts of damage
-Bracers of Elemental Mastery - Toggle which adds a proc of 1 small bit of damage of each type except psionic.

Servants of Magic - Increases stamina recovery toggle and grants access to these powers.
Magical Essence - Ranged attack that does minor damage and recovery decrease, and summons, if it hits, a Magical Essence, a ranged blaster type pet with fire and ice attacks.
Wisps - Summons 2 wisps to buff and heal all allies nearby with a small bonus to hit, defence and a healing aura etc. They also do some damage in the form of energy bolts.
Servants of Magic - 3 smaller magical essence which deal a variety of damage and debuff resistance.

Chains of Magic - Grants status protection as toggle.
-Link of Frost: Ranged(Minor DoT[Cold], Foe -SPD, -Rech)
-Link of Light: Click(Self +Res[Debuff, Fear, Confuse])
-Link of Storms: Toggle[PBAoE](Team +Def[All], +Stealth, Foe -Perception)

Body Jewels: Auto(Self +Rech, +SPD)
-Moonstone Eye: Click(Self +ToHit, +Range)
-Obsidian Tooth: Click(Self +Recovery, +Res[N. Energy])
-Ruby Heart: Click(Self +DMG, +Rech)

==Imperial Soldier(PEAT, any Origin.)== (Suggested by Trilby)

Quickstats:
Survivability:7
Melee DMG:6
Ranged Damage: 6
Crowd Control:6
Support:6
Pets:4

Inherent: Imperial Might: +Def and +Rech to each Teamie, and a weak +DMG and +ToHit to self per teamie.

They don't have any inherent movement per se, because they gain very good built-in boosts in their toggles and autos.

Primary: IDF Issue: (Mix of Support and Defense)
1: Body Armor: Auto(Self +Def[Ranged, AoE], +Res[Smashing, Lethal,Cold, Fire, Energy])
1: Field Medicine: Ranged(Ally Heal, +Regen)
2: Agility Training: Auto(Self +Def[Ranged, AoE], +SPD, +Jump)
6: Surveillance: Ranged(Foe -Res[All] -Def) <Weaker than the Bane Version>
6: Imperial Will: Toggle(Self +Def[Psionic], +Res[Disorient, Hold, Sleep, Fear, Confusion, Knockback], +SPD)
8: Defensive Maneuvers: Toggle[PBAoE](Team +Def[All])
12:Nanosurgery: Ranged(Ally Heal, +Regen, +Recovery, +Max HP)
12:Endurance Training: Auto(Self +End, +Recovery, +Max HP, +SPD, +Jump)
18:Charge Armor: Toggle(Self +Res[Cold, Fire, Energy, N. Energy]) <Requires Body Armor>
18:Revival Serum: Ranged[Ally Rez, +Regen]
26:Kinetic Shielding: Toggle(Self +Def, +SPD, +Jumping)
26:Force Field Generator: Place Drone: PBAoE(Team +DEF[All], +Res[Disorient, Hold, Immobilize])
32:Gun Drone: Build Drone: Ranged(Moderate DMG[Lethal])

Secondary: Praetorian Gauntlets: (Mostly pulled from Energy Blast/Melee, each with a hold proc.)
1: Gauntlet Blast: Ranged(Minor DMG[Energy/Smashing], Foe Knockdown, -Res)
2: Bracer Slam: Melee(High DMG[Energy/Smashing], Foe Knockdown, -Res, Stun)
4: Hand Wave: Ranged[Cone](Moderate DMG[Energy], Foe -Res)
10:Gauntlet Bolt: Ranged(Moderate DMG[Energy/Smashing], Foe Knockdown, -Res)
16:Backup Soldiers: Call 1-2 IDF Soldiers
20:Palm Bursts: Melee[PBAoE](Moderate DMG[Energy/Smashing], Foe Stun, Knockdown, -Res)
28:Kinetic Slam: Melee(Extreme DMG[Smashing/Energy], Foe Stun, -Res)
35:Ranged Bolt: Ranged[Sniper](Superior[Energy], Foe Knockback)
38:Power Burst:Ranged[Close](High DMG[Energy/Smash], Foe Knockback, -Res)

They would probably have Ancillaries based on which origin they chose, but their differences would be mostly thematic.

==Resistance Fighter== (Suggested by Trilby)

Quickstats:
Survivability: 5
Melee DMG: 4
Ranged DMG: 8
Crowd Control: 5
Support: 6
Pets: 5

Inherent: Smart Fighting: Any attacks performed while hidden have a chance for extra damage and -Def.

