What should the next round of ATOs have?
I don't like the SoA ones :< And the Kheld ones are coming in a future update without the need for ATOs.
My idea would be:
SoA: Toxic damage proc and -def proc to attacks
Kheld: Buffs Eclipse's recharge and resistance and no clue what for PB's
Corrupters: A slight increase to scourge proc rate below 50%. Maybe 10% bonus to proc rate (so 10% crit chance becomes 11%)
Defenders: A PBAoE team buff, a bit of res, bit of def, bit of def debuff def?
MM: No recharge in the ATO set at all, dam, acc, end only and the proc is a 5-10% extra damage bonus to supremacy.
Not to rain on the parade but it might be premature to assume that there will be new sets of ATOs. It's true that the super pack is referred to as "Super Pack #1," but its full name is "Super Pack #1: Heroes and Villains." To me that says that the ATOs were essentially the special theme for this pack and it will be something different next time around. I've been wrong before and I'm not saying it could never happen, just don't get your hopes too high for it happening soon.
Not to rain on the parade but it might be premature to assume that there will be new sets of ATOs. It's true that the super pack is referred to as "Super Pack #1," but its full name is "Super Pack #1: Heroes and Villains." To me that says that the ATOs were essentially the special theme for this pack and it will be something different next time around. I've been wrong before and I'm not saying it could never happen, just don't get your hopes too high for it happening soon.
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Ah, I don't often keep up with those things, my mistake then. However I still kind of hope that the next super pack has something similarly new and shiny, which more ATOs at this point wouldn't exactly be.
Stalker * Reduces the time it takes to re-enter Hide from combat to 5/4 seconds. Also increases the Stalker's critical hit chance against held targets by 2%/3%, and sleeping targets by 10%/15% even in PvE. |
Stalkers currently only get the crit chance against Held/Slept enemies in PvP.
When the Demoralize effect was added to AS Stalker Crits were changed to be a 10% base against all targets, and each team mate within 30ft adds a cumulative bonus capping out at a 33% chance to crit wit h7 allies in 30ft.
So adding crits to held/slept enemies is pointless.
I don't like the SoA ones :< And the Kheld ones are coming in a future update without the need for ATOs.
My idea would be: SoA: Toxic damage proc and -def proc to attacks Kheld: Buffs Eclipse's recharge and resistance and no clue what for PB's Corrupters: A slight increase to scourge proc rate below 50%. Maybe 10% bonus to proc rate (so 10% crit chance becomes 11%) Defenders: A PBAoE team buff, a bit of res, bit of def, bit of def debuff def? MM: No recharge in the ATO set at all, dam, acc, end only and the proc is a 5-10% extra damage bonus to supremacy. |
Ah, I don't often keep up with those things, my mistake then. However I still kind of hope that the next super pack has something similarly new and shiny, which more ATOs at this point wouldn't exactly be.
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Stalkers currently only get the crit chance against Held/Slept enemies in PvP.
When the Demoralize effect was added to AS Stalker Crits were changed to be a 10% base against all targets, and each team mate within 30ft adds a cumulative bonus capping out at a 33% chance to crit wit h7 allies in 30ft. So adding crits to held/slept enemies is pointless. |
One big thing for the next round of ATOs that I'd like to see is them enhancing powers that aren't currently done by this round.
For example, I'd like to see the melee ATs get a def/rech/heal based set for their secondaries, defender/corruptor/controller/mastermind get buff/debuff/heal based sets, etc.
I'd also like to see the set bonuses be a little more thoughtfully assigned (mastermind set, I'm looking at you).
For specifics on neat proc effects, the only one I've got at the moment would be that I'd like the Mastermind one to be a fairly subsantial (15%/25%) +res all buff for the pets, barring an archetypal change where pets are made less one-shot prone.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
I dont like your Stalker one...
It would make more sence to have a proc. that will causes enemies surrounding the stalker to become placated just not the target the stalker is hitting.
Or to have some invention origin that reduces the threat rating by 1(the game refers to this as 100% sometimes even though character statistics use a number)
And if not that then maybe it should be a proc. that has a chance to hold the target...since stalkers dont have a hold.
Those to me seams more assassin like then that 2% increase to criticals which is too small to do much and only effective on specialized targets that are too uncommon.
And the 4 to 5 second back to hide thing...hate to say this...but i go back into hide in about 4 seconds most fo the time already..so not sure what improvement this would add.
One big thing for the next round of ATOs that I'd like to see is them enhancing powers that aren't currently done by this round.
For example, I'd like to see the melee ATs get a def/rech/heal based set for their secondaries, defender/corruptor/controller/mastermind get buff/debuff/heal based sets, etc. I'd also like to see the set bonuses be a little more thoughtfully assigned (mastermind set, I'm looking at you). For specifics on neat proc effects, the only one I've got at the moment would be that I'd like the Mastermind one to be a fairly subsantial (15%/25%) +res all buff for the pets, barring an archetypal change where pets are made less one-shot prone. |
I dont like your Stalker one...
