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trogenion

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Posts posted by trogenion

  1. Behold, my melee/support AT you asked for, but my take on it. Genies have to have some fun!

     

    The Guardian

    Playstyle: Support/Striker

    Powersets: Buff (Primary) / Melee (Secondary)

    Innate: Coverage. For the Guardian to do their job effectively, they are often tasked with being in the thick of things. As such, they often need a little bit of the protection they offer to their allies. As such, when applying supportive (buff) powers to allies, the Guardian receives 50-75% effective feedback upon themselves. Additionally, as the Guardian finds herself surrounded, she receives a small max-HP boost per foe to allow her to continue performing her duties.

     

    Guardian Stats (?)

    Survivability: 5

    Melee Damage: 7

    Ranged Damage: 3

    Crowd Control: 4

    Support: 9

    Pets: 2

     

    Primary Powersets: all known except Trick Arrow.(!)

    Secondary Powersets: all scrapper except titan weapon.(!)

     

    Limits @ L50:

    HP Base: 1204.8 (from Stalker)

    HP Maximum: 2088.3 (from Stalker)

    Damage Resistance: 75% (Standard)

    Damage: 200% at L1, 400% at L21+ (Standard)

    Defense: 97.76% at L1, 200.38% at L21+ (Scrapper/Stalker)

    Regeneration: 2,100% at L1, 2,500% at L20+ (Brute / Tanker)*

    Recovery: 10.42% / second (Defender)

     

    Unless otherwise specified follows the “all others” standard of values. Damage and dam. resist are specified because they’re such big deals for play-style impact with Defense and others.

     

    Ancillary/Patron:

    The Guardian should duplicate Scrapper/Stalker for initial proliferation and patron coverage. These gave minor control and ranged abilities suitable for the purpose of ancillary sets on melee striker toons.

     

    Notes:

    (?)The scoring was kept close to the current distributions and has a total of 30. Support is weaker than a defender, higher than a corruptor, which is higher than other buff secondary classes. Survivability needed to take a hit to compensate for the support shield sources, mixed in with Coverage adding to that compensation. With melee at a 7, it’s the same output as a tank, but debuff sets would further provide improved numbers from baseline that aren’t immediately perceived in a straight numbers comparison.

    (!)Trick Arrow applies a significant amount of “ranged assumption” in play style, includes weapon swapping/drawing and other specific abilities risk a high gimmick feel that may become problematic when centered in melee.

    Similar justification to trick arrow for buffing, but also has very slow animations, slower than any other set already paired with a buff powerset from other archetypes.

    *the regen rates for scrappers / stalkers is actually higher, which broke my rule of meshing defender caps with scrapper caps in balancing. Because of the supportive nature of sets like empathy and kinetics and a higher proclivity for self heals in buff sets, (should this be attempted) I recommend testing at this level first before including Guardian at those higher rates. Further, the brute is set lower, and is intended to holding agro...

     

    Thoughts: there are some potentially powerful combinations that will shine on farming maps, specifically kinetics/spines, while other riskier combinations might prove counter-intuitive. Some powersets might be too powerful with the melee factor (stares at kinetics) but others would be largely ambivalent (empathy) in melee vs ranged effectiveness.

    Coverage seemed odd. I wanted some way for buff powersets that gave shields to shore up the weakness that ST buffs have re: source, but there are fewer powersets that have this than ones that do. Also, there needed to be other ways of benefiting from being in melee without defenses, which led to the HP buff aspect. It’s a start...

     

    another option would be to  meele primairy/buffing and debuffing secondary

     

    one way to change things would be to remove some of the powers in sets that have def/res shields, and replace them with self based toggles to act as a pseudo defensive set, obviously it would have the smallest values for def/res

     

    i would suggest power removal could be done on those sets, to first remove any offensive powers from the buff sets, so all the offense comes from the primary set, and the secondary set is buffing, or debuffing only

     

     

    perhaps it could otherwise be done by essentially combining powers from the armor and buff/debuff sets to make another set such as regeneration mixing with poison

     

    could work as a sort of, off support i suppose, no idea for inherent tho, bonus for people with at least 1 buff on them? of some kind

     

  2. had an idea that i thought might be interesting, to have additional pool power sets that are, exclusive from, and functionally the same as the Fighting pool set.

     

    if reusing animations, and the like was easy enough to do perhaps a kicking based Variant would work.

     

    perhaps some basic weapons, such as sword, club, axe, ect

     

    i understand this is something that is really low priority, if it is even possible, so i suppose this is a more of a , see how people are interested, type thing

  3. so, just hit 50, and was looking to start slotting stuff out, but what things will really help make a build shine, what powers are usefull, and what use useless, and what set bonuses to look for, and the like

  4. Virtue was my home base. Hade many characrers. Most frequently played was redside a ss/wb brure kin tan. And a fire/rad corrupter. Nalpona. Recreated both on excelsior so far.

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