Alchemystic Posted January 31 Author Posted January 31 On 1/30/2024 at 1:47 AM, ironjoe said: Nice to see more Mastermind sets being suggested! I know 'clown summoning' was a popular gag back in the day, but nice to see it realized as more than just an april fools joke 🙂 3
Alchemystic Posted February 9 Author Posted February 9 (edited) Looking at what @ironjoe suggested, I wonder if it would be possible to expand the phantoms/illusionist theme? Currently we have Illusion Control (as well as ironjoe's Carnival MM set), but no direct pairing in terms of secondaries. So with that in mind, I wanna try and expand the 'Illusion' powers theme a little, starting with a support powerset and an assault powerset. I've tried my hand at making an Illusion Manipulation set for Blasters, so I'll be using some material from that to assist with the ideas here. Illusion Projection: Illusion Projection focuses on a good mix of buffs, debuffs and light mez. It also borrows powers from Dominator's version of Illusion Control so Controllers arent missing out. The main theme of this set is position; whether covering your own or drawing the enemy out of theirs. - Vertigo: Single target immobilize power. Identical to Dominator's 'Spectral Wall', but does not deal damage. - Glimmer: AoE power that lowers ToHit and Perception. Uses the same FX as 'Flash' but centered on the target, as well as using the 'Fireworks' eye aura on affected targets. - Distract: AoE field that reduces enemy Defense and Range while Taunting them towards it (like Omega Manuever) Creates a visual burst similar to the 'Fireworks' aura. - Shroud: AoE toggle that grants Stealth and Defense to self and allies. Uses same stealth FX as 'Group Invisibility', but with a 'Fairy Dust' aura to display radius. - Distortion: AoE toggle that grants Defense and Absorb-Over-Time. Uses similar FX to 'Glowing Aura' and small refracting 'Gleam' FX on affected targets - Mirage: A PBAoE power that Placates foes and debuffs their Defense and Mez Resistance briefly. Similar FX to 'Smoke Flash' and 'Fairy Dust' - Dazzle: Ranged AoE disorient power. Identical to Dominator's 'Gleam', but does not deal damage. - Decoy: Summons a single Decoy. It looks identical to the 'Mirror' version of Phantom Army, but it's only abilities are an AoE taunt and intangibility. Also has a fireworks aura and plays taunt/mocking animations for effect. - Dreamscape: AoE field that makes all targets intangible. Causes Sleep to proc over on foes. Similar FX to 'Fade' but no eye aura and a heavy field of 'Fairy Dust' to mark the area. Illusory Assault: Illusory Assault focuses on dealing psionic damage, but also mixes in either negative or smashing. Ranged attacks will deal some negative damage to the foes along with their attacks, while melee powers deliver two strikes; one psionic, then one physical. - Glance: Weaver version of Spectral Wounds. Lacks as much skull FX and has a quicker attack animation. Deals Psionic/Negative damage - Flinch: Uses the 'Initial Strike' animation to do two attacks. First deals psionic, the second deals smashing. Uses the fist FX of 'Mental Strike' on the first blow. - Spectral Wounds: Taken from Illusion Control. Isn't available to Dominators so works well here. Now does Psionic/Negative damage. - Feint: Uses the 'Barrage' animation to do two attacks, much like Flinch. Deals greater psionic/smashing damage. Uses 'Mental Strike' the fist FX on the first blow. - Build Up: Standard Build Up power. - Feign Strikes: Cone melee power that uses the animation and FX of 'Flurry'. Deals alternating psionic and smashing damage. - Figmentation: Creates a field that deals psionic DoT and slows enemies down. Uses 'Spectral Wall' FX on a larger scale. - Misdirect: PBAoE melee power, uses 'Spring Attack' animation. Also summons a mirror copy to do the 'Dragon's Tail' animation while you are in the air. Deals psionic/smashing damage. - Phantom Pain: Heavier version of Specral Wounds. Uses same FX with the 'Cloak of Fear' FX layered over it, and uses a different attack animation. Deals Psionic/Negative Edited February 9 by Alchemystic 4 1
megaericzero Posted February 10 Posted February 10 (edited) Slow day at work. I'd like to take a crack at this eco-friendly recycling. Gun Kata (assault set - AKA Urban Assault) You are a master of gun-fu, combining firearms and hand-to-hand combat. You have a variety of attacks that deal smashing and lethal damage at your disposal. 1. Pistols (Ranged) Foe Minor Damage (Lethal) 2. Heavy Blow (Melee) Foe Moderate Damage (Smashing), Chance to Knockdown 3. Rib Cracker (Melee) Foe Moderate Damage (Smashing), -Resistance, -Damage 4. Dual Wield (Ranged) Foe Moderate Damage (Lethal), Chance for Knockdown 5. Reach for the Limit [Auto] Self +PROC (Self Chance for +Damage, Chance for +To Hit) 6. Sweeping Cross (Melee Cone) Foe High Damage (Smashing), Chance to Disorient 7. Spinning Strike (Melee AOE) Foe High Damage (Smashing), Chance to Knockdown 8. Piercing Rounds (Ranged Cone) Foe High Damage (Lethal), -Resistance 9. Executioner's Shot (Ranged) Foe High Damage (Lethal), Chance for Knockback (I'd avoid the addition of Swap Ammo or combos since this set is only half of one and half of another.) Edited February 24 by megaericzero incorporated Alchemystic's feedback, fixed typo 4