It would make more sence to have a proc. that will causes enemies surrounding the stalker to become placated just not the target the stalker is hitting. Or to have some invention origin that reduces the threat rating by 1(the game refers to this as 100% sometimes even though character statistics use a number) And if not that then maybe it should be a proc. that has a chance to hold the target...since stalkers dont have a hold. Those to me seams more assassin like then that 2% increase to criticals which is too small to do much and only effective on specialized targets that are too uncommon. And the 4 to 5 second back to hide thing...hate to say this...but i go back into hide in about 4 seconds most fo the time already..so not sure what improvement this would add. |
Stalkers actually have Holds available in 6 of their 8 ancillary pools, and holds aren't very unusual in a team environment (Controllers, Doms, Forts, some support secondaries that Corruptors, Defenders and MMs have, etc). The number could serve to go up a little, sure, but I didn't want to make it overpowered in comparison to the crit boost Scrappers got.
And, hate to say it, but the current rehide time is 8 seconds, so it would turn into 4 seconds with that example. Nothing game breaking, sure, but it's one slot.
Blaster: Blaster's Defiance: Damage/Chance for Mez Protection: 3/min(4/min) for mag 1/2 protection to Hold, Immob, Stun, Sleep, Fear and Knockback for 1 minute, stacks up to 3 times
Controller: Controller's Puppets: Mez Duration/Increase damage of Containment crits by 20/40%.
Defender: Shield of the Defender: Recharge/Chance for PBAoE +Resistance(All). 3/min(4/min) for +50/100% Resistance to all damage for 3 seconds
Scrapper: Scrapper's Ferocity: Accuracy/Increases damage of Critical Hits by 20/40%.
Tanker: Tanker's Assault: Recharge/Chance for AoE knockdown. 4/min(5/min) chance for a 15ft radius around your target to be knocked down, 5/10 targets max
Kheldian: Kheldian's Wisdon: Endurance/+Team Inherant. The Kheldian gains a buff equal to having one/two of each individual buff from their inherant power.
Brute: Strength of the Brute: Endurance/Chance for Smashing damage/Knockup. 4/min(5/min) for minor/moderate smashing damage and a short knockup against the target/s.
Corruptor: Corruptor's Spite: Damage/Increased chance for Scourge (20/40%)
Dominator: Dominator's Dominance: Recharge/Chance for Hold and -tohit. 3/min(4/min) for a 6(8) second mag 2 hold and 3.5(6)% -tohit debuff
Mastermind: The Mastermind's Plot: Recharge/Chance for Placate and Fear. 4/min(5/min) to placate and fear your target/s for 10 seconds
Stalker: Stalker's Execution: Damage/Increased Team Buff. Adds an additional .25/.5% chance to crit outside of hide for each team member, a team of 8 would give the Stalker an additional 22.75/24.5% chance to crit rather than 21%
Arachnos: Arachnos Oppression: Chance for Immobilize and self +Recharge. 4/min(5/min) for a mag 2 immobilize for 6/8 seconds and to increase your recharge by 20/40% for 12 seconds
These are what I'd like to see.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Tanker
* Adds a splash effect to the Tanker's Bruising power, turning it into a pbaoe. Enemies hit by the splash suffer a -10%/-12.5% resistance effect. |
I'd advocate that it should be of a lower magnitude (if needed), but stackable from multiple tanks to help with large team tank stacking woes.
The cake is a lie! The cake is a lie!
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
I rather dislike the Will of the Controller proc. I don't think a damage proc was a wise decision as it limits the set from effectively being 6-slotted in sleeps or aggro free confuses. It seems as though it's also taking a hit in the AoE immobilizes because of the unique way it works (decreased chance to fire with higher target caps and lower recharge). In most of the single target holds, I'd rather invest in 4 slots of Basilisk's Gaze and some damage enhancement for a small difference in the recharge and ranged defense bonuses. The only place I can readily think of slotting it is Stalagmites or Flash Fire; with Wormhole becoming aggro-free I'd be wary of slotting it there.
A higher chance to overpower would have been a great idea I think, considering that bosses and elite bosses are more common in Incarnate trials.
Not to rain on the parade but it might be premature to assume that there will be new sets of ATOs. It's true that the super pack is referred to as "Super Pack #1," but its full name is "Super Pack #1: Heroes and Villains." To me that says that the ATOs were essentially the special theme for this pack and it will be something different next time around. I've been wrong before and I'm not saying it could never happen, just don't get your hopes too high for it happening soon.
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As far as what I would like to see, I am still testing the effectiveness and usefulness of the ones that we just got, but since my main is a Defender, this is where I would offer some ideas.
Since the current Set works in Attack powers, the next set for Defenders should be a buff/debuff style Set. How they could manage this would be a challenge, but it would have to be similar to the Controller/Dominator sets where you enhance a large range of categories like ; healing, to-hit, +def, +res, plus all the debuff categories. Allow it to enhance Recharge, Endurance and Accuracy and it could be put in nearly any primary defender power. Since the proc for the first set is a PBAoE heal, the next proc could be a PBAoE damage effect.
That would be my guess.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I'd like to see every AT get a new set for their secondary (in the case of brutes, scrappers, stalkers, blasters, corrs etc) and primary in the case of fenders.
