Jiro Ito Posted September 23 Posted September 23 On 9/20/2024 at 7:52 PM, Alchemystic said: @Jiro Ito do you have any ideas what assets could be used to make the powers in your set? It's a nice idea, though it would really benefit visualizing it beyond weaponry 🙂 Added some animation ideas 1 Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Alchemystic Posted September 28 Author Posted September 28 (edited) Okay! So, looking through some of the older stuff here for inspiration, cos I realise I've been neglecting finishing some of the powerset themes from way back. I wanna try and get some of them rounded out until something else comes up! So first off is the 'Spirit' power theme, which I made a few sets for HERE and HERE. The premise of these powers is using a green/teal version of the 'Soul Mastery' FX along with some of the other 'ghostly' themed stuff to flesh it out, but dispite making a few melee powers, I never got around to making a Melee powerset. I'm also gonna try and make an Armor powerset to compliment it, and a Support powerset since Armor/Support have a lot of overlap.Spirit Melee - Ghostly Hand: Quick melee attack similar to 'Mental Strike'. though uses Soul FX instead of Psionic ripples - Torment: Standard melee attack with Soul Mastery FX on hands, target briefly has the Illusion Control 'Spectral Wounds' FX - Poltergeist: Heavy melee attack similar to 'Telekinetic Blow'. though uses Soul FX instead of Psionic ripples - Spirit Nexus: PBAoE Damage power, uses a large 'Soul Storm' FX on player with a growing 'Spectral Wall' FX from Illusion Control. Not available to Stalkers - Build Up: Standard Build Up power - Taunt/Placate: Standard aggro management power - Assassin's Dirge: Stalker unique power. Same animation as 'Assassin's Eclipse', but with heavy Soul Mastery FX around the arms. - Grasping Spirits: Close cone power with similar reaching hands as the Soul Noir 'Living Shadows/Torrent' powers, with heavy use of Soul FX around the targets. - Spectral Ray: A powerful ranged power that uses the same FX as Soul Mastery's 'Dark Obliteration', though without the AoE - Soultaker: Heavy Melee power, with Soul Mastery FX on hands, while target has the 'Soul Storm' FX momentarily Spirit Armor - Ghostly Armor: Armor toggle that provides Defense to Smashing, Lethal, Cold and Negative. Has similar FX to the Croatoa/Pirate ghosts - Gravesite: PBAoE toggle that deals Negative DoT. Uses the 'Ghosts' aura on player with 'Cloak of Fear' FX. Stalkers reveive a Fear toggle later instead - Spirit Armor: Armor toggle that provides Defense to Negative, Fire, Psionic, and Energy. Has a similar aura to the 'Spectral Terror' FX - Life Essence: Click power that heals the player and grants a small boost to Toxic resistance. Uses the same swirling Soul FX as 'Shadow Meld' - Excorsism: Click power that provides mez protection for a short duration. Uses the 'Shadow Meld' Soul FX surrounding the body - Etherealness: Stealth toggle that provides a little positional Defense. Uses the 'Ghosts' aura without the swirling spirits. Stalkers get Hide at T1 instead - Peer Beyond: Toggle power that increases ToHit and Perception, and resistance to them being DeBuffed. Uses the 'Tendrils' eye glow aura - Ressurection: Self ressurect power that uses the 'Soul Storm' FX on the player body - Astral Projection: Click power that causes you to become briefly intangible while increasing recovery and absorb. Uses the same aura as 'Spectral Terror' Spirit Affinity - Rejuvenation: PBAoE healing power. Uses an expanding 'Spectral Wall' FX and waves of spirits from the 'Ghosts' aura - Ghostly Shield: Ally version of Ghostly Armor, with similar FX - Life Force: Ally version of Life Essence, with similar FX - Spirit Shield: Ally version of Spirit Armor, with similar FX - Exorcise: Ally version of Exorcism, with similar FX - Ethereal Plane: PBAoE version of Etherealness, with similar FX in a larger area - Ressurect: Ally version of Ressurection, with similar FX - Weaken Veil: Targetted intangible patch power similar to 'Black Hole'. Uses a heavier version the 'Ghosts' aura with affected foes having the 'Spectral Wounds' FX - Hallow Ground: Targetted AoE Immobilize field with minor Negative DoT. Uses the 'Cloak of Fear' aura at location with 'Spectral Wall' FX on affected foes Edited September 28 by Alchemystic 2 2