Primary: Resistance Weaponry: (Pulled from Mercs, Assault Rifle, Spiders, StJ, et al.)
1: Plasma Burst: Ranged(Moderate DoT[Fire/Lethal], Foe -Def)
1: Heavy Blow: Melee(Moderate DMG (Smashing), Foe Knockdown, -Def)
2: Plasma Barrage: Ranged[Cone](Moderate DMG[Fire/Lethal], Foe -Def, Knockback)
6: Plasma Grenade: Ranged[TAoE](Moderate DMG[Fire/Smashing], Foe -Def, Knockdown)
6: Rib Cracker: Melee(Moderate DMG[Smashing], Foe -Def[All], -Dmg)
8: Smoke Bomb: PBAoE(Foe Blind, Placate, -ToHit)
12:Plasma Bolt: Ranged[Sniper, Assassinate](Extreme DMG[Fire/Lethal], Foe -Def, Knockdown)
12:Vital Strike: Melee[Assassinate](Special DMG[Smashing], Foe -Def, Knockdown)
18:Roundhouse Kick: Melee[PBAoE](Heavy DMG[Smashing], Foe -Def, Knockdown)
26:Commandos: Summon 1-2 Resistance Commandos
26:Heavy Fire: Ranged[Short Cone](Extreme DoT[Fire/Lethal], Foe -Def, Knockdown)
32:Ammo Upgrade: Range(Upgrade Commando Ammo)
32:Full Auto: Ranged [Cone](Superior DoT[Lethal], Foe -Def, Knockdown)

Secondary: Jerry-Rigged Tech: (Support, Defense w/A Stalkeresque hide)
1: Web Grenade: Ranged[TAoE](Foe Immobilize, -SPD, -Jump, -Fly)
2: Focused Fighting: Toggle(Self +Def[Melee,], Res[Confuse, Def Debuff], +Perception)
4: Hide: Toggle(Self Stealth, +Def[Melee, Ranged, AoE])
10:Triage Beacon: Place Beacon(PBAoE, Team +Regen)
16:Force Field Device: Melee[PBAoE](Ally +Def)
20: Dodge: Auto(Self +Def[Melee], +Res[All but Psionics and Toxic <Scaling>, DEF Debuff])
28:Hacked Turret: Summon Hacked Turret
35:Fleet-Footed: Auto(Self +Res[-Recharge, -SPD], +Def[All], +Recharge, +SPD)
35:Remote Bomb: Ranged[Placeable AoE](High DMG[Fire/Smashing], Foe Knockback) <Can be triggered from an accompanying power, Detonate, or will blow when there is an enemy in range for longer than 3 seconds.>
38:Elude: Click(Self +DEF[Melee, Ranged, AoE], +Res[DEF Debuff], +Recovery, +SPD, +Jump)

==Harbringer of the Earth== (Possible PEAT/UEAT[Unaligned EAT])== (Suggested by daveyj3)
Humans are cruel, selfish monsters. They despoil the beauty of nature, burn the forests, kill the ecosystem, and have the gall to call us monsters? But they will know the truth.

Survivability:?
Melee DMG:?
Ranged DMG:?
Crowd Control:?
Support:?
Pets:?

Inherent: Earth's Fury: A DMG and ToHit bonus is gained for each teammate, but other Harbringers give a bigger boost.

Primary: Devouring Assault: (Assault with Support and Pets added in) <Normal|Devoured|Plant|Rock|Crystal)
1: Corruptive Dart: Ranged(Minor DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing|Energy/Fire], Foe <-Def|-Res|Stun>)
1: Nature Fist: Melee(Minor DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>)
2: Natural Aura: PBAoE(Ally Heal)
6: Corruptive Bolt: Ranged(Moderate DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>)
8: Hamidon's Aid: Summon 3 Hamidon Creatures
8: Nature Swipe: Melee[Cone](High DMG[Smashing|Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>)
12:Earth's Fury: Click(Self +DMG, +Special)
18:Emanator: Summon DE Emanator(PBAoE Ally +ToHit, +Rech, +DMG, +Regen)
26:Gaze of the Devourer: Ranged[Cone](Extreme DMG[Energy/Smashing|Energy/Toxic|Energy/Toxic/Lethal|Energy/Lethal/Smashing], Foe Strong <-Def|-Res|Stun>, -ToHit, Knockdown)
32:Hamidon's Fury: Melee[PBAoE](Superior DMG[Toxic|Toxic/Lethal|Lethal/Smashing], Foe <-Def|-Res|Stun>, Knockback)

