=Archetype Overhaul= A complete overhaul of archetype power set categories and inherent powers. This assumes all archetypes can land critical hits and stealth strikes. A key for power sets is provided at the bottom of the page. The scope of this overhaul goes well and beyond the power set suggestions on this fansite and, as such, are [i]not[/i] represented. ---- ===[[https://archive.paragonwiki.com/w/images//a/aa/Archetypeicon_blaster.png]] Blaster=== {{ {|} {DAMAGE|High} {DURABILITY|Low} {CONTROL|Moderate} {SUPPORT|Low} }} {{ {|} {PRIMARY|Blast} {SECONDARY|Manipulation} {INHERENT|Defiance} }} [b]Defiance[/b][br] A blaster is not to be shrugged off. The bonus damage from their critical hits pierces through foes' protections, ignoring damage resistance. The blaster's stubborn nature also makes them hard to pin down, allowing them to use the first two powers from their primary and secondary sets even when affected by disorient, hold, or sleep effects. ---- ===[[https://archive.paragonwiki.com/w/images//0/07/V_archetypeicon_brute.png]] Brute=== {{ {|} {DAMAGE|High} {DURABILITY|High} {CONTROL|Low} {SUPPORT|Low} }} {{ {|} {PRIMARY|Melee} {SECONDARY|Aura} {INHERENT|Fury} }} [b]Fury[/b][br] As a brute engages in combat, their fury grows, increasing their damage. The fury bar rises each time they attack or are attacked (regardless of hit or miss) and depletes over time. The longer the brute remains in combat and the more recklessly they dive into groups of foes, the more the bar builds up, further increasing the damage they deal. ---- === Commander=== {{ {|} {DAMAGE|Moderate} {DURABILITY|Moderate} {CONTROL|Low} {SUPPORT|Moderate} }} {{ {|} {PRIMARY|Henchmen} {SECONDARY|Aura} {INHERENT|Rallying} }} [b]Rallying[/b][br] The commander leads from the front lines and serves as the cornerstone of their squad. When their henchmen are in proximity, the commander absorbs a portion of the damage dealt to those henchmen and adds it to their rallying bar. As the bar builds, the henchmen gain a bonus to damage and mez resistance. This bonus decays over time. The more damage a commander has absorbed recently, the higher the bar goes and thus the greater the bonus. ---- ===[[https://archive.paragonwiki.com/w/images//f/f8/Archetypeicon_controller.png]] Controller=== {{ {|} {DAMAGE|Low} {DURABILITY|Low} {CONTROL|High} {SUPPORT|Moderate} }} {{ {|} {PRIMARY|Control} {SECONDARY|Affinity} {INHERENT|Containment} }} [b]Containment[/b][br] Controllers are masters at locking down their opponents. Controller critical hits do additional mez magnitude rather than additional damage. Once bound to their will, foes cannot escape. Controllers deal double damage to targets that are already disoriented, held, immobilized, or slept. ---- ===[[https://archive.paragonwiki.com/w/images//8/85/V_archetypeicon_corruptor.png]] Corruptor=== {{ {|} {DAMAGE|Moderate} {DURABILITY|Low} {CONTROL|Moderate} {SUPPORT|Moderate} }} {{ {|} {PRIMARY|Projection} {SECONDARY|Shield} {INHERENT|Scourge} }} [b]Scourge[/b][br] The corruptor breaks their opponents down over time. As their enemies' health wanes, the corruptor's chance to deal critical hits increases. This bonus starts at 50% and increases as the enemy's health drops, reaching guaranteed critical hits when the foe has 10% health remaining. (Note that this bonus is based on base hit points, so foes who have buffed max health values do not reach the max bonus until even lower HP percentages.) ---- ===[[https://archive.paragonwiki.com/w/images//4/4f/Archetypeicon_defender.png]] Defender=== {{ {|} {DAMAGE|Low} {DURABILITY|Low} {CONTROL|Moderate} {SUPPORT|High} }} {{ {|} {PRIMARY|Affinity} {SECONDARY|Projection} {INHERENT|Vigilance} }} [b]Vigilance[/b][br] The defender's primary focus is protecting their allies. As their teammates are in danger of being defeated, the defender gains an endurance discount and resistance to recharge debuffs. The more health and endurance their teammates are missing, the greater the buffs. A defender also does additional damage the fewer teammates