Rudra Posted Friday at 04:01 AM Posted Friday at 04:01 AM (edited) So @CommanderStryker got me thinking with the Musketeers proposal. So I'm here yet again with yet another MM primary set proposal. (Bear in mind I fully understand how much more difficult it is to make a MM primary, so I'm not holding my breath over this. However, I would still like to get a feel for how others view this idea and what improvements they would like to suggest.) Primal Guardian The primal guardian seeks to both defend nature and bend it to his will. Whether the primal guardian's intentions are benign or malign, the primal guardian has devoted followers to enforce his will, eventually culminating in the ability to call forth and command a primal spirit of nature itself to serve. Tier 1: Venom Thorn This thrown dart poisons the target, inflicting additional damage over time while penalizing the target's recharge. Tier 2: Scout (Use Immunes Engineer, not Incarnate version, no shield) Armed with javelins and spear, scouts form the bulk of the primal guardian's forces. Opening the fight with their thrown javelins, scouts disrupt and harry enemy forces. They then utilize their spears to finish off whatever is left to close with them. (Melee preferred.) (Powers: Mercurial Blow and Precise Strike. Both with spear model.) Tier 3: Throwing Axe A sturdy axe thrown with precision. Tier 4: Enhanced Training This power enhances your followers, bolstering their resilience and teaching them new techniques to use against your foes. Tier 5: Gas Acid Grenade This thrown weapon explodes into a cloud of nerve gas. While the initial damage is light, the gas' vapors cling to the target. This results in additional minor damage over time. More importantly, the gas gets into the targets' eyes and nose, making it more difficult for them to perceive their enemies, and so rendering their attacks less accurate. (Toxic damage on attack, toxic DoT, -ACC, -Perception) This thrown weapon inundates the target and the area around it with an extremely caustic fluid. (Toxic damage, toxic DoT, minor -RES.) (Change made to remove the more control-oriented aspect of original power.) Tier 6: Woodsman (Use modified Woodsman model. So it isn't the actual Woodsman. Intent is unarmored warrior, but doesn't use combat boots like the Warriors.) The elite of your followers, these skilled warriors are armed with bows and axes. (Melee preferred.) (Powers: Beheader and Chop.) Tier 7: Release the Hounds (Use Howler Wolf.) When the fighting looks to be particularly fierce, you have a kennel of war hounds ready to be unleashed on your foes. (Functions as Gang War, except with 'dogs of war' theme.) Tier 8: Summon Primal Spirit (Use Bres.) You have learned how to unleash a primal spirit of nature's wrath. This creature commands nature itself to doom your foes. (Melee preferred.) (Powers: Punch and Haymaker.) Tier 9: Ascendant Empowerment You can now imbue your followers with even greater abilities than before. Enhanced Training Powers: All: Improved damage resistance Scout: Javelin Throw (Use Pilum animation from Cimeroran Traitors.) Woodsman: Aimed Shot Summon Primal Spirit: Haymaker and Strangler Ascendant Empowerment Powers: All: Minor self heal (long recharge) Scout: Guarded Spin Woodsman: Pendulum Summon Primal Spirit: Foot Stomp and Lightning Storm That's my pitch. Let's hear the responses. Edited Friday at 04:38 AM by Rudra Edited to change requested model for Woodsmen followers. 1
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