I'd say its high time that Might get the redux treatment, eh? What I'm basically trying to do here is what the powerset updating program has done so far for other sets. It technically should do the same thing here for might as the updates have done for Martial Arts: create some extra new utilities that gel well with pre-existing mechanics, and add a new offense-based AT to mirror the Behemoth.
New Powers:Bruiser (Tier 1)
Gain stacks of Enrage by completing combos or charging melee attacks at least 50%.
+ Has identical advantages as Enrage
Advantage: Controlled Combat - Removes ALL knock from your attacks (even small ones, so be careful), but boosts your melee crushing damage by 10%. 1 pt. cost.
Taunt (Tier 1)
You issue a mighty challenge to your enemy, compelling them to face you directly.
+ Single target ability with 50 foot range.
+ Generates considerable threat, which can be maintained with further attacks.
+ Enemy will move to your position and fight you in melee range during the abilities' effects, and as long as you hold threat.
- Effect can only be on one enemy at a time (sans advantage).
- Has a short duration recharge.
Advantage: Battlecry - You exchange your personal challenge with a more generalized battlecry; instead of drawing the attention of a single target, your taunt now draws the attention of all enemies around your target within a 10 foot radius. Though it does force all the targets into melee range while you hold threat, the overall threat generated per enemy is much lower.
Meteor Smash (Tier 2)
A specialized lunge made for fighters keen on keeping their targets still.
+ Single target lunge - Slightly above average damage
+ Enemies hit by this lunge will be knocked down if lunging from beyond 20 feet.
+ Enemies currently flying backwards from a knock will immediately stop their lateral movement if hit by this attack.
+ Typical lunge advantages
- Slightly above-average recharge duration
Advantage: Belly-flop - Airborne enemies hit by your Meteor Smash will become falling projectiles, dealing crushing damage within a 15 foot radius on touchdown.
Hammer Fist (Tier 2)
This overhand smash provides a quick and efficient way to keep your foes subdued.
+ Single-target charge attack - Damage about on par with (current) uppercut
+ Knocks target down
+ Full charge will disorient the target
Advantage: Naildriver - You hit your target with such force, it drives them directly into the ground. This advantage causes the full-charge to change from a disorient to a stun, and the target to be completely resistant to knockback while in this state, with knocking attacks dealing out extra damage. 3 point cost.
Headbutt (Tier 2)
When you've got nothing else, sometimes you just have to use your head.
+ Single-target charge attack - Damage about on par with bite (slightly higher?)
+ Can be used while held
+ Knocks target down
+ Full charge stuns your target
Advantage: Cranial Trauma - Full-charge attacks will place the trauma debuff on your enemy.
Advantage: Headache - Attack now has a 20-100% chance to apply Disorient on the target, based on charge time.
Advantage: Crippling Challenge.
Wallop (Tier 2)
A combo of 3 consecutive hooks hits enemies in a wide arc for massive damage.
+ Hits in a 110 degree cone with each hit. - Great damage, but each punch is a bit slow.
+ Completing this combo will knock all enemies in range upwards.
Advantage: Knockout Blow - If your primary target is disoriented, using the final blow of Wallop on them will consume the disorient stack and cause it to do double damage.
Advantage: The Wrecker - Each hit of this combo places a stacking defense debuff. The debuff causes enemies to take more damage from physical melee damage, and stacks up to 3 times.
Resilience (Tier 2)
You're rather good at recovering from tough blows.
+ Self-heal - will recover a decent amount of health over 15 seconds.
+ Heal's strength is influenced by Constitution or Strength (higher of two), as opposed to Presence.
+ Heal will get stronger over time if you refrain from attacking.
- Has a 15 second recharge to match its duration.
Advantage: Taking a Breather - Resilience will use up all available Defiance stacks to provide an extra burst of energy and health upon its usage.
Berserker (Tier 2)
When the going gets tough, you don't care what stands in your way, you are going to push on and
destroy it.
+ Active defense - Boosts your damage resistance to block-like levels (200%-300%) for 15 seconds.
