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Weekly Discussion 65: Build Your Own Powerset


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1 hour ago, Eldyem said:

I actually assumed a Mutant Origin, like Frostfire.

The inherent issue with letting us choose the element of all 3 pet tiers is that it gives a level of versatility (and complexity!) that other Masterminds just don't get and it is very vulnerable to getting out of hand. I like the idea of being able to pick and choose what I want, but I'm apprehensive of what the costs could end up being for that versatility - see how Dual Pistols rarely switches ammo types. I also wanted to keep things as close to reusing existing assets as possible because that's just easier.

@Keovar, gotta agree with this for getting too complex. What about mirroring Demons and each pet within a tier is a different element?

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1 hour ago, Galaxy Brain said:

@Keovar, gotta agree with this for getting too complex. What about mirroring Demons and each pet within a tier is a different element?

I know my thread's been mentioned a few times in this thread already, but I figured I'd link back to it following the discussion on elemental masterminds 😋

 

 

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Sakura's big dumb list of rough powerset ideas

I'm gonna start off with stuff that should be possible with few to no new animations, and while I don't have the full powers list worked out, I do have some ideas as well as the powerset gimmicks. Also, as a waring, my sense of balance is awful.

 

  • Marksman's Rifle (For Blasters, Corruptors, Defenders, and Sentinels)

Basic premise is that you are a sniper, the base range of this set is longer than usual so Blasters, corruptors, and defenders benefit from a base range of 100ft and Sentinels 80ft on most attacks in addition to most attacks having a modest -def and -res component as you 'draw a bead' on them and to represent the accuracy and lethality of a long-ranged rifleman, as a possible icing on the cake, the Marksman's Rifle has a special gimmick built into its attacks where some will deal up to +35% more damage if the Target is at certain HP thresholds, specifically some are meant as 'openers' and deal the extra damage if a target is over 80% HP while others will deal bonus damage at below 30% HP. Marksman's Rifle's weaknesses could include long recharge times which can kill having an attack chain, lacking a proper aim power (instead it gets 'Mad Minute' which is a +recharge power), high endurance consumption, and limited AoE options. The Marksman's rifle would probably user a lot of stance animations not unlike beam rifle with some ideas for them to go into a crouching fire stance we see NPCs use as emotes. Also, idea for the Tier 9 would be 'painting the target' for an off screen air/artillery strike.

 

  • Boomstick (for Blasters, Corruptors, Defenders, and Sentinels. Name pending)

Boomstick is a dedicated shotgun powerset which sort of goes the opposite path of Marksman's rifle. Where MMR is supposed to be long ranged and single target focused, Boomstick throttles the range on Blasters, corruptors, and defenders to 60ft and sentinels by 40ft with a lot of AoE options (primarily cone), but that's alright because Boomstick is meant to be the ultimate Blapper/Scrapinel/Corrscrapper/Scrapfender set. Unlike most lethal oriented sets, Boomstick possesses a lot of debuffs in many of it's attacks to mitigate incoming damage with -dam, -tohit, and -rech as your unrelenting, in-your-face assaults suppress opposition, and when that's not enough, each attack builds stacks of 'Crowd Control' which caps up to 5, when unleashed with certain attacks such as the Tier 9 Slam Fire where you can knock down even Reichsman or a buffed out Lord Recluse with irresistable knockdown and knockback for the duration of the attack, leaving them helpless and giving yourself and teammates breathing room. Alternatively it can be used to cash in to grant the user 15 seconds of +15% defense to all, +20% damage resist to all, and a modest mez protection of up to magnitude 5 on sleep, hold, stun, fear, confuse, and immob. What Boomstick possesses though in ferocity it does lack in raw damage, only two or three ST damage options, and its own tendency towards knockback combined with its low range means you can put your enemies out of firing range (naturally, this set would lack a snipe attack)

  • Power Armor Weapons (For Blasters, Corruptors, Defenders, and Sentinels)

This one I don't even have much an idea for a gimmick for, but the idea would be to take some of the powers from Robotics MM pets, PPD shell armors, and Malta Titans and let players enjoy playing the ultimate killbot or ironman with top wrist mounted laser blasts, underarm miniguns, back mounted rocket packs, firing off a laser beam eye snipe, and plasma beam palm sweeps, all popping out of the body and returning just as quickly. I NEED THIS.

 

These next two actually are based on both ideas from the old live suggestions and ideas forums as well as similar pitches made here.

  • Riot Control

This one could be fairly simple, using a grenade launcher as a weapon, this could allow for a natural alternative for control powers using gadgetry and traps. (how about some 'instant razor wire' for a group immob?)

  • Tactical Genius (For Defenders, Corruptors, Masterminds, and controllers)

this one shouldn't need much in the way of animation work, basically a natural (or psychic/seer) spin on a buff/debuff set with some light controls. Some ideas include granting group stealth, pointing out disadvangeous terrain the enemy can walk into, slowing them down and negating defenses, moral boosts that grant heals overtime, and rallying cry used by the Cimerorans. Also so you can hear villains scream CREEEEEEEEED! as your max scaled party tank appears from behind a tiny trashcan and basically Assassin strike's a target.

 

Okay, now I know we're kind of getting into silly stuff, either because animations just are not there or because it'd be a bit redundant, and maybe I played too much For Honor.

  • Shieldless Shield Defense (maybe call it 'Warrior's Defense'?)

Basically exactly what it says: a shieldless version of shield defense to get the nice mechanical benefits... Namely shield charge and grant cover, and let it be coupled with powers which normally can't use shields like Katana, titan weapons, claws, or maybe because you don't want the weird frankenstein armslam it does to several overhead attacks like air superiority, default haymaker, and havoc punch. Also this would open "Shield Defense" as an option for Sentinels!

  • Spear Melee (For Scrappers, brutes, stalkers, and tanks)

Of course it would need different animation sets, perhaps two sets since I ideally envision could still be paired with shield defense so you too can become a hapless town guard. A lot more thrusts than sweeps (though not entirely absent) and a focus on lethal damage. Some animations might need to be stolen from For Honor's Nobushi and Valkyrie and FFXIV's Dragoon class.

  • Glaive (For scrappers, brutes, stalkers, and tanks)

While this one would only need one new set of animations, the idea was to give a high AoE option like a bit of a more damage reasonable Titan Weapons, but really it's so we can have halberds, guan dao, and scythe slingers for the edgy.

 

Honestly, there's a lot more I could think of, but this list alone is kind of a doozy, and I think I'd prefer to just make adjustments to existing powersets first.

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14 minutes ago, Sakura Tenshi said:
  • Shieldless Shield Defense (maybe call it 'Warrior's Defense'?)

Basically exactly what it says: a shieldless version of shield defense to get the nice mechanical benefits... Namely shield charge and grant cover, and let it be coupled with powers which normally can't use shields like Katana, titan weapons, claws, or maybe because you don't want the weird frankenstein armslam it does to several overhead attacks like air superiority, default haymaker, and havoc punch. Also this would open "Shield Defense" as an option for Sentinels!

Just wanna point this one out as something that would be amazing to implement asap. Like, have this as an option for sure but also make it default to "no shield 4 u" when paired with a set that doesn't work.

 

 

Also the specialist ranged weapons (except power armor) would be amazing ways to buff individual parts of the criminally underperforming assault rifle.

Edited by Galaxy Brain
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I just want more messy hybrid archetypes like the fortunata, which is basically claws/psi/mind as a primary and leadership/super reflexes/whatever as a secondary.

 

Gimme more hybrids!

 

I want a kinetic melee/gravity primary with kinetics/energy armour ASA secondary.

 

Let me make more jacks of all trades, please!

Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern King Solar Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Peacebringer Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
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2 hours ago, Galaxy Brain said:

Just wanna point this one out as something that would be amazing to implement asap. Like, have this as an option for sure but also make it default to "no shield 4 u" when paired with a set that doesn't work.

 

 

Also the specialist ranged weapons (except power armor) would be amazing ways to buff individual parts of the criminally underperforming assault rifle.

Well, back on live, I had proposed the idea of using a similar 'branching power pick' solution as a means of expanding powersets without raising the level cap, violating the cottage rule, and so forth, with the primary example being 9 alternate powers for Assault Rifle meant to allow Assault Rifle to focus down on four themes (Shotgun, automatic rifle, sniper, and demolitions). Unfortunately, my grasp on balance was bad then as it is now and there wasn't much interest for it. I think that could have been a 'more elegant' solution from the player side but probably a bigger headache coding side. So at this point I'd be happy to leave Assault rifle to burn in the trashfire that it is and create a bunch of different powersets that let you focus on type of ranged weapon and stick with it instead of running around with a hideous franken-gun that makes zero sense.

