Hunter Archetype
SO basically its a MM with only one pet and a blaster secondary
Sorry since you clearly put a bit of thought into this but, to me this suggestion kinda seems like "That other MMO has this so we should too" the name of the AT kinda supports this. Hunters really don't fit into the lore of the game enough to warrant its own AT. Don't get me wrong you wanna make "Hunter" type survivor char, feel free, but as its own AT doesn't really fit. Besides, the game already has a pet base AT, and it fills this role fairly well, with good damage and support ability.
Also the CoH pet AI is best comparable to a small red brick in terms of intelligence. With MM it can work well due to shear numbers, but having only one pet to rely on as your means of survival is a recipe for frustration, if one of your zombies get stuck on a menacing rock, its slightly annoying but you get 5+ still fighting, if your bear gets stuck, well... good luck!
If you want this badly, roll a MM and only take the last pet, or roll a Domi and don't take any of your primary but the pet
Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
that is pretty much a crab spider choosing only one pet....
/unsigned
[Admin] Emperor Marcus Cole: STOP!
[Admin] Emperor Marcus Cole: WAIT ONE SECOND!
[Admin] Emperor Marcus Cole: WHAT IS A SEAGULL DOING ON MY THRONE!?!?
OP, it is usually futile to suggest something this far-reaching with such specificity. The devs may add a new AT some day, but it is highly unlikely it would be anything near what you've posted. A defense/ranged damage AT is unlikely outside of the epics.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
It's not at all "Ranged/ Defense."
The Hunter's primary power set is more of a support-type power set.
They have control and knock back or knock down powers.
Limited Resistance powers.
Some pet Resistance powers.
Single Pet summon power.
Self, Ally, Pet heal powers.
Self Buff powers. Eg: Self to Hit, Self Offense.
The Hunter's secondary power set is Assualt not "Ranged." Which mean it has a mixture of melee and "Ranged."
I made this Archetype because I like having one powerful pet and fighting along side it. I tried playing as a "Master Mind" but it was too much pets or henchmen. Then I played as a "Controller," but it takes abwhile to get your pet(s). For the "Arachnos Crab Spider" it's the same as the "Controller," the only difference is that it takes a few more levels to get them.
I want to be strong like a "Dominator" and have some support powers like a blaster, with one pet helping me.
By the way what does "/signed, /unsigned" mean?
Signed or unsigned means likes or dislikes the idea, as though you were signing or refusing to sign a petition.
It's highly unlikely they would create a hybrid support/pet set category like the one you suggest. It's substantially more likely that they would put a single pet summon into a blast or support set; although still not all that likely, I would recommend re-working your goal into a Support set (that Masterminds probably wouldn't get access to and Controllers may or may not) so you could have Defenders and Corruptors with a pet. Trick Arrow and Traps are probably the best pre-existing examples to start working from.
Or, you could support my Wilderness Mastery APP idea.
Hunter Archetype
Description:
Hunters are able to track down any target and destroy said target, but they have terrible crowd control. Their primary power set helps the Hunter with their lack of crow control by summoning a pet.
The Hunter can only have one combat pet at a time. Even if a power set has mote than one pet summon power.
Primary: Survival
Secondary: Assault
Survivability: 6
Melee Damage: 7
Ranged Damage: 8
Crowd Control: 2
Support: 2
Pets: 5
Powers:
--Inherit Powers--
1. Survival
Damage: None
Recharge:
Type: Auto/ Self Buff
//If HP is less than 25.00% Self Resistance+20.00%All//
Primary Power Sets
--Wilderness Survival--1
1. Summon Hawk
Damage: NoneRecharge: Long
Type: Summon Pet
//Summons a pet Hawk//
2. Shared Pain
Damage: None
Recharge: Slow
Type: Pet and Self Heal
//Pet heal+25.00%, Self heal+25.00%//
3. Focus
Damage: None
Recharge: Slow
Type: To Hit Buff
//Pet to Hit+35.00%, Self to Hit+35.00%//
4. Camouflage
Damage: None
Recharge: Moderate