Secondary: Tellurian Defense: (standard defense, but with powers reminiscent of Kheld forms, and some extra goodies)
1: Hamidon's Blessing: Auto(Self +Def[All], +Res[Toxic,Smashing,Lethal])
2: Channel Plague: Toggle[PBAoE](Minor DoT[Toxic], Self +Res[Toxic, Smashing, Lethal, Fire, Energy])
4: Natural Healing: Toggle(Self +Regen, +Max HP)
10: Devoured Form: Toggle(Switch to Devoured Form, Self +DMG, +Res, -Def, -Res[Confuse, Taunt])
10:Rock Form: Toggle(Switch to Rock Form, Self +Res, +Def, -DMG, -ToHit, -SPD, +Punchvoke)
16:Focus of Hamidon: Click(Self +ToHit, +DMG)
20:Will of Nature: Auto(Self +Res[Stun, Debuff, Hold, Knockback, Immobilize, Sleep, Confuse, Taunt], +Res[Psionic])
28:Plant Form: Toggle(Switch to Plant Form, Self +Range, +ToHit, +End, +Recovery, -Res, -Def, -MaxHP)
28:Crystal Form: Toggle(Switch to Crystal Form, Self +Res, +DMG, -Def, -Special)
35:Hamidon's Sight: Click(Self +Tohit, +Range, +Rech)
38:Incarnation of Nature: Click(Self +DMG, +Rech, +Max HP, +Res, +Def, +Regen, +Recovery, +Special<A weak Mitochondrial DMG proc is added to all attacks while this power is active in PvE>)

==Alternate Hami AT==(a la Steampunkette)

Quickstats:
Survivability:?
Melee DMG:?
Ranged DMG:?
Crowd Control:?
Support:?
Pets:?

There's been a running gag on the forums from time to time about PEATs or Praetorian Epic Archetypes. I figured I'd take the gag and make it a touch more serious while hewing towards it's comedic birth.

The Devoured Epic Archetype, a PEAT:

The Devoured Epic Archetype would be a Mutant origin EAT with both Resistance and Loyalist Praetorian story-paths unique to it's type. The Resistance Path would be that the Infected human is seeking to aid the Resistance in taking down Cole, the only human capable of harming or stopping the Hamidon. Initially, the character's allegiance is to the Hamidon itself, and their primary goal is to destroy Cole and then the Sonic Fences keeping the citizens of Praetoria safe. Once that goal is accomplished, the Devouring Earth will tear down Praetoria and kill all the humans.They join the Resistance under the guise of a naturalist mutant who has control over plants and stone. The Resistance, eager for new recruits, accepts the story and helps them to fight against Cole, their joint enemy. After the initial Storyarc the PEAT character can choose whether he wants to continue to aid the Resistance, or Defect to Cole's side as a Loyalist. This option is granted only after the Nova Praetoria arc is completed, the arc which releases the PEAT character from Hamidon's direct control. The Loyalist Path would be infiltrating the Regime as a PEAT with the ultimate goal of becoming close enough to Cole and his Praetors as their lackey to destroy him, and the Sonic Fence, so that the Devouring Earth can kill all the humans. They would join Powers Division as a Naturalist mutant with control over plants and stone. Powers Division, required by law to accept all powered individuals, will accept the story and help them to fight the Resistance. The Loyalist PEAT must complete their Nova Praetoria storyarc, in which they break free from Hamidon's direct control, and are given the ability to make their own choices. At which point they can choose to join the Resistance or continue to aid the Loyalists. Regardless of which path they pick, after they complete the initial PEAT arc they are cut off from the Hamidon and can no longer contact it telepathically for more missions directing them to contacts or information about which option to choose on their missions beyond Nova Praetoria. After they reach Imperial City, both PEAT arcs focus on destroying or exposing other Devoured characters and delves into the truth of what happened to the Hamidon. Whether or not a character continues on the PEAT line or chooses only the standard Loyalist or Resistance arcs they will, on occasion, be ambushed by minions of the Devoured in much the same way that PBs and WSs are attacked by Nicti, but in ambush form and usually consisting of several weaker than average foes to represent their lack of advancement compared to the PEAT character. These ambushes would continue into Neutropolis, but end on exiting Praetoria. It should be noted, that Devoured Players would -look- human, and not be monstrous to facilitate their ability to infiltrate the Loyalists and Resistance for Hamidon's ultimate goal. Being an obviously Devoured monster would mark them for immediate death. The Primary Powerset of the Devoured Epic Archetype would be divided much like the Peacebringer or Warshade Primary Powerset. 13 powers to choose from, with certain levels opening up 2 options at a time. This gives them a bit of build flexibility and makes a single archetype feel almost as if it were multiple ATs. Each tier opens up at the normal level (tier 1 and 2 at level one, tier 3 at level 2, both Tier 4 powers at level 6, and so on) The Secondary is similarly oversized, and contains elements of control, buffing, and personal defense. It also offers a "Play" to tie into the primary by creating Emanators which can buff the part, and with a Tier 7 power from the primary set: Animate and follow the group around. All of the powers in both sets take marked advantage of the new bout of animation customization that I presume will function like the SS and MA customization (Same attack, different animations). This allows players to choose a single type of DE to emulate (Boulder, Herder, Fungi, Crystal, Swarm) or to use a mix and match method to best encapsulate their Devoured character, or roleplay their character in a different way, if they prefer.