+ Extra defense is granted by extra Enrage stacks (which are not consumed).
+ Doubles the effectiveness of individual enrage stacks (if enrage was giving an extra 15% melee damage buff per stack, it's now boosted up to 30% while Berserker is active).
+ Taking hits while this is active further increases your damage output with Berserk stacks.
- After Berserker runs out, you will feel drained, and have no less than half of your health and energy instantly sapped. Berserk stacks will increase the amount of damage that's dealt to you, but it will never be fatal in itself.
Advantage: Push on - When Berserker's effects run out, you will be able to defy death for a short duration - you still will be highly vulnerable to damage, but for 3 seconds, enemies will be unable to drive you below 1 health. 3 point cost.
Whirling Lariat (Tier 3)
This momentous smash will send you spinning in a furious rage through your enemies.
+ PBAoE Maintain - Extremely high damage every 0.5 seconds
+ Continuously hits enemies in melee range all around.
+ Each hit from this attack has a chance to knock down or slightly push back targets.
+ Every enemy in range at the end of the maintain takes an extra burst of damage, and is knocked back. If this burst hit at least 2 enemies, the user will gain a stack of Enrage. Otherwise, they will only refresh their duration.
- You can move while using this maintain, but your movement speed is halved (much like Assault Rifle)
Advantage: Discus Hurl - When using this technique, you rip a chunk of earth out of the ground and use that as a makeshift bludgeon. Whirling Lariat now has an extra 5 feet of range, and when completed in a full maintain, will automatically fling the stone at your targetted enemy (within 50 feet).
Advantages
Beatdown - Brutal Blitzkrieg: Combo loses its ability to disorient, but now does 20% more damage and has a chance to stack enrage on each hit.
Iron Chain, Iron Lariat, and Iron Cyclone - Strong Arm - Exactly like Shuriken Throw's strong arm advantage.
Hurl - And the kitchen sink: Objects (And maybe enemies??) within melee range also get hurled along with your normal rock, dealing compound damage and disabling travel powers. 3 Point Cost.
Retaliation (And guard by association) - Solid Brawler - Every melee attack you make grants Resolve, which adds percent-based defense along with some flat-damage reduction. The defense boost from this scales up with your Strength stat. 3 point cost.
Havoc Stomp - Impact Crater - Full charge hits knock enemies INWARD instead of outward.
Tweaks
Roomsweeper:
+ Vertical knock mechanic is extended to also effect enemies who are Disoriented.
Thunderclap:
+ Collateral Damage advantage now also causes the attack to place Disorient on targets.
Shockwave:
+ Disorients people now on a half-maintain.
Havoc Stomp:
+ Increase radius to 15 or 20 feet.
- Raise energy cost.
Uppercut:
+ Increased damage
- Increased energy cost
+ Enrage combo (with haymaker) now also works with Meteor Smash.
Haymaker:
+ Tap procs as a knockdown, enabling traditional enrage to stack while not causing much ado with enemies fly across the world.
The Archtype: The Mauler
Role: Melee
Superstats: STR/Con/End
Innate characteristic: +10 Str/Con/End, +8 Dex.
Spec trees: STR/Brawler/Warden
Concepts: Powerful Gloves, Combat Champion, Super Serum Experiment, Strength Mutation, Berserk Robot
Powers:
1. Clobber
1. Beatdown
6. Roomsweeper
8. Unstoppable
11.Mighty Leap OR Meteor Smash
14.Bruiser
17.Demolish OR Hammer Fist
21.Retaliation
25.Aggressor
30.Wallop
35.Uppercut OR Haymaker
40.Whirling Lariat
Already, the Mauler has pretty much the most choices possible for an AT (tied with the Impulse and the Unleashed at 3). The main idea about this build is to emphasize that, with this new setup of might, you can basically build a character to focus in pretty much any combination of possible, workable styles:
A: There's classic might, which just knocks stuff willy-nilly and just piles them on to get enrage. I'm certainly not a huge fan of this style, but the redux here does include a few things that should hopefully attempt to make it a little easier for people opting for this method to cope with (namely, Brutal Blitzkrieg, Haymaker's knockdown, and Roomsweeper having a few more vertical knock synnergies).
