Alchemystic Posted April 20, 2021 Author Share Posted April 20, 2021 (edited) On the topic of guns and natural-themed ancillary powers, we could use more gun! Following on from Munitions Mastery for Dominators, I've decided to borrow some of the powers from the various Rifle themed powersets earlier in the thread (Munitions, Rifle Assault and Tactical Rifle) as well as the existing Munitions Mastery, Arachnos Soldier and Assault Rifle powersets. Munitions Mastery - (Sentinel) - Wide Area Web Grenade: An AoE immobilize as is customary of Sentinel Ancillaries - Bayonet: A strong melee attack which is also in line with the Sentinel formula - Cryo Freeze Ray: A good hold power that has decent range, which fits in nicely here - Ignite: With a lack of PBAoE attacks from rifles, Ignite fills a similar purpose - Surveillance: Without any direct buff powers, a debuff power can instead be used here Rifle Mastery - (Controller/Dominator) / - Slug/Surveillance: A customary ranged attack for Controllers, and a debuff power for Dominators - M30 Grenade: An AoE attack that fits in nicely with most Controller/Dominator ancillaries - Body Armor: Some personal protection in the form of an autopower - Targeting Drone: Another personal buff power, similar to Primal or Mace Mastery - Flamethrower: A heavier attack power that gives a this ancillary a unique niche Assault Mastery - (Defender/Corruptor) - Cryo Freeze Ray: A powerful single target hold seems to fit nicely here - Sleep Grenade: An AoE sleep power, similar to Psychic Mastery - Body Armor: Some personal protection in the form of an autopower - N2 Cannon: Inclusion of a soft control power could go well here - Targeting Drone: Another personal buff power, similar to Power or Mace Mastery Gun Mastery - (Scrapper/Stalker) - Slug: A heavy blast power with good range capability - Sleep Grenade: An AoE mez power, I chose sleep because it benefits Stalkers - Sniper Rifle: A sniper power, which is more common for patron power pools, but works nicely here - Surveillance: A heavy debuff power that doesn't break stealth, ideal for stalkers - Targeting Drone: A self buff power, works much like the one from Weapon Mastery Firearms Mastery - (Tanker/Brute) - Electrified Net Launcher: A single target immobilize which is common for Brutes/Tankers - N2 Cannon: Some more soft mez, filling a similar role to Arctic Breath - Cryo Freeze Ray: A good single target hold, which is customary for Brutes/Tankers - M30 Grenade: Some good AoE damage potential looks to work nicely here - Targeting Drone: Not too common for Brutes/Tankers, but it works for other Melee ATs so why not Edited April 20, 2021 by Tyrannical 2 1 Link to comment Share on other sites More sharing options...
AgentForest Posted April 25, 2021 Share Posted April 25, 2021 I'm not sure if this would be fully "recycled" in that it isn't made from existing powers a la carte thrown into one power set, however the assets themselves already exist. So at least it would be a lot less work than making new assets, but a tad more than just building a Dominator Assault secondary out of existing powers. I was thinking about how there are several sets that have different "modes" to switch between, like Dual Pistols, Bio Armor, and Staff Fighting, but there wasn't a support set operating the same way. So I came up with one. Most of the animations could be taken from emotes and Beast Mastery Mastermind or Savage Melee/Assault powers. Others could utilize something like the Sentinel Opportunity crosshair for Hunter's Mark (perhaps over their head instead of on the ground). If this doesn't really fit with the goal of this thread, let me know and I can post it elsewhere, but it seemed doable with existing assets.Wild Inspiration (Defender Primary, Controller/MM/Corruptor Secondary) Hunter's Mark: You mark a single enemy, debuffing most of their stats a small amount. Damage, ToHit, Defense, Resistance, Recharge, and Regeneration. These debuffs are all rather small unless you have a Wild Tactic in effect. If Pack Tactics is active, the target is singled out for hunting, lowering Defense, Resistance, and Regeneration significantly. Whenever you or an ally damage the target, they take some minor lethal damage-over-time (stacking). If Herd Tactics is active, the target is singled out as a threat to the rest of the team, granting awareness of the danger, and lowering the enemy's Damage, ToHit, and Recharge by a far greater amount. Whenever you or an ally attack the target, the attacker gains a weak heal-over-time (stacking). If Survival Tactics is active, the debuffs remain small, but you personally take vastly reduced damage from the target, and deal far more damage to them. Mighty Roar: You inspire nearby teammates with boosted Speed, Recharge, Damage, and Resistance. These buffs are small, but increase based on which Wild Tactic is in effect. Pack Tactics increases the Speed, Recharge, and Damage boost. Herd Tactics increases the Resistance boost, and causes a heal-over-time effect. Survival Tactics increases all of the effects, but only applies them to you (including the heal-over-time from Herd Tactics). This boost only lasts a short time, but is usable fairly often, like Temporal Mending. Establish Territory: Location PBAoE that creates an area that buffs allies inside. This would work much like Faraday Cage, dropping an area for several minutes that only has a 10 second cooldown or so, allowing it to be repositioned often but not constantly. This grants a small boost to Defense, Resistance, ToHit, Damage, Recharge, Recovery, and Regeneration while inside. Under Pack Tactics, the Damage, ToHit, Recharge, and Recovery boosts are larger. Under Herd Tactics, the Defense, Resistance, Recovery, and Regeneration boosts are larger. Under Survival Tactics, the boosts are all stronger, but only for the caster. Everyone else gets the weaker buffs. Wild Tactics: Picking this power grants you access to 3 "stance" toggles to modify your other moves. I could see possibly moving this to the first power selection, but then each toggle would need to do something of its own, outside of altering other powers, otherwise it would be useless at level 1. Not that people are level 1 for long. Pack Tactics: Toggle that increases offensive prowess of the team. Herd Tactics: Toggle that increases defensive prowess of the team. Survival Tactics: Toggle that allows the user to focus on themself in a time of crisis. Instinctive Bond: Toggle that links you and a single ally, granting them increased stats based on which Wild Tactic is active. Pack Tactics grants Damage and ToHit. Enemies near the target also have reduced Defense. Herd Tactics grants