Praetorian Epic Archetype Primary Powerset: Devoured Assault

Tier 1: Devoured Strike: Single Target melee attack, Moderate damage and recharge, Chance to KD. This power takes advantage of the new animation options to animate as either a Stone-fist or Crystal-fist attack or a spine-styled lunge with options for Wooden spikes, Crystal spikes, or Chitin spikes.

Tier 2: Devoured Lance: Single Target ranged attack, Moderate damage and recharge, Chance to KD. This power takes advantage of the new animation options to animate as either stone or crystal spears or as a thrown spine attack with customization for crystal, wood, or chitin arm-spikes.

Tier 3: Thrall: This power functions similarly to a Mastermind pet summons, with one, two, or three randomized devouring earth underlings based on your level. However, the underlings are uncontrolled. The minions are crystals, mushrooms, herders, swarms, or boulders, chosen randomly at every summoning. Attempting to summon more only fills your quota of three. Possible customization, later, for specific underlings. Alternatively, multiple identical powers which lock the PEAT character out of choosing the others, which create a specific set of pets.

Tier 4: Devoured Slam: Single target High damage moderate recharge melee attack with a chance to Immobilize. This attack can animate as Stone or Crystal Mallet, or a double-arm thrusting lunge with spine-customization for wood, crystal, or Chitin.

Tier 4: Devoured Grasp: Minor damage single target Immobilize. It animates as either Hurl boulder, with the boulder transferring into the standard earth control immobilize with both crystal and stone customization, or as Impale, with wood customization for a transition to "Entangle" from plant control or as a chitinous spine which follows the standard "Impale" animation and adds dripping venom.

Tier 5: Devoured Crash: PBAoE Moderate damage attack with chance to KD, animates as Tremor or with animation customization as Thorn Burst with customization options for crystal, wood, or chitin spikes.

Tier 6: Devoured Blast: Cone Moderate damage attack using the "Throw Spines" animation with crystal, chitin, and wood customizations, or the Minions of Igneous "Gravel" attack with crystal, stone, and insect customization.

Tier 7: Minion: This power functions in all ways as "Thrall" but creates a normal minion-sized DE monster and you only get 2 at the highest level. They retain their normal ability to spawn an underling class pet on defeat, which lasts for 60 seconds or until destroyed.

Tier 7: Walking Emanator: Very Long Recharge "Special" power, transforms the targeted Emanator into a minion class pet which follows the caster and provides it's standard AoE buff to all allies near it. This power can be used on Enemy Emanators, as well. The pet emanator lives for 60 seconds.

Tier 8: Devoured Sweep: Melee Cone Moderate damage, moderate recharge. This power would animate as the Ripper power with Crystal, thorn, and Chitin arm spike customization, or as Crowd Control with a stone or crystal mallet or Chitin blade.

Tier 8: Devoured Burst: Moderate damage ranged Targeted AoE. This power would animate as Fissure, with stone and crystal customization, or as Hurl Boulder with Crystal, Wood, and Stone options as well as a Hive option. on impact the hurled Boulder animation would explode outward with thorns, stone, shards, or insects for the Hive animation.

Tier 9: Will of the Earth: Summon a crystal filled with the Will of the Earth mold at a targeted location. All enemies within a small area take superior damage, any enemy corpses in the area are targeted with an "Unchain Essence" style power (max of 10 targets) which creates uncontrolled underling class Devouring Earth monsters in the area. These underlings last for 2 minutes and follow the PEAT character. Same potential customization of pet options as Thrall or Minion. Very long recharge.
--------
Praetorian Epic Archetype Secondary Powerset: Devoured Emanation

Tier 1: Sturdy: An automatic smashing/lethal resistance power with a slight hit of Toxic resistance as well.

Tier 2: Healing Emanator: This power functions as a tree of life emanator, and animates as either the DE Tree of life, a cairn, a patch of mushrooms, a crystal emanator, or a small hive with a few swarm insects floating around it. It lasts for 60 seconds, or until destroyed.

Tier 3: Nature's Guard: This is a toggle self +res(Smash/Lethal/Toxic) power which can animate as a trio of stones or crystals floating around the body or as a "Fireflies" aura of leaves, or as the Swarm aura.

Tier 4: Resistance Emanator: This power creates a DE Cairn at the targeted location and provides a PBAoE resistance (all) bonus to nearby allies. It can appear as a set of crystals, a tiny tree, a stone cairn, a patch of mushrooms, or a small hive with a few swarm insects floating around it. It lasts for 60 seconds, or until destroyed.

Tier 5: Nature's Grasp: Targeted AoE no damage Immobilize. This can animate either as Stone Cages, Roots, or a wide area web.