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Temporal Aura

Tier 1 : Past Sense: You learn from your mistakes in the past to overcome challenges ahead of you.
Toggle +Res to All. +Max HP +Special (Particular +Res values are increased if damage being done to this type Ex : Enemy deals smash damage. Smash resistance increased for 10 seconds. Total stacks is 5 stacks.If you use regression at 5 stacks enemies around you slowed and their resistance and damage decreased. And all 5 stacks is consumed.)

Tier 2 : Present Sense : You are moving at fast pace compared to others.
Auto +Recharge +Movement Speed +Special ( +Recharge and +Movement Speed are increased if you use Regression)

Tier 3 : Future Sense : You sense future of your timeline to predict future (duh).
Toggle +Defence to all -Def resistance. +Perception +To hit +Special (Def and To hit values are increased lower your HP gets.)

Tier 4 : Regression : You regress your body into past to heal wounds.
Click Heal +Recharge +Special (Heal now also include Heal over time for X seconds if you use Temporal Discharge)

Tier 5 : Erasure : You erase yourself from current timeline to make you invisible.
Toggle : +Stealth +Def to all. (This power becomes Phase Shift for 5 seconds without accompanying drawbacks of Phase Shift if you use it with Regression and making it Detoggled.)

Tier 5b: Forgetfullness(Stalker): You tap into teamstream to delete memories of foes around you making them forget you.
PBAoe : Placate. Self : +Recharge +Movement Speed

Tier 6 : Temporal Patch : You tap into timestream to change and alter temporal energies of certain area.
Click Location Aoe : Foe -Slow -Recharge -Defense. Self +Recharge +Movement Speed +Defense. (This power doesn't do anything if at least 1 Foe doesn't standing in patch.)

Tier 7 :Temporal Hijack : You select one foe, you and foe switch places in time.
Click Targeted Aoe  Foe Disorient, Slow. Self + Stun,Hold,Immobilize,Confusion,Terrorize Resistance. Slow and Recharge resistance. (Selected Foe will become stunned and rest of the foes CC'ed from various controls Confusion is most common one)

Tier 8 : Temporal Protection : You protect yourself from outside influence by making barrier of temporal energies around your body.
Toggle : Self +Absorb +Special Foe -Recharge -Damage (Absorb values are increased if you use Regression)

Tier 9 : Temporal Discharge : You discharge temporal energies around you causing anomaly around reality.
Click PBAOE. Foe Chance to Hold, Disorient,Confusion,Terrorize, Slow. Self. +Def +Recovery +Regen. +Special (Everything is increased if it is done in Temporal Patch)
 

Edited by Darkneblade
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Toxic Blast

Archetypes: Blaster, Corrupter, Defender, Sentinel

 

1. Toxic burst

Ranged, Light damage, (Toxic) -Damage

You blast your foes with a quick burst of toxins. This quick blast has a minor lingering poison, weakening the damage of any affected foe.

2. Venomous stream

Ranged, High DoT, (Toxic) -Damage

You fire a thin stream of venomous liquid at your enemy, doing damage over time, and weakening the damage of your target

3. Contagion

Targeted AoE, High DoT (Toxic) -Damage +chance to spread

You fire a small targeted AoE of virulent chemical at a foe. Any nearby foes have a chance to pass along the chemical contagion. All foes poisoned by these chemicals will slowly take toxic damage over time, and while under these effects will do less damage.

4. Toxic Fumes

Location AoE, minor Dot (toxic) chance of +hold (Mag 1)

You breath out a cloud of noxious fumes, filling a small area in a lingering haze of toxins. Foes with weaker constitutions will have a chance of choking helplessly on the fumes, while slowly being poisoned.

5. Condensed Toxins

self +special+empowered toxins

While active, you receive a minor +special effect. While active, all -damage, -resistance, the duration of any DoT, and the contamination chance of all toxic blast powers will be boosted.

6. Acid Blast

Ranged, Very High DoT, (Toxic) -Resistance

You fire a burst of powerful acid at a foe, burning them with toxic chemicals, and eating away at any protection they may be wearing.

7. Parasitic tendril

Ranged, Moderate Dot (Toxic) +Regeneration

You extend a tether of parasitic mucous that poisons your enemy while siphoning its health back to you, causing your health to regenerate as the foe weakens

8. Acid Rain

Location AoE,  High Dot (toxic) -resistance

You call down a shower of burning acid. Any enemies caught in the acrid downpour will be poisoned, and any protection they may have will begin to burn away.

9. Total Contamination

Location AoE, Extreme DoT (toxic) -damage, chance of +hold (Mag 2)+chance to spread

A geyser of virulent toxins bursts forth, leaving a giant pool of deadly contaminants. Any foes caught in it, or passing through it will be assaulted with hazardous gases and liquids. Some may choke on the toxins, while those who make it through the deadly hazard may still spread the pestilence to any they come in contact with.

 

 Commentary: While we have many debuff blast sets as well as DoT sets, this set would completely specialize in lingering and weakening effects. It would sacrifice much up-front damage and conventional aim for the ability to do slightly more damage but empower all the toxic properties of its toxins, even enhancing effects that could otherwise not be strengthened.

 

Natural pairings:

Poison (Def/Corr)

Bio Armor (Sentinel)

Plant Manipulation (Blaster)

 

Edited by Barneysaurus
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Ok so one of my fave toons is a Peacebringer. Pretty fun to play. So, I came up with an idea on maybe altering/adding to the Khelds. Essentially, adding more forms to options to the AT which may make them more appealing. I am not sure why they're so shunned but I think the Khelds are my at the top of my list or close to it! 

 

So they have the option of taking two other forms. Why not add more? This would be an optional route a player could take. Of course, this may cause some huge slotting issues but that may also make each toon even more diverse - especially if a player took all forms! Oh the excitement!

 

One form could be an Umbral four legged creature? Emphasis on speed and quick melee attacks - a scrapper type route. 

 

Another option could be an insect - so you shrink to a light form bug and can zip around. Hard to hit, agile - float like a butterfly and sting like a bee! Maybe like a wisp type creature - so with some Defender AT characteristics?

 

Maybe an original looking creature with 6 or 8 legs - the game already has the arachnos spiders in game so those models could be adopted.

 

There could be more options. I've never really fleshed it out but I think Khelds have so much potential. I wanted to get this idea in before the thread locks! 🙂

 

 

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Battle Tactics

Archetypes: Controller, Corrupter, Defender, Mastermind

 

As a master of the battle field, you come with both preparations and presence.

Unique mechanic: Battle presence. As you continue to make tactical calls, any allies near your will gain confidence, boosting their courage.

This toughens them up and gives them greater endurance. (Stacking Passive PBAoE: +resistance, +max endurance with each recent Battlecry)

 

1. Coordinate fire!

Ranged, -Def/-Resistance (all) Battlecry

When this power is activated, you focus your senses to analyze your target's defensive capabilities and discover their weaknesses. All allies will strike the target more easily, and do more damage.

2. Med Pac

Targeted AoE heal

You toss a medical pack to targeted ally, which as it deploys heals them and any nearby allies.

3. Toughen up!

Ranged, ally +resistance +max Hp,+absorb Battlecry

You target an ally that may be weakening, and give them a commanding shout. Your presence and encouragement will instill them with vitality, causing them to be able to withstand much more punishment for a while.

4. Defibrillator

Ally revive

You are prepared for the worst- when an ally goes down, you have an advanced device at hand to get them quickly back on their feat, and back into the battle!

5. Hold Your Ground!

PBAoE Location, -KB, +Satus protection, +regeneration +endurance Battlecry

You shout the order the take the ground on which you stand. The area where you stand is marked, and all who rally there will be given a surge of endurance, will be more difficult to manipulate, and will recover from their wounds faster.

6. Battle gear

Location (summon) +damage/+defense

You call in a drop of munitions and armor to a chosen location. Any Ally can grab supplies from it. After doing so, their defense and damage will both be improved.

7. Charge!

PBAoE +Move speed +ToHit +Damage Battlecry

You sound the charge giving you and all nearby allies a burst of speed, and a surge of power and accuracy to all of your attacks.

8. Stun grenade

Small Targeted AoE +Stun (Mag 2)

You lob an advanced concussion grenade at a foe and any nearby enemies, causing many to be disoriented for a short time.

9. Last Stand

Location toggle (timed) +resistance +Absorb +Recovery +revive(AoE) +AoE Heal per resurrect  Battlecry

You make a final stand....all nearby allies will have greatly increased resistance to enemies' attacks, able to absorb far more damage, and will fight on tirelessly. Any fallen allies nearby will be revive, and any of the suddenly arisen allies' presence will give you and all nearby allies a burst of vigor and health. This will remain active for a time, but you and your allies will only be able to fight on for so long. Choose when and where to make your final stand carefully!

