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OmnibusOmnh

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Everything posted by OmnibusOmnh

  1. Edit: Added Tanker Power Table; Added Animation and affects to provide in game visualization to see how these attacks will be enacted on foes. How you enjoy how force Melee would look like hypothetically if implemented in the game.
  2. As you know this tier 4 power for stalkers on kinetic melee is known as Assassin's Strike it is a generic name given to all signature stalker primaries. It is so typical to see this name given to stalker attacks but it doesn't fit the mode kinetic melee brings. I propose to rename this attack to Kinetic Cut to bring out more of the feeling that you are manipulating kinetic energy and exerting a sharp force onto an opponent. This isn't a major criticism on stalker labels for the archetype in general. I just feel with all the proposals surrounding kinetic, we should at least take into consideration the impact a name will give to an attack, whether it catches the atmosphere of emitting force. Finding a balance between assassination and kinetics. Although minor, this is just one many proposals I like to see implemented when improving kinetic melee overall. Not just to make it stronger but to capture that feeling for all archetypes including abolishing generic labels. This was my idea what do you think. Kinetic Cut?
  3. Since most melee powers have taunt abilities I decided to make force melees taunt special, cleverly magnetic field will attract foes toward it depending on where the player chooses to select.
  4. Thanks, I appreciate the compliment, However the reason why there are different effects is to symbolize the different symptoms one may have to prolonged exposure to each of the fundamental forces adding a realistic element to it. For example as the week Force splits matter apart it would knock you back, or since gravity keeps is a downward force that keeps everything on the ground, prolonged exposure to it would stunt your mobility, granting the slow effect. Etc..
  5. Many thanks, yeah it was an idea I had for a while, I agree that kinetic should be fixed as infintum said, if it really came down to it we should fix kinetic, however it's more than just a better kinetic. This was just another set of like to see implemented not just because kinetic was nerfed, but because I'd just like to see force used in this way, if not I'd think making into a manipulation set might work better.
  6. Upon revisiting the game I've had time to play kinetic melee a power that used to deal a substantial amount of damage until being massively reduced in the live server. I have seen and supported various suggestions on how to return kinetic melee to its former glory. However upon discussing on what kinetic can do it grew into an idea of an entirely new power. While noticing the various types of force related powersets, Kinetics (Both), Force of Will, Gravity Control, and Force Field, I had wanted to create a powerset that would be based of the 4 fundamental forces of nature, allowing for more variation in attacks. Instead of just repelling targets and dealing damage, you'd be able to harness all the forces from Strong and Weak interactions, from expanding on electronegativity, as well as manipulating gravity in a unique way that hasn't been implemented in the game. Special thanks to @Vanden for providing the icons. Introducing a new addition to force based attacks... Force Melee Force Melee allows you to concentrate sharp attacks of the four fundamental forces of matter to defeat your foes. Dealing with these forces is an unstable feat and will often substantially bombard opponents with force, leading to varying affects depending on the forces being performed as the forces that keep them intact are being used against them. It is a primary powerset for Scrappers, Brutes, and Stalkers, and a secondary powerset for Tankers. Power Tables Brute & Scrapper Force Melee is available as a primary set for Brutes & Scrappers. The following table shows which powers are available and at what level: Power Level Effect Power Level Effect Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Channel Force 6 Self: +Damage +To-Hit (Strong Force) Forced Foe 8 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Magnetic Field 12 Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism) Void 18 Ranged, (Targeted Area of Effect), High DoT (Lethal/Energy/Negative/Cold) Foe -Perception(Gravity) Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Immense Mass Punch 32 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Stalker Force Melee is available as a primary set for Stalkers. The following table shows which powers are available and at what level: Power Level