What should the next round of ATOs have?


 

Posted

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?


 

Posted

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
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.
I seem to recall some dev specifically saying there would, or at least could, be more ATOs in the future. Maybe it was in a UStream? I'm not sure, but anyway, this isn't just totally baseless speculation here.


 

Posted

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.


 

Posted

Quote:
Originally Posted by Android_5Point9 View Post

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.


 

Posted

Quote:
Originally Posted by Trilby View Post
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.
Didn't know about the Kheld changes. Hrm... not sure what I would give them either, at this point. Maybe something for PBs to add incentive to shapeshift and not just go for perma Lightform. I do like the MM idea too, probably easier than adding a whole new health vamp mechanic. I was aiming to enhance the secondary functions of the other ATs, namely team support rather than damage in SoAs, and damage rather than team support in Defenders.

Quote:
Originally Posted by PleaseRecycle View Post
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.
Synapse mentioned it on one of the ustreams that there would be another set of ATOs with the next "series" of super packs after Heroes and Villains.


Quote:
Originally Posted by DMystic View Post
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.
Well aware, actually. I was suggesting to add it back in for PvE purposes, and have the crit numbers be additive to the values they already have. So with a full team in range, a Stalker's crit chance against a held enemy would be 35% with the non superior version. I figured the chance against sleeping targets would have to be dramatically higher since anything will wake them up.


 

Posted

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]
Code:
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.

 

Posted

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.


 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
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'd normally definetely agree on the secondary set being a focus, but as of right now you can look at powers and see that they take "Scrapper archetype set" already. If they expanded that to armors, you'd wind up with the ability to slot damage sets in an armor power. Not saying they couldn't just make a seperate category like "Scrapper archetype set 2" or something, but it might get a little messy. Obviously having useful set bonuses is a must, but Masterminds already can get 20% damage resistance (and 10% defense) out of pet IO sets in the game already. Didn't want to add too much to that.

Quote:
Originally Posted by PsychicKitty View Post
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.
A placate proc might be slightly interesting, but I don't think it would be really helpful. The Placate power works because it puts you back into Hide, and the first ATO proc already does that. I was also looking to balance things a little, giving the archetypes that already got procs in the first set of ATOs a global effect instead.

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.


 

Posted

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

 

Posted

Quote:
Originally Posted by Android_5Point9 View Post
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 would like to see something like this, or maybe just have gauntlet apply a res debuff.

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!

 

Posted

Quote:
Originally Posted by Android_5Point9 View Post
Obviously having useful set bonuses is a must, but Masterminds already can get 20% damage resistance (and 10% defense) out of pet IO sets in the game already. Didn't want to add too much to that.
This only currently applies to Necro/, Thugs/, Demons/, and /Storm. The rest of the mastermind sets can only get a maximum of 10% DR/5% Def (plus the current ATO), and they have to sacrifice valuable slots out of their core pet powers to get those, rather than muling uniques in their tier 7s or Tornado.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
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.

 

Posted

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.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
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.
Actually, in the last coffee talk, Synapse was discussing this very thing with "Z". It seems VERY likely that more AT-specific sets could be in the works.

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

 

Posted

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.


 

Posted

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.


 

Posted

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.