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OmnibusOmnh

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Everything posted by OmnibusOmnh

  1. Definitely a question for the general fandom. Lol Yeah I just create these sets and proposals for fun because I'd like to see this game explore new concepts and ideas. I'm glad you liked it and gave it a look.
  2. Sure I'll gladly explain. Simply put I wanted this taunt to be different, as well as seismic related. As I put in the description, False Fault creates a fault nearby the foe to startle them and lead them to you. It is a debuff since despite the foe being agitated, being close to the fault still had them waver from the affects like all other seismic attacks. Secondly there are more targeted AOE attacks in game aside from fire based ones like the examples you stated. All a Targeted AOE is, is instead of working automatically, it requires a target. Such as Spinning Strike or Exploding Arrow. Burn is actually a Location based AOE much like Dimension Shift or Shadow Field. However it may be called differently depending on the labelling. Either way they have different functions.
  3. Oh my bad the Irish, along with the Scottish and the Welsh, this Celtic alliance was the original resistance against the English colonial punks. Anyhow very glad you liked it, I absolutely wanted to incorporate a vibration based melee set in a way that seemed more sensible.
  4. "Welcome back Omnibus" Thanks Forums... Happy 4th of July to @Tyrannical. I believe your in UK time zone so I wanted to rub in your face the American Independence since we crushed the British. That is right I'm back with another powerset proposal. I'll go straight into the topic for this one. This is another melee set, the theme for this powerset is seismic. Now I know the vast majority of you may be thinking the following. Why do we need seismic melee if we have stone melee? Well "Seismic" is a potential energy that focuses on the forces responsible for channeling those natural calamities such as earthquakes. Meaning that it is earth related, as it is a natural occurrence. However while Stone melee conjures earth, Seismic Melee conjures up the forces bottled up inside the earth, allowing you to tap into at your will. So you will see geological related attacks but it is not creating earth as Stone Melee does, but rather harnessing the potential energy the earth possesses from within. You are moving the earth along with you because of the forces trapped within it. Not encasing your strike with the earth itself. Now I would also like to address another concern that you all may be thinking. "Isn't this set way too overpowered' And to answer your question, YES IT IS, Deal with it. If you ask me we need more overpowered sets especially since the ones that were cool and had to potential to be unique kept getting nerfed on live. And since this a seismic set dealing with potential energy, you can trust me; The Potential will not be diminished unlike Kinetic Melee. @Infinitum's favorite. We need brave crusaders like him to fight for what's right. No nerfing unique sets!!! A phenomenal thanks to @Vanden he has always been a fantastic help with the icon coloring for these power icons. Since I know @ShadeknightI know you're an icon guy I hope you enjoy the multicolored retro effect he gave the icons. Gives out the sense of seismic intensity for the powerset. Furthermore in turn because of Vandens aid I'm going to promote and implement a variant of a mechanic he suggested on the forums to add onto this new powerset to make missing less possible. Click here to check it out. So without further a due. Seismic Melee Seismic Melee generates barrages of potential energy. The user taps within the earth crust, to harness the potential energy stored beneath them; In order to severely wound, degrade, and falter their foes; occasionally preventing their recovery and often maintaining their footing as the earth itself seems to be against them. Because of Seismic Melees overwhelming impact on the environment; Seismic Attacks ability to miss, rapidly decreases when opponents are in the presence of seismic waves. Players are granted the ability to deal more devastating affects on the target with the function of Magnitude. Magnitude dramatically rises a players seismic output and has 3 levels of varying affects. Each move carries the affect of the specific Magnitude level they are on. Each can be diminished with a Richter Release or Finisher Move. (Magnitude affects last at a maximum of 3 seconds) Power Tables Brute & Scrapper The Seismic Melee powerset is available as a primary for Brutes & Scrappers. The following table shows which level each power is available. Power Tables Power Level Effect Seismic Strike 1 Melee, Minor Damage (Smashing/Energy), Foe Disorient, Seismic Intensity, Magnitude Foreshock Fist 1 Melee, Moderate DoT (Smashing/Energy), Foe Slight Knockback, -To-Hit, Seismic Intensity, Magnitude Diverging Blow 2 Melee (Cone), High Damage (Smashing/Energy), Foe Knockback, Richter Release/Finisher Epicenter 6 Self: +Damage +Jump +To-Hit, Special (Auto Magnitude 3) Shuddershock 8 Melee, Moderate Damage (Smashing/Energy), Foe Disorient, -Def (Smashing/Energy) Seismic Intensity, Magnitude False Fault 12 Ranged, Foe Taunt -Def (Smashing/Energy) -Range Quaking Chasm 18 Melee, (Targeted Area of Effect), Heavy DoT (Smashing/Energy), Foe Knockdown, Finisher Shatterfist 26 Melee, Superior Damage (Lethal/Smashing), Foe Disorient, -Res (Smashing/Energy), Finisher Converging Plate 32 Melee, (Targeted Area of Effect) Superior DoT (Smashing/Lethal/Energy), Foe Knockdown, Slow, Fear, Seismic Intensity, Magnitude Power Level Effect Seismic Intensity 1 Melee, +Accuracy, + To Hit Bonus, Foe -Recovery Magnitude 1 1 Melee, Foe Snare Magnitude 2 1 Melee, Foe Hold Magnitude 3 1 Melee, Foe Knockdown Seismic Waves 1 Ranged, High Damage (Smash/Energy), Foe +Special Seismic Intensity Required for Magnitude, when exerted on foe from caster, a foes recovery rate worsens in the presence of a potential disaster. This affect allows the caster to increases their accuracy as they are able to detect the emission of seismic waves they casted upon their foe. This allows the user to deal more violent waves of seismic energy and more detrimental effects to be release with Magnitudes progression. MAGNITUDE Seismic Strike You perform a quick strike of potential energy harnessed underneath you, emitting upward onto your target. Foreshock Fist You attack your foe with a mild trembling attack that is proceeded by more violent shaking to the foe dealing additional damage over time. Diverging Blow You split apart your foes with a charged rush of potential energy, extending your attack over a conical area, afflicting damage to multiple targets. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Epicenter As you become the center all seismic activity, you generate a immense amount of pressure of potential energy stored from beneath you to enhance movement speed as well as your blows of all seismic attacks. Epicenter also increases accuracy as you move more fluently when your foes environment becomes immersed in your seismic waves. Shuddershock You charge such an enormous amount of potential energy that you begin creating cracks in the atmosphere as a result of the potential buildup. You finally expel this strike onward to an opponent severely degrading their defense to all seismic attacks. False Fault You taunt your opponent by casually creating a rift nearby an opponent implying it was intended for them. The foe despite now being agitated, was still within range of seismic activity and their defense towards your blows decrease. Quaking Chasm You pummel the earth beneath you extracting more potential energy to be releases as the ground becomes unstable. The output of energy is so devastating it collapses all targets within the quakes range. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Shatterfist You concentrate all the potential energy within your environment into a single catastrophic strike. The seismic intensity is so chaotic it begins to shatter the atmosphere around your fist. Unleashing this calamity onto an opponent fatally wounds them, leading to various detrimental effects. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Converging Plates Your mastery of seismic energy allows you to alter the very plate tectonics themselves. You compress both ends of the ground beneath you. The impact of the colliding plates causes both ends of the ground to morph into a range of disaster, devastating a foe. Epilogue Thank you all for viewing another one of my proposals. I hope this addresses any concerns you may have in terms of value and the need for this set. Nevertheless I hope you'll be intrigued by this set and consider it an idea worth adding. I like to introduce and expand, real life existing concepts while making these new powerset proposals, so each set feels different then the last. So I not only are you invested in this potential powerset proposal, but you also have a understanding as well of geological events. Having a Seismic Melee set would expand on more superpowered themes that have not been introduced in game. I wanted to make this set because there isn't a vibration or a sonic based melee set so I wanted to incorporate the two to create something unique but equally desirable. Enjoy the Overpoweredness 😉 I'll also add a Tanker and Stalker power Table to ensure we this power is available for all melee AT unlike some powers. FX and Animations coming shortly for visualization.
