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  1. For a while now I've wanted to write up descriptions/reviews of the oddball powers available in Dominator Assault secondaries. The general design of Dominator Assault sets tends to be 7 attack powers, with 2 slots reserved for an unusual power. However, this pattern isn't followed perfectly. I've played most Dominator sets to 50 over the years. Exceptions are Electric, Radiation, and Dark Assault. It's many years in some cases tho, so my observations may not be perfect. Feel free to provide your comments in the replies. I hope someone finds this overview helpful. ------------------------------------------- LIFE DRAIN - Dark Ranged blast (60ft range) Self heal Dark Assault gets this power instead of a T3 blast. Life Drain is in most ways similar to a tier 2 ranged blast, except it also happens to contain a self Heal. This power is fairly spammable, although damage is not amazing and the cast time (2.1 seconds) can wear on you. Still, it's a very attractive power due to the sustainability. Note the 60ft range is 20ft closer than most standard blast powers (80ft) including other Ranged blasts in Dark Assault. ---------------------------------------------- POWER UP/GATHER SHADOWS - Earth, Ice, Energy, Dark - +34 damage to self for 10 seconds Force multiplier: 74.5% for 10 seconds Power Up was originally Power Boost, identical to the power available to Blasters. It was later changed to Power Up, which resulted in it getting bonus damage and the force multiplier slightly lowered. Force multiplication will work on any power that is not flagged not to receive external buffs. A brief discussion of each factor of the force multiplication is provided below. Healing This will effect any power that can be slotted for Healing. On a Dominator this isn't usually a whole lot of powers to pick from, but it will boost the Healing in Dark Assault's Life Drain. Defense This will generally boost any power that provides Defense except for powers that also provide Resistance. (That's in order to prevent powers like Build Up from boosting Resistance powers). Sadly, this does not includes Link Minds in the Dom Psi tert pool. In a toggle like Combat Jumping or Manuevers, the boost will last for the 10 seconds Power Boost is active, not the full duration of the toggle. Absorption In theory this will boost the Absorption of any powers you use. However, there are not a lot of powers available to Dominators that have this effect. Endurance Modification This applies to powers that provide or drain endurance, and is different from Endurance Discount (i.e. it generally will not make powers cheaper, the way Conserve Power does). This effect makes the endurance drain in Electric Control reach incredible potential. ToHit This applies to any enhanceable power that provides -ToHit. There is self-synergy between this effect in Gather Shadows and most of the powers in Dark Assault. This effect will also increase the -ToHit of many of the powers in the Dark Control primary powerset. Run Speed / Fly Speed This is what it says on the tin. The effect lasts while the multiplier is active. Mezz Duration (Confuse / Terrorize / Hold / Immob / Stun / Sleep) This will increase the duration of most mezz powers by roughly 75%. Note what is increased is duration, not magnitude (like Domination provides). What isn't boosted by these powers: Recharge Although run speed is affected, -recharge (mainly in Ice powers) or +recharge (Hasten) is not affected. Resistance (or powers that include +Resistance) No power that provides +resistance in the game is allowed to receive boosts from a force multiplier power. This includes powers like Link Minds, Frozen Armor, etc. Knockback Despite what the description of the power says, knockback is NOT multiplied by these powers (it used to be, and the text was never updated). --------------------------------------- MUD POTS- Earth PBAoE aura, 15ft radius Damage, slow, immobilize (mag 2) This power is unique to Dominators. This power is borrowed from Tanker/Brute armor sets. It is a 15ft radius damage and slow aura that is nearly identical to Fire Control's Hot Feet, except it has a slightly smaller radius (15ft versus 20ft) and does somewhat less damage. Interestingly, it contains a Mag 2 Immobilize with a 100% chance when the power hits, so any minions within 15ft of you won't be going anywhere. It cannot, however, be slotted for Immobilize. Note this power does have a ToHit check, unlike Chilling Embrace below. --------------------------------------- CHILLING EMBRACE- Icy PBAoE aura, 15ft radius Damage, slow, -damage (-10%) Chilling Embrace was originally borrowed directly from the Blaster secondaries. It was widely regarded as a worthless power for Dominators, so the developers have given it some love in recent issues. Its main function now is a -damage aura. It also deals, and can be slotted for, some direct