Alchemystic Posted February 10 Author Posted February 10 @megaericzero I like the look of this! Follows the Assault powerset format quite well, and makes good use of existing powers. My only notes would be to have 'Pistols' as the initial ranged power, and swap 'Empty Clips' for 'Dual Wield' as you have two cone attacks, although some Assault sets are known to break this room by using a cone power at T9. 1
Chance Jackson Posted February 12 Posted February 12 Machinegun Mastery APP for Melees There is very little that ties the melee APPs together some have buffs others might have debuffs, some have multiple aoe attacks so I'm giving myself the latitude to copy the Patron Pool pattern brutes get These powers are either from Assault Rifle, Soldiers of Arachnos or Mercenaries -Burst -Venom Grenade -Wide Area Web Grenade (AOE Immob with -kb) -Heavy Burst -Seasoned Veteran a rifleman pet equivalent to a PPP pet, same powers as the Commando henchmen but with the the Spec Ops henchmen's rifle, outfit & snipe power Seasoned Veteran flavor text: This rifleman has survived many armed conflicts, doing murky things at the behest of self-serving nation state power brokers for pennies on the dollar, now this soldier will only contract his services out to those he believes in, for causes he truly believes in (or for top dollar) 2
Alchemystic Posted February 17 Author Posted February 17 (edited) Since I've already made an Assault powerset, might as well put in the rest of the effort and build a Blast and Melee powerset out of it, 70% of the work has already been done after all! And while I'm at it I might as well try my hand at an Aura/Armor powerset so the Illusion theme is present in every powerset category.Illusory Blast: Using some of the material from Illusory Assault, I decided to flesh out the idea of a blast powerset. To round out the powers, I borrowed some themes from other sources, such as the ravens seen in Savage Assault/Beast Mastery, reimagining them as doves to play into the Illusionist theme. - Glance: Weaver version of Spectral Wounds. Lacks as much skull FX and has a quicker attack animation. Deals Psionic/Negative damage - Spectral Wounds: Taken from Illusion Control. Isn't available to Dominators so works well here. Now does Psionic/Negative damage. - Conjuration: Similar power to Call Ravens/Unkindness. Summons illusionary doves to deal Psionic/Lethal damage. They are colored white instead of black and have a Fireworks FX. - Aim: Standard Aim power. - Prestidigitation: AoE power that uses the 'Murder of Crows' costume change emote, though colored white like Conjuration. Has 'Fireworks' FX too. - Phantom Pain: Heavier version of Specral Wounds. Uses same FX with the 'Cloak of Fear' FX layered over it, and uses a different attack animation. Deals Psionic/Negative - Figmentation: Creates a field that deals psionic DoT and slows enemies down. Uses 'Spectral Wall' FX on a larger scale. - Bolide: Similar power to 'Flash', except it Stuns instead of Holds. Uses similar FX and leaves the 'Fireworks' FX on the eyes. - Spectacle: A heavy AoE power that uses the 'Gleam' FX with 'Fireworks' going off everywhere. Deals massive Psionic damage and may Stun. Illusory Melee: Building on the melee theme I used in Illusion Manipulation and Illusory Assault wasn't easy, even with some of the powers already conceptualised. The idea was to include a lot of misdirection in the powerset, and figured playing up the 'mirror clone' idea would work well here. - Flinch: Uses the 'Initial Strike' animation to do two attacks. First deals psionic, the second deals smashing. Uses the fist FX of 'Mental Strike' on the first blow. - Feint: Uses the 'Barrage' animation to do two attacks, much like Flinch. Deals greater psionic/smashing damage. Uses 'Mental Strike' the fist FX on the first blow. - Feign Strikes: Cone melee power that uses the animation and FX of 'Flurry'. Deals alternating psionic and smashing damage. - Assassin's Deception: Unique Stalker attack, uses the Martial Arts Assassin's Blow animation, but with the 'Mental Strike' fist FX. - Build Up: Standard Build Up power. - Taunt/Placate: Stabdard Taunt/Placate power. Uses the 'Fireworks' aura as a special effect. - Legerdemain: A defensive attack that works like Parry/Divine Avalance. uses the 'Body Blow' animation from Kinetic Melee, with 'Glowing Aura' and 'Fairy Dust' FX on the arms. Deals light Psionic damage. - Misdirect: PBAoE melee power, uses 'Spring Attack' animation. Also summons a mirror copy to do the 'Dragon's Tail' animation while you are in the air. Deals psionic/smashing damage. (Not available to Stalkers) - Sleight of Hand: An attack that uses the 'Smashing Blow' animation from Kinetic Melee, with Fairy