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vonBoomslang

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Everything posted by vonBoomslang

  1. So, you are not allowed to respec your character. Ever. Even if you were planning to already, it's no longer an option for you. Do you HONESTLY not see how this is a problem?
  2. And now your power, the power you're FORCED to take, the tier one attack of your powerset, works differently. How is this different?
  3. The problem with that is that it creates a MASSIVE gap between building enough -rech to perma it, and not. Same problem as with permadoms. My gut reaction? Initial yes "ahaha yes burn it to the ground" because I hate that sort of "have it or not" stuff and high recharge builds but that's entirely unfair of me. At the same time, I do not want the crash entirely gone. Maybe tie it to staying in combat in some way (it lasts for Xs + until you leave combat, then crash)?
  4. I'm not a fan of the enforced T1/T2 swap. That's a big enough change that I might have to call for cottages. I had a /stone on Live whose concept build was not to take any hammers - what if I made him /fire or /ice with no sword? This would be easy enough to fix by letting tankers pick either attack, though. One other change I don't like is /stone losing Fault for a whole 15 levels. It's an extremely important power to the feel of the set, offering a shitton of CC and giving it identity and I'd rather not lose it like that. I don't, however, see many better swaps.
  5. I can confirm this continues being an issue. And it's unique to Tactical Arrow, since Dual Pistols and Thugs combined with Trick Arrow works just fine.
  6. Agreed with Adeon. Wait until you try it with fast snipe, since it finally has a third single target attack.
  7. The buff I'd like to see to Battle Axe is inspired by it having a power named Beheader. Give the powerset an inherent Scourge effect!
  8. F. A. Q. What's the idea behind Elementals? Thematically, it's a set that lets you give life to creatures made of the elements, without forcing you into a particular order. Mechanically, it's "Damage, support, survivability. Pick any one and one half." Can you really run around with nine pets out? Yes. You will be noticeably weaker by doing so, though. What's with the -50% damage? Balancing factor. Fire Elementals constitute most of a Elementals Mastermind damage output, even if just Imps. They do not scale with levels via upgrades like other Henchmen, and are given to you basically at full power. That would make them overpowered at low levels, especially once you get your first Mephit. Assuming the powers are balanced at around +100% Damage (which isn't an unreasonable assumption), a unslotted Fire Elemental is at a third of its full power, rather than a half like most Henchmen. Fire Elementals don't break even on the damage buff until DO levels, when other Masterminds have their LTs to even it out some. The fact they benefit more from damage buffs I consider icing on the cake. Why are the new pet levels so weird? I've spaced them out, so a player isn't overwhelmed by a sudden influx of new possibilities. I feel I managed with the exceptions of levels 26 and 32. Another Verglas progression I considered was 18 - 24 - 30, but it'd mean you'd have three, not two boss-level summons dumped on you come 32. What enhancements do the powers accept? -Ice Bolt - Accuracy, Damage, EndRdx, RechRdx, Range, Slow; Ranged sets, Slow sets. -Summon Fire Elemental - Accuracy, Damage (obviously), EndRdx (Mephits and Fiends need it); Pet sets. -Fire Blast - Accuracy, Damage, EndRdx, RechRdx, Range; Ranged sets. -Elemental Melding - EndRdx, RechRdx. -Static Discharge - Accuracy, Damage, EndRdx, RechRdx, Range, EndMod; TAoE sets, EndMod sets. -Summon Storm Elemental - Accuracy, Damage (suboptimal), EndRdx (don't really need it), EndMod, Hold, Heal, -ToHit, Sleep (very suboptimal), Stun (very suboptimal); Pet sets, EndMod sets, Hold sets, Heal sets, -ToHit sets. -Summon Ice Elemental - Accuracy, Damage, EndRdx, Slow, Taunt, Stun, Immobilize (very suboptimal), Hold (very suboptimal); Pet sets, Slow sets, Taunt sets, Stun sets. -Unchain Elemental - EndRdx, RechRdx. -Elemental Purification - EndRdx, RechRdx. Why would I pick Elementals over another Primary? Versatility. You have the unique ability to change your role on a team on the fly, similarly to a Kheldian but in a different way. Why would I pick any other Primary over Elementals? Versatility. An Elementalist picks one thing to specialize in at a time, while other MM primaries come with a variety of skills that they can use at the same time. Why don't the higher tier Fire/Ice elementals use Fire/Ice Melee attacks? That was my initial idea. However, I've decided these attacks didn't rely on sheer physical strength enough. Fire Melee consists of attacks that are either sword-based, hold-your-flaming-hand-to-enemy-based, Fire Breath, or Cremate. Ice Melee was similiar, with only Frozen Fists being sufficiently brute strength reliant. With the exception of Volcanic Strike and Icebreaker, they likely wouldn't even need new graphical/audio effects, just a mix of old ones. Elementals is a horribly limiting theme, isn't it? Only if you let it. Then can be elementals. They could be various breeds of demons. They could be aliens, chosen for their bizarre biologies by a madman who's looking for more specimens for his collection on Earth. They could be ghosts of people who were burned/electrocuted/frozen to death, or manifestations of the Mastermind's emotions, or so many others.
  9. Refound this in my files. An old suggestion (like september 2008 old) for a elemental summoning MM powerset. Presented for you all's enjoyment. On the Binding of Elements and Instilling of Life. AKA, Elementals with a twist. Mastermind Primary: Elementals T1 L1: Ice Bolt - Ranged, Minor Damage(Cold/Smashing) Foe -Recharge, -Speed Copy of the Ice Blast power, rebalanced for MM use. T2 L1: Summon Fire Elemental - Summons 1-3 Imps, Superior Damage(Fire) 60s Recharge. Fire Elementals are pure DPS machines. Minion: Imp Fragile, but a solid source of ST DPS, especially in numbers. Monkey skeleton. Powers: -Flare Ranged, Minor Damage(Fire), Recharge: Very Fast Looks like Fire Blast, fast as Flares. -Fire Smash Melee, Moderate Damage (Fire/Smash), Recharge: Very Fast Standard fire monkey slapping attack. Might benefit from alternating hands. -Resistance self +res(Fire), -res(Cold), -hp, -damage(fire/smash) Fire Elementals are resistant to fire, vulnerable to cold, have less HP than other henchmen their rank and level. They have a innate -50% damage debuff. Since it makes their base damage double their starting, damage buffs are effectively twice as strong. AI: Prefer Melee. Uses both attacks up close, aided by their quick recharge. T3 L2: Fire Blast - Ranged, Moderate Damage(Fire) Copy of the Fire Blast power, rebalanced for MM use. T4 L6: Elemental Melding - Summons 1-2 Greater Elementals Use on Imp, it is destroyed and your other nearby Imps become Mephits. Mephit inherits all of Imp's buffs. 90s recharge. Level 6: Second Imp Imps spawn at -1. Two Imps may be melded into a Mephit. Imps cannot be resummoned while the Mephit is alive. Lieutenant: Mephit Still fragile, still a great source of DPS, both ST and AoE. Can outdamage any pre-32 Lt pet, but offers no utility. Female skeleton. Powers: -Flares - Ranged, Minor Damage(Fire) -Fire Blast - Ranged, Moderate Damage(Fire) -Fire Ball - Ranged(Targeted AoE), Moderate Damage(Fire/Smashing) -Fire Breath - Ranged(Cone), Moderate DoT(Fire) Taken from Fire Blast. -Combustion - PBAoE, Moderate DoT(Fire) Taken from Fire Melee. -Fire Claw - Melee, Moderate Damage(Fire) Similar to the Succubi Blackclaw, animates and recharges quickly while dealing solid damage. This is a Mephit's best source of ST DPS. -Resistance self +res(Fire), -res(Cold), -hp, -damage(fire/smash) Fire Elementals are resistant to fire, vulnerable to cold, have less HP than other henchmen their rank and level. They have a innate -50% damage debuff. Since it makes their base damage double their starting, damage buffs are effectively twice as strong. AI: Prefer Range. A Mephit will use her AoE attacks first, using Flares and Fire Blast if they're not up. Pack EndRdx. If in melee, she will use Fire Claw whenever it's up, then Combustion, then Fire Ball. Other attacks used as filler. T5 L8: Static Discharge - Ranged(Cone), Moderate Damage(Energy), -Endurance Copy of the Electrical Mastery power, unbalanced for MM use. T6 L12: Summon Storm Elemental - Summons 1-3 Sparks, Minor Damage(Energy), -Endurance, -Recovery, -Regen, Ally +Recovery, +Regen, +Recharge 60s recharge. Storm Elementals support the Mastermind and their team. They are all immaterial and can be walked through. Minion: Spark A small flying buff/debuff machine. They aren't strong individually but stack all three and you see some changes. Voltaic Sentinel (lack of) skeleton. Powers: -Charged Bolts - Ranged, Minor Damage(Energy), Foe -Endurance Spark's only attack. Quick but weak. Doesn't root at all. -Static Field - Passive, 8ft PBAoE, foe -regen -recovery Debuffs enemies near to the Spark. -Galvanizing Field - Passive, 8ft PBAoE, ally +regen, +recovery, +rech Buffs allies near to the Spark. -Resistance self +res(Energy, Smashing), -res(Negative), +Fly Storm Elementals are resistant to energy and smashing, vulnerable to negative energy, and can fly. AI: Prefer Range. Engage targets of opportunity. If target moves out of range or out of LoS, lose aggro. Only chase after targets if Attack or Aggressive. Level 16: Third Imp Imps spawn at -2. Mephits spawn at -1. One Imp may be summoned while one Mephit is alive. Imp and Mephit may be melded into two Mephits. Three Imps may be melded into two Mephits. T7 L18: Summon Ice Elemental - Summons 1-3 Verglases, Moderate Damage(Smash/Cold), Taunt, Foe -Speed -Rech 60s recharge. Ice Elementals deal considerably less damage than Fire Elementals, but are the most capable of attracting and surviving enemy attention. They are all a combination of Water and Earth elements. Minion: Verglas A sturdy creation of ice and stone, meant to function as part fighter, part meatshield. Male skeleton. Powers: -Gauntlet - Self +Taunt Both Verglas attacks have a Brutelike single target taunt effect. -Ice Bolt - Ranged, Minor Damage(Cold/Smashing) Foe -Recharge, -Speed, +Taunt Copied from Ice Blast, with single target taunt component. -Frozen Fists - Melee, Moderate Damage (Cold/Smash), Foe: -Recharge -Speed, +Taunt Copied from Ice Melee, with single target taunt component. -Resistance self +res(All), +res(-rech), +prot(Mez, KB), +HP Ice Elementals are resistant to all damage, most to Smashing, Lethal and Cold, and least to Fire. They also resist recharge slow, knockback and mezzing effects. They have more HP than a henchman their rank and level. AI: Prefer Melee. Ice Elementals aggro on those who attack their summoner or their fellow Elementals. Level 20: Second Spark Sparks spawn at -1. Two Sparks may be melded into a Bolt. Sparks cannot be resummoned while the Bolt is alive. Melding Bolts causes any Mephits to be dismissed. Melding Mephits causes any Bolts to be dismissed. Lieutenant: Bolt A bigger flying buff/debuff machine. Their buff/debuff is about as strong as two Sparks. Voltaic Sentinel (lack of) skeleton. Powers: -Lightning - Ranged, 5' Targetted AoE, Moderate Damage(Energy), Foe -Endurance, KB Similar to the attack of a Lightning Storm. The damage is decent, the AoE is small but there, the