Two Proposed Hero Profession IDs


Atomic_Angus

 

Posted

Here are two suggested Hero EATs patterned on the VEATs. Just like the VEATs, these Hero EATs fork at level 26.
[cross posted to consolidated power thread]

PPD
The Paragon Police Department forks into the Power Armor or Officer professions. The PPD Officer profession gives Heroes the ability to experience Mastermind-like powers.

Power Set Name: PPD Teamwork
Archetype: Paragon Police Department
Primary

1 Medical Training: Aid Other
Level: 1
Animation: same as Medicine: Aid Other
Effects: Close, Ally Heal

2 Combat Training: Defensive
Level: 1
Animation: n/a
Effects: Auto Self +DEF(Melee)

3 Combat Training: Offensive
Level: 2
Animation: n/a
Effects: Auto Self +ACC

4 Tactical Training: Maneuvers
Level: 6
Animation: same as Leadership: Maneuvers
Effects: Toggle PBAoE Team +DEF(All)

5 Medical Training: Aid Self
Level: 8
Animation: same as Medicine: Aid Self
Effects: Self Heal, Res(Disorient)

6 Tactical Training: Assault
Level: 12
Animation: same as Leadership: Assault
Effects: Toggle PBAoE Team +DMG Res(Taunt, Placate)

7 Tactical Training: Leadership
Level: 12
Animation: same as Leadership: Tactics
Effects: Toggle PBAoE Team +ACC Res(Confuse, Fear) +Perception

8 Mental Training
Level: 18
Animation: n/a
Effects: Auto, Self: +Recharge +Run Speed +Fly Speed +Resistance (Slow)

Power Set Name: PPD Attack
Archetype: Paragon Police Department
Secondary

1 Single Shot
Level: 1
Animation: same as Thugs: Pistols
Effects: Ranged, Minor Damage (Lethal)

2 Riot Baton
Level: 2
Animation: same as War Mace: Bash with Police Baton customization
Effects: Minor Damage (Smashing), Foe: Disorient

3 Wild Shot
Level: 4
Animation: same as Thugs: Dual Wield
Effects: Ranged, Moderate Damage over Time (Lethal), Foe: -Defense

4 Web Grenade
Level: 10
Animation: same as Web Grenade Arena temp power
Effects: Ranged Foe: Immobilize -Recharge -Fly

5 Power Boost
Level: 16
Animation: same as Icy Assault: Power Boost
Effects: Self +Special

7 Scar Snipe
Level: 20
Animation: same as PPD Ghosts' Scar Snipe power
Effects: Sniper, Extreme Damage(Lethal), Foe Knockback

Power Set Name: Power Armor Defense
Archetype: PPD Power Armor
Primary

1 Shell
Level: 1
Animation: Orange 'Build Up' animation while costume is replaced by PPD Hardsuit Costume temporary power (Penny Archade Expo/Halloween, actually displays a PPD Shell) - Female and Huge versions would be new
Effects: Click, Self +Res(Smash, Lethal)
* Shell is incompatible with Hardsuit and Assault Suit - only one may be active at a time, lasts 3 minutes

2 Dull Pain
Level: 1
Animation: same as Invulnerability: Dull Pain
Effects: Self Heal +Maximum Health

3 Hardsuit
Level: 2
Animation: Orange 'Build Up' animation while costume is replaced by PPD Hardsuit costume
Effects: Click, Self: +Resistance (Smashing, Lethal, Psionics) +Resistance (Disorient, Sleep, Immobilize, Hold, Confuse, Terrorize)
* Hardsuit is incompatible with Shell and Assault Suit - only one may be active at a time, lasts 3 minutes

4 Assault Suit
Level: 6
Animation: Orange 'Build Up' animation while costume is replaced by PPD Assault costume
Effects: Click, Self: +Resistance (All Damage) +Max HP +Resistance (Disorient, Sleep, Immobilize, Hold, Confuse, Terrorize)
* Assault Suit is incompatible with Shell and Hardsuit - only one may be active at a time, lasts 3 minutes

5 Unyielding
Level: 8
Animation: same as Invulnerability: Unyielding
Effects: Toggle Self +Resistance (Disorient, Hold, Sleep, Slow, Knockback)

6 Energy Absorbtion
Level: 12
Animation: same as Energy Aura: Energy Protection
Effects: Toggle: Self +Defense(Energy, Negative), +Resistance(Defense DeBuff)