  5. Yes this a great opportunity, perhaps I should create a power set proposal for hero Patron powers, perhaps I will redub them as Phalanx Powers...
  6. hey @Naraka, I made edits on Permeable and on the Revenant Pet you should see the add ons I made this as a light proposal without going into many specifics originally, but I went into more detail as to how Revenant works. it will use Soul melee abilities as well as degrading a foes defense. I added your suggestion on improving the casters own abilities, Now when a Revenant is active it increase the Dot and adds minor time towards Permeable
  7. Hey @Leogunner, sorry for the absence, heard your criticism of the Permeable, great assumption that is exactly how I intended soul melees Permeable to work apologies on not being specific, as it would be unfair to phase in and out at will. There is now a lookout after 25 sec of usage of Permeable. As for Revenant it is an already an existing concept in the game, creating a pet from a defeated foe, an example of such power is the similarly related Soul Extraction from Necromancy, it would work similarly to that. You'd be able to activate it only on a foe you defeated not at will it will only work on a defeated foe. Hope that this clarifies thinks up. Saw your post on Reaper Scythe (Battle Axe), was very phenomenal a lot of work went into it. However I will contrast my set to the Reaper Scythe as it focuses on the weapon of the reaper himself while Soul Melee Focuses on manipulating or reshaping your very own essence onto others, eventually seeping into the underworld in terms of the theme as well as the abilities. Overall thanks for the observation towards Permeable always appreciate the feedback.
  8. Phenomenal job, love the icons for the set they truly encapsulate the feeling of the reaper itself. Would be very cool to see implemented in game. I know that there is a concern of the strength but it's not a problem in my opinion I enjoy new sets that deal a good amount of damage, helps flock people over to the set. Also nice usage of the to ally symbol always good to see a diverse set if symbols in a set.
  9. Hello once again. I decided to do a new powerset proposal, It's another melee set that I always had for months however I found difficulty at finding the right time to release it. However I'm going to release it anyway because I want to highlight the work of @Rylas who colored the icons for this set to display great contribution he had on the design and coloring for this set. The theme for this set is soul, (no not the movie...) I always thought it would be interesting to utilize the the Drudges enemy faction from Night Ward as a powerset, however as I made it I ultimately went a different route. I thought that since I released the Spirituality it would be a great time to finally release the set instead of keeping it postponed as I have been. This set will focus on manipulating another's soul or enhancing your soul to create constructs as an extension of your will. So of course once again... Special thanks to @Rylas, for the icon coloring for this set was his work many thanks for creating the design it was a tremendous help, especially for the dark purple background for the icon. - Omnibus Presenting the long awaiting (On My End)... Soul Melee Soul Melee allows the user to reshape their soul to conjure objects as an extension of their will. The user directly targets their opponents soul to decay them upon impact, as well as absorbing and manipulating surrounding souls to deal more fatal blows. Brute and Scrapper Soul Melee is available as a primary set for Scrappers and Brutes. The following table shows which powers are available and at what level: Power Level Effect Soul Strike 1 Melee, Moderate DoT (Negative/Smash) +Permeable, Foe -Recovery Phantom Lance 1 Melee, High DoT (Lethal/Negative) +Permeable, Foe -Recovery, Slight Knockdown, -To-Hit Soul Funnel 2 Melee, Moderate Damage (Toxic/Negative/Smash) +Permeable, Foe Knockup, Disorient, -To-Hit Corpsed Conduit 6 Self: +Damage +To-Hit +Res (Negative, Toxic) Foe Slow Soul Sweep 8 Melee, (Cone) High Damage (Toxic/Negative/Smash) +Permeable, Foe Knockback, Slow, -To-Hit Revenant 12 Summon Revenant (Special) Seized Soul 18 Ranged, Foe Confuse Grim Shadow Lance 26 Melee, Superior DoT (Negative/Lethal/Fire) +Permeable, Foe Disorient Mortuary 32 PBAoE, High DoT (Negative/Lethal/Cold)+Permeable, Foe Knockdown, Disorient, Sleep, -Perception, -Endurance Stalker Soul Melee is available as a primary set for Stalkers. The following table shows which powers are available and at what level: Power Level Effect Soul Strike 1 Melee, Moderate DoT (Negative/Smash) +Permeable, Foe -Recovery Phantom Lance 1 Melee, High DoT (Lethal/Negative) +Permeable, Foe -Recovery, Slight Knockdown, -To-Hit Soul Funnel 2 Melee, Moderate Damage (Toxic/Negative/Smash) +Permeable, Foe Knockup, Disorient, -To-Hit Necromancer's Strike 6 Melee, Special Damage(Smashing/Negative) Foe -Recovery, -To Hit, Fear Corpsed Conduit 8 Self: +Damage +To-Hit +Res (Negative, Toxic) Foe Slow Placate 12 Ranged, Foe Placate, Self Stealth/Hide Soul Sweep 18 Melee, (Cone) High Damage (Toxic/Negative/Smash) +Permeable, Foe Knockback, Slow, -To-Hit Seized Soul 26 Ranged, Foe Confuse Grim Shadow Lance 32 Melee, Superior DoT (Negative/Lethal/Fire) +Permeable, Foe Disorient Powers These are the following powers in the Soul Melee powerset Permeable Improves most Soul Melee powers while active. When active the usable becomes intangible or phased however able to attack foes for a limited time. After the limit the player becomes unable to access this ability until Permeable Negation wares off. Permeable Negation last a minute after Permeable is active. Soul Punch You extend your soul and cast it outward onto your opponent, striking their own soul limiting their ability to recover. Deals Moderate DoT Phantom Lance You create a construct of your soul in the shape of a jagged blade, damaging your opponents soul upon your personal grasp upon impact. Deals High DoT Soul Funnel You unleash a whirlpool of souls from surrounding foes absorbing their souls, confining within them storm, draining their very essence.. Deals Moderate damage. Necromancer's Strike A signature stalker attack, this move harnesses the underworld through the casters mastery of necromancy. Dealing a devastating amount of damage. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe with all the powers of darkness. This attack may be interrupted if you move or are attacked while executing this power. Corpsed Conduit You channel the energy of the surrounding souls to enhance your combat performance, as well as draining the energy nearby foes. Soul Sweep You summon a swarm of souls that rapidly bombard foes within a conical range of the caster knocking them back, carrying the souls with them, Deals High damage. Revenant You sacrifice the soul of a defeated opponent in order for your to summon an undead ally, aiding you in combat. This summoning uses a variety of Soul Melee abilities that degrades an enemies defense. When Revenant is active it increase the caster DoT, as well as adding time towards Permeable increasing its usage. Lasts for 1 minute. Seized Soul You capture the soul of your opponent on a target of your choosing, possessing the target to attack it allies for a short period of time, whilst dealing damage as their soul slowly resist your grasp. Grim Shadow Lance Your mastery of necromancy allows you to harness the essence of the Grim reaper into you blade, the move scorches an opponents soul burning them for a short period of time as their soul slowly seeps into the underworld. Mortuary You open a rift into the underworld itself, this move encompasses a large area around the caster dragging all opponents soul around the caster to the realm of shadow gnawing away at their essence as they feel the cold presence of death. Epilogue Thanks for guys for reading my most recent powerset. I have been doing this for some time and always enjoy looking new powersets that could be implemented. As you may have noticed this is a light proposal, I still do very well have intent on seeing such an idea like having more playable aspects of this sets inspiration, the Drudges to be more interactive. I hope you enjoyed this alternative route I took rather than just using the existing Drudge powers that exist. Thanks for reading this far, as always I usually have minor pun before ending my proposal, however if you don't have response I will eat your soul.... Enjoy 😉
  10. I have always wanted to be able to use and incorporate the dust weapons and artillery from First Ward, I always hoped that they would be integrated which is why I didn't put it on my Praetorian Artilleries, they have very unique weapons and I'd like to see this added as well as the other weapons enlisted. @Tyrannical I think a vanguard set could be cool using their torrents they use in RWZ as a pet perhaps or the endurance draining weapons they possess
  11. Yeah absolutely that is a great alternative, I totally agree with that. My original plan was that once you gained a granted ability you wouldn't be able to obtain the same ability until the duration or the uses are worn off. I think this suggestion allows for not more than 2 granted abilities while not being do disruptive on screen. I think the 'Routine Screen Element' that is a very good addition not just to the power set but game mechanics overall. Many thanks for the suggestion.
