Jump to content

Recommended Posts

Posted
4 minutes ago, Megawatt said:

i'd really like to limit the models on the sniper set to the Nem Rifle, the sniper, the Malta Sniper and the reddings.

I'm not against a more mundane/straightforward rifle set, but please do not limit what weapon models we can use!

  • Thanks 1
Posted
8 minutes ago, Megawatt said:

that is totally fair, i suppose even the Malta AR can be set to single shot

I don't think you even have to think about that deeply - let the player determine what their character's weapon looks like and how it functions...

 

 

Posted (edited)

It would be super cool if someone could make up up a silly clown master mind power set for this thread lol

Edited by Tattooist
  • Thumbs Up 1

Server: Everlasting

 

Character: Tattooist

 

Super-power: Ink Manipulation

Posted

Came up with the idea of Luck Control/Assault/Melee/Defense but really all I could think of was debuffs to accuracy, buffs to Defense, and attacks wise using Propel or some effects from Sound powersets that do a lot of knockdown.

Posted

IDK if it works for damage focused sets like melee or assault are, but I can definitely see it for affinity or manipulation, maybe control but I have no ideas for the T9 which is almost always a pet (Mind Control being the exception). Defense... it definitely fits in theme but would need work to keep it mechanically distinct from Super Reflexes

Posted
4 hours ago, TheMultiVitamin said:

Came up with the idea of Luck Control/Assault/Melee/Defense but really all I could think of was debuffs to accuracy, buffs to Defense, and attacks wise using Propel or some effects from Sound powersets that do a lot of knockdown.

It's be funny if all the attacks/powers could make enemies randomly fall on their faces, (read:  get knocked down).  Maybe also impart a very short-lived but potent confuse effect to simulate enemies accidentally attacking their allies.

Posted
2 hours ago, biostem said:

It's be funny if all the attacks/powers could make enemies randomly fall on their faces, (read:  get knocked down).  Maybe also impart a very short-lived but potent confuse effect to simulate enemies accidentally attacking their allies.


Oh absolutely, a decent amount of Knockdowns, Confuse, maybe a stun or held (they comically accidentally hit themselves and the realization of doing that stunned 'em for a second).

  • Thumbs Up 1
Posted
27 minutes ago, TheMultiVitamin said:

maybe a stun

Ooh!  I got it!  You summon a keg, which generates a lot of aggro.  Enemies flock to it, and upon attacking it, get a strong stun effect!

Posted
1 hour ago, biostem said:

Ooh!  I got it!  You summon a keg, which generates a lot of aggro.  Enemies flock to it, and upon attacking it, get a strong stun effect!


Dangit now I want Alcoholic Blast/Drunken Fist! It causes a lot of confuse, has Fire Spray from the mouth except colored a light brown to reflect alcohol that does a cone of confuse! Can ignite it with fire for big damage like Oil Slick!

  • Haha 1
Posted
15 hours ago, TheMultiVitamin said:


Dangit now I want Alcoholic Blast/Drunken Fist! It causes a lot of confuse, has Fire Spray from the mouth except colored a light brown to reflect alcohol that does a cone of confuse! Can ignite it with fire for big damage like Oil Slick!

I've been meaning to level a concept build with similar effect. Martial Arts with PROCs loaded on top of the existing CC effects, cognitive interface, and control hybrid. The only thing lacking is the alcohol breath. Looking at the wiki, Scrappers' fire mastery copies the tanker/brute version, which has Fire Ball instead of Fire Breath.

Posted (edited)

On a different note:

Sea Monsters

(Mastermind primary)

"You command a school of humanoid monstrosities from under the sea. These denizens of the deep are known to drag sailors and unwary landlubbers to their demise. These creatures are used to the frigid temperatures and crushing pressure of the deep ocean and, as such, are often resilient to cold and smashing damage."