knockback is there to keep enemies on their backs. Roots briefly. -Shocking Grasp - Melee (5ft), Moderate Damage(Energy), Foe Hold, -Endurance Closer than melee range hold with low damage. -Touch of the Storm - Ranged Ally Heal, +end Decent, moderate recharge heal that also restores a small chunk of Endurance. Target is struck by bolt of lightning that crackles around them before the actual heal lands (2-3 seconds). -Static Field - Passive, 15ft PBAoE, foe -regen -recovery Debuffs enemies in the vicinity of the Bolt. -Galvanizing Field - Passive, 15ft PBAoE, ally +regen, +recovery, +rech Buffs allies in the vicinity of the Bolt. -Resistance self +res(Energy, Smashing), -res(Negative), +Fly Storm Elementals are resistant to energy and smashing, vulnerable to negative energy, and can fly. AI: Prefer Range. Engage targets of opportunity. Uses Shocking Grasp whenever possible but doesn't go out of its way to. Uses Touch of the Storm on teammates as well. If target moves out of range or out of LoS, lose aggro. Only chase after targets if Attack or Aggressive. T8 L26: Unchain Elemental - Sacrifice Henchman PBAoE Special, self -Special 300s recharge. Sacrifices a Elemental to unleash a elemental explosion. Unchaining a Elemental makes you unable to summon, meld or purify for a short time. Effects of Unchaining Unchaining gives the Elemental a new power that it immediatelly uses, just like /Traps/Detonator. It also locks down the Mastermind's summoning and upgrading powers for a time. Unlike Detonator, it uses the henchman's buffs. -Imp: Immolation - 10s lockdown; 8ft PBAoE, High Damage(Fire) The Imp goes kaboom. -Mephit: Incineration - 20s lockdown; 15ft PBAoE, Superior Damage(Fire) The Mephit goes kaboom. -Spark: Pulse - 10s lockdown; 8ft PBAoE, Foe Sleep, -regen, -recovery, Special vs. Robots Mini-EM Pulse. -Bolt: Shutdown - 20s lockdown; 15ft PBAoE, Foe Stun, -regen, -recovery, Special vs. Robots Not-so-Mini-EM Pulse. -Verglas: Cryopulse - 10s lockdown; 8ft PBAoE, Foe Immob, -Recharge, -Speed Looks like Ice Control/Glacier, but smaller. Immob and debuffs last a while. Level 26: Second Verglas Verglases spawn at -1. Two Verglases may be melded into a Iceberg. Verglases cannot be resummoned while the Iceberg is alive. Melding Icebergs causes any Mephits or Bolts to be dismissed. Melding Mephits or Bolts causes any Icebergs to be dismissed. Lieutenant: Iceberg Bigger, meaner, colder version of a Verglas. Also better resists. Huge skeleton. Powers: -Gauntlet - Self +Taunt All Iceberg attacks have a Brutelike single target taunt effect. -Ice Blast - Ranged, Moderate Damage(Cold/Smashing) Foe -Recharge, -Speed, +Taunt Taken from Ice Blast. -Bitter Ice Blast - Ranged, High Damage(Cold/Smashing) Foe -Recharge, -Speed, +Taunt Taken from Ice Blast, damage reduced. -Ice Punch - Melee, Moderate Damage(Cold/Smashing) Foe -Recharge, -Speed Quick, quick recharging, solid damage attack. Appearance similar to Stone Fist, but icey. -Frost - Cone, Moderate DoT (Cold) Foe: -Recharge -Speed -Ice Patch - Location (PBAoE), Foe: +Knockdown Taken from Ice Melee. -Heat Drain - Auto PBAoE Foe -Recharge, -Damage, -Speed, +Taunt, Self +regen Combination of Chilling Embrace and Rise to the Challenge. -Resistance self +res(All), +res(-rech), +prot(Mez, KB), +HP Ice Elementals are resistant to all damage, most to Smashing, Lethal and Cold, and least to Fire. They also resist recharge slow, knockback and mezzing effects. They have more HP than a henchman their rank and level. -Unchaining: Cryoblast - 20s lockdown; 15ft PBAoE, Foe Immob, Sleep, -Recharge, -Speed Bigger, with a added sleep. Immob and strong debuff last long. AI: Prefer Melee. Unload ranged attacks, charge in to fight. Spam Ice Patch happily. Ice Elementals aggro on those who attack their summoner or their fellow Elementals. Level 28: Third Spark Sparks spawn at -2. Bolts spawn at -1. One Spark may be summoned while one Bolt is alive. Spark and Bolt may be melded into two Bolts. Three Sparks may be melded into two Bolts. T9 L32: Elemental Purification - Summons Superior Elemental Use on Imp, it becomes a Fiend and your other Imps are destroyed. Use on Mephit, it becomes a Fiend and your other Mephit is destroyed. Purifying fails if less than three Imps or less than two Mephits are alive. Purifying a Fiend dismisses your Vortex. Imps cannot be summoned while a Fiend is alive. Fiend inherits all of target Imp's/Mephit's buffs. Use on Spark, it becomes a Vortex and your other Sparks are destroyed. Use on Bolt, it becomes a Vortex and your other Bolt is destroyed. Purifying fails if less than three Sparks or less than two Bolts are alive. Purifying a Vortex dismisses your Fiend. Sparks cannot be summoned while a Vortex is alive. Vortex inherits all of target Spark's/Bolt's buffs. 120s recharge. Boss: Fiend He's big. He's made of fire and magma. The hot air wavers around him. And he deals truly insane damage. Which is a good thing, considering that's pretty much the only thing he does. At range, he isn't all that much better than the two Mephits he replaces. But once he gets up close... Huge skeleton. Powers: -Fire Blast - Ranged, Moderate Damage(Fire) -Fire Ball - Ranged(Targeted AoE), Moderate Damage(Fire/Smashing) -Fire Breath - Ranged(Cone), Moderate DoT(Fire) -Blaze - Ranged, High Damage(Fire) Taken from Fire Blast. -Fiery Smash - Melee, High Damage(Smash/Fire) Quick recharging but hard hitting smashing/fire punch with Fire DoT. Resembles Punch. -Magma Slam - Melee, Superior Damage(Smash/Fire) Less fast, more powerful. Haymaker on fire. -Burning Swipe - Melee(Cone), High Damage(Smash/Fire) A wide swipe of the Fiend's arm that can catch a few targets and deal Fire Smash level damage. Smite animation. -Volcanic Strike - 15ft PBAoE, Superior Damage(Smash/Fire), KD. The reason for the Fiend's existence. Take Footstomp. Then set it on fire. Leaves a fiery crater in the blasted earth every time it's used. Frightening damage. Roughly 50% chance off KnockDown. -Searing Heat - Auto 8ft PBAoE, Moderate DoT(Fire), Foe -Res(Smashing, Lethal, Fire), Foe +Res(Cold) The heat near a Fiend is unbearable. Nearby opponents take damage and are more susceptible to fire and physical damage. -Resistance self +res(Fire), -res(Cold), -hp, -damage(fire/smash) Fire Elementals are resistant to fire, vulnerable to cold, have less HP than other henchmen their rank and level. They have a innate -50% damage debuff. Since it makes their base damage double their starting, damage buffs are effectively twice as strong. -Unchaining: Conflagration - 30s lockdown; 25ft PBAoE, Extreme Damage(Fire) The Fiend goes kaBOOM. AI: Prefer Melee. A Fiend is a one trick pony, and the trick is Volcanic Strike. It will be used whenever it's up. Failing that, he will use his other melee attacks, seasoning with Fireball to taste. If his target tries to run, he'll give it a goodbye Blaze and Fire Blast. If attacking from range, he opens with Fireball, then charges in to use Fire Breath, unless he already started his attack in Breath range. Then he'll save the Fireball for after Volcanic Strike. Boss: Vortex A pretty darn big flying buff/debuff machine. Their buff/debuff is noticeably stronger than two Bolts. Nova skeleton. Powers: -Electron Whip - Ranged, 15ft Targetted AoE, Moderate Damage(Energy), Foe -Endurance, KB, Hold Okay, so it doesn't fire often, or deal all that much damage. But when the bolt of brilliant energy arcs between the Vortex and the explosion, bodies are sent flying (80% KB), briefly held (50%), and with newfound end worries. They've been thunderstruck. Nova Detonation animation. -Shocking Grasp - Melee (5ft), Moderate Damage(Energy), Foe Hold, -Endurance Similar to Bolt version, but this one lasts longer. Is actually near-perma out of the box, and with slotting can hold bosses with repeated applications. Nova Scatter/Emanation animation. -Storm's Embrace - Ranged Targetted AoE Ally Heal, +end Touch of the Storm meets Transfusion. The Vortex zaps an injured ally for a quick infusion of health. After a moment, said ally releases an electrical aura that restores HP and a bit of end to nearby friendlies. Nova Bolt animation. -Hurricane - Auto 25ft PBAoE, Foe: -Range, -ToHit Putting the Vortex in Vortex, this is Storm Summoning's most hated power, sans Knockback and Repel. Do you really want those on a pet?. -Static Field - Passive, 25ft PBAoE, foe -regen -recovery Debuffs enemies in the Vortex' general vicinity. -Galvanizing Field - Passive, 25ft PBAoE, ally +regen, +recovery, +rech Buffs allies in the Vortex' general vicinity. -Resistance self +res(Energy, Smashing), -res(Negative), +Fly Storm Elementals are resistant to energy and smashing, vulnerable to negative energy, and can fly. -Unchaining: Blackout - 30s lockdown; 25ft PBAoE, Foe Hold, -regen, -recovery, Special vs. Robots Not-Mini-at-all-EM Pulse. AI: Prefer range. Similar to a Bolt. Hang around where it's told to, whip targets of opportunity, chain-hold nearest target, refuse to hold aggro unless Attack or Aggressive, heal elemental and teammate alike. Level 32: Superior Elementals Melding a Fiend creates two Mephits. Melding a Vortex creates two Bolts. Level 35: Third Verglas Verglases spawn at -2. Icebergs spawn at -1. One Verglas may be summoned while one Iceberg is alive. Verglas and Iceberg may be melded into two Icebergs. Three Verglases may be melded into two Icebergs. Three Verglases or two Icebergs may be Purified to create a Glacier. Purifying a Glacier causes your Fiend or Vortex to be dismissed. Purifying a Fiend or Vortex dismisses your Glacier. Verglases cannot be summoned while a Glacier is alive. Glacier inherits all of target Verglas's/Iceberg's buffs. Glacier may be Melded to create two Icebergs. Boss: Glacier A monstrosity of sharp ice and hard stone, meant to take a beating and keep hitting back. Great resists. Halfway decent ST DPS. Dwarf skeleton. Powers: -Gauntlet - Self +Taunt All Glacier attacks have a Tankerlike Gauntlet area taunt effect. -Frost Breath - Ranged(Cone), High DoT(Cold), Foe -Recharge, -Speed, +Taunt Taken from Ice Blast, damage, range and recharge increased. -Arctic Strike - Melee Moderate Damage(Cold/Smashing), Foe -Recharge, -Speed, +Taunt Drops one heavy frozen fist on enemy. Decently quick recharge. -Frigid Smite - Melee High Damage(Cold/Smashing), Foe -Recharge, -Speed, +Taunt Drops two heavy frozen fists on enemy. Less quick recharge. -Icebreaker - Close(Targeted AoE), Foe Knockdown, Disorient, -Recharge -Speed, +Taunt Drives a foot into the ground, making ice explode from underneath the target. Frozen Fault, basically. -Heat Drain - Auto PBAoE Foe -Recharge, -Damage, -Speed, +Taunt, Self +regen Combination of Chilling Embrace and Rise to the Challenge. Stronger debuff than the Icebergs, buff should be carefully balanced around Glacier's massive HP and tanking role. -Resistance self +res(All), +res(-rech), +prot(Mez, KB), +HP Ice Elementals are resistant to all damage, most to Smashing, Lethal and Cold, and least to Fire. They also resist recharge slow, knockback and mezzing effects. They have more HP than a henchman their rank and level. -Unchaining: Cryoclysm - 30s lockdown; 25 PBAoE, Foe Immob, Hold, -Recharge, -Speed It's bigger. It's better. It holds briefly. Immob and crippling debuff seem to last forever. AI: Prefer Melee. At range opens with Frost Breath, charges in to melee. Will use Icebreaker whenever it's up. +rech is actually detrimental to DPS in the long run, since he'll use Icebreaker more. Will aggro on anyone who attacks summoner or fellow Elementals.
