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Everything posted by AspieAnarchy
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GRAVITIC ASSAULT (Assault) Available to: Dominators Set Color: Neon Turquoise-on-Black One of the most fundamental forces of the universe rests in the palm of your hand; make your foes kneel before you as they are crushed beneath your power, cast them away like puny motes of stardust, or destroy them from within. This set is slower, on the whole, compared to most other Assault sets, but it offers both great power and considerable versatility; gravity is a force not easily resisted. 1) Gravitic Pulse – You blast your target with the sheer force of concentrated gravity, dealing damage and weighing it down so greatly that its movement is slowed and its ability to jump or fly is severely inhibited. Damage: Minor Smashing/Energy Recharge: Fast 2) Repulse – You blast your target with antigravity in melee, sending it hurtling backwards. Damage: Moderate Negative Energy Recharge: Fast 3) Gravitic Blast – As with Gravitic Pulse, you damage, slow, and weigh down your target with concentrated gravity, save that this power places more emphasis on damage than on secondary effects. Damage: High Smashing/Energy Recharge: Moderate 4) Gravitic Grasp – You concentrate gravity within your target in melee, harming it and temporarily rooting it where it stands. Damage: High Energy Recharge: Moderate 5) Assert Gravity – All enemies in a wide area around you are abruptly knocked to the ground, including those in the air. Those affected will briefly thereafter lose much of their ability to fly, or even to jump. Damage: Minor Smashing Recharge: Slow 6) Newton’s Apple – A fleeting epiphany into the workings of the cosmos by which the accuracy, damage, and secondary effects of all your powers are all briefly increased. Recharge: Long 7) Antigravity Pulse – An antigravity shockwave propels all enemies near you backward. Damage: Moderate Negative Energy Recharge: Slow 😎 Micro-Singularity – You concentrate gravity at a nearby point in space, creating a dreadful stationary trap; enemies that come too close will start to get sucked toward it, and the first unlucky body to get there will suffer both extraordinary damage and repeated knockdowns over a short period; this warp lasts a long time on its own, but once it is thus ‘sated’, it ceases to be, and local space regains its normal curvature. Damage: Superior Smashing/Energy (DoT) Recharge: Slow 9) Implosion – You concentrate gravity within a single target at medium range, causing it to collapse in on itself. Regular enemies (Pets, Underlings, Minions, Lieutenants, and to a lesser extent, Bosses) suffer a high chance of being destroyed outright even if they withstand the damage, special enemies (Elite Bosses, Heroes, amd Arch-Villains) have a sizable chance of taking double damage, and Giant Monsters and other rare, powerful enemies face a further chance for triple damage. Implosion is staggeringly powerful, but costs a lot of endurance. Damage: Extreme Energy Recharge: Long Example Character Concept: The Chaotic Nucleus! (Roguish Fire Control/Gravitic Assault Magic Dominator)
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I agree that's something that it would be great to change (what with my character gallery including robots, gods, a potato, and more). If you'd like to help, I'd be interested if you could help me reword the text for that power while keeping the concept I outlined in my previous reply. I had a bunch more to say, but apparently it all disappeared while I got distracted.
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Sorry for the late reply: My 'human'-specific reasoning was twofold: - Even among organic life (such as is presented in this game), hominids tend to be just a little more vulnerable, wouldn't you say? - The Rune of Purification power indicates that 'human' is an already-existing designation; I figure, why not utilize it? I admit, I hadn't thought about this (to my own surprise); I suppose it would follow whatever pattern Rune of Purification does. My idea was more like 'you're hacking reality itself and handling enemies like an antivirus program'; I did struggle with the wording to make it clear that the 'interface with reality' problem is one-way.