damage. Interestingly, the damage and secondary effects of this power bypass Defense checks entirely and are true auto-hit. This power is specifically flagged to not injure enemies who are Sleep-ing, making it the only damage aura in the game that will not wake enemies you've put to Sleep; however, it also will not injure them until you wake them up. ------------------------------------- VOLTAIC SENTINEL - Electric Assault Summons a Voltaic Sentinel (unkillable pet that hurls lighting bolts) This power is derived from the Blaster Electric Blast set. As pets go, its mostly unremarkable. Damage is not very high. The pet cannot be targeted by enemies, cannot tank, and cannot receive buffs. If you hit Build Up prior to summoning the pet, I believe the pet's damage will be boosted for 10 seconds (not the duration of the summon). EDIT: Build Up or other +Damage powers have no effect on the Sentinel. ------------------------------------- BUILD UP - Electric, Thorns +17% ToHit for 10 seconds +68% Damage for 10 seconds This power is identical to the similar power available to most Blasters in their secondary pools. On a Dominator, it has a slightly different context. Because Build Up contains a +Aim component, it can help make control powers easier to land, in particular the 240 second AoE holds in most Dominator primaries which otherwise have very poor Accuracy. However, because Dominators do not have nukes, most Dominators probably receive less total damage lift from Build Up relative to a Blaster. ---------------------------------------------- FUSION- Radioactive +17% ToHit for 10 seconds +42.5% Damage for 10 seconds 100% chance to spread Contamination This is Build Up by another name, with slightly lower damage values. It differs only in that it provides a 100% chance to infect enemies with Radiation's special Contamination effect. ---------------------------------------------- SPOT PREY- Savage +17% ToHit for 10 seconds +42.5% Damage for 10 seconds +80% perception for 30 seconds Another Build Up clone, but this one comes with +Perception. This provides Savage Assault with the ability to ward of the Blindness effect used by some enemy groups, most notoriously Arachnos. Given this power's 90 second Recharge and the +Perception's 30 second duration, it is possible to make this effect perma. ---------------------------------------------- EMBRACE OF FIRE- Fiery +68% damage (fire) for 30 seconds +68% damage (all other) for 10 seconds Embrace of Fire is the reason no other Assault set can touch Fiery Assault for damage. It provides +68% damage to all Fire attacks for 30 seconds. It also boosts all other sources of damage for 10 seconds, similar to Build Up. However, it does have double Build Up's recharge time (180 seconds versus 90 seconds). Embrace of Fire heavily pushes Fire Assault Dominators towards the Fire Mastery pool, where Rain of Fire and Fireball benefit from the huge bonus damage. Of the primary powersets, only Fire Control itself deals fire damage. Fire Imps or other pets do not benefit from Embrace of Fire. ------------------------------------ DRAIN PSYCHE - Psi PBAoE, 10ft radius +100% Regen rate per enemy hit (to self) for 30 seconds +100% Recovery rate per enemy hit (to self) for 30 seconds -500% Regen to each enemy hit for 30 seconds -500% Recovery to each enemy hit for 30 seconds This power is identical to the power available in Blaster Psi Manipulation. It is widely considered one of the best powers available in a Dominator secondary. Most players slot it for Healing in order to increase their Regen rate to the highest possible (even without slotting its often easy to hit the hard cap on Recovery). The -Regen in this power is highly valued for taking out AVs and Giant Monsters. The fact that is PBAoE can cause some minor conficts with some builds, particularly builds that make heavy use of cone powers (although it is still manageable). The power does require, however, that the player get up very close in monster's faces on a regular basis. ---------------------------------------------- ENVENOMED BLADES - Martial +12% ToHit (40 seconds) Adds Toxic damage to all attacks Envenomed Blades is an interesting and often overlooked power. It is unique to Martial Dominators, not appearing in any other AT's primary or secondary set nor any tertiary pool. For one thing, it adds +12% ToHit to that lasts 40 seconds, far longer than similar powers like Build Up. This will assist not just with damage, but with landing any of the various control powers, including the notoriously inaccurate 240 second recharge AoE holds available in most Dominator primaries. Beyond that, the bonus damage provided by this power is provided as a temporary power that lasts 40 seconds. The damage works as a proc similar to those available in Incarnate powers that add proc damage. ---------------------------------------------- TRICK SHOT - Martial Ranged Blast Summon entity: trick shot Trick Shot is a