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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)

 

ArachnosSoldier WideAreaWebGrenade.png - Wide Area Web Grenade: An AoE immobilize as is customary of Sentinel Ancillaries

 

ArachnosSoldier Bayonet.png - Bayonet: A strong melee attack which is also in line with the Sentinel formula

 

MunitionsMastery CryoFreezeRay.png - Cryo Freeze Ray: A good hold power that has decent range, which fits in nicely here

 

AssaultWeapons ARFlamethrowerIgnite.png - Ignite: With a lack of PBAoE attacks from rifles, Ignite fills a similar purpose

 

MunitionsMastery Surveillance.png - Surveillance: Without any direct buff powers, a debuff power can instead be used here

 

 

Rifle Mastery - (Controller/Dominator)

 

AssaultWeapons ShotgunSlug.png/MunitionsMastery Surveillance.png - Slug/SurveillanceA customary ranged attack for Controllers, and a debuff power for Dominators

 

AssaultWeapons ARM30grenade.png - M30 Grenade: An AoE attack that fits in nicely with most Controller/Dominator ancillaries

 

MunitionsMastery BodyArmor.png - Body Armor: Some personal protection in the form of an autopower

 

Gadgets TargetingDrone.png - Targeting Drone: Another personal buff power, similar to Primal or Mace Mastery

 

AssaultWeapons ARFlamethrower.png - Flamethrower: A heavier attack power that gives a this ancillary a unique niche

 

 

Assault Mastery - (Defender/Corruptor)

 

MunitionsMastery CryoFreezeRay.png - Cryo Freeze Ray: A powerful single target hold seems to fit nicely here

 

MunitionsMastery SleepGrenade.png - Sleep Grenade: An AoE sleep power, similar to Psychic Mastery

 

MunitionsMastery BodyArmor.png - Body Armor: Some personal protection in the form of an autopower

 

IceManipulation Shiver.png - N2 Cannon: Inclusion of a soft control power could go well here

 

Gadgets TargetingDrone.png - Targeting Drone: Another personal buff power, similar to Power or Mace Mastery

 

 

Gun Mastery - (Scrapper/Stalker)

 

AssaultWeapons ShotgunSlug.png - Slug: A heavy blast power with good range capability

 

MunitionsMastery SleepGrenade.png - Sleep Grenade: An AoE mez power, I chose sleep because it benefits Stalkers

 

AssaultWeapons SniperRifle.png - Sniper Rifle: A sniper power, which is more common for patron power pools, but works nicely here

 

MunitionsMastery Surveillance.png - Surveillance: A heavy debuff power that doesn't break stealth, ideal for stalkers

 

Gadgets TargetingDrone.png - Targeting Drone: A self buff power, works much like the one from Weapon Mastery

 

 

Firearms Mastery - (Tanker/Brute)

 

TrickArrow Immobilize.png - Electrified Net Launcher: A single target immobilize which is common for Brutes/Tankers

 

IceManipulation Shiver.png - N2 Cannon: Some more soft mez, filling a similar role to Arctic Breath

 

MunitionsMastery CryoFreezeRay.png - Cryo Freeze Ray: A good single target hold, which is customary for Brutes/Tankers

 

AssaultWeapons ARM30grenade.png - M30 Grenade: Some good AoE damage potential looks to work nicely here

 

Gadgets TargetingDrone.png - Targeting Drone: Not too common for Brutes/Tankers, but it works for other Melee ATs so why not

 

 

 

Edited by Tyrannical
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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)

  1. 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. 
  2. 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.
  3. 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.
  4. 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.
    1. Pack Tactics: Toggle that increases offensive prowess of the team.
    2. Herd Tactics: Toggle that increases defensive prowess of the team.
    3. Survival Tactics: Toggle that allows the user to focus on themself in a time of crisis.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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).
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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 by Tyrannical
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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...

 

screen6.thumb.jpg.c2bbf3a93340396f62a065433ee521ac.jpg

 

 

 

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!