Regeneration and a steady trickle of Absorption over time. The regeneration is granted in a small aura around the target, but the Absorb shield is only for the bonded target. Survival Tactics gives this person increased Threat, while lowering your own Threat generation and granting the caster Regeneration and a steady trickle of Absorption. It also causes both you and the bonded target to lower the damage of all enemies around yourselves, and if you damage an enemy, they are marked for bonus damage from the bonded ally, consuming the mark. Cornered: Grant someone an absorb shield. If Pack Tactics is active, the ally gains a large boost to Damage and Recovery. If Herd Tactics is active, the ally gains a larger shield, with a bonus based on how much HP they're missing, and a Regeneration buff. If Survival Tactics is active, you gain the absorb shield as well as the ally, but they get no further bonuses, while you gain Damage, Regeneration, and Recovery. If you have no ally to target, this effect will still be cast on yourself, but only if you have Survival Tactics active. Alertness: A toggle allowing you to hone your senses and alert your allies to enemies. This grants a bonus to ToHit and Perception for you and nearby allies. If Pack Tactics is active, the ToHit bonus is larger. If Herd Tactics is active, the Perception bonus is larger, and the move also provides basic Stealth (does not stack with other stealths, blah blah). If Survival Tactics is active, the ToHit and Perception bonuses are small for others but large for you, and you gain significant stealth, as you are aware of enemy line of sight and can keep to the shadows. Posturing: Grant yourself and your ally a buff based on which Wild Tactics are active. This effect will remain EVEN IF you change your tactics, basing the buff on the toggle active at the time of casting Posturing. Pack Tactics grants Damage, Recharge, and ToHit. Herd Tactics grants Defense, Resistance, and Regeneration. Survival Tactics grant you and only you Recharge, Recovery, Regeneration, and Resistance. Tooth and Nail: PBAoE Toggle that grants weak but stacking bonuses to allies around your character. Under Pack Tactics, every time an ally in range attacks or is attacked by a target, they gain a small, stacking bonus to Damage for a short time. If an enemy dies within this area, allies gain additional Damage stacks. Under Herd Tactics, every time an ally attacks, they gain a small amount of Absorption, and every time they are attacked, they gain a small amount of Resistance. If an enemy dies within this area, allies heal over time (stacking). If an ally dies within this area, remaining allies gain more Absorption and some Defense. Under Survival Tactics, any time an ally takes damage, you personally gain Damage. Any time you take damage, gain Regeneration. Any time you attack an enemy, gain Damage and a small amount of Absorption. If an enemy dies within this area, gain additional Damage stacks and a heal over time (stacking). 2 Link to comment Share on other sites More sharing options...
Alchemystic Posted April 25, 2021 Author Share Posted April 25, 2021 (edited) Taking the unique powers from Beast Mastery and turning them into a new support set is a fantastic idea! It'd be nice to see more 'natural' themed support sets included in the game. Theres probably plenty of unique FX tied to Beast Mastery alone, and probably even a few things that can be borrowed from Ghouls to help visualise it too, so I think it's definitely a set that can be recycled from assets already in the game quite easily. The addition of a stance mechanic is quite interesting too, it's certainly help set it apart from other support sets and play on the whole theme of being adaptive, so I'm all for it! Edited April 25, 2021 by Tyrannical 2 Link to comment Share on other sites More sharing options...
Alchemystic Posted April 28, 2021 Author Share Posted April 28, 2021 16 hours ago, Jimmy said: The Future And what's next for Homecoming? Well... here's a sneak peak of a few things we've got in the works... If this is what I think it is, then I'm extremely happy that something from this thread has made it into development! If it isn't, well... here's a cool screen shot of what the 'Meteor' power from Earth Blast would probably look like in action! 2 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 3, 2021 Author Share Posted May 3, 2021 (edited) On the subject of Earth Powers.... I already touched on bringing over Stone Mastery to Dominators, but what about other Archetypes?Earthen Mastery - Blasters/Masterminds - Quicksand: A debuff power much like those in other Blaster/MM ancillaries - Salt Crystals: An AoE sleep power which seems like the traditional fit here - Rock Armor: An armor power that provides similar defensive properties to Ice Armor - Earth's Embrace: A power that fulfils a similar purpose to Hoarfrost - Stalagmites: An AoE stun that works as a nice capstone power for the set Geo Mastery - Defenders/Corruptors - Salt Crystals: A traditional AoE sleep power as seen in other sets - Fossilize: A single target hold that seems quite common for these ancillaries - Rock Armor: A protective power that should line up with other ancillaries of this type - Earth's Embrace: A less conventional self-buff power for defenders/corruptors, but works nicely - Seismic Smash: A good heavy melee attack as seen in one or two other ancillaries for this archetype Rock Mastery - Scrappers/Stalkers - Stone Prison: Since this is basically a mirror of Earth mastery for Tankers/Brutes, I've kept the powers the same. - Salt Crystals: ^ - Fossilize: ^ - Quicksand: ^ - Stalagmites: ^ Stony Mastery - Sentinels - Stone Cages: An AoE immobilize which is very common for Sentinels - Stone Mallet: A heavy melee attack which also fits the Sentinel formula - Fossilize: A single target hold that fits nicely here - Tremor: An AoE melee power that has a good chance to knockback foes - Quicksand: A good debuff power similar to that of other Sentinel ancillary sets Edited May 3, 2021 by Tyrannical 2 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 4, 2021 Author Share Posted May 4, 2021 (edited) I may have another Blast Set up my sleeve, but this one is a little less conventional. So far, I pitched the idea of Toxin Control and Toxin Manipulation... but how do people feel about Toxin Blast? I know we have no current DPS powerset that inflicts toxic as it's core damage type, and the reasoning behind this is that toxic damage is supposed to be rare, or at least resistance to it is. But that was a design choice made pretty early in the game, and may be outdated. So with that being said, here's an idea for a purely