 

Comment: This would be the natural style support set. While there are some armaments involved, most of the set is meant to use your character's presence and experience, choosing the right moment to pivot any battle with the right calls.

 

Natural pairings:

Mercenaries/Thugs (MM)

Assault rifle/Dual pistols/Archery (Corr/Def)

Mind control (Controller)

 

Edited by Barneysaurus
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I have a couple of ideas I've been bouncing around. One is something that is kinda like energy/radiation melee, but neither melee sets REALLY cover it. Stole this table from an earlier post, because I'm a fan of the layout they used. I think many of the animations could come from street justice and some from kinetic melee, with the addition of some light/particle effects.

 

Part of the idea has to do with being able to close gaps and propel yourself along... so kinda higher mobility melee:

 

Explosive Melee

Name Animation Level  Description
Rush Rib Crack (with explosive bursts behind, and no backstep) 1 Melee, Minor Damage (Energy/Fire), gap closer, chance for KD
Flash Bang Heavy Blow (bright explosions from hands) 1 Melee, Moderate Damage (Smashing/Fire), Foe Blind
Scattershot Sweeping Cross (with small blasts following the sweep of the fist) 2 Melee, wide cone, Moderate Damage (Energy/Fire), foe KD
Power Surge Combat Readiness 6 Self +Dmg, +ToHit, Special
Burndown Spinning Strike (propelled by explosions!) 8 Melee (Targeted AoE), Heavy DMG (Smash/Fire), Foe Disorient, Chance for Blind
Impose (Not sure if there's anything for this) 12 Ranged, Gap Closer, Foe Taunt
Low Blow Not sure, is there anything with a "sweep the leg" animation? 18 Melee, High Damage (Smash/Energy), Foe -Speed, -Defense
Bunker Buster Focused Burst (without the KM windup) 26 Ranged, High DMG (Energy/Fire), Foe Disorient -Res
Cannon Crash Crushing Uppercut (with, you guessed it, explosions!) 32

Melee, Extreme DMG (Smash/Fire), Foe Knockup, Disorient, Blind

 

I'm sure the damage numbers would need some balancing - I'm not great at powerset design and this is my first stab at it. BUT, the idea is to create a powerset that is primarily a single target DD set. Impose could be replaced with "Disengage" for stalkers, maybe an animation that has them take a back step propelled by explosive bursts, and placates foes? Something would also be replaced with an assassin strike.

 

If you want to get a sense of where I drew some of my inspiration, check out Bakugo from My Hero Academia.

 

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Edited by Safehouse
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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)
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Wand Blast

Primary: Archetypeicon_blaster.png Blaster, V_archetypeicon_corruptor.png Corruptor, Archetypeicon_sentinel.png Sentinel

Secondary: Archetypeicon_defender.png Defender

 

A magical weapon based Blast set intended as a magical counterpart to the overtly technological Dual Pistols and Beam Rifle sets, allowing you to embody a powerful wizard or magician that covers many magical disciplines. Inspired by the powers used by Circle of Thorns lieutenant Mages, Midnight Squad and Vanguard Wizards, animations are weapon based using a one handed staff or wand. This set, like other weapon sets, has a built in accuracy bonus.

 

Attunements

Mechanically the powerset revolves around temporarily switching elements via the Attune Element powers which replace the traditional Aim power of a blast set. These attunements change the damage and secondary effects of the powers depending on the element allowing the set to deal a wide range of elemental damage similar to Dual Pistols ammo types. However, the Attune Element powers are clicks, not toggles, with a short duration but substantial recharge time so you can’t continually use just one over and over.

  • By default Energy is attuned. The attacks deal 100% Energy damage, with -end, -recovery secondary effects (like Electrical Blast, but without the chances of +end). This visualizes as balls of lightning (like Energy Mages and Vanguard Wizards), rather than the point-to-point lightning of usual electrical powers.
  • By Attuning Cold, attacks deal 70% Energy damage and 30% Cold damage, with -slow/-recharge secondary effects. Same general visual style as Ice Blast.
  • By Attuning Dark, attacks deal 70% Energy damage and 30% Negative Energy damage, with -accuracy secondary effects. Same general visual style as Soul Noir Dark Blast rather than the older tendrils effects.
  • By Attuning Fire, attacks deal 70% Energy damage and 30% Fire damage, with Fire DoT secondary effects. Same general visual style as Fire Blast.

The attunements change the power Spellbind the most, modifying the type of status effect it produces. The final power Occult Curse is unaffected by attunements and deals Psionic damage.

 

Powers

Apologies for the icons not matching the power descriptions.

 

Drudges_Flares.png Flourish - Single Target Ranged, Minor damage, {{element damage + secondary effects}}, Recharge Fast.
Drudges_FireBlast.png Arcane Missile - Single Target Ranged, Moderate damage, {{element damage + secondary effects}}, Recharge Moderate.
Drudges_CrowdControl.png Exorcise - Ranged Cone, Moderate damage, {{element damage + secondary effects}}, Knockback, Bonus Dmg vs True Undead, Recharge Slow.
Drudges_Resistance.png Attune Element - Similar to Dual Pistols Swap Ammo, taking this power grants 3 Attune powers that temporarily modify other powers' damage and secondary effects.
        IceArmor_Hoarfrost.png Attune Cold - Changes element damage types to Cold, adds -slow/-recharge effects.
        DarkArmor_DarkEmbrace.png Attune Dark - Changes element damage types to Negative Energy, adds -accuracy effects.
        FlamingShield_FlamingShield.png Attune Fire - Changes element damage types to Fire, adds DoT fire effects
Drudges_TrapSoul.png Spellbind - Single Target Ranged, Moderate damage, {{element damage + secondary effects}}, short duration Mag 3:
 - Energy: Sleep
 - Cold: Hold
 - Dark: Terrorize
 - Fire: Disorient
Recharge Slow.
Drudges_SummonLantern.png Hexing Circle - Ranged Location AOE, Minor damage over time, {{element damage + secondary effects}}, Recharge Long.
Drudges_Blaze.png Potent Invocation - Single Target, Superior damage, {{element damage + secondary effects}}, Recharge Slow.
Drudges_Burn.png Mystic Blast - Ranged Targeted AOE, High damage, {{element damage + secondary effects}}, Recharge Slow.
Drudges_Elucidate.png Occult Curse - Single Target Ranged, Extreme Psionic Damage, Foe -DMG, Recharge Very Long. (power unaffected by attunement)


Customisation

Possible exisiting Wand models are available from:


Circle of Thorns mages x4 (Some of these models are also used by the Midnight Squad)
Vanguard Wizards

Energy_Mage.jpgForce_Mage.jpgLife_Mage.jpg20120830065556!Soul_Mage.jpgVanguard_Wizard.jpg

Carnival of Light/Vengeance/War (available as War Mace customisations)

Other War Maces like bones, shillelagh, tech mace etc.

Mace_Carnival_Of_Light.pngMace_Carnival_Of_War.pngMace_Carnival_Of_Vengeance.pngShillelagh_Final.jpgBone.jpgTech_Mace_Final.jpg

The Blackwand (old and new model)

The Loa Bone
Lost Curing Wand (same model as CoT energy mage)

Original_Blackwand.jpgVeteran_Blackwand.jpgWeapon_Drawn_Loa_Bone.jpgLost_Curing_Wand.jpg

 

The obvious problem with this set is a possible lack of existing suitable animations, as many of these enemies only have a handful of moves that use their wands and the temporary powers likely use the same animations. Might be possible to use some other one handed weapon animations, like the Broadsword Parry animation or similar.

Edited by Aberrant
Fixed formatting. Moved pictures and captions. Took a pic of Life Mage.
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Armor set: 

 

Psionic Armor: This would a psy based armor set designed around keeping not just yourself, but the entire team alive. It offers less direct personal projection than other sets in exchange for more "team" protection. 

Tier 1: Telekinetic Aura: A resistance toggle to Smashing/Lethal/Psy
 

Tier 2: Pyrokinetic Shielding: A Resistance toggle to /Fire/Cold


Tier 3: Precognition: A Defense toggle to Energy/Neg/Toxic/AoE


Tier 4: Mental Fortitude: a status affect toggle that also offers strong def debuff resistance and moderate psy resistance.  

 

Tier 5: Brain Drain: A PBAoE power  where you briefly stun nearby foes and drain their endurance, increasing your own endurance and regeneration.  The more enemies in range, the more endurance and regeneration you'll gain, but the weaker the strength of the stun.  So in a mob, you get lots of end and regeneration but just stun the minions. In a small group less end/regen but stun the luits. One on one even a boss could be stunned.  (Foe -end, stun, self +HP/Regen)


Tier 6: Feedback loop:  You create a psychic feedback loop with either an ally or an enemy. It's a toggle tic over time.  If connected with an ally, you transfer your own hit points from yourself to the ally, healing them and slightly buffing their damage output (Ally heal, +DMG, self Damage over time);  If looped with an enemy, you drain HP from the enemy, lowering their maximum HP, to buff your own. It would reach its maximum potential on an enemy after 20 seconds and your boosted HP will last for 1 minute after the loop is ended (Foe -max HP, self +Max HP. ) 


Tier 7: Psionic Field:  A telekinetic field that gives you a nice Absorb layer while active. 