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TECH CONTROL (Control) Available to: Controllers, Dominators Set Color: Electric Green-on-Silver You use a panoply of advanced technology to harass, contain, and subdue your foes. You might be a devious engineer, a special agent trained and equipped by some shadowy military-industrial agency, a crazed former toymaker, a mutant with the power of ‘machine empathy’, or even a ‘technomancer’ who fulfills both Clarke’s Law and Pratchett’s Corollary. This set has a somewhat greater than typical reliance on long-recharge abilities and stationary AoE effects, and some of its effects can be quirky and unreliable, but it excels at besting technological foes, and offers a more diverse array of damage types and more secondary debuffs than many other Control sets. 1) Filaments – You immobilize an opponent in a writhing mass of semi-autonomous, razor-edged techno-filaments. Human enemies will take a small amount of extra damage. Damage: Moderate Lethal (DoT) Recharge: Fast 2) Electromagnet – You paralyze and electrocute an opponent within the field of a powerful electromagnet; robots, machines, and other metal-heavy beings will also suffer a significant decrease to endurance recovery even after being released. Damage: Moderate Energy Recharge: Moderate 3) Computer Virus – Infects an electronic or robotic target with a vicious computer virus with random deleterious effects, potentially including 2-4 of the following: Slowing, to-hit debuff, defense debuff, reduced recovery, disorientation, immobilization, paralysis, Energy damage, blindness, and/or confusion; some organic enemies, particularly cyborgs, have been known to suffer weaker versions of its effects. Recharge: Moderate 4) Cables – You raise a field of thick, electrified, semi-autonomous cables to thrash about in an area centered on a targeted opponent; it and enemies in a radius around it will randomly be knocked down, immobilized, or held. Damage: Minor Smashing/Energy (DoT) Recharge: Slow 5) Laser-Grid – Sets a network of computer-guided lasers and tracking sensors in a broad targeted area; enemies that pass through must contend with the blazing lights, which are sure to impose a nasty penalty to their perception and accuracy, are also likely to reduce their defense to a lesser degree via illumination of their vulnerable spots, and may possibly misdirect them into attacking each other. Recharge: Long 6) Filament Engine – Summons a stationary Filament Engine, which independently uses the Filaments power on foes in range, at double the normal speed; it can be neither healed nor buffed, but is very hard to destroy and lasts for a long time. Recharge: Very Long 7) Quarantine – Using technology so advanced it bends the very parameters of reality as we know it, you temporarily dimension-lock enemies in an area. This pseudo-dimension strips those within of their ability to ‘interface’ with the universe beyond them, while still allowing them to be affected by those without. Even after this acute effect wears off, targets may still suffer a lingering to-hit debuff. Both the hold and debuff are more severe when used on mechanical, robotic, and to a lesser degree cyborg, targets. Recharge: Very Long 😎 Teleportation Field – You create a fairly wide area in which enemies are frequently subjected to random short-range teleportation, and also face a chance to suffer a strong but brief stun each time it happens. Recharge: Long 9) Mechazoid – Creates a mighty Mechazoid! This sleek, state-of-the-art robot fights with powerful blades and laser-blast attacks, can be buffed like any teammate, and while it cannot be healed, it does have good self-repair capabilities of its own, is nearly immune to Psionic and Toxic damage, has good resistance to other forms of damage as well (with the exception of Fire and Cold), is very resistant to stun and confusion effects, and is totally immune to fear, taunt, and placate effects. Mechazoid: Blade Slash – melee Lethal attack Blade Lunge – as Blade Slash, but slower and stronger Laser Blast – strong Energy/Fire ranged attack Laser Fusillade – strong Energy/Fire ranged attack in long, narrow cone Fast Healing Reconstruction Flight Evasive Maneuvers Recharge: Very Long Example Character Concept: The Innocent Cybersoul! (Heroic Tech Control/Psionic Assault Mutant Dominator)
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Hardly - it's a "Power Pool" set, just for starters (and you'd only have one knife in your hand at any one time). It was sort of meant with ATs like Controllers, Masterminds, Defenders, etc in mind, and meant to emphasize melee (in deliberate contrast with my previous submission); it might be unbalanced if you could get a ranged attack right off the bat, I'm not sure.