7 Seeker Drones
Level: 12
Animation: same as Traps: Seeker Drones
Effects: Summon Seekers: Ranged Damage (Energy) Foe: Disorient, -Damage -Accuracy -Perception

8 Repulsion Field
Level: 18
Animation: same as Force Mastery: Repulsion Field
Effects: Toggle: Point Blank Area of Effect Foe Knockback

9 Conserve Power
Level: 26
Animation: same as Energy Aura: Conserve Power
Effects: Self Endurance Discount

10 Overload
Level: 32
Animation: same as Energy Aura: Overload
Effects: Self +Defense(All but Psionics), +Recovery, +Max Health, +Resistance(DeBuff Defense), +Special

Power Set Name: Power Armor Attack
Archetype: PPD Power Armor
Secondary

1 Bone Smasher
Level: 20
Animation: same as Energy Melee: Bone Smasher
Effects: Melee, High Damage(Smashing/Energy), Foe Disorient

2 Laser Burst
Level: 22
Animation: same as PPD Hardsuits' Laser Burst power
Effects: Ranged, High Damage (Energy/Smashing), Foe Knockback

3 Aim
Level: 24
Animation:
Effects: Click, Self: +ToHit +Damage

4 Photon Grenade
Level: 28
Animation: Same as Robotics: Protector Bots' Photon Grenade
Effects: Ranged (Targeted Area of Effect), Moderate Damage (Energy/Smash), Disorient

5 Taunt
Level: 35
Animation: same as Energy Melee: Taunt
Effects: Ranged (Targeted Area of Effect), Foe Taunt

6 Laser Spray
Level: 12
Animation: same as PPD Hardsuits' Laser Spray power
Effects: Cone, Energy, Moderate Damage

Power Set Name: Officer Requisitions
Archetype: PPD Officer
Primary

1 Medical Training: Resuscitate
Level: 1
Animation: same as Medicine: Resuscitate
Effects: Close, Ally Rez

2 SWAT Jacket
Level: 1
Animation: n/a
Effects: Auto, Self: +Resistance (Smashing, Lethal)

3 Caltrops
Level: 2
Animation: same as Devices: Caltrops
Effects: Ranged (Location Area of Effect), Minor Damage over Time(Lethal), Foe -Speed

4 Flashbang Grenade
Level: 6
Animation: same as Flashbang Grenades temp power
Effects: Ranged (Targeted Area of Effect), Foe -Accuracy, -Defense

5 Wide Area Web Grenade
Level: 8
Animation: similar to Arachnos Soldier: Wide Area Web Grenade, but thrown from hand
Effects: Ranged (Targeted AoE), Foe: Immobilize -Recharge -Fly

6 Glue Grenade
Level: 12
Animation: 'throw grenade' animation with Trick Arrow: Glue Arrow area effect
Effects: Ranged (Targeted Area of Effect) -Speed, -Recharge, -Fly

7 Tear Gas
Level: 12
Animation: same as Tear Gas Mayhem Mission temp power
Effects: Ranged (Targeted Area of Effect), Foe: Hold

8 Triage Beacon
Level: 18
Animation: same as Traps: Triage Beacon
Effects: Place Beacon: Point Blank Area of Effect +Regen

9 Acid Mortar
Level: 26
Animation: same as Traps: Acid Mortar
Effects: Place Trap: Ranged (Area of Effect), Minor Damage over Time(Toxic), Foe -Resistance(All), -Defense

10 Forcefield Projector
Level: 32
Animation: same as Traps: Force Field Generator
Effects: Place Drone: Point Blank Area of Effect Team: +Defense +Resistance (Hold, Immobilize, Disorient)

Power Set Name: Police
Archetype: PPD Officer
Secondary

1 PPD Cop
Level: 20
Animation: listenpoliceband emote followed by 'fade in' like Mercenaries: Soldiers
Effects: Summon Cop
*Third Cop is a Psi-Cop.

2 Equip Cop
Level: 22
Animation: same as Thugs: Equip Thugs
Effects: Ranged, Equip Police Henchman

3 SWAT Sergeant
Level: 24
Animation: listenpoliceband emote followed by 'fade in' like Mercenaries: Soldiers
Effects: Summon Sergeant

4 Motivate
Level: 28
Animation: same as Pain Domination: Enforced Morale
Effects: Ranged, Police Henchman +Speed, +Recharge, +Recovery, Resist Slow

5 SWAT Grenadier
Level: 35
Animation: listenpoliceband emote followed by 'repel in' like Mercenaries: Spec Ops
Effects: Summon Grenadier

6 Upgrade Equipment
Level: 12
Animation: same as Thugs: Upgrade Equipment
Effects: Ranged, Upgrade Police Henchman

--------------------------------------------------------

LONGBOW SOLDIER
The Longbow Soldier profession forks into SpecOps and Warden professions. The SpecOps profession gives Heroes the ability to experience Stalker-like powers, while the Warden profession has access to Henchmen.