Effect Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Assassin's Exertion 6 Melee, Special Damage(Lethal/Energy) (Any force if you think about it) Channel Force 8 Self +Damage, +To-Hit (Strong Force) Placate 12 Ranged, Foe Placate; Self +Stealth/Hide Forced Foe 18 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Immense Mass Punch 32 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Tanker Force Melee is available as a secondary set for Tankers. The following table shows which powers are available and at what level: Power Power Level Effect Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Forced Strike 2 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Fission Blow 4 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Magnetic Field 10 Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism) Forced Foe 16 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Immense Mass Punch 20 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Channel Force 28 Self +Damage, +To-Hit (Strong Force) Electromagnetic Flux 35 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Void 38 Ranged, (Targeted Area of Effect), High DoT (Lethal/Energy/Negative/Cold) Foe -Perception (Gravity) Powers under the Weak interaction will knockback foes Powers under the Strong interaction will immobilize foes sometimes holding them Powers under Gravity will reduce movement Powers under Electromagnetism will disorient foes and will often be confused Powers These are the following powers in the Force Melee powerset Exertion Improves most Force Melee powers while active, chance to exert more force among an opponent and will greatly inflict affects (listed above) dealing greater damage. Forced Strike You manipulate the strong interaction to increase the density in you fist and binding the particles around your blow to perform a sharp attack dealing moderate damage. Forced Strike has a small chance to grant you exertion. While active exertion will hold foes in place. Recharge Fast. Particle Decay You utilize the weak force diffuse a repulsive strike onto your opponent to diverging them into pieces on a molecular level, performing moderate damage over time. Particle Decay will have a moderate chance for exertion increasing the damage. Recharge Fast. Fission Blow You deal a slow but sharp attack that divides a foe at a subatomic level, scattering them away from the caster performing high damage. Fission Blow will have a high chance for granting exertion, while you have exertion active it will deal moderate DoT. Recharge Moderate. Assassins Exertion A signature stalker attack, this deals superior lethal and energy damage on its own its a frontal attack, you deal a strike a exerts an impressive amount of force onto a target, sometimes stunning them. When used with exertion this attack will degrade a foes defensive attributes. Recharge Slow. Channel Force You bind your body by harnessing the strong force, increasing your self density, allowing you to perform more heavy and crushing blows. This greatly boosts your attacks and chance to hit. Recharge Long. Forced Foe You begin to show great mastery of the fundamental forces and begin to mobilize them through your mind. By casting a neural force on you opponent you use their own strength against them. You use your mind to perform telekinesis binding them, then uplifting your opponent in place the dispersing them backwards within a conical range of the caster, potentially colliding them onto other opponents. When used with exertion the caption COLLISION COURSE will appear above a foe dealing Moderate DoT. This attack normally deals Moderate Damage, Recharge Slow Placate Allows you to coerce a foe to cease all aggressive action. A successful placate will also hide you for a brief moment converting the caster into a intangible dematerialized state bound by raw force. However this hide will not provide a defense bonus. However it will offer an automatic exertion or an Assassins' Blow. Magnetic Field You create a large sphere of electromagnetic energy around a location nearby, attracting foes toward you as magnetic debris flown into enemies within the sphere. This levitates targets in the air for a brief moment upon use. This attack will also disorient a target reducing their movements. While used with exertion, electromagnetic pulses will infiltrate a foes neural system confusing them and attack their allies. Maintaining this attack is a taxing feat and will greatly reduce a players endurance. Moderate DoT, Recharge Very Long. Void You compress gravitational force into a single point on a target of your choosing, completely confining them in place, plummeting their mobility to escape the darkest void of space. Collapsing the fabric of reality around said target, and slowing nearby enemies in the gap of space