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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

 

EarthGrasp Quicksand.png - Quicksand: A debuff power much like those in other Blaster/MM ancillaries

 

EarthGrasp SaltPillars.png - Salt Crystals: An AoE sleep power which seems like the traditional fit here

 

StoneArmor StoneArmor.png - Rock Armor: An armor power that provides similar defensive properties to Ice Armor

 

StoneArmor EarthsEmbrace.png - Earth's Embrace: A power that fulfils a similar purpose to Hoarfrost

 

EarthGrasp Stalagmites.png - Stalagmites: An AoE stun that works as a nice capstone power for the set

 

 

Geo Mastery - Defenders/Corruptors

 

EarthGrasp SaltPillars.png - Salt Crystals: A traditional AoE sleep power as seen in other sets

 

EarthGrasp Fossilize.png - Fossilize: A single target hold that seems quite common for these ancillaries

 

StoneArmor StoneArmor.png - Rock Armor: A protective power that should line up with other ancillaries of this type

 

StoneArmor EarthsEmbrace.png - Earth's Embrace: A less conventional self-buff power for defenders/corruptors, but works nicely

 

StoneMelee SeismicSmash.png - Seismic Smash: A good heavy melee attack as seen in one or two other ancillaries for this archetype

 

 

Rock Mastery - Scrappers/Stalkers

 

EarthGrasp StonePrison.png - Stone Prison: Since this is basically a mirror of Earth mastery for Tankers/Brutes, I've kept the powers the same.

 

EarthGrasp SaltPillars.png - Salt Crystals: ^

 

EarthGrasp Fossilize.png - Fossilize: ^

 

EarthGrasp Quicksand.png - Quicksand: ^

 

EarthGrasp Stalagmites.png - Stalagmites: ^

 

 

Stony Mastery - Sentinels

 

EarthGrasp StoneCages.png - Stone Cages: An AoE immobilize which is very common for Sentinels

 

StoneMelee StoneMallet.png - Stone Mallet: A heavy melee attack which also fits the Sentinel formula

 

EarthGrasp Fossilize.png - Fossilize: A single target hold that fits nicely here

 

StoneMelee Tremor.png - Tremor: An AoE melee power that has a good chance to knockback foes

 

EarthGrasp Quicksand.png - Quicksand: A good debuff power similar to that of other Sentinel ancillary sets

 

 

Edited by Tyrannical
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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.

 

RadiationBurst NeutrinoBlast.png - Venom: A simple minor toxic quick damage power. Uses the FX of the Snake's 'Venom Spit' power

 

RadiationBurst XRayBeam.png - Toxic Bolt: A moderate toxic damage ranged power with a -regen debuff. Uses the 'Venom Bolt' projectile from Arachnobots

 

RadiationMelee ProtonSweep.png - Poisonous Spray: A cone damage power with a heavier -regen debuff. Uses the same FX as the Snake's 'Venomous Spray' power

 

RadiationBurst RadiationBlast.png - 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

 

RadiationBurst Aim.png - Aim: Standard Aim Power

 

RadiationMelee IrradiatedGround.png - 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

 

Experimentation ToxicDart.png - 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

 

Poison NeurotoxicBreath.png - 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.

 

RadiationBurst AtomicBlast.png - 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 by Tyrannical
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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.

 

RadiationBurst NeutrinoBlast.png - Venom: A simple minor toxic quick damage power. Uses the FX of the Snake's 'Venom Spit' power

 

RadiationMelee RadioactiveSmash.png - Poison Touch: A moderate toxic damage melee attack that reduces regeneration. Uses the 'Freezing Touch' animation with standard poison FX

 

RadiationMelee ProtonSweep.png - Poisonous Spray: A cone damage power with a heavier -regen debuff. Uses the same FX as the Snake's 'Venomous Spray' power

 

RadiationBurst XRayBeam.png - Toxic Bolt: A moderate toxic damage ranged power with a -regen debuff. Uses the 'Venom Bolt' projectile from Arachnobots

 

RadiationMelee BuildUp.png - 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.