megaericzero Posted September 28 Posted September 28 Depending on how macabre you want to get, you could use "exhume" for the name of one of the rez powers. 😛 1
Alchemystic Posted September 28 Author Posted September 28 9 hours ago, megaericzero said: Depending on how macabre you want to get, you could use "exhume" for the name of one of the rez powers. 😛 I was close to making the T9 power for the support set similar to Warshade's 'Dark Extraction' and it would have gone by that name! 😅
Davy Posted September 28 Posted September 28 Would be cool to see more powersets that do negative damage. 2 opossum haha
Alchemystic Posted October 13 Author Posted October 13 (edited) Since we're into Spooktober I figured I would carry on with the horror vibe and revisit another one of the older powerset themes; Hellfire! Hellfire powers have always been a popular suggestion here on the forums (usually the whip powers), which was explored here in the form of the more close-range powersets such as Melee, Assault and Manipulation, but there's actually a lot more material unique to Demon Summoning that could be used for other powersets, especially if we combine the unique FX that both Hellfire and Fire demons have access to. So lets see what we can make using that stuff! Hellfire Blast - Embers: Uses the unique 'Flares' variant FX belonging to Fire Demonlings, dealing light Fire/Toxic DoT at range - Corruption: Uses the non-whip variant FX belonging to Hellfire Demonlings and Hellfire Gargoyles, dealing moderate Fire/Toxic DoT at range - Perdition: Uses the unique 'Hellfire/Fire Breath' FX belonging to most non-ice demons, dealing moderate Fire/Toxic DoT in a cone - Smolder: Uses the unique 'Fire Blast' variant FX belonging to Fire Demonlings and Ember Demons, dealing very high Fire/Toxic DoT at range - Aim: Standard Aim power - Eruption: Uses the same FX used for summoning demons, creating a patch of flame in an area that deals moderate Fire/Toxic DoT to enemies who enter - Decimate: Uses the unique 'Fire Ball' variant FX belonging to Ember Demons, dealing high Fire/Toxic DoT in a ranged AoE - Hellfire: Identical power belonging to Hellfire Demonlings, dealing superior Fire/Toxic DoT at close range - Cataclysm: Uses the 'Pyronic Judgement' FX, though on a much smaller scale, dealing extreme Fire/Toxic DoT in a ranged AoE Hellfire Control - Snare: Uses the 'Hell on Earth' animation and FX, but targetting the enemy's legs, immobilizing them and dealing minor Toxic/Fire DoT - Damnation: Uses the 'Hell on Earth' animation and FX, holding them and dealing minor Toxic/Fire DoT - Mass Snares: Cone version of 'Snare', using the 'Crack Whip' animation and the unqiue Demon 'Fire Ball' projectile - Seethe: Uses the 'Corruption' whip animation, creating a patch with the 'Enflame' FX that slows enemies and deals Toxic/Fire DoT - Torment: Uses the 'Lash' animation with affected foes having the 'Ember Shield' aura, causing Fear in a cone - Whiplash: Uses the 'Corruption' whip animation and a larger Demon 'Fire Ball' projectile, stunning foes in an AoE and dealing minor Toxic/Fire damage - Mass Damnation: AoE version of 'Damnation', using the 'Crack Whip' animation and the 'Pyronic Judgement' projectile - Brimstone: Uses the 'Lash' animation and the same FX used for summoning demons, creating an AoE knockdown patch that functions like Earthquake or Ice Slick - Hellspawn: Summons 2 flying pets that look like Demonlings, but much smaller and possessing 'Burned' wings. They use Embers, Corruption and Claw Rake as powers Edited October 27 by Alchemystic 2 1
