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Posted (edited)

Manipulator

The Manipulator have no stat specialization and low survivability, but makes up for it with their capacity of taking control of up to six enemies, from a lowly Minion to even a tough Boss. This allows the Manipulator to Crowd Control in their own unique way, but like the Mastermind, must be at constant micromanagement, as the Manipulator can be easily overwhelmed without protection.

 

The Manipulator plays similarly to a Mastermind, but involve manipulating enemies and sacrifice support for comparatively better damage output, making it more offense-oriented but frailer. This also allows give the player a taste of Lore summons, although weaker and more easily obtainable. Up to threee Minions, two Lieutenants, and one Boss foe can be controlled per Manipulator, with less Controlled Foes available at lower level at same rhythm as the Mastermind’s.

 

Controlled Foes have a calculation for their level; (Manipulator’s Security / Threat - 1), as well as their HP; ((Previous HP / 1.2)- Manipulator’s max HP). Their level rises by Incarnate Shift with the same methods used to increase the Mastermind Henchmen’s Incarnate Level.
 

If there is more than two Manipulator on a Team, then the Controlled Foes’ HP is decreased by an addictive 0.2 for the division in (Previous HP / 1.1) calculation. This mechanic is called Diminishing Returns. This is to prevent cheesing with a team full of Manipulators, given that the Controlled Foes are stronger than the Mastermind’s Henchmen by default.
 

Primary: Command

Secondary: Assault / Manipulation (depending which fits better)

Ancilleries: Buff and Armor

 

Survivability: 3

Melee Damage: 5

Ranged Damage: 5

Crowd Control: 8

Support: 2

Pets: 7

(Base Damage: 0.850 Melee and 0.850 Ranged)

 

Inherent: Opportunist - Automatic - If an enemy has at least one stat-related buff, the Manipulator also gets all those buffs upon converting an enemy to the Manipulator’s side. The Manipulator does not gain any benefit if the Controlled Foes are summoned. Likewise, if a Controlled Foe provide a buff to themselves or other teammates, the Manipulator gets it as well.

 

Unique Powerset: Command

 

1 - Command: Recruit up to a Minion (lv 1-10), a Lieutenant (lv 11-24), or even a Boss (lv 20-29), this power have a default 80% chance of success, which increases the lower the foe’s Level is than the Manipulator’s. This chance decrease against lone or healthy foes. If the Command attempt fails, it will deal a light (small) damage.

  • Having this Power available also grants three additional Powers for free: Summon Minion, Summon Lieutenant and Summon Boss, which are individually unlocked once the ability to control them is possible, with Summon Minion being available as soon as a Minion of any type is recruited.
  • The individual Minions, Lieutenants and Boss can be from different factions and even individual enemy of the same rankings. However, the stats are reduced by 0.5 for each foe from different faction, with the faction with the highest amount of foes controlled by a Manipulator preventing further loss. As such, it is adviced to focus on a faction and allow one outlier or two so that the Autopower buffs can offset it.
  • Underlings can be Controlled, but are not Summon-able. Up to three Underlings can be controlled, just like Minions.
  • Command Powers can even temporarily control one single Elite Boss for up to thirty seconds, with no level requirement. Elite Boss cannot be summoned upon defeat or breaking off the control. Elite Boss is reduced to Boss rank, but can fight alongside a Controlled Boss.
    • To prevent cheesing and griefing, any foe that is required to defeat are immune to the effect, most of which are Elite Bosses. This is done by a simple but special buff called “Real Boss” which just prevent Command Powers from affecting it. 
  • Command Powers will fail if the foe is an Arch Villain / Hero, a Giant Monster, or if a foe is six levels higher than the Manipulator.
  • To remove a Controlled Foe,

2 - First Autopower: A simple autopower that grants an automatic buff to Controlled Foes, such as increased passive healing or To-Hit bonus for no endurance cost.

3 - Single Ranged Attack: The Manipulator’s first self-defense attack. Damage output is stronger than a Mastermind’s own offensive power and higher than average secondary effect chance, but still pales in comparison to the Solo-Defenders’, Corrupters’, Epic Archetypes’ and especially the Blasters’ ranged damage output.
4 - Toggle PBAoE Debuff (Demoralize): Passively debuff foes in an attempt to demoralize them, and increase chance of successful recruitments.

5 - Controlled Foe Buff: Provide a buff to controlled foes, which the buff is longlasting and stakcs with Autopowers, but have high Endurance cost.

6 - First AoE Ranged Attack: Provide a second self-defense power, an AoE attack (coned, traditional AoE or PBAoE) that also provide a small, guaranteed debuff on non-controlled foes.

7 - Second Autopower: Similar to First Autopower.