 

RadiationMelee AtomSmasher.png - Poison Burst: A PBAoE Melee attack that deals moderate damage and reduces regeneration, uses the same explosive visuals as Plant Control's 'Spore Burst'

 

RadiationMelee IrradiatedGround.png - 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

 

Poison NeurotoxicBreath.png - 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.

 

Experimentation ToxicDart.png - 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 by Tyrannical
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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


RadiationArmor GroundZero.png - Ground Zero: An AoE debuff with some nice ally buff too


RadiationMelee ProtonSweep.png - Proton Sweep: A close range cone power much like Static Discharge


RadiationArmor AlphaBarrier.png - Alpha Barrier: A personal protective power common to most ancillaries


RadiationArmor RadiationTherapy.png - Radiation Therapy: A self heal power seems fitting, as well as a little more damage


RadiationPoisoning EMPPulse.png - EM Pulse: Similar to EM pulse from Electric Mastery, so works nicely here

 


Atom Mastery - Controller/Dominator


RadiationBurst XRayBeam.png/RadiationArmor GroundZero.png - X-Ray Beam/Ground Zero: A ranged attack for Controllers, and an AoE Debuff power for Dominators


RadiationBurst RadiationBlast.png - Neutron Bomb: An AoE damage attack not uncommon for Controller/Dominator ancillaries.


RadiationArmor AlphaBarrier.png - Alpha Barrier: A personal protective power common to most ancillaries


RadiationMelee DevastatingBlow.png/RadiationPoisoning AccelerateMetabolism.pngDevastating Blow/Accelerate Metabolism: A heavy melee attack for Controllers and the usual team buff for Dominators


RadiationArmor RadiationTherapy.png - Radiation Therapy: A self heal power that works nicely as a capstone power

 


Nuclear Mastery - Defender/Corruptor


AtomicManipulation Immob.png - Electron Shackles: An immobilize power that seems common to ancillaries of this type


RadiationArmor AlphaBarrier.png - Alpha Barrier: A personal protective power common to most ancillaries


AtomicManipulation Hold.png - Positron Cell: A powerful hold that seems suitable here


RadiationArmor RadiationTherapy.png - Radiation Therapy: A self heal power seems fitting, as well as a little more damage


RadiationMelee DevastatingBlow.png - Devastating Blow: A heavy melee attack works nicely here

 


Atomic Mastery - Scrapper/Stalker/Tanker/Brute


AtomicManipulation Immob.png - Electron Shackles: An immobilize power that seems common to ancillaries of this type


RadiationBurst XRayBeam.png - X-Ray Beam: A good ranged attack that works nicely here


AtomicManipulation Hold.png - Positron Cell: A powerful hold that seems suitable here


RadiationBurst RadiationBlast.png - Neutron Bomb:  An AoE damage attack as seen in most ancillaries for melee archetypes


RadiationPoisoning RadiationInfection.png - Radiation Infection: A debuff power not unlike Darkest Night from Dark Mastery

 


Radioactive Mastery - Sentinel


AtomicManipulation Immob.png - Electron Bonds: An AoE version of Electron Shackles, fitting in with other Sentinel ancillaries


RadiationMelee RadioactiveSmash.png - Radioactive Smash: A simple melee power common to Sentinel ancillaries


AtomicManipulation Hold.png - Positron Cell: A powerful hold that seems suitable here


RadiationMelee AtomSmasher.png - Atom Smasher: An AoE melee attack similar to other ancillaries


RadiationPoisoning RadiationEmission.png - Radiant Aura: An AoE heal power that seems to be common for these ancillaries

 

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@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.

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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 by Tyrannical
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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

 

IceFormation Chillblains.png - Sink: A single target immobilize power, deals smashing/cold DoT. Forms a smaller version of the 'Whirpoool' FX on the target's legs.


KineticAttack SmashingBlow.png - Hydro Slam: A moderate smashing/cold melee attack that uses the animation of Kinetic Melee's 'Body Blow' with water FX on the hands

 

IceFormation BlockOfIce.png - 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'

 

KineticAttack PowerSiphon.png - Build Up: Standard build up power

 

FireTrap Smoke.png - 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.