unique power for Martial Assault. In most ways it is identical to the Electric Control power Jolting Chain, except it maxes out of targets quickly. A nice thing about this power, compared to the AoEs available to many other Dominator sets, is that the power can work effectively at PBAoE range or from afar. Trick Shot is one of the small list of powers that has an AoE effect but takes single target invention sets. Also, because of its unique chain component, procs placed in Trick Shot have a higher chance to fire than normal procs. These two facts combine to make this a top performing power in the right hands. ---------------------------------------------- CALTROPS / THORNTROPS - Martial, Thorny AoE damage patch and slow Mag 50 fear This is the standard Caltrops power from the Traps set available to Defenders/Controllers/Corruptors/Masterminds. Nothing much can be added here, except that since most Dominator primaries feature Immobilizes, the utility of an AoE slow patch is somewhat diminished. It is, however, autohit. Enemies who are not immobilized will try to run out of the patch due to the Mag 50 fear effect. Mind Control Dominators are likely to find these powers very attractive, although the minor damage the powers deal interrupt Sleep. Be aware these powers have very short range (25ft). On the plus side, they have 45 second duration and recharge in 45 seconds, making them perma from get-go. ---------------------------------------------- BLOOD CRAZE- Savage Self Heal (35%) Blood Craze is a self heal, no more, no less. It is functionally identical to the Healing Flames power in the Fire Armor set, although it heals more than that power and has a much longer recharge (40s for a 25% heal versus 180 seconds for a 35% heal). Healing amounts are fairly impressive (base 35% heal; with two heal IOs you heal 64.18% of your heal bar.) Unlike heals available in other Dominator secondaries, it is 100% reliable, requiring no enemy to target (Dark) or enemies nearby (Psi). The long recharge keeps Savage from being as sustainable as those sets. Despite the name, this is the only power in Savage Assault that has no interaction at all with the Blood Frenzy mechanic. It neither builds stacks nor Consumes them and thus is a quiet island of reliability in an otherwise very busy set. ---------------------------------------------- FERAL CHARGE- Savage Ranged AoE blast + Teleport Feral Charge is unique to Savage Dominators. It is derived from the Savage Melee power Savage Leap, which has very similar mechanics. This power requires an enemy to target within 70ft. When you cast it, your character instantly teleports in front of the target and launches a PBAoE with a 15ft radius. Because of the fast recharge (10seconds, which is brought down to 5 with simpe slotting and around 2 or 3 on an optimized build) make Savage Assault the most mobile secondary available to Dominators. Note that because you need an enemy to target, it is not quite as mobile as a teleport. The teleport portion of the attack happens instantly, prior to the attack animation. The attack itself is fast (1.32 seconds) but does give enemies an opportunity to strike before your next move. This mainly comes into play when Savage is combined with Dark Control; Terrorized enemies may wake up and swing at you if you Fearsome Stare > Feral Charge > Heart of Darkness. Note that you can use this power while flying/hovering. You will teleport just in front of the targeted enemy, still flying or hovering. This can be exploited to make a hover-dom who quickly covers distance, particularly for primary sets like Fire, Ice, Electric, or Dark that benefit from closing distance quickly. ---------------------------------------------- CALL HAWK- Savage Ranged single target blast, -Fly Although Call Hawk is functionally identical to a ranged blast, its worth bringing up because some players assume it is an actual summon. It isn't; it's a ranged blast where the projectile happens to look like a bird. It does have some unusual characteristics for a blast power, however. It recharges in 6 seconds (T2 recharge time) but deals 120 damage. (T3 damage). ---------------------------------------------- CONSUME- Fiery PBAoE +Endurance (self) This power is taken directly from the Blaster secondary power Consume. It adds to your Endurance bar based on the number of enemies nearby. It also provides 50% resistance to endurance drain effects for 120 seconds (nice!) making this a very attractive power for any build, but especially for any player planning to get up close and personal with Carnival or Malta enemies, who are notorious for their endurance drains. The reasonable recharge on this power (180 seconds) combined with the full bar of endurance perma-dom provides means any Fiery Assault Dominator is likely to be able to safely never run out of endurance, which may enable some otherwise gonzo builds with lots of toggles to function flawlessly.