time. Containing this ability is a difficult task and will also drain the users endurance gradually after use, leaving the player vulnerable but not devoid of regaining endurance. When used with exertion the caption COLLAPSE will appear above the foes, holding them from within the range of the attack. This attack deals High DoT, Recharge Very Long. Electromagnetic Flux You conduct electrical energy onto an opponent, this rapid rush electronegativity attracts other other substances creating miniature magnetic field (In terms of the actual attack above) around an opponent disorienting them. This strike while encased in a magnetic field not only leaves fatal blow on the target but will also confuse them after impact attack their own teammates. This attacks grants a high chance for exertion. This attack deals Superior Damage on a foe and will partially reduce the casters endurance. Superior DoT, Recharge Very Long Immense Mass Punch You harness all the fundamental forces of matter into a single devastating blow, trembling the environment itself, however Gravity is mostly at play. This attack consisting of the strong force to bind you blows to enhance your strike, the weak force to diffuse all the energy output at a focused point. Electromagnetic waves to disorient a foe on impact and Gravity to reduce their movement as it land a tremendous amount of downward force onto an opponent crushing them, warping the space around them preventing them from recovering. After an attack with a massive magnitude foes nearby might suffer from all the affects of coming in close proximity of the forces of nature. This attack will provide an automatic exertion however it can not increase with exertion. Superior Damage, Recharge Long NEW Animation and FX for Visualization Icon Power Name Animation FX Forced Strike Mental Strike Default Particle Decay Quick Strike Kinetic (Blue) Fission Blow Sweeping Cross Blue Radiation Assassins Exertion Assassins Psi Blade (Without Blade) Blue (Default) Channel Force Power Shield Blue (Default) Placate Placate Afterburner Forced Foe Propel Propel (Random Object is instead a Targeted Foe) Magnetic Field When Self (Personal Force Field) Location (Insulation Field) Dimension Shift w/ Magnetic Aura Void Siphon Power Base Portal Electromagnetic Flux Assassins Strike (Default) Ex: Assassins Blow Electricity Immense Mass Punch Atom Smasher Attack Kinetic, Caster Electric, Ground Fault Epilogue Hope you enjoy this idea of implementing force in a way that we haven't seen use before in the game, there is a plentiful amount of science involved, however I hope I introduce and displayed them in a way that was enticing and not to like an actual physics course of fundamental forces, like I said this was idea I have been having for a while please enjoy and feel free to leave a comment on what you think. Thanks
  7. Yeah, we try to create a fair balance between references however most of the principles in this archetypes are concept of historical alchemical practices such as the stages for magnum opus, materialization, enhanced substances etc...
  8. The concept for Dwarf in the Flask is actually an existing principle for traditional alchemy, as I said we maid some references regarding FMA as it was the popular source of media. I kept it as well as Equivalent Exchange to set the tone to feel like your performing the medieval science itself.
  9. Magnum Opus is a unique inherent that expands upon the teachings of alchemy while keeping many of the games mechanics, introducing a new playstyle for all players.
  10. Absolutely enjoy the idea of kinetic manipulation and how you merged kinetics and energy aura with kinetic melee, by using existing powers to create something unique while not feeling like a simple mashup of powers. You truly utilized the blasters format whilst finding icon themes.
  11. Absolutely, there are various lore and mystic opportunities that can be explored through enemy factions as well as provide them with new powers. As this is a new archetype, there is a possibility that the themes you propose can be added as pool powers, unique to alchemist themselves. This is also an idea I have been exploring.
  12. Thank you, I appreciate you recognizing the fact that a lot of effort went into it, I do hope it is an idea worth pursuing. In regards to FMA, I did reference it a bit but that's only because it's the most iconic and popular source of media, and every other power does not draw much reference to Fullmetal alchemist and actually draw directly from the archaic science itself. I tried to specify this in the descriptions, as a lot of vials, bottles, tablets, and inscriptions will be throughout the animations. Only the first few powers are like that as a nod to show and I'm glad that you caught the reference.