they have and their critcal hits always land with the maximum damage bonus this power provides regardless of their team size. ---- ===[[https://archive.paragonwiki.com/w/images//5/5f/V_archetypeicon_dominator.png]] Dominator=== {{ {|} {DAMAGE|Moderate} {DURABILITY|Low} {CONTROL|High} {SUPPORT|Low} }} {{ {|} {PRIMARY|Control} {SECONDARY|Assault} {INHERENT|Domination} }} [b]Domination[/b][br] The dominator can unleash their sadistic nature on command. When activated, their attacks will do double mez magnitude for their normal duration and persist at their regular magnitude for double the duration. The dominator will also gain all of their endurance back and be protected from mez effects. The effects of this power last for 90 seconds and recharge in 180 seconds. This power's recharge is unaffected by buffs and set bonuses but dominator critical hits will shave a flat amount off of its recharge time in addition to dealing bonus damage. Recharge: Very Long ---- ===[[https://archive.paragonwiki.com/w/images//7/72/Archetypeicon_guardian.png]] Guardian=== {{ {|} {DAMAGE|Low} {DURABILITY|Moderate} {CONTROL|Moderate} {SUPPORT|Moderate} }} {{ {|} {PRIMARY|Manipulation} {SECONDARY|Shield} {INHERENT|Shelter} }} [b]Shelter[/b][br] The guardian tasks themself with protecting their charge. By choosing an ally and toggling this power, the guardian can focus their efforts to defend them. The guardian will intercept a portion of the targeted ally's incoming damage and that ally will always benefit from the guardian's area buffs even if they are out of range. This power costs no endurance but will suppress when the ally is outside of line-of-sight or when the guardian is disoriented, held, or slept. Recharge: Fast ---- ===[[https://archive.paragonwiki.com/w/images//1/1e/V_archetypeicon_mastermind.png]] Mastermind=== {{ {|} {DAMAGE|High} {DURABILITY|Low} {CONTROL|Low} {SUPPORT|Moderate} }} {{ {|} {PRIMARY|Henchmen} {SECONDARY|Affinity} {INHERENT|Supremacy} }} [b]Supremacy[/b][br] A good mastermind knows how to manage their henchmen. When nearby, henchmen will receive a bonus to accuracy and damage as well as intercepting a portion of the incoming damage for the mastermind while set to follow and defensive. Note that this only applies to the mastermind's own henchmen, not all henchmen. The effects of this power suppress when the mastermind is phased or otherwise only affecting self. ---- ===[[https://archive.paragonwiki.com/w/images//b/bc/Archetypeicon_scrapper.png]] Scrapper=== {{ {|} {DAMAGE|High} {DURABILITY|Moderate} {CONTROL|Low} {SUPPORT|Low} }} {{ {|} {PRIMARY|Melee} {SECONDARY|Armor} {INHERENT|Critical Strike} }} [b]Critical Strike[/b][br] The scrapper is a fierce melee combatant. In close-range combat, no one else compares. Scrapper attacks' chance to land a critical hit scales with the rank of their foe. The higher the rank of the target, the greater the chance for a successful critical hit. The scrapper's melee attacks also critical hit for double damage instead of the normal amount. ---- ===[[https://archive.paragonwiki.com/w/images//2/27/Archetypeicon_sentinel.png]] Sentinel=== {{ {|} {DAMAGE|Moderate} {DURABILITY|Moderate} {CONTROL|Low} {SUPPORT|Low} }} {{ {|} {PRIMARY|Blast} {SECONDARY|Cloak} {INHERENT|Overwatch} }} [b]Overwatch[/b][br] The sentinel is a stalwart powerhouse. As a sentinel fights, they will draw attention away from their allies (except scrappers, tankers, and brutes). The sentinel is also always striking at targets' vulnerabilities, allowing their critical hits to cause bruising which reduces the target's damage resistance for a time. Note that this effect cannot stack from one person but will stack from multiple people. ---- ===[[https://archive.paragonwiki.com/w/images//b/be/V_archetypeicon_stalker.png]] Stalker=== {{ {|} {DAMAGE|High} {DURABILITY|Low} {CONTROL|Moderate} {SUPPORT|Low} }} {{ {|} {PRIMARY|Melee} {SECONDARY|Cloak} {INHERENT|Hide} }} [b]Hide[/b][br] The stalker is a master of stealth. While this power is active, they are invisible and receive a