Especially fenders..I think it is a bit unfair to give them a set that is not primary focused. I think them and..tanks? are the only ones with this. So the sets would cover def/res and end reduction, as well as maybe a new Buff/Debuff stat, that simple lifts (or lowers) whatever buff or debuff that power has.
Keep going with the theme of 'unique, interesting or new' effects.
A blaster one that increases the amount of Defiance, say by 25% of the base value, for all attacks.
A troller one to increase the bonus damage of Containment. Say to 75%. That is..an extra 25% of what it is now.
Corrs with a higher hp value for Scourge to kick in (as someone else said) or maybe something like..contagious scourge? With the chance to scourge going up depending how the hp of nearby baddies.
Tankers getting increased aggro limit on taunt auras, ranged taunt, higher target count of bruising.
I'd love to see a terrorize proc for Scrappers..like the enemies are SO scared of the toon steaming down on them, they tremble in fear! That or perhaps a proc to increase resistance caps by 10, maybe for the duration of tier 9s.
Brutes..hmmm..maybe something giving a bit of DDR? And also resistance debuff resistance (which is NOT the same as just having resists)
Masterminds...please, just a set that does not flat out SUCK? Something that actually applies bonus stats to your pets..like giving them more hp or something.
SoA's...it would be cool if the fear proc actually had GFX like the target was having visions of being swarmed by spiders...or maybe a chance to summon minion class spiderlings? 4 max?
Khleds..um. Well..something to stop the stupid kb?
Stalkers..not to sure. Maybe increased chance to fear after an AS.
OK, few more ideas.
Tank:
AoE buff of defence or res for himself and the team.
Brute: Fury is lost at a slower rate
MM: Adds 5-10% extra damage buff and maybe to hit to supremacy.
Defender: AoE recovery/regen buff to attacks
Corrupters: Higher scourge chance starting at 50% and below.
Blaster: Small to hit/dam debuff
Scrapper: Chance to hold or proc for damage
Stalker: Chance for damage bonus
SoA: Toxic damage proc and -7.5% debuff (this was the original SoA buff).
Kheld: Energy/negative proc with a double proc chance because both damages have a 20% chance to proc
Dom: Chance for control time increase
Controller: Chance for an 1 mag of every mez type.
Defender: global bonus to debuffs/buffs.
It's lovely that even the devs believe defender == healor. My TA/A defender will not slot that proc just out of principle, no green numbers is one of the benefits of TA and I'm not about to add the legendary "healing arrow" to the set.
A few people have held some issues with the exact usefulness of the ATOs, mainly their procs. So, when it comes down to it, what would you give to the next round of archetype sets?
I've had a few ideas, but I'll try to keep it to one per AT. Things I've tried to keep in mind are what the ATs received in their first archetype sets, and to remember that these are benefits gained from 1 slot.
Blaster
* Adds a stackable smashing/lethal/energy defense proc (5%/7%) to one power. Stacks twice, lasts 15 seconds, and procs an average of 4/5 times per minute.
Defender
* Reduces the damage loss of Vigilance per teammate to 3%/2.5%.
Controller
* Increases the frequency of the Overpower effect by 5%/10%.
Tanker
* Adds a splash effect to the Tanker's Bruising power, turning it into a pbaoe. Enemies hit by the splash suffer a -10%/-12.5% resistance effect.
Scrapper
* Adds an unresistable -regen and minor energy damage proc to the slotted power. The target suffers a non-stacking -10%/-20% health regen, and takes 30/55 energy damage. Procs an average of 5/6 times per minute.
Brute
* Adds a mag 2 pbaoe immobilize effect, as well as a minor fire damage proc to the slotted power. The immobilize lasts 10/15 seconds, the target suffers 30/55 fire damage, and the proc occurs an average of 5/6 times per minute.
Stalker
* Reduces the time it takes to re-enter Hide from combat to 5/4 seconds. Also increases the Stalker's critical hit chance against held targets by 2%/3%, and sleeping targets by 10%/15% even in PvE.
Corruptor
* Increases the amount of base health a target can have before Scourge takes effect to 55%/60%. This will also increase the chances of Scourge occurring 100% of the time once the target's base health reaches 12%/14%.
Dominator
* Adds a 3.5%/6% damage boost to all secondary powers when Domination is active.
Mastermind
* The Mastermind's henchmen will heal their owner for 4.5%/7.5% of the damage they do. This effect is applied to the Supremacy inherent, and will only affect pets in range.
Kheldian
* Reduces the cast time of the Bright Nova, Bright Dwarf, Dark Nova, and Dark Dwarf powers to 1.5/0.75 seconds.
Soldiers of Arachnos
* Increases the benefit of their Tactical Training abilities on nearby teammates or pets (not themselves) by 15%/25%. This bonus is multiplicative.
So, hopefully a little more well rounded than the current set. I was struggling to come up with something for Masterminds that wasn't just a mitigation aura, and health vampirism isn't something that's really in the game right now.
So, do you like this list, or do you have better ideas that aren't as overpowered/underpowered as mine?