  2. What The Hell Is "Doublehit"? - A Hybrid Assault Guide This guide sets out to answer two questions: What does Doublehit actually do? Should I take Assault Core or Assault Radial? This is a guide that I was planning to write back when i24 and the Hybrid slot were still on the test server in 2012. I shelved the project after the shutdown announcement, but recently dug out my old notes and decided to finish it. There is a lot of incorrect information out there about Hybrid Assault Radial and its Doublehit mechanic. I've seen people say that it deals a percentage of the power's damage, that it deals the power's base damage, that it's affected by slotting, and general confusion over what it does. None of these are correct. It's a strange power which works in a strange way. But based on my old notes, and some testing both then and now, I have a fairly complete picture of what it actually does. 1. What Does Doublehit Actually Do? The t4 version of Doublehit, from Radial Assault Embodiment, is a 6 PPM proc on all your attacks. Its damage depends on the power being used. Specifically it depends on two things about the power: its base recharge, that is, the recharge before any slotting or buffs. For toggles, I believe the tick frequency should instead be used, which is 2 seconds for most damage auras, but I have not tested this directly. its areafactor, which is given by a fancy formula: ((1+(Radius*0.15))-(((Radius/6)*0.011)/5)*(360-Arc)). For single-target powers, this simplifies to 1. For spherical AoEs, it simplifies to (1+(Radius*0.15)). Once you know these two things, here's how you calculate how much damage a doublehit proc will do: Doublehit Damage = 0.4×0.2×[0.8×(Recharge)+1.8]×107.09/Areafactor If the power's recharge time is less than 1 second or more than 30 seconds, it gets "clamped" to those values. Where Did That Come From? Are You Making This Up? Nope, that's the real formula. But it's not pulled from thin air: if you hop over to the Design Formulas thread, you'll recognize this as the damage formula, with a base damage of 107.09 damage plugged in, and then a coefficient of 0.4 applied. Since the usual base damage in that formula is (55.61×AT damage scale) instead of 107.09, what Doublehit does when it procs is it deals 77% of what the power's base damage would be, if that power followed the damage formula, and if your archetype had a damage scale of 1.00. What are these "ifs" about? Well, there's two things going on: Every AT has a damage scale. You can view them raw here, but most people are more used to the user-friendly interpretation on ParagonWiki. Your AT damage scale determines how much damage your powers do: a Blaster's ranged scale of 1.125 is 50% higher than a Corruptor's ranged scale of 0.75, so Blasters will do 50% more base damage with ranged powers. But Doublehit doesn't care what your AT is. We'll see later that this has implications for Core vs Radial comparisons. The damage formula is a guideline for designing powers, but not all powers follow it. For example, Foot Stomp has a 20s base recharge and a 15-foot radius, so according to the damage formula, its base damage for a level 50 Tanker "should" be 0.2×(0.8×20+1.8)×44.488/(1+.15×15) = 48.73 damage. But a quick peek into Pine's will show you that it actually deals 63.17 damage base. Foot Stomp breaks the damage formula, so Doublehit will deal less than 77% of Foot Stomp's base damage, because Foot Stomp's damage is higher than it "should" be. What About Other Tiers of Assault? Man, I have no idea. Ostensibly, lower tiers should have a lower PPM and a reduced coefficient (instead of the 0.4 used above). But I could not tell you what they are. The numbers in my old notes came from a dev post in the old forums. I have no idea which thread it was, and looking for things on the old forums is a pain. If someone wants to do it, or do some in-game testing, I'll be happy to update the guide. 