bonus to defense. When the stalker attacks or is damaged while using this power, they will be discovered but retain some bonus to defense. Stealth strikes made from within hide will always be critical hits and attacks made while not hidden have a chance to contribute towards the next attack being a critical hit (up to 3 stacks). Stalker critical hits always deal double damage regardless of whether Hide is active or not. This power costs no endurance. Recharge: Slow ---- === Striker=== {{ {|} {DAMAGE|High} {DURABILITY|Moderate} {CONTROL|Low} {SUPPORT|Low} }} {{ {|} {PRIMARY|Assault} {SECONDARY|Armor} {INHERENT|Jousting} }} [b]Jousting[/b][br] The striker specializes in getting in and out of combat. They are naturally more resilient to movement speed debuffs and travel suppression expires faster for them. Additionally, their ranged attacks will impart stacks towards a damage buff for their next melee attack and vice-versa (up to 3 per type). ---- ===[[https://archive.paragonwiki.com/w/images//1/1b/Archetypeicon_tanker.png]] Tanker=== {{ {|} {DAMAGE|Low} {DURABILITY|High} {CONTROL|Moderate} {SUPPORT|Low} }} {{ {|} {PRIMARY|Armor} {SECONDARY|Manipulation} {INHERENT|Gauntlet} }} [b]Gauntlet[/b][br] When a tanker attacks, they enrage their target and those around them. Each attack continues to provoke their foes, allowing the tanker to do what they do best. Tankers also cause bruising with their critical hits, reducing the affected foes' damage resistance for a time. This bruising effect does not stack from one person but can stack from multiple people. ---- ==Epic Archetypes== ===[[https://archive.paragonwiki.com/w/images//b/be/Archetypeicon_peacebringer.png]] Kheldian=== {{ {|} {DAMAGE|Variable} {DURABILITY|Variable} {CONTROL|Variable} {SUPPORT|Variable} }} {{ {|} {PRIMARY|Fusion} {SECONDARY|Symbiosis} {INHERENT|Incandescence} }} [b]Incandescence[/b][br] Kheldians, being made from energy themselves, impart a mild natural resistance to energy and negative damage to their host. The symbiote also retains its ability to fly or teleport (depending on species), granting Peacebringers access to Energy Flight and Warshades access to Shadow Step. ---- ===[[https://archive.paragonwiki.com/w/images//8/81/V_archetypeicon_arachnos_soldier.png]] Arachnos=== {{ {|} {DAMAGE|Moderate} {DURABILITY|Moderate} {CONTROL|Variable} {SUPPORT|Variable} }} {{ {|} {PRIMARY|Arachnos Weapon} {SECONDARY|Arachnos Armor} {INHERENT|Conditioning} }} [b]Conditioning[/b][br] Soldiers of Arachnos undergo intense physical and mental training before leaving boot camp. Those that survive have greater than average healing rates and tire less quickly than others. Note that this bonus is incorporated in their base regeneration and recovery rate instead of buffing it. ---- ===
 
Rikti=== {{ {|} {DAMAGE|Variable} {DURABILITY|Variable} {CONTROL|Variable} {SUPPORT|Variable} }} {{ {|} {PRIMARY|Rikti Weapon} {SECONDARY|Rikti Armor} {INHERENT|Adept} }} [b]Adept[/b][br] Through sharing knowledge via the Rikti psionic network, you are able to master general skills with ease. Your pool powers use secondary set modifiers instead of pool modifiers, giving them higher base values on aspects like damage, defense, healing, or mez magnitude. ===Incarnate=== {{ {|} {DAMAGE|Variable} {DURABILITY|Variable} {CONTROL|Variable} {SUPPORT|Variable} }} {{ {|} {PRIMARY|Unknown} {SECONDARY|Unknown} {INHERENT|Unknown} }} ===Blood of the Black Stream=== {{ {|} {DAMAGE|Unknown} {DURABILITY|Unknown} {CONTROL|Unknown} {SUPPORT|Unknown} }} {{ {|} {PRIMARY|Unknown} {SECONDARY|Unknown} {INHERENT|Unknown} }} ==Power Set Categories== ===PURE SETS=== {{ {||} {AFFINITY||support} {ARMOR||self defense} {BLAST||ranged damage} {CONTROL||crowd control} {HENCHMEN||henchmen} {MELEE||melee damage} }} ===HYBRID SETS=== {{ {||} {ASSAULT||ranged damage + melee damage} {AURA||self defense + melee damage} {CLOAK||self defense + crowd control} {MANIPULATION||melee damage + crowd control} {PROJECTION||ranged damage + crowd control} {SHIELD||self defense + support} }}