Alchemystic Posted October 27 Author Posted October 27 (edited) Getting closer to the end of Spooktober so I wanna round out the Hellfire theme with the addition of Support and Armor powersets! There's still some material in the Demon Summoning powerset that could be used, so I plan to implement that here and finish the theme for Halloween!Hellfire Affinity - Abyssal Reconstruction: Power taken from Demon Summoning's 'Ember Demon', Healing allies in a PBAoE - Ember Shield: Power taken from Demon Summoning's 'Ember Demon', providing allies with Resistance to Smashing, Lethal, Fire and Cold - Abyssal Mending: Power taken from Demon Summoning's 'Ember Demon', Healing a single ally for a large amount - Hellfire Shield: New power that uses the same standard Aura visible on 'Hellfire Gargoyles'. Provides Resistance to Fire, Toxic, Energy and Negative - Demonic Warding: New power that uses the 'Naughty Halo' aura. Provides mez protection to a single ally. - Infernal Pact: New power that uses the same rising flame FX as 'Summon Demon' powers. Resurrects a single ally and boosts their damage and MaxHP temporarily - Torture: New power that uses the Smoldering aura FX on enemy target. Holds the target and deals minor Toxic DoT - Purgatory: New power that uses a large 'Ring of Fire' FX in an area. Enemies in the area are intangible - Penance: New power that uses the Hellfire Gargoyle's eye glow FX on self and target. Target suffers heavy debuff to damage, resistance and regeneration Hellfire Aura - Smoldering Shield: Personal version of 'Ember Shield', with similar FX and resistances - Hellfire Aura: Power taken from Demon Summoning's 'Hellfire Gargoyle', Creating a toggle PBAoE field that deals Toxic DoT to nearby enemies (Not available to Stalkers/Sentinels) - Been Through Hell: Autopower that increases MaxHP and minor resistance to Fire, Toxic and Negative (Sentinels split the MaxHP and Resistances into two different autopowers) - Abyssal Shield: Personal version of 'Hellfire Shield', with similar FX and resistances - Demonic Ward: Personal version of 'Demon Warding', with similar FX and protection - Abyssal Sustenance: New power that uses the same FX as 'Abyssal Reconstruction', Siphons health from nearby enemies and deals minor Toxic damage to them (Stalkers/Sentinels get a standard Self Heal) - Cloak of Terror: New power that uses the Hellfire Gargoyle eye glow FX, nearby enemies are Terrorized much like Cloak of Fear - Infernal Bargain: Personal version of 'Infernal Pact', with similar FX and effects - Demon Form: New power that uses the Ember Demon's default aura FX, granting the player a huge boost to Absorb, Damage and Recovery Edited October 28 by Alchemystic 2 2
Alchemystic Posted November 8 Author Posted November 8 (edited) This time around I'm going for a different take on some existing powersets, namely Psionic Melee and Symphony Control. Each of these powersets really stand out against the rest of the themes they belong to, with very little parallel between Symphony Control and Sonic Manipulation, or Psionic Melee and Mental Assault. This got me thinking, what would these powersets look like if they used the same visual assets and themes? And could they potentially coexist?Mental Melee - Grasp Thoughts: New power that uses the 'Concentration' fist FX and the 'Life Siphon' animation, dealing minor Psionic damage - Mind Probe: Power taken from Mental Manipulation/Psionic Assault, functioning as a stronger melee power - Psychic Scream: Power taken from Mental Manipulation/Psionic Assault, working as the cone damage attack - Telekinetic Thrust: Power taken from Mental Manipulation/Psionic Assault, functions as a form of melee crowd control - Build Up: Standard Build Up power - Assassin's Psyche: Stalker unique power. Uses similar animation to Kinetic Melee's 'Assassin's Strike' / - Taunt/Placate: Standard aggro power - Dominant Will: Melee version of Will Domination, with similar FX and higher damage - Psychic Shockwave: Power taken from Mental Manipulation/Psionic Assault, fitting as a PBAoE attack (not available to Stalkers) - Scramble: Melee version of Scramble Thoughts, with similar FX and higher damage Sonic Control - White Noise: New Sleep power that uses similar FX to 'Sonic Siphon' - Echo Chamber: Power taken from Sonic Manipulation, fitting in as the Hold power of the set - Sonic Thrust: Power taken from Sonic Manipulation, serving as a unique single target repel - Noise Cancelation: New AoE power that debuffs enemy mez magnitude and damage, uses the 'Sonic Arrow' FX - Siren's Song: Power taken from Sonic Blast, functioning as a cone Sleep power - Sound Cannon: Power taken from Sonic Manipulation, functions as a cone Knockback/Stun power - Supershear: New AoE power that works like Earthquake, uses similar FX but without the stone object - Mass Chambers: PBAoE version of Echo Chamber - Echoes: Pet power that summons 3 floating motes with Sonic FX, using 'Shriek' as their primary attack Edited November 8 by Alchemystic 1 2