2. Should I Take Assault Core or Assault Radial? Now, to answer the question most people are actually interested in: which is better? Unfortunately, the answer is "it's complicated". To compare the two, you have to also know what Core does. The t4 Core Assault Embodiment power gives each of your hits a 65% chance to give you a +15% damage buff, lasting 10 seconds, and stacking up to 5 times. A 10s duration means that to stay at 5 stacks, you'd have to get a stack every 2 seconds. Attacking every 2 seconds is feasible, but there's only a 65% chance on hit to get a stack. This means that, unless you have very fast attacks, you won't be hitting 5 stacks very often on a single target. But AoE powers get a chance to proc on each separate hit, so getting 5 stacks is very feasible when there's more than one enemy around - ie, most of the game. If you have 5 stacks of Core, that's +75% damage. That is, Core adds 75% of the power's base damage, and it does that to every hit. Radial adds 77% of what "should" be the power's base damage, ignoring AT modifiers. But it's a proc; it doesn't go off on every hit. The math for comparing these is tedious, because you have to use the above formula AND do PPM calculations, so I made a spreadsheet. Feel free to download a copy and enter the info for the powers you use. By default I've put the "Stacks of Core Buff" setting at 4 stacks; play with that to see how it performs in ideal or not-ideal situations. Some Cliffs notes that may help you decide, if you don't want to crunch a ton of numbers: Doublehit ignores AT modifiers, but Core does not. If your AT has a damage scale below 1.000, lean towards Radial. If it's above 1.000, lean towards Core. If you have a lot of pets (whose attacks usually have low base damage, relative to player attacks), again lean towards Radial. Core is generally a better choice for AoE damage. Core is at its strongest in AoE situations since it can build stacks easily. Meanwhile, Doublehit double-dips on recharge and areafactor: a power with longer recharge has a higher proc chance AND deals more damage when it does proc; a power with a larger area has a lower proc chance AND deals less damage when it does proc. Core is generally a better choice if most of your attacks have short recharge times, by the same reasoning. Doublehit is not subject to the damage cap, because it's not a damage buff, it's a proc. If you're often at the damage cap, Core does nothing for you, so go Radial. Radial works at full strength whenever it's toggled on, while Core needs to build stacks. If you spend a lot of time throwing support powers, buffing your pets, etc, then you won't be building stacks very effectively, so go Radial instead. Hopefully this guide left you less confused than you were before reading it, but if not, please feel free to ask questions. Either power is quite strong overall, so if you're getting anxiety over this much math, don't stress a great deal about picking the "right" one. Changelog 08/04/19: Fiddled with some phrasing. Fixed proc chance calculations. Update info about Core stacks from AoE powers.
  3. Assault Assault is a powerset currently only available to Dominators that combines ranged and melee attacks. This thread is designed as a compilation of proposed Assault powersets. I will do my best to go through the entire forum to find all Assault powersets, however if I do miss one (or not describe one as you like) let me know. Water Assault (19.06.10.07.17.01): Porting Water Blast to assault with some melee. Not really flushed out. Infernal Assault (19.07.09.14.23.01): Whips and hell unleashed. Assault Rifle/Beam Rifle Assault (19.07.13.06.34.01): Combining Assault/Beam Rifle attacks with melee attacks using the butt of the rifle. Rifle Assault (19.07.21.09.26.04): That rifle has two ends donchaknow... Shotgun Assault (19.07.27.03.34.01): Hanging out the passenger side of your best friends ride, trying to holler at me... I mean, shotgun-based attack set. What's your power? Gun (19.07.28.14.00.01): Another take on the Assault Rifle, a little more on the ranged end, and no using the butt... Bio Assault (19.08.02.00.36.01): Simply disgusting. Street Assault (19.08.02.11.57.01): Street Justice Melee combined with metal chain attacks. Gun Fu (19.08.02.11.57.02): Street Justice Melee combined with Dual Pistols. Kinetic Assault (19.08.10.22.52.01): Kinetic Melee with a dabble of range. Rock Blast Assault (19.08.13.11.09.02): An assault set from the Age of Aquarius. Unfortunately the Sandman has yet to Enter (no sleep?)... Vampiric Assault (19.08.18.06.35.02): A set you can really sink your teeth into. Hellfire Assault (19.08.30.10.44.01): Whips and hellfire. Bladestorm (19.09.09.22.32.01): Anime-style ninja mastery to almost comic proportions. Ranger Assault (19.09.15..6.37.01): Arrows and swords. Beam Assault (19.10.08.11.34.01): A sword that shoots lasers. Dual Gunblade Assault (19.10.10.19.15.01): Dual blades + Dual Pistols = Quadruple Deadliness! Weaponized Assault (19.11.03.16.13.01): Guns and swords. Note: I will also be doing a compilation for other types of powersets, but am doing them one at a time to keep the sets manageable. Note: FF2288 is the color I am using for assault.