Tier 6: Nature's Warden: This toggle power grants protection from hold, immobilize, and stunning effects as well as KB effects so long as you are near the ground. In addition it grants a small resistance bonus to all damage types. This power animates as a trio of stones, crystals, or leaves circling your head, or as a swarm of insects flying around it.

Tier 7: Protective Emanator: This power creates an emanator which grants all allies in it's immediate area a mez protection of 2. It can appear as a set of crystals, a stone cairn, a patch of mushrooms, or a small hive with a few swarm insects floating around it. It lasts for 45 seconds, or until destroyed.

Tier 8: Empowering Emanator: You create an emanator which grants all allies in it's area a large recovery boost. It can appear as a set of crystals, a stone cairn, a patch of mushrooms, or a small hive with a few swarm insects floating around it. It lasts for 30 seconds, or until destroyed.

Tier 9: Confusion Cascade: Targeted AoE Confuse, long recharge. Functions as Seeds of confusion, but is power customizable for crystal or stone dust, seeds, or swarms of insects around the afflicted target's heads.

Tier 10: Nature's Defender: Toggle Self+Resistance(Fire/Cold/Energy/Negative/Confuse) Animates as the Fireflies animation for Crystals, Stones, or Insects, or as a trio of leaves floating around the PEAT character.

Tier 11: Nature's Wrath: Point Blank Area of Effect Hold. no damage, can animate as Salt Crystals, Vines, Multi-Target Fossilize, or Cinders with the Smoke animation replaced by swarms of insects.

Tier 12: Power of the Earth: Self-Rez +pet summon power. On clicking this power four uncontrolled Allied DE Lieutenants spawn as you rise with half health, half HP, and a fairly hefty Damage Debuff on yourself. These DE Lt class enemies will not follow you, but will stay on the map until defeated or the mission ends.

==Cimeroran==(Suggested by dugfromthearth)
Survivability:6
Melee DMG:6/4
Ranged DMG:2/6
Crowd Control:1/6
Support:4/7
Pets:4


A is continuing on the Soldier Path, B is the Oracle Path.
Inherent: Deific Favor: Each attack gives a small chance to proc energy damage.

Primary: Cimeroran Training

1: Battle Cry: Melee[PBAoE](Ally +ToHit, +Recharge)
1: Hack: Melee(High DMG[Lethal], Foe -DEF[All])
2: Slice: Melee[Cone](Moderate DMG[Lethal], Foe -DEF[All])
6A: Build Up: Click(Self +DMG, +To-Hit)
6B: Power Boost: Click(Self +Mez)
8A: Strategic Training: Toggle[PBAoE](Ally +Def)
8B: Pluto's Agony: Ranged[Cone](Minor DoT[N. Energy], Foe Fear)
12A: Parry: Melee(Minor DMG[Lethal], Self +DEF[Lethal, Melee])
12B: Minervan Trap: Ranged[TAoE](Foe Immob.)
18A: Greek Fire: Ranged[TAoE](Moderate Damage [Lethal/Smashing], Foe Knockback)
18B: Martian Fire: Ranged[Cone] (Minor DoT[Fire] Foe Hold)
26A: Gladiator's Net: Ranged(Foe Hold)
26B: Neptunian Quake: AoE[Placeable](Foe Heavy Knockdown)
32A: Head Splitter: Melee(Extreme DMG[Lethal], Foe -DEF[All], Knockback)
32B: Venusian Infatuation: Ranged[TAoE](Foe Stun, Minor DoT[Psionic])

Secondary: Cimeroran Tactics

1A: Deflection: Toggle(Self +DEF[Melee], +Res[Smash, Lethal])
1B: Dianic Blessing: Toggle[PBAoE](Ally +ToHit, +Regen)
2A: Battle Agility: Toggle(Self +DEF[Ranged, AoE], +Res[DEF Debuff])
2B: Vulcan's Forge: Ranged[PBAoE](Ranged Ally +Damage, +To-Hit, Fire DoT Proc)
4: Prudent Assault: Toggle[PBAoE](Ally +DMG, +DEF)
10: Defensive Maneuver: Toggle[PBAoE](Ally +Res[Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback, DEF Debuff])
16A: Into the Breach!: Click[PBAoE](Ally +DMG, Foe -DMG)
16B: Hermetic Charm: Toggle[PBAoE](Ally +Rech, +SPD)
20: Phalanx Fighting: Auto(Self +DEF[Melee, Ranged, AoE])
28A: Grant Cover: Toggle[PBAoE](Team {but not self} +DEF[All])
28B: Jovian Shield: Toggle[PBAoE](Team +Res)
35A: Shield Attack: PBAoE(Superior DMG[Smash], Foe Knockdown, Self Teleport)
35B: Divine Life: Ranged(Ally Rez, +DMG, +Regen)
38: Tonight We Dine In HELL!!: Click[PBAoE](Ally +Def, +Res, +ToHit, +DMG, +SPD, +Special)

==Dragon-Blooded and Chimera== (Suggested by Lord Kalistosh)




==Energy Absorber==(Originally made by Haze3k here.)
Survivability:?
Melee DMG:?
Ranged DMG:?
Crowd Control:?
Support:?
Pets:?