  12. I understand the concerns about this mechanic of popups let me clarify.. I wouldn't have them popup in the tray automatically I would have the said granted powerset be introduced as a player choice similar to mystic fortune or team teleport and then be granted in the power slide tray, so that you may inset it at will into your inventory at will. Secondly, as for the variety of secondary sets I ensured that they would have either limited uses or a time limit to properly restrain the power set or even extensive recharge time although as the powers are temporary and are in short duration I'm sure that mechanic would be meaningless. Also I want to assure you, as the style for support I'm proposing is different from the traditional way it's used; I did not intent to use Spirituality as an excuse to introduce an OP set, I wanted to maintain the theme so that there are a variety of ways one can amplify and enhance ones spirit to aid allies and ward off enemies as it is traditionally used in popular media. Nevertheless I ensured that despite the variety it would still be fairly balanced in power granting duration and it's overall effectiveness as not all melee deal extensive damage and not every debuffs effect is degrading. Lastly on the issue of redirect, I am fully aware the game does not have the exact mechanics to properly enact for redirect to function as I intended, however I am perfectly okay with that. However I won't consider removing it altogether however. Due to it's structural importance in theme of how spirituality works as a whole, as well as the fact it provides a nice low tier introduction to the uniqueness of the set; while allowing the player to be introduced to the theme Spirituality, while simultaneously grasp on how this new support function will work. Overall I absolutely understand your criticism however I am justfying the distinct functionality and powers of the set as it generally allows for other players to be more involved in supporting others through the power grants, while at the same time being able to enjoy it's theme as they make their way towards enlightenment (Metaphorically Speaking) I hope you understand now the overall premise of this set and this clears up concerns on any aspects of the set.
  13. I couldn't agree more I would also add that friendly NPC's should follow you like pets as well. I remember doing countless Night Ward arcs where the Npcs loose you or wonder towards an Enemy faction, I totally agree with this proposal.
  14. Nice way to add and provide new assets for this powerset
  15. I'm just glad he wasn't taken out like some other prominent Freedom Phalanx in Who Will Die.
  16. Love the creativeness of the set really giving savage a chance to stand out and do more then how it's used in game, although I think savage in general is criminally underrated.