 

POWER TABLE

SeaMonsters_SpinyUrchins.png.e64292da5b9d8e5c57bb77852440c8bf.png Spiny Urchins (Ranged) Foe Moderate Damage (Lethal), -Defense
SeaMonsters_Fishmen.png.70858441425b61e16bce9560d75092fe.png Summon Fishmen (Location) Summon Henchman (Fishman ×3)
SeaMonsters_SharkAttack.png.d44c234a96f7b44b0328e82d0c254a42.png Shark Attack (Ranged) Foe High Damage-over-Time (Lethal), Knockback
SeaMonsters_MonstrousGrowth.png.5a579c5b6916fed3f38b13719b0464f9.png Monstrous Growth (Ranged AOE) Henchman Equip
SeaMonsters_UrchinSpray.png.31a89ea48a506429f14b61b39a096ef8.png Urchin Spray (Ranged Cone) Foe Moderate Damage (Lethal), Knockback
SeaMonsters_Hunters.png.44bd7545af573ae92fd7ed8f9de768fc.png Call Hunters (Location) Summon Henchman (Hunter ×2)
SeaMonsters_Lurk.png.9e41c6d09f8b8cfd4bc68da23f747ed8.png Lurk (PBAOE) Henchman +Stealth, +Defense, +Special
SeaMonsters_SwampCreature.png.bf82f33eb76fd3a533e632a915108026.png Swamp Creature (Location) Summon Henchman (Swamp Creature)
SeaMonsters_PrimalEvolution.png.71f98598aaf0331cd8fb6517300b59cd.png Primal Evolution (Ranged AOE) Henchman Upgrade

 

POWER DETAILS

(wrapped in a spoiler tag so this post isn't gigantic)

Spoiler
SeaMonsters_SpinyUrchins.png.e64292da5b9d8e5c57bb77852440c8bf.png

Spiny Urchins

(Ranged) Foe Moderate Damage (Lethal), -Defense

Shoots spiny burs at your foe, dealing lethal damage and reducing their defense for a time.

Damage: Moderate

Recharge: Fast

(animation: same as the Coralax power)

 

SeaMonsters_Fishmen.png.70858441425b61e16bce9560d75092fe.png

Summon Fishmen

(Location) Summon Henchmen (Fishmen x3)

You summon one to three fishmen (depending on level) to fight for you. Fishmen have access to coral and urchin weaponry and are resistant to cold damage. You may only have up to three fishmen under your control at a time; if you attempt to summon more, you can only replace the ones you have lost in battle.

Recharge: Fast

(animation: the whistling summon animation, perhaps with a custom whistling sound)

 

SeaMonsters_SharkAttack.png.d44c234a96f7b44b0328e82d0c254a42.png

Shark Attack

(Ranged) Foe High Damage-over-Time (Lethal), Knockback

Sends a shark to maul your opponent, quickly dealing heavy lethal damage over time and potentially knocking them back.

Damage: High

Recharge: Moderate

(animation: same as Spirit Shark from Leviathan Mastery just with the shark not translucent ghostly)

 

SeaMonsters_MonstrousGrowth.png.5a579c5b6916fed3f38b13719b0464f9.png

Monstrous Growth

(Ranged AOE) Henchmen Equip

When this power is used, all of your henchmen in the affected area will be bestowed additional powers until they are dismissed, defeated, or otherwise unsummoned. The powers gained differ based on the type of henchman. This power only works on your own henchmen and you can only equip each henchman with this power once.

Recharge: Fast

(animation: the one-handed buff casting animation such as Clear Mind)

 

SeaMonsters_UrchinSpray.png.31a89ea48a506429f14b61b39a096ef8.png

Urchin Spray

(Ranged Cone) Foe Moderate Damage (Lethal), Knockback

Shoots spiny burs at your foe, dealing moderate lethal damage and knocking them back.