The Energy Absorber: One of those few beings capable of truly containing and redirecting energy around them, creating deadly attacks.

Kinetic Absorption - primary; auto; you absorb smashing attacks to charge your Kinetic cells.
Kinetic Strike - secondary; single target; melee; minor damage; uses 1 Kinetic charge
----------
Ambient Absorption - primary; auto; you absorb the ambient energies of the environment to slowly charge only the first level of cells of Thermal and Radiant.
Thermal Strike - secondary; single target; melee; minor fire damage; uses 1 Thermal cell
Radiant Strike - secondary; single target; melee; minor energy damage; uses 1 Radiant cell
-----------
Mental Leech - primary; sngl target; melee; -recharge; you grab your enemy's head draining psionic energy charging 1 Psionic cell
Psionic Strike - secondary; single target; melee; minor psionic damage; uses 1 Psionic cell; chance to Slow
-----------
Thermal Absorption - primary; auto; you absorb fire attacks to charge your Thermal cells
Radiant Absoption - primary; auto; you absorb energy attacks to charge your Radiant cells
Psionic Absorption - primary; auto; you absorb psionic attacks to charge your Psionic cells
Focus toggles: These toggle abilities increase the amount of damage you can absorb and redirect however only 2 of the 4 may be active at any one time in your original mode.
Kinetic Focus - primary; toggle; you're more resistant to Smashing damage, your smashing damage is increased and the threshold for activating a Kinetic cell is decreased(essentially allowing you to use attacks at a higher rate); +Res(Knockback)
Thermal Focus- primary; toggle; you're more resistant to Fire damage, your Fire damage is increased and the threshold for activating a Thermal cell is decreased; +Res(Disorient)
Radiant Focus - primary; toggle; you're more resistant to Energy damage, your Energy damage is increased and the threshold for activating a Radiant cell is decreased; +Res(End Drain)
Psionic Focus - primary; toggle; you're more resistant to Psionic damage, your Psionic damage is increased and the threshold for activating a Psionic cell is decreased; +Res(Confuse, Sleep)

Lethal, Dark, Cold, and Toxic: these are a Power Absorber's weakness but he has ways to counter them.
Avoid Threats - primary; toggle; you're experienced enough to know what your weaknesses are and move to avoid them; +Def(lethal, cold, negative energy); +Res(Toxic)
Lethal Adaption - primary; auto; with concentration you can absorb the kinetic energy from Lethal attacks but with less effectiveness than from Smashing; Resist(Def Debuff)

Negative Energy and Cold will have there own cell pane below the Absorption Cells Pane. They will be only 1 cell each and be known as vacuum energies of Negative and Cryonic.
Vacuum Power - primary; single target; ranged; Power Absorbers don't work well when drained and so seek their energies back violently from their foes; An active Negative Cell will convert to an active Radiant Cell; An active Cryonic Cell will convert to an active Thermal Cell; causes Negative Energy or Cold damage to the foe in the transfer process; +Res(Slow, Fear)

Modes: Like Keldians, Power Absorbers will have different AT roles they can toggle into; tanks, blasters, maybe even defenders.
Tank Mode - primary; toggle; Your damage resistance is increased but your damage output is decreased, You can use up to 3 Focus toggles; comprehensive status resist power
Blaster Mode - secondary; toggle; your damage output is increased but your damage resistance is decreased, you can only use 1 Focus toggle but gain a 4th row of Absorption Cells; opens up ranged attacks

Taunts: Essential in determining which foes you want to attack you so you can absorb their energies.
In tank mode you'll have an aoe taunt.
In scrapper and blaster modes you'll have single target taunts.

Larger attacks will open up in the secondary as you level. Moderate damage attacks will use up 2 cells of an energy category, while high damage attacks use 3, and extreme damage attacks in blaster mode will use 4.

Survival or defeat: you may look at this at a glance and think you can just take all damage and deal it back without fear of defeat but that's not the case. It will take a lot of management to suceed, much like with a Mastermind. The key is not to allow your Absorption Cells to remain maxed out. Once that happens you can no longer absorb and thus take full damage of that particular type. So expend or die (a little like Strong Guy). Also use Vacuum Power whenever your Vacuum Energies light up. Your survival also depends on which Focus toggles you choose to run for which enemies. And taunting the right enemies to attack you.


Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

Posted

(FYI, don't hate on me for all this, I'm just giving an unresearched opinion)
Love your ideas, dude, amazingly thought out. Mine isn't as thought out, mind you.. But I still think it would be badass!

