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New Support set: Mystic Empowerment


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This is for all of us who have always wanted to make a truly "magical" defender/corruptor/controller/mastermind, but don't want to be bound purely to the "dark arts" of Darkness.
 
The concept is a unique one, but I think it's doable, given that Radiation and Sorcery sets both have powers that act this way already:  The "effects" of your powers will differ based on the target. Foes are debuffed/weakened, allies are buffed/healed. This would offer great adaptability between solo and team play. 
 
All of the numbers are based off Corruptor/Controller levels.  I tried to use powers that already exist in some similar form and existing animations.


Mystic Empowerment:

You are a master of mystic forces, and can use both new and ancient incantations to aid your allies, weaken your foes, and turn the tides of battle against your enemies.

 

Tier 1: Mending Incantation

targetted AoE Heal/Heal Over Time
You speak a mending spell which instantly heals a targeted ally and places a healing aura around him, sending tics of healing over time to all allies around him for a short duration.
83.35 Heal (8.5%) on target, 5 tics of 30 HoT over 30 seconds on nearby allies.  Recharge 20 seconds.
(This could use a slightly altered temporal mending animation combined with the runes aura.)

 

Tier 2: Unveil Anima:
Toggle Targeted AoE Ally +Resistance. Foe -dmg, -speed, -acc.
You expose the true spiritual essence of your target for all to see. If cast on an ally, the vision inspires them, giving them  strong resistance to all types of damage, and grants a moderate resistance boost to allies nearby.  If cast on a foe, they are left exposed, suffering reduced damage and recharge, and even weakening the damage of other nearby foes.
Foe cast:  -20% dmg, -30 rech
Ally cast: + 20% res on target, +12% res on nearby allies.
This could use a slightly altered Darkest Night animation, combined with the effect from Possess.  When cast on a foe it would have a dark tint, when cast on an ally it would have a bright one.

 

Tier 3: Ethereal Vortex:
Targetted AoE Ally +dmg, +rch.  Foe -res, +slow
You open a portal to the spiritual plane directly beneath your target, creating a patch of spiritual energy around them.  If your target is an ally, the energy within the portal will bestow  a boost to damage and recharge rate of allies within. If your target is a foe, the flames of the nether world will lower their resistances to damage and slow their movement and attack speeds. You may only have one active vortex at a time. 
Foe Cast: -30% res, -30% speed
Ally cast: +20% dmg, +20% rech
90 second Recharge, 30 second duration.
This could use a slightly altered tar patch animation (given a "flaming" outline), combined with the "dome" effect from Time Manipulation's "distortion field or perhaps an altered version of gravity's phase location based AoE.

 

Tier 4: Arcane Fires:
Targetted AoE Absord/ Single target Fire DoT, -tohit
You can can imbue your allies or curse a foe with arcane fires.  They become surrounded by flaming swords. Allies will find these swords offer protection, absorbing incoming damage until they dissipate.  Foes will find themselves under assault from the flames, suffering damage over time and a decreased chance tohit.
Foe Cast: -20% tohit for 30 seconds, 30 tics of .33 fire damage over 30 seconds.
Ally cast: +30% Absorb for 30 seconds.
Recharge 45 seconds
I'd LIKE this to use  the flaming swords from the Apex TF, only smaller versions that simply hover around your target.

 

Tier 5: Vexing Ward
You can imbue an ally or foe with a vexing spell.  This ward will protect an ally from status affects like fears,holds,confuses,sleeps, and disorients.  When used on a single foe, this ward has a strong chance to Disorient them briefly.
Foe cast: Mag 3 Disorient, 9.5 secs.
Ally cast: Mag 10 status Res. 90 secs.
16 second  Recharge
This could just use a combination of the empower demons animation from demon summoning and the "enforce morale" animation from Pain Domination on the recipient (or a standard disorient animation on a foe).

 

Tier 6: Judgement of the First Ones
Team Resurrect, +dmg/ foe +Negative dmg, +fear.
You call upon the judgement of the First Ones for all who have fallen in combat nearby.  Fallen allies nearby will be granted a return to life for their heroic deeds and be empowered for battle, while fallen foes will  unleash torment on their own kind.
Foe Cast: +145 Negative Energy damage, 6 second mag 3 fear.
Ally Cast:   Team Rez, +30% dmg 60 seconds.
90 second Recharge
This would use the Howling Twilight animation on allies, and the Fallout animation on a Foe.

 

Tier 7: Counter Spells:
PBAoE Toggle: Foe placate
You are constantly casting counter spells to incoming attacks. These spells are simple magic and don't always work, but affected foes nearby will find themselves unable to attack you.
4 second mag 2 placate, 50% chance, 4 sec mag 1 placate, 80% chance,  15 foot radius.
20 second recharge.
This would use a demon summoning rune animation at start, then he World of Pain dome animation from Pain Domination while active.

 

Tier 8: Celestial Winds
Ranged Facing Cone: +Regeneration/+Recovery
You can summon the celestial winds, giving you and allies in front of you a boost to your Regeneration and recovery.
Allie + 20% Regen, +20% Recover.
 Recharge 240 seconds, duration 120 seconds. Effects do not stack from the same caster.
This would use the animation from Regrowth, adding in runes from the rune aura to make it appear mystical in nature.

 

Tier 9:   Summon Familiars
Ally +absorb, +dmg, +Tohit
You summon familiar spirits for you and your allies. A single spirit will follow each teammate, protecting them from pain while helping them make their attacks more damaging and likely to hit.  These sprits can be attacked, and will eventually dissipate.
summon pet :familiar.  These would be "buffed up" versions of the wisp vet reward buffing pet, summoning one for each member of the team.  They would have a moderate amount of their own HP, and would give themselves and their target periodic tics of 10% absorb every .5 seconds, 18% +dmg, and 12.5% +tohit.   They would last for 90 seconds.
Recharge 255 seconds.  Duration: 90 seconds.

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