Tier 8: Astral Projection: You send out a psychic clone of yourself at a targeted location which draws aggro until it's defeated. Its attacks do no damage but will draw aggro onto itself, essentially doubling your aggro cap briefly and helping take incoming enemy damage from the team.  When it is defeated it releases a psychic burst of energy that does minor psychic damage to nearby foes and slows their recharge time.   


Tier 9: Psychic Empowerment:  You unleash your full psychic potential, surrounding yourself in a psionic bubble that gives resistance to all damage, +tohit, and heal over time to all teammates within range, and adds additional psychic damage to your own attacks. Like old school tier 9s this would have a long recharge and probably leave you exhausted.  

 

 

 

Armor-Hisako-Ichiki-Marvel-Comics-X-Men-e.thumb.jpg.a52288d796c0a2a762bada7a1f7c96bf.jpg

Edited by Puma
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3 hours ago, Aberrant said:

Wand Blast

Primary: Archetypeicon_blaster.png Blaster, V_archetypeicon_corruptor.png Corruptor, Archetypeicon_sentinel.png Sentinel

Secondary: Archetypeicon_defender.png Defender

 

A magical weapon based Blast set intended as a magical counterpart to the overtly technological Dual Pistols and Beam Rifle sets, allowing you to embody a powerful wizard or magician that covers many magical disciplines. Inspired by the powers used by Circle of Thorns lieutenant Mages, Midnight Squad and Vanguard Wizards, animations are weapon based using a one handed staff or wand. This set, like other weapon sets, has a built in accuracy bonus.

 

Attunements

Mechanically the powerset revolves around temporarily switching elements via the Attune Element powers which replace the traditional Aim power of a blast set. These attunements change the damage and secondary effects of the powers depending on the element allowing the set to deal a wide range of elemental damage similar to Dual Pistols ammo types. However, the Attune Element powers are clicks, not toggles, with a short duration but substantial recharge time so you can’t continually use just one over and over.

  • By default Energy is attuned. The attacks deal 100% Energy damage, with -end, -recovery secondary effects (like Electrical Blast, but without the chances of +end). This visualizes as balls of lightning (like Energy Mages and Vanguard Wizards), rather than the point-to-point lightning of usual electrical powers.
  • By Attuning Cold, attacks deal 70% Energy damage and 30% Cold damage, with -slow/-recharge secondary effects. Same general visual style as Ice Blast.
  • By Attuning Dark, attacks deal 70% Energy damage and 30% Negative Energy damage, with -accuracy secondary effects. Same general visual style as Soul Noir Dark Blast rather than the older tendrils effects.
  • By Attuning Fire, attacks deal 70% Energy damage and 30% Fire damage, with Fire DoT secondary effects. Same general visual style as Fire Blast.

The attunements change the power Spellbind the most, modifying the type of status effect it produces. The final power Occult Curse is unaffected by attunements and deals Psionic damage.

 

Powers

Apologies for the icons not matching the power descriptions.

 

Drudges_Flares.png Flourish - Single Target Ranged, Minor damage, {{element damage + secondary effects}}, Recharge Fast.
Drudges_FireBlast.png Arcane Missile - Single Target Ranged, Moderate damage, {{element damage + secondary effects}}, Recharge Moderate.
Drudges_CrowdControl.pngExorcise - Ranged Cone, Moderate damage, {{element damage + secondary effects}}, Knockback, Bonus Dmg vs True Undead, Recharge Slow.
Drudges_Resistance.pngAttune Element - Similar to Dual Pistols Swap Ammo, taking this power grants 3 Attune powers that temporarily modify other powers' damage and secondary effects.
        IceArmor_Hoarfrost.pngAttune Cold - Changes element damage types to Cold, adds -slow/-recharge effects.
        DarkArmor_DarkEmbrace.pngAttune Dark - Changes element damage types to Negative Energy, adds -accuracy effects.
        FlamingShield_FlamingShield.png Attune Fire - Changes element damage types to Fire, adds DoT fire effects
Drudges_TrapSoul.png Spellbind - Single Target Ranged, Moderate Energy damage + {{element damage + secondary effects}}, short duration Mag 3:
 - Energy: Sleep
 - Cold: Hold
 - Dark: Terrorize
 - Fire: Disorient
Recharge Slow.
Drudges_SummonLantern.pngHexing Circle - Ranged Location AOE, Minor Energy damage over time, {{element damage + secondary effects}}, Recharge Long.
Drudges_Blaze.png Potent Invocation - Single Target, Superior Energy damage, {{element damage + secondary effects}}, Recharge Slow.
Drudges_Burn.pngMystic Blast - Ranged Targeted AOE, High Energy damage, {{element damage + secondary effects}}, Recharge Slow.
Drudges_Elucidate.pngOccult Curse - Single Target Ranged, Extreme Psionic Damage, Foe -DMG, Recharge Very Long. (power unaffected by attunement)

 

Customisation

Possible exisiting Wand models are available from:
Circle of Thorns mages x4 (can't find a pic of the life mage wand, and only the old soul mage. Some of these models are also used by the Midnight Squad)
Vanguard Wizards
Carnival of Light/Vengeance/War (available as War Mace customisations)

Other War Maces like bones, shillelagh, tech mace etc.
The Blackwand

The Loa Bone
Lost Curing Wand (same model as CoT energy mage)

 

Energy_Mage.jpgForce_Mage.jpg20120830065556!Soul_Mage.jpgVanguard_Wizard.jpg

Mace_Carnival_Of_Light.pngMace_Carnival_Of_War.pngMace_Carnival_Of_Vengeance.pngShillelagh_Final.jpgBone.jpgTech_Mace_Final.jpg

Original_Blackwand.jpgWeapon_Drawn_Loa_Bone.jpgLost_Curing_Wand.jpg

 

The obvious problem with this set is a possible lack of existing suitable animations, as many of these enemies only have a handful of moves that use their wands and the temporary powers likely use the same animations. Might be possible to use some other one handed weapon animations, like the Broadsword Parry animation or similar.

I’m pretty sure you win this thread 

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Shenanigans (ranged or melee).  Psi damage. 

 

All the attacks cause the target to laugh uncontrollably building up to 12 ticks of damage when applied to a target that target will be incapacitated (held mag 3) with side splitting laughs.

 

 

Tier1: Tee-Hee: a fast single target attack that lowers the defence of the bemused target. 2ticks of damage

 

Tier2: Ha-ha: a single target attack that slows the target with laughter. 3ticks of damage.

 

Tier3: Chortle: an attack that has a chance to stun the bewildered targets. This attack can chain to 5 other targets with it's infectious laughter. 3 ticks of damage.

 

Tier4: Trick: a single target attack that has a chance to confuse the target in astonishment.

4ticks of damage.

 

Tier5: Joker: allows the player to change damage types. Slapstick deals smashing damage. Black comedy deals negative damage. Observational humour deals cold damage.

 

Tier6: Practical Joke: buffs the players damage, to hit and recovery.

 

Tier7: ROFL: a targetted AoE that knocks the targets down with belly laughs. 3 ticks of damage.

 

Tier8: Crack up: a chain attack that reduces the targets mitigation and defence. Chains to 5 targets. 5 ticks of damage.

 

Tier9: LoLz: a high single target attack. Stuns the target. 6 ticks of damage.

 

Happy times 😂

Edited by Gobbledegook
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5 hours ago, Aberrant said:

Wand Blast

Primary: Archetypeicon_blaster.png Blaster, V_archetypeicon_corruptor.png Corruptor, Archetypeicon_sentinel.png Sentinel

Secondary: Archetypeicon_defender.png Defender

 

A magical weapon based Blast set intended as a magical counterpart to the overtly technological Dual Pistols and Beam Rifle sets, allowing you to embody a powerful wizard or magician that covers many magical disciplines. Inspired by the powers used by Circle of Thorns lieutenant Mages, Midnight Squad and Vanguard Wizards, animations are weapon based using a one handed staff or wand. This set, like other weapon sets, has a built in accuracy bonus.

 

Attunements

Mechanically the powerset revolves around temporarily switching elements via the Attune Element powers which replace the traditional Aim power of a blast set. These attunements change the damage and secondary effects of the powers depending on the element allowing the set to deal a wide range of elemental damage similar to Dual Pistols ammo types. However, the Attune Element powers are clicks, not toggles, with a short duration but substantial recharge time so you can’t continually use just one over and over.