I'd love to see a Ranged DMG/Melee DEF archetype, now, I know, people whine and say "Whaaa overpowered" but to be honest.. Nah. not really, if you dumbed it down some and made it Corrupter level damage for the ranged (without scourge and bebuffs this isn't much to ask, really) and the melee would be fine with just below if not the same as a scrapper's defenses. Concept-wise I think it would be sweet, I'd get to roll my Dual Pistols/Regen (Thought of before I even knew about Deadpool ) for my main..

I think out of all of your ideas I really like the Crusader as a archetype, very good idea haha.
As for my idea.. I think it would work, people have it in their heads that a ranged DMG/Melee DEF archetype would be bad but given that this is CoX and we have VEATS/HEATS.. Most people want to feel heroic without having to substitute their concepts and ideas with something else but not be too overpowered and this wouldn't be overpowered. I find, personally anyway, that the big thing about being a ranged character and doing damage is the fact that blasters have a bunch of attacks and a stacking DMG buff when they do attack.. Not to mention corrupters with their double damage at 35% I believe it was + they debuff..

Creating a ranged character with melee defensive sets would counter balance by putting out okay damage and being able to take some damage as well, maybe even change some of the sets to create more of a Ranged defense heavy kind of thing.. A Ranged-Tank idea, ranged tanks are all the rage now (Personal experience in DCUO and SWTOR heh) A ranged tank used to scare people but if you balance it out.. It can be a hell of a decently rounded archetype. I'd play a ranged-tank for sure lol (FYI, don't hate on me for all this, I'm just giving an unresearched opinion)


 

Posted

Hmm... I like this idea... What shall we call it? Enforcer? Gunner? Either way, I'm makin' an icon for it.

EDIT: Here it is:

(Old version)

(Current version)

And here's the url if you want to add it to your post:

http://img201.imageshack.us/img201/7...onenforcer.png


Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

Posted

Quote:
Originally Posted by Kirsten View Post
Hmm... I like this idea... What shall we call it? Enforcer? Gunner? Either way, I'm makin' an icon for it.

EDIT: Here it is:



And here's the url if you want to add it to your post:

http://img201.imageshack.us/img201/7...onenforcer.png
Ah sweet haha, I think maybe Enforcer sounds right to me, but we could roll ideas around, too. If you created a king of setup like your other ideas that would be really awesome, maybe we could even go into a more dps route and less of a tanky way, you know? Could call it "Enforcer" for a Ranged-Tank, or "Slayer" for dps, or what about "Tyrant" have to roll that one around for a while lmao. How about inherit powers, could do something along the lines of dominator if we go tank where, instead of increasing damage/control power, it pops up and you click it to increase health/defense and/or resistance. What do you think?

EDIT: Also, what if you made the ICON black background with a yellow symbol? Or black with a white symbol, I'm just seeing iti n my head as a black kind of background lol


 

Posted

Quote:
Originally Posted by Kirsten View Post
@Dekoy: wrote up info in Post 1, and it uses a new icon. tell me if it needs any reworking.
Looks great and the icon is waay better now I think, looks sleek and sexy haha. Nice work Man I really wish it was a damn class, though... I'd play the hell out of it. Same with the crusader


 

Posted

I like the Ranged/Armored suggestion.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Thought of an Inherent.. Or some (Just off the top of my head)

1.) Awareness: When taking damage, the Enforcer has a 10% chance to gain a 35% increase to their defenses, resistances and health regeneration for 15 seconds.

2.) Restless: When doing damage with their powers, the Enforcer's abilities have a stacking recharge bonus, different bonus recharge depending on the ability used.

3.) Nimble: The Enforcer has a 10% chance to completely dodge an incoming attack.

4.) Relentless: The Enforcer can focus his sights on an enemy and increase his damage against them by 100% for 15 seconds, recharge time of 300 sec, in addition your attacks have a 10% chance to restore 15 endurance when used.

5.) Battle Ready: When struck in combat, the Enforcer has a 10% chance to regenerate 10% health over 10 seconds

Any sticking for you guys?


 

Posted

Hiiiiiii

I posted on a thread a long time ago some AT ideas i thought up, to be released with an issue with a theme relating to WWII, and a couple zones through ouro/midnighters club, and these AT's, VIP or market purchase only, would start out in the new time warped WWII zone with special arc introducing the battle and the AT as either a new recruit or seasoned veteran, without tutorial option or hero/villain alignment. Some of these AT's are basically what you've suggested, but im just organizing my thoughts since i cant find my old post XD


*Field Commander* - You are a natural born leader. With a team of your own to back you up and obey your every command, you encourage and guide others using your talents to ensure your allies survive.
-primary is self/team buffs, debuffs [organized similar to SoA secondarys]
-secondary is MMpets [but instead of upgrades incorporate 2 meelee attacks]
-inherent: larger teams grant increased buff bonuses
-medium HP, mod dmg