  17. Always enjoy weapons and amery in sets always gave a distinct deal in a superpowered mmo
  18. Hello forum goers, it has been some time, once again I am back with a new powerset proposal. I have done multiple melees, and more recently engaged in control & assaults, so I decided this time as I "always" provide aid and assistance in providing revolutionary ideas to suggestions and feedback, I would now try involving myself with support based powersets for Defenders, Controllers, and possibly Corruptors. The theme for this one is Spiritualism, it involves the player unleashing their personal spirit to help unlock others full potential. I'm providing this description as this support powerset as many of my other proposals, is different. The new twist is that it also allows for allies to grant the same Buffs to other teammates granted from the caster, as well as provide them with an additional powers while under these buff affects. Are you intrigued so far, well as always... Special thanks to @Vanden for providing the icons. Excellent job with the multi-colored effects its work spectacularly. Introducing... Spirituality Spirituality gives you the ability to to unleash your spirit onto another to awaken your teammates full potential to garner various forms of earthbound threats that may degrade an allies performance. The goal of Spiritualism is to reach enlightenment, in order to unrestrained by any control based affects as well as allowing allies to ward of enemies through projections of their mind soul and body. It is a primary powerset for Defenders and Controllers, and a secondary for Corruptors and Masterminds Power Tables Defenders and Controllers Spirituality is available as a primary set for Defenders and Controllers. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 1 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 2 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 6 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 8 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 12 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 18 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 26 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 32 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Corruptors and Masterminds Spirituality is available as a secondary set for Corruptors and Masterminds. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 2 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 4 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 10 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 16 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 20 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 28 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 35 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 38 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Powers These are the following powers in the Spirituality powerset Self Persistence You strengthen your first chakra of survival increasing your basic instinct and awareness to overcome any physical obstacles, to combat the spiritual blockade of overcoming fear granting you resistance to this affect. Grants the caster resistance to Lethal and Smashing damage. Gratification You open your targets second chakra, bringing them euphoria beyond normal limits and boosting their morale. Gratification removes the guilt from the target, protecting from psychic assaults and mez effects. As you awaken their chakra, gratified allies become able to extend this effect onto other teammates for a short time. This ability will persist for a limit of 5 uses until their acquired spiritual awakening fades away. Grants ally Spirit Blade Spirit Blade Power granted from opening Second Chakra, funnels your spiritual energy in the form of a blade to smite a foe. Deals moderate energy and smashing damage. Redirect You expand your spirit to reroute enemy attacks and protect your allies. Redirect causes damage enemies who strike you for a short time, as well as offering a chance to knock them away. Allies within range of the redirection are offered increased defense, as the attacks are simply returned to the assailants. Empowerment The extend your souls reach to untap your allies full physical potential, increasing their offensive and defensive capabilities, granting them resistance towards shame as it Slows you down. Empowered Targets are able to extend this ability for a short time. This ability will persist for a limit of 3 uses until the spiritual effects wear off. Grants ally Spirit Drain. Spiritual Drain You extract the spirit of your foe transferring the energy to yourself. Shamans Embrace You gather the spiritual energy of your surroundings to heal a target. Embraced targets are able to heal others for a limit of 2 minutes. Grants ally Spiritual Torrent. Spiritual Torrent Propel your souls energy in the shape of ones self resulting in a rushing wave of spiritual energy. Deals moderate damage. Mindfulness You open up the minds of allies close to you, preventing the disorientation of their performance amplifying their truth of their performance on the battlefield. Grants Ally Mindfulness for a limit of 3 uses. Grants Ally Unguarded Soul. Unguarded Soul You utilize you spirit to project your energy to disrupt with your targets chakra network degrading their defense. Third Eye You awaken your third eye granting your allies nullification towards Psionic any mez effects, blockading them from delusion that cloud their judgment, transcending your chakra through your mastery of your spirit. Grants ally Sightless Soul. Sightless Soul You disrupt your targets spirit plummeting their senses lessening their perception Transmigration You transcend your chakra through your mastery of your spirit to move the vacant soul into its deceased body. Grants ally Spirit Transfer. Does not grant ally this move Spirit Transfer You dispense the spiritual energy of a target and imbue that energy into yourself. Earthly Detachment Your mastery of chakra had granted you the ability to depart from the physical plane, those closest to targeted ally will grant protection from any physical restraints such as mez and status protection. Grants ally Upheaval and Weaken Spirit. Does not grant ally this move Upheaval You harness the spiritual energy form the afterlife to raise the hands of enlightenment, knocking foes upward. Deals Superior Damage, has only 1 usage Weaken Spirit You extend your spirit onto a foe by sheer presence, severely plummets their ability to dish out damage on those who have departed form the physical plane. This is an auto move. Conclusion Thank you for viewing my proposal I decided to do one with a spiritual theme as I was looking for ways to increase personal motivation given these circumstances. Hope you guys enjoy this new concept for Defenders and support based AT in general, hope that the theme was enough to allow for this new approach to this playstyle. Hopefully reading through this post will awaken your spirit and unlocked new potential for this thread. I will release potential animation and effects in the future for visualization.