  13. Apologies for the icons on the last pet powers, they were showing previously but aren't working anymore.
  14. Hello, everyone, I am OmnibusOmnh. Since returning back to City of Heroes, I have had the chance to play many more powers than I ever did during the NCSoft days. I have since discovered some of these powers did not even exist at that time, and the time has come for me to introduce my idea for a new powerset as well...or rather, a new archetype. Huge thanks to @Tyrannical and @Blackfeather, and special thanks to @Monos Kingfor helping put it together and @Vanden for providing the icons. With inspiration from my favorite ATs, introducing... The Alchemist "Harness ethereal forces through the ancient science of Alchemy. Alchemists have learned transmutation, through which they erect constructs, summon projectiles, and even conjure artificial beings in their pursuit of knowledge. Combat as an Alchemists brings you closer to Magnum Opus, which will enhance your power to it's ultimate state. While most powers cost traditional endurance, more powerful abilities instead draw directly from your Opus bar." Archetype Icon: The alchemist is a potent caster and combatant, who uses Transmutation to fill various archetypal roles. The foundation of Transmutation is the players ability to utilize the Philosopher's Stone, the player must activate this inherent as it is pivotal to enhancing their strength, and defense in combat. Various powers are enhanced by the use of the Philosophers Stone, while others may come with a price. Inherent Philosophers Stone Activating this inherent requires the player to completely fill-in in the Magnum Opus Bar (Opus Bar for Short) An Alchemist does this by generating the life-force of defeated foes and using the energy in order to convert their Prima Materia (First Matter in all existence) to complete the stone. The Opus Bar requires the player to complete four phases in order to be selected. (Once a phase is completed it cannot be depleted normally or return to a previous phase). They are modeled after the 4 processes needed to complete the Philosopher's Stone in Traditional Alchemy. Each stage replaces the last, until finally activating the Philosopher's Stone. View Stages List of Philosophers' Stone Buffs Untouchable 2 seconds DoT damage proc HoT (Throughout) +5% on self Slow debuff proc to attacks +Special (Power Boost) Damage Increase Resistance (All Damage, Smashing Lethal, Fire, Cold, Toxic, Psionic, Energy, Negative by 25%, however begins to fall by 5% every 30 seconds) These buffs are extended to Alchemic Henchmen you might possess for the abilities duration. Alchemy is performed through an ancient practice known as Transmutation, through it, the Alchemist is allowed to choose between 2 primaries sets as well as 2 secondary powersets. Primary Sets vary from secondary sets as they contain a special 9th tier transformation that can only be activated with at least half of the Opus Bar filled. These modes contain a series of 5 separate tremendous powers, and when activated, all other powers are inactive. Recharge for each ability is long, and ignores enhancements. Rather than cost endurance, each ability will directly draw from the Opus Bar. Alchemist Primaries The first 5 tiers of Transmutation, features the iconic Hand Clap gesture, this stance is absent for the remaining tiers as powers beyond the 5th tier use more complex alchemy to symbolize the players experience in using Transmutation. Transmutation Melee Transmutation Melee allows you to manipulate the process of construction, deconstruction, and reconstruction in order to alter your surroundings and smite your foes. Certain abilities may strike awe into your opponents, confusing them for a short time. View Table Alchemic Strike You clap your hands together harnessing surrounding energy to then preform a quick strike that deals minor damage and can disorient foes. Alchemic Slash You withhold the alchemic stance as you begin deconstructing and reconstructing the matter from underneath you, in order for you to assemble a weapon of your choice that is used to smite a foe. Alchemic Thrust You continue with the alchemic stance and smash your hands into the ground to preform a powerful thrust that morphs the ground beneath your opponent, launching them into the air dealing high damage. Catalyst You merge your fist into your palms gathering the surrounding life force to greatly increase your strength. Catalyst greatly increase the amount of damage you deal for a few seconds as well as slightly increase your chance to hit. This build up also as the chance to drain nearby foes' endurance for a short time, adding to your Opus Bar. Alchemic Smash You complete the alchemic stance, compressing your fists to perform more refined blow of greater power. This attack is so devastating, it may hold the opponent. Disassemble You perform a fast swipe from your fingertips within a conical range