Damage: Moderate

Recharge: Moderate

(animation: same as the Coralax power)

 

SeaMonsters_Hunters.png.44bd7545af573ae92fd7ed8f9de768fc.png

Call Hunters

(Location) Summon Henchmen (Hunters x2)

Brings one to two hunters (depending on level) from the depths under your command. Hunters are vicious predators that stalk their prey and strike with deadly claws. You may only have up to two hunters under your command at a time; if you attempt to summon more, you can only replace the ones you have lost in battle.

Recharge: Moderate

(animation: the tossing animation from Grave Knight but with fish)

 

SeaMonsters_Lurk.png.9e41c6d09f8b8cfd4bc68da23f747ed8.png

Lurk

(PBAOE) Henchmen +Stealth, +Defense, +Special

You command your henchmen to stalk their targets rather than blindly rush them. When you activate this power, your nearby henchmen will be granted invisibility and a bonus to defense against all kinds of attacks as well as receiving a large stealth strike bonus to their next attack made while successfully hidden. A majority of the stealth and defense bonus will be lost for each henchman once they enter combat but they will remain stealthy and hard to see at long distances and retain a minor defense bonus against all attacks. Note that henchmen will be discouraged from using their ranged powers when initially commanded to lurk. (Mechanically, this power applies a heavy range debuff to your henchmen so they can't throw away their stealth bonus by attacking from a distance.)

Recharge: Slow

(animation: the hands-spread buff animation where your character turns their head side-to-side such as Recovery Aura)

 

SeaMonsters_SwampCreature.png.bf82f33eb76fd3a533e632a915108026.png

Swamp Creature

(Location) Summon Henchman (Swamp Creature)

Calls forth a swamp creature to fight for you. The swamp creature is slow but incredibly strong and attacks with a combination of vines, water, and its own brute strength. You may only have one swamp creature under your control at a time; if you attempt to summon another, the power will fail.

Recharge: Moderate

(animation: the two handed "rise" summon animation such as Lich)

 

SeaMonsters_PrimalEvolution.png.71f98598aaf0331cd8fb6517300b59cd.png

Primal Evolution

(Ranged AOE) Henchmen Upgrade

When this power is used, all of your henchmen in the affected area will be bestowed their most powerful abilities until they are dismissed, defeated, or otherwise unsummoned. The powers gained differ based on the type of henchman. This power only works on your own henchmen and you can only upgrade each henchman with this power once.

Recharge: Moderate

(animation: the two-handed buff animation such as Fortitude)

 

HENCHMEN DETAILS

(also wrapped in a spoiler to save space)

Spoiler

SeaMonsters_Fishmen.png.70858441425b61e16bce9560d75092fe.png Fishman

Invulnerability_ResToPhysicalDmg.png (32×32) Resistance [Auto] Self +Resistance (Smashing, Cold) -
Inherent_Brawl.png Coral Club (Melee) Foe Moderate Damage (Smashing) -
AssaultWeapons_ARBurst.png Spiny Urchins (Ranged) Foe Moderate Damage (Smashing) -
IceAssault_IceSword.png Coral Slash (Melee) Foe Moderate Damage (Smashing, Lethal) Equip
AssaultWeapons_ShotgunBuckShot.png Urchin Spray (Ranged Cone) Foe Moderate Damage (Lethal), Knockback Upgrade
IceAssault_IceSwordCleave.png Coral Hammer (Melee) Foe Moderate Damage (Smashing), Knockback Upgrade

 

For the fishmen models, I recommend using the Coralax hybrids as a base (adjusting the head to be fish-like and replacing the coral/leaf details with fins), transitioning through similarly color-coded upgrade levels with increasing fin size.

