Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Myrmidon Powers (suggestions, speculations, etc.)


Durin
 Share

Recommended Posts

Assuming the Myrmidon will be more along the lines of a straight forward mitigation tank who generates resources primarily through being attacked, how about something like:

 

LMB: Damage. Basic attack single targetish attack/weapon swing-->AOE cone attack--->PBAO with tug--tug pulls affected enemies toward Myrm, gathering them around him.  0 Resource Cost.

  

RMB: Charge=Hold RMB to charge attack/defense. Myrm paws ground and is stationary while he charges a bar.  During this time, he is immune to CC and takes greatly reduced damage (though still generates resource whilst getting hit) and cannot preform any other action.  When the bar is full, he charges forward X distance, smashing into all all targets in front of him (charge AOE) causing damage--->knockback;--->knockdown. If the bar is not fully filled completely, he does not charge.  This would give him the ability to sit and soak damage whilst not charging forward by simply holding down the RMB for shorter periods of time (just as long as he generated the resources necessary to maintain it).  It is powerful, but countered by the condition that he is unable to move or do anything else. X Resource Cost. 

 

C: Terrible Roar=CC. Myrm preforms an PBAOE fear.  X Resource Cost. 

 

1: Headbutt=damage+stun. single target. X Resource Cost.

 

2: Gore=damage+bleed. single target. X Resource Cost.

 

3: Ravage=PBAOE. low damage lifesteal attack. The more enemies hit, the greater the heal to the Myrm.   X Resource Cost.

 

4: Gift of Malekai=Marked target snare+self heal and add resource. Myrm marks target for X duration causing a snare, if that target dies (by any means, the Myrm himself does not have to kill it) before mark times out, Myrm heals for X health and receives X resource. Cooldown Only. 

 

5: Ravenous=Self heal.  Myrm consumes fallen player or MOB for HOT and resource.  Myrm must hold 5 down by corpse for X duration to fill bar.  If bar is filled to capacity, Myrm is fully healed and at full resource but Vessel/corpse is destroyed as well as all equipment on it.* (Fun!). Cooldown Only.

 

6: Gaze of the Beast=cone AOE debuff.   Enemies effected receive attack damage debuff.  X Resource Cost with Cooldown.

 

7: Unstoppable (unstoppabull, lol)=buff.  Myrm cannot be CCed and reflects X of damage to attackers for X duration. X Resource Cost.   

 

Passive:

 

Wrathful Pursuit=self buff. becomes available when Myrm hits half health or lower.  Allows him to move at increased speed for X seconds and increases his resource by X amount. Cooldown Only.

 

Retaliate=When knocked down (rarer for Myrm than most Archetypes) the Mrym will jump up and receive a defensive buff for X duration as will all allies within X meters. 

 

...

I've attempted to apply skills that stem from CF Myrmidon lore and greater Minotaur lore whilst keeping the Archetype a mitigation tank with a large health pool who generates resources primarily by being hit (and through certain skills secondarily).  This is fun musing on my part as I have no deep insight into CF's mechanics and balance (though generally speaking have some insight through MMO experience).  However, I think that keeping to the Minotaur theme, both in and out of CF, will make the Archetype more enjoyable and unique.

 

This Myrmidon suggestion/example has quite a bit of PBAO and many skills that make him resistant/immune to CC which should allow him to wade into the fray.  He has two possible stuns (one AOE), a single knockback (AOE), a single target snare, a tug and an AOE fear ability.  He has one debuff and his self buffing is all resource based.  The Myrmidon has self heals only in the form of lifesteal and a stationary corpse consume ability.  He has one damage reflect.  I really like the idea of the Gift of Malekai ability above and I hope something like this will make it into the Myrmidon's kit.  *I also really like Ravenous ability though I see how this could be used for greifing.  That being said, this CF, right?  Where alliances can go sour at any time, both within and between guilds?  Also, in campaigns where Vessels cannot be lost, it could be handled similarly just without the destruction of the Vessel--though it would destroy MOBs, loot and all.  It could be great fun.