  10. Hey, got my planned build somewhere approaching acceptable and would like some eyes on: Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Frostpunk: Level 50 Mutation Brute Primary Power Set: Street Justice Secondary Power Set: Ice Armor Power Pool: Leaping Ancillary Pool: Arctic Mastery Villain Profile: ------------ Level 1: Heavy Blow BrtFur-Acc/Dmg(A), BrtFur-Dmg/Rchg(3), BrtFur-Acc/Dmg/Rchg(5), BrtFur-Dmg/EndRdx/Rchg(5), BrtFur-Acc/Dmg/EndRdx/Rchg(7), BrtFur-Rchg/Fury(43) Level 1: Frozen Armor LucoftheG-Def/EndRdx(A), LucoftheG-Def(15), LucoftheG-Rchg+(37), LucoftheG-Def/EndRdx/Rchg(37) Level 2: Sweeping Cross UnrFur-Acc/Dmg(A), UnrFur-Dmg/Rchg(7), UnrFur-Acc/Dmg/Rchg(13), UnrFur-Dmg/EndRdx/Rchg(13), UnrFur-Acc/Dmg/EndRdx/Rchg(15), UnrFur-Rchg/+Regen/+End(50) Level 4: Chilling Embrace EndRdx-I(A) Level 6: Combat Jumping LucoftheG-Rchg+(A) Level 8: Rib Cracker Mk'Bit-Dam%(A), Mk'Bit-Acc/EndRdx/Rchg(9), KntCmb-Acc/Dmg(9), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(43) Level 10: Wet Ice EndRdx-I(A) Level 12: Hoarfrost NmnCnv-Heal/EndRdx/Rchg(A), Mrc-Heal/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(31), Pnc-Heal(31) Level 14: Super Jump Jump-I(A) Level 16: Glacial Armor LucoftheG-Def/EndRdx(A), LucoftheG-Def(31), LucoftheG-Rchg+(34), LucoftheG-Def/EndRdx/Rchg(34) Level 18: Spinning Strike Rgn-Dmg(A), Rgn-Dmg/Rchg(19), Rgn-Acc/Dmg/Rchg(19), Rgn-Acc/Rchg(21), Rgn-Dmg/EndRdx(21), Rgn-Knock%(50) Level 20: Energy Absorption LucoftheG-Def/Rchg(A), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def(39), LucoftheG-Rchg+(39), EffAdp-EndMod/Rchg(40), PrfShf-EndMod/Rchg(40) Level 22: Spring Attack Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(25), Arm-Dam%(25) Level 24: Combat Readiness RechRdx-I(A) Level 26: Shin Breaker Mk'Bit-Acc/EndRdx/Rchg(A), Mk'Bit-Dam%(27), KntCmb-Acc/Dmg(27), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(46) Level 28: Permafrost StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40) Level 30: Taunt PrfZng-Taunt/Rchg(A) Level 32: Crushing Uppercut Hct-Dmg(A), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(34), Hct-Dam%(46) Level 35: Icicles Arm-Dmg(A), ScrDrv-Acc/Dmg/EndRdx(36), Mlt-Acc/Dmg/EndRdx(36), ScrDrv-Acc/Dmg(36), Mlt-Acc/EndRdx(43) Level 38: Hibernate RechRdx-I(A) Level 41: Block of Ice BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(42), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(42) Level 44: Ice Blast Thn-Acc/Dmg(A), Thn-Dmg/Rchg(45), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(45), Thn-Dmg/EndRdx/Rchg(46) Level 47: Ice Storm PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(50) Level 49: Shiver PcnoftheT-Acc/Slow(A) Level 1: Brawl Empty(A) Level 1: Prestige Power Dash Empty(A) Level 1: Prestige Power Slide Empty(A) Level 1: Prestige Power Quick Empty(A) Level 1: Prestige Power Rush Empty(A) Level 1: Prestige Power Surge Empty(A) Level 1: Fury Level 1: Sprint Run-I(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Run-I(A) Level 2: Health NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle Jump-I(A), Jump-I(3) Level 2: Stamina EndMod-I(A), EndMod-I(39) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1503;708;1416;HEX;| |78DA6594594F135114C7EFB403A5B42CB5A565A705694B2B2305DC3506640986268| |0C6B8A669EA152694B69919147DF303F8E4B3717970D717B72FE0EEAB1A1F7C571F| |5CBE413DCCF90B359DB4F9DDF9CF3DF77FCEB97327BD36E17D3C7DF9A0503C87F25| |9D3CC8C1BAB96AC4BAF5A594B2F169C4208F7945134ADD26A61D94577017B42262D| |F3526AE346F6425E2F2C86589C90E764C194DA4C4E66C68C95A2E19B292C4943162| |CEDDFC03B572CE6B559992D5158C0BE995C2B49435FA187B665832D4EE98B4B164D| |F1E2CE2A48D3F44F96F49C3666E42C3D9749674D4B1A175B29A738FD5F0605AE728| |D384E798755E138C1544F82A798B5A7998933CCC30314A6D8B14ED1ACD85A6380B9| |B505F4335F0531957C945A95D77331BD75A09BD958CF4C799877A24238D94738238| |4942A82D4D41A5E4FD4C0EB0D79B8E0E15A16B656A78373CCFA7970819938C2BC4B| |1E6E78B8D73D7A55719B340FAFA77A8EB247F334D8CD3DE8EE01C3CC1025D080BC1| |AE29CEB3D5AA7097D6A429FBAD1A708728FA04FEFA8061F6AF00D3BECF82D23E028| |33B003DCC94CED629E8D09E157EAED58BFEFFFFE47E117855FEC0AC7C4AE3215F26| |D41AD2D7B580BEE05F7315BF7830798AF2926845A4349AEF53D696DC8BF0DBD6FC7| |5EB4630F3AB1079DD88341ECC17DEA5307F749E908D1A08BF21BE6BEBEA575BBE0D| |55564FF0FA4F5C0AB27CA5A3806C6C1016624C11C4C321F90572FEAEDDDCD5ADF25| |CEA3CF02CFE31D31990F29A61F39F4A3DE39279FA3F5BD8D7F71D8390F7C043F819| |F99F3343709CFE4355E73DB75F00678133DB9C55CA0180D31DA13D6B63F059F81CF| |99A917CCAF5E218690E7D023C5CEB353DD38E7F4A34B24AA94A12A2555A58C5429A| |355CA94BAF15D28CF563E1D44CFD48D6F8150EC0877339D7056CA3FE90556701215| |44FCAED48E7145BF363545C14973807F2A9F85598B82DF36BF78E5EF15E31F15E3B| |FD66BDEAA| |-------------------------------------------------------------------|
  11. Ancillary Power Pools ”Missed me?” After completing your starting contact’s “Unfinished Business” story arc (lvl 30+), you unlock an appropriate Ancillary power pool. These follow the same rules for selecting pools and powers as normal Ancillary or Patron power pools. You may select a different Ancillary or Patron power pool if you prefer, but they will not benefit from your set’s special mechanic. PPD Force Mastery Power Listing -Force Barrier – Toggle, Self +Res(Smashing/Lethal/Energy) -Amplifier Circuit – Click, Self +Damage, +To-Hit, +Special -Force Cage – Ranged Hold, Sleep, -Rech, -Spd, Special (Fire DoT –regen) -Impact Bomb – Ranged AoE, High Smashing/Energy, %Stun, %KD, Special (Fire DoT, -regen) -Summon Battle Orb – Summon Battle Orb, Ranged Minor Damage (Energy), Heal Detailed Power Information -Force Barrier Type: Toggle – Self Only – 2,67s cast – 2s recharge Effect: 25% (Defender) / 18.75% (Corruptor) Resistance (Smashing, Lethal, Energy) Further improvements to your force screen make you even more resistant to Smashing, Lethal and Energy damage. Animation/FX: Similar to Force Screen set on Light, but with different shade and added Invulnerability-like sparkles. -Amplifier Circuit Type: Click – Self Only – 1,17s cast – 240s recharge – 12.5s duration Effect: +Dam, +Acc, +Special ….it’s a Power Build Up clone, all right? Animation/FX: Normal power up animation, with PPD aura moving up and down arms. -Force Cage Type: Single Target – 80 ft range – 2,17s cast – 24s recharge Effect: Mag 3 Hold, Mag 4 Sleep, -Recharge, -Speed, Special (High Fire DoT, -regen) You can entrap an enemy in a delicate Force Cage. Your mastery of your Force Gauntlets ensures that attacking a trapped enemy will weaken the cage, but will not break it completely. The cage will also constrict the enemy’s movement with a layer of force netting. If used while Safeties Off, instead of a Sleep, the cage will burn the target with a constricting web of plasma. Animation/FX: Two-handed casting animation. Same animation as Heal Other/Fortitude. Same as Force Cage used by PPD NPCs. Note: Despite not causing damage, the power is typed Ranged Energy -Impact Bomb Type: 15ft AoE – 80ft range – 2.50s cast – 32s recharge Effect: Superior/High Smashing/Energy (3:2), 100/75% Mag 0.67 KD, 100/50% Mag 3 Stun, Special (Fire DoT, -regen) You can charge up your Force Gauntlets to unsafe levels to unleash a devastating Impact Bomb. Although slow both to use and to recharge, it deals Superior damage to its target, and is very likely to stun and knock it down. Other enemies near the target will be hit for High damage and have a high chance of being knocked down or stunned as well. Animation/FX: After a brief charging up of your Force Gauntlets, unleash a powerful bolt of force energy at your target. Same animation as Bitter Freeze Ray/Thunderous Blast. Similar to Impact Bomb used by PPD NPCs but more visually and aurally impressive chargeup, projectile and explosion. -Summon Battle Orb Type: Location – 60ft range – 2,03s cast – 300s recharge – 90s duration Effect: Summon Battle Orb You teleport in a Battle Orb that has been programmed to obey your commands and support you in battle. The Orb is armed with plasma weaponry for self-defense and caries medical supplies. Animation/FX: Tap a few keys on the inside of your left gauntlet. Uses the same animations as one of the IDF NPCs of the same name. The Battle Orb has the following Powers: -Plasma Blast – Ranged, Minor Energy, -Regen -Plasma Spray – Ranged, Cone Minor Energy, -Regen -Tactical Uplink – Auto, Owner Only minor +ToHit, +Defense(All), +Perception -Deploy Stimulant – Close, Ally Heal -Resuscitator – Close, Owner Only Resurrect Should the Battle Orb’s owner fall in battle with it out, instead of exploding, it will drop what it’s doing and head to the owner’s location and attempt to resurrect him or her. This takes several seconds, and won’t be interrupted by the Orb taking damage, but being mezzed or the Orb dying will. If successful, the player is brought back with half health (enhanceable) and endurance. The Resuscitator’s cooldown is longer than the Battle Orb’s lifespan. Resistance Pistol Mastery Power Listing -Fusillade – Ranged Cone, Moderate Lethal/Energy, -regen, Special (Energy) -Survivor – Auto, Self +Res(Smashing/Lethal), +HP, +regen -Power Slam – Melee, High Smashing/Energy DoT, %Stun, Special (Energy) -Stun Bolt – Ranged, Moderate Lethal/Energy DoT, Hold, Special (Energy) -Tracer Fire – Ranged Location AoE, Minor-High Lethal/Energy, -regen, Special (Energy) Detailed Power Information -Fusillade Type: 60o Cone – 60ft range – 1.83s cast – 16s recharge Effect: Moderate Lethal/Energy (1:1), -regen, Special (Energy) Fire several spreads of plasma projectiles from your specially modified pistols. The damage may only be moderate, but the spreads can hit multiple targets. Upgraded pistols will increase the amount of Energy damage you deal. Animation/FX: Raise both pistols. Fire several inaccurate spreads of bullets. Same animation as Thugs/Empty Clips. Same as Fusillade power used by Resistance NPCs. -Survivor Type: Auto – Self Only Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +50% Regeneration You’ve survived some of the worst two different worlds could throw at you. As a survivor, you are innately more resistant to physical damage, and your hit points and regeneration rate are increased. Note: Unlike High Pain Tolerance, the Max HP component is fully enhanceable, mostly because it’s only half as strong to start with. As for the math. A tri-factor shield on a Mastermind is 27.5%. On a Blaster, Body Armor is 8.75%, while Temp Invulnerability is 21%, 2.4 times as strong. 