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KNIFEPLAY (Pool) Set Color: Steel White-on-Blood Red You carry one or more fighting-knives, and have exceptional, if not ‘super’, proficiency in their use; this is a good pick if you want a few more close-ranged attacks, or find you need an extra ‘edge’ to counter enemy mobility and defenses. 1) Simple Stab – a simple attack with your knife that will also cause bleeding for additional damage over time. Damage: Minor Lethal Recharge: Fast 2) Side-Slash – a long slash with your knife damages and reduces the defense of enemies in an arc in front of you. Damage: Minor Lethal Recharge: Moderate 3) Toss Knife – tossing one of your knives at a foe will deal decent damage and might knock it down. Damage: Moderate Lethal Recharge: Moderate 4) Underhanded Feint – with a quick swap to your offhand, you make an attack that exposes your enemy, greatly reducing its defense. Damage: Moderate Lethal Recharge: Medium 5) Mumblety-Peg – You forcefully toss a knife at a close-by target’s foot (or other locomotive appendage), pinning it where it stands and causing enough acute pain to reduce its resistance to further damage. Damage: Moderate Lethal Recharge: Medium Example Character Concept: The Wily Taipan-Girl! (Rogueish Mind Control/Poison/Knifeplay Mutant Controller)
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I figured the resistance stood for knowing how to endure the pain, "roll with" the injury, move in a way to keep wounds from getting worse, that kind of thing - or in extreme cases, think Ozymandias catching that bullet (he got hit, he got hurt, but he managed to mitigate most of the harm). We are talking about superheroes here. That all being said, if your basic and most important premise is that defense and resistance both would be overpowered for a Pool power, that's fair. I figured the weakening of that and Fire-Combat Training represent the character's own fatigue at least as much as being out of ammo, but as I admit I am not a real gun-expert, that's worth hearing you clarify just the same. Part of it was also I wanted to make sure Final Bullet was REALLY a proper "'Oh-Shit'-Button" by penalizing EVERYTHING else the set has to offer. I didn't intend for people to, say, blow Final Bullet earliest chance they get and spend the rest of the time just being slap-happy with Pistol-Whip. To be clear, I am open to editing based on feedback, but I want to hear what you have to say to the above before I make my next move.
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SIDEARM (Pool) Set Color: Blood Red-on-Lead Grey You pack a quality handgun. There are many like it, but this one is yours. This is a good pick for anyone who doesn’t specialize in strong offensive powers, or wants a few more reliable ranged attacks. 1) Single Shot – as Arachnos Soldier, but weaker Damage: Minor Lethal Recharge: Fast 2) Pistol-Whip – a melee attack with the heavy side of your gun has a minor chance to stun your opponent. Damage: Minor Smashing Recharge: Fast 3) Serial Shots – a quick volley of gunshots in a thin cone in front of you; those you hit also suffer a minor defense debuff. Damage: Moderate Lethal (DoT) Recharge: Fast 4) Fire-Combat Training – Your practice with firearms has paid further dividends in the form of knowing how to better defend yourself when you're on the receiving end; this is a passive ability that increases your defense against ranged attacks and resistance to Lethal damage. 5) Final Bullet – Sometimes, when the chips are down and the rest of the ammo’s been spent, a single, final shot carries the day and turns the tide. This is a very powerful attack against a single target that deals more damage the more injured the target already is; if the target survives, it will very likely be knocked down and stunned. Using this ability will impose the Spent condition, locking down Single Shot and Serial Shot for a long duration. Note that this power is unaffected by recharge enhancements. Damage: Special Lethal Recharge: Very Long Example Character Concept: The Weary Beaten Copper! (Vigilante Stone Armor/Super Strength/Sidearm Mutant Tanker)
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For anybody who's ever looked at the existing options and thought, "gee, can't I just have a gun...?": MACHINE GUN (Ranged) Available to: Blasters, Defenders, Corrupters, Sentinels Set Color: Iron-on-Lead The Machine Gun is for the ballistic purist who shuns cumbersome combo-weapons, weird technology, and pseudomystical antics; just good old-fashioned bullets, fired in whatever quantity and pattern the situation demands. Your weapon lacks a sniper feature and doesn’t do as much raw damage as more “super” powersets, but offers an exceptional breadth of effective cone attacks, and its streamlined design (plus your skill with it) improves its accuracy and speed relative to most other Ranged sets. 1) Single Shot – as Arachnos Soldier* 2) Burst – as Assault Rifle* 3) Heavy Burst – as Arachnos Soldier* 4) Suppressive Barrage (Blaster, Corrupter) – a ranged cone attack that knocks down and/or stuns. Damage: Minor Lethal (DoT) Recharge: Slow OR Cover Fire (Defender, Sentinel) – a ranged cone attack that briefly provides nearby allies with increased defense. Damage: Minor (Defender)/Moderate (Sentinel) Lethal (DoT) Recharge: Medium 5) Aim 6) Floorsweeper (Blaster, Defender) – Aiming low and firing in a very wide arc not only wounds enemies in the area, but leaves them slowed and frightened. Damage: Moderate Lethal Recharge: Medium OR Dirty Shot (Corrupter, Sentinel) – This underhanded attack both knocks down and immobilizes a single target, and leaves it in such acute pain that its defense and damage resistance are both significantly compromised. Damage: High Lethal Recharge: Moderate 7) Piercing Rounds – as Dual Pistols* 😎 Coffin Nails – You riddle a single unfortunate mark with a focused battery of bullets; any target that somehow survives will be left so shredded as to suffer a severe debuff to damage resistance, and probably stunned as well. Damage: Extreme Lethal (DoT) Recharge: Medium 9) Full Auto – as Assault Rifle* * = Same mechanically, but not necessarily in appearance, and bearing in mind the adjusted base values as outlined in the description. Example Character Concept: The Unrepentant Johnny Piombo! (Roguish Machine Gun/Traps Natural Corrupter)
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Vigilante-exclusive Contact "The Major", whose arc unfortunately operates like the Praetorian Contacts (i.e. it doesn't matter if you're hip-deep in the arc, the moment you outlevel him, you're SOL if you haven't finished), has left a character of mine (who has long-since become level 50+) stuck with three "loose threads" in his Clues folder - namely, "Resistance Technology", "Bad feeling", and "Disquieted feeling". These Clues are stuck in my character's Clues folder even after doing the complete arc in Ourobouros. I'd like to be able to be rid of them. A GM was unable to solve this problem and so directed me here. I do not know if this problem occurs with other Contacts who leave you high and dry if you outlevel them, or just The Major.