  4. Alright, I was in the other recent Assault suggestion, and I was thinking about how handedness would make it difficult to do a left-handed sword and a right-handed pistol (having the sword in the right makes porting single-handed attacks much easier, and pistol attacks could be ported from dual pistols (although it may look silly with a sword pointing upward in one hand). Then I thought about the Wilkes - South Seas Expedition... they used pistol swords in their skirmishes with Fijians. So I thought, we have dual blade, we have dual pistol... why not do both at the same time. We could start off with using the Diamondback as a stand-in (with a rotated version ported as a sword skin. If it worked out well, more skins could be added either based on current weapons or newly made. What would it look like though? Dual Blades, Dual Pistols, Devices Name Animation Level Description Pistols Pistols 1 Ranged, Minor Damage (Lethal), -Defense Ablating Strikes Ablating Strikes 2 Melee, Moderate Damage (Lethal), Foe -Defense Bullet Rain Bullet Rain 4 Ranged (Targeted AoE), Moderate Damage (Lethal), Knockback Blinding Feint Blinding Feint 10 Melee, Moderate Damage (Lethal) Self +Damage +To-Hit Suppressive Fire Suppressive Fire 16 Ranged, Minor Damage (Lethal), Foe Disorient Stealth Gear Cloaking Device 20 Toggle: Self Stealth, +Defense (All), +Special Piercing Rounds Piercing Rounds 28 Narrow Ranged (Cone), High Damage (Lethal), Foes -Res(All) Sweeping Strikes Sweeping Strikes 35 Melee (Cone), Superior Damage (Lethal) Hail of Bullets Hail of Bullets 38 PBAoE, Superior DMG(Lethal), +Defense(Ranged/Melee/AoE), Foe Knockdown This provides a fast-paced offense-oriented Assault set with a nice touch of defense in there to make things interesting. Thoughts?
  5. Link to the full writeup here! This powerset is focused around draining the health of your victims, shutting them down with damage and crowd control, all while sustaining yourself on their essence! Melee Powers: T1: Bloody Tear Deal damage to a target and inflict DoT. Standing near a bleeding target heals you. T2: Arterial Slash Like Bloody Tear, but with less initial damage and a longer, stronger DoT. T3: Ravage Loads of damage and DoT, and you still heal by being near a bleeding target. However, this ability costs health! T4: Drain Blood Attack a target, holding both you and them for 2 seconds. In addition to dealing high damage, you heal for a significant portion of damage done. Stalker: Assassin's Bite An Assassin move that deals less damage, but can heal you for lots of health if you use it while hidden. It also teleports you behind the target, but as it's already a melee attack, that's more for show than anything else. T5: Shadow Warp Replaces abilities like Taunt, Confront, and Placate. This ability teleports you, inflicts a PBAoE fear, and has an additional effect per archetype. Tankers and Brutes deal minor damage, with Tankers also taunting foes, and Brutes gaining Fury and +Regen. Scrappers gain +DMG and +Recharge for a while. Stalkers placate nearby foes when using the ability, and become hidden after teleporting, but they don't fear targets with it. T6: Nightfall A PBAoE attack that deals damage to targets, draining their health and burning their endurance. Each target hit gives you a buff to recovery! Stalkers get Assassin's Bite at an earlier level instead. T7: Enthrall A ranged attack that deals high psychic damage and makes targets sleep. Furthermore, Enthralled targets will walk towards you while sleeping, and Drain Blood has increased effectiveness on them! T8: Fell Assault Smash down in the target location and temporarily become Slightly more monstrous, giving your T1-T3 attacks an AoE effect! T9: Biting Swarm Turn into a swarm of bats, becoming basically immune to everything except AoE, as you bite targets in a wide area. Deals very high lethal damage over the 6 second duration. Assault Powers: T1: Sanguine Strike Shoot pressurized blood at a target, dealing high damage but costing a bit of health. T2: Bloody Tear T3: Arterial Slash T4: Hellfire Shoot three fireballs in a ranged cone attack with a wide arc. Deals decent damage, but can only target 3 foes at once. T5: Drain Blood T6: Shadow Warp Dominators heal themselves, and gain a buff to damage and lifesteal as their archetype specific bonus. (This is to help make up for their comparative lack of lifesteal abilities compared to the melee variant) T7: Summon Bats / Bat Strike Using this first gives you a trio of bats that surround you, increasing your defense against ranged attacks. It then turns into Bat Strike, which is a very fast attack that turns one of your bat buffs into an untargetable pet that damages foes and heals you before expiring. T8: Enthrall T9: Biting Swarm