Power Set Name: Longbow Teamwork
Archetype: Paragon Longbow Soldier
Primary

1 Longbow Armor
Level: 1
Animation: n/a
Effects: Auto, Self: +Resistance (Smashing, Lethal)

2 Combat Training: Defensive
Level: 1
Animation: n/a
Effects: Auto, Self: +Defense (Ranged)

3 Combat Training: Offensive
Level: 2
Animation: n/a
Effects: Auto Self +ACC

4 Medical Training: Stimulants
Level: 6
Animation:
Effects: Close, Ally +Res(mez)

5 Tactical Training: Maneuvers
Level: 8
Animation: Same as Leadership: Maneuvers
Effects: Toggle PBAoE Team +DEF(All)

6 Tactical Training: Assault
Level: 12
Animation: Same as Leadership: Assault
Effects: Toggle PBAoE Team +DMG Res(Taunt, Placate)

7 Tactical Training: Leadership
Level: 12
Animation: Same as Leadership: Tacticts
Effects: Toggle PBAoE Team +ACC Res(Confuse, Fear) +Perception

8 Practiced Brawler
Level: 18
Animation: Same as Super Reflexes: Practiced Brawler
Effects: Self +Resistance (Knockback, Disorient, Hold, Sleep, Immobilize)

Power Set Name: Longbow Attack
Archetype: Longbow Soldier
Secondary

1 Burst
Level: 1
Animation: Same as Assault Rifle: Burst
Effects: Ranged, Moderate Damage(Lethal), Foe -Defense

2 Thunder Kick
Level: 2
Animation: Same as Martial Arts: Thunder Kick
Effects: Melee, Minor Damage (Smash), Minor Disorient

3 Slug
Level: 4
Animation: Same as Assault Rifle: Slug
Effects: Ranged, High Damage(Lethal), Foe Knockback

4 Storm Kick
Level: 10
Animation: Same as Martial Arts: Storm Kick
Effects: Melee, Moderate Damage (Smash)

5 M30 Grenade
Level: 16
Animation: Same as Assault Rifle: M30 Grenade
Effects: Ranged(Targeted Area of Effect), Moderate Damage(Lethal/Smash), Knockback

7 Beanbag
Level: 20
Animation: Same as Assault Rifle: Beanbag
Effects: Ranged, Minor Damage(Smashing), Foe Disorient

Power Set Name: SpecOps Training
Archetype: SpecOps
Primary

1 Cloaking Device
Level: 1
Animation: Same as Devices: Cloaking Device
Effects: Toggle, Self: Hide +Defense (Melee, Ranged, AoE)

2 Quickness
Level: 1
Animation: n/a
Effects: Auto: Self +Recharge, +Speed

3 SpecOps Reflexes
Level: 2
Animation: Same as Ninjitsu: Ninja Reflexes
Effects: Toggle: Self +Defense(Melee), +Perception, +Resistance(Defense Debuff)

4 Placate
Level: 6
Animation: Same as Martial Arts: Placate
Effects: Ranged, Foe Placate, Self Stealth/Hide

5 Tactical Training: Vengeance
Level: 8
Animation: Same as Leadership: Vengeance
Effects: Ranged (Targeted AoE), Teammates +DMG, +To-Hit, +DEF(All), Res(Effects)

6 Medical Training: Aid Self
Level: 12
Animation: Same as Medicine: Aid Self
Effects: Self Heal, Res(Disorient)

7 Agile
Level: 12
Animation: n/a
Effects: Self +Defense (Ranged), Resistance (DeBuff Defense), Resistance (Damage, Special)

8 Lucky
Level: 18
Animation: n/a
Effects: Self +Defense (vs. Area of Effect), Resistance (Debuff Defense), Resistance (Damage, Special)

9 Evasion
Level: 26
Animation: Same as Super Reflexes: Evasion
Effects: Toggle: Self +Defense (vs. Area of Effect), Resistance (DeBuff Defense)

10 Elude
Level: 32
Animation: Same as Super Reflexes: Elude
Effects: Self +DEF, + SPD, +Recovery, Res(DeBuff DEF), +Special
Level Power Effect