  • By default Energy is attuned. The attacks deal 100% Energy damage, with -end, -recovery secondary effects (like Electrical Blast, but without the chances of +end). This visualizes as balls of lightning (like Energy Mages and Vanguard Wizards), rather than the point-to-point lightning of usual electrical powers.
  • By Attuning Cold, attacks deal 70% Energy damage and 30% Cold damage, with -slow/-recharge secondary effects. Same general visual style as Ice Blast.
  • By Attuning Dark, attacks deal 70% Energy damage and 30% Negative Energy damage, with -accuracy secondary effects. Same general visual style as Soul Noir Dark Blast rather than the older tendrils effects.
  • By Attuning Fire, attacks deal 70% Energy damage and 30% Fire damage, with Fire DoT secondary effects. Same general visual style as Fire Blast.

The attunements change the power Spellbind the most, modifying the type of status effect it produces. The final power Occult Curse is unaffected by attunements and deals Psionic damage.

 

Powers

Apologies for the icons not matching the power descriptions.

 

Drudges_Flares.png Flourish - Single Target Ranged, Minor damage, {{element damage + secondary effects}}, Recharge Fast.
Drudges_FireBlast.png Arcane Missile - Single Target Ranged, Moderate damage, {{element damage + secondary effects}}, Recharge Moderate.
Drudges_CrowdControl.png Exorcise - Ranged Cone, Moderate damage, {{element damage + secondary effects}}, Knockback, Bonus Dmg vs True Undead, Recharge Slow.
Drudges_Resistance.png Attune Element - Similar to Dual Pistols Swap Ammo, taking this power grants 3 Attune powers that temporarily modify other powers' damage and secondary effects.
        IceArmor_Hoarfrost.png Attune Cold - Changes element damage types to Cold, adds -slow/-recharge effects.
        DarkArmor_DarkEmbrace.png Attune Dark - Changes element damage types to Negative Energy, adds -accuracy effects.
        FlamingShield_FlamingShield.png Attune Fire - Changes element damage types to Fire, adds DoT fire effects
Drudges_TrapSoul.png Spellbind - Single Target Ranged, Moderate damage, {{element damage + secondary effects}}, short duration Mag 3:
 - Energy: Sleep
 - Cold: Hold
 - Dark: Terrorize
 - Fire: Disorient
Recharge Slow.
Drudges_SummonLantern.png Hexing Circle - Ranged Location AOE, Minor damage over time, {{element damage + secondary effects}}, Recharge Long.
Drudges_Blaze.png Potent Invocation - Single Target, Superior damage, {{element damage + secondary effects}}, Recharge Slow.
Drudges_Burn.png Mystic Blast - Ranged Targeted AOE, High damage, {{element damage + secondary effects}}, Recharge Slow.
Drudges_Elucidate.png Occult Curse - Single Target Ranged, Extreme Psionic Damage, Foe -DMG, Recharge Very Long. (power unaffected by attunement)


Customisation

Possible exisiting Wand models are available from:


Circle of Thorns mages x4 (can't find a pic of the life mage wand, and only the old soul mage. Some of these models are also used by the Midnight Squad)
Vanguard Wizards

Energy_Mage.jpgForce_Mage.jpg20120830065556!Soul_Mage.jpgVanguard_Wizard.jpg

Carnival of Light/Vengeance/War (available as War Mace customisations)

Other War Maces like bones, shillelagh, tech mace etc.

Mace_Carnival_Of_Light.pngMace_Carnival_Of_War.pngMace_Carnival_Of_Vengeance.pngShillelagh_Final.jpgBone.jpgTech_Mace_Final.jpg

The Blackwand (old and new model)

The Loa Bone
Lost Curing Wand (same model as CoT energy mage)

Original_Blackwand.jpgVeteran_Blackwand.jpgWeapon_Drawn_Loa_Bone.jpgLost_Curing_Wand.jpg

 

The obvious problem with this set is a possible lack of existing suitable animations, as many of these enemies only have a handful of moves that use their wands and the temporary powers likely use the same animations. Might be possible to use some other one handed weapon animations, like the Broadsword Parry animation or similar.

You could use the animations from Arachnos Mace blast attacks to suplement the available animations & you could make it a more general "Staff blasting" set to make it equally compatible with magic & sciencey origins

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3 hours ago, Puma said:

Armor set: 

 

Psionic Armor:

I think we can build this in a way that makes more sense with the current game, which means borrowing from existing powers

 

Key things Armor sets have:

Smash/Lethal armor

Energy/Fire/Cold armor

Status Res Armor

Taunt aura (either by itself or built in)

Recovery Tool

Healing Tool/Set Specific Tool

T9

 


Tier 1: Mind Over Body A resistance toggle to Smashing/Lethal/Psy, using Psi Epic for the graphic

Note: Currently Willpower borrows powers from Regen, so this isn't out of the box to re-use the armor name
 

Tier 2: Psychokinetic Shielding: A Resistance toggle to Fire15/Cold15/Energy15/Negative7.5 +Res (Def Debuff17.3, Slow)


Tier 3: Precognition: +Def (All), +Perception, +Res Psi

Note: I think this is a strange way to layer these -- so let's go with a Resistance based set with some layered in defenses to all, specializing in Psi resist


Tier 4: Mental Fortitude: Self+Res(Hold, Sleep, Immobilize, Stun, Knockdown, Psi, Def Debuff26.6)

 

Tier 5: Brain Drain: A (short cast range, larger AoE) targeted AoE power  where you briefly stun the target and surrounding foes and drain their endurance, increasing your own endurance and regeneration.  The more enemies in range, the more endurance and regeneration you'll gain,  Mag4 stun - Target, Mag 2 stun - targeted AoE   (Foe -end, stun, self +HP/Regen)

Note: While I like the idea, I think working in the confines in the game would limit us to something more like the above, similar to how Weaken/Envenom work for Poison


Tier 6: Feedback loop:  You create a psychic feedback loop with either an ally or an enemy. It's a toggle tic over time.  If connected with an ally, you transfer your own hit points from yourself to the ally, healing them and slightly buffing their damage output (Ally heal, +DMG, self Damage over time);  If looped with an enemy, you drain HP from the enemy, lowering their maximum HP, to buff your own. It would reach its maximum potential on an enemy after 20 seconds and your boosted HP will last for 1 minute after the loop is ended (Foe -max HP, self +Max HP. ) 

Note: This power doesn't really fit to me, both with Tanks/Armors but also not with the way the game is played. So I'd just recommend

Self Heal, PbAoE +Absorb -- You create a feedback loop, restoring health lost and applying a shield of psychic energy to nearby allies, absorbing a portion of damage they receive. 


Tier 7: Confusion Field:  PbAoE Toggle, Minor DoT (Psionic), Foe Confuse, Taunt, +Absorb

Note: Using a graphic like World of Confusion, functions similarly (with a low mag), but also provides a persistent +Absorb similar to Regen in Sentinels.
 
^Tier 8: Mind Link:  PbAoE Team +To Hit, +Def (All), +Res Psionic

Note: Mind Link is a great ability as it is, so it works here. 

 

vTier 9: Astral Projection: You send out a psychic clone of yourself at a targeted location which draws aggro until it's defeated. Its attacks do no damage but will draw aggro onto itself, essentially doubling your aggro cap briefly and helping take incoming enemy damage from the team.  When it is defeated it releases a psychic burst of energy that does minor psychic damage to nearby foes and slows their recharge time.   

Note: I like this - it reminds me of a mix between Loki (SMITE) and Shaco (LoL); I do question if it fits a tank, though. Would you want to take aggro from you like that?

This is where I think we should remake this with a giant armor shell (similar to Psimon from CO; though here we'd probably just use a Shapeshift into a giant energy dude with plasma aura, lol)

Updated: Self +Def (All), Self +Res(All), +Recovery, +Damage(All); Delayed PbAoE Confuse

You manifest a psychic projection to protect yourself, granting you defense and resistance to all damage, increasing your damage and recovery. When NAME wears off, you release a wave of psychic energy that confuses nearby enemies, but you are left drained of endurance and unable to recover for a while. 