Dust/Glowing Aura FX on the arms. Deals heavy Psionic damage - Bait and Switch: Special teleport attack. uses the 'Shield Charge' animation, first sending a mirror copy to deal psionic damage, then following up yourself with smashing. Illusory Armor: Armor is typically a little easier to work with, all you really need is a few auras and FX, the harder part is making it stand out from the others in terms of playstyle. Illusory Armor is a mix of Dark Armor and Super Reflexes, creating a Defense based set with supportive abilities. - Spectral Shield: Melee Defense toggle that also increases resistance to Smashing/Lethal slightly. Uses the standard 'Glowing Aura' FX. - Myopic Blur: Ranged/AoE Defense toggle that also grants resistance to Defense debuffs. Uses the same aura as 'Prestige Power Dash'. - Illusive: Autopower that increases Resistance to Psionics, Negative and Energy damage, as well as granting protection to Taunt, Confuse, Placate, -ToHit and -Perception effects. - Houdini: A click power that grants protection against Hold, Immobilize, Slow, Sleep and Stun, and minor resistance to Cold, Fire and Toxic. Uses the same FX as 'Practiced Brawler'. - Obfuscation: Autopower that increases Defense to all damage types and increases Perception. - Invisibility: A stealth power that increases defense slightly. Uses the same FX as Superior Invisibility. (Stalkers get Hide at T1 instead) - Terror: Same functionality as 'Cloak of Fear'. Uses the same aura 'Spectral Terror' has. - Sleepwalk: AoE toggle that causes foes to fall asleep and suffer a speed debuff. has a heavy 'Fairy Dust' FX, and uses the same FX on the enemy's eyes when asleep. - Decoy: Summons a single Decoy. It looks identical to the 'Mirror' version of Phantom Army, but it's only abilities are an AoE taunt and intangibility. Also has a fireworks aura and plays taunt/mocking animations for effect. Edited February 19 by Alchemystic 4
Alchemystic Posted March 5 Author Posted March 5 (edited) Gonna try my hand at an NPC themed Mastermind primary similar to the previous Carnival Mastermind suggestion. For this one, I wanted to look into one of my favorite factions; Vahzilok. One of my characters was a Necromancy/Traps mastermind that tried to emulate the Vahzilok theme, but I feel that the Necromancy henchmen just don't quite cut it. However, I do want to make the henchmen a little more distinct so that they stand out compared to normal Vahzilok mobs, and also make the theme more accessible.Biomechanics: - Charged Bolts: Same power from Electrical Blast, serving as the basic attack power of the set. - Constructs: Summons up to 3 minions. These minions look like Vahzilok Cadavers, but with bolts in their neck and the Exposed Brain hair style. Basic Powers: Zombie Brawl, Resistance (Toxic, Energy, Smashing, Sleep, Fear) Augment Powers: Zombie Vomit, Projectile Vomit Upgrade Powers: Static Discharge, Charged Zombie Brawl (Replaces Zombie Brawl) - Lightning Bolt: Another power from Electrical Blast, funcioning as the higher damage blast power of the set. - Augment Minions: First upgrade power for minions. Adds Exposed Brain w/ Wires hair style and Dr. Kane style torso implants (see below). - Ball Lightning: Another Electrical Blast power, working as the set's AoE attack power. - Abominations: Summons up to 2 greater minions. These minions look like Vahzilok Abominations, but with bolts in their neck and the Exposed Brain hair style. Basic Powers: Charged Zombie Brawl, Jacob's Ladder, Projectile Vomit, Resistance (Toxic, Energy, Smashing, Sleep, Fear) Augment Powers: Zombie Vomit, Bile Spray, Havoc Punch Upgrade Powers: Short Circuit, Thunder Strike, Dynamo - Overclock: Unique power that gives a single minion a significant boost to damage, recharge and recovery. The minion takes damage over time and if it is defeated it self-destructs. - Golem: Summons a single powerful minion. The minion looks like a scaled down version of Dr. Kane's 'Abomination' monster boss, but lacking as many implants at first. Basic Powers: Havoc Punch, Static Discharge, Shock, Resistance (Toxic, Energy, Smashing, Sleep, Fear) Augment Powers: Thunder Strike, Short Circuit, Tesla Cage Upgrade Powers: Foot Stomp, Ball Lightning, Hurl - Upgrade Minions: Second upgrade power for minions. Adds 'Electricity' aura and Dr. Kane-style metalic hands to all minions (see below). (From left to right; Construct, Abomination and Golem) Edited March 5 by Alchemystic 3