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Sister Airlia of Cimerora, unlike most Contacts, does not seem to be buying Enhancements when one attempts to sell them to her. I thought it was just lag or whatever when I tried ~6 days ago, but since then she still doesn't. One hears the 'ding' of selling, but nothing "moves". All the other "stores" I've tried (other Contacts, dedicated vendors, etc) seem to be buying as normal. Nota Bene: I have not yet tried any of the other vendors/Contacts in Cimerora, so if it's tied to the Zone somehow, I would not know.
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How Not To Be Seen: The ILLUSION DEFENSE Powerset
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
Well, it's not a terribly "Brutish" concept; it would be one thing if it were all freeform, but since the game works on the Archetype system, I'm not keen on total proliferation. -
How Not To Be Seen: The ILLUSION DEFENSE Powerset
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
No moreso than Defenders/Corrupters who grant defense buffs would step on Defense-set ATs's toes, though, right? My thinking was: - most Defense sets don't offer more than 1 or 2 powers that offer protection from Psionic damage at all to start with, if any (Psi was always supposed to be hard to resist). Phantasmagoria (which every eligible AT gets except Sentinels, who get the booby-prize of more AoE defense than any of the others) offers protection from Psionic attacks regardless of form, so between that and the fact that Displacement implicitly protects against (non-AoE) Psionic damage, I felt that was about enough. - depending on the character, this need not be "one's own mental powers" to start with; certainly could be, but for example, a Tech-origin character who achieves this with light-bending technology isn't going to have much sway over Psionic attacks (this being the perennial woe, of course, of Origin not making more of a difference). -
How Not To Be Seen: The ILLUSION DEFENSE Powerset
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
0.o I definitely missed that. TBH I thought her powers were more in the Blaster, Corrupter, or Dominator mold.... -
ILLUSION DEFENSE (Defense) Available to: Tankers, Scrappers, Stalkers, Sentinels Set Color: Arabian Purple-on-Evening Blue You have the power to surround yourself with a wide variety of illusions with which to evade harm or detection, or bedevil the minds of those who track you down. One way this set stands out most from other Defense powersets is the extent to which it relies on debuffing or manipulating your enemies to keep you, and sometimes your allies, from harm. Among its less-advantageous quirks is a greater recharge time for most powers than is typical of Defense sets, and generally poor defense against area attacks. 1) Blur (Tanker, Scrapper, Sentinel) – You warp the light and energy around yourself, becoming difficult to clearly target. While this power is active all your defenses save Psionic are increased; this defense increase is weaker against Energy and Negative Energy damage, but you also gain some resistance to those two damage types. Recharge: Fast OR Hide (Stalker) 2) Spectral Fortitude (Tanker, Scrapper, Sentinel) – You convince yourself you are less injured than you really are, both imbuing you with temporary hit points that soon fade, but also resulting in a small amount of real healing. Recharge: Moderate OR Blur (Stalker) 3) Displacement – You shift your visage a few feet afield of wherever you actually stand, increasing your defense against melee and ranged attacks, and protecting you from being ensnared by most control effects. Recharge: Medium 4) Chiaroscuro – Chiaroscuro is the classical art of manipulating light and darkness to all manner of striking effects; your power, of course, extends beyond canvas or camera! So long as this power is active, your dynamic mastery of the shadows around you enables you to keep enemies within a moderate-sized radius of yourself at a disadvantage to their perception, accuracy, and defense. Recharge: Medium 5) Superior Invisibility (Scrapper, Sentinel) – as Illusion Control power OR Impending Doom (Stalker) – Enemies become jittery in the presence of an unseen Stalker, flinching at every odd noise and motion, only to be further distracted from the true danger until it is too late. So long as you are Hidden and this power is active, enemies in an area around you suffer a modest debuff to