B: Then there's the one emphasized most strongly by the new offense powers in the set: Lots of knocks, but also lots of techniques that emphasize
controlling those knocks, and using them to your advantage. A gigantic knockback from roomsweeper is no longer a liability to you, you just use Meteor Smash and bam; you've stopped the enemy dead in their tracks before they can get too far away. Other techniques can also reduce the lost time that knocks can generate, such as Taunt (get targets back into melee range easily) and Hammer Fist (stop them from being knocked at all!) Moves like Hurl and Havoc Stomp can be used creatively now to throw enemies at other enemies, thereby herding them into big clusters for AoE fighters. Just doing all I can to turn Might's biggest downfall into its biggest asset here.
C: A third one I like to call the 'boxer' build; it's slow, it hits hard, but it doesn't knock anywhere. the Bruiser alternative to Enrage is key to this playstyle, as it builds its enrage using charges and completed combos instead of knocking things. Staples of this style would include Demolish, thanks to its great full-charge hit DPS and defense debuff, and Controlled Combat, which will pretty much turn your Roomsweepers and Haymakers into veritable damage-output machines. In the case of Roomsweeper, the advantage on that could do some pretty wicked stunlocking.
Because Might's Energy Builder and Tier 0 Combo dabbled into it, I also included a lot of extra utilities that make use of the "Disorient" debuff. Now, as much as I am a purist who things Might should be everything about SMASHING THE **** OUT OF PUNY ****ERS and nothing about vaguely useful speed and damage penalties, I decided to go ahead and see what small bonuses I could throw in for them. D's point mostly ties into B's, since most of its mechanics seem to tie into making Roomsweeper more viable for enrage building.
Comments
Some ideas are pretty good, like an "anti-placate" that causes target to attack you.
But using enemies as projectiles (here we "throw" again ^^;) and giving an AT a Tier 2 power at level 11... not so much.
Needs some fine tuning, I think.
Also some nice ideas particularly a toggle that can be used to build enrage without sending targets flying.
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A: Actually, the whole taunt thing is the thing I'm the least sure about, since the effectiveness of that is limited by how quickly the enemy can get to you. It's basically an adaptation of the whole 'melee taunt' that Melee EB's get, which normally doesn't work for a couple of reasons, including not generating enough threat for the target to even notice you and the fact that you're usually already in melee range by the time you do grab aggro. The Taunt move does attempt to alleviate that, but Threat mechanics are just plain finnicky.
B: Throwing enemies at other enemies is a bad idea? I mean, yes, you say that, but could you explain why that's a bad idea? I can certainly explain why it's good, on the other hand: It gathers enemies up in tight clusters for your allies to beat up. If you're a tank, you could do something like Taunt+Battlecry to get a huge bunch of enemies in melee range, then do Hurl+Kitchen Sink to throw all of them (and a rock) at another mob/the boss. Then you lunge after them and proceed using your big AoE hitters like Havoc Stomp and Whirling Lariat to bash everything to death.
C: Check the behemoth. It gets a choice between Roomsweeper (Tier 1) and Thunderclap (Tier 2) at level 11. Also, the Invincible gets a choice to get Chest Beam at that level, and that's a tier 3. So, I don't see what the problem is with Meteor Smash being there.
Headbutt (Tier 2)
Description: You use a majority of your strength to deliver a devastating blow using your head, knocking your opponents down & stunning them for a brief moment.
(It could be a reskin of Bite.)
Moderate Damage: (same as Bite, adding 300 more damage)
Energy Cost: 24-36
Charge time: 0.90 sec
Activation Time: 0.4
Advantages:
-(2 advantage points)Cronic Trauma: Debuffs healing by 50%.
-(2 advantage points)Days of Daze: Grants 7.5% crushing damage for your next crushing attacks.
-(1 advantage point)Challenging Strikes
I own Koda Ortega. Yeah...
