Jump to content

Recommended Posts

Oh, this is a fun thread! So much imagination and creativity!

May I invite you to evaluate and criticise a powerset I always wanted to see?

 

FORCE MANIPULATION

Blaster Secondary

 

1 - Force Bolt

Ranged attack, single target, moderate smashing damage, knockback. Animation: Forcebolt (Force Field).

This is the basic Force Bolt we've had for all these years, only with damage scaled up to match a tier 1 blaster secondary.

 

2 - Launch

Melee attack, single target, high smashing damage, knock-up and chance for stun. Animation: Lift (Gravity Control).

This is a standard tier 2 blaster melee attack, following the theme of expanding force fields throwing the opponent around.

 

3 - Force Cage

Ranged attack, single target, moderate smashing damage over time, hold. Animation: Detention Field (Force Field).

This is your average low-tier blaster secondary hold power. Maybe it could use another rider effect, like defence debuff, but it is probably good enough as-is.

 

4 - Pinball Charge

Location Attack, area of effect, moderate smashing damage, chance for knockdown, self teleport. Animation: Shield Charge (animation, from Shield Defence) and Personal Force Field (aura, from Force Field).

This is stolen from Martial Combat's Burst of Speed. Maybe the power can have the "3-uses before recharge" effect of BoS, or maybe just a single use?

 

5 - Infused Force

Click, bonus damage, bonus to-hit, absorption shield. Animation: Build Up.

This is the semi-compulsory build up of a blaster secondary, with the added effect of a moderate absorption shield. What percentage, though? 10-15%? Or higher, since it only lasts 10 seconds? Or perhaps let the absorb linger for 30 seconds, while the damage and to-hit buff expire after the standard 10 seconds?

 

6 - Personal Force Cover

Toggle, absorption shield, endurance discount, small defence bonus, stun protection. Animation: Personal Force Field (Force Field).

This is the sustain power of the blaster secondary. Many of these use regeneration and recovery boosts, but I feel endurance discount is underutilised. Maybe the bubble captures and recycles the energy expended by the blaster? Defence bonus could be similar to Shinobi or Gymnastics. Just a little bit, since it is a force field bubble, after all! Stun protection, similar to how Energize works, also harkens back to its distant ancestor in Dispersion Bubble.

 

7 - Repulsion Blast

PBAoE Attack, moderate smashing damage, knockdown, disorient. Animation: Repulsion Bomb (reduced to 1.5 seconds?) (Force Field).

This is the melee area of effect power that appears in many blaster secondaries. Similar to Psychic Shockwave, it offers a bit of crowd control at the expense of putting yourself in the middle of the fight.

 

8 - Feedback Field

Toggle, effect radius 25 (?), enemy defence penalty, enemy stealth penalty. Animation: Dispersion Bubble (Force Field).

I imagine this as a reversed-Leadership: Tactics. Instead of providing bonus to hit and perception, it penalises the opponents. Some sort of wide force field active sonar effect that impedes and reveals any opponents who wander into the effect?

 

9 - Compression Field

Melee attack, single target, extreme smashing damage over time, enemy resistance penalty, hold. Animation: Repulsion Field (placed on target, and played in reverse).

This is the heavy melee hit that many blaster secondaries get. The resistance penalty hits with every damage tick, showing how the field compresses further and further on the target.

 

 

  • Thanks 1
Link to comment
Share on other sites

Welcome to the thread @Sylapsis!

 

So far it looks to be a pretty good Manipulation powerset. My only advice would be to drop the +Absorb effect from Infused Force, and maybe swap Feedback Field with a damaging AoE power similar to Death Shroud or World of Confusion, and bring it down to the 3rd ability just before Force Cage.

Link to comment
Share on other sites

There's another Force Manipulation powerset in the thread if you were interested. Though, this one only used bits and pieces of Force Field, the main focus was the powers unique to the Praetorian Police that players do not yet have access to.

 

 

Link to comment
Share on other sites

This may have been suggested already, but here goes:

 

Beam Rifle Support, (basically uses the existing beam rifle animations, with an appropriate effect added to the affected target(s)).

 

1. Regeneron Beam - Delivers a bolt containing beneficial nanites, granting a minor upfront heal + HoT.  Places the "nanite payload" effect on the target, which causes any subsequent Beam Rifle Support powers used on said target to become small AoEs centered around them.

 

2. Impulse Beam - Attempts to weaken the bonds of the enemy target, lowering their defense, damage resist, and regeneration.  Places the "nanite payload" effect on the target.

 

3. Bolstering Beam - Reinforces the target's structural integrity, providing a slight bonus to their damage resistance against all sources, granting a tohit buff and restoring some endurance.  Also grants the target the "nanite payload buff".

 

4. Molecular Weakening Beam - Reduces the structural integrity of a targeted area, causing enemies that pass through it to move and react more slowly, thereby also reducing their defense and ability to fly or jump away.