Player2 Posted March 5 Posted March 5 (edited) I'll try my hand at NPC-themed mastermind set: SLIME MONSTERS - Taste of Venom: low Toxic damage over time single target ranged attack that uses the same animation and effects as Poison -> Envenom. - Summon Spawn: summons 3 Hydra minions. Uses same animation as Poison -> Elixer of Life with effects from Experimentation -> Corrosive Vial as the pets climb up out of the pool on the ground. - Venom Blast: higher Toxic damage single target ranged attack that uses the same animation and effects as Poison -> Paralytic Poison. - Toxify Slime: upgrades and applies Slime aura to affect pets. Uses same animation and effects as Poison -> Alkaloid. - Toxic Spray: low toxic damage cone attack with slow effect that uses the same animation and effects as Poison -> Neurotoxic Breath. - Summon Protean: summons 2 Hydra lieutenants. Uses same animation as Poison -> Elixer of Life with effects from Experimentation -> Corrosive Vial as the pets climb up out of the pool on the ground. - Tentacle Frenzy: functions like Thugs -> Gang War but instead summons Hydra Tentacles. Uses same animation as Poison -> Venomous Gas with effects from Water Blast -> Whirlpool from which the tentacles emerge but are also each surrounded by a mini-whirlpool that follows under them as they move around. - Summon Man O' War: summons 1 Hydra boss. Uses same animation as Poison -> Elixer of Life with effects from Experimentation -> Corrosive Vial as the pets climb up out of the pool on the ground. - Upgrade Slime: upgrades and applies the Bubbles travel aura to pets. Uses same animation and effects as Poison -> Antidote. Edited March 5 by Player2 3 1
heyedwin Posted March 19 Posted March 19 I was redirected here by @biostem . Yes, please to all this! 1 1
KingCeddd03 Posted March 21 Posted March 21 Space Manipulation BY: @Blackfeather Quote “Space Manipulation gives you the ability to twist, warp, and rearrange space in a variety of ways, letting you move allies, enemies, and even attacks across the battlefield to tip the scales of any fight.” Power Table Power Level (Primary|Secondary) Effect Displace 1 1 Ranged, Minor DMG(Smash), Teleport Teammate or Foe, Foe Knockdown Focal Point 1 2 Toggle: Ranged Ally (Targeted AoE), Ally +Res(All DMG, Knockback), Foe Attract Expand Distance 2 4 Location (Ranged AoE), Foe -ToHit, -DMG, -SPD Warp Shield 6 10 Toggle: Ranged Ally, Ally +DEF(All), +RES(DEF Debuff), Special Dimension Veil 8 16 Toggle: Ranged Ally or Foe, Ally Intangible, Foe Intangible, -Regen, +Prot(Repel, Teleport) Repulsion Zone 12 20 Location (PBAoE), Team +Res(Status), Ally -Intangible, Foe -Intangible, Repel Dispersal 18 28 PBAoE, Minor DMG(Smash), Foe Teleport, Knockback, Chance to Disorient Twist Matter 26 35 Ranged (Targeted AoE), Foe -Res(All), -Special Compress Space 32 38 PBAoE, Team +Range, +SPD, +Res(Slow), +ToHit 1
Alchemystic Posted March 25 Author Posted March 25 (edited) So I was originally going to make a separate thread for this, but I remember hearing from one of the older developers that making alternate FX for powers (like we see with dark's Soil Noir customisation) is actually about the same amount of work as making a new powerset entirely. I was pondering how it might be possible to add a 'Soul Mastery' FX style for Dark Blast and Dark Control, as a lot of the powers appear to have a Soul Mastery variation, but I think it may be possible to instead turn it into something new. So to that end, I want to use the Soul Mastery FX to create new powersets, starting with 'Spirit Blast' and 'Spirit Control'. To make these powersets stand out from Dark powers, they instead deal hybrid damage in the form of Negative/Psionic, and have a minor -Mez Resist effectinstead of -ToHit. Instead of the purple/gold coloration, these powers will instead be dark teal/mint green in color. Spirit Blast - Spirit Blast: Minor damage blast power using Soul Mastery's 'Dark Blast' FX - Ghostly Bolt: Blast power with more damage that uses Soul Mastery's 'Gloom' FX - Spectral Barrage: Cone attack power that uses Soul Mastery's 'Night Fall' FX - Medium: Standard Aim power, but also increases the -Mez Resist effect on powers. Briefly cover's the user's body in the 'Shadow Meld' FX - Grave Lance: Long range sniper power using Soul Mastery's 'Moonbeam' FX - Spirit Binds: A cone immobilize power that deals Negative DoT, using the same FX as 'Soul Tentacles' - Ghostly Ray: A powerful ranged power that uses the same FX as Soul Mastery's 'Dark Obliteration', though without the AoE. - Spectral Burst: A heavy AoE power that uses the same FX as Soul Mastery's 'Dark Obliteration' - Grave Call: A massive PBAoE DoT attack that uses a smaller version of the 'Void' Judgement FX, with affected targets swarmed with the 'Soul Storm' FX Spirit Control - Spirit Binding: A single target immobilize power dealing light Negative DoT, using a single 'Soul Tentacles' FX on target - Sepulchre: A single target hold power that deals Negative DoT, uses 'Soul Storm' FX, including the levitation animation - Spirit Binds: A cone immobilize power that deals Negative DoT, using the same FX as 'Soul Tentacles' - Possess: Same power from Dark Control, but using the 'Soul Storm' FX on the target's head - Spectral Form: A power that grants invisibility to the user. Uses the 'Shadow Meld' FX. If outside of combat, also grants intangibility - Spirit World: An AoE intangible power that works much like 'Dimension Shift', creates a giant ring with similar FX to Illusion Control's 'Spectral Wall' - Coalescence: Pet power that uses defeated foes to summon wispy Soul entities per target that fly towards enemies and explode with Negative damage - Mass Sepulchre: An AoE version of Sepulchre - Revenants: Similar power to 'Haunt', but summons three entities and gives them 'Spirit Blast' as an extra power Edited March 27 by Alchemystic 5