toxic based Blast powerset; Toxin Blast! Toxin Blast You are able to produce a variety of vile concoctions and project them at your foes. Toxin Blast focuses on dealing toxic damage, and delivers weakening poisons that reduce regeneration, or corrosive substances that erode defenses. - Venom: A simple minor toxic quick damage power. Uses the FX of the Snake's 'Venom Spit' power - Toxic Bolt: A moderate toxic damage ranged power with a -regen debuff. Uses the 'Venom Bolt' projectile from Arachnobots - Poisonous Spray: A cone damage power with a heavier -regen debuff. Uses the same FX as the Snake's 'Venomous Spray' power - Poison Bomb: An AoE power that deals toxic damage to multiple targets, and reduces regeneration. Uses the same projectile as Poison's 'Antidote' and explodes into a cloud similar to that of 'Venomous Gas' from the same powerset - Aim: Standard Aim Power - Corrosive Slick: A power that delivers a toxic DoT field and reduces defense. Uses the puddle FX from Experimentation's 'Corrosive Vail' power, but delivered by Poison's 'Alkaloid' projectile instead - Caustic Blast: A short ranged superior toxic DoT power that heavily reduces defense. Uses the projectile of Nature Affinity's 'Corrosive Enzymes', but lacks the floral FX - Acid Burst: A close range cone attack that delivers high toxic DoT over a short range and reduces defense. Uses the same FX as DUST's 'Toxic Burst' power. - Virulence: A PBAoE power with superior toxic DoT, reducing both regeneration and defense. Uses the same FX as the 'Rapid Boil' costume change emote, with heavy poison particles on affected foes. Edited May 7, 2021 by Tyrannical 6 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 5, 2021 Author Share Posted May 5, 2021 (edited) I also quickly cobbled together a working version of 'Toxin Assault' too, and did a slight revision to the Toxin Manipulation powerset I did some time ago to reflect these changes. Toxin Assault You are able to produce a variety of vile concoctions and project them at your foes. Toxin Assault focuses on dealing toxic damage, and delivers weakening poisons that reduce regeneration, or corrosive substances that erode defenses. - Venom: A simple minor toxic quick damage power. Uses the FX of the Snake's 'Venom Spit' power - Poison Touch: A moderate toxic damage melee attack that reduces regeneration. Uses the 'Freezing Touch' animation with standard poison FX - Poisonous Spray: A cone damage power with a heavier -regen debuff. Uses the same FX as the Snake's 'Venomous Spray' power - Toxic Bolt: A moderate toxic damage ranged power with a -regen debuff. Uses the 'Venom Bolt' projectile from Arachnobots - Toxins: A special version of Build Up that works like the Plant Manipulation power of the same name, and similar to 'Envenomed Blades' from Martial Assault. - Poison Burst: A PBAoE Melee attack that deals moderate damage and reduces regeneration, uses the same explosive visuals as Plant Control's 'Spore Burst' - Corrosive Slick: A power that delivers a toxic DoT field and reduces defense. Uses the puddle FX from Experimentation's 'Corrosive Vail' power, but delivered by Poison's 'Alkaloid' projectile instead - Acid Burst: A close range cone attack that delivers high toxic DoT over a short range and reduces defense. Uses the same FX as DUST's 'Toxic Burst' power. - Caustic Blast: A short ranged superior toxic DoT power that heavily reduces defense. Uses the projectile of Nature Affinity's 'Corrosive Enzymes', but lacks the floral FX And here is the new updated version of 'Toxin Manipulation' Edited May 10, 2021 by Tyrannical 4 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 8, 2021 Author Share Posted May 8, 2021 On the subject of toxic damage, how about some toxic themed ancillaries? Or... well, a little toxic damage at least. I noticed that we're currently lacking something in the Radiation department for ancillaries, and there's plenty of powers to play with since the addition of the Radiation Melee, Armor and Manipulation powersets. Radiation Mastery - Blaster/Mastermind - Ground Zero: An AoE debuff with some nice ally buff too - Proton Sweep: A close range cone power much like Static Discharge - Alpha Barrier: A personal protective power common to most ancillaries - Radiation Therapy: A self heal power seems fitting, as well as a little more damage - EM Pulse: Similar to EM pulse from Electric Mastery, so works nicely here Atom Mastery - Controller/Dominator / - X-Ray Beam/Ground Zero: A ranged attack for Controllers, and an AoE Debuff power for Dominators - Neutron Bomb: An AoE damage attack not uncommon for Controller/Dominator ancillaries. - Alpha Barrier: A personal protective power common to most ancillaries /- Devastating Blow/Accelerate Metabolism: A heavy melee attack for Controllers and the usual team buff for Dominators - Radiation Therapy: A self heal power that works nicely as a capstone power Nuclear Mastery - Defender/Corruptor - Electron Shackles: An immobilize power that seems common to ancillaries of this type - Alpha Barrier: A personal protective power common to most ancillaries - Positron Cell: A powerful hold that seems suitable here - Radiation Therapy: A self heal power seems fitting, as well as a little more damage - Devastating Blow: A heavy melee attack works nicely here Atomic Mastery - Scrapper/Stalker/Tanker/Brute - Electron Shackles: An immobilize power that seems common to ancillaries of this type - X-Ray Beam: A good ranged attack that works nicely here - Positron Cell: A powerful hold that seems suitable here - Neutron Bomb: An AoE damage attack as seen in most ancillaries for melee archetypes - Radiation Infection: A debuff power not unlike Darkest Night from Dark Mastery Radioactive Mastery - Sentinel - Electron Bonds: An AoE version of Electron Shackles, fitting in with other Sentinel ancillaries - Radioactive Smash: A simple melee power common to Sentinel ancillaries - Positron Cell: A powerful hold that seems suitable here - Atom Smasher: An AoE melee attack similar to other ancillaries - Radiant Aura: An AoE heal power that seems to be common for these ancillaries 7 Link to comment Share on other sites More sharing options...
Replacement Posted May 9, 2021 Share Posted May 9, 2021 @Tyrannical Have you looked into swiping some Peacebringer powers? Any time I think about a radiation mastery my brain sidetracks into "Luminous" masteries instead, probably with some radiation powers to fill in the gaps. Less so Umbral from Warshade because we already have a ridiculous amount of Dark and Soul powers, but I suppose good to keep in mind for filling out missing dark themes. Link to comment Share on other sites More sharing options...