accuracy, speed, resistance, and control resistance. This power has a comparatively-lenient endurance cost. Recharge: Slow OR Cloaking Field (Tanker) – You turn your powers outward, partially concealing the presence of your allies and leaving the enemy to deal with you. So long as this power is active, all allies in limited range gain minor stealth, and increased defense and accuracy. Recharge: Slow 6) Phantasmagoria (Tanker, Scrapper, Stalker) – You surround yourself in all manner of horrifying illusions, making nearby enemies likely to quake in terror; these visions also galvanize your own mind and interfere with the mind-tricks of others, thus increasing your resistance to Psionic damage. Recharge: Slow OR Veil of Deception (Sentinel) – Creates a translucent, short-length wall (about enough to cover a typical hallway) of twisted illusions a short distance in front of you; so long as you or any allies are near this wall, you and/or they gain a bonus to ranged and AoE defense against such attacks passing through the wall. Recharge: Slow 7) Mirror Images (Tanker, Scrapper, Sentinel) – You create 2-4 phantasmal duplicates of yourself, which remain close to you at all times for so long as their existence persists; each one has the exact same travel powers you do (and this power can benefit from Universal Travel Enhancement sets), and imparts a cumulative large bonus to your defense as enemies cannot tell which is the real you, and their ‘attacks’ (which mirror yours precisely) are just real enough to function as a cumulative small bonus to your damage (they do not actually have any attacks of their own); these images also each generate a strong but short-area ‘taunting’ aura, thus driving foes to attack them rather than you – while they each have only a limited fraction of your own hit points, and can neither be healed nor buffed, they are immune to Toxic and Psionic damage and possess very strong resistance and defense to all other damage types, and their defense versus area attacks is so strong as to make them almost impervious. Recharge: Long OR Disappear (Stalker) – Other Stalkers may know how to disengage from a few foes to flee the scene, but few indeed can claim mastery of this trick to the degree that YOU can! With this power, you abruptly remove yourself from the senses of others, effectively placating all enemies in a large area around you. Recharge: Long 😎 Dazzling Defense (Tanker) – While this power is active, you generate an intense, riotous display of bright colored lights that both increase your resistance to Energy, Negative Energy, Cold, and Psionic damage, and severely reduces the perception and, to a lesser extent, accuracy of enemies in a short radius around you. Recharge: Medium OR Diversionary Defense (Scrapper) – You briefly project your own appearance onto foes nearby you while assuming one of theirs, causing them all to become confused and greatly increasing your own ranged defense for the same duration. Recharge: Slow OR Mesmeric Lure (Stalker) – Creates a short-duration, stationary illusion of whatever your nearest enemies find most precious in all the world. It periodically targets nearby individual foes with a powerful combination taunt/sleep/defense debuff effect. Recharge: Slow OR Shadow Puppet (Sentinel) – You create a semi-substantial shadow of yourself, immune to Negative Energy and Toxic damage and heavily resistant to all other damage but Energy, to accompany you and hector your foes with a small assortment of frightful and manipulative powers. Shadow Puppet: Shadow Attack – as Spectral Wounds, but mimics your tier-1 attack power Confront Intimidate Invoke Panic Combat Teleportation Recharge: Long 9) Photo-Finish – By simultaneously turning yourself completely invisible, rushing a targeted foe, and leaving a single phantasmal duplicate where you just were, you effectively perform a devastating ‘teleport-charge’. The duplicate is similar to the ones created by Mirror Images: Very fragile, but emitting a powerful taunting effect that is almost certain to draw the ire of nearby enemies. You, meanwhile, will find yourself right next to the targeted enemy, and with a large boost to hit and damage but invulnerable to all harm yourself, all for a precious few seconds. Recharge: Long Example Character Concept: The Horrifying One-Eyed King! (Villainous Savage Melee/Illusion Defense Magic Stalker) Yes, the Tier-9 is a reference to something in particular; Extra-Credit for whoever recognizes it first!