Coralax_Green_Hybrid.jpg (299×601) Coralax_Blue_Hybrid.jpg (327×601) Coralax_Red_Hybrid.jpg (299×601)

 

SeaMonsters_Hunters.png.44bd7545af573ae92fd7ed8f9de768fc.png Hunter

Invulnerability_ResToPhysicalDmg.png (32×32) Resistance [Auto] Self +Resistance (Lethal, Cold, Negative, Immobilize) -
Claws_ClawsSwipe.png Swipe (Melee) Foe Minor Damage (Lethal) -
Claws_Slash.png Slash (Melee) Foe Moderate Damage (Lethal), -Defense -
Arachnos_Patron_TargetedRangedHighDmg.png Shark Attack (Melee) Foe Moderate Damage-over-Time (Lethal) -
Claws_Feint.png Follow Up (Melee) Foe Moderate Damage (Lethal); Self +Damage, +Tohit Equip
SuperReflexes_Hide.png Hide Self +Hide, +Defense (Melee, Ranged, AOE) Equip
Claws_Placate.png Placate (Ranged) Foe Placate; Self +Stealth Upgrade
Claws_Evicerate.png Eviscerate (Melee Cone) Superior Damage (Lethal), -Defense Upgrade
Arachnos_Patron_ConeImmobilize.png School of Sharks (Ranged Cone) Foe Moderate Damage-over-Time (Negative), Immobilize Upgrade

 

For the Hunter models, I recommend using Captain Mako as a base (with whatever texture and head changes are sufficient so Mako is still unique). Start with normal, player-sized monstrous hands; at first upgrade, extend them to Mako's size; at second upgrade, add strong glowing eyes so they're visible even while hide makes the model translucent.

image.png.a17545695eefc4c08e456aee338b82eb.png

 

SeaMonsters_SwampCreature.png.bf82f33eb76fd3a533e632a915108026.png Swamp Creature

Invulnerability_ResToPhysicalDmg.png (32×32) Resistance [Auto] Self +Resistance (Smashing, Cold, Negative, Movement, Recharge) -
SuperStrength_Punch.png Punch (Melee) Foe Moderate Damage (Smashing), Chance to Knockdown -
WaterBlast_HydroBlast.png Hydro Blast (Ranged) Foe High Damage (Smashing, Cold), -Movement, Chance to Knockdown -
SuperStrength_Haymaker.png Haymaker (Melee) Foe High Damage (Smashing), Chance to Knockdown Equip
PlantControl_Entangle.png Entangle (Ranged) Foe Moderate Damage over Time (Smashing, Lethal), Immobilize Equip
Arachnos_Patron_ConeSlow.png Bile Spray (Ranged Cone) Foe Moderate Damage over Time (Toxic) Equip
SuperStrength_KnockoutBlow.png Knockout Blow (Melee) Foe Extreme Damage (Smashing), Knockup, Chance to Hold Upgrade
WaterBlast_Whirlpool.png Whirlpool (Ranged AOE) Foe High Damage over Time (Cold), -Movement, -Defense Upgrade

 

For the Swamp Creature's model, I recommend a custom version of Animate Stone that is scaled taller, has a mossy surface texture, and a lot of added dangling moss/vines as well as a dripping aura. (Sorry, I don't have a mock-up of that prepared.) At its first upgrade, add faintly-glowing eyes and visible breath; at second upgrade, add coral growing on its body.

Edited by megaericzero
  • Like 3
Posted (edited)

I’ve been thinking of two Power Sets that might give much needed diversity for one Archetype, another based on big guns used exclusively by NPCs.

 

First off…

The Shadows

Uses FX from various Dark Power Sets.

Shadow Henchmen are the following: Shadow (based on Spectre enemies), Puppet (based on a Redcap) and Shadow Clone (based on Doppelgangers)

F3E0EE2F-6611-40E1-A07B-500374D496E0.thumb.jpeg.9e458b8c4b41a7172c9974addedaf2c9.jpeg136D98D8-58C1-4E92-8181-AF90073992DA.thumb.jpeg.29a6c5ddedc865ddc3abcd89a855bc71.jpeg

Secondly…


Heavy Weapons / Big Guns

Based on large weapons used by NPCs but unavailable for players to use.