 

IceArmor Absorb.png - 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'

 

KineticAttack Burst.png - 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'

 

MentalControl Telekinesis.png - 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. 

 

KineticAttack TotalFocus.png - 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 by Tyrannical
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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.

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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'

 

 

 

 

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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.

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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.

 

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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.

 

LuminousBlast GleamingBolt.png - Light Bolt: Same FX as Gleaming Bolt, this power does light Energy/Psi damage and reduces enemy Accuracy

 

LuminousBlast GlintingEye.png - Radiant Beam: Same FX as Glinting Eye (projected from hands), this power does moderate Energy/Psi damage and reduces enemy Accuracy

 

LuminousBlast ProtonScatter.png - Photon Ray: Same FX as Proton Scatter, this power deals moderate Energy/Psi damage in a cone and reduces enemy Accuracy

 

LuminousBlast SolarFlare.png - 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)

 

LuminousBlast BuildUp.png - Aim: Standard aim power, using the same FX as the PB eye glow

 

LuminousBlast LuminousDetonation.png - Luminous Blast: Same FX as Luminous Detonation, this power does moderate Energy/Psi damage in an AoE and reduces enemy Accuracy

 

LuminousBlast GleamingBlast.png - Gleaming Lance: Same FX as Gleaming Blast, this power does superior Energy/Psi damage and reduces enemy Accuracy. May also hold foes

 

LuminousBlast PhotonSeekers.png - Shining Wisps: Same FX as Photon Seekers, acting much the same

 

LuminousBlast DawnStrike.png - 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.

 

LuminousBlast GleamingBolt.png - Light Bolt: Same FX as Gleaming Bolt, this power does light Energy/Psi damage and reduces enemy Accuracy

 

LuminousBlast RadiantStrike.png - Luminous Smite: Same FX as Radiant Strike, this melee power does moderate Smashing/Energy damage and reduces enemy Accuracy

 

LuminousBlast GlintingEye.png - Radiant Beam: Same FX as Glinting Eye (projected from hands), this power does moderate Energy/Psi damage and reduces enemy Accuracy

 

LuminousBlast ProtonScatter.png - Photon Ray: Same FX as Proton Scatter, this power deals moderate Energy/Psi damage in a cone and reduces enemy Accuracy

 

LuminousBlast BuildUp.png - Build Up: Standard build up power, using the same FX as 'Inner Light'

 

LuminousBlast SolarFlare.png - Flare: Same FX as Solar Flare, this power does moderate Energy/Psi damage in PBAoE and reduces enemy Accuracy.

 

LuminousBlast GleamingBlast.png - Gleaming Lance: Same FX as Gleaming Blast, this power does superior Energy/Psi damage and reduces enemy Accuracy. May also hold foes

 

LuminousBlast IncandescentStrike.png - Brilliant Strike: Same FX as Incandescent Strike, this melee power does high Smashing/Energy damage and reduces enemy Accuracy. May also hold foes

 

LuminousBlast PhotonSeekers.png - 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.

 

LuminousAura ShiningShield.png - Light Shield: Same FX as Shining Shield, acting as a toggle providing resistance to Smashing, Lethal and Energy damage, as well as Perception debuffs

 

Willpower FastHealing.png - Radiance: An autopower that increases regeneration

 

LuminousAura EssenceBoost.png - Rejuvenate: Same FX as Essence Boost, activated by a click and increasing MaxHealth and providing resistance to Toxic damage

 

LuminousAura ThermalShield.png - Radiant Shield: Same FX as Thermal Shield, acting as a toggle providing resistance to Fire and Cold damage, as well as Accuracy debuffs

 

LuminousAura QuantumShield.png - Glowing Shield: Same FX as Quantum Shield, acting as a toggle providing resistance to Energy and Negative damage, as well as ToHit debuffs

 

LuminousAura LightofReason.png - Photon Shield: Same FX as Quantum Flight (No fade), acting as a toggle providing mez resistance and Psionic damage resistance

 

Willpower HeightenedSenses.png - 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

 

LuminousAura RestoreEssence.png - Restoration: Same FX as Restore Essence, allowing you to resurrect 

 

LuminousAura LightForm.png - 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.