lolcritrockets Posted March 25 Posted March 25 I've seen folks requesting a "throwing weapons" power set, and I had an idea: Could we instead get a new "weapon" for the Archery and Tactical Arrow power sets? Where the new "weapon" is shurikens or throwing knives or playing cards, etc. Change the arrow models/sprites being used for the current sets, so that your shurikens stick out of your target. And reuse some of the throwing animations we already have. 1
Alchemystic Posted March 25 Author Posted March 25 31 minutes ago, lolcritrockets said: I've seen folks requesting a "throwing weapons" power set, and I had an idea: Could we instead get a new "weapon" for the Archery and Tactical Arrow power sets? Where the new "weapon" is shurikens or throwing knives or playing cards, etc. Change the arrow models/sprites being used for the current sets, so that your shurikens stick out of your target. And reuse some of the throwing animations we already have. There's been a few discussions on the subject of changing weapon sets like Archery or Assault Rifle into other weapons or devices, such as a Bow into a Crossbow, or a Rifle into two SMGs, or even turning any of these weapons into grenades or other throwing weapons. From what I understand, Weapon powersets are pretty hard-coded to only ever be those weapons, and it's nigh impossible to change it. Plus, the amount of effort it takes to change these things (animations, FX, etc.) is almost as much work as starting from scratch, so most times they just make it a whole different powerset instead.
megaericzero Posted March 26 Posted March 26 (edited) Because someone in this thread about Super Strength said 1 hour ago, PeregrineFalcon said: Heck, they could even add it to a Blaster secondary at that point. Strength Manipulation (Not to step on the toes of PoptartsNinja and Normal Thomas; I saw in the index page of this thread that they've already proposed the idea. I'm more of a minimalist when it comes to ports, so transplanting Super Strength over as a manipulation set with minimal phenotypical changes is more my speed.) Power Toss (Melee) Foe Minor Damage (Smashing), Knockback Punch (Melee) Foe Moderate Damage (Smashing), Chance to Knockdown Challenge (Ranged) Foe Taunt, -Tohit Haymaker (Melee) Foe High Damage (Smashing), Chance to Knockdown Intense Rage Self +Damage (Special*), +Tohit * acts as Rage to anything in Strength Manipulation but Build Up to everything else in terms of duration/potency; removed the crash since this means only Punch, Haymaker, and Knockout Blow will benefit from the longer-lasting buff and that requires you - a Blaster - to be in melee range; probably halve the duration/recharge compared to Rage, making it more like Build Up with 50% longer recharge as a tradeoff for the added utility within its Manipulation powers Hand Clap (PBAOE) Foe Knockback, Chance to Disorient Dull Pain Self Heal, +Max HP Power Boost Self +Special Knockout Blow (Melee) Foe Extreme Damage (Smashing), Knockup, Chance to Hold This version, I feel, lends itself well to Blappers - coming with Dull Pain as a self-sustain and Challenge (whose name is free now that Presence no longer has it) as a cousin to Taunt/Confront with a -tohit instead of a -range. Edited March 26 by megaericzero 3
Alchemystic Posted March 26 Author Posted March 26 (edited) @megaericzero I think pretty much any Melee set would be viable as a Blaster Secondary! I know @Normal Thomas had a go at porting Super Strength to Blasters some time ago, which you can find here; I like the Power Toss and Rage ideas, it definitely helps move it into the direction of a Manipulation set instead of a Melee one. I would maybe give 'Challenge' a +endurance or +recovery effect to help push it more in that direction. Edited March 26 by Alchemystic
Player2 Posted March 27 Posted March 27 20 hours ago, megaericzero said: Because someone in this thread about Super Strength said Strength Manipulation (Not to step on the toes of PoptartsNinja and Normal Thomas; I saw in the index page of this thread that they've already proposed the idea. I'm more of a minimalist when it comes to ports, so transplanting Super Strength over as a manipulation set with minimal phenotypical changes is more my speed.) Power Toss (Melee) Foe Minor Damage (Smashing), Knockback Punch (Melee) Foe Moderate Damage (Smashing), Chance to Knockdown Challenge (Ranged) Foe Taunt, -Tohit Haymaker (Melee) Foe High Damage (Smashing), Chance to Knockdown Intense Rage Self +Damage (Special*), +Tohit * acts as Rage to anything in Strength Manipulation but Build Up to everything else in terms of duration/potency; removed the crash since this means only Punch, Haymaker, and Knockout Blow will benefit from the