The G.E.C. will be an enlarged version of Beam Rifle weapons, with either the Devastator or DUST Cannon as fhe default model.

DE0E9A1A-09DB-4EEA-A955-8EBA7C9E12EE.thumb.jpeg.479c604bd58b9d8a1d92a0d3563addd6.jpeg

8B04E622-52A1-48AC-AA43-CEC115ED15C7.thumb.jpeg.e939cc02777c2e8e95d6f21ab4c80791.jpeg


If there’s any question about model / animation to reuse, let me know!

 

P.S. I did not notice there was already a Power Set idea here called Heavy Weapon, but that one is more about a minigun while mine is moreso a variety of big guns.

Edited by LightMaster
  • Like 2
Posted

Maybe I should have posted my Mastermind Slime pet suggestion here xD I've got a list of suggested animations/FX that exist in the game for the entire thing, but some of the ideas may be harder to implement, like having an elemental infusion for the pets similar to Swap Ammunition from Dual Pistols.

  • Like 1
Posted (edited)

Alright, I notice there are fewer Melee ideas compared to the amount of Blast ideas. I ought to give Melee ideas, starting with a weapon idea that’s odd given how popular this weapon is alongside axe and mace.
 

Spear


The Spear is a ranged power set with ranged powers, but uses the base melee damage of the Scrapper, Stalker, Tanker and Brute. Specializes in Lethal damage, and can be enfused with the power of the Void (Negative + -Slow), Venom (Toxic + DoT) and Light (Psionic + -ToHit). If not enfused, it has a chance of reducing the foe’s damage output.

 

Reuses animations from Staff Fighting and the Lance attacks of Nemesis Army Captains.
 

Staff Figthing weapons with a pointy end are reused, alongside spears used by various enemies such as the aforementioned Nemesis Captains.

 

Quick Stab: Basic Lethal attack, very fast recharge and a chance of -DMG.

 

Swipe: Deals weaker Lethal attack, but small AoE on the targeted foe and nearby foes.

 

Spear Throw: Moderate Lethal Attack with moderate recharge, but guaranteed -DMG or other secondary effect depending on the Enfusion.

 

Enfuse: Switches between Void, Venom or Light, each having their own property and modify the other powers’ secondary effect on the foe. To return to natural / non-enfusion, click on the active Enfuse icon again.

  • Void: Adds Negative damage, chance of -Slow.
  • Venom: Adds Toxic damage, chance of small Toxic DoT.
  • Light: Adds Psionic damage, chance of -ToHit.

Assassin's Impale: Stalker exclusive power. Longer range than other Assassin’s Strike powers, performs slightly faster when hidden than others, but have less base damage.

 

Prepare: Power-up power that buffs the user’s ToHit, Range and DMG.

 

Provoke/Taunt/Placate: Standard aggro management power.

 

Piercing Throw: Stronger version of Spear Throw that pierces through the foes that are between the player and the targeted foe. Slow recharge, but high chance of -DMG.

 

Upward Swipe: Deals Superior Lethal Damage that deals Knock Up and a chance of -DMG. Slow Recharge.

 

Spin of War: Deals Extreme DoT Lethal Damage as a PBAoE attack. Normally, natural Spear deals -DMG and -Resist on foes, but the Enfuse elements have different properties.

  • Void: -Slow and absorb Health.
  • Venom: Toxic DoT on foes and faster Recharge on user’s power.
  • Light: -ToHit and absorb Endurance.

 

Edited by LightMaster
Posted (edited)
1 hour ago, biostem said:

What animations would this set use?  The ones from staff?

Ah yes, I thought I said it, but I forgot to write it down. It does share animations from Staff Fighting, lance enemies like Nemesis Generals, and bayonet attacks from various enemies like lieutenant-type or higher enemies in Nemesis Army.

 

EDIT: Turned out I really did written those, just lost in the second paragraph. I seperated them to be easier to see.

Edited by LightMaster
  • Thumbs Up 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...