 

UmbralBlast ShadowBolt.png - Void Bolt: Same FX as Shadow Bolt, this power does light Smashing/Negative damage and reduces enemy Defense

 

UmbralBlast EbonEye.png - Stygian Beam: Same FX as Ebon Eye (projected from hands), this power does moderate Smashing/Negative damage and reduces enemy Defense

 

UmbralBlast GraviticEmanation.png - Nebulous Burst: Same FX as Gravitic Emanation, this power does moderate Smashing/Negative damage in a cone and reduces enemy Defense

 

UmbralBlast SunlessMire.png - Gravimetric Wave: Same FX as Stygian Circle, this power does moderate Smashing/Negative damage in PBAoE and reduces enemy Defense. May also immobilize targets

 

ShadowFighting BuildUp.png - Aim: Standard aim power, using the same FX as the WS eye glow

 

UmbralBlast DarkMatterDetonation.png - Quantum Blast: Same FX as Dark Detonation, this power does moderate Smashing/Negative damage in an AoE and reduces enemy Defense

 

UmbralBlast ShadowBlast.png - Umbral Ray: Same FX as Shadow Blast, this power does superior Smashing/Negative damage and reduces enemy Defense

 

UmbralBlast DarkMatterDetonation.png - 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.

 

UmbralBlast Quasar.png - 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.

 

UmbralBlast ShadowBolt.png - Void Bolt: Same FX as Shadow Bolt, this power does light Smashing/Negative damage and reduces enemy Defense

 

UmbralAura BlackDwarfStrike.png - Dark Strike: Same FX as Black Dwarf Strike, this melee power does moderate Smashing/Negative damage and reduces enemy Defense.

 

UmbralBlast EbonEye.png - Stygian Beam: Same FX as Ebon Eye (projected from hands), this power does moderate Smashing/Negative damage and reduces enemy Defense

 

UmbralBlast GraviticEmanation.png - Nebulous Burst: Same FX as Gravitic Emanation, this power does moderate Smashing/Negative damage in a cone and reduces enemy Defense

 

ShadowFighting BuildUp.png - Build Up: Standard build up power, using the same FX as Stygian Circle (Self only)

 

UmbralBlast SunlessMire.png - Void Pulse: Same FX as Sunless Mire, this power does moderate Smashing/Negative damage in PBAoE and reduces enemy Defense.

 

UmbralBlast ShadowBlast.png - Umbral Ray: Same FX as Shadow Blast, this power does superior Smashing/Negative damage and reduces enemy Defense

 

UmbralAura BlackDwarfSmite.png - Void Slam: Same FX as Black Dwarf Smite, this melee power does superior Smashing/Negative DoT and reduces enemy Defense.

 

UmbralBlast GravimetricSnare.png - 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. 

 

DarkArmor SelfBuffDefense.png - Dark Armor: Same FX as Gravity Shield, acting as a toggle providing Defense to Smashing, Lethal and Negative damage

 

UmbralAura GravityShield.png - Shadow Touched: An autopower that grants resistance to Smashing, Lethal and Negative damage

 

UmbralAura PenumbralShield.png - Void Armor: Same FX as Penumbral Shield, acting as a toggle providing Defense to Fire and Cold damage and protecting against defense debuffs

 

UmbralAura TwilightShield.png - 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

 

SuperReflexes PracticedBrawler.png - Quantum Armor: Same FX as Twilight Armor, acting as a toggle providing mez resistance and resistance to placate and enemy teleportation

 

UmbralAura ShadowCloak.png - 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

 

DarkArmor DefractingCloud.png - Stygian Substance: An autopower that grants resistance to Energy and Negative damage, as well as boosting perception

 

UmbralAura Eclipse.png - Leeching Miasma: Same FX as Eclypse, draining nearby enemies of endurance and slowing them down

 

SuperReflexes Block.png - Gravitic Shell: Same FX as Shadow Step's latent visuals, acting as a click power providing a huge amount of Absorb and Resistance

 

 

Edited by Tyrannical
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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 by GGamerGirl
Forgot to comment on the Void. Sorry.
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I remain,

The Grumpy Gamer Girl and the Big Green Dragon

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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. 