27.5/2.4 is about 11.4%. -Power Slam Type: Single Target – 7ft range – 1.50s cast – 12s recharge Effect: High Smashing/Energy (1:1), 30 % Mag 3 Stun, Special (Energy) By overcharging the power cells of your pistols, you may perform a devastating overhead strike that deals good Smashing and Energy damage and has a good chance of stunning your target. Animation/FX: Bring hands with pistols out overhead. Blue glow on hands. Energy smack. Same animation as Haymaker/Bone Smasher. Same as Bone Smasher used by Resistance NPCs, but the FX does not persist. Note: Yes, this is different than the Heavy Hands version. There, the power comes from the powerful exoskeleton, here it’s from the energy discharge. -Stun Bolt Type: Single Target – 80ft Range – 2.57s cast – 32s recharge Effect: Moderate Energy DoT, Mag 3 Hold, Special (Energy) Using modifications based on Clockwork technology, charge up and fire a particle bolt from one of your pistols. The bolt will electrocute a target, dealing moderate Energy damage over time and rendering them helpless. Further upgrades to your pistols will add extra Energy damage, front-loaded. Animation/FX: Twirl a gun as it audibly and visibly charges, take aim, fire off a electrical bolt. Target is put in the “tasered” animation, with electricity sparking and grounding. Same animation as Executioner’s Shot. Similar FX to the Particle Stunner power used by Praetorian Clockwork. -Tracer Fire Type: Location AoE (15ft) – 80ft range – 2.40s cast – 32s recharge Effect: Minor-High Lethal/Energy (1:1), -regen, Special (Energy) Thanks to your highly modified pistols, you may fire several clusters of special tracer bolts into the air. Tracer bolts have limited self-targeting capabilities, and will seek out and descend on targets in the designated location on their own, but their accuracy leaves something to be desired. This power deals more damage against tightly clustered enemies. The tracer bolts will reduce their targets’ regeneration rate, and may even be fired without line of sight to their targets. Further upgrades to your pistols will increase the amount of Energy damage dealt Animation/FX: Quickly fire multiple spreads of blue plasma tracers into the air, which home on the target area and descend haphazardly. Same animation as Bullet Rain but no ghost image. Mechanics: The power spawns a pseudopet also named Tracer Fire at the targeted location. The Tracer Fire pseudopet attempts to hit every enemy within 15’ of itself, up to 16 maximum. Every enemy that is hit receives one tick each of Lethal, Energy and bonus Energy damage, and spawns a pseudopet, Tracer Fire 2. The Tracer Fire 2 pseudopet only lives long enough to fire off a 7’ radius five-target PBAoE, also called Tracer Fire 2. Anybody hit with Tracer Fire 2 (including the original target) receives a second tick each of Lethal, Energy and bonus Energy damage. Assuming all attacks hit, but the Tracer Fire 2 do not overlap at all, each target will be hit for two ticks of damage of each type. If somehow all sixteen targets are within 7’ of each other (I’d really like to see that happen), each target will be hit for six ticks of damage, each type. Thus the sliding damage scale of Minor to High. Whatnots, Whatifs, Questions and Answers ”Kudos if you read all that.” -Why the no customization? Have you seen the complaining about Kheldians and SoAs not getting it? I have, and I agree with the Devs’ decision to not give it to them, especially the Kheldians, whose power comes from a strictly defined source. That said, there are two reasons I don’t think these sets should receive color customization. The first is the lore reason. The source of powers for both these sets is defined by canon and has its own powerset. However, when both sets make explicit references to the player modifying his powers, it is a much weaker reason than for Kheldians (who use their natural powers) or Arachnos Soldiers (who show immense skill using the equipment they are issued). The second reason is more severe. It is currently impossible to customize inherent and epic powers. Even with the ability to colorize the force and plasma blasts fired by the main powersets, you’d still be stuck with blue Impact Bomb and Force Brawl and Fusillade. As anybody who matches epics to power colors can tell you, it’s a pain. Should that change, I’d reconsider. -Wait. Female minions? That’s, as always, the devs’ call. I’d like to see the option to make some of your Fighters (and by extension, Spanner) female. As long as the fact isn’t forced on the player. Perhaps one day. Ideally, you’d just use the Powers Customization screen to pick the ratio of males to females you want, but I don’t think that’d work at present. -So if the player and his pets and starting contact are Resistance members… do they speak in the Resistance slang? Depends on who and when is the way I see it. The pets respond to commands in a Resistance fashion, much like their mobs when aggroed. Spanner uses a mixture of plaintalk and resistance slang – just enough to sound like a member, but easy enough on the players and the writers. He does however insist on calling the player character Boss – the player gets the option of asking him to stop, in which case he offers up several increasingly unwieldy alternatives, until the player admits that Boss isn’t so bad. As for the player character, that depends entirely on the player. Early in Spanner’s arc, you have to meet up with Spanner and Ricochet before splitting up for a mission. You have to talk with Ricochet, who gives you a barely understandable briefing. The possible answers are “…what?”, which will make Spanner translate for you afterwards, or to slang right back at her, trading a few lines back and forth before reaching an agreement while Spanner utters a series of increasingly more incredulous “..What? What?! WHAT?!”. At that point, you explain the plan to him – and through the lines you pick, to the player. Incidentally, if the latter option is taken, the introduction with Ricochet is even more confusing than usual, because you can cant right back at her, upping the ante until she eventually admits she has no idea what you are talking about and sends you to talk with Jack Hammer. -Does the PPD character get to interact with his or her (briefly) coworkers? One hopes. They don’t show up that much (mostly the first two missions), but the Bioware approach to causative narration can do wonders – whether, after having the narration provide his personality, you react to finding a wounded coworker with “Down again, Doe?” or “John! Please tell me you’re all right!” or something more neutral in-between does wonders to retroactively establishing relations between the two of you. The better to dash them later on. -The PPD Force Gauntlet set has very high DPA melee attacks, a devastating melee cone, and an armor toggle that grants mez protection! Why would anybody ever play another set? See below. -The PPD Force Gauntlet set takes forever to get to the good powers, requires you to stay in melee to do any appreciable damage, has crappy AoEs and lacks a nuke! Why would anybody ever play this set? See above. -How does a Resistance Officer compare to a different Mastermind type? -Level 1: You have one of two similar attacks, that are comparable to the attack any other Mastermind can take for a start. Incidentally, if you want a Mastermind that doesn’t attack, the Resistance Officer is not for you. You are arguably weaker than a different Mastermind of your level. -Levels 2-5: You have a single minion that is comparable to the one minion available to another Mastermind, and an attack. You are roughly equal in power to a different Mastermind of your level. -Levels 6-11: You have two equipped -1 minions, the same as another Mastermind. Their attacks are weaker than those of a comparable minion, but because of their 50% bonus Energy damage and extra HP, they compare on equal terms. Your attacks are 50% stronger than those of another Mastermind. You are a bit stronger than a different Mastermind of your level. -Levels 12-23: You have two, later three equipped -1, later -2 minions, the same as another Mastermind, that compare on even terms. Your attacks are still 50% stronger, in addition, your equipped lieutenant (which is balanced around the 50% bonus damage)is slightly stronger than a different Mastermind’s equipped lieutenant. You are considerably stronger than a different Mastermind of your level. -Levels 24-25: Your attacks are still 50% stronger, and you have an extra -2 minion, but other Masterminds have two -1 LTs which are, together, stronger than your lone -0 one. Depending on your playstyle and the competition, you may or may not be weaker than a different Mastermind of your level. -Levels 26-31: Your attacks are still 50% stronger, and your two LTs are -0 whereas another Mastermind’s are -1, but they cannot currently match up to the power of another Mastermind’s equipped Boss. You are noticeably weaker than a different Mastermind of your level. -Levels 32+: Your upgraded minions now outdamage their competition for ST damage but their AoE attack, even with the 100% bonus Energy damage, is weaker. That same 100% bonus damage and 20% bonus HP lets your still -0 LTs wipe the floor with their equivalents both in ST and AoE damage, though they still don’t quite measure up to the sheer output of the upgraded Boss. However, the +100% bonus Energy damage on your own attacks lets you pick up the slack damage wise. Depending on tactics and opponents, you oscillate from slightly weaker to slightly stronger than a different Mastermind of your level.