Alchemystic Posted May 9, 2021 Author Share Posted May 9, 2021 (edited) I've considered using some of the stuff from Peacebringers and Warshades, but I wouldn't want to take something that is intended to be unique to a certain archetype with some pretty heavy lore behind it. That being said, since there are some enemy types (such as the Drudges and Galaxy Soldiers) that make use of several attacks belonging to Kheldians, I guess the cat might already be out of the bag on that one. It might be possible to create complete powersets from the materials from Peacebringers and Warshades, but the issue is designing them in such a way that it doesn't just invalidate Kheldians altogether. Reusing the FX however, is still entirely on the table. Edited May 9, 2021 by Tyrannical 1 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 12, 2021 Author Share Posted May 12, 2021 (edited) Following on from another thread that popped up recently, I decided to try and adapt some material from the 'Water Control' powerset earlier in the thread to try and make 'Water Manipulation', so we had more powersets with cold damage, especially secondaries. I know @oedipus_tex made a great Water Assault set, so I'm hoping to expand on that with some custom melee powers that could work with that suggestion too. Water Manipulation - Sink: A single target immobilize power, deals smashing/cold DoT. Forms a smaller version of the 'Whirpoool' FX on the target's legs. - Hydro Slam: A moderate smashing/cold melee attack that uses the animation of Kinetic Melee's 'Body Blow' with water FX on the hands - Submerge: Suspends a foe in a bubble of water, dealing high smashing/cold DoT. Foes are held in the same (albeit larger) water bubble FX created by 'Hydro Blast' - Build Up: Standard build up power - Mist Cloud: This power is functionally identical to 'Smoke' from Fire Control, but creates an aura of mist rather than smoke on each foes' head. - Saturation: A toggle power that grants regeneration, recovery, as well as resistance to fire and toxic damage. Similar FX to the droplets from 'Wet Ice' - Aqua Burst: A new smashing/cold PBAoE melee power with knockup potential. Uses the same animation of Kinetic Melee's 'Burst', forming a globe of water before slamming it down with the FX of 'Water Burst' - Aqua Globe: Creates a much larger water bubble. Targets in the bubble (including allies) will hover, but with the swimming animation. Foes will be slowed with reduced maneuverability and defense. - Pressure Blast: A heavy cold/smashing melee power that uses the same animation as 'Energy Transfer', with similar water FX to 'Tidal Forces' on the arms. Edited May 14, 2021 by Tyrannical 3 Link to comment Share on other sites More sharing options...
Menelruin Posted May 13, 2021 Share Posted May 13, 2021 You know, between the Ninjutsu "armor," the Ancillary, and the Nijutsu secondary for blasters, there's probably a lot of good material for a Ninjutsu Support set. I imagine it would be pretty debuff-heavy, kinda like Trick Arrow or Poison. Might have an ability to "poison weapons", adding Toxic damage to allies' attacks. Probably a group stealth and/or a better smoke bomb, too. Link to comment Share on other sites More sharing options...
Alchemystic Posted May 14, 2021 Author Share Posted May 14, 2021 On 5/13/2021 at 3:15 AM, Menelruin said: You know, between the Ninjutsu "armor," the Ancillary, and the Nijutsu secondary for blasters, there's probably a lot of good material for a Ninjutsu Support set. I imagine it would be pretty debuff-heavy, kinda like Trick Arrow or Poison. Might have an ability to "poison weapons", adding Toxic damage to allies' attacks. Probably a group stealth and/or a better smoke bomb, too. I'm not sure if there's enough material for a full on support powerset, but I did make use of the powers from Ninjitsu and Ninja Training to create a new control powerset called 'Trickery' 2 Link to comment Share on other sites More sharing options...
Menelruin Posted May 14, 2021 Share Posted May 14, 2021 1 hour ago, Tyrannical said: I'm not sure if there's enough material for a full on support powerset, but I did make use of the powers from Ninjitsu and Ninja Training to create a new control powerset called 'Trickery' Let's see, between the three power sets existing, assuming we just take some single-target abilities and make them affect a crowd, or all allies.... (In no particular order) 1 Paralyzing Dart 2 Blinding Powder 3 Choking Powder 4 Smoke Bomb 5 Caltrops 6 Kuji-In Sha (heal ally(ies) and resist toxic) 7 Kuji-In Rin (ally status removal, probably single target) 8 Seishinteki Kyoyo (increase Recovery) Maybe throw in a Rez clone? Or if you want to do something weird/unique, could make one power be a big AoE knock-UP power with a relatively short cooldown, like a modified Ki/Kinetic attack on the ground. For the buffs/heals, I imagine maybe make them be single-target and close-range only, as if you have to TOUCH someone to influence their ki flow, but make them stronger and longer lasting than Empathy, both to help balance and distinguish the set. Link to comment Share on other sites More sharing options...