Alchemystic Posted November 14 Author Posted November 14 Following on with the Sonic/Symphony themes, perhaps there's merit to making them more distinct from one another? I already did the same with Psionic, Illusion and Pain powersets, so here's a few ideas for other 'Symphony' powersets.Symphonic Resonance - Dulcet Tones: New AoE Healing power, uses similar area FX as 'Impassioned Seranade' - Halting Dirge: Area power that slows down enemies and reduces their recharge, using a larger version of the 'Aria of Stasis' FX - Soothing Song: Stronger single target Heal power, using similar projectile FX to 'Impassioned Serenade' - Distracting Melody: AoE power that reduces Perception and ToHit, using similar projectile FX to 'Confounding Chant' - Harmonic Tuning: Ally mez protection power, uses similar FX to 'Hymn of Dissonance' - Discordant Tune: AoE debuff that reduces Recharge and Recovery, uses similar FX to 'Dreadful Discord' - Relaxing Ambience: PBAoE toggle that heals over time. Uses a larger scale version of the 'Reverberant' FX - Lulling Berceuse: AoE power that debuffs enemy Defense and may put then to Sleep. Uses similar FX to 'Enfeebling Lullaby' - Empowering Anthem: PBAoE power that buffs Damage, Recharge and Resistance. Uses similar area FX to 'Chords of Despair' Symphony Manipulation - Melodic Binding: Power taken from Symphony Control, working as the initial Immobilize power - Halting Dirge: Area power that slows down enemies and reduces their recharge, using a larger version of the 'Aria of Stasis' FX - Hymn of Dissonance: Power taken from Symphony Control, serving as a single target Hold power - Build Up: Standard Build Up power - Distracting Melody: AoE power that reduces Perception and ToHit, using similar projectile FX to 'Confounding Chant' - Rythmic Tempo: Toggle power that increases Recharge, Recovery and Heal over Time. Has a similar aura as 'Reverberant' - Discordant Tune: AoE debuff that reduces Recharge and ToHit, uses similar FX to 'Dreadful Discord' - Confounding Chant: Power taken from Symphony Control, functions as a cone Disorient ability - Chords of Despair: Power taken from Symphony Control, acting as the capstone AoE hold power 1
biostem Posted November 14 Posted November 14 (edited) Someone probably already mentioned this, but here's my take on Ninjitsu for Tankers & Brutes: 1. Ninja Reflexes 2. Danger Sense 3. Shinobi-Iri 4. Kuji-In Rin 5. Against All Odds (As per the shield defense power) 6. Bo Ryaku 7. Kuji-In Sha 8. Seishenteki Kyoyo 9. Kuji-In Retsu I was considering some sort of "caltrops aura" instead of Against All Odds, but because the dropped caltrops would likely be a pseudopet, it probably couldn't direct any threat/have a taunt effect back to the originating character. Edited November 14 by biostem 2
Alchemystic Posted November 14 Author Posted November 14 55 minutes ago, biostem said: Someone probably already mentioned this, but here's my take on Ninjitsu for Tankers & Brutes: 1. Ninja Reflexes 2. Danger Sense 3. Shinobi-Iri 4. Kuji-In Rin 5. Against All Odds (As per the shield defense power) 6. Bo Ryaku 7. Kuji-In Sha 8. Seishenteki Kyoyo 9. Kuji-In Retsu I was considering some sort of "caltrops aura" instead of Against All Odds, but because the dropped would likely be a pseudopet, it probably couldn't direct any threat/have a taunt effect back to the originating character. I made a thread a little while ago with some ideas, what I eventually landed on was using the Sentinel version, but swapping 'Blinding Powder' with an AoE toggle that also reduced ToHit. 1