 

5. Encapsulation Beam - Places a very powerful energy shroud around the target.  If used on an ally, this grants them a strong defensive and status effect protection buff.  If used on an enemy, it attempts to hold them in place.  This power acts as a toggle, with an escalating end cost, and automatically shuts off after 30 seconds.

 

6. Neuro-Disruptor Beam - Attempts to overwhelm the target's sensory abilities, reducing their chance to hit and the damage they deal.

 

7. Defibrillation Beam - Resurrects a fallen ally to full health.  Grants them a temporary barrier, similar to that of Encapsulation Beam, for about 5 seconds.

 

8. Fixed Beam Turret - Places an immobile turret with a variant of your beam rifle, which periodically fires a Regeron Beam at allies and Impulse Beams at enemies.

 

9. Mobile Beam Drone - Launches a mobile automated version of your beam rifle, which periodically fires Bolstering Beams at friendly targets and both Charged Shots, (as per the Beam Rifle set), and Neuro-Disruptor Beams at enemy targets.

 

*Note - Turrets do not benefit from the "nanite payload" effect.

Edited by biostem
  • Like 3
Link to comment
Share on other sites

On 12/15/2021 at 7:57 PM, Tyrannical said:

Following on from my previous attempt at reverse engineering Bio Armor into a Support powerset, I figured I may try and push the theme further and follow a similar idea to the Bio Melee powerset created by @Dinictus. So I'm going to try an create similar themed powersets for Blast and Control, as well as an Assault and Manipulation powerset since most of the work would be done already.

 

I actually wanted to revisit that and also make a ranged attack set a ways back. The Nature support set has one Very Specific Attack that basically could be the basis for a lot of biologically grown flechette launchers.

 

Also legit, this is still the best illusion/clone based MM power set there ever was.

  • Thanks 2
Link to comment
Share on other sites

  • 2 weeks later
On 3/9/2021 at 9:57 AM, Tyrannical said:

Following on from this thread I decided to take a stab at the idea of making a beam-focused blast set that doesn't use a rifle.

 

In order to make it different enough to Beam Rifle, I decided to make this powerset energy/fire damage based, as well as reducing enemy DEF. This powerset has two animation styles; eye-lasers and arm-lasers so it can have a few different concepts to play with.

 

I know this means yet another energy damage blast set, but I'm hoping by making it a split between energy/fire we can forgive that and play a little more on the 'heat vision' theme that comes with the whole laser thing. 

 

The unique mechanic I was thinking with this powerset is perhaps generates stacks of 'laser focus' that increases your accuracy the more you use your single target powers. Laser focus is lost when you next use an AoE power (cutting laser, piercing laser, laser blast)

 

Laser Blast

 

BeamRifle SingleShot.png - Laser Bolt: Standard fast attack, dealing low energy/fire damage and reducing defense. Same FX as Robotic's 'Pulse Rifle Blast', with the animation of 'Psionic Dart'/'Neutrino Bolt'

 

BeamRifle ChargedShot.png - Laser Beam: A harder hitting blast attack, dealing moderate energy/fire damage and reducing defense. Same FX as Energy Mastery's 'Laser Eye Beam', with the animation of 'Laser Eye Beam'/'X-Ray Beam AltFX'

 

BeamRifle CuttingBeam.png - Sweeping Laser: A cone attack power, dealing moderate energy/fire damage to foes and heavily reducing defense. Same FX as War Walker's 'Sweeping Laser', with the animation of 'Shout'/'Steam Spray'

 

BeamRifle LancerShot.png - Laser Burst: A much stronger blast attack, dealing high energy/fire damage and reducing defense. Same FX as Robotics' 'Pulse Rifle Burst', with the animation of 'Scramble Thoughts'/'Cosmic Burst AltFX'

 

BeamRifle Aim.png - Aim: Standard Aim power

 

BeamRifle PenetratingRay.png - Focused Beam: A snipe power, dealing extreme energy/fire damage and reducing defense. Same FX as the Mk-VI VIctoria 'Plasma Eye Ray', with the animation of 'Psionic Lance'/'Sniper Blast'

 

PowerBlast PowerBurst.png - Power Beam: A heavy blast attack, dealing superior energy/fire damage and reducing defense. Same FX as Clockwork's 'Anti Matter Ray', with the animation of 'Terrify'/'Power Burst', or the classic Clockwork chest beam.

 

BeamRifle Disintegrate.png - Melting Ray: A debuff power, dealing high energy/fire DoT and reducing both defense and resistance. Same FX as Clockwork's 'Welding Ray' with the animation of 'Mental Blast'/'Power Push'

 

BeamRifle Overcharge.png - Laser Blast: A massive cone attack, dealing Extreme energy/fire damage and reducing defense and resistance. Same FX as the Clockwork 'Anti Matter Beam', with the animation of 'Liquefy AltFX (old)'/'Thunderous Blast', or the classic Clockwork chest beam.