on your target. This attack swiftly disassembles the matter of your opponents at a molecular level, breaking down their bodies without remolding it to your desire. This attack deals moderate energy DoT. Reassemble You reassemble the ground around an opponent of your choice, decreasing their movement and ability to maneuver out of harms way, impaling them allowing you possibly inflict greater wounds. This attack deals a moderate damage. Sages Strike You charge a sphere of energy around your hands that channels the life force of all the Earth, fusing its energy into a concentrated strike at your opponent that deals superior damage and has a chance for Knockback. If you have filled half of your Opus bar, this attack has a chance to Enlighten your opponent, confusing them. Metamorph By utilizing the Earths life force energy you merge with the planet, transforming your body into an avatar of the Earth itself. This power enhances your physical state and grants the player immunity to all earthly effects for short period of time. Choosing this power allows you 5 exclusive abilities. You must have at least half of your Opus Bar filled to become a Metamorph. Thunder Roar You discharge a large jolting chain of ethereal energy released from the mouth in the form of lightning, that causes severe damage to a foe, striking them down, blinding them upon gazing the thunderbolt, and has a high potential for knockdown. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Very Long. Damascus Steel You conjure a blade made up of a special alloy, and unleash a single fatal strike from this refined metal, to impale a target where they stand. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Very Long Alkahest You produce a universal solvent, capable to dissolve every other substance. You forge this substance into a spherical shape within a conical range, splashing it onto an opponent eroding them, plummeting their offensive and defensive attributes. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Long Spiral Storm You imbue the atmosphere with your energy to rotate the air around you rapidly, making your opponent unaware of their surroundings and dealing moderate damage. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Long Greek Fire You manipulate the ancient inextinguishable flame to incinerate a foe at point bank range, this mysterious greenish flame can rapidly cremate an opponent after impact, using their stamina as a fuel source unless the fire is burned out. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Very Long Physicians Strike You perform an enhanced blow that deals more damage than Alchemic Strike and does moderate damage. Recharge: Normal. This attack is a spammable option for those who deem to stay in the form after the very long recharge moves are on cooldown. However, this attack costs both endurance and opus. Mass Transmutation This move entails a complete mastery of transmutation. You leap into the air and mobilize the ethereal energies of the universe around your fist, releasing a cataclysmic blast at a point blank range around you. As the strike lands, you uplift the earth underneath you within the runes, knocking foes upward. This attack deals high damage. Transmutation Ranged Transmutation Ranged allows you to release projectiles enhanced by earthly energy that can alter the matter of an opponent from a distance for substantial damage. Some opponents are inflicted with earthly energy directly, lowering their resistances. View Table Powers Description: Alchemic Blast You begin preforming the alchemic stance for a quick bolt of life force energy as your hands extend outward, this quick rush of energy lowers the defense of a foe, fast but deals minor damage. Alchemic Lance You continue with the alchemic stance, then you start to materialize the matter of the ground beneath you in the form of a projectile of the casters choosing, as the weapon is erected upward it lunges straight into an opponent. This attack deals moderate damage. Alchemic Assault You continue with the alchemic stance, then as you open up your palms you conjure a series of shurikens that levitate in the air until the casters hand comes to contact with the ground, at which point the shuriken is repelled forward towards the opponent, brutally wounding the foe in various places. This attacks deals high damage. Alchemic Burst You proceed with the alchemic stance, next you begin gathering the energy particles in the air around the casters body, enveloping your hands as you hurl you arms backwards. Then as you begin to charge up a focused blast, your hands move rapidly forward, propelling the charged particles ahead, closing in on a foe at point blank range. This attack deals high damage. Teleforce You preform the alchemic stance a final time, next you begin emitting a focused blast condensed with all the charged particles in the air and exert them at very high speeds, ejecting them forward it