biostem Posted November 14 Posted November 14 1 minute ago, Alchemystic said: I made a thread a little while ago with some ideas, what I eventually landed on was using the Sentinel version, but swapping 'Blinding Powder' with an AoE toggle that also reduced ToHit. The stalker version of ninjitsu has "smoke flash". which could probably be turned into a toggle, (but I think you'd still need an added taunt effect). Maybe it could do -tohit, taunt, and a slight chance to confuse or something... 1
megaericzero Posted November 14 Posted November 14 1 hour ago, biostem said: Someone probably already mentioned this, but here's my take on Ninjitsu for Tankers & Brutes: 1. Ninja Reflexes 2. Danger Sense 3. Shinobi-Iri 4. Kuji-In Rin 5. Against All Odds (As per the shield defense power) 6. Bo Ryaku 7. Kuji-In Sha 8. Seishenteki Kyoyo 9. Kuji-In Retsu I was considering some sort of "caltrops aura" instead of Against All Odds, but because the dropped caltrops would likely be a pseudopet, it probably couldn't direct any threat/have a taunt effect back to the originating character. I had posted my take on it here, if you're interested. What I went with for a taunt aura was a renamed version of Reaction Time from Martial Combat. 1
Megawatt Posted November 15 Posted November 15 using Alchemystic's format for this idea - i can forestall the obvious argument of 'but we have craberminds'....yes so? these are commanding Wolfspiders (Or Banespiders, which ever) and dont require you to have a spider pack or do any kind of cheeky sloting. Wolfspider Commander - Mace Blast: Mace Blast from Banespider - Summon Wolfspiders: Rappel down animation used by spec ops, using Wolfspider minions - Beam Volly: Banespider Beam Volley - Escalation: Merc Upgrade annimation - Mace Bolt: Use the animation from mace Blast but the FX of the drones explodeing mace bolt - Summon TacOps: Honestly? use use the rappel animation again, calling in a pair of TacOps - Support Drone: Use the effect used for the non-combat arachnos drone. it summons in a heal drone or something similar using the arachnos drone model - Huntsman: use Rappel or just have him run in from off screen, use the Huntsman model - Conquest: use the mercs final tier upgrade animation 2
biostem Posted November 16 Posted November 16 (edited) Pretty simple one: Beam Pistols Take the existing animations from dual pistols and apply the following few changes: All attacks will deal energy damage, eliminate "swap ammo" and replace it with aim, and take one of the single target attacks, such as executioner's shot, and add the disintegration mechanic into it, then bump it to a lower position in the power order, something like: 1. Pistols 2. Dual Wield 3. Empty Clips 4. Executioner's Shot (now this set's form of disintegrate) 5. Aim 6. Bullet Rain 7. Suppressive Fire 8. Piercing Rounds 9. Hail of Bullets Obviously, the specific names of each attack would have to be renamed, as would their specific damage types, numbers, and any other secondary effects. All attacks would lose the different effects from the various ammo types as well... Edited November 16 by biostem 1 1
Alchemystic Posted November 16 Author Posted November 16 On 11/15/2024 at 12:58 AM, Megawatt said: using Alchemystic's format for this idea - i can forestall the obvious argument of 'but we have craberminds'....yes so? these are commanding Wolfspiders (Or Banespiders, which ever) and dont require you to have a spider pack or do any kind of cheeky sloting. Wolfspider Commander I like it! I never really considered opening this project up to VEATS, But this definitely has merit
Alchemystic Posted November 17 Author Posted November 17 On 11/16/2024 at 12:01 AM, biostem said: Pretty simple one: Beam Pistols Take the existing animations from dual pistols and apply the following few changes: All attacks will deal energy damage, eliminate "swap ammo" and replace it with aim, and take one of the single target attacks, such as executioner's shot, and add the disintegration mechanic into it, then bump it to a lower position in the power order, something like: Sorry I didn't get around to this sooner, you might want to check out Ray Guns which makes use of the unique Resistance beam pistol attacks that exist in game! 1