8 - Second AoE Ranged Attack: Provide a third self-defense. Unlike the First AoE Ranged Attack, it have a less chance of debuff, but deals lot more damage. Think of a mini-capstone for the Manipulator itself.

9 - Command All-Out: The Capstone Power. Grants heal to Manipulator itself, and heals and massively buff the Controlled Foes.

 

Examples:

 

Brainwash Command

1- Brainwash: A Psionic-flavored Command, deals light Psionic DMG on foe if fails.

2- Mind Reinforcement: Provide a moderate Resistance to Fire, Cold and Psionic damage to Controlled Foes.

3- Brain Drainage: Moderate Psionic damage, On Foe: -Resist to all DMG

4- Mind Insult: PBAoE Slow, -Resist to Psionic and Energy DMG to uncontrolled foes.

5- Psychic Boost: Build Up type boost to a single Controlled Foe.

6- Psionic Wave: Frontal AoE that deals Moderate Psionic damage on non-controlled foes, while Controlled Foes are given a buff to their speed, making them move faster and their recharge speed 15% faster.

7- Willpower Boost: An Auto version of Willpower’s Heightened Senses for Controlled Foes.

8- Psycho Bomb: Uses animation of Force Bomb; a ranged AoE power that deals Superior Psionic damage to multiple non-controlled foes. Moderate chance of inflicitng Hold on the foes.

9- Get Psyched: Grants an Health heal to the Manipulator, nearby allies and all of the Manipulator’s Controlled Foes. It also provide a massive Resist and Defense to all standard damage (Smahsing, Lethal, Psionic, Toxic, Fire, Cold, Negative, Energy) and moderate DMG and ToHit chance boost to all active Controlled Foes. This cost a massive amount of Endurance for the Manipulator to use.

Edited by LightMaster
Changes based on feedbacks, to make the Manipulator less “Command-reliant” and more akin to a Blue Mage / Tamer Mastermind with less support to team, but more damage output.
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  • LightMaster changed the title to New Archetype: Manipulator
Posted (edited)

Elite Bosses are a bit much to ask to be able to control, don't you think? Just one equal level EB will let you stomp entire spawns/maps without you having to do anything. And how long would you maintain control for?

 

Edited by Rudra
Edited to add "/maps".
Posted
3 minutes ago, Rudra said:

Elite Bosses are a bit much to ask to be able to control, don't you think? Just one equal level EB will let you stomp entire spawns/maps without you having to do anything. And how long would you maintain control for?

 

In this case I will make it so EBs can’t be controlled while Bosses is the maximum, and even just one Boss per Manipulator.

 

I didn’t thought of the Control status time limit, but it might be one minute or even thirty seconds on tougher foes, requiring the Manipulator to act fast either re-control them or dispose of them depending on how much HP remaining the ex-controlled foes have.

Posted
17 hours ago, LightMaster said:

In this case I will make it so EBs can’t be controlled while Bosses is the maximum, and even just one Boss per Manipulator.

 

I didn’t thought of the Control status time limit, but it might be one minute or even thirty seconds on tougher foes, requiring the Manipulator to act fast either re-control them or dispose of them depending on how much HP remaining the ex-controlled foes have.

Actually, given the scenario you've presented, I could see an EB being controlled, but at a diminished capacity representing a stronger, on-going resistance to your control.  That would also mean a shorter control time.  Perhaps it is converted to fight at a Boss level to show that resistance?

 

My concern is what happens in a scenario where your teammates have wiped out every NPC on the field except the Big Bad?  How does your character contribute meaningfully at that time?  I've even recently been teamed with PUGs where one or more players has an "I Win" power that destroys every NPC in a grouping in one blast, possibly two if the other player next to them has a similar ability.  That doesn't leave much opportunity for the Manipulator to react.  Perhaps if the archetype had a rez power that could resurrect one or more controlled characters that fell in battle, it might negate the concern?

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Posted

I can't see this being anything but a solo AT idea as there are going to be very few teams willing to sit back and give the Manipulator the time they need to fire off their controls to "summon" their minions--I mean, this was causing issues for MM's (and still sort of does), which caused the devs to speed up MM summons/buffs so we can still try to be meaningful on teams.

 

In today's steamroll meta, what is the Manipulator doing to get control of their needed mobs? Constantly running ahead?

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Posted
On 11/30/2024 at 3:35 PM, TygerDarkstorm said:

I can't see this being anything but a solo AT idea as there are going to be very few teams willing to sit back and give the Manipulator the time they need to fire off their controls to "summon" their minions--I mean, this was causing issues for MM's (and still sort of does), which caused the devs to speed up MM summons/buffs so we can still try to be meaningful on teams.