garners a foes defense considerably as their atoms are morphed at a subatomic level. (This attack is named after the dubbed "Tesla's Death Ray" nicknamed Teleforce it is a particle accelerator). Third Eye You awaken your third eye, improving your chance to hit and slightly increasing damage. Adds additional Opus over time. Elixir of Life You drink a substance of pure life force that heals you a tremendous amount, however usage of this elixir will cost a 30% of a Magnum Opus phase as it is the stone in use. Elemental Barrage You converge your fists together to channel the Earths lifeforce energy into a sphere of force that collides with a target a total of six times. The final bolt channels the earthly energy directly into the opponent, heavily degrading their defense and resistance. This attack can disorient a foe and knock them back. Prima Materia Using the legendary Emerald Tablet, you transform into a disembodied dark cloud of gas, rendering the you temporarily untouchable to foes and granting Defense to all but psionic abilities. Activating this power unveils the secret to perform the series of powers that go along with this phase. This power can only be used with at least half of the Opus Bar filled. (This transformations animation is accompanied with a series of books in front of the caster (known as the Emerald Tablet). Shadow Wave You project the dark night of the soul a blast of absolute negative energy that engulfs the target within a conical range of the caster, disorienting a foe and losing their view of their surroundings. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Very Long Pacification This attack nullifies the defense and resistance of a foe within a conical range of the caster, you emit a glow of white clouds, that reduces a target making them more vulnerable for the caster to inflict greater wounds. Caster glows white as a result. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge Long Ray of Light You shine a yellow ray in front of the caster onto your opponent, this light blinds the target severely declining their perception as enemies under the rays loose their endurance over a short period of time. This attack deals minor DoT. Caster glistens yellow. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Long Chrysopoeia The caster begins glowing red, and erupts into a red aura, dispersing solid gold. This moves immobilizes a target, preventing them from flying, and can hold closer enemies by encasing them in gold. Deals Extreme damage. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Very Long Literally Greek for transmutation into gold. Use of this attack will conjure a red Ouroboros symbol beneath you for a brief moment. Transmission You seamlessly surge forward, lunging at an opponent from a distance and dealing damage to nearby foes. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Long Physicians Blast A comparatively weak attack releases a gust of life force energy enhanced by surrounding particles dealing moderate damage. Recharge Normal This attack is a spammable option for those who deem to stay in the form after the very long recharge moves are on cooldown. However, this attack cost endurance. Primordial Bombardment You gain supremacy over the Earths primeval energy. You call upon the sun, moon, and all sentient beings as you raise you palms, generating a miniature sun above you. Next you descend the object within a spherical area, diffusing all the energy at point blank range. Doing so absorbs the endurance of all nearby foes, repelling all enemies away and dealing Superior damage. Alchemist Secondaries An Alchemists can choose between 2 protecting sets to aid them in combat. There are no special tiers for an alchemists secondary powerset, and while hand gestures can appear time to time, they are not limited to the 5th tier. Alchemic Summoning Synthetics are summons of artificial life forms, genetically mutated species, and remnants of the caster themselves created from alchemy these modified life lifeforms can seemingly alter their environment and growth rate at will. Note: The Alchemist does not benefit from Supremacy as would a mastermind. Summoned minions will receive increased +Dmg and +To-Hit only while Philosopher's Stone is active. Unlike masterminds, defensive mode will not result in damage sharing. View Table Alchemic Push You perform the alchemic stance, and extend you hands forward and repel the collected energy around you in a conical area knocking back a foe. Homunculus You summon a series of miniature artificial humans that are spawned from your own DNA. The homunculi have varying behavior, but all share a common desire to serve in combat. View Attributes Transmutation Wave You project a torrent of of elemental energy forward beneath the target loosing their footing knocking them down and lowering their defense. Orgone You access your esoteric knowledge of alchemy to preform a motion gathering the universal