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Setting Boundaries In Urban Life: The SPEAR powerset
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
A reasonable desire, certainly! Would you say mine passes muster for this purpose? -
Setting Boundaries In Urban Life: The SPEAR powerset
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
For Stalkers I think it would be inappropriate; I'd be all in favor of 'anything goes' if this were a freeform character-design game (funny story, my first-ever post on the Live forums was a request to get rid of Archetypes entirely - as fate would have it, I never checked back into that thread, and can only imagine what assortment of incredulous/snarky/patient-but-frustrated reactions I must've received), but since instead we have Archetypes, I'm against indiscriminate proliferation. As for Brutes, I had a reason, but the details escape me at the moment; possibly something to do with both feeling a tad inappropriate (as a lesser version of above) and triangulating this against other Melee sets I'd been working on that Brutes would most definitely get, but would not be universal either. -
SPEAR (Melee) Available to: Scrappers, Tankers Set Color: Chestnut-on-Very Light Grey You bring one of Mankind’s oldest weapons against the fearsome unknown – the noble spear or similar polearm – into the modern age. The spear is a demanding weapon, rather slow and with higher-than-average endurance costs, but makes up for it with superior range (albeit that cannot be further improved with Enhancements) and a variety of secondary effects to keep your enemies off their guard and you on yours. Extensive training with your weapon makes your attacks more accurate than average. 1) Thrust – A basic, exceptionally-accurate spear attack. Damage: Moderate Lethal Recharge: Fast 2) Stab – A fearsome stab that both slows the target’s recovery rate and slightly improves your defense against retaliation. Damage: Moderate Lethal Recharge: Fast 3) Sweep – Sweeping your spear in an arc in front of you harms all opponents in the area, has a limited chance to knock them down, and slightly boosts your defense. Damage: Moderate Lethal Recharge: Moderate 4) Perforate (Scrapper) – a quick series of vicious stabs that briefly lowers both the target’s defense and recovery rate. Damage: High Lethal (DoT) Recharge: Moderate OR Taunt (Tanker) 5) Build Up 6) Confront (Scrapper) OR Intervene (Tanker) – You swing at nearby foes in a comparatively-limited arc in such a manner as to block their own attacks against your comrades, thereby briefly boosting the defenses of nearby allies. Damage: Minor Lethal Recharge: Moderate 7) Impale (Scrapper) – You drive your spear so hard into your target that it it is likely to protrude through its backside; the enemy is subjected to heavy loss of recovery and brief immobilization. Damage: Extreme Lethal Recharge: Slow OR Spin the Needle (Tanker) – A spectacular spinning-attack with a decent chance of knocking foes down or a short distance away, as well as boosting your own defense a little. Damage: High Lethal Recharge: Slow 😎 Spin the Needle (Scrapper) OR Impale (Tanker) 9) Champion’s Charge (Scrapper) – You charge a single targeted foe up to a medium distance away, not only damaging it, but likely any foe unfortunate enough to have been standing between the two of you [This is technically a very slender cone-attack originating from the initial target’s location]. This attack has an especially high chance for a Critical Hit against the primary target, and both it and secondary targets will suffer reduced defense. Damage: Extreme Lethal Recharge: Long OR Double-Header (Tanker) – You swing your spear forward and then back in a mighty combo sure to knock foes directly in front of and behind you down and slightly away. They are likely to be heavily stunned as well [This is technically a very slender cone-attack centered on or slightly to the rear of the Spear-Tanker]. Damage: Superior Lethal Recharge: Moderate Example Character Concept: The Legendary Luin! (Heroic Spear/Fiery Aura Magic Scrapper)
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This is only a model of: The KNIGHTS Powerset
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
Yes, it should've been obvious from the start I was referring to LRM Rocket; I don't know how to quote the page like you did there. So what? Look at the Sniper Enhancement sets - even if something doesn't have the extra damage of a true sniper attack, why couldn't any attack that is both ranged and interruptible benefit from them? If the Invention system itself demonstrated much regard for tradition or in-game versimillitude, I might see your point, but that bird flew a long time ago. It's almost like you're saying the Cleaving Blow set should only be applicable to PBAoE attacks from weapon-based sets like Battle Axe/Broad Sword/War Mace and not to Energy/Fire/Radiation/Blast; I respect where that view would come from, but as is, the system doesn't care.