Power Set Name: SpecOps Attack
Archetype: SpecOps
Secondary

1 Crippling Axe Kick
Level: 20
Animation: Same as Martial Arts: Crippling Axe Kick
Effects: Melee, Moderate Damage (Smash), Foe Immobilize, -Speed, -Fly

2 Sniper Rifle
Level: 22
Animation: Same as Assault Rifle: Sniper Rifle
Effects: Sniper, Extreme Damage(Lethal), Foe Knockback

3 Build up
Level: 24
Animation: Same as Martial Arts: Build Up
Effects: Self +Damage, +Accuracy

4 Smoke Grenade
Level: 28
Animation: Same as Devices: Smoke Grenade
Effects: Ranged (Target Area of Effect), Foe -Perception, -Accuracy

5 Eagle's Claw
Level: 35
Animation: Same as Martial Arts: Eagle's Claw
Effects: Melee, Superior Damage (Smash), Foe Minor Disorient, +Special

6 EMP Grenade
Level: 12
Animation: Same as Temporary Power: Electromagnetic Grenades with the area effect animation of Thunderous Blast
Effects: Ranged (Targeted Area of Effect) Foe: Hold, -Regen, -Endurance, Special Damage vs Robots; Self: -Recovery

Power Set Name: Warden Training
Archetype: Longbow Warden
Primary

1 Healing Aura
Level: 1
Animation: Same as Empathy: Healing Aura
Effects: PBAoE, Team Heal


2 Sonic Siphon
Level: 1
Animation: Same as Sonic Resonance: Sonic Siphon
Effects: Ranged, Foe: -Resistance(All)

3 Siphon Power
Level: 2
Animation: Same as Kinetics: Siphon Power
Effects: Ranged, Foe -Damage, Team +Damage

4 Medical Training: Resuscitate
Level: 6
Animation: Same as Medicine: Resuscitate
Effects: Close, Ally Rez

5 Officer Armor Upgrade
Level: 8
Animation: n/a
Effects: Auto, Self: +Resistance (Smashing, Lethal, Psionics) +Resistance (Disorient, Sleep, Immobilize, Hold, Confuse, Terrorize)

6 Fortitude
Level: 12
Animation: Same as Empathy: Fortitude
Effects: Ally +Defense (All), +Damage, +Accuracy
*May not be taken if the Longbows: Serum power is taken

7 Crushing Field
Level: 12
Animation: Same as Gravity Control: Crushing Field
Effects: Targeted AoE, Minor DoT (Smash), Foe Immobilize

8 Tactical Training: Vengeance
Level: 18
Animation: Same as Leadership: Vengenace
Effects: Ranged (Targeted AoE), Teammates +DMG, +To-Hit, +DEF(All), Res(Effects)

9 Protective Shield
Level: 26
Animation: Same as Force Field: Protective Shield
Effects: Ranged, Ally +Defense (Smash, Lethal, Fire, Cold, Energy, Negative), +Resisitance (Toxic, End Drain)

10 Dispersion Bubble
Level: 32
Animation: Same as Force Field: Dispersion Bubble
Effects: Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient) +DEF(All)

Power Set Name: Longbows
Archetype: Longbow Warden
Secondary

1 Guardian
Level: 20
Animation: Same fade-in as Ninjas: Call Genin
Effects: Summon Guardian
*Third Longbow is a X

2 Equip Longbow
Level: 22
Animation: Same as Mercenaries: Equip Mercenary
Effects: Sniper, Extreme Damage(Lethal), Foe Knockback
22 Ranged, Equip Longbow Henchman

3 Longbow Sergant
Level: 24
Animation: Same repel-in as Mercenaries: Spec Ops
Effects: Summon Longbow Sergant

4 Serum
Level: 28
Animation: Same as Mercenaries: Serum
Effects: Buff Longbow +Damage, +Resistance, +Accuracy, +Recovery

5 Longbow Warden
Level: 35
Animation: Same as Mercenaries: Spec Ops
Effects: Summon Longbow Warden

6 Tactical Upgrade
Level: 38
Animation: Same as Mercenaries: Tactical Upgrade
Effects: Ranged, Upgrade Longbow Henchman


 

Posted

And what do the villains get as new VEATS to balance this out?

If new Epic AT's are to be introduced the devs should give them to both factions at the same time.

So unless you can suggest 2 additional VEATs i'm gonna have to /unsign this.


 

Posted

They get Nictus.