  12. Resistance Heavy Hands ”Ooh, here it comes! Here comes the pain train!” Rank: Henchman-2 (“Lieutenant”) Range Preference: Always tries to close to melee. Note: Most Heavy Hands attacks deal extra Smashing rather than Energy damage. Powers - Standard: -Armor Plated Type: Auto - Self 20% Resistance (Smashing/Lethal), +20% Max HP, Mag 2 KB Prot. You are covered in heavy metal plates that make you difficult to injure or knock down. -Heavy Burst Type: 40o Cone – 40ft Range – 1.67s cast – 10s recharge Effect: Moderate Lethal, -Def, Special (Energy) Fire a short-ranged but intense burst from your arm-mounted cannons to deal Lethal damage to and debuff the defenses of enemies in a cone in front of you. Upgraded equipment will coat the bullets in an energy field, dealing extra Energy damage. Animation/FX: Aim arms at opponent. Fire an innacurate spread of bullets from guns on your arms. Tracers are gray, blue with kits. Same as Heavy Burst used by Resistance NPCs. -Power Punch Type: Single Target – 7ft range – 0.83s cast – 3s recharge Effect: Minor Smashing/Energy (1:1), 20% Mag 2 Stun, Special (Smashing) A solid punch from your exoskeleton-aided hand deals Smashing and Energy damage and may disorient the opponent. Upgrades to your exoskeleton will increase the amount of Smashing damage. Animation/FX: Quick alternating left/right punch, with glowy hand FX. Uses Brawl’s animation. Same as Power Punch used by Resistance NPCs. FX persists after use. -Pummel Type: Single Target – 7ft range – 1.2 cast – 5s recharge Effect: Moderate Smashing/Energy (1:1), 20% Mag 0.67 KD, -Spd, -Jump, Special (Smashing) A strong overhand punch that deals Smashing and Energy damage and will leave your target dazed, slightly slowing their movement, and may even knock them to the ground. Upgrades to your exoskeleton will increase the amount of Smashing damage. Animation/FX: Raise empowered fist. Drop on opponent. Alternates left/right. Same animation as Super Strength’s Punch. FX persists after use. Powers –with Veteran Kit -Improved Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) Your exoskeleton has been improved. You are more survivable, your attacks cost less endurance and deal extra Smashing damage. Note: For purposes of buff icon stacking, stacks with Veteran Kit. -Power Slam Type: Single Target – 7ft range – 1.5s cast – 9s recharge Effect: High Smashing/Energy (1:1), 30% Mag 0.67 KD, 30% Mag 3 Stun, -Spd, -Jump, Special (Smashing) A powerful two-handed overhead strike that deals a large amount of Smashing and Energy damage and will daze your target, considerably slowing their movement, and also offer a good chance of stunning or knocking them down. Upgrades to your exoskeleton will increase the amount of Smashing damage. Animation/FX: Bring hands with energy glow over head. Slam opponent. Same animation as Haymaker/Bone Smasher. Same as Bone Smasher used by Resistance NPCs. FX persists after use. -Hurl Debris Type: Single Target – 80ft range – 3s cast – 16s recharge Effect: Superior Smashing, 60% Mag 0.67 KD, 30% Mag 3 Stun, -Fly, Special (Smashing) Wrecked cars, broken masonry, loose furniture – thrown with enough strength, anything is a weapon. Pick something up and throw it at an enemy, knocking them out of the sky, off their feet, and out of their senses. Upgrades to your exoskeleton will increase the amount of Smashing damage. Animation/FX: The Heavy Hands leans down to pick down a random piece of debris (Propel code) that fades into existence next to his feet, then throws it at some poor foe. Slightly slower, more powerful looking animation than Hurl. Animation resembles Hurl/Hurl Boulder, but the first stage is the “lean down to pick up crate” NPC idle animation rather than the pulling rock out of ground one. Powers – with Elite Kit -Superior Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) Your exoskeleton has been perfected. You are even more survivable, your attacks cost even less endurance and deal more extra Smashing damage. Note: For purposes of buff icon stacking, stacks with Elite Kit. -Demolish Type: Single Target – 7ft range – 2.67s cast – 12s recharge Effect: Superior Smashing/Energy (1:1), Mag 0.67 KD, 60% Mag 3 Stun, -Spd, -Jump, Special (Smashing) Use the full power of your exoskeleton to deliver a devastating strike to your enemy, inflicting great Smashing and Energy damage, knocking your target to the ground, likely stunning it, and leaving it dazed, severely slowing it. Upgrades to your exoskeleton will increase the amount of Smashing damage. Animation/FX: Whole-body wind up before bringing both charged fists down on top of your target’s head. Animation similar to the War Walkers’ Ground Slam, sound similar to Energy Transfer. Unlike Total Focus and Knockout Blow, the Heavy Hands’ feet never leave the ground. FX persists after use. -Bulldoze Type: 15ft PBAoE – Self Only – 2.1s cast – 20s recharge Effect: High Smashing/Energy (1:1), 60% Mag 0.67 KD, -Spd, -Jump, Special (Smashing) You smash the ground with enough force to create a shockwave that damages and knocks down nearby foes. Affected targets will be dazed, considerably slowing their movement. Animation/FX: Raise fist in the air. Punch the ground, creating a shockwave. Animation similar to Foot Stomp’s alternate animation (slower fist raise, quicker slam), sound similar to Energy Transfer. FX persists after use. Appearance Notes: -Upgrades make armor heavier, arms bulkier, more powerful looking. -With Veteran Kit, the Heavy Hands looks about like the NPC model. -Elite Kit adds a backpack power source for the arms. Possibly with something neat, like, oh I don’t know. “Bunny ear” power cells that fold up when in combat mode (same tech as IDF Heavy Trooper backpack). Another possibility are heavier boots with pistons on the sides. Animation Notes: -Summon: The Heavy Hands fades into view, doing a purposeful, menacing slow walk in from off-screen, then loudly smacks an armored hand into an armored palm. -Dismiss: The Heavy Hand mock salutes (fingers to temple, arm thrust), then runs off-screen, fading out. -Veteran Kit: The Heavy Hands catches the power cell in his left hand, admires it for a moment, then affixes it onto his right arm, makes sure it’s secure, gives a practice punch or two, then nods to himself in satisfaction. Meanwhile, is enveloped by a blue glow. Same SFX as Equip Mercenary. -Elite Kit: The Heavy Hands stands back in surprise at being surrounded by PPD teleport FX, then looks at his glowing arms, then balls his fists and leans back, letting the feeling of being upgraded consume him. Tests his newfound power by slamming a fist into the ground, leaving a crack, then strikes a pose. Resistance Heavy Barrel ”It’s bang-thirty!” Rank: Henchman-2 (“Lieutenant”) Range Preference: Range only, will never close to melee. Powers - Standard: -Armor Plated Type: Auto - Self 20% Resistance (Smashing/Lethal), +20% Max HP, Mag 2 KB Prot. You are covered in heavy metal plates that make you difficult to injure or knock down. -Sweep Type: 120o Cone – 7ft Range – 1.67s cast – 12s recharge Effect: Minor Smashing, 50/75/100% low KB, 0/25/50% Mag 2 Stun, Self Afraid, Special (KB, Stun) The heavy cannon makes an excellent club in hands strong enough to wield it. A wide sweep of the weapon can catch multiple enemies, dealing minor damage, but can push enemies away. Upgrades to your exoskeleton will not improve damage, but will increase the chance to knockback, and give a chance to disorient. Animation/FX: Pull back a bit, then swing the cannon’s large body towards the enemy. Smack. Note: The attack may puts a short-duration Afraid on the Heavy Barrel, should the AI be smart enough to only move far enough away and not run aaaall the way across the map. -Snap Shot Type: Single Target – 80ft range – 1.67s cast – 5s recharge Effect: Moderate Lethal, -Res, Special (Energy) Fires a single armor piercing round from your heavy cannon. The round deals good damage to a single target, and may shatter the opponent’s armor, reducing their resistance. Upgrades to your cannon will coat the round in an energy field, dealing extra Energy damage. Animation/FX: Quick blast from the cannon. Tracer is grey by default, blue with either kit. Spent shell ejects automatically moments after firing. Same as Snap Shot used by Resistance NPCs, slightly faster animation. -AP Round Type: 5o Cone – 80ft range – 2.33s cast – 20s recharge Effect: High Lethal, -Res, 40% Mag 0.8 KD, Special (Energy) Fires a high density SABOT round at hypersonic speeds. The round can punch through multiple targets in a very small cone, may knock the targets down, and will shatter armor, reducing the targets’ resistance. Upgrades to your cannon will coat the round in an energy field, dealing extra Energy damage. Animation/FX: Bigger blast from the cannon. Tracer is grey by default, blue with either kit. Spent shell ejects automatically moments after firing. Same as AP Round used by Resistance NPCs. Powers –with Veteran Kit -Improved Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) Your cannon has been improved. You are more survivable, your attacks cost less endurance and deal extra Energy damage. Note: For purposes of buff icon stacking, stacks with Veteran Kit. -HE Shot Type: 15ft AoE – 80ft range – 2.33s cast – 15s recharge Effect: Moderate Lethal/Smashing, -Res, 20% Mag 0.8 KD, Special (Energy DoT, -Regen) Fires a high explosive round from your autocannon. The explosion deals smashing and lethal damage and may knock enemies down. Upgrades to your cannon will upgrade the payload to a plasma explosive, causing an Energy Damage over Time and reducing the targets’ regeneration rate. Animation/FX: Explosive blast from the cannon. Spent shell ejects automatically moments after firing. Same as HE Shot used by Resistance NPCs. -Impact Shell Type: Single Target – 80ft range – 2.33s cast – 8s recharge Effect: High Lethal, -Res 40% Mag 0.67 KD, Special (Energy) Fire a heavy solid slug at a target. The round deals high lethal damage and stands a good chance of knocking the target down. It also will shatter the target’s armor, reducing its damage resistance. Upgrades to your cannon will coat the round in an energy field, dealing extra Energy damage. Animation/FX: With a deep bass boom, fire a blue tracer shell at your target. Spent shell ejects automatically moments after firing. Really, the Heavy Barrel is not creative for animations. Powers – with Elite Kit -Superior Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) Your cannon has been perfected. You are even more survivable, your attacks cost even less endurance and deal more extra Energy damage. Note: For purposes of buff icon stacking, stacks with Elite Kit. -Air Burst Mortar Type: 15ft AoE – 80ft range – 3.03s cast – 30s recharge Effect: Moderate-Superior Lethal, Special (Energy) Fires a single low velocity mortar round from your advanced cannon. The round detonates in the air, showering your enemies with a pattern of hypervelocity shrapnel precisely calculated to inflict the most