  19. Many thanks I tried implementing this to the cake server In hopes of it being playable however I need to to have knowledge in coding and game files. Very glad you enjoyed it a lot of work went into this proposal.
  20. Took a bit of time, however introduced additional Animation and FX for your visualization to get a sense as what these powers would look like.
  21. Praetorian Pool Powers Part 2 for @Player2 Continuation of my Praetorian Pool Powers these are the Epic Pool Ancillaries Called Praetor Pool Powers suggestion for Eco Friendly Powerset Recycling by @Tyrannical in response to @Player2 dealing with the enemy factions of First and Night Ward Luminescence - Carnival of Light Harness the powers of light to ward off threats through radiating energy of the Carnival of Light. - Luminous Fist: A common Carnival of Light attack used by minions, deals minor energy and smashing damage and a slight chance of decreasing foes energy defense and resistance. - Luminous Strike: A common CoL attack, bring your fist down to land a powerful blow, dealing extreme energy and smashing damage, will knockdown a foe. - Radiant Burst: Unique CoL move, channel energy through you light staff in a massive burst of energy, its output overwhelm a foes senses igniting them on fire, degrading their endurance. - Blessing of Light: Unique to Resplendent Mistress, manifest light as a superior shield against negative energy damage - Shining Blast: Unique to Resplendent Mistress, deals high energy and decreases foes recovery and to hit Enragement - Apparitions Maintain the overwhelming emotional power of the pain of those detached from the physical plain - Wrathful Blast: A common Apparition attack used by minions, unleash a bolt of pure hatred, deals minor negative and lethal damage and a reduces foes damage output. - Baleful Thrash: A common Apparition attack, sweep a whip of hatred, deals moderate negative and lethal DoT - Weaken Resolve: Unique to Dispersed Impressions, manifest a strike of depression, removing an opponents means of travel, deals moderate negative DoT and -Speed - Wrathful Siphon: Unique to Apparition Lieutenants, direct anger which causes a foe to panic, causing them to dealing negative and lethal damage, their suffering will return to you as HP - Merged Spectres: Unique Apparition Move, ideally an apparition at near death would merge into a stronger spirt, but as you a player are not in an enemy group you'd extract a fragment of your soul significantly boosting an allies health and strength. Basic ally heal. (Thought it would be a unique concept) Talons - Talons of Vengeance Harness the power of prophecy, engage in combat with the ancient attributes of myth of the talons along with the vengeance enchanted upon their foes (These sets contain damage mergers as the talons manipulate multiple affinities so I combined a few so the attacks are unique and so your not stuck on using basic elemental attacks you already may have EX; Flares, Frost Bolt etc...) - Elemental Blast: (Ideally a common Talons of Vengeance attack but as they control various elements I merged them into a single blast) used by minions, release a bolt of elemental energy, deals moderate elemental damage (Fire/Ice/Energy) same as a basic blast but adjusted to deal multiple elemental damages. - Talon Blade: A common ToV attack, curses victims with negative energy, adjusted to deal moderate damage - Thunderclap: Common among stronger Talon tiers, disorient most foes over a PBAoE, additional DoT and -Perception - Bitter Blaze Blast: Another common amongst higher ToV tiers, adjusted to deal Fire and Ice damage, can still use the same animation and FX as bitter ice blast, perhaps an additional fire aura can be added, deal high damage - Shadowshock: Essential Flow Lightning from higher tired ToV but affects are added from Shadow Drain to include lightning and darkness into a single attack. Deals extreme damage, foe -End -Rec +DMG - ToHit +DMG (Energy) +DEF (Energy) Spellcasting - Animus Arcana Cast the magic spells of Night Ward through your mystic knowledge the