 

Psi.JPG.03cff73dd397f9de7fb5d6cdbcf578fa.JPG

Edited by kiramon
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28 minutes ago, kiramon said:

I think we can build this in a way that makes more sense with the current game, which means borrowing from existing powers

 

Key things Armor sets have:

Smash/Lethal armor

Energy/Fire/Cold armor

Status Res Armor

Taunt aura (either by itself or built in)

Recovery Tool

Healing Tool/Set Specific Tool

T9

 


Tier 1: Mind Over Body A resistance toggle to Smashing/Lethal/Psy, using Psi Epic for the graphic

Note: Currently Willpower borrows powers from Regen, so this isn't out of the box to re-use the armor name
 

Tier 2: Psychokinetic Shielding: A Resistance toggle to Fire15/Cold15/Energy15/Negative7.5 +Res (Def Debuff17.3, Slow)


Tier 3: Precognition: +Def (All), +Perception, +Res Psi

Note: I think this is a strange way to layer these -- so let's go with a Resistance based set with some layered in defenses to all, specializing in Psi resist


Tier 4: Mental Fortitude: Self+Res(Hold, Sleep, Immobilize, Stun, Knockdown, Psi, Def Debuff26.6)

 

Tier 5: Brain Drain: A (short cast range, larger AoE) targeted AoE power  where you briefly stun the target and surrounding foes and drain their endurance, increasing your own endurance and regeneration.  The more enemies in range, the more endurance and regeneration you'll gain,  Mag4 stun - Target, Mag 2 stun - targeted AoE   (Foe -end, stun, self +HP/Regen)

Note: While I like the idea, I think working in the confines in the game would limit us to something more like the above, similar to how Weaken/Envenom work for Poison


Tier 6: Feedback loop:  You create a psychic feedback loop with either an ally or an enemy. It's a toggle tic over time.  If connected with an ally, you transfer your own hit points from yourself to the ally, healing them and slightly buffing their damage output (Ally heal, +DMG, self Damage over time);  If looped with an enemy, you drain HP from the enemy, lowering their maximum HP, to buff your own. It would reach its maximum potential on an enemy after 20 seconds and your boosted HP will last for 1 minute after the loop is ended (Foe -max HP, self +Max HP. ) 

Note: This power doesn't really fit to me, both with Tanks/Armors but also not with the way the game is played. So I'd just recommend

Self Heal, PbAoE +Absorb -- You create a feedback loop, restoring health lost and applying a shield of psychic energy to nearby allies, absorbing a portion of damage they receive. 


Tier 7: Confusion Field:  PbAoE Toggle, Minor DoT (Psionic), Foe Confuse, Taunt, +Absorb

Note: Using a graphic like World of Confusion, functions similarly (with a low mag), but also provides a persistent +Absorb similar to Regen in Sentinels.
 
^Tier 8: Mind Link:  PbAoE Team +To Hit, +Def (All), +Res Psionic

Note: Mind Link is a great ability as it is, so it works here. 

 

vTier 9: Astral Projection: You send out a psychic clone of yourself at a targeted location which draws aggro until it's defeated. Its attacks do no damage but will draw aggro onto itself, essentially doubling your aggro cap briefly and helping take incoming enemy damage from the team.  When it is defeated it releases a psychic burst of energy that does minor psychic damage to nearby foes and slows their recharge time.   

Note: I like this - it reminds me of a mix between Loki (SMITE) and Shaco (LoL); I do question if it fits a tank, though. Would you want to take aggro from you like that?

This is where I think we should remake this with a giant armor shell (similar to Psimon from CO; though here we'd probably just use a Shapeshift into a giant energy dude with plasma aura, lol)

Updated: Self +Def (All), Self +Res(All), +Recovery, +Damage(All); Delayed PbAoE Confuse

You manifest a psychic projection to protect yourself, granting you defense and resistance to all damage, increasing your damage and recovery. When NAME wears off, you release a wave of psychic energy that confuses nearby enemies, but you are left drained of endurance and unable to recover for a while. 

 

Psi.JPG.03cff73dd397f9de7fb5d6cdbcf578fa.JPG

I like it with the alternate tier 9, though i wish the energy manifestation wasn't just a tier 9 tho

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On 8/27/2020 at 3:21 PM, Sakura Tenshi said:
  • Riot Control

This one could be fairly simple, using a grenade launcher as a weapon, this could allow for a natural alternative for control powers using gadgetry and traps. (how about some 'instant razor wire' for a group immob?)

This actually got me thinking - Controllers / Dominators could really benefit from a Natural / Tech primary power set to go with Martial Assault, traps, and trick arrow, IMO. Riot control police have plenty of crowd manipulating weapons and devices which would make for great powers.

 

While coming up with these powers, I wanted to differentiate and make them stand out from similar powers from other sets, such a web grenade, flashbang, or caltrops. I think these would be unique and interesting enough to feel like you have a fully stocked utility belt - blasting and manipulating enemies and proving some good area denial.

 

Devices Control - You are a master of various gadgets, tools, explosives, and techniques used for area denial, incapacitating foes, and controlling the battlefield.

 

T1 - Electrified Bolas - You hurl a pair of electrified bolas at your target, shocking and entangling them.
Ranged, Moderate DoT (energy), Foe Immobilize -Recharge, -SPD, -Jump, -Fly

T2 - Flashbang Pellets - You throw a bundle of flashbang pellets in a wide cone in front of you, blinding and disorienting everyone caught in it’s range.  Additionally, the explosives in the pellets burn over time.
Ranged (Cone), Moderate DoT (Fire), Foe Disorient, -Acc

T3 - Acid Foam Grenade - You toss an experimental sticky foam grenade at your target. The foam expands in a chain reaction to nearby targets, slowing and immobilizing them, while noxious fumes choke them.
Ranged (Chain AoE), Minor DMG (Toxic) Foe Immobilize -Recharge, -SPD

T4 - Sonic Locator Device - You deploy a device that sends a wide sonic pulse around you, pinging the location of hidden enemies. This gives you and your teammates a chance to prepare for attack, increasing accuracy, perception, and resistance to damage.
PBAoE Team, +To-Hit, +Res (All), +Perception

T5 - Sleeping Gas Pellets - You throw a bundle of gas pellets laced with a narcotic chemical.  All affected targets may succumb to the narcotic effect of the gas and will fall asleep. The targets will remain asleep for some time, but will awaken if attacked.
Ranged (Cone), Minor DMG(Smash), Foe Sleep

T6 - Acoustic Hailing Device - You deploy a sonic device that sends ear piercing audio-kinetic pulses in a wide range. The sonic pulses damage the inner ears of those caught in it’s area of effect, incapacitating and throwing them off balance.
Ranged (Location AoE), Foe Hold, Moderate DoT (Smashing / Energy)  -Res,

T7 - Electrified Razor Wire - You throw an expanding bundle of electrified barbed wire at a location of your choosing. Enemies caught in the wire are cut and shocked, immobilizing and slowing those who try to escape.
Ranged (Location AoE), High DoT (energy / lethal), Foe -SPD, Foe Immobilize

T8 - Guard Dog - You summon your trusty Guard Dog, a helpful canine companion who can knock down and scare foes, and help track down targets, increasing your accuracy.

  • Bite (Melee, Minor DMG(Lethal), Foe Minor DoT(Lethal)),
  • Resistance (Resistance (Auto, Res ( S25 L25 F15 C35 E15 N50 P20 T50 ), Res(Sleep, Immobilize, Hold, Stun, Knockback, Knockup),
  • Charge (Ranged, High DMG(Smash), Foe Knockdown, Self Teleport )
  • Intimidating Bark (Ranged, Foe Fear)
  • Tactics (PBAoE, +Acc, +Perception)

 

Cluemaster-DC-Comics-Batman-smoke.jpg

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"All thoughts of retreat are discarded as counterproductive, there is no other course of action but to press on. You've been caught in an unseen orbit, around a power you cannot possibly fathom."

Everlasting - Gradivus, Amarillo Starlight, Hullbreak, Hyperblink, Matchlite
Previously on Guardian, Triumph, Liberty, and Freedom

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12 hours ago, Safehouse said:

I have a couple of ideas I've been bouncing around. One is something that is kinda like energy/radiation melee, but neither melee sets REALLY cover it. Stole this table from an earlier post, because I'm a fan of the layout they used. I think many of the animations could come from street justice and some from kinetic melee, with the addition of some light/particle effects.

 

Part of the idea has to do with being able to close gaps and propel yourself along... so kinda higher mobility melee:

 

Explosive Melee

Name Animation Level  Description
Rush Rib Crack (with explosive bursts behind, and no backstep) 1 Melee, Minor Damage (Energy/Fire), gap closer, chance for KD
Flash Bang Heavy Blow (bright explosions from hands) 1 Melee, Moderate Damage (Smashing/Fire), Foe Blind
Scattershot Sweeping Cross (with small blasts following the sweep of the fist) 2 Melee, wide cone, Moderate Damage (Energy/Fire), foe KD
Power Surge Combat Readiness 6 Self +Dmg, +ToHit, Special
Burndown Spinning Strike (propelled by explosions!) 8 Melee (Targeted AoE), Heavy DMG (Smash/Fire), Foe Disorient, Chance for Blind
Impose (Not sure if there's anything for this) 12 Ranged, Gap Closer, Foe Taunt
Low Blow Not sure, is there anything with a "sweep the leg" animation? 18 Melee, High Damage (Smash/Energy), Foe -Speed, -Defense
Bunker Buster Focused Burst (without the KM windup) 26 Ranged, High DMG (Energy/Fire), Foe Disorient -Res
Cannon Crash Crushing Uppercut (with, you guessed it, explosions!) 32

Melee, Extreme DMG (Smash/Fire), Foe Knockup, Disorient, Blind

 

I'm sure the damage numbers would need some balancing - I'm not great at powerset design and this is my first stab at it. BUT, the idea is to create a powerset that is primarily a single target DD set. Impose could be replaced with "Disengage" for stalkers, maybe an animation that has them take a back step propelled by explosive bursts, and placates foes? Something would also be replaced with an assassin strike.