Alchemystic Posted May 14, 2021 Author Share Posted May 14, 2021 I think it might be a little heavy on the mez to be a support set, but there's potential for something like this if we look at the unique animations/FX belonging to the Mastermind's 'Ninjas' powerset. 'Train Ninjas' and 'Kuji-in Zen' look as though they could be reused for different purposes, so I may look into incorporating that material into a potential new powerset. 2 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 16, 2021 Author Share Posted May 16, 2021 (edited) Going off what @Replacement suggested, there's plenty of material from Kheldians to formulate some more powersets, enough to make a feasible Blast, Armor and Assault set for both Peacebringers and Warshades for a total of six more powersets. The only issue is, what would we have to gain from making these identical in affect to the Kheldian versions? Obviously we don't want to make Kheldians redundant, so I think if we adapt the powersets so they look visually similar, but have different effects, we might be onto a winning combo. To that end, I've changed the secondary effects of the attack powers, and changed the damage type to Energy/Psionic and Smashing/Dark to make them more unique. Peacebringer armor powers work pretty nicely on their own, but Warshade ones were a little too close to Dark Armor, so I changed it to a Defense set instead. I would also say that to ensure that these powers don't look 100% identical to their Kheldian variants, that their base colors change from teal (PB) to gold (Light) and from purple (WS) to blue (Void). Removing the eye glow from many of the powers would also help ensure they aren't completely identical in aesthetics too. Light Blast You are able to project brilliant bolts of pure light at your foes. The sheer radiance of these blasts can reduce the accuracy of your foes, and some attacks may even blind them temporarily, holding them in place. - Light Bolt: Same FX as Gleaming Bolt, this power does light Energy/Psi damage and reduces enemy Accuracy - Radiant Beam: Same FX as Glinting Eye (projected from hands), this power does moderate Energy/Psi damage and reduces enemy Accuracy - Photon Ray: Same FX as Proton Scatter, this power deals moderate Energy/Psi damage in a cone and reduces enemy Accuracy - Bright Aurora: Same FX as Pulsar, this power does moderate Energy/Psi damage in PBAoE and reduces enemy Accuracy. May also hold foes (similar FX to Flash) - Aim: Standard aim power, using the same FX as the PB eye glow - Luminous Blast: Same FX as Luminous Detonation, this power does moderate Energy/Psi damage in an AoE and reduces enemy Accuracy - Gleaming Lance: Same FX as Gleaming Blast, this power does superior Energy/Psi damage and reduces enemy Accuracy. May also hold foes - Shining Wisps: Same FX as Photon Seekers, acting much the same - Incandescence: Same FX as Dawn Strike, this power does extreme Energy/Psi damage in PBAoE and reduces enemy Accuracy. May also hold foes Light Assault You are able to project brilliant bolts of pure light at your foes. The sheer radiance of these blasts can reduce the accuracy of your foes, and some attacks may even blind them temporarily, holding them in place. - Light Bolt: Same FX as Gleaming Bolt, this power does light Energy/Psi damage and reduces enemy Accuracy - Luminous Smite: Same FX as Radiant Strike, this melee power does moderate Smashing/Energy damage and reduces enemy Accuracy - Radiant Beam: Same FX as Glinting Eye (projected from hands), this power does moderate Energy/Psi damage and reduces enemy Accuracy - Photon Ray: Same FX as Proton Scatter, this power deals moderate Energy/Psi damage in a cone and reduces enemy Accuracy - Build Up: Standard build up power, using the same FX as 'Inner Light' - Flare: Same FX as Solar Flare, this power does moderate Energy/Psi damage in PBAoE and reduces enemy Accuracy. - Gleaming Lance: Same FX as Gleaming Blast, this power does superior Energy/Psi damage and reduces enemy Accuracy. May also hold foes - Brilliant Strike: Same FX as Incandescent Strike, this melee power does high Smashing/Energy damage and reduces enemy Accuracy. May also hold foes - Shining Wisps: Same FX as Photon Seekers, acting much the same Light Aura You can protect yourself with an aura of pure light. Light Aura focuses on granting resistance to many forms of damage, especially Energy and Fire damage, as well as providing some powerful healing abilities. - Light Shield: Same FX as Shining Shield, acting as a toggle providing resistance to Smashing, Lethal and Energy damage, as well as Perception debuffs - Radiance: An autopower that increases regeneration - Rejuvenate: Same FX as Essence Boost, activated by a click and increasing MaxHealth and providing resistance to Toxic damage - Radiant Shield: Same FX as Thermal Shield, acting as a toggle providing resistance to Fire and Cold damage, as well as Accuracy debuffs - Glowing Shield: Same FX as Quantum Shield, acting as a toggle providing resistance to Energy and Negative damage, as well as ToHit debuffs - Photon Shield: Same FX as Quantum Flight (No fade), acting as a toggle providing mez resistance and Psionic damage resistance - Illumination: Same FX as the Peacebringer eye glow, acting as a toggle providing minor defense to melee, ranged and AoE, and a boost to perception and accuracy - Restoration: Same FX as Restore Essence, allowing you to resurrect - Wisp Form: Same FX as Light Form (Wispy only), acting as a click power that greatly boosts all defenses and mez resistance Void Blast You can channel powerful blasts of strange nebulous energy, battering your foes with the crushing darkness of the void. Your attacks are able to weaken the defenses of your foes, and may even capture them in a crushing gravitic field, immobilizing them where they stand. - Void Bolt: Same FX as Shadow Bolt, this power does light Smashing/Negative damage and reduces enemy Defense - Stygian Beam: Same FX as Ebon Eye (projected from hands), this power does moderate Smashing/Negative damage and reduces enemy Defense - Nebulous Burst: Same FX as Gravitic Emanation, this power does moderate Smashing/Negative damage in a cone and reduces enemy Defense - Gravimetric Wave: Same FX as Stygian Circle, this power does moderate Smashing/Negative damage in PBAoE and reduces enemy Defense. May also immobilize targets - Aim: Standard aim power, using the same FX as the WS eye glow - Quantum Blast: Same FX as Dark Detonation, this power does moderate Smashing/Negative damage in an AoE and reduces enemy Defense - Umbral Ray: Same FX as Shadow Blast, this power does superior Smashing/Negative damage and reduces enemy Defense - Collapsing Void: Same FX as Unchain Essence, this power does high Smashing/Negative Damage in an AoE and reduces enemy Defense. May also Immobilize targets. - Dark Nebula: Same FX as Quasar, this power does extreme Smashing/Negative damage in PBAoE and reduces enemy Defense. May also immobilize targets Void Assault You can channel powerful blasts of strange nebulous energy, battering your foes with the crushing darkness of the void. Your attacks are able to weaken the defenses of your foes, and may even capture them in a crushing gravitic field, immobilizing them where they stand. - Void Bolt: Same FX as Shadow Bolt, this power does light Smashing/Negative damage and reduces enemy Defense - Dark Strike: Same FX as Black Dwarf Strike, this melee power does moderate Smashing/Negative damage and reduces enemy Defense. - Stygian Beam: Same FX as Ebon Eye (projected from hands), this power does moderate Smashing/Negative damage and reduces enemy Defense - Nebulous Burst: Same FX as Gravitic Emanation, this power does moderate Smashing/Negative damage in a cone and reduces enemy Defense - Build Up: Standard build up power, using the same FX as Stygian Circle (Self only) - Void Pulse: Same FX as Sunless Mire, this power does moderate Smashing/Negative damage in PBAoE and reduces enemy Defense. - Umbral Ray: Same FX as Shadow Blast, this power does superior Smashing/Negative damage and reduces enemy Defense - Void Slam: Same FX as Black Dwarf Smite, this melee power does superior Smashing/Negative DoT and reduces enemy Defense. - Shadow Snare: Same FX as Gravimetric Snare, this power does high Smashing/Negative DoT and reduces enemy Defense. Also immobilizes the target Void Aura You can create fields of Void energy to protect yourself from harm. Void Aura focuses on providing defence against most forms of damage, especially Negative Energy and physical attacks that deal Smashing or Lethal damage. - Dark Armor: Same FX as Gravity Shield, acting as a toggle providing Defense to Smashing, Lethal and Negative damage - Shadow Touched: An autopower that grants resistance to Smashing, Lethal and Negative damage - Void Armor: Same FX as Penumbral Shield, acting as a toggle providing Defense to Fire and Cold damage and protecting against defense debuffs - Nebulous Armor: Same FX as Nebulous Form (no fade), acting as a toggle providing Defense to Energy and Negative damage and protecting against movement debuffs - Quantum Armor: Same FX as Twilight Armor, acting as a toggle providing mez resistance and resistance to placate and enemy teleportation - Umbral Cloak: Same FX as Shadow Cloak, acting as a toggle providing minor Defense to Melee, Ranged and AoE, as well as stealthing the character - Stygian Substance: An autopower that grants resistance to Energy and Negative damage, as well as boosting perception - Leeching Miasma: Same FX as Eclypse, draining nearby enemies of endurance and slowing them down - Gravitic Shell: Same FX as Shadow Step's latent visuals, acting as a click power providing a huge amount of Absorb and Resistance Edited May 18, 2021 by Tyrannical 2 4 Link to comment Share on other sites More sharing options...