life force within all things, amplifying your pets strength, defense, and durability. Equivalent Exchange Alchemy posits that something cannot be created from nothing; in order to obtain something, something of equal value must be lost. At the expense of your Magnum Opus, striking your opponent will heal friendlies for portions of their health. Depending on your progress, either an entire phase is lost or decomposition is temporarily unobtainable (if not over 40% completed). If you have activated the Philosopher's Stone, this power has no ill-effects. When performed, the caption EQUIVALENT EXCHANGE will appear over a target, signifying the use of the attack. The label UNOBTAINABLE will appear above the caster in combat until 1 minute has passed. Chimeras You release two animal based hybrids nurtured to obey your command. One is dexterous and swift, whilst the other is highly resistant. Despite their crossbreed nature, chimeras tend to be loyal and protective. The Chimera are competent fighters, and their melee attacks will have a small chance to crit. The second Chimera's abilities are essentially identical to Battle Axe, but use animations seen commonly by council robots. These powers will place bio armor on the second chimera for their brief activation. View Attributes Dwarf in the Flask You bring forth an omniscient creature from your essence. The imprisoned being uses its mastery of alchemy to grant defense, resistance and healing to all friendlies within a spherical range. Its presence is such that it may Entrance enemies, confusing them. The true nature of the dwarf is not one of loyalty, and will cease to be tamed under the casters command if the caster is severely wounded. This pet will not persist after death like other additional summons, and may deactivate if the user falls beneath 5% health. This is an effect that could be done away with, however. View Attributes Sage You summon the Sage, a being of mortal descent that possesses complete mastery over all forms of alchemy. A sage tends to predict the outcome of combat and will anoint the caster and their comrades with vast knowledge. The Sages Farsight is different from a players version, being an auto power that is always on and being significantly weaker than the players version. View Attributes Blessing of the Sage As the name implies it is an enhancement by the powers granted by the Sage. It empowers the caster and their summons with overwhelming strength and bestows them new powers and abilities. If Sage is present he will perform the attacks directly when summoned. Appearances and Dialogue Sages Squadron When his Magnum Opus is full, the Sage is able to summon one of three powerful servants. This minion may range from an artificial human with superior skill, an animated armor with great durability, or the mythical sphinx. The sages minion will persist for 30 seconds, or until the sage is slain. View Attributes Alchemic Armor Alchemic Armor refines the basic properties of matter to beyond its normal compacity allowing you access to seemingly unobtainable substances from unknown sources. Greatly enhancing the casters defense, durability, and movement in combat. Various powers enjoy additional benefits through the Opus Bar. Powers Description: Refine Your personal properties are cleansed of any potential weak spots, reducing ordinary flaws in protection. You gain minor defense to all types of damage. This power is on at all times. Vitrum Flexile You transmute an altered form of glass known to withstand pressure and is impossible to shatter, this grants the player near perfect durability to smashing and even allows absorption to forms of damage. It is not impervious, and offers only minor lethal resistance. (Stance used) Mithridatium You gain access to an ancient botanical remedy which provides the player an antidote to poison and all toxic type damage. This move also gives the player a large regeneration buff. This power is enhanced through the use of Magnum Opus to include absorb over time. Stone Encasing You are covered with an amplified type of cement known as Roman Concrete. This materials longevity and compactness allows it to remain intact through the millennia without eroding. You have resistance to both fire, cold and toxic based damages. (Stance used) Cloak of Orichalcum From your hands you summon a golden sphere of otherworldly substance to encircle you, negating any control based effects on the caster for a short period of time and offering strong defense most effects. (Stance used) Starlite You are granted resistance to all energy based damage through an invisible synthetic material, capable of withstanding extreme heats emitted from stars. This power costs no endurance, and is on at all times. After reaching Magnum Opus illumination, this power will increase its strength substantially, and offer absorb over time. Celestial Grace While this power is active, you are granted a superior agility