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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.

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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.

 

MentalControl Hypnotize.png - 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

 

LuminousBlast RadiantStrike.png - Luminous Smite: Same FX as Radiant Strike, this melee power does moderate Smashing/Energy damage and reduces enemy Accuracy

 

Illusions Blind.png - Blind: Same power from Illusion Control, with a little PB FX mixed in (also does half of it's damage as energy)

 

LuminousBlast BuildUp.png - Build Up: Standard build up power, using the same FX as 'Inner Light'

 

TrickArrow Blind.png - 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

 

LuminousAura ConserveEnergy.png - Radiant Glow: Uses the FX of Light Form (no wisp), grants Regeneration, Recovery, and also boosts Perception and Accuracy

 

LuminousBlast SolarFlare.png - Flare: Same FX as Solar Flare, this power does moderate Energy/Psi damage in PBAoE and reduces enemy Accuracy

 

Illusions Flash.png - Flash: Same power from Illusion Control, with a little PB FX mixed in

 

LuminousBlast IncandescentStrike.png - 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.

 

UmbralBlast GravimetricSnare.png - Shadowy Snare: Same FX as Gravimetric Snare, this power does light Smashing/Negative DoT and reduces enemy Defense. Also immobilizes the target

 

UmbralAura BlackDwarfStrike.png - Dark Strike: Same FX as Black Dwarf Strike, this melee power does moderate Smashing/Negative damage and reduces enemy Defense

 

UmbralAura OrbitingDeath.png - Orbiting Miasma: Same FX as Orbiting Death, dealing minor Negative DoT to nearby foes and reducing their Defense

 

UmbralBlast GravityWell.png - Crushing Void: Same FX as Gravity Well, though with greater range, holding one foe in place and reduced Defense. 

 

ShadowFighting BuildUp.png - Build Up: Standard build up power, using the same FX as Stygian Circle (Self only)

 

UmbralAura ShadowCloak.png - Umbral Shroud: Same FX as Shadow Cloak, acting as a toggle providing Absorb over Time, minor Defense, as well as stealthing the character

 

UmbralBlast SunlessMire.png - Void Pulse: Same FX as Sunless Mire, this power does moderate Smashing/Negative damage in PBAoE and reduces enemy Defense

 

UmbralAura Eclipse.png - Leeching Miasma: Same FX as Eclypse, draining nearby enemies of endurance and slowing them down

 

UmbralAura BlackDwarfSmite.png - Void Slam: Same FX as Black Dwarf Smite, this melee power does superior Smashing/Negative DoT and reduces enemy Defense

 

 

Edited by Tyrannical
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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.

 

SonicDebuff DebuffDamRes.png - 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

 

PsionicMastery MindOverBody.png - Strengthen Will: An AoE ally buff, providing resistance to Smashing, Lethal and Psionic. Uses the same FX as 'Mind Over Body' (Ancillary version)

 

SonicDebuff ProtectElements.png - Bolster Resolve: Another AoE ally buff, providing resistance to Fire, Cold, Energy and Negative. Uses the same FX as 'Indomitable Will' (Ancillary version)

 

WidowTeamwork MentalTraining.png - Cognitive BoostA PBAoE buff that improves Recharge, Recovery and Accuracy (and matching debuff resistance). Uses similar FX to 'Concentration' (Psionic Melee)

 

PsionicMastery IndomitableWill.png - Clear Mind: Same power from Empathy, providing some mez protection

 

Awakened MetabolicSuperiority.png - Fortitude: Same power from Empathy, providing a powerful ally buff.