 

If you want to get a sense of where I drew some of my inspiration, check out Bakugo from My Hero Academia.

 

spacer.png

104446.gif

Where is my :

 

howtizer.gif.e27687e8a8261f1f969518ea74331af7.gif

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Kinetic Blast - Kinetic Blast grants you control over the power of the kinetic energy around you. This can allow you to weaken and take down enemies using the power of kinetic energy. When hit with a kinetic power, an enemy's attack power is reduced. Some powers allow the user to build up Kinetic Charge, while others consume Kinetic Charge. You can have up to 3 stacks of Kinetic Charge on yourself at a time. Your Kinetic Charge can be released to strengthen your Kinetic Drain, Focused Burst, and Kinetic Overload powers. These powers will consume all of your Kinetic Charge. 

 

1. Kinetic Bolt (Available at Level 1) - You release a small bolt of kinetic energy, damaging your target and reducing their attack power. Kinetic Bolt builds 1 Kinetic Charge. Damage: Minor (Energy), Recharge: Fast (3s), Activation Time: 1s, Damage Buff: -10% (Target for 5s) 
2. Kinetic Blast - Available at Level 1) - You release a strong blast of kinetic energy, damaging your target and reducing their attack power. This power has a chance of knocking down the target. Kinetic Bolt builds 1 Kinetic Charge. Damage Moderate (Energy), Recharge: Moderate (6s), Activation Time: 1.67s, Damage Buff: -10% (Target for 7s), Knockdown (Mag 0.67) to target (30% Chance)
3. Repulsing Torrent - Available at Level 2) - Repulsing Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. Damage: Moderate (Energy/Smashing), Recharge: Slow (12s), Activation Time: 2s, Arc: 45 Degrees, Knockback (Mag 6.23) to target (80% chance)
4. Kinetic Charge - (Available at Level 6) - You draw kinetic energy into yourself thus boosting your chance to hit significantly, boosting your damage slightly, and granting yourself +3 Kinetic Charge. While active, each Kinetic Blast power will now add the drained strength of your enemies to you. Recharge: Very long (90s), Activation Time: 1.17s, Duration: 10s, ToHit: 50% (Self) for 10s, Damage Buff: 25% (Self) for 10s
5. Kinetic Spark - (Available at Level 8 ) - You quickly release a quick bolt of kinetic energy at your target's chest. Kinetic Spark reduces the foe's attack power and has a good chance of stunning your foe. Kinetic Shot builds 1 Kinetic Charge: Damage: Minor (Energy), Recharge: Slow (20s), Activation Time (1s), Damage Buff: -10% (Target for 12s), Stun: (Mag 3) to target for 11.92s
6. Kinetic Siphon - (Available at Level 12) - You summon a kinetic transference field at the target location that drain the kinetic energy from targets caught inside the field, causing Moderate Energy damage to affected foes,, reducing their attack speed, attack power, movement speed, and endurance. You and allies within the Transference Field will receive a boost to recharge, endurance recovery, and regeneration per target affected as long as you remain inside the targeted area. Kinetic Drain grants 1 stack of Kinetic Charge if you have 2 or less. Kinetic Drain will consume all stacks of Kinetic Charge if you have 3, but the power's Endurance recovery, Regeneration , and recharge speed is increased by 50%. Ranged (Location AoE) Damage: Moderate DoT (Energy), Recharge: Long (60s), Activation Time: 2s, Damage Buff: -10% (Target for 10s), +Regen: 20% (30% at Kinetic Charge Level 3), Recovery: 10% (15% at Kinetic Charge Level 3), Recharge Speed: 5% (7.5% at Kinetic Charge Level 3)
7: Focused Burst - (Available at Level 18) - You unleashed a burst of focused power at the foe. Focused Burst deals High Energy/Smashing damage, reduce the foe's attack power, and can possibly knock down your foe. Focused Burst grants you 1 charge of Kinetic Charge when at 2 or less. Focused Burst will consume all stacks of Kinetic Charge if you have 3, but the power's damage will not only increase in strength, but will also have a better chance of knockdown. Damage: High (Energy/Smashing), Recharge: Moderate (10s), Activation Time: 1.67s, Damage Buff: -10% (Target for 10s), Knockdown: (Mag 0.67) to Target (100% if at Kinetic Charge Level 3)
8: Kinetic Bomb - (Available at Level 26) - You launch a sphere of kinetic energy at nearby foes. Kinetic Bomb reduces the attack power of the target and nearby foes, as well as having a good chance of knocking down foes. Damage: Moderate (Energy/Smashing), Recharge: Slow (16s), Activation Time: (1.67s), Damage Buff: -10% (Target for 10s), Knockdown: (Mag 0.67) to target and nearby foes (40% chance)
9: Kinetic Discharge - (Available at Level 32) - You unleash an extreme amount of kinetic power at the enemy, reducing their attack power, as well as knocking them back. Kinetic Discharge causes high Energy/Smashing Damage), slows down the the targets' movement, reduces the attack power of the foes caught in the blast, as well as stunning them. Kinetic Discharge consumes all Kinetic Charge. The damage, as well as the reduction of the targets' attack power increases for each level of Kinetic Charge. At level 3, Kinetic Discharge will stun affected targets for 10s. Ranged (Targeted AoE), Damage: Extreme (Energy/Smashing), Recharge: Very Long (125s), Activation Time: 3s, Damage Buff: -10% (Target for 20s) at Kinetic Charge Level 0, Damage Buff: -15% (Target for 20s) at Kinetic Charge Level 1, Damage Buff: -20% (Target for 20s) at Kinetic Charge Level 2, Damage Buff: -25% (Target for 20s) at Kinetic Charge Level 3, 5s Stunned (Mag 3) to targets, -33% Jump Speed, -33% Fly Speed, -33% Run Speed, -33% Recharge Speed for 10s

Edited by Delta
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Now that we're ending the week and the topic is due to be wrapped up soon, I want to say a big thank you to everyone who gave a shoutout or supported the Eco-Friendly Powerset Recycling thread here in the discussion! 🥰

A lot of new visitors have come by expressing their interest and even participating in the creation of more material for the project! So, I figured before things come to a close here, I would give in to public demand and try my hand at making Hellfire Melee and Hellfire Assault, something that has been requested many times both in my thread and others. 

So, as my final submission to this week's discussion, I'll share what could be done for the much-anticipated Hellfire Melee and Hellfire Assault here! 
 

 

Hellfire Melee

 

FieryFray TargetedLightMelee.png - Flay: A simple low damage melee attack, using the same animation and FX as Corruption.

 

FieryFray FireSword.png - Scourge: A new whip attack dealing moderate damage and DoT. Uses the same animation as Hack/Chop, but the FX and whip prop from Lash.

 

PsionicMelee PsiBladeSweep.png - Flagellate: A new close-ranged cone power, this uses the same animation as Crowd Control/Pendulum, with the FX/prop of Crack Whip.

 

FieryFray FireSwordCircle.png - Hellish Coil: This AoE power uses the same FX and whip prop of Crack Whip, with the animation of Katana's 'The Lotus Drops'

 

SavageMelee AssassinStrike.png - Assassin's Garrote: A stalker-only power that replaces Hellish Coil. This power is identical in appearance to 'Hell on Earth' though it coils around the neck instead of the torso and isn't as long. The wind up animation would be identical to Martial Art's 'Fist of Annihilation' animation for Assassin's Blow.

 

FieryFray FollowUp.png - Build Up: Standard build up power, using Hellfire Gargoyle flame FX.

 

FieryFray WillOWisp.png - Taunt/Confront/Placate: Your standard archetype based aggro power

 

DemonSummoning Lash.png - Lash: Taken directly from demon summoning, this works nice as a high damage attack with a little more range.

 

DemonSummoning CrackWhip.png - Crack Whip: Taken directly from demon summoning, this power works as a nice short ranged cone attack.

