Teikiatsu Posted August 14 Posted August 14 Hello, I have a proposal for a primary 'Elementals' power set for Masterminds. Brainstorming: 1: Minor Elemental Blast 2: Tier 1 pets 3: Moderate Elemental Blast 4: First Pet Empowerment 5: AoE Elemental Attack 6: Tier 2 pets 7: Wildcard Power (?) 8: Tier 3 pet 9: Second Pet Empowerment What I'm envisioning is a set where the tier 9 pet models from Controller pets would be turned into Tier X pets, with downgrades to damage and HP to align with existing MM pets The basic idea is that a Fire Elemental would likely have fire blasts and fireballs, and fire imps at all tiers with perhaps some shading to tell them apart, maybe more prominent fire auras, etc. Not sure about the wildcard for that, maybe little 'fire spawnlings' similar to Demon Summoning Hell On Earth, or an short Enflame aura to boost damage output for a short time. Same with Stone Golems, Jack Frosts, Electric Gremlins, etc. Level 7 modified to fit each theme. That's the basic idea... the 'hail mary' idea is where these could be mixed and matched and I have no idea how difficult the coding would be 🙂 In this 'hail mary' a person could pick and choose their blast/aoe powers similar to Dual Pistols allows damage types to be applied to their attacks, and they could pick and choose (for example) three T1 earth golems, two T2 fire imps, and T1 elec gremlin. I imagine that would use the branching option tree similar to VEATs? This secondary apppraoch to the powerset could make the L7 wildcard power even more difficult to figure out so staying with just Fire Elememntal, Ice Elemental, etc would probably make it easier to deal with. My main interest in this idea is gaining access to new primary MM powersets without having to create new pet models, since the Controller models already exist. Thanks for your time. 1 1
Greycat Posted August 14 Posted August 14 Well, the "pick a blast type/alternate power" is pretty much a no go after the devs tried it once, and I don't know how well (or poorly) the ammo switching mechanic would work for this with model switching. (I don't recall right offhand if it does anything but switch damage type or maybe color on DP's ammo.) But in general an elemental mastermind has been suggested before and would open up a number of concepts. I just think for simplicity's sake you'd end up with fixed models at each tier, as interesting as the pick-a-minion would be. 1 Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
megaericzero Posted August 14 Posted August 14 Having the tier 7 be a Swap Ammo-style power that also applies to the henchmen could work. Instead of picking branched options, you could hot-swap your henchmen's element at will. Granted, most people would probably pick fire or whichever ammo gets used most often on Dual Pistols and run that 99% of the time. (Mechanically, I'm thinking the henchmen have transparent models and apply their visuals via a passive power that changes with your current element; similar to how Jack Frost and Spectral Terror are, just not hard-baked to which VFX are used. The element toggles themselves would be similar to Dual Pistols' ammo options with an additional pbaoe component that flags henchmen. Henchmen would, of course, have default elements as well; probably a mixed bag with some of the better effects as a tradeoff for not mono-focusing an element.) 1
Greycat Posted August 14 Posted August 14 *nod* I'm mostly in the "I'm not sure how/if that would work, tech-wise" camp there, to be clear, not objecting to it 🙂 1 1 Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
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