longer-lasting buff and that requires you - a Blaster - to be in melee range; probably halve the duration/recharge compared to Rage, making it more like Build Up with 50% longer recharge as a tradeoff for the added utility within its Manipulation powers Hand Clap (PBAOE) Foe Knockback, Chance to Disorient Dull Pain Self Heal, +Max HP Power Boost Self +Special Knockout Blow (Melee) Foe Extreme Damage (Smashing), Knockup, Chance to Hold This version, I feel, lends itself well to Blappers - coming with Dull Pain as a self-sustain and Challenge (whose name is free now that Presence no longer has it) as a cousin to Taunt/Confront with a -tohit instead of a -range. I feel like the Martial Combat set a precedent that not every Blaster secondary needs to be a "Manipulation" set. This could very well be Strength Combat or Strength Attack... but not Strength Assault, because that needs to be a Dominator secondary with a mix of Super Strength melee attacks and thrown attacks (including the Super Strength staple of Hurl). 1
Player2 Posted March 27 Posted March 27 ...and with that commentary on Super Strength as a blaster secondary, here's my take on Strength Assault secondary for Dominators: Throw: Ranged, Moderate DMG(Smash) Punch: Melee, Moderate DMG(Smash), Foe Knockback Hurl: Ranged, High DMG(Smash), Foe Knockback, -Fly Foot Stomp: PBAoE Melee, Moderate DMG(Smash), Foe Knockback Haymaker: Melee, High DMG(Smash), Foe Knockback Frenzy: +Dmg, +Special, Delayed Self (Weaken, Special) Hand Clap: PBAoE, Foe Disorient, Knockback Great Throw: Sniper, Extreme DMG(Smash), Foe Knockback Knockout Blow: Melee, Extreme DMG(Smash), Foe Hold Throw would use the animation and projectile effect of the Halloween Rock power... like a tiny version of the Hurl power. Punch is a basic strong melee attack and a direct port from Super Strength. Hurl is a stronger ranged attack and a direct port from Super Strength. Foot Stomp is a direct port from Super Strength. Haymaker is a direct port from Super Strength. Frenzy is a new power that combines the effect of Rage and Power Boost. It is a long duration bonus to damage like Rage, although at lower value to compensate for the longer duration. Instead of a ToHit bonus, the Dominator gains a boost to secondary effects like the Energy Assault -> Power Boost effect (but again at a lower value). Like Rage, this power will have a crash effect where the Dominator suffers reduced Defense, drained of some of your Endurance, and substantially weakened damage. Hand Clap is a direct port from Super Strength. It's a little higher up the attack chain the Foot Stomp because of the extra control effect of Disorient associated with it, which will have synergy with the dominator's primary attacks and Domination inherent power. Great Throw is a sniper version of Hurl and like the impact of Gravity Control -> Propel, only the target takes damage but all enemies close to the target are subject to the Knockdown effect from the impact. It utilizes the random object pool that Propel uses but with the same animation for Hurl... as the dominator reaches down to the ground and viola pulls the random object out of the ground where it was conveniently buried. Why was a car buried in the floor of an office building? Don't think too much about it... it's comic books! Knockout Blow is a direct port from Super Strength. It is the top tier attack because of its damage and extra Hold effect which will have synergy with the dominator's primary attacks and Domination inherent power. 2
megaericzero Posted March 27 Posted March 27 1 hour ago, Player2 said: I feel like the Martial Combat set a precedent that not every Blaster secondary needs to be a "Manipulation" set. This could very well be Strength Combat or Strength Attack... Is there a particular pattern difference to Combat sets compared to Manipulation ones? If it's just nomenclature, I'm a lifelong lover of wordplay and a stickler for adhering to patterns. Most sets named something-manipulation, on face value, are ambiguous between whether it means "manipulating that element" or "using that element to manipulate your enemies." Playing into that, I purposely chose Strength Manipulation as it can be read into as manipulating your own body (light body mastery / shapeshifting) in addition to using super-strength to manipulate the battlefield. FWIW I would've also picked Arsenal Assault's name to be Rifle Assault because it's an easy way to illustrate it's related to Assault Rifle and still fits the existing Dominator secondary naming pattern. Sonic Attack stands out to me as a set from live that could've just been named a blast set. That's not to say we can't have exceptions - Martial Manipulation would've been a very awkward name, plenty of melee sets are simple and self-explanatory (Claws, Martial Arts, etc.), Mastermind primaries don't even have a unifying term used in their names, and up until recently the same was true of support sets though Affinity seems to now be their thing. I'm more of an "exceptions prove the rule" kind of person, though. Then again, I'm also a lover of bad dad jokes so the line between thoughtful double entendre and "please, Dad, I'm starving - stop saying 'hi, hungry; I'm dad'!" is .... it's blurry for me. 😛 Not to say that I'd chime in to say someone named something incorrectly - go wild with whatever names you want; just that you'll find when I propose set names they'll be pretty predictable. 1