damage. This power deals more damage against tightly clustered enemies. Upgrades to your cannon will coat the shrapnel in energy fields, dealing extra Energy damage. Animation/FX: Spoke too soon. The Heavy Barrel crouches down a bit to handle recoil better and tilts his cannon up, then lobs a single slow shell in a gentle arc, then spends a moment watching it fly. The shell explodes about 2/3 through the arc, ideally (if the tech allows) turning into several cone-shaped clusters of very quick-moving shrapnel, one for each target hit. The shell has a thick blue tracer, each shrapnel is a blue bullet tracer. Spent shell ejects automatically moments after firing. Mechanics: The power attempts to hit every enemy within 15’ of the targeted enemy, up to 16 maximum. Every enemy that is hit receives one tick each of Lethal and bonus Energy damage, and spawns a pseudopet, Shrapnel. The Shrapnel pseudopet only lives long enough to fire off a 7’ radius five-target PBAoE, also called Shrapnel. Anybody hit with Shrapnel (including the original target) receives a second tick each of Lethal and bonus Energy damage. Assuming all attacks hit, but the Shrapnels do not overlap at all, each target will be hit for two ticks of damage of each type. If somehow all sixteen targets are within 7’ of each other (I’d like to see that happen), each target will be hit for six ticks of damage, each type. Thus the sliding damage scale of Moderate to Superior. -Shockwave Detonation Type: 15ft PBAoE – Self Only – 2.1s cast – 20s recharge Effect: Minor Smashing/Energy (1:1), 50/75/100% Mag 0.67 KD, 0/25/50% Mag 3 Stun, -Spd, Self Afraid, Special (KD, Stun) The great quality of your weapon lets it survive this defensive tactic undamaged. Detonate a special shell inside the chamber to create a radial shockwave, knocking your enemies to the ground, stunned, giving you time to move to a better position. Affected targets will be dazed, considerably slowing their movement. Upgrades to your exoskeleton will not improve damage, but will increase the chance to knockback, and give a chance to disorient. Animation/FX: Turn your weapon skywards, then bring it down onto the ground, rear first, releasing a circular shockwave. Stand back up. Cycle action, manually ejecting the spent shell. Note: The attack may puts a short-duration Afraid on the Heavy Barrel, should the AI be smart enough to only move far enough away and not run aaaall the way across the map. Appearance Notes: -Upgrades make armor heavier, arms slightly bulkier, gun more advanced -Might even lose the trademark helmet and/or facewrap when not upgraded. -With Veteran Kit, the Heavy Hands looks about like the NPC model. -Elite Kit adds a secondary power cell mounted in the small of the back, and a targeting uplink doodad over the right goggle. Possibly heavier boots with pistons on the sides. -The cannon gets larger and more advanced-looking as upgrades accumulate. The Elite kit notably bulks out the part underneath the right forearm, because it looks weird with it so empty there. Animation Notes: -Summon: The Heavy Barrel fades into view, doing a purposeful, menacing slow walk in from off-screen, cannon drawn, then loudly cycles the action, striking and holding a pose. -Dismiss: The Heavy Barrel mock salutes (fingers to temple, arm thrust) with his free hand, then runs off-screen, cannon out, fading out. -Veteran Kit: The Heavy Barrel catches the power cell in his left hand, admires it for a moment, then attaches it onto the side of his cannon. Taps a few keys above it, nods to himself in satisfaction at the diagnostics, falls into combat pose with gun low. Meanwhile, is enveloped by a blue glow. Same SFX as Equip Mercenary. -Elite Kit: The Heavy Barrel looks around in alarm at being surrounded by PPD teleport FX, then looks at his glowing cannon, raising it, letting the feeling of being upgraded consume him. Cycles action in the cannon, strikes a pose.
  13. -Resistance Fighters Type: Location – 60ft range – 1.20s cast – 60s recharge Effect: Summon 1-4 Fighters Calls to your side loyal Resistance Fighters. Fighters start out as Recruits armed with simple salvaged military rifles, but can be better trained and equipped. You can only summon one Fighter at a time to start with, but that number rises to two at lvl 6, three at lvl 18, and, finally, four at lvl 24. Animation/FX: Raise right fist into the air, quick gesture, short wave forward. Think military hand signals “move up!”. Uses the Resistance NPCs’ walk sound (jangling buckles). Can be performed with pistols out. Note: The Fighters’ level does not drop below your level minus two. -Resistance Heavy Choose one of the following. You may not pick the same one more than once. -Resistance Heavy Hands OR -Resistance Heavy Barrel -Resistance Heavy Hands Type: Location – 60ft range – 1.20s cast – 90s recharge Effect: Summon Heavy Hands Call a Resistance Heavy Hands to aid you in battle. The Heavy Hands is a melee powerhouse that wrecks his opponents with his own fists, backed by energy fields and a powerful, industrial-grade exoskeleton. Animation/FX: Raise right fist into the air, quick gesture, short wave forward. Slightly different signal than Resistance Fighters. Uses the Resistance NPCs’ walk sound (jangling buckles). Can be performed with pistols out. -Resistance Heavy Barrel Type: Location – 60ft range – 1.20s cast – 90s recharge Effect: Summon Heavy Barrel Call a Resistance Heavy Barrel to aid you in battle. The Heavy Barrel is a ranged combatant that uses his powered exoskeleton to carry around a powerful autocannon. Animation/FX: Raise right fist into the air, quick gesture, short wave forward. Even different signal. Uses the Resistance NPCs’ walk sound (jangling buckles). Can be performed with pistols out. The Appearance Costume: A Resistance Officer character does not have any costume limitations. In addition, a Resistance Officer character receives access to several unique costume pieces, such as the Resistance Harness and Armor and Resistance with Holsters belts, Resistance Wrapped Helmet hood and Resistance Armor backpack. Weapons: A Resistance Officer character uses a pair of plasma pistols as weapons of choice. The default model can be recolored as normal. Select Dual Pistols models can be used, but only very high tech looking ones – at present, Celestial and Maelstrom pistols only. Power Customization: Resistance Officer, as an epic set with a preset source, does not allow the recoloring of its powers. Some powers allow alternate animations. Resistance Fighter ”Slammin’!” Rank: Henchman-1 (“Minion”) Range Preference: Adaptive, will close to melee if target is near and try to stay there unless it runs. Powers - Standard: -Power Brawl Type: Single Target – 7ft range – 0.83s cast – 8s recharge Effect: Minor Smashing, Special (Energy) A quick punch, dealing Smashing damage. Upgrades to your equipment will make it deal extra Energy damage. Animation/FX: Exactly like Brawl. Only gains the Resistance SFX and VFX when upgraded with one kit or the other. -Burst Type: Single Target – 80ft range – 1.67 cast – 4s recharge Effect: Moderate Lethal DoT, -Def, Special (Energy) A quick burst of fire from your assault rifle, dealing Lethal damage and reducing a target’s defense. Upgraded equipment will coat the bullets in an energy field, dealing extra Energy damage. Animation/FX: A series of shots. Grey tracers without kits, blue with kits. Same as Burst used by Resistance NPCs. Powers –with Veteran Kit -Improved Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) Your equipment has been improved. You are more survivable, your attacks cost less endurance and deal extra Energy damage. Note: For purposes of buff icon stacking, stacks with Veteran Kit. -Single Shot Type: Single Target – 80ft range – 1.20 cast – 6s recharge Effect: Minor Lethal, -Def, Special (Energy) A single shot from your assault rifle, placed to reduce a target’s defenses. Upgraded equipment will coat the bullet in an energy field, dealing extra Energy damage. Animation/FX: A single blue tracer shot. Same as Single Shot used by Resistance NPCs. Note: Minor damage. That’s not a typo. Single Shot’s DPCC is worse than Burst’s on purpose. Resistance Fighters have to be balanced against other Mastermind henchmen one on one from 1 to 11. As a result, Burst is balanced against other attacks on its own, but Burst + Single Shot is balanced vs, say, Pistols + Dual Wield after figuring in the extra 50% Energy damage. To compensate, Single Shot’s defense debuff is stronger. Powers – with Elite Kit -Superior Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) Your equipment has been perfected. You are even more survivable, your attacks cost even less endurance and deal more extra Energy damage. Note: For purposes of buff icon stacking, stacks with Elite Kit. -Heavy Burst 30o Cone – 50ft range – 2.67s cast – 20s recharge Effect: Moderate Lethal DoT, -Def, Special (Energy) A long burst of fire that can hit multiple targets, dealing lethal damage and reducing defenses. Upgraded equipment will coat the bullets in an energy field, dealing extra Energy damage. Animation/FX: A lot of blue tracers going every which way in the target’s general direction. Same as Heavy Burst used by Resistance NPCs. Appearance Notes: -Standard: Resistance Recruits, basically. Right forearm is armored but no shoulder armor. The rifle has a normal magazine, not a power cell. -With Veteran Kit: Amongst other fun stuff, both hands now armored, right shoulder armor. The rifle receives a stock and a bigger, power cell magazine. -With Elite Kit: Both hands armored, receive the resistance back piece. The rifle receives a top sight and a technological doodad next to the barrel with wires leading in. -With both: Have both the right shoulder armor and the back piece, as well as assorted holsters, pouches, goggles and whatnot, though not grenades and no left shoulder armor. Rifle has both upgrades. Naming Note: The default naming of Resistance Fighters is Resistance Recruit. However, they are renamed if upgraded. Any instance of the word ‘Recruit’ in the henchman’s name gets replaced with Fighter if the Veteran Kit is applied, Veteran if the Elite kit is applied, and Commando if both are. Animation Notes: -Summon: The Fighter fades into view, running in from off-screen with rifle drawn, moves as if pulling charging handle, falls into combat pose. -Dismiss: The Fighter mock salutes (fingers to temple, arm thrust) with his free hand, then runs off-screen, rifle drawn, fading out. -Veteran Kit: The Fighter catches the power cell in his left hand, admires it for a moment, then loads it into his rifle where the magazine goes, then moves as if racking a charging lever. Meanwhile, is enveloped by a blue glow. Same SFX as Equip Mercenary. -Elite Kit: The Fighter looks around in alarm as he’s surrounded by PPD teleport FX, then over his glowing arms, then leans back, letting the feeling of being upgraded consume him. Looks over newly upgraded arms, then strikes a pose with his gun.