to breath life into inanimate objects that assist and aid you in combat. -Burst of Light: Basic heal from ball of Light Animus Arcana, will summon a ball of light to heal you as attack is preformed - Fire Blast: A common Fires spell move, basic fire attack, added to summon a fireball animus arcana, deals moderate fire damage - Freeze Ray: Common Ice Blast move, dealing high damage among stronger Talon tiers, disorient most foes over a PBAoE, additional DoT and -Perception - Propel: Basic gravity control attack, adjusted to deal extreme smashing damage, summon a Time Stop animus arcana - Overspell: Essentially damage resistance to all elemental and smashing damage, added to summon the Ward to cast the spell on you Soulscorching - Drudges Reap the soul of your victims and burn the willingness to live by directly striking at their spirit, critically deteriorating their existence - Soul Lash: Basic attack used by Watchers, create a powerful whip of energy to lash on your foe, adjusted to deals minor negative energy damage - Soul Crush: A common move used by Patrolmen of the Drudges, swing your mace unleashing a bolt of energy, scorching their soul, adjusted to deal moderate negative and smashing damage - Soul Stream: Common attack used by Spirit Guide Drudges, create a stream of energy that attack the soul of the target, deals high energy and negative damage - Haunt: A summon unique to lamplighters, summon a pair of shades that deal moderate damage on a foe - Soul Strike: Common attack among Spirit Guides, same animation and FX as Incandescent Strike, a forceful blow that that strike at the very soul, deals superior energy and negative energy Netherguard - The Black Knights Utilize the gear and utilities of the ancient order of the dead. - Nether Arrow: Basic attack used by Black Feathers, fires an arrow of nether energy immobilizing a foe, adjusted to deal minor smashing damage and maintains minor negative DoT - Serpents Reach: A common move used by Eternal Guards, release a burst of nether energy from your staff, adjusted to deal moderate smashing damage - Mercurial Blow: Basically the same attack from Staff Fighting, used the same animation and FX from degrades a foes defense - Nether Blade: Another common attack used by the Black Knights, discharge a beam of nether energy from your sword, adjusted to deal high negative energy damage and minor fire DoT - Grant Cover: Common move among Armigers, use your shield to defend allies nearby, provides +DEF and REs to all but psionic over a PBAoE Shadowhunting - Spirit Walkers Amplify your primal predatorial instincts to become a physical beacon of the circle of life, adapting to the prowl of the night - Entangling Arrow: Common among Huntmasters, fires a netted arrow restricting a foes movements, -Fly -Rech (Foe) -Speed (Foe All) - Wilderness Will: Basically damaged resistance, adjusted to include smashing lethal, toxic, and fire - Dire Howl: Common attack used by Shadow Hounds, unleash a dreadful howl inflicting fear of a foe, deals moderate energy damage, minor negative energy damage and -Res (Foe All) - Ranking Claws: Another common attack used by Shadow Hounds, viciously tear your target apart with your claws causing lethal damage, deals Lethal Dot and Lethal damage - Leader of the Pack: Unique to Wodans, increases allies moral with a powerful howl, +DMG(Team All) +speed (Team Run), + Per(Team)
  22. That is also an option. Like I said I want to introduce this concept to be implemented in game and I think these themes are cool because they provide for a whole plethora of opportunism to be added.
  23. Many thanks, I very much well appreciate someone who has been following my posts. Your viewership is always appreciated. I enjoy making new powers, so even if they are not feasible or if there are some bumps, I think it would be cool to add them in game Nevertheless I genuinely appreciate your applause for the amount of work and effort that went into this and my various proposals and always look forward to hearing input.
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