Kirsten's Consolidated AT Suggestion Thread
Added Protector (See post 1). It's a sort of Defender/Dominator Hybrid designed to be more fluid in a fight, but is still best relegated to a support position. It is definitely intended to be soloable, though.
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.
Added in Von Krieger's most excellent Hellfire Elementalist. considering using hir "Mantle pool" idea for EATs.
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.
Cause I'm loving EAT's, here are a few ideas.
The Midnighter.
This idea for an EAT is a Hero side one. You are a member of the Midnighters, with your own missions, costume pieces and powers. However, you really shine in your ability to craft temp powers. These temp powers, in turn, grant you another set of powers for a short period and can be stacked up to 5 uses in your power window.
Their inherent is called: Touch of Midnight. It provides a bonus based on which temp power set you are using.
Power wise, they are closer to corrupters than defenders, with damage slightly higher than defenders, but lower than corrupters.
Primary Set: Midnighter's Magic. These are divided into diffrent sets. Staff magic is hard hitting and slow casting. Wands provide a mix of minor debuffs and DPS. Inner magic is a closer ranged set with cones and PBAoE's. Blasting Rods are faster casting than staff magic, but also less powerful. This, I think, covers most of the types of magic.
Secondry: Midnighter's Artifacts. There is only one powerset here, all of them presenting minor, not overwhelming buffs to everything. However, each power choice in here grants access to a new set of recipes.
The recipes and powers grant extra attacks and buffs, and are toggles allowing the Midnighter access to all sorts of powers. I'm thinking one set for res debuff, one for defence debuff, one set with some heals and a long recharge res, two for defence buff, a major self one and a more minor group one. Two set that allows control, a slow/regen/recharge debuff set and a hold set. A DPS set and a set with a number of uncontrollable pets.
The concept behind this character is to make them more like a tool box to a wider degree than the other EATs and allow a kind of tank mage, but by being the jack of all trades, they will never be the master of one.
So what do you think? Way I see it, EATs shouldn't try to be brand new ATs, but instead straddle the line and try and multiclass, if you know what I mean. A bane is a melee corrupter in effect, while a crab is more like a corrupter/MM in my opinion.
I like the Midnighter, but I think it could be really great as a PEAT...The midnighters slowly trying to reform after their destruction at the hands of Tyrant and Master Midnight... I could see that.
EDIT: Added Midnighter EAT (See Post 2).
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.
Well...I actually had an idea for a PEAT. A cross between my idea for a Midnighter and a SoA and use the IDF. Have them tech or natural based. They can use rockets, guns, melee or lasers or sumin. More tech based powers, with their pets being battle orbs etc. A PEAT if I ever saw one :P
But as another idea for a PEAT, the resistance fighter.
The resistance fighter can fight for many reasons. Because they have to, or because they want to. They tirelessly struggle to overthrow Cole.
The resistance fighter isn't likely to win face to face, but by fighting smart and aiding his team, he can win. He supports his team by setting up safe areas, guiding them silently through the best path and turning the battle ground to his advantage.
Inherent: Fighting Smart: Any bomb that is detonated by choice by the resistance fighter recieves a damage and accuracy bonus and the chance to apply a large res debuff.
Primary Power: Guns, similar to SoA's wolf spider powers, but with a scrapnal grenade over a venom one.
Secondary: Guerrilla Fighter. This is a mix of leadership, traps and other powers. However, part of the idea of this is it is virsitile. Some ideas are:
1) Auto power: Armouring. An auto buff that gives you a small amount of defence and resistance (around 5% each to all), and your allies half that amount.
2) Surveillance: A long recharge res debuff.
3) Safe Area: You create a located AoE, which grants a buff to healing received in the area, and a stun to any enemies caught in it.
4) Will to Go On: A defence buff auto with some defence debuff protection.
5) Armour Piercing Ammo: Doubles the defence debuff of all gun attacks for 20 seconds.
6) Fixadine: You have just the right amount of fixadine. Not too little, not too much, but you've become, for a short time only, a powerhouse. Damage, defence, resistance all take a boost, but at the end of this you have end crash and some other debuff effects.
7) Stealth: It allows them to stealth in a drop bombs to detonate when they will.
Also for the traps, the resistance fighter will gain a window like the pets window and can detonate these when they choose or give them a time of their chose However, there is a radius for them to be detonated in. Any further than that and they explode.
The idea behind this is someone who can control the battle field with there bombs and can set of cascading explosions to bring down cole.
My other idea. The EAT called the Arcane (or maybe just) Scholar.
The Scholar has worked for Vanguard, the Midnighters, those fighting Rularuu and even Arachnos and can be considered an expert on many types of enemies. They prefer to out think their foe than straight up fight them.