 

In today's steamroll meta, what is the Manipulator doing to get control of their needed mobs? Constantly running ahead?

Good point. Maybe instead of having to use Control all the times to get minions, make it like a tamer / Blue Mage-esque, where the Manipulator can summon Controlled Foes - even ones that are defeated - but only up to three types (3 Minions, 2 Lieutenant and 1 Boss, mirroring Mastermind’s three Henchmen-1, two Henchmen-2, one Henchman-3), making it a more offense oriented counterpart of the support-oriented Mastermind.

 

This way, Controlled Foes from Minions to Boss are “permanent”, while EB is a temporary one (up to thirty seconds or less) with a low chance of success but can turn the tide of a difficult fight.

 

This means the Manipulator need to think of a good combination, especially with reduced HP of the Controlled Foes, when soloing in early game or before joining a team. Given that Masterminds can solo well in missions due to backup of their henchmen, the Manipulator can explore and “capture” foes to mix-and-match depending on the Manipulator’s need before joining a team, making it highly customizable offense-oriented AT with minions dealing somewhat more damage than MM’s, but doesn’t provide support on it’s own other than “deal more damage”.

 

Obviously some combinations will make it too powerful, so another quirk is that the Controlled Foes’ stats are slightly less good if they are from different factions, and the more foes from different factions, the more severe stat penalties. As such, one may want to stick to a specific group and one outlier or two to cover a potential hole of the Controlled Foes composition.

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Posted
22 hours ago, LightMaster said:

Good point. Maybe instead of having to use Control all the times to get minions, make it like a tamer / Blue Mage-esque, where the Manipulator can summon Controlled Foes - even ones that are defeated - but only up to three types (3 Minions, 2 Lieutenant and 1 Boss, mirroring Mastermind’s three Henchmen-1, two Henchmen-2, one Henchman-3), making it a more offense oriented counterpart of the support-oriented Mastermind.

 

This way, Controlled Foes from Minions to Boss are “permanent”, while EB is a temporary one (up to thirty seconds or less) with a low chance of success but can turn the tide of a difficult fight.

 

This means the Manipulator need to think of a good combination, especially with reduced HP of the Controlled Foes, when soloing in early game or before joining a team. Given that Masterminds can solo well in missions due to backup of their henchmen, the Manipulator can explore and “capture” foes to mix-and-match depending on the Manipulator’s need before joining a team, making it highly customizable offense-oriented AT with minions dealing somewhat more damage than MM’s, but doesn’t provide support on it’s own other than “deal more damage”.

 

Obviously some combinations will make it too powerful, so another quirk is that the Controlled Foes’ stats are slightly less good if they are from different factions, and the more foes from different factions, the more severe stat penalties. As such, one may want to stick to a specific group and one outlier or two to cover a potential hole of the Controlled Foes composition.

 

This seems like an interesting refinement. i can see it being pretty complicated to build, but that's up to the devs. 

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Posted
On 11/30/2024 at 4:52 AM, LightMaster said:

Manipulator

The Manipulator have no stat specialization and low survivability, but makes up for it with their capacity of taking control of up to six enemies, from a lowly Minion to even a tough Boss. This allows the Manipulator to Crowd Control in their own unique way, but like the Mastermind, must be at constant micromanagement, as the Manipulator can be easily overwhelmed without protection.

 

The Manipulator plays similarly to a Mastermind, but involve manipulating enemies and sacrifice support for comparatively better damage output, making it more offense-oriented but frailer. This also allows give the player a taste of Lore summons, although weaker and more easily obtainable. Up to threee Minions, two Lieutenants, and one Boss foe can be controlled per Manipulator, with less Controlled Foes available at lower level at same rhythm as the Mastermind’s.

 

Controlled Foes have a calculation for their level; (Manipulator’s Security / Threat - 1), as well as their HP; ((Previous HP / 1.2)- Manipulator’s max HP). Their level rises by Incarnate Shift with the same methods used to increase the Mastermind Henchmen’s Incarnate Level.
 

If there is more than two Manipulator on a Team, then the Controlled Foes’ HP is decreased by an addictive 0.2 for the division in (Previous HP / 1.1) calculation. This mechanic is called Diminishing Returns. This is to prevent cheesing with a team full of Manipulators, given that the Controlled Foes are stronger than the Mastermind’s Henchmen by default.
 

Primary: Command

Secondary: Assault / Manipulation (depending which fits better)

Ancilleries: Buff and Armor

 

Survivability: 3

Melee Damage: 5

Ranged Damage: 5

Crowd Control: 8

Support: 2

Pets: 7

(Base Damage: 0.850 Melee and 0.850 Ranged)

 

Inherent: Opportunist - Automatic - If an enemy has at least one stat-related buff, the Manipulator also gets all those buffs upon converting an enemy to the Manipulator’s side. The Manipulator does not gain any benefit if the Controlled Foes are summoned. Likewise, if a Controlled Foe provide a buff to themselves or other teammates, the Manipulator gets it as well.