  14. Resistance Officer ”Woo! Stop the clock, it’s time to rock!” The Basics Archetype/Set: Mastermind Primary Origin: No limitation Requirements to unlock: Complete “The Rift Enclosure” from Steven Sherridan (either ending) Starting Morality: Praetorian Resistance Starting Location: Resistance Base, Underground Nova Storyline: Life in the Resistance is hard and unpleasant. The gloom, the damp, the constant threat of becoming ghoul chow or running afoul of a PPD kill-team. But just when your skill and powers catapult you into the role of a leader of a small cell, word comes down that Calvin Scott wants more people infiltrating Powers Division, and your name is topping the list. But when you get the first taste of life topside, when you see your allies through the eyes of your enemies, will you remain loyal to your cause? Will you betray what you fought for in the name of power and glory? Or will you decide that, if everybody can’t live this well, then nobody will? Starting Contact: Spanner – One of the men loyal to you first and the Resistance second. After saving his life, Spanner becomes your second in command mostly by self-appointment – whether you want him or not. Unfailingly loyal, Spanner believes you know what’s best for Praetoria – or, if it’s more important, what’s best for you. Note: Spanner is only the starting name. His name may be changed to any name currently held by the henchmen you have access to under the appropriate dialogue option. His character model will update to the appropriate henchman the next time you log in. Starting Mission: An everyday mission turns into a desperate struggle for survival, caught between PPD on one side and Ghouls on the other. It is only your powers, skill with weapons and inspirational leadership that lets the survivors escape with wounded and vital information. You’re put on a fast track for promotion, with Spanner electing himself second in command due to his wealth of experience with Praetoria, both under and above ground. All too soon, word of your actions reaches the ear of Calvin Scott… Playstyle: Fight shoulder to shoulder with your henchmen. Weapon of Choice: Dual plasma pistols. Special Mechanic: Kit Upgrade – As you and your team gain experience, you will upgrade your weapons to better deal with the threats you will encounter. Most Resistance attacks made under the effect of one of the two Kit powers deal extra Energy damage equal to half the attack’s base damage. If both Kit powers are in effect, the extra Energy damage is equal to the attack’s full base damage. This damage is affected by enhancements normally. Bonus Power – Power Brawl (replaces Brawl) Type: Single Target – 7ft range – 0,83s cast – 4s recharge Effect: Minor Smashing, Special (Minor Energy) A hard pistol in a strong hand makes for a good bludgeon. A hard pistol, in a strong hand, with the power cell overcharged, makes for an excellent one. Animation/FX: Alternating left/right pistol whip. Resistance energy punch glow on striking fist and swoosh SFX. Same animation as Brawl with pistols out. Note: Power Brawl is not Brawl, and will cause redraw with all non-Resistance powers. Considerably stronger than Brawl, very End-cheap but not free. Power Tree – Mastermind -Snap Shots – Ranged, Minor Lethal/Energy, -regen, Special (Energy) -Aimed Shot – Melee, Moderate Lethal/Energy, -regen, Special (Energy) -Resistance Fighters – Summon Resistance Fighters -Veteran Kit – Ranged, Issue Improved Kit -Overcharged Shots – Ranged AoE, Moderate Lethal/Energy, -regen, Special (Energy) -Resistance Heavy – Summon Resistance Heavy -Inspiring Leadership – PBAoE Team +To-Hit, +DEF (All), +Prot (Fear) -Resistance Heavy – Summon Resistance Heavy -Elite Kit – Ranged, Issue Superior Kit Detailed Power Information -Snap Shots Type: Single Target – 80ft range – 1.20s cast – 4s recharge Effect: Minor Lethal/Energy (1:1), -regen, Special (Energy) Snap off a few quick shots from one of your pistols. The plasma bolts deal minor damage and slightly reduce a target’s regeneration rate. Upgraded pistols will increase the amount of Energy damage you deal. Animation/FX: Aim one pistol or the other, fire off three shots in quick succession. Modified Pistols animation. Same FX as Snap Shots power used by Resistance NPCs. Power Customization: Choose from the default Soldier (modified Thugs/Pistols) and Ace (modified Dual Pistols/Pistols) animation. No color customization. -Aimed Shot Type: Single Target – 80ft range – 1,67s cast – 6s recharge Effect: Moderate Lethal/Energy (1:1), -regen, Special (Energy) Carefully aim one of your pistols for maximum damage. The well-placed plasma bolt deals moderate damage and reduces a target’s regeneration rate. Upgraded pistols will increase the amount of Energy damage you deal. Animation/FX: Aim one pistol or the other, pause a moment to take good aim, fire single shot. Modified Pistols animation. Same FX as Aimed Shot power used by Resistance NPCs. Power Customization: Choose from the default Soldier (modified Thugs/Pistols) and Ace (modified Dual Pistols/Pistols) animation. No color customization. -Overcharged Shot Type: 15ft AoE – 80ft range – 1.67s cast – 12s recharge Effect: Moderate Lethal/Energy (1:1), -regen, Special (Energy) Charge up and fire both of your pistols to cause an explosion at the point of impact, causing moderate damage and reducing the regeneration rate of multiple targets. Upgraded pistols will increase the amount of Energy damage you deal. Animation/FX: Bring pistols together as they audibly charge. Fire a bolt that explodes. Modified Dual Wield animation. Same FX as Overcharged Shot used by Resistance NPCs. Power Customization: Choose from the default Soldier (modified Thugs/Dual Wield) and Ace (modified Dual Pistols/Dual Wield) animation. No color customization. -Inspiring Leadership Type: 60ft PBAoE – Self Only – 1.67s cast – 240s recharge – 90s duration Effect: Team +To-Hit, +DEF (All), +Prot (Fear), double strength on self, own pets. You give a rousing shout, driving your allies to give their best. Affected allies will be more accurate and harder to hit, as well as more resistant to fear. You and your pets are much more used to working together, and receive much greater benefits from this power. Animation/FX: Punch the air, while giving off a shout. Uses the alternate animation for Aim/Build Up, and the Centurion shout VFX/SFX. Only ongoing FX is the generic defense/tohit buff graphics. Can be performed with pistols out. -Veteran Kit Type: 30ft AoE – 50ft range – 1.3s cast – 6s recharge Effect: Issue Improved Kit Equip yourself and your loyal soldiers with improved equipment. Your henchmen will gain extra attacks and defenses, while your weapons will now fire bullets coated in energy fields, the better to punch through PPD force fields with. Animation/FX: Pull out a power cell from the belt and toss it to the lucky henchman. Same animation as Equip Thugs/Equip Mercenaries. If performed with pistols out, quickly hand off one pistol to the other hand. On being taken, grants the following power: -Improved Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) You’ve secured improved equipment. Armor plates keep you alive, salvaged Clockwork circuits make your powers easier to use, and refurbished military hardware makes your attacks deal extra Energy damage. Note: This power cannot be slotted. -Elite Kit Type: 30ft AoE – 50ft range – 2.03s cast – 10s recharge Effect: Issue Superior Kit Kit out your team in the very best equipment available. Your defenses will be improved further, while your henchmen receive top-of-the-line equipment that allows them to perform even more attacks. The energy fields surrounding your bullets will be twice as powerful Animation/FX: Tap a few keys on inside of left forearm. Pause to admire left forearm as it charges up with blue energy. Thrust left arm out at designated henchman to direct the teleport. May or may not have a projectile involved. Can be performed with pistols out – but without aiming the left pistol at the henchman. On being taken, grants the following power: -Superior Kit Type: Auto – Self Effect: 10% Resistance (Smashing/Lethal), +10% MaxHP, +10% EndRed, +Special(Energy) You’ve secured superior equipment. You’re protected by the finest alloys, your weapons use the latest in death-dealing innovations, and the weirdest works of Neuron and others like him help you use your powers efficiently. Note: This power cannot be slotted. Effect stacks with Improved Kit. Icon stacks with Improved Kit too.
