biostem Posted December 19 Posted December 19 "The Inhibitor" is an archetype focused on directing enemy aggro via control effects. Basically, think of them as a tank that generates and handles aggro through the use of control powers. Their primaries would draw from the existing armor sets, but their secondaries would consist of highly modified melee power sets with a focus on applying or taking advantage of various control effects. This archetype's special effect/ability would be "antagonize"; For the duration of any control effect (applied by the Inhibitor), that enemy is taunted toward the caster and suffers both a defense and resistance debuff, due to them not being able to pay as much attention to attacks directed at them from other sources. The duration of these control effects would be shorter than their similar control powers, but generally the recharge times on these powers would be shorter, (to encourage a more active playstyle instead of simply applying an AoE and just sitting back to allow the inherent do all the work). I imagine the armor values being lower than that of tankers, but higher than scrappers. Similarly, the control durations would be shorter than that of controllers, and their damage would be similar to that of tankers. Adapting sets that have both a control and melee set should be fairly easy, (like electric control and electric melee), with outliers requiring a bit more creativity, (like illusion or gravity control not having a 1:1 melee equivalent). Similarly, I'm on the fence about whether to carry over taunt, or to replace it with a ranged control power and adding in the -range component...
PoptartsNinja Posted December 19 Posted December 19 I don't see how this is functionally any different than a regular tank. Tanks are already a melee-range control AT. They control enemy agro by redirecting it towards themselves, their powers often have secondary hold or mez effects, and their epics are usually control based with a smattering of ranged damage options. 1
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