Type: Toggle/ Stealth
////
5. Tranquilizer Dart
Damage: Minor
Recharge: Moderate
Type: Single
//Foe-Sleep//
6. Strengthen Hawk
Damage: None
Recharge: Very Slow
Type: Pet Buff
//Pet Offense+35.00%//
7. Net Trap
Damage: Minor
Recharge: Slow
Type: Summon Trap/ DoT
//Foe-Immobilize//
8. Agility
Damage: None
Recharge: Long
Type: Toggle
//Foe to Hit-20.00%, Self speed+15.00%//
9. Hawk Armor
Damage: None
Recharge: Very Long
Type: Pet Defense/ Offense Buff
//Pet Resistance+20.00%All, Pet Offense+20.00%//
--Forest Survival--2
1. Summon Grizzly
Damage: None
Recharge: Long
Type: Pet Summon
//Summons a pet Grizzly Bear//
2. Maul
Damage: High
Recharge: Slow
Type: Single
////
3. Hunter's Force
Damage: None
Recharge: Slow
Type: Self Defense Buff
//Self Resistance+10.00% Lethal//
4. Bear Trap
Damage: Moderate
Recharge: Long
Type: Summon Trap/ DoT
////
5. Fury
Damage: None
Recharge: Long
Type: Self / Pet Offense Buff
//Self Offense+23.00%Lethal/ Smashing, Pet Offense+15.00%Lethal/ Smashing//
6. Battle Roar
Damage: Minor
Recharge: Slow
Type: Single
//Foe-Knock back, Foe Taunt//
7. Strengthen Grizzly
Damage: None
Recharge: Slow
Type: Pet Offense Buff
//Pet Offense+20.00%//
8. Stand Ground
Damage: None
Recharge: Long
Type: Self Defense Buff
//Self Resistance+18.00%All//
9. Instinct
Damage: None
Recharge: Very Long
Type: Pet Buff
//Pet Offense+32.00%, Pet Defense+28.00%//
--Jungle Survival--3
1. Summon Cheetah
Damage: NoneRecharge: Long
Type: Pet Summon
//Summons a pet cheetah//
2. Speed Boost
Damage: None
Recharge: Fast
Type: Self/ Pet Buff
//Self Speed+20.00%, Pet Speed+20.00%, Foe to Hit-5.00%//
3. Gorilla's Roar
Damage: Moderate
Recharge: Moderate
Type: Single
//Foe Knock back, Foe Taunt//
4. Quick Thinking
Damage: None
Recharge: Moderate
Type: Self/ Pet Buff
//Self to Hit+20.00%//
5. Vines
Damage: Minor
Recharge: Moderate
Type: Single/ DoT
//Holds Foe//
6. Tracking Sense
Damage: None
Recharge: Moderate
Type: Self/ Pet Buff
//Self to Hit+20.00%, Pet to Hit+25.00%//
7. Earth's Remedy
Damage: None
Recharge: Long
Type: Self/ Pet Buff/ HoT
//Self Health+10.00%, Pet Health+10.00%, Self Recovery+10.00%, Pet Recovery+10.00%//
8. Clawed Strike
Damage: High
Recharge: Long
Type: Single
//Foe Stun, Foe Knock back//
9. Untamed Beast
Damage: None
Recharge: Very Long
Type: Self Debuff, Pet Buff
//Self Endurance-75.00%, Pet Offense+50.00%, Foe Fear//
--Aqua Survival--4
1. Summon Crustacean
Damage: None
Recharge: Long
Type: Pet Summon
//Summons a pet crab//
2. Ocean's Remedy
Damage: None
Recharge: Moderate
Type: Aura
//Heals all allies in aura+15.00%//
3. Deep Waters
Damage: Minor
Recharge: Fast
Type: Single
//Foe-Speed, Foe-Recharge//
4. Tidal Wave
Damage: Moderate
Recharge: Slow
Type: Single
//Foe Knock back//
5. Splash Zone
Damage: Minor
Recharge: Moderate
Type: Aura
//Heals allies in aura+25.00%//
6. Oceans' Current
Damage: Minor
Recharge: Fast
Type: Toggle/ Aura
//Ally in aura resistance-10.00%Fire / Ice, Self resistance-15.00%Fire/ Ice, Pet in aura resistance-20.00%Fire/ Ice//
7. Acid Rain
Damage: High
Recharge: Long
Type: Single/ DoT
//Foe Toxic Damage//
8. Tsunami
Damage: Superior
Recharge: Very Long
Type: Single
//Foe Knock back//
9. Barrier
Damage: Minor
Recharge: Very Long
Type: Summon Trap
//Foe Knock back if in area//
--Mountain Survival--5
1. Summon Coyote
Damage: None
Recharge: Long
Type: Summon Pet
//Summons a pet coyote//
2. Avalanche
Damage: High
Recharge: Moderate
Type: Single
//Foe Knock down//
3. Rock Climbing
Damage: None
Recharge: Fast
Type: Toggle/ Self/ Pet Buff
//Self Jump+15.00%, Pet Jump+15.00%, Self Resistance+8.00%All, Pet Resistance+8.00%All//
4. Camp Fire
Damage: Minor
Recharge: Slow/ HoT
Type: Summon Trap/ Heal/ Aura
//Summons a area of fire on the ground, All+15.00%Health//
5. Faulting
Damage: High
Recharge: Slow
Type: Single
//Foe Knock Down/ Stun//
6. High Altitude
Damage: Minor
Recharge: Long
Type: DoT, Single
//Foe Stun or Foe Confuse//
7. Ram's Horns
Damage: Minor
Recharge: Moderate
Type: Self/ Pet Buff/ Toggle
//Self Resistance+12.00%, Pet Resistance+18.00%//
8. Flares
Damage: Superior
Recharge: Long
Type: DoT/ Single
//Foe Knock back//
9. Saber Tooth Tiger
Damage: Moderate
Recharge: Very Long
Type: Summon Pet
//Summons a pet saber tooth tiger, this pet can not be healed or buffed.