GGamerGirl Posted May 16, 2021 Share Posted May 16, 2021 (edited) The Light powersets are what I am looking for when it comes to ideas for Celestial/Light powersets. For the Void powersets, I like the idea of another powerset that uses Negative Energy, especially a more "dark matter" rendition. Thanks for that. Edited May 16, 2021 by GGamerGirl Forgot to comment on the Void. Sorry. 1 I remain, The Grumpy Gamer Girl and the Big Green Dragon Link to comment Share on other sites More sharing options...
Replacement Posted May 17, 2021 Share Posted May 17, 2021 Weirdly, I kind of think either or both of those sets would be interesting with Lethal damage components. Then again, maybe I'm just liking the idea of dark/lethal because I just finished Shadow and Bone. I also like the -accuracy on the light sets. 1 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 17, 2021 Author Share Posted May 17, 2021 4 hours ago, Replacement said: Weirdly, I kind of think either or both of those sets would be interesting with Lethal damage components. Then again, maybe I'm just liking the idea of dark/lethal because I just finished Shadow and Bone. I also like the -accuracy on the light sets. I ended up landing on Energy/Psionic for Light Blast to make sure it wasn't just another raw Energy damage blast set again, but Energy was likely going to be the core damage type either way. I added Psionic damage in as a play on the 'light' theme of Illusion Control and ther similar NPC abilities. I added the -accuracy effect to create the idea that the powers are so bright and dazzling that it throws off their aim, but without just copying the -ToHit effect of Dark. As for Void Blast, I opted to go for Smashing/Dark to avoid simply having another version of Dark Blast. I went for Smashing to play on the 'gravity' theme some of the powers have, and adding in -Def as a play on the crushing theme of many Earth powers, making the powerset feel more weighty and substantial than Dark Blast. Link to comment Share on other sites More sharing options...
Alchemystic Posted May 17, 2021 Author Share Posted May 17, 2021 (edited) You know, I might just be able to squeeze a manipulation set out of both the Light and Void stuff, was a little challenging considering PB had very few mez powers, and WS felt very similar to Dark in many ways. Light Manipulation You are able to manipulate light in order to assault the senses of your foes, allowing you to blind them, reduce their accuracy, or disrupt their perception. - Dazzle: Same FX as Glowing Touch, with a bit of Blind mixed in too. Causes minor Energy/Psi damage and sleeps the target, while reducing Accuracy - Luminous Smite: Same FX as Radiant Strike, this melee power does moderate Smashing/Energy damage and reduces enemy Accuracy - Blind: Same power from Illusion Control, with a little PB FX mixed in (also does half of it's damage as energy) - Build Up: Standard build up power, using the same FX as 'Inner Light' - Light Burst: New power that works much like Flash Arrow, reducing ToHit and Perception of foes, uses similar FX with some PB stuff added in - Radiant Glow: Uses the FX of Light Form (no wisp), grants Regeneration, Recovery, and also boosts Perception and Accuracy - Flare: Same FX as Solar Flare, this power does moderate Energy/Psi damage in PBAoE and reduces enemy Accuracy - Flash: Same power from Illusion Control, with a little PB FX mixed in - Brilliant Strike: Same FX as Incandescent Strike, this melee power does high Smashing/Energy damage and reduces enemy Accuracy. May also hold foes Void Manipulation You can manipulate the Void to generate crushing gravitic fields on your foes, ensuring they cannot escape your grasp while they are drained by fields of Negative Energy. - Shadowy Snare: Same FX as Gravimetric Snare, this power does light Smashing/Negative DoT and reduces enemy Defense. Also immobilizes the target - Dark Strike: Same FX as Black Dwarf Strike, this melee power does moderate Smashing/Negative damage and reduces enemy Defense - Orbiting Miasma: Same FX as Orbiting Death, dealing minor Negative DoT to nearby foes and reducing their Defense - Crushing Void: Same FX as Gravity Well, though with greater range, holding one foe in place and reduced Defense. - Build Up: Standard build up power, using the same FX as Stygian Circle (Self only) - Umbral Shroud: Same FX as Shadow Cloak, acting as a toggle providing Absorb over Time, minor Defense, as well as stealthing the character - Void Pulse: Same FX as Sunless Mire, this power does moderate Smashing/Negative damage in PBAoE and reduces enemy Defense - Leeching Miasma: Same FX as Eclypse, draining nearby enemies of endurance and slowing them down - Void Slam: Same FX as Black Dwarf Smite, this melee power does superior Smashing/Negative DoT and reduces enemy Defense Edited May 24, 2021 by Tyrannical 5 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 24, 2021 Author Share Posted May 24, 2021 (edited) We're really hurting on Support powersets in this thread, and that's mostly down to how hard it is to