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New Incarnate slot idea: Travel powers!


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So from what we've seen of Incarnate powers so far, they each seem to fall into certain categories of powers that players can already have:  A couple Auto powers, a summon, a click-buff/heal, an AoE nuke, and a toggle.  A type of power almost everyone gets, but isn't represented, is travel powers.....as well as single-target attacks.  My idea is for "hyper" versions of each of the main travel powers, far stronger than normal, but only able to be kept up for a short time--and also enabling a powerful, single-target attack.  I imagine it works like this:

 

If you unlock the Flight power, you actually click it to turn it on, starting its cooldown of 5 minutes.  So long as it's active, you have flight that has the speed and maneuverability of Afterburner with the combat ability of Flight....but it only lasts for a minute or two.  On top of that however, until it runs out, you have access to a powerful single-target hit....that will immediately disable the Flight power upon use.  So if you want you can activate this power just for the single-target attack, but it won't cycle back any faster overall than if you also made use of the Travel aspect.  It might also be a cool idea to have it so that the attack builds power the longer you have the Travel power itself active, to add a strategy element, rather than just having people use it like a single-target Judgement power.

 

I'm imagining the pools as follows:

 

Ascension of Zeus:  Augmented flight.  Can be ended early for "Wrath of Zeus" melee attack, dealing massive Energy damage to a single target.

 

Descent of Tartarus:  Augmented Leap, combining the benefits of Super Jump, Acrobatics, and Combat Jumping.  Can be ended early for "Grasp of Tartarus" melee attack, dealing massive Negative Energy damage to a single target.

 

Speed of Hermes:  Augmented Super Speed,  which doesn't lose the Stealth, Defense, or Run Speed bonuses even when engaging with enemies.  May also add a MINOR bonus to recharge speed, similar to the Quickness power in Super Reflexes.  Can be ended early for "Wand of Hermes" melee attack, dealing massive Toxic damage to a single target (weakened in PVP).

 

Manifestation of Tielekku:  Augmented Teleport.  Works like Jaunt, with no cooldown for the duration of 1 minute.  Can be ended early for "Breath of Tielekku" melee attack, dealing massive Psychic damage to a single target.

Edited by Menelruin
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