  6. Hey, you! Yes you! Have you ever wanted to shoot somebody in the face, but you can't because you're not a Blaster, Corruptor, Defender or Sentinel? Did you ever want to freeze somebody in a block of ice and then turn them into swiss cheese with a rat-a-tat-tat and a big ol' grin, you sicko? Well buddy, do I have a deal for you! Get a gander at the brand new, top of the line Tactical Rifle! This baby does it all. It Shoots, it launches grenades, it's got a flamethrower. I even taped a knife to it! I'd like to see those fancy ranged classes do that! So what'll it be? Cash, or cash? This set suggestion is a lot more ranged-focused than many other Assault sets, having only two actual melee attacks and a single "pseudo-melee" short-range attack in Hollow Point, but that's to be expected with an Assault Rifle. Gunkata nonsense would be much more appropriate for a porting of Dual Pistols to Assault rather than this. As you can see, this uses minimal new assets, with the only new things being Targeting Reticule's dual-use and Hollow Point, the other powers all being pulled from existing powers wholesale or with small modifications. Power Level Effect Burst 1 Ranged, Moderate DoT(Lethal), Foe -DEF Bayonet 2 Melee, Moderate Damage over Time (Lethal/Smashing) M30 Grenade 4 Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback Beanbag 10 Ranged (Targeted AoE), Foe: Immobilize -Recharge -Fly Targeting Reticle 16 Self +DMG, +To-Hit, Foe -Def Sniper Rifle 20 Sniper, Extreme DMG(Lethal), Foe Knockback Hollow Point 28 Short Ranged, High Damage (Lethal/Smashing), Foe Knockback, Foe -Res, Chance for Minor DoT(Lethal) Flamethrower 35 Melee (Cone), Extreme DoT(Fire) Full Auto 38 Ranged (Cone), Superior DoT(Lethal), +Special Bayonet Your weapon includes a bayonet attachment which you can use to stab at your enemies for lethal damage as well as causing them to bleed over time. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Increase Attack Rate Set Categories: Melee Damage Beanbag Fires a single non-lethal Beanbag that can seriously Disorient a target. Deals little damage and takes a long time to reload, but renders most targets unable to attack for a good while. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Range, Increase Attack Rate, Enhance Disorient Duration Set Categories: Ranged Damage, Stuns Burst Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the firing rate is fast. Can also reduce the target's Defense. Enhancements: Enhance Accuracy, Enhance Damage, Enhance Defense Debuff, Reduce Endurance Cost, Enhance Range, Increase Attack Rate Set Categories: Ranged Damage, Defense Debuff, Accurate Defense Debuff Flamethrower Spews forth a cone of flames from underneath the barrel of your assault rifle, setting foes on fire. Very accurate and very deadly at close range. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Range, Increase Attack Rate Set Categories: Targeted AoE Damage Notes: Modified to be a melee cone. Probably doing more damage to make up for it. Full Auto Opens up your Assault Rifle on Full Auto to lay down a massive spray of bullets at your target. Although very slow to reload, damage from this attack is massive, shredding all targets within the narrow cone of effect. There's a chance you may land a lucky shot for extra damage. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Range, Increase Attack Rate Set Categories: Targeted AoE Damage Hollow Point Fire hollow point rounds that tear your opponent's armor and flesh alike, while knocking them back with the force of the shot. This power reduces the target's damage resistance. It also has a chance to inflict a Lethal Damage over Time that increases as the target's resistance to Lethal damage falls. This attack's range is significantly short than many other attacks in this set. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Knockback Distance, Enhance Range, Increase Attack Rate Set Categories: Ranged Damage, Knockback Notes: The formula for determining the proc chance on the DoT would probably be something like proc = 100% - (lethal resistance) capped at 95%, so a hardcapped Tanker would only have a little over 10% chance of getting hit with the DoT, while a defenseless blaster would have a near-100% chance of getting proc'd. M30 Grenade Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Knockback Distance, Enhance Range, Increase Attack Rate Set Categories: Targeted AoE Damage, Knockback Sniper Rifle The Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, as this attack can be interrupted. If used in conjunction with a targeting drone, the Sniper Rifle will do additional damage. Enhancements: Enhance Accuracy, Enhance Damage, reduce Interrupt Time, Reduce Endurance Cost, Enhance Knockback Distance, Enhance Range, Increase Attack Rate Set Categories: Ranged Damage, Sniper Attacks, Knockback Targeting Reticle Your Tactical Rifle comes equipped with an advanced targeting reticle that allows you to aim more effectively, and can also hone in on a specific enemy, boosting your accuracy and damage. If you use this power while targeting an enemy, that enemy suffers a small penalty to defense for a short period as you mark your target. Enhancements: Enhance Defense Debuff, Reduce Endurance Cost, Increase Attack Rate, Enhance ToHit Buff Set Categories: ToHit Buff Notes: I honestly don't know if the tech to do a self clicky with an optional target exists. If it doesn't, then this could just be made into a standard Aim, or a power that requires a target to fire off at all.
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