  15. PPD Force Gauntlet ”We didn’t ask for your help, Powers.” Archetype/Set: Corruptor Primary, Defender Secondary Origin: No limitation Requirements to unlock: Complete “The Rift Enclosure” from Provost Marchand (either ending) Starting Morality: Praetorian Loyalist Starting Location: Precinct Five, Elyssian Avenue, Nova Praetoria Storyline:You’ve carefully modified your standard issue PPD equipment to better protect Praetoria’s citizens, or better punish its enemies. Your work finally received the recognition it deserved, but not the one you wanted – you’ve been forcefully recruited into Powers Division, effective immediately. Now your old friends think you’re a power-hungry traitor, while your new allies see in you an upstart to knock down a few pegs. Will you continue the fight, whether they want you or not? Will you embrace your new power, whatever the cost? Or will you fall, and fight the system that turned its back on you? Starting Contact: Investigator Brass – until recently, your direct superior in the PPD, Brass is one of the few people sympathetic to your situation. He keeps in touch with you, and isn’t above cutting through red tape to secure the aid of a Powers member he can trust. Starting Mission: A raid on a suspected Resistance sympathizer turns bad when a Syndicate group is uncovered. The day is saved only thanks to your powers. After a week’s timeskip, you are summoned by Brass, but word got around fast, and the PPD are acting strangely hostile towards you… Playstyle: Support your team from the very thick of the action. Weapon of Choice: Force gauntlets. Special Mechanic: Plasma Amplifier – You may upgrade your Force Gauntlets to give yourself the option of overloading them to the point where the weapons generate devastating plasma bolts for a short while. When the appropriate power is activated, all PPD Force Gauntlet attacks will, for a brief time, set their targets on fire, dealing a guaranteed strong Fire DoT and inflicting a guaranteed strong regeneration debuff. They also receive different graphical and sound effects for the duration. The Powers Bonus Power – Force Brawl (replaces Brawl) Type: Single Target – 7ft range – 0,83s cast – 4s recharge Effect: Moderate Smashing/Energy (3:2), 10% Mag 2 stun, Special(Fire DoT, -regen) A quick punch from your Force Gauntlet deals little damage, but has a chance to stun its target. Animation/FX: Alternating left/right punch with yellow Force Gauntlet VFX and SFX. Leaves the FX on. Same animation as PPD NPCs. Same animation as Brawl. Note: Force Brawl is not Brawl, and will cause redraw with all non-PPD powers. Considerably stronger than Brawl, very End-cheap but not free. Power Tree – Corruptor -Force Blast – Ranged, Minor Smashing/Energy, % KD, Special (Fire DoT, -regen) -Force Bolts – Ranged, Moderate Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Maul – Melee, High Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Burst – Close Cone, Moderate Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Screen – Toggle, Self +Res(Smashing/Lethal/Energy), +Prot(Hold/Sleep/Stun) -Safeties Off – Click, Self +ToHit, +Special (Fire DoT, -regen) -Force Shockwave – PBAoE, Minor Smashing/Energy, %Stun, %KD, Special (Fire DoT, -regen) -Force Wave – Melee Cone, Superior Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Volley – Close, High Smashing/Energy, %Stun, %KD, Special (Fire DoT, -regen) Power Tree – Defender -Force Blast – Ranged, Minor Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Maul – Melee, High Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Bolts – Ranged, Moderate Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Screen – Toggle, Self +Res(Smashing/Lethal/Energy), +Prot(Hold/Sleep/Stun) -Force Burst – Close Cone, Moderate Smashing/Energy, %KD, Special (Fire DoT, -regen) -Safeties Off – Click, Self +ToHit, +Special (Fire DoT, -regen) -Force Shockwave – PBAoE, Minor Smashing/Energy, %Stun, %KD, Special (Fire DoT, -regen) -Force Wave – Melee Cone, Superior Smashing/Energy, %KD, Special (Fire DoT, -regen) -Force Volley – Close, High Smashing/Energy, %Stun, %KD, Special (Fire DoT, -regen) Detailed Power Information -Force Blast Type: Single Target – 80ft range – 1s cast – 4s recharge Effect: Minor Smashing/Energy (3:2), 20% Mag 0.67 KD, Special (Fire DoT, -regen) A quick blast from both gauntlets that deals light damage but has a good chance of knocking a target down. Animation/FX: Quick cast from both hands. Same animation as Energy Blast. Same as Force Blast used by PPD NPCs. -Force Bolts Type: Single Target –80 ft range – 1,4s cast – 6s recharge Effect: Moderate Smashing/Energy (3:2), 10% Mag 0.67 KD, Special (Fire DoT, -regen) Fires a quick volley of force energy bolts at your target, dealing moderate damage and possibly knocking it down. Animation/FX: Quick series of five bolts from raised left hand. Same animation as Gloom. Same as Force Bolts used by PPD NPCs. -Force Maul Type: Single Target – 7ft range – 1,5s cast – 10s recharge Effect: High Smashing/Energy (3:2), 30% Mag 0.67 KD, Special (Fire DoT, -regen) A slow but powerful overhead strike with your Force Gauntlets, dealing good damage and with a good chance of knocking the target off its feet. Animation/FX: Overhead smash with yellow Force Gauntlets active. Leaves Force Gauntlets FX active. Same animation as Haymaker/Bone Smasher. Same as Force Maul used by PPD NPCs. -Force Burst Type: 45o Cone – 40 ft range – 2.37s cast – 16s recharge Effect: Moderate Smashing/Energy (3:2), 60% Mag 0.67 KD, Special (Fire DoT, -regen) You charge up and unleash a burst of force energy in a wide cone in front of you, hitting multiple targets. This attack deals good damage and has a high chance of knocking goes off their feet. Animation/FX: Bring hands low, charging up, then up and forward to unleash the attack. Same animation as Twilight Grasp or Electron Haze. Same as Force Burst used by PPD NPCs. -Force Screen Type: Toggle – Self Only – 2.67s cast – 10s recharge Effect: 12.5% (Defender)/ 9.375% (Corruptor) Resistance (Smashing, Lethal, Energy), Mag 2 – Mag 4,6 Protection (Hold, Stun, Sleep) A number of careful adjustments to your force screen grants you additional protection against Smashing, Lethal and Energy attacks. The screen will also make you harder to disable with Stun, Hold or Sleep powers. Animation/FX: Tapping of keys on inside of left gauntlet, followed by the “power up” animation as the shield activates. Uses same graphics as the PPD NPCs’ shields. Power Customization: Light Screen (force field only flashes when power is activated), Reactive Screen (force field flashes when power is activated and when the player flinches from damage), Heavy Screen (as Reactive Screen, but also flashes now and then). All three can be colored using the Bright palette. The default setting is a yellow Reactive Screen. -Safeties Off Type: Click – Self Only– 1,17s cast – 120s recharge – 20s duration Effect: +ToHit, +Special (Fire DoT, -regen) You may briefly overcharge your Force Gauntlets to the point where they will be capable of firing plasma bolts instead of normal force energy. For the power’s duration, all of your Force Gauntlet attacks will ignite their targets, dealing Fire damage over time and reducing the target’s regeneration rate. This bonus damage scales with enhancements normally. Animation/FX: Slam fist into palm as power activates. For the duration, there is a red force field aura around the character’s hands. All Force Gauntlet attack VFX and SFX for the duration are replaced with plasma bolt ones, as used by the T.E.S.T. and IDF. -Force Shockwave Type: 15ft PBAoE – Self Only – 1,23s cast – 14s recharge Effect: Minor Smashing/Energy (3:2), 40% Mag 0.67 KD, 50% Mag 3 Stun, Special (Fire DoT, -regen) Smash your Force Gauntlets together to create a radial shockwave that only deals minor damage, but has a good chance of leaving your enemies disoriented and knocked down. Animation/FX: See above. Same animation as Hand Clap/Thunder Clap. Same as Force Shockwave used by PPD NPCs, but larger FX to correspond with larger area. -Force Wave Type: 90o Cone – 7ft range – 1,67s cast – 16s recharge Effect: Superior Smashing/Energy (3:2), 30% Mag 0.67 KD, Special (Fire DoT, -regen) Charge up and unleash a tremendous amount of force energy in a short cone in front of you, dealing great damage and knocking down enemies. Animation/FX: A short chargeup followed by a quick shove forward of the arms that unleashes the energy. Modified Force Bolt/Fire Cages animation. Similar to Force Wave used by PPD NPCs. -Force Volley Type: Single Target – 40ft range – 2,07s cast – 10s recharge Effect: High Smashing/Energy (3:2), 30% Mag 0.67 KD, 75% Mag 3 Stun, Special (Fire DoT, -regen) Fires a powerful volley of force energy bolts at a single target, dealing high damage, as well as possibly knocking it down or leaving it disoriented. Animation/FX: Take half-step forward, leveling right arm at target while it visibly charges up. Fire rapid volley of powerful-looking bolts. Based on the alternate animation for Flares/Blazing Bolt. The Appearance Costume: A PPD Force Gauntlet character does not have any costume limitations. In addition, a PPD Force Gauntlet character receives access to several unique costume pieces, such as the PPD Large glove, the PPD Large shoulder pad, and the PPD Barrel chest detail. Power Customization: PPD Force Gauntlet, as an epic set with a preset source, does not allow the recoloring of its powers.
  16. So- way back on the Live forums I wrote up this Epic suggestion. This was back when the devs were actually considering Praetorian epic archetypes (though theirs were Clockwork and.... something else, I forgot over my wanting those wrist blasters and backpack projectors). But I enjoyed making it and a few people enjoyed reading it so, even if it's incredibly unlikely to happen, I want to share it with the community. So, presented without further ado (or, in fact, editing (other than to fix old errors whoops) - in particular, a lot of my opposition to power customization no longer applies in this recolorable kheldian era): PPD & Resistance Epic Powersets ”Round two. Fight.” The Foreword From the moment the first beta-testers laid they eyes on the power gauntlets and energy fields of the PPD, from the moment they heard the rattling assault rifles and the thunderclap-like power fist impacts of the Resistance, there was, somewhere in there, a thought. I want to play with those toys. Over the months, there were a few suggestions for turning either group into an Epic Archetype, Praetoria’s first. It’s yet to happen. Mind you, most of them tended to be Soldier of Arachnos clones. But the idea remained. And because I’m a glutton for punishment, here is my take upon them. But, you see, I don’t believe either set really deserves an epic archetype of its own. But… what about an Epic Powerset? This way the amount of combinations skyrockets, from two to however many secondaries and ancillaries the archetype in question has, and old things can be played in new ways. And with that thought, because I do not do things by half-measures… well. Here we are. A word of warning. Long read ahead. Mechanics: Picking one of the following powersets locks the player into the relevant morality and storyline. The player does not receive the option of going to the Tutorial, the choice of starting morality, or Praetor White as a contact. Instead, the player receives a side-specific starting contact, whose arc will take them to level 5, as well as the status of a Powers Division member, and a costume slot. The contact will also have a few missions during the character’s stay in Praetoria, show up to a chat before entering the Rift Enclosure, and also offer another arc, Unfinished Business, available once the character reaches level 30. The contact’s dialogue will change depending on the character’s progression along the Power/Crusader and Responsibility/Warden lines. Dedicated to every fan of Praetoria and every hater of Knockback.
  17. You're thinking of the Legacy of Light, and they don't have a full set of powers, would be nontrivial to port.
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