find suitable assets to make them. But, after playing around with concepts a little I may have figured out how to create a true 'Psionic' Support set; Telepathy. For this, I borrowed what few 'Psionic' related buffs/debuffs there are, and also pinched a few powers from Empathy (If Cold Domination can take powers from Storm Summoning, then why not!) Then I simply took a few FX from other powers to fill in the gaps. Telepathy You are capable of creating a telepathic link with those around you. You can use this link to improve the mental functions of your allies, or to invade the minds of your foes. - Read Thoughts: A new power that reduces the ToHit and Defense of a single foe. Uses the 'Boggle' and 'Mind Probe' FX, but at greater range - Strengthen Will: An AoE ally buff, providing resistance to Smashing, Lethal and Psionic. Uses the same FX as 'Mind Over Body' (Ancillary version) - Bolster Resolve: Another AoE ally buff, providing resistance to Fire, Cold, Energy and Negative. Uses the same FX as 'Indomitable Will' (Ancillary version) - Cognitive Boost: A PBAoE buff that improves Recharge, Recovery and Accuracy (and matching debuff resistance). Uses similar FX to 'Concentration' (Psionic Melee) - Clear Mind: Same power from Empathy, providing some mez protection - Fortitude: Same power from Empathy, providing a powerful ally buff. - Mind Link: Same power from Ancillaries/Widows, providing a boost to resistance, defense and ToHit - Drain Psyche: Same power from Mental Manipulation/Psionic Assault, draining enemy regeneration and recovery to boost your own - Sensory Overload: A new AoE debuff that reduces ToHit, Perception and Defense, and has a chance to Stun. Uses the same FX as 'Psychic Shockwave' on target Edited May 24, 2021 by Tyrannical 9 Link to comment Share on other sites More sharing options...
Alchemystic Posted May 30, 2021 Author Share Posted May 30, 2021 (edited) Given that there's an ongoing discussion about difficulties behind making new mastermind primaries, I wanted to try my hand at another. This one... eh, I'll admit it isn't the most unique thing in terms of mastermind powersets, but it does fill a niche that players have been asking for at least. The idea behind this one is to make henchmen that are intentionally vague, so that players have a little more creative freedom over how they're interpreted. These henchmen could be classic gangsters, secret agents, professional killers or simply hired security.. so with that in mind, I decided to just call them 'Suits'. The aesthetic behind these henchmen is inspired by some of the NPCs we see in game, most namely the Family, Mooks and PPD, and would probably have access to some of the unique costume parts available to them (I had to photoshop the suspenders). Suits You have several enforcers at your command, each trained in the use of firearms and close quarters combat. The Suits in your employ may be part of a criminal organisation, a shady secret agency, or simply hired bodyguards. No matter the origin of these henchmen, they are extremely capable fighters that excel at both ranged and melee conflicts, and can be further augmented by coordinating a combat style with them. - Pistol: A shot fired from a single pistol, dealing minor lethal damage. Uses a standard hip-fire animation - Call Grunts: Summons 3 Grunts, each armed with a revolver and basic melee attacks - Aimed Shot: A heavier aimed shot from your pistol that deals moderate lethal damage. Uses a two-handed aiming animation - Equip Suits: First upgrade power, using the same animation as Equip Mercenary/Equip Thugs - Covering Fire: A burst of several shots from your pistol over a tight cone, dealing moderate lethal damage. Uses the 'Wild Shot' animation - Call Triggermen: Summons 2 Triggermen, each armed with tommy guns and fighting powers (with fighting synergy) - Combat Style: A power that provides two toggle powers that boost either melee or ranged powers, sharing the same cooldown. Melee Style: Pets will prioritise melee, and receive a boost to damage and secondary effects, as well as melee defense. Ranged Style: Pets will prioritise ranged, and will receive a boost to range and accuracy, as well as ranged/AoE defense. - Call Specialist: Calls a single Specialist, armed with two magnum revolvers and street justice powers (with combo building) - Upgrade Gear: Second upgrade power, slides a black briefcase along the floor to the target, which they open to reveal it's contents. - Grunt Base Powers: - Pistol, - Brawl Equip Powers: - Aimed Shot, - Pistol Whip Upgrade Powers: - Covering Fire, - Blackjack - Triggerman Base Powers: - SMG Burst, - SMG Heavy Burst, - Brawl Equip Powers: - SMG Blast, - Boxing, - Kick Upgrade Powers: - Full Auto, - Cross Punch - Specialist Base Powers: - Pistols, - Dual Wield, - Heavy Blow Equip Powers: - Empty Clips, - Suppressive Fire, - Rib Cracker, - Sweeping Cross Upgrade Powers: - Executioner's Shot, - Shin Breaker, - Spinning Strike Edited May 31, 2021 by Tyrannical 6 Link to comment Share on other sites More sharing options...