 

 

I know I already responded to this one previously but I wanted to return to again say “YES PLEASE.” Devs, give us laser blasts you cowards!!! I have a main waiting for this set!

  • Haha 1

Liberty and Virtue server refugee. Everlasting resident.

 

Main/Planned Characters:

  • Astellus - Kinetic/Energy/Mu Scrapper (Magic)
  • Plasmitar - Radiation/Energy/Flame Blaster (Science)
  • Scionic - Psychic/Atomic/Soul Blaster (Mutation)
  • Safehouse - Street Justice/Energy Aura Scrapper (Magic)
  • Starshear - Energy/Atomic/Force Blaster (Science)
  • Neonstar - Luminous/Luminous Peacebringer (Natural)
  • Faerwald - Gravity/Energy/Psionic Dominator (Science)
  • Fomalhaut - Rad/Rad Sentinel (Science)
Link to comment
Share on other sites

  • 2 weeks later
6 hours ago, xl8 said:

Good effort. Not really into the traps or pet idea.

 

The pet was the tricky part. I didn't want to use a humanoid character because I think that's more Mastermind's thing, but I figured I'd play into the Ninjitsu theme by exploring some Japanese mythology. The Enenra springs to mind as it's the alias of a popular Mortal Kombat ninja; Smoke.

 

As for the traps aspect, only the choking trap requires to be triggered by enemies, but since it's a hold field instead of a hold AoE, I think it's a fair way of balancing it out so it isnt too powerful compared to other powersets.

Link to comment
Share on other sites

1 hour ago, Tyrannical said:

 

The pet was the tricky part. I didn't want to use a humanoid character because I think that's more Mastermind's thing, but I figured I'd play into the Ninjitsu theme by exploring some Japanese mythology. The Enenra springs to mind as it's the alias of a popular Mortal Kombat ninja; Smoke.

 

As for the traps aspect, only the choking trap requires to be triggered by enemies, but since it's a hold field instead of a hold AoE, I think it's a fair way of balancing it out so it isnt too powerful compared to other powersets.

For the pet, maybe an illusion of yourself?   Alternatively, take an existing ninja enemy in game, color them white and apply a weak stealth effect, bam, instant ghost ninja! 

  • Like 1
Link to comment
Share on other sites

  • 3 months later

Bio Organic Control

 

 

Sticky Goo - Ranged Single Target: Immobilize / Toxic & Smashing Damage
*Defensive: 50% Chance for Hold
*Offensive: Additional Damage
*Efficient: Endurance Discount

 

Carapace Entrapment - Ranged Single Taget: Hold / Toxic & Smashing Damage
*Defensive: 25% Chance for +1 Mag Hold
*Offensive: -10% Resistance to Target
*Efficient: Endurance Discount

 

Pool of Goo - Ranged AOE: Slow
*Defensive: +Radius
*Offensive: -10% Regen
*Efficient: +Slow

 

Adaption - Defensive/Offensive/Efficient Modes

 

Evolving Decompostion - Toggle (PBAOE): -Resist
*Defensive: +Regen for every target in AOE
*Offensive: Additional -Resist
*Efficient: Endurance Discount

 

Primordial Ooze - PBAOE: Immobilize / Toxic & Smashing Damage
*Defensive: 10% Chance for Hold
*Offensive: Additional Damage
*Efficient: Increased Radius

 

Parasitic Entrapment - PBAOE: HOLD / -Regen / Toxic Damage
*Defensive: None
*Offensive: -10% Resist
*Efficient: Increased Radius

 

Genetic Contamination - Toggle (PBAOE): Minor Toxic Damage / -Damage
*Defensive: +Regen per Target in AOE
*Offensive: -10% Resist
*Efficient: Endurance Discount

 

Symbiotic Double - Pet
*Adaption has no effect
*Double is Character in full Bio

*Use ST Hold/Immobilize/Toggle (-Damage/Slow)/Melee Attack

 

Toggles Reuse Bio Armor's Armor skins
PBAOE's are DNA Siphon and Parasitic Aura like
Holds are Ablative Carapace animation
Pool of Goo is Tar Patch

 

 

Mostly reusing Bio Armor for a new Control Set!  Nothing set in stone in terms of Adaption, just ideas.

Link to comment
Share on other sites

44 minutes ago, BrandX said:

Mostly reusing Bio Armor for a new Control Set!  Nothing set in stone in terms of Adaption, just ideas.

That's actually a very interesting approach!  I could even see throwing in some of the spines animations as a sort of "offensive burst" attack afflicted upon your enemies...

Link to comment
Share on other sites

5 hours ago, biostem said:

That's actually a very interesting approach!  I could even see throwing in some of the spines animations as a sort of "offensive burst" attack afflicted upon your enemies...

 

I hadn't bothered to see if anyone else had done anything with it yet, but I was thinking, while I still want that Temporal Armor more than anything 😉  I feel a fun control set could be made for Trollers and Doms out of the popular Bio Armor Set.

  • Thumbs Up 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...