Their inherent is called Observation and it functions a bit like a rage bar. They build it up by fighting, or by using their to hit buffs on an enemy. Once the bar is full, they have worked out how to best hurt their enemy, granting them and their team a straight up damage bonus, a to hit bonus and a proc called understanding which, when it pulses, grant a small bit of endurance back.
Powerwise, I'm thinking blasters, with access to themed powers (Mu being electricity, rularuu being psychic or sumin, Circle of Thorns being the elemental magics, Nictus being the negative energy) and the Aim power replaced with the Study power. For secondries, I'm also thinking blaster powers. Of course their damage potential without Observation running should be lower than Blasters, but with Observation running, I'm thinking the same as, so blasters do constant good DPS while AS's provide less DPS but help the team more.
My only issue with my ATs is they don't really feel "heroic" or villainous. Maybe a little too fantasy.
Sounds cool...I'll write it up later.
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.
BEAT: Beast Epic Arch Type
Can take the concepts from keldians and reskin them and change up the powers they have.
Human form
Hawk form
bear/gorilla form
Not sure on full powers ... but it would be fun. I might actually make one and keep playing it.
UGH this is so awesome. lol love the updates!
I would like to see a Hamidon Creature EAT. With nasic bature attacks til lvl 20 at which point you respec and choose to become a plant/fungus DE, Beast/Devoured DE, Earth/Crystal DE, or :drumroll: a new Aqua DE [to be released at a future date :P but has lots of already in game water based powers and fx, borrowing from leviathan mastery and hydra head's attacks, and poison's liquidy attacks, the bubble path aura, and maybe some ice. ] the title power would be the self transform shield for each branch effectively making you a Hami Nature Creature.
i guess secondaries would be first will power type self buffs, then once branched, based off of the various trees with shields and pbaoe stuff :shrug:
lol just an idea XD
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.
UGH this is so awesome. lol love the updates!
I would like to see a Hamidon Creature EAT. With nasic bature attacks til lvl 20 at which point you respec and choose to become a plant/fungus DE, Beast/Devoured DE, Earth/Crystal DE, or :drumroll: a new Aqua DE [to be released at a future date :P but has lots of already in game water based powers and fx, borrowing from leviathan mastery and hydra head's attacks, and poison's liquidy attacks, the bubble path aura, and maybe some ice. ] the title power would be the self transform shield for each branch effectively making you a Hami Nature Creature. i guess secondaries would be first will power type self buffs, then once branched, based off of the various trees with shields and pbaoe stuff :shrug: lol just an idea XD |
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.
Added IDF to Post 2
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.
I always thought a mid level pool to chose from would be cool like around 20 or so to further vary the powers some one has and to help with a few concepts. like low level powers pools that the villains and heroes get at level 40.
Some of my suggestions from posts i have done
boards.cityofheroes.com/showthread.php?t=195762&highlight=dbhellfist
boards.cityofheroes.com/showthread.php?t=278178&highlight=dbhellfist
Here is all My toons
http://img261.imagevenue.com/gallery...9625081-24.php
Added Trilby's Resistance Fighter, gave it a stalker-ish feel with some support ability.
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.
EAT from the other thread, these were my suggestions to the OP, but sharing here bc of the new AT suggestion:
i would adore an AT or a set with a transform ability built like "hide" in that can be customized [if one set] or has powersets that correspond to each type of transformation [plant, elemental, demonic, celestial, robotic, shadow, etc.].
if it were one powerset, i would suggest like mentioned already, one built in transformation power filling out a self defense set, given to the meelee AT's. if it were a new AT, or an *EAT* with built in variation, i like your suggestion of a larger set of abilities, but you make it sound super complicated XD.
i see the primary powerset would be it's transformation set with related assault/manipulation attacks, with primary power choice being what "type" of transform you undergo, and your "transform power" working in conjunction with a bar similar to domination. [you can only transform after X amount of ...whatever... for X amount of time] the primary powerset would contain one or more "transforms" and within that transform[s] would be powers to be used only when shifted [like khelds], some auto [like khelds] and some to be purchased further on once a type of "transform" [plant, elemental, cyborg, etc.] has been selected. the other powers [two or three] in this set would be basic combat attacks to be used when not-shifted. these non-shifted powers would be put into the set similar to how a MM's set is devided.
example:
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
epic pools and so-on.
would make a great EAT. "SHIFTER". sounds amazeballs. of course... this would probably be a mess separating the powers to be used while not transformed, while transformed, while transformed and upgraded, and then the defensive sets XD
Credit mostly goes to Ridia though, from the other thread
Added Ridia's shifter as an alt version pf Morpher. (see post 2.)
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.
Some stuff for the Midnighter EAT.
Their secondary set.