 

As far as disadvantages go (all archetypes need 'em), he does not have great mobility and will struggle a bit to get to grips with the enemy (no chain, no hurlbat, etc.).  Gift of Malekai will help a bit, but I imagine this has a cooldown substantial enough to make it unspamable (10+ seconds).  However, once in combat, his mobility will increase somewhat (Wrathful Pursuit).  Also in combat, this disadvantage will be mitigated somewhat by his AOE and CC abilities.  None of his attacks should be high damage, though his capacity for close proximity AOE will push his numbers up a bit against multiple foes.   

 

The Myrmidon should be an enemy you do not want engaged in melee; though as an ally he is a formidable addition to any team filling a tank spot in his own unique way.

 

What do you think?  If the Myrmidon is a pretty straight forward mitigation tank, would something like this sate your Minotaur desires?  

 

EDIT: word choice, spelling, formatting, some further clarification, addition to LMB attack.  

Edited by Regulus

The Artist Formerly Known as Regulus

Link to comment
Share on other sites

As someone who has been eyeing this archetype as my main for some time... I LOVE these ideas!

 

Being able to literally charge into battle and just rip players apart just sounds so appealing to me :P

 

I've been playing the Champion for most of the snap tests and he is probably my favorite, but he does seem a bit too squishy for my playstyle. I think the Myrmidon will fit me perfectly especially with this skillset.

Link to comment
Share on other sites

I imagine myrmidon will be more like Champion should be, a super durable CC attacker.

 

Hopefully they transfer the knights chain pull to Minotaur because it fits his mass and strength better than a human.

 

Beyond that, having a large hit box to intercept attacks and high defense and recovery can play well into obstruction. They could make him bigger than the standard Champion and make his hit box artificially larger so it clips player movement and attacks more easily.

 

They could also give him a obstructive block skill that holds his weapons outward to prevent passing, or sweeping basic attacks that slow opponents hit proportionately more if they are using any velocity techniques.

 

The juggernaut that is in the way, not dieing and dealing threatening damage and terrible CC fits a Minotaur.

 

Greatest short coming should probably be mobility. Besides a very high mass bull rush that isn't all that fast, they could handicap his movement to make him easier to avoid.

Edited by bahamutkaiser

a52d4a0d-044f-44ff-8a10-ccc31bfa2d87.jpg          Before you criticize someone, walk a mile in their shoes... Than if they're upset, they'll be a mile away, and barefoot :P

Link to comment
Share on other sites

As someone who has been eyeing this archetype as my main for some time... I LOVE these ideas!

 

Being able to literally charge into battle and just rip players apart just sounds so appealing to me :P

 

I've been playing the Champion for most of the snap tests and he is probably my favorite, but he does seem a bit too squishy for my playstyle. I think the Myrmidon will fit me perfectly especially with this skillset.

 

I am glad you like these ideas.  Perhaps Champion will have some advancements that will make it more survivable and I would assume that Myrmidon would have some to make it more of a damage threat.  I like the idea of the Myrmidon being kind of a black hole... he sucks things in that get close to him and keeps them there until he dies or they do.  I am not holding my breath for the Myrmidon to become a man-eater (pretty please, ACE!), but in the CF specific lore he is a hunter of sorts.  Therefore, I think it would be neat for him to be able to pick out specific players and mark them somehow--a somewhat unusual mechanic for a relatively stationary tank.  It would also help give him a boost in that sometimes assumed tank leadership role.   

 

I imagine myrmidon will be more like Champion should be, a super durable CC attacker.

 

Hopefully they transfer the knights chain pull to Minotaur because it fits his mass and strength better than a human.

 

Beyond that, having a large hit box to intercept attacks and high defense and recovery can play well into obstruction. They could make him bigger than the standard Champion and make his hit box artificially larger so it clips player movement and attacks more easily.

 

They could also give him a obstructive block skill that holds his weapons outward to prevent passing, or sweeping basic attacks that slow opponents hit proportionately more if they are using any velocity techniques.

 

The juggernaut that is in the way, not dieing and dealing threatening damage and terrible CC fits a Minotaur.

 

Greatest short coming should probably be mobility. Besides a very high mass bull rush that isn't all that fast, they could handicap his movement to make him easier to avoid.