Player2 Posted March 27 Posted March 27 I'm not saying anything is named wrong, I'm just saying that that all blaster secondaries don't need to be named Manipulation; and obviously Martial Combat didn't set the precedent (Devices did)... I just think that it just cements it. 1
megaericzero Posted March 27 Posted March 27 Right. I get you. I was explaining that I'll stick to legacy nomenclature when I see more value in doing so than not. Strength Combat, Strong Combat, Strong Attack, etc. sound clunky and unappealing compared to Strength Manipulation, to me. That said... Blade Manipulation (as a cousin to Dual Blades) (I'm not a fan of set gimmicks, and even less a fan of DB's version of combos, so I haven't included any.) Power Effect Pinning Strike (Ranged) Foe Minor Damage (Lethal), Immobilize Power Slice (Melee) Foe Moderate Damage (Lethal), -Defense Blinding Cut (Melee) Foe Minor Damage (Lethal), -Tohit, -Perception (This should be a single-target "accuracy/tohit debuff" icon but I don't know if any exist.) Refresh Blades Self +Damage, +Tohit Typhoon's Edge (PBAOE) Foe Moderate Damage (Lethal), -Defense Lucky [Auto] Self +Defense (AOE), +Resistance (Sacles w/ missing HP) Vengeful Slice (Melee) Foe High Damage (Lethal), Knockdown Dull Pain Self Heal, +Max HP One Thousand Cuts (Melee Cone) Foe Superior Damage (Lethal), Chance to Knockdown Another set that lends itself better to blapping than traditional blasting. In addition to dual blades, Pinning Strike and Refresh Blades lend themselves to characters in media who carry multiple sets of disposable blades and toss them as attacks or as they break. Ideally this would pair with a Thrown Weapons blast set - which I have thought up before but strays from this thread's premise of recycling existing assets. 2
Alchemystic Posted March 27 Author Posted March 27 (edited) Both Strength Manipulation and Blade Manipulation have been added to the list! Always happy to see more contributions from you guys 😊 On the topic of Manipulation and Assault powersets, I'll take a stab at using some of the stuff from Spirit Blast and Spirit Control to try and make some too, and further expand the theme!Spirit Manipulation - Spirit Binding: A single target immobilize power dealing light Negative DoT, using a single 'Soul Tentacles' FX on target - Torment: Standard melee attack with Soul Mastery FX on hands, target briefly has the Illusion Control 'Spectral Wounds' FX - Gravesite: PBAoE toggle that deals Negative DoT. Uses the 'Ghosts' aura on player with 'Cloak of Fear' FX - Sepulchre: A single target hold power that deals Negative DoT, uses 'Soul Storm' FX, including the levitation animation - Build Up: Standard Build Up power - Ghostly Form: A power that grants invisibility to the user, as well as regeneration and recovery. Uses the 'Shadow Meld' FX - Spirit Nexus: PBAoE Damage power, uses a large 'Soul Storm' FX on player with a growing 'Spectral Wall' FX from Illusion Control - Soultaker: Heavy Melee power, with Soul Mastery FX on hands, while target has the 'Soul Storm' FX momentarily - Mass Sepulchre: An AoE version of Sepulchre Spirit Assault - Spirit Blast: Minor damage blast power using Soul Mastery's 'Dark Blast' FX - Torment: Standard melee attack with Soul Mastery FX on hands, target briefly has the Illusion Control 'Spectral Wounds' FX - Ghostly Bolt: Blast power with more damage that uses Soul Mastery's 'Gloom' FX - Spectral Barrage: Cone attack power that uses Soul Mastery's 'Night Fall' FX - Build Up: Standard Build Up power - Spirit Nexus: PBAoE Damage power, uses a large 'Soul Storm' FX on player with a growing 'Spectral Wall' FX from Illusion Control - Grave Lance: Long range sniper power using Soul Mastery's 'Moonbeam' FX - Soultaker: Heavy Melee power, with Soul Mastery FX on hands, while target has the 'Soul Storm' FX momentarily - Spectral Ray: A powerful ranged power that uses the same FX as Soul Mastery's 'Dark Obliteration', though without the AoE. Edited September 28 by Alchemystic 1 1
biostem Posted March 28 Posted March 28 I don't have the full set fleshed out, but I'd love to see a sort of "ranged sword" blast set. Now, it wouldn't consist of you throwing or launching the sword, but rather, it'd consist of you slashing the sword like normal, only you'd project out a "sword slash" instead, (think how claws has focus and shockwave, only expanded to an entire set). We have the FX from: Focus Shockwave Serpents Reach (from Staff) Then I'm sure we could easily adapt other such FX - like psionic tornado and perhaps water burst's FX could be similarly adapted...
