Alchemystic Posted May 6, 2021 Posted May 6, 2021 (edited) PROTECTOR The protector is a highly adaptive defensive archetype, ready to lead the charge into the fray while defending both his allies and himself. The Protector's primary focus is shielding the team, and can adjust his approach to combat to better coordinate with his allies. Primary: Protection Secondary: Assault Ancillaries: Control & Ranged AoE Survivability: 7 Melee Damage: 4 Ranged Damage: 4 Crowd Control: 3 Support: 7 Pets: 2 Inherent: Unity - When a Protector is nearby his allies, he will receive a scaling endurance discount on all of his protective auras. The more allies that are nearby the greater this discount will be. In addition, depending on what archetypes his nearby allies are, he will receive an Accuracy and ToHit buff for his ranged or melee powers. (Melee - Scrapper, Stalker, Tanker, Brute, Warden. Ranged - Defender, Corruptor, Controller, Mastermind, Sentinel. Melee & Ranged - Protector, Blaster, Dominator, Peacebringer, Warshade, Arachnos Soldier, Arachnos Widow) Powerset: Protection 1 - AoE Armor toggle: This initial power acts much like an Armor power, but also grants the armor to nearby allies as well. Typically a resistance/defense power for smashing and lethal. 2 - Autopower: A simple autopower that will act as a baseline protection for the player. It could be as simple as a resistance power, or a +MaxHP power as seen in armor powersets. 3 - AoE Heal, Buff or Debuff: Similar to support sets like Empathy, Pain, Thermal and so on... a simple AoE Heal power or similar effect helps keep both you and your allies alive. 4 - Second AoE Armor toggle: Just as above, filling in resistance/defense power for fire, cold, energy and negative. 5 - AoE Damage/Debuff Power: Much like many armor and manipulation sets, having access to an AoE damage or debuff power helps keep on the pressure. 6 - AoE Mez Protection: A Click power that grants mez protection to yourself and nearby allies for a short while, definitely needed to keep the fight going. 7 - Self Heal/Buff: A little more in the way of personal survival could do well here, allowing you to keep yourself alive so you can continue to support your allies. 8 - AoE Debuff Power: Like before, another debuff power would do wonders to keep the enemy at bay, ensuring that you and your teammates have an easier time in the fight. 9 - AoE Mega Buff/Debuff: As the capstone ability of this powerset, something with high power and long cooldown is likely best here, whether it's a buff or debuff. Examples: Fiery Protection - Flame Ward: A hybridisation of Fire Shield and Thermal Shield - Temperature Protection: Same power that belongs to Fiery Aura - Warmth: Same power that belongs to Thermal Radiation - Blazing Aura: Same power that belongs to Fiery Aura - Plasma Ward: A hybridisation of both forms of Plasma Shield - Thawing Heat: A PBAoE version of Thaw - Healing Flames: Same power that belongs to Fiery Aura - Consume: Same power that belongs to Fiery Aura - Melting Blast: A PBAoE version of Melt Armor Icy Protection - Ice Ward: A hybridisation of Ice Shield and Frozen Armor - Permafrost: Same power that belongs to Ice Armor - Chilling Embrace: Same power that belongs to Ice Armor - Icicles: Same power that belongs to Ice Armor - Glacial Ward: A hybridisation of Glacial Shield and Glacial Armor - Black Ice: A PBAoE version of Wet Ice - Hoarfrost: Same power that belongs to Ice Armor - Energy Absorption: Same power that belongs to Ice Armor - Heat Drop: A PBAoE version of Heat Loss WARDEN The Warden is an expert at close ranged crowd control, able to enter the fray and take on the worst of the assault. While the Warden lacks in damage, he is capable of locking down multiple foes and keep them from escaping Primary: Defense Secondary: Grapple Ancillaries: Ranged & Debuff Survivability: 10 Melee Damage: 6 Ranged Damage: 2 Crowd Control: 6 Support: 3 Pets: 2 Inherent: Lockdown - The Warden is a crowd controlling powerhouse. The more enemies surrounding the Warden, the greater the capacity of his crowd control powers; cones will be wider, spheres larger, and chains reaching further away. When there are fewer enemies surrounding the Warden, he will instead receive an increase to the accuracy and magnitude of his crowd control abilities. Powerset: Grapple 1 - Melee Stun/Sleep/Immobilize/Fear: The initial power in this type of powerset is a melee verison of a typical single target mez effect, most commonly and immobilize or stun, but sometimes a fear or sleep effect. 2 - Melee: The secondary power in these powersets is a basic attack power. Most of these can be borrowed from existing melee powersets and would act as a damage focused power.3 - Melee Cone/Chain: A little AoE potential added to the mix in order to ensure that the Warden can aggro enough enemies to pull into a close enough proximity, ready to deliver his mez powers.4 - AoE Taunt: An AoE taunt not unlike Tankers and Brutes, allowing the Warden more control over the mob and making it easier to herd them into a close group.5 - Power Build Up: A variation of the standard Build Up power that also increases the effectiveness of seocndary effects, such as mez, buff and debuff, for a short duration.6 - AoE Melee: Some more AoE potential in order to properly handle the larger mobs the Warden may face, while ensuring that he retains the aggro of a group.7 - Melee Hold: A simple hold power that is delivered at melee range, allowing the Warden to completely contain the threat of one particular enemy while he deals with the rest of the mob.8 - AoE Stun/Sleep/Immobilize/Fear: An AoE version of the powerset's initial power, allowing the Warden to contain a large mob and prevent them from escaping.9 - AoE Hold: The Warden's capstone power, allowing him to potentially lock down a large mob and prevent them from being able to fight back, ensuring that he can better focus on more imposing targets nearby. Examples: Fiery Grapple - Singe: A melee version of Ring of Fire - Scorch: Same power that belongs to Fiery Melee - Breath of Fire: Same power that belongs to Fiery Melee - Taunt: Same power that belongs to Fiery Melee - Power Build Up: Standard boost power for the set - Combustion: Same power that belongs to Fire Manipulation - Smog Strike: A melee version of Char - Inferno: A melee version of Fire Cages - Cinders: Same power that belongs to Fire Control Icy Grapple - Snowplow: A melee version of Chilblain - Frozen Fists: Same power that belongs to Ice Melee - Frost: Same power that belongs to Ice Melee - Taunt: Same power that belongs to Ice Melee - Power Build Up: Standard boost power for the set - Ice Patch: Same power that belongs to Ice Melee - Freezing Touch: Same power that belongs to Ice Melee - Creeping Ice: A melee version of Frostbite - Glacier: Same power that belongs to Ice Control Edited May 6, 2021 by Tyrannical 5
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