Alchemystic Posted June 7, 2021 Author Share Posted June 7, 2021 (edited) Back onto Ancillary powers, I'm gonna take a stab at some more Electric and Dark type sets. I was initially avoiding these since all Archetypes already have access to Mu and Soul Mastery, but I think it's possible to make them different enough so there's not much overlap. Electric Mastery - Controller/Dominator / - Lightning Bolt/Discharge: A traditional blast power for Controllers, and some AoE Debuff for Dominators - Charged Armor: An armor toggle as is customary for these sets - Ball Lightning: An AoE attack that works for either archetype - Surge of Power: A strong buff power that mirrors Mu Mastery too keep it competitive / - Thunder Strike/EM Pulse: A heavy melee attack for Controllers, and another AoE Debuff for Dominators Surge Mastery - Scrapper/Stalker/Tanker/Brute - Static Field: An AoE sleep patch that works similarily to AoE immobilizes - Lightning Bolt: A standard blast power as you might expect - Shocking Bolt: A hold which seems common for these ancillaries - Ball Lightning: A large AoE attack that works nicely here - Discharge: An AoE debuff that some ancillaries of this type possess Shadow Mastery - Controller/Dominator / - Dark Blast/Tar Patch: A traditional blast power for Controllers, and some AoE Debuff for Dominators - Dark Embrace: An armor toggle as usual - Dark Obliteration: An AoE attack power that helps damage gathered mobs - Soul Transfer: A powerful ability that works similarly to Rise of the Phoenix / - Midnight Grasp/Fade: A heavy melee power for Controllers, and an AoE buff for Dominators like Mind Link Shade Mastery - Tanker/Brute - Torrent: Since this is a copy of Darkness Mastery from Scrappers/Stalkers, I've not changed anything - Petrifying Gaze: ^ - Dark Blast: ^ - Night Fall: ^ - Tenebrous Tentacles: ^ Netherworld Mastery - Blaster/Mastermind - Night Fall: A cone attack that mirrors Static Discharge in utility - Dark Embrace: Standard armor toggle as one would expect - Dark Obliteration: An AoE attack that helps increase DPS / - Fearsome Stare/Midnight Grasp: A cone mez/debuff for Blasters, and a heavy melee for Masterminds - Soul Transfer: A powerful ability that works similarly to Rise of the Phoenix Edited June 8, 2021 by Tyrannical 3 Link to comment Share on other sites More sharing options...
Alchemystic Posted June 9, 2021 Author Share Posted June 9, 2021 (edited) Went back to revisit a few earlier concepts in the thread and made a few updates, most namely Arsenal Blast incorporating some of the unique Arachnobot Blaster powers into the powerset, and removing the Laser and Anti-Matter powers to make space. Not to worry though, those powers have been incorporated into the 'Laser Blast' powerset instead as a new FX theme, where I think they're better suited (with the exception of the rapid-fire ones, which I will reuse in another idea soon!) Edited June 9, 2021 by Tyrannical 2 Link to comment Share on other sites More sharing options...
Alchemystic Posted June 10, 2021 Author Share Posted June 10, 2021 (edited) So, like I mentioned yesterday, I have plans for some of the other laser-themed powers I didn't include in the laser-blast set (since they're more of a rapid-burst kind of thing which doesn't quite fit with the Superman/Cyclops theme I was aiming for). I do however have plans for integrating them with another set of unique powers I dug up. Those who follow the thread may have noticed that I've borrowed a lot of material from various Praetorian factions for use in powersets here in this thread, most namely The Resistance, which helped shape the Marksman Rifle and Heavy Weapons powersets, two new weapons powersets with very different themes. Some of you may have noticed that I may have overlooked another key Resistance asset; their energy pistols. I had originally intended to pull the unique FX from the unique pistol attacks these NPCs have and use it in Marksman Rifle, but I noticed that they didn't seem to have solid projectiles, it was an entirely energy based weapon (despite being lethal/energy in effect). So with that in mind I decided to put the idea of using them on hold until I found something fitting that could work with the few unique powers available, until I decided to make revisions to the old Arsenal Blast powerset. With the laser powers removed in favor of the new Arachnobot Blaster ones, this prompted me to consider where those laser powers might go. Some helped make the new FX theme for Laser Blast, which originally relied on using Beam Rifle assets (which I thought was a bit cheap admittedly), but the rest I'm going to combine with those energy pistol powers from The Resistance to make 'Ray Guns'! Ray Guns is the best name I could think of, since the idea of laser weapons is something heavily influenced by atompunk stuff and pulp sci fi, and it gives us a chance to use those cool retro sci-fi pistols as actual energy weapons! The only problem was what kinda unique mechanic to give this powerset, and... well, the idea of these weapons stunning people has always been a popular theme, so why not that? So I present to you now.. Ray Guns You possess two powerful energy weapons capable of delivering quick blasts, rapid bursts and precision shots. Many powers have the ability to stun your targets, delivering a low magnitude disorient effect. - Snap Shots: A unique power belonging to Resistance Officers, dealing light energy DoT to a single target. No stun chance. (default tinting is laser red instead of plasma blue) - Laser Blast: One of the powers unique to Robots, firing a burst that deals moderate energy DoT and has a high chance to stun. Uses the 'Uzi Burst' animation belonging to Thugs' Enforcers - Fusillade: Another unique power belonging to Resistance Officers, dealing moderate energy damage in a cone with low stun chance. (default tinting is laser red instead of plasma blue) - Aim: Standard Aim power - Overcharged Shots: A Resistance Officer power that charges up a shot that delivers an AoE blast of moderate energy damage and has a good chance of stunning. (default tinting is laser red instead of plasma blue) - Aimed Shot: The final Resistance Officer power, dealing high energy damage to a single target at short range, and will guarantee a stun. (default tinting is laser red instead of plasma blue) - Heavy Laser Burst: Another power unique to Robots (specifically the Battle Drone version), firing a heavier burst that deals superior energy DoT with high chance of stunning. Uses the 'Uzi Heavy Burst' animation belonging to Thugs' Enforcers - Laser Volley: This power is similar to the 'Heavy Laser Burst' power of Protector Bots (same name, slightly different power). Fires from both pistols in a narrow cone to deal extreme energy DoT with high chance of stunning. Uses the 'Dual Uzis' animation belonging to Thugs' Enforcers. - Full Auto Laser: Another power unique to Robots, retooled to work as a powerful T9 ability that delivers superior energy DoT in a cone with a high chance of stunning. Uses the 'Uzi Cone Blast' animation belonging to Thugs' Enforcers. Possible weapon models for this powerset include; Resistance Officer Pistol, Crey CBX-9 Pistol, Rikti Pistol, Match Compensator, Match Compensator w/ Laser Sight, Patented Potent Pistol, Celestial Pistol, Rad-X, Quartermass Pistol, Quartermass Pistol w/ Fin, Plan 9 Striker, Plan 9 Striker w/ Fin, Sidereal Sidearm. Edited June 12, 2021 by Tyrannical 2 1 Link to comment Share on other sites More sharing options...
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