Sure, I can add that one in. Though I tend to keep specifics, such as exactly how much damage is done and what the energy cost is, more ambiguous.
But we're missing one thing... a close-range maintain to rival 100 Hands.
http://www.youtube.com/watch?v=O7Vh8tVPjHk
Wind, Earth, Power Armor, Unarmed, Gadgeteering, Sorcery, and Supernatural all say yes.
Begin longwinded explanation:
Wind - Can either be built entirely in-set, mixed with electricity, mixed with ice, or mixed with both. The in-set one requires quite a bit of backup from Endurance (since its energy return is trash), but the external set mixes work quite well.
Earth - Can either be built for melee, ranged, or both. The melee spec is really underdefined, and requires a bit of backup from (most likely) one of the other two Brick sets, but I can safely say that its ranged abilities work excellently. Earth blasters do such great burst damage.
Power Armor - Can either build traditionally around toggles, or be a laser knight. The only problem with the laser knight build is that it doesn't have a passive or toggle that really suits it well, especially if building it offensively. On the other side, Power Armor's toggle builds can be tailored to either be completely physical-based (Tactical missiles, Micro munitions, Shoulder Launcher, Minigun) or completely energy-based (Concussor Beam, Eyebeams, Chest Beam, Plasma Beam).
Unarmed - Ultimately what I'm basing this off of, Unarmed has been tweaked so that it can logically be built to tank with attacks that boost dodge chance (Dragon Kick, Crashing Wave Kick, Thundering Kicks) or hold an offense while incapacitating the enemy (Inexorable Tides, Dragon Punch) wear down their defenses (Rising Knee, Elbow Slam) or keep energy rolling with a weird Darkness synnergy (One-hundred hands, Burning Chi Fist, Open Palm Strike). Since the update for it also included it, you could technically include the throwing star build in there as well (with Throwing Stars, Quarry, a Focus Form, and Shuriken Storm).
Gadgeteering - Can be built either as a support character with pets, holds, stuns, and slight heals, or as an offense character with some powerful maintains (Gauntlet Chainsaw and Pulse Beam Rifle) or a forte in energy damage and debuffs (Experimental Blaster, Sonic Boom Generator, Orbital Cannon, and all those on-hit buffs). And after the Nighthawk update comes out, it'll have a third build type with boomerangs and bolas.
Sorcery - Kind of iffy, since the sorcery trees are all defined as different sets in the power selection menu, but it can be argued that they are four distinct support-gameplay styles that share the same core moves.
Supernatural - And this could be an exemplar of the worst that could happen if an update like this came to pass. Supernatural used to be one power classification instead of two (Just Supernatural, instead of the current Bestial and Infernal). If worse came to worse, the might set could be split into two sets in the brick tree (Might and Boxing). This is really unlikely, however, because Supernatural's subsets had nothing in common. Despite a few shared powers and a small set of advantages that technically tie the two together, the core properties of the sets (ranged toxic damage, focusing on poisonous DoT, and melee slashing damage, focusing on bleeding DoT) were ultimately what drove the set to become two.
End longwinded explanation.
So yes, I'm aware that creating differing/alternate playstyles can be a bit dangerous. That's why there's a conscious effort to tie it together with advantages (much like wind and unarmed) that give the players options on what to mix together, and prevent any crazy build-rifting from happening. Ultimately, a lot of redone sets are doing the same thing, so I guess I'm less inclined to believe that there really could be a danger to doing this, especially considering that the damage type (melee crushing damage) is pretty much consistent throughout this set.
Wallop, a tier 2 combo that smashes things down in a cone with hook punches, is probably going to fill in that gap. That's kind of a recent addition, though, so I might edit that into the AT lineup somewhere. And maybe add more hits. I dunno.
Take something like Conviction, remove the extra HP buff, and base the heal off of STR or CON, (whichever is higher). The cost could then be lowered slightly. The recharge is ok where it is. Perhaps give it an advantage where the heal can consume stacks of defiance for an even larger heal, or where it receives a cooldown & cost reduction based upon how many stacks of enrage you have.