 

As I stated above, I like him kind of like a black hole--lots of AOE and things stick to him, which is why I have a stun, snare and "tug" attached to LMB in the abilities.  The tug is similar to some of the mechanics in Black Desert.  However, if a tug is not something that ACE can/will make work, then a snare would have a similar effect.  In that regard, the Knight's chain pull is more fitting the Minotaur, for sure, just as the Champions Strength of the Mountain seems to be a better fit for the Forgemaster (and I would like to see them both transfer over).  I could be cool to see the chain pull have a combo that allows multiple pulls, either through a ricochet or simply have the Myrmidon whip out his arm in a wide arch, casting 3 or 4 chains out to enemies just out of range.  The Myrmidon would, in my mind, be susceptible to kiting but when supported/supporting ranged Archetypes, he could be a formidable obstruction to the opposition.  He may not move very well, and he may not have burst dps, but you don't want to be near the nasty bugger as he will grind you down and eat you (here's hoping :) ).    

The Artist Formerly Known as Regulus

Link to comment
Share on other sites

Grabbing and dragging multiple foes is extremely powerful, since I don't desire every character to have 3 flavors of force move just to counteract broad dragging skills, limiting grappling to individual skill shots seems more appropriate.

a52d4a0d-044f-44ff-8a10-ccc31bfa2d87.jpg          Before you criticize someone, walk a mile in their shoes... Than if they're upset, they'll be a mile away, and barefoot :P

Link to comment
Share on other sites

So, Brad Pitts attack... would be pretty incredible if they were equipped in Hoplite gear though.

a52d4a0d-044f-44ff-8a10-ccc31bfa2d87.jpg          Before you criticize someone, walk a mile in their shoes... Than if they're upset, they'll be a mile away, and barefoot :P

Link to comment
Share on other sites

I don't see the Myrmidon as Achilles; he is what Achilles (actually Theseus) fights.  That being said, Hoplite gear would be great, but the concept art we have doesn't reflect that.  Also, the helm at least may be too similar to the Legionnaire's current design (Do minotaurs wear helmets?).  It would be cool if the Myrmidon had a Greek flair though, as his Archetype suggest.  Finally, I am not opposed to an Achilles style attack ala Troy, although the Myrmidon is likely bigger and taller than most combatants he meets, meaning it certainly wont be the same.   

Edited by Regulus

The Artist Formerly Known as Regulus

Link to comment
Share on other sites

  • 4 weeks later...

Greatest short coming should probably be mobility. Besides a very high mass bull rush that isn't all that fast, they could handicap his movement to make him easier to avoid.

 

Agreed.  I think it'd really open up different playstyles if the Myrmidon can't leap all over the battle field like the champion.  The mobility on the champ is really fun, but replace mobility with non-squish and I think we've got an interesting baseline for this class.

Link to comment
Share on other sites

  • 2 weeks later...

I was also thinking that maybe, if the don't have a corpse consume ability for the Myrmidon, the could have a sort of heal/buff on kill mechanic.  If the Myrmidon gets the killing blow, he gets a buff/heal (bloodlust, or some such).  Since, as a tank, he probably won't get a lot of killing blows, it could have a pretty powerful effect with about 0 cooldown.   

The Artist Formerly Known as Regulus

Link to comment
Share on other sites

  • 3 weeks later...

I'd like to see an Ultimate that functions similar to the legionnaire / knight charge. Except it knocks targets down (or perhaps in the air) when he passes through them. This would also remove him from the physics plane, allowing him to "ghost walk" through players and make him immune to damage and CC effects.

Link to comment
Share on other sites

My thoughts are that he's a high HP tank that specialises at tanking/debuffing a single target. I'd like to see him with high mobility but very low damage. I'd love to see a single target debuff that reduces the damage of the target against anyone but the mrym. The debuff should improve the longer the mrym is hitting the target but be removed if the mrym hits someone else. An ignore % of dmg skill would be nice. Increased dmg vs. a bleeding target. A charge, and kick the door down style front kick would be awesome.

Link to comment
Share on other sites

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...