 

Unique Powerset: Command

 

1 - Command: Recruit up to a Minion (lv 1-10), a Lieutenant (lv 11-24), or even a Boss (lv 20-29), this power have a default 80% chance of success, which increases the lower the foe’s Level is than the Manipulator’s. This chance decrease against lone or healthy foes. If the Command attempt fails, it will deal a light (small) damage.

  • Having this Power available also grants three additional Powers for free: Summon Minion, Summon Lieutenant and Summon Boss, which are individually unlocked once the ability to control them is possible, with Summon Minion being available as soon as a Minion of any type is recruited.
  • The individual Minions, Lieutenants and Boss can be from different factions and even individual enemy of the same rankings. However, the stats are reduced by 0.5 for each foe from different faction, with the faction with the highest amount of foes controlled by a Manipulator preventing further loss. As such, it is adviced to focus on a faction and allow one outlier or two so that the Autopower buffs can offset it.
  • Underlings can be Controlled, but are not Summon-able. Up to three Underlings can be controlled, just like Minions.
  • Command Powers can even temporarily control one single Elite Boss for up to thirty seconds, with no level requirement. Elite Boss cannot be summoned upon defeat or breaking off the control. Elite Boss is reduced to Boss rank, but can fight alongside a Controlled Boss.
    • To prevent cheesing and griefing, any foe that is required to defeat are immune to the effect, most of which are Elite Bosses. This is done by a simple but special buff called “Real Boss” which just prevent Command Powers from affecting it. 
  • Command Powers will fail if the foe is an Arch Villain / Hero, a Giant Monster, or if a foe is six levels higher than the Manipulator.
  • To remove a Controlled Foe,

2 - First Autopower: A simple autopower that grants an automatic buff to Controlled Foes, such as increased passive healing or To-Hit bonus for no endurance cost.

3 - Single Ranged Attack: The Manipulator’s first self-defense attack. Damage output is stronger than a Mastermind’s own offensive power and higher than average secondary effect chance, but still pales in comparison to the Solo-Defenders’, Corrupters’, Epic Archetypes’ and especially the Blasters’ ranged damage output.
4 - Toggle PBAoE Debuff (Demoralize): Passively debuff foes in an attempt to demoralize them, and increase chance of successful recruitments.

5 - Controlled Foe Buff: Provide a buff to controlled foes, which the buff is longlasting and stakcs with Autopowers, but have high Endurance cost.

6 - First AoE Ranged Attack: Provide a second self-defense power, an AoE attack (coned, traditional AoE or PBAoE) that also provide a small, guaranteed debuff on non-controlled foes.

7 - Second Autopower: Similar to First Autopower.

8 - Second AoE Ranged Attack: Provide a third self-defense. Unlike the First AoE Ranged Attack, it have a less chance of debuff, but deals lot more damage. Think of a mini-capstone for the Manipulator itself.

9 - Command All-Out: The Capstone Power. Grants heal to Manipulator itself, and heals and massively buff the Controlled Foes.

 

Examples:

 

Brainwash Command

1- Brainwash: A Psionic-flavored Command, deals light Psionic DMG on foe if fails.

2- Mind Reinforcement: Provide a moderate Resistance to Fire, Cold and Psionic damage to Controlled Foes.

3- Brain Drainage: Moderate Psionic damage, On Foe: -Resist to all DMG

4- Mind Insult: PBAoE Slow, -Resist to Psionic and Energy DMG to uncontrolled foes.

5- Psychic Boost: Build Up type boost to a single Controlled Foe.

6- Psionic Wave: Frontal AoE that deals Moderate Psionic damage on non-controlled foes, while Controlled Foes are given a buff to their speed, making them move faster and their recharge speed 15% faster.

7- Willpower Boost: An Auto version of Willpower’s Heightened Senses for Controlled Foes.

8- Psycho Bomb: Uses animation of Force Bomb; a ranged AoE power that deals Superior Psionic damage to multiple non-controlled foes. Moderate chance of inflicitng Hold on the foes.

9- Get Psyched: Grants an Health heal to the Manipulator, nearby allies and all of the Manipulator’s Controlled Foes. It also provide a massive Resist and Defense to all standard damage (Smahsing, Lethal, Psionic, Toxic, Fire, Cold, Negative, Energy) and moderate DMG and ToHit chance boost to all active Controlled Foes. This cost a massive amount of Endurance for the Manipulator to use.

Thank you.

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