*--Darkness Survival--*6
1. Summon Dark One
Damage: None
Recharge: Long
Type: Summon Pet
//Summons a pet dark one//
2. Coffin
Damage: Moderate
Recharge: Moderate
Type: DoT, Single
//Foe Immobilize//
3. Into The Darkness
Damage: Moderate
Recharge: Moderate
Type: DoT, Single
////
4. Life Extinction
Damage: Superior
Recharge: Long
Type: Single/ Aura
//Heals Allies in aura+12.00%Health, Allies in aura+10.00% Recovery, and self//
5. Pitch Black
Damage: Moderate
Recharge: Slow
Type: DoT/ Single/ Self Heal
//Self Health+25.00%//
6. Death's Shadow
Damage: None
Recharge: Long
Type: Pet Buff
//Pet Resistance+20.00%All, Pet Offense+25.00%//
7. Doomed
Damage: None
Recharge: Very Long
Type: Pet Buff
//Pet Resistance+35.00%Negative/ Energy, Pet Offense+25.00%//
8. Face of Death
Damage: Superior
Recharge: Very Long
Type: Single
//Foe Fear/ Immobilize//
9. Instant Death
Damage: Minion = Dead, Lieutenant = 1/3 HP, Boss = 1/2 HP, AV = 3/4 HP
Recharge: Extremely Long
Type: Single/ Self Debuff
//Foe Instant defeat, Self-35.00%Health//
*--Arctic Survival--*7
1. Jack Frost
Damage: None
Recharge: Long
Type: Summon Pet
//Summons jack frost pet//
2. Freezing Wind
Damage: Minor
Recharge: Fast
Type: Single
//Foe Knock back, Foe Stun//
3. Frozen in Ice
Damage: None
Recharge: Very Long
Type: Self Heal/ HoT
//Foe to Hit-95.00%, Self Heal+50.00%, Self Immobilize//
4. Ice Shards
Damage: Moderate
Recharge: Fast
Type: Single
//Foe Stun//
5. Freeze
Damage: Minor
Recharge: Moderate
Type: Single
//Foe Hold, Foe-Recovery//
6. Frozen Armor
Damage: None
Recharge: Long
Type: Self/ Pet Buff
//Self Resistance+20.00%Fire/ Ice, Pet Resistance+30.00%Fire/ Ice//
7. Chilling Breath
Damage: Moderate
Recharge: Moderate
Type: DoT, Single
//Foe Hold//
8. Ice Berg
Damage: High
Recharge: Long
Type: Single
//Foe Hold, +15.00 DMG to Electric, Fire, Earth and Toxic types//
9. Glacier
Damage: Superior
Recharge: Very Long
Type: Summon Trap
//Summons a glacier, Foe Knock up, Foe Stun//
*--Volcanic Survival--*8
1. Summon Mag-Maul
Damage: None
Recharge: Long
Type: Summon Pet
//Summons a Mag-Maul//
2. Flaming Fists
Damage: Minor
Recharge: Fast
Type: Single
//For Stun//
3. Volcanic Activity
Damage: High
Recharge: Moderate
Type: Single
//Foe Knock Down//
4. Heating
Damage: None
Recharge: Moderate
Type: Self/ Pet Buff
//Self Health+30.00%, Pet Health+35.00%//
5. Flame-Brawl
Damage: None
Recharge: Moderate
Type: Pet Buff
//Turns a Mag-Maul into a Flame-Brawl//
6. Boil
Damage: Moderate
Recharge: Slow
Type: DoT/ Single
//Foe-Speed, Foe-Recharge Rate//
7. Volcanic Bomb
Damage: Superior
Recharge: Long
Type: Summon Trap
//Foe Knock up//
8. Natural Disaster
Damage: High
Recharge: Long
Type: DoT/ Single
//Foe Stun//
9. Eruption
Damage: Superior
Recharge: Very Long
Type: Single
//Foe Knock up, Foe Stun, Self Health+65.00%, Pet Health+75.00%//
--Sky Survival--9
1. Air Creature
Damage: None
Recharge: Long
Type: Summon Pet
//Summons a pet air creature//
2. Knock Back Punch
Damage: Moderate
Recharge: Fast
Type: Single
//For Knock back//
3. Swirling Wind
Damage: None
Recharge: Fast
Type: Toggle/ Self / Pet Buff/ Aura
//Self Resistance+10.00%All, Pet Resistance+15.00%All//
4. Light Feet
Damage: None
Recharge: Fast
Type: Toggle/ Self Buff
//Self Jump+8.00%, Self Fly Speed+15.00%//
5. Touch-less kick
Damage: Moderate
Recharge: Moderate
Type: Single
//Foe Knock back, Foe Stun//
6. Sweep the Leg
Damage: Moderate
Recharge: Slow
Type: Single
//Foe Knock down//
7. Whirling Air
Damage: None
Recharge: Long
Type: Pet Buff
//Pet Offense+30.00%//
8. Hot Head
Damage: None
Recharge: Long
Type: Self/ Pet Buff
//Self Health+30.00%, Pet Health+30.00%//
9. Hurricane
Damage: Superior
Recharge: Very Long
Type: Single
//Foe Knock back, Foe Stun//
If you have any feed back concerning this Archetype, please tell me what I need to work on, figure out or fix. Thank you.