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Defiance can get an advantage that grants health regen but removes the energy gains. It would only be as good as say 10%-20% as good as Regeneration.
I like what you did with Retaliation and Havoc Stomp. Awesome!
Taunt can disable all ranged powers of CPU enemies for it's duration. Against players it would reduce the range their ranged powers work instead.
Roomsweeper damage needs to be on par with Skullcrusher/Skewer now that it's Enrage building mechanics are not as useful anymore. Havoc Stomp needs a slight increase in damage as well.
Uppercut damage needs to be higher currently it's the same damage as Roomsweeper.
Hurl should get a special effect like if you use it against an airborne enemy or a lying enemy you deal 20% extra damage from the attack that sent them flying. So if you launched an enemy up with Uppercut hit him with Hurl you will deal an additional 20% damage of the Uppercut.
Ahh one more thing to add. An active defense for Might. Could be called Resist or something. Reduces all damage taken down by 360% for the next seconds. That includes penetration damage.
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i agree with everything EXCCEPT the defiance thing, the energy that defiance gives is crucial, do NOT change that EVER
Whirling Lariat, in my head, I already envision doing a lot more damage than Sword Cyclone. It gets its extra damage in exchange for it moving around slower and dealing a bit of pushback. I wanted to keep WL a maintain, since that, I feel, will have a lot better control over whether the user wants to knock enemies back or not.
Defiance literally is fine the way it is right now. You've already got the best spike damage defense in the game, on top of generating energy when you're hit, in exchange for slightly shaky defenses when starting out a fight and dependence on a specific stat. Of course, part of the reason it's so hardy is that said stat boosts your health. I largely moved most of the heals that will be introduced here into new moves.
Yeah, I thought it was about time the most solid non-crit melee set in the game got melee advantages in accordance with the most solid non-crit ranged set in the game (Laser Knight and Reverse Polarity were clear influences here.)
I still think Taunt would have a possibility of working without outright disabling ranged attacks. For one, the only reason the melee taunt from your EB doesn't work well is because it pretty much can be used only once every minute or something. It doesn't happen nearly as often as it should, and usually your enemy is long dead by the time you're ready to use another melee taunt (partially because it's wasted on a henchman or something ridiculous.)
I'm opposed to a damage increase in Roomsweeper. For one, right now, it's already one of the most damaging cones that Might users get and it's only a tier 1. Most of the time the compound damage from the attack's impact and the fall damage is enough to outright kill most henchmen. What you did get right, though, is that Might really lacks any good melee AoE options right now. That's what Wallop and Whirling Lariat are for!
As for a Might Active Defense, I threw in a special surprise in the Berserker ability, which acts like a strange offense/defense hybrid active that has a tradeoff for health at the end of its duration.
Because there times where i wanna make a build with it, but I take that Punching MA power because it close to what i want. Even tho it not exactly.
I think it is ripe for abuse by DB, MA, and bestial.
All of which have powers that do more DPS than might.
Taunt (Tier 1)- I agree with this completely.
A leap, that is basically a 50ft, 10ft radius taunt.
Excellent!
Meteor Smash (Tier 2) - I really dont see the need.
Will make 2 other might powers, that i really like, useless.
Headbutt (Tier 2) - I think this is way to powerful.
I would modify to where it does the same damage as bite,
and refreshes enrage.
Advantage would be for the scaling disorient that y ou mentioned.
Wallop (Tier 2) - looks good.
but, meh. already covered by heavy weapons.
Resilience (Tier 2) - hmm, a heal that scales on STR/Con sounds nice but i really think it's too powerful.
its like having a heal that scales on End for Electric and Fire toons.
I do think Might really needs a heal though.
Maybe a conviction type heal that doubles your threat would be nice.
Whirling Lariat (Tier 3)
Too powerful.
I really like the concept, and the olympic discus throw is exactly the animation that came to mind.
Refresh enrage, is just too much.
Power needs to be very expensive - just like sword cyclone.
Havoc Stomp:
yes! really needs + Increase radius to 15.
Any AT can heal itself.
->
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