 

PsionicMastery LinkMinds.png - Mind Link: Same power from Ancillaries/Widows, providing a boost to resistance, defense and ToHit

 

PsionicAssault PsychicSiphon.png - Drain Psyche: Same power from Mental Manipulation/Psionic Assault, draining enemy regeneration and recovery to boost your own

 

SonicDebuff TeamDebuffDamRes.png - 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 by Tyrannical
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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.

 

Paramilitary AssaultRifleBurst.png - Pistol: A shot fired from a single pistol, dealing minor lethal damage. Uses a standard hip-fire animation

 

Paramilitary DraftArmy.png - Call Grunts: Summons 3 Grunts, each armed with a revolver and basic melee attacks

 

Paramilitary AssaultRifleSlug.png - Aimed Shot: A heavier aimed shot from your pistol that deals moderate lethal damage. Uses a two-handed aiming animation

 

Paramilitary EquipSoldier.png - Equip Suits: First upgrade power, using the same animation as Equip Mercenary/Equip Thugs

 

AssaultWeapons ARFlamethrower.png - Covering Fire: A burst of several shots from your pistol over a tight cone, dealing moderate lethal damage. Uses the 'Wild Shot' animation

 

Paramilitary EnlistSpecialForces.png - Call Triggermen: Summons 2 Triggermen, each armed with tommy guns and fighting powers (with fighting synergy)

 

Sword BuildUp.png - Combat Style: A power that provides two toggle powers that boost either melee or ranged powers, sharing the same cooldown.

  • Brawling CrushingUppercut.png Melee Style: Pets will prioritise melee, and receive a boost to damage and secondary effects, as well as melee defense.
  • EnergyManipulation BoostRange.png Ranged Style: Pets will prioritise ranged, and will receive a boost to range and accuracy, as well as ranged/AoE defense.

 

Paramilitary SuperSoldier.png - Call Specialist: Calls a single Specialist, armed with two magnum revolvers and street justice powers (with combo building)

 

Paramilitary TacticalUpgrade.png - Upgrade Gear: Second upgrade power, slides a black briefcase along the floor to the target, which they open to reveal it's contents.

 

 

Paramilitary DraftArmy.png - Grunt

 

Grunts.thumb.png.48668ed58163b24d272ccef4673ba598.png

 

Base Powers: Paramilitary AssaultRifleBurst.png - Pistol, Inherent Brawl.png - Brawl

Equip Powers: Paramilitary AssaultRifleSlug.png - Aimed Shot, Fighting Boxing.png - Pistol Whip

Upgrade Powers: AssaultWeapons ARFlamethrower.png - Covering Fire, MedievalWeapons MaceSwing.png - Blackjack

 

 

Paramilitary EnlistSpecialForces.png - Triggerman

 

Suits.thumb.png.2c4552e9874b2f1e8d4797359e00d8c9.png

 

Base Powers: AssaultWeapons ARBurst.png - SMG Burst, AssaultWeapons DOT.png - SMG Heavy Burst, Inherent Brawl.png - Brawl

Equip Powers: AssaultWeapons ARFlamethrower.png - SMG Blast, Fighting Boxing.png - Boxing, Fighting Kick.png - Kick

Upgrade Powers: AssaultWeapons ARFullAuto.png - Full Auto, Fighting CrossPunch.png - Cross Punch

 

 

Paramilitary SuperSoldier.png - Specialist

 

Hitman.thumb.png.c188c6f44c65e99a73b7fe3f1114eb1a.png

 

Base Powers: DualPistols Pistols.png - Pistols, DualPistols DualWield.png - Dual Wield, Brawling HeavyBlow.png - Heavy Blow

Equip Powers: DualPistols EmptyClips.png - Empty Clips, DualPistols SuppressiveFire.png - Suppressive Fire, Brawling ThroatStrike.png - Rib Cracker, Brawling SweepingCross.png - Sweeping Cross

Upgrade Powers: DualPistols ExecutionersShot.png - Executioner's Shot, Brawling LowKick.png - Shin Breaker, Brawling SpinningStrike.png - Spinning Strike