biostem Posted March 28 Posted March 28 (edited) Ooh here's another (slightly tongue-in-cheek): Pistol Support 1. Healing Rain: Uses the Bullet Rain animation, except it's a location-based AoE, that heals all friendly targets within it's AoE. 2. Healing Shot: Uses the animation from "Pistols" and delivers a healing payload to a single friendly target. 3. Push 'em Back: Uses the animation form "Empty Clips", slowing all enemies within it's cone whilst also repelling them. 4. Alternative Ammo: This power provides 3 mutually exclusive toggles - Healing, Stimulating, or Bolstering payloads. Healing adds a HoT to any allies affected by your other powers. Stimulating adds an "Endurance over time" and recharge time reduction effects to any such ally-affecting powers, while Bolstering adds some damage resistance and defense to them. For enemy-affecting powers, Healing applies a -regen and DoT effect, Stimulating slows their movement and recharge speeds, and Bolstering applies a minor defense and resistance debuff. 5. Enervating Shot: Uses "Dual Wield's" animation. Reduces an enemy's damage, tohit, and max HP. 6. Designated Target: Uses the animation from "Executioner's Shot" - This power that significantly reduces the particular enemy's defense and damage resistance. 7. Ballistic Cordon: Uses Piercing Round's animation. This power requires no target to use and will initiate in whatever direction the user is facing. It deals heavy DoT and knocks down any enemies in it's narrow cone of effect. 8. Back from the Brink: Uses Suppressive Fire's animation. Can only be used on a defeated ally, and resurrects them. 9. Bullet Barrier: Uses Hail of Bullet's animation which loops as long as the toggle is maintained, which provides a significant defense bonus to all allies within the PBAoE of this power's user, also deals some lethal DoT to any enemies within it. Edited March 28 by biostem 2
BrandX Posted March 28 Posted March 28 (edited) 44 minutes ago, biostem said: Ooh here's another (slightly tongue-in-cheek): Pistol Support 1. Healing Rain: Uses the Bullet Rain animation, except it's a location-based AoE, that heals all friendly targets within it's AoE. 2. Healing Shot: Uses the animation from "Pistols" and delivers a healing payload to a single friendly target. 3. Push 'em Back: Uses the animation form "Empty Clips", slowing all enemies within it's cone whilst also repelling them. 4. Alternative Ammo: This power provides 3 mutually exclusive toggles - Healing, Stimulating, or Bolstering payloads. Healing adds a HoT to any allies affected by your other powers. Stimulating adds an "Endurance over time" and recharge time reduction effects to any such ally-affecting powers, while Bolstering adds some damage resistance and defense to them. For enemy-affecting powers, Healing applies a -regen and DoT effect, Stimulating slows their movement and recharge speeds, and Bolstering applies a minor defense and resistance debuff. 5. Enervating Shot: Uses "Dual Wield's" animation. Reduces an enemy's damage, tohit, and max HP. 6. Designated Target: Uses the animation from "Executioner's Shot" - This power that significantly reduces the particular enemy's defense and damage resistance. 7. Ballistic Cordon: Uses Piercing Round's animation. This power requires no target to use and will initiate in whatever direction the user is facing. It deals heavy DoT and knocks down any enemies in it's narrow cone of effect. 8. Back from the Brink: Uses Suppressive Fire's animation. Can only be used on a defeated ally, and resurrects them. 9. Bullet Barrier: Uses Hail of Bullet's animation which loops as long as the toggle is maintained, which provides a significant defense bonus to all allies within the PBAoE of this power's user, also deals some lethal DoT to any enemies within it. Tier 9 needs a Summon Dragon. Tier 1: Healing Bullet (ST Ally Heal) - Pistols Tier 2: Hulk Bullet (ST S/L Resist / +DMG) - Dual Weild Tier 3: Healing Barrage (Target AOE Heal) - Hail of Bullets Tier 4: Phoenix Bullet (Target Defeated Ally and Rez's them) - Piercing Rounds + Phoenix Rising Tier 5: Necro Bullet (Target Defeated Enemy to create temporary spirit ally - Equal to Necro MM's Blast Pets) - Suppressive Fire Tier 6: Suppress Target ( ST Medium Damage, Light -Regen, Hold) - Empty Clips Tier 7: Self Inflicted (S/L/P/T Resist, +Regen, +DMG, Mez Resist) - New animation Tier 8: Destroy Target (ST High Damage, Heavy -Regen, -Recharge, -Resist) - Execution Shot Tier 9: Summon Dragon (Shoots ground and summons a stationary dragon that rises from the ground and blasts enemies) Can always rearrange them... Edited March 28 by BrandX 1 1
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