 

Posted

Fine. When I see the balancing VEATs fleshed out and added to this suggestion I'll change my agreement.


 

Posted

Ignoring the whole HEAT/VEAT parity clause:

*There seems to be a TON of build in redraw across basically all of your proposed Archetypes. Arachnos Widow/Soldier powersets were designed to avoid such issues by utilizing the same weapon for all of their offensive abilities within each set. The baseline PPD, PPD Officer, baseline Longbow, Longbow SpecOps and Longbow Warden all have either a secondary weapon or unarmed subset for their melee attacks, forcing a considerable amount of redraw which will negatively impact the performance of all of those builds.

*The Hardsuit look fairly resonable, however there seems to be an issue with each of the subsequent "Armor Suits" effectively invalidating the previous version. CoH has always been a game built upon powers (more or less) -always- being useful. From level 1 to level 50. I would recommend altering the protection they provide so that each defends against a different pairing(set) of damage types, and removing the inability to stack with one another. Recharge numbers on these powers would also help to determine JUST how effective each power is (Downtime vs Uptime).

*Some sets seem to have an overabundance of powers to chose from, while others have a distinc shortage. Hardsuit attacks are a prime example of this. Without resigning yourself to chosing a significant number of attacks from the Baseline primary there's no possible way to form a cohesive attack chain (again lack of recharge numbers doesn't help clarify this any). However, if you DO pick powers from the baseline primary you're now in the posistion of having ecessive redraw because baseline powers are not compatable with the hardsuit attack method.

*Some powers just don't make much sense (Either in the set, or where they are within the set). I get that you're trying to make them more support oriented vs Soldier/Widow offense/personal defense, but it seems rather clunky as is. PPD Officer; Resuscitate and an auto resist buff as a part of an almost purely debuff/control primary seems completely out of place. PPD Officer's PPD Cop summon power also comes exeptionally late, and while I realise it's part of the branch set so you will have it from the start of your PPD Officer career, if you exemplar you lose all of your secondary powers, eliminating the entire FEEL of the branch. I would recommend setting it as a level 1 power, that way if you exemplar below branching level you lose most of your pets, but maintain the branch Identity.

*Longbow SpecOps have 6 toggles to manage, and no endurance recovery or management tool of any type. Even given the same VEAT endurance discount for the leadership powers that puts the base end cost of their toggles at 1.41end/sec. Almost twice the end cost of armor sets such as Invulnerability, Super Reflexes, Shield Defense, Ninjutsu, and Willpower.

*Longbow Warden support sets seem to be an amalgamation of power from different sets, thrown together with no rhyme or reason. The set lacks any attempt at a theme other than "Some Longbow mob somewhere in the game uses this." Additionally, the Warden Training set seems to also have a few powers comepletely out of left field. An auto self armor, and an aoe immobilize in an otherwise fully support oriented set.

Beyond those specific issues I have with the current proposal, I'd just like to mention that Longbow are bland and generic and In my opinion at least, not deserving of Epic Archetype status.

PPD are cool though.


@Oathbound & @Oathbound Too

 

Posted

What Oathbound said.

Plus Longbow's focus is ENTIRELY on Arachnos.

-Rachel-


 

Posted

It seems fair to me F-B Heroes get awesome EAT that are a mirror to VEATs and villains get a mirror of our HEAT...whatever the opinion on those is.

Suddenly we have epic equilibrium...other then the fact villains have to get to 50 to get VEATS...hrmmm.

I suppose we could just add the 4 new EATs to the 50 requirement everyone who is currently 50 goes "Woot new stuffs for me".

Then the next set of EATs could be preequalized and have an all new requirement.


 

Posted

Well I agree with the devs that the level 50 requirement was a bad idea.

I also don't have any objection with the basic suggestion by the OP, I just want the playing field kept level. I don't see the need to antagonise one faction over the other when we just recently got the epic AT table balanced.


 

Posted

Ummm ok...which is why I made my comment...now both sides are equal again...


 

Posted

Signed for PPD

not so much Longbow though

Villains would get Nictus.

So we're adding 2 AT's one hero one Villain.

YAY!


 

Posted

[ QUOTE ]
Ummm ok...which is why I made my comment...now both sides are equal again...

[/ QUOTE ]

Sorry LISAR, My bad for not being clearer, I was directing the second part to the other respondants and not at you. I consolidated my responses instead of making two posts, and I should have identified whom I was answering at the top of each statement.


 

Posted

I'm easily confused/distracted you know.