form all types of ranged damage capable of deflecting and avoiding attacks from a distance. If used in groups, teammates within close range of the caster, gain full awareness of all calamities that happen in your presence. Allies can detect any threats, allowing everyone to perceive their environment more quickly. Reanimate Ethereal energy enhances your body to be amplified beyond ordinary capacity. Forcing your consciousness to be restored in a state of impetus. Your vigor has been revitalized, as you arise with a full burst of energy, granting temporary invulnerability and filling your Opus bar. This power can be used while alive, but will not offer invulnerability and will offer substantially less opus. Adamantine You have shown your true mastery of alchemy by enveloping your skin with the unbreakable, nigh indestructible metal of the gods. Thought to be unobtainable by mankind, this power allows the caster absorption over time and resistance to all forms of effects, as not even the mind can restrict what is the unshakable. Wielding Adamantine is a taxing feat, and after two minutes will rapidly drain your Magnum Opus to sustain itself. Using this power with Magnum Opus filled will offer a short lasting weaker buff to all nearby allies. This power can be used with your transformation abilities, but will last for a shorter duration when combined with them. NEW Animation and FX for Visualization Icon Power Name Animation FX Inherent Philosophers Stone Power Up Conductive Field, Temporal (Hands) Attacks specified to have the Alchemic Stance will use the Kuji in Sha animation with a blue aura for their first animation and FX. Melee Alchemic Strike Quick Strike Quick Strike (Blue, Default) Alchemic Slash Shivan Summon Summon Weapon (Choosable) Attack: Mercurial Blow Alchemic Thrust Stone Spears Stone Spears, Blue Energy (Hands) Catalyst Power Shield Power Shield (Blue, Default) Alchemic Smash Force Shockwave Force Shockwave Disassemble Psi Blade Psi Blade (Invisible) Reassemble When Self (Personal Force Field) Location (Stone Cages) Stone Cages Sages Strike Power Crash Power Crash (Blue) Metamorph Kuji In Rin Granite Armor Special 9th Tier Powers Thunder Roar Movement: Fissure, Attack: Thunder Clap (Thunderclap FX comes out of mouth) Damascus Steel Hack Hack Alkahest Hydro Blast Hydro Blast Spiral Storm Whirling Hands Tornado Greek Fire Energy Transfer Incinerate (Green) Physicians Strike Mental Strike Mental Strike (Blue) Mass Transmutation Atom Smasher Attack Kinetic, Caster Electric, Ground, (Banner of Fiends Runes) Ranged Icon Power Name Animation FX Alchemic Blast Power Bolt Power Bolt Alchemic Lance Power Burst Weapon (Choosable) Alchemic Assault Masterful Throw Masterful Throw (Blue) Alchemic Burst Energy Drain PPD (Praetorian) Force Burst Teleforce Sniper Blast Moonbeam Third Eye Aim Aim Elixir of Life Drink Vile Drink Vile Elemental Barrage Force Bolt Nemesis Staff (6 times) Prima Materia Power Shield Shadow Cloak w/ Books Special 9th Tier Powers Shadow Wave Torrent Torrent Pacification Recovery Aura Recovery Aura Ray of Light Praetorian Police Dpt (Force Shockwave) Force Shockwave (Yellow) or Fortitude (Yellow) Chrysopoeia Nova Attack: Stone Cages (Crystal, Gold), Caster: Nova (Red) Ground: Ouroboros Teleporter (Red) Transmission Jaunt Jaunt Physicians Blast Quick Strike Ice Blast Primordial Bombardment Rune of Protection Meteor Energized Halberd Strike Synthetics Icon Power Name Animation FX Alchemic Push Force Bolt Force Bolt Homunculi Seeds of Confusion Seeds of Confusion Transmutation Wave Energy Torrent Ground: Fissure, Attack: Ice, Fire Orgone Enchant Undead Enchant Undead (Blue) Equivalent Exchange Speed Boost Speed Boost Chimera Grave Knight Strangler Dwarf in the Flask Increase Density Gaseous Sage Translocation Translocation Blessing of the Sage Strength of Will Transference Armor Icon Power Name Animation FX Refine (Auto) (Auto) Vitrum Flexile Frozen Armor Frozen Armor (Gray) Mithritatium Adrenal Booster Integration Stone Encasing Rock Armor Rock Armor (Gray, Color Tintable) Cloak of Orichalcum Kuji In Sha Energy Drain (Yellow) Starlite (Auto) (Auto) Celestial Grace Kuji In Ren Kuji In Ren Reanimate Revive Speed Boost FX Adamantine Rock Armor Rock Armor (Chrystal, Gray) Conclusion This Alchemy powerset draws heavily from the historic science, as well as from popular media. You might find reference to sources like eastern animation, lost technologies, and ancient various inventions. I hope to give a bit of historic trivia as well a complete powerset. Thanks again to those who helped, and let me know what you think.
  15. How did you customize the coloring of the powersets. Which tools did you use.
  16. All of these are great suggestions. Especially the pet auras into the Equip and Upgrade abilities. I would like to have some different proc options for Imps and Haunt instead of the aura anyway.
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