Megawatt Posted November 19 Posted November 19 (edited) I know people will already say 'we already have AR' but i really like the option of NOT using a frankenGun type power set so i'm brainstorming some alternate weapons as part of this recycling project. Submachinegun (Blast) Tear up the streets with a Submachinegun (Possibly have SMG have a lower base accuracy) - Quick Shot: Single target shot, using the single shot from Wolfspider - Focused Burst: single target, use the burst annimation - Wild Burst: AOE Cone, use the burst annimation, maybe add some -res or -Def - Suppressing Fire: Location AoE, -tohit - Aim: Its.....its Aim, what more do you want?! - Aimed Shot: Single target sniper, lower damage then a normal snipe but also possibly a shorter animation time ? - Incindiary Mag: Cone AoE, lower Lethal damage but for this attack add a fire damage Dot, it doesnt work like the ammo from Dual pistols as its a single attack - Shred Armor: Single target, moderate damage but massive -Res or -Def - Mag Dump: Basically full auto Sniper Rifle (Blast) (All animations here can be variations of sniper shot or single shot) One shot, one kill. - Snap Shot: Single target shot, using the single shot from Wolfspider - Aimed Shot: single target - Slap Shot Round: Single shot knockback - Mag Swap: - Armor Pierceing: -def, -res - High-Ex: adds an AOE effect of bonus Smashing Damage - Shock Rounds: adds Electrical damage - Aim: Its.....its Aim, what more do you want?! - Snipe: Snipe - Airburst Round: PBAOE Lethal/Smash - Lance Round: works like Dual pistols piercing Rounds - Rail Shot: combine Snipe with Lancer rounds to obliterate a target - use the Lancer shot from beam rifle for deffects Edited November 20 by Megawatt Implimenting Rudra's suggestion with SMG. 2
Rudra Posted November 19 Posted November 19 51 minutes ago, Megawatt said: - Wild Burst: single target, use the burst annimation - Focused Burst: AOE Cone, use the burst annimation, maybe add some -res or -Def Sorry to nitpick, but wouldn't your focused burst be the ST and your wild burst be the cone? In a focused burst, you're focusing the burst on target after all, while a wild burst is just a spray-and-pray. 1
Megawatt Posted November 20 Posted November 20 6 hours ago, Rudra said: Sorry to nitpick, but wouldn't your focused burst be the ST and your wild burst be the cone? In a focused burst, you're focusing the burst on target after all, while a wild burst is just a spray-and-pray. that is a good point i'll swap them around
Rudra Posted November 20 Posted November 20 (edited) 13 minutes ago, Megawatt said: that is a good point i'll swap them around That cone should still be the T3. You're not going to get an AoE attack at level 1. (Edit: So maintaining your design, it should Quick Shot then Focused Burst then Wild Burst.) Edited November 20 by Rudra
Megawatt Posted November 20 Posted November 20 17 minutes ago, Rudra said: That cone should still be the T3. You're not going to get an AoE attack at level 1. (Edit: So maintaining your design, it should Quick Shot then Focused Burst then Wild Burst.) and fixed the second issue, you are right i've never seen an AOE at level 1 1
biostem Posted November 20 Posted November 20 1 hour ago, Megawatt said: i've never seen an AOE at level 1 Titan Weapon's T1 is a cone...
Alchemystic Posted November 20 Author Posted November 20 @Megawatt I like the concepts! I would maybe consider what these powers look like. ie; what existing in-game stuff can be used to help visualize them (Arachnos, Mercenaries, other NPCs, etc)
Megawatt Posted November 20 Posted November 20 (edited) 5 hours ago, Alchemystic said: @Megawatt I like the concepts! I would maybe consider what these powers look like. ie; what existing in-game stuff can be used to help visualize them (Arachnos, Mercenaries, other NPCs, etc) there are Crey, Nemesis and PPD Sniper NPCs for the sniper set. a LOT of the SMG animations can be pulled from AR or Wolfspider while the sniper ones can also i think be pulled from there and the NPC minions. i'd idealy like to limit the models on the sniper set to the Nem Rifle, the sniper, the Malta Sniper and the reddings. Edited November 20 by Megawatt 1
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