 

 

Edited by Tyrannical
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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

 

ElectricalBolt LightningBolt.png/ShockTherapy Discharge.png - Lightning Bolt/Discharge: A traditional blast power for Controllers, and some AoE Debuff for Dominators

 

Electrical Mastery Charged Armor.png - Charged Armor: An armor toggle as is customary for these sets

 

ElectricalBolt BallLightning.png - Ball Lightning: An AoE attack that works for either archetype

 

Electrical Mastery PowerSurge.png - Surge of Power: A strong buff power that mirrors Mu Mastery too keep it competitive 

 

ChargeMastery Thunderstrike.png/Electrical Mastery EM Pulse.png - Thunder Strike/EM Pulse: A heavy melee attack for Controllers, and another AoE Debuff for Dominators

 

 

 

Surge Mastery - Scrapper/Stalker/Tanker/Brute

 

ElectricControl StaticField.png - Static Field: An AoE sleep patch that works similarily to AoE immobilizes

 

ElectricalBolt LightningBolt.png - Lightning Bolt: A standard blast power as you might expect

 

Electrical Mastery Shocking Bolt.png - Shocking Bolt: A hold which seems common for these ancillaries

 

ElectricalBolt BallLightning.png - Ball Lightning: A large AoE attack that works nicely here

 

ShockTherapy Discharge.png - Discharge: An AoE debuff that some ancillaries of this type possess

 

 

Shadow Mastery - Controller/Dominator

 

DarkCast DarkBlast.png/DarkMiasma TarPatch.png - Dark Blast/Tar Patch: A traditional blast power for Controllers, and some AoE Debuff for Dominators

 

DarkArmor DarkEmbrace.png - Dark Embrace: An armor toggle as usual

 

DarkCast DarkObliteration.png - Dark Obliteration: An AoE attack power that helps damage gathered mobs

 

DarkArmor SoulTransfer.png - Soul Transfer: A powerful ability that works similarly to Rise of the Phoenix

 

ShadowFighting MidnightGrasp.png/DarknessAffinity Fade.png - Midnight Grasp/Fade: A heavy melee power for Controllers, and an AoE buff for Dominators like Mind Link

 

 

 

Shade Mastery - Tanker/Brute

 

DarkCast Torrent.png - Torrent: Since this is a copy of Darkness Mastery from Scrappers/Stalkers, I've not changed anything

 

DarknessMastery PetrifyingGaze.png - Petrifying Gaze: ^

 

DarkCast DarkBlast.png - Dark Blast: ^

 

DarkCast NightFall.png - Night Fall: ^

 

DarkCast TenebrousTentacles.png - Tenebrous Tentacles: ^

 

 

Netherworld Mastery - Blaster/Mastermind

 

DarkCast NightFall.png - Night Fall: A cone attack that mirrors Static Discharge in utility

 

DarkArmor DarkEmbrace.png - Dark Embrace: Standard armor toggle as one would expect

 

DarkCast DarkObliteration.png - Dark Obliteration: An AoE attack that helps increase DPS

 

DarkMiasma FearsomeAura.png/ShadowFighting MidnightGrasp.png - Fearsome Stare/Midnight Grasp: A cone mez/debuff for Blasters, and a heavy melee for Masterminds

 

DarkArmor SoulTransfer.png - Soul Transfer: A powerful ability that works similarly to Rise of the Phoenix

 

Edited by Tyrannical
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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 by Tyrannical
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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.

 

DualPistols Pistols.png - 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)

 

Robotics LaserRifleBurst.png - 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

 

DualPistols EmptyClips.png - 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)

 

AssaultWeapons Aim.png - Aim: Standard Aim power

 

AssaultWeapons ARM30grenade.png - 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)

 

AssaultWeapons ShotgunBeanbag.png - 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)

 

Robotics LaserRifleBlast.png - 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

 

DualPistols PiercingRounds.png - 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.

 

AssaultWeapons ARFullAuto.png - 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 by Tyrannical
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