*Field Medic* - You must stand your ground in the midst of battle, as you strive to ensure the safty, and survival, of your allies.
-primary is assault sets
-secondary is team buffs/self buffs
-inherent: foe placate after X trigger
-low hp, medium dmg



*Kamikazi* - You are willing to give every fiber of your being to ensure the destruction of your enemies. Your power is unmatchable, because you know the fuse is short and you have to make the most with the time you do have.
-primary is ranged [with Nuke]
-secondary is meelee [with AoE dmg self rez]
-inherent is a bar like domination or fury, that when full after increased dmg output, allows for activation of a "Destruction" power initiating a brief untouchable period of ten-ish seconds with +Dmg, ending in a self destruct. if you die from kamikazi, you have no debt. regular deaths still give debt
-low HP, high dmg



*Espionage* - You are a master of spying, and only the greatest missions are given to you, behind enemy lines, finding and relaying vital information to your allies,
-primary is similar to stalker secondary but instead of hide you unlock a power called "disguise" that is the same for all powersets allowing you to appear identical to a targeted foe granting "invisibility" and foe placate
-secondary is control with a power replacing group hold with an Espionage power severely reducing the defense of target and, to a lesser degree, surrounding enemies.
-inherent is a chance for critical dmg the higher tier the enemy while disguised, reduced endurance when not disguised
-low HP, moderate dmg



*Trooper* - You are the backbone of every army. You fight and win, or lose, every war. Will you be a casualty... or come home a hero?
-primary is assault [including two new weapon sets Armory [steel[mace axe or sword]+archery] and Arsenal[gun+gadget]]
-secondary is self buffs [scrapper strength]
-inherent is 'Victorious' granting increased regen + recovery when taunting enemies
-medium hp, medium dmg



kay i think that's what i'd planned out before. at least it's close to it XD. i understand that some of these might not work very well, but i'd still love to try them. numbers would obviously need to be balanced, and making inherents to make the AT's different was hard and im not sure of the ones i made up, but these are the AT's i'd propose to add .


 

Posted

Kirsten: FYI, anything that has pets is VIP only and/or follows the same Rules as MM and controllers do currently. Refering to many of your concept ideas. They either have MM or Controller based powers.

I like many of them.


 

Posted

I've had an idea.

Devourer
Kheldian's get their power from team mates. You get your power from your enemies. Works a bit like a cross between a tanker aura and a kheldian buff. The more enemies around you, and according to their powers, you receive a buff. For example, if you have 2 people with empathy type heal powers and 4 with big dps abilities like a blaster you get a moderate regen bonus and a high damage bonus.

-Primary: Damage with some control effects, think corrupter powers
-Secondary: A single set with kinetics type debuffs that give the team AoE buffs.

Destroyer.

More blaster than scrapper. Nothing can stand up to a destroyer. The primary set is blaster primaries, but converted into melee attacks (basically shortened range). The secondry is scrapper defensive powers. Main focus on big AoE damage. The inherent gives a smallish vengeance type buff for each enemy defeated.

I dunno why I posted this. I guess just to get them off my chest.


 

Posted

Quote:
Originally Posted by Trilby View Post
I've had an idea.

Devourer
Kheldian's get their power from team mates. You get your power from your enemies. Works a bit like a cross between a tanker aura and a kheldian buff. The more enemies around you, and according to their powers, you receive a buff. For example, if you have 2 people with empathy type heal powers and 4 with big dps abilities like a blaster you get a moderate regen bonus and a high damage bonus.

-snip-
okay...When you say devourer, is this a DE EAT, or is it just odd naming?


Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

Posted

Quote:
Originally Posted by Trilby View Post
I've had an idea.

Devourer
Kheldian's get their power from team mates. You get your power from your enemies. Works a bit like a cross between a tanker aura and a kheldian buff. The more enemies around you, and according to their powers, you receive a buff. For example, if you have 2 people with empathy type heal powers and 4 with big dps abilities like a blaster you get a moderate regen bonus and a high damage bonus.
-snip-

When I saw devourer, I was thinking the buff would be based on enemies defeated, as if you ate them or at least obsorbed the remaining essence somehow, for a short time.

I was also picturing it being a moderate resistance with moderate regen and a moderate def to melee. each enemy "devoured" would buff the regen and recharge buff on the character. Kinda like a vampire.


 

Posted

great work compiling this Kirsten!

thanky! some of these AT's look survivable/makeable when you make it all fancy like that.


 

Posted

Great effort.


I would really like to see this being done at some point. Hopefully the Devs will come in and say something


"What counts is not what sounds plausible, not what we would like to believe, not what one or two witnesses claim, but only what is supported by hard evidence rigorously and skeptically examined. Extraordinary claims require extraordinary evidence." - Carl Sagan