The temp powers have to be bought with special midnighters only salvage that drops at the end of missions. You get half a set of salvage every 10 levels, starting at 1 meaning you can max out 2.5 sets but need to run missions to get more. Each power much be bought individually and stacks up to 5 hours. There may be the option to get the temp powers permanently. Temp powers are affected by global bonuses etc and by what you slot into the power.
Artefact 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 Aura - Toggle for 15% defence, 15% res to all but psionics.
-Shield of Magic - Lasts for 30 seconds. Increases defence by 20%
-Defender of Allies - 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.
-Focus Powers - Acts like Aim with 50% to hit and damage bonus for 10 seconds.
-Unleash - Targeted AoE with large amounts of damage
-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.
I'll add more later.
Added Harbringer of Hamidon to Post 2.
EDIT: Gave it an Icon
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.
Thank you for giving credit, this thread is amazing!!!!!
Removed due to horrible idea
I don't think this would work as an AT. People prefer to play an archetype through the whole game, and nobody would want to play an AT that they would just have to abandon by level 20.
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.
Removed as above due to horrible idea
That's still too narrow thematically. If you want to play an average Joe Schmo, roll a StJ/Will Scrapper. Or a Thugs/Traps MM. Or any number of other arrangements. The point of all non-Epic Archetypes is that you can play nearly anything thematically, without needing to program every little individual thing for each class uniquely. Thus, ATs are not "classes" insomuch as they are general groups of skills or talents suited to, but not limited to, a specific role.
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.
Once again, tell me what you think
CITY OF HEROES ARCHETYPE IDEA
INVOKER
Primary: Invocation
Secondary: Buff
Inherent: Synergy
Base HP: 806.2
Max HP: 1606.4
Primary Sets: 6
Secondary Sets: 10
Overview
As an Invoker you conjure the essence of other entities and energies into yourself and temporarily gain their characteristics, powers and abilities. You can call upon the ferocity of a beast, the brilliance of a Celestial or the abilities of an Elemental 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. On the other hand if you manage to remain invoked for too long you take the chances of suffering powerful mental damage which could effect your other powers, so,etimes permanently. Always remember- you walk a fine line between your need for borrowed power and the ability to know when it is too much to contain.
The Invokers Power Sets Are:
Survivability: 6
Melee Damage: 5
Ranged Damage: 5
Crowd Control: 2
Support: 3
Pets: 2
Power Sets
Primary Power Sets
An Invokers primary power sets are designed for invoking other entities and energies powers. They are:
-Invoke Beasts
-Invoke Elementals (fire, earth, air, water)**
-Invoke Umbra
-Invoke Aether
-Invoke Demons*
-Invoke Celestials*
*Demonic/Celestial forms require VIP status or purchase on the Paragon Market
** Elemental Form, player will choose one elemental at character creation and can only invoke that elemental.
A Shifter’s secondary power sets are designed for buffing and debuffing. They are:
Dark Miasma
Force Field
Pain Domination
Poison
Sonic Resonance
Storm Summoning
Thermal Radiation
Time Manipulation
Traps
Trick Arrow
Inherent Power
Synergy
Synergy is the inherent ability of an Invoker and it allows them reduce the cost of the endurance needed to remain imbued with an entities or energies powers the longer they remain invoked. The amount of time an Invoker can use an invoked power depends on how much damage they give and receive while invoked. Each time they deal damage they remain invoked just a bit longer while each time they take damage it weakens the invoked connection. Synergy provides a continuous minor buff to the Invokers endurance so long as they remain invoked. This buff increases and decreases proportionally with the damage given and received. However, you must carefully use you invocations because remaining invoked for too long can cause serious mental damage that could degrade the use of other skills and your Synergy ability will not shut itself off to alarm you of the coming damage.
Below is a quick example of one primary Powerset
Invoke Demon
(you gain the abilities of a demon, the powers from the Summon Demon set are used an an example of how this set could look in game)
Level 1- Invoke Demonling- Starts as level 1 Demonling (fiery), when character increases to security level 6 it becomes the level 6 Demonling (cold) and when the character reaches security level 18 it becomes level 18 Demonling (Hellfire).
Level 2- Lash
Level 6- Enchant Self
Level 8- Crack Whip
Level 12- Invoke Demon- starts as level 12 Ember Demon, at level 24 it becomes Hellfire Gargoyle.
Level 18- Hell On Earth (without chance of living hellfire)
Level 26- Invoke Demon Prince- You invoke the powers of a Demon Prince.
Level 32- Abyssal Empowerment (use on self and/or team)
Animations
When you become invoked a transparent image of whatever you have invoked is transposed over your toon along with the symbols you call forth displayed on the ground under you to create the invocation. This depth of this transposed image depends on the strength of the invocation and could take over your own image if the invocation lasts too long.
UPDATE: Did some organizing, gave Enforcer an Inherent, Gave all the non-epic ATs Ancillary pool lists.
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.