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Posted (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)

 

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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Posted (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 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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Posted (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

 

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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Posted (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.

 

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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