 

PyreMastery Soot.png - Infernal Grasp: Another new one, this is basically the same animations/FX of 'Hell on Earth', except now it targets a foe and deals superior DoT and holds them.

 

 

Hellfire Assault

 

DemonSummoning Corruption.png - Corruption: Taken from Demon Summoning, this works as a good low damage ranged attack.

 

FieryFray FireSword.png - Scourge: (See above). A solid melee attack power traditional to Dominators.

 

FireBlast FireBlast.png - Torment: A new power serving as a heavier damage ranged attack. This power is identical to Corruption, but uses a larger projectile (perhaps one from the demons themselves)

 

PsionicMelee PsiBladeSweep.png - Flagellate: (See above). A good cone attack that provides a little more AoE damage.

 

FieryFray FollowUp.png - Build Up: Standard build up power, using Hellfire Gargoyle flame FX.

 

DemonSummoning Lash.png - Lash: Taken directly from demon summoning, this works nice as a high damage attack with a little more range.

 

FieryFray FireSwordCircle.png - Hellish Coil: (See above). This works as a nice late-stage AoE attack.

 

DemonSummoning CrackWhip.png - Crack Whip: Taken directly from demon summoning, this power works as a nice short ranged cone attack.

 

PyreMastery Soot.png - Infernal Grasp: (See above). A heavy hitting close range power, with a little extra mez thrown in.

Edited by Tyrannical
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9 hours ago, Delta said:

Kinetic Blast - Kinetic Blast grants you control over the power of the kinetic energy around you. This can allow you to weaken and take down enemies using the power of kinetic energy. When hit with a kinetic power, an enemy's attack power is reduced. Some powers allow the user to build up Kinetic Charge, while others consume Kinetic Charge. You can have up to 3 stacks of Kinetic Charge on yourself at a time. Your Kinetic Charge can be released to strengthen your Kinetic Drain, Focused Burst, and Kinetic Overload powers. These powers will consume all of your Kinetic Charge. 

 

1. Kinetic Bolt (Available at Level 1) - You release a small bolt of kinetic energy, damaging your target and reducing their attack power. Kinetic Bolt builds 1 Kinetic Charge. Damage: Minor (Energy), Recharge: Fast (3s), Activation Time: 1s, Damage Buff: -10% (Target for 5s) 
2. Kinetic Blast - Available at Level 1) - You release a strong blast of kinetic energy, damaging your target and reducing their attack power. This power has a chance of knocking down the target. Kinetic Bolt builds 1 Kinetic Charge. Damage Moderate (Energy), Recharge: Moderate (6s), Activation Time: 1.67s, Damage Buff: -10% (Target for 7s), Knockdown (Mag 0.67) to target (30% Chance)
3. Repulsing Torrent - Available at Level 2) - Repulsing Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. Damage: Moderate (Energy/Smashing), Recharge: Slow (12s), Activation Time: 2s, Arc: 45 Degrees, Knockback (Mag 6.23) to target (80% chance)
4. Kinetic Charge - (Available at Level 6) - You draw kinetic energy into yourself thus boosting your chance to hit significantly, boosting your damage slightly, and granting yourself +3 Kinetic Charge. While active, each Kinetic Blast power will now add the drained strength of your enemies to you. Recharge: Very long (90s), Activation Time: 1.17s, Duration: 10s, ToHit: 50% (Self) for 10s, Damage Buff: 25% (Self) for 10s
5. Kinetic Spark - (Available at Level 😎 - You quickly release a quick bolt of kinetic energy at your target's chest. Kinetic Spark reduces the foe's attack power and has a good chance of stunning your foe. Kinetic Shot builds 1 Kinetic Charge: Damage: Minor (Energy), Recharge: Slow (20s), Activation Time (1s), Damage Buff: -10% (Target for 12s), Stun: (Mag 3) to target for 11.92s
6. Kinetic Siphon - (Available at Level 12) - You rapidly drain the kinetic energy from your target, causing Moderate Energy damage, reducing their attack speed, attack power, movement speed, and regeneration ability. You are then healed for a moderate amount of health, as well as a slight increase in your recovery and recharge speed. Kinetic Drain grants 1 stack of Kinetic Charge if you have 2 or less. Kinetic Drain will consume all stacks of Kinetic Charge if you have 3, but the power's heal, recovery, and recharge speed is increaed by 50%. Damage: Moderate (Energy), Recharge: Slow (12s), Activation Time: 1.67s, Damage Buff: -10% (Target for 10s), Heal: 11% (16.5% at Kinetic Charge Level 3), Recovery: 10% (15% at Kinetic Charge Level 3), Recharge Speed: 5% (7.5% at Kinetic Charge Level 3)
7: Focused Burst - (Available at Level 18) - You unleashed a burst of focused power at the foe. Focused Burst deals High Energy/Smashing damage, reduce the foe's attack power, and can possibly knock down your foe. Focused Burst grants you 1 charge of Kinetic Charge when at 2 or less. Focused Burst will consume all stacks of Kinetic Charge if you have 3, but the power's damage will not only increase in strength, but will also have a better chance of knockdown. Damage: High (Energy/Smashing), Recharge: Moderate (10s), Activation Time: 1.67s, Damage Buff: -10% (Target for 10s), Knockdown: (Mag 0.67) to Target (100% if at Kinetic Charge Level 3)
8: Kinetic Bomb - (Available at Level 26) - You launch a sphere of kinetic energy at nearby foes. Kinetic Bomb reduces the attack power of the target and nearby foes, as well as having a good chance of knocking down foes. Damage: Moderate (Energy/Smashing), Recharge: Slow (16s), Activation Time: (1.67s), Damage Buff: -10% (Target for 10s), Knockdown: (Mag 0.67) to target and nearby foes (40% chance)
9: Kinetic Discharge - (Available at Level 32) - You unleash an extreme amount of kinetic power at the enemy, reducing their attack power, as well as knocking them back. Kinetic Discharge causes high Energy/Smashing Damage), slows down the the targets' movement, as well as stunning foes. Kinetic Discharge consumes all Kinetic Charge. The damage, as well as stun length incrases for each level of Kinetic Charge. At level 3, Kinetic Discharge will stun affected targets for 10s. Ranged, Damage: Extreme (Energy/Smashing), Recharge: Very Long (125s), Activation Time: 3s, Damage Buff: -10% (Target for 20s), 4s Stunned (Mag 3) to targets at Kinetic Charge Level 0, 6s Stunned (Mag 3) to targets at Kinetic Charge Level 1, 8s Stunned (Mag 3) to targets at Kinetic Charge Level 2, 10s Stunned (Mag 3) to targets at Kinetic Charge Level 3, -33% Jump Speed, -33% Fly Speed, -33% Run Speed, -33% Recharge Speed for 10s

I like this.  Im a little confused about the tier 9. Is it not an AoE nova type power?  IF so...that would need to change.  A blast set with a single target tier 9 would...not go over well. 
The only other thing I'd change is altering the tier 9's chance to stun amount with Kinetic charge to increased -dmg per stack.  That would make it a truly unique tier 9 and also give it a great utility as an opener.   

 I would also maybe turn kinetic syphon into "Kinetic transference field" which would be a placed field like water's whirlpool, but that does slow, -dmg and-end, on foes in the patch, while giving allies in the patch +rech, +end., +regen. Have the strength of the buffs dependent on stacks of Kinetic Charge you have when you place it.  It would be a very unique power that helps set the set apart.  

 

Overall though, I like the concept here and it's one I could see fill a niche not currently filled.  

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I would enjoy seeing a Psychokinetic Blasts set.

 

  1. Telekinetic Thrust: Ranged, Minor Damage, 25% chance to KD - Smashing/energy
    1. A bolt of pure telekinetic energy strikes the target 
  2. Telekinetic Crush: Ranged Moderate, DOT, 50% chance to mag 2 immob - Smashing/energy
    1. Similar to the Gravity power Crush
  3. Pyrokinetic blast: Ranged Targeted AOE, Moderate damage, DOT - Smashing/Fire
    1. Similar to fire ball from fire in effect - animated as a large disk of fire appearing centered on the target
  4. Cryokinetic Storm: Ranged Location AOE, minor DOT, Slow, chance to KD - Smashing/Cold
    1. Large Hail Stones raining down on the area over time. 
  5. Psionic Blast: Cone, moderate damage, 50% chance to KD - Smashing/Psyonic
    1. Cone of mixed Psychic and Telekinetic energy originating from caster
  6. Clairvoyance:  Toggle, +to hit, +perception, +damage (Targeting Drone type effect)
    1. The character's eyes begin to glow with white fire
  7. Telekinetic Blades: Ranged, High Damage - Lethal/energy
    1. Multiple blades of pure telekinetic force shoot out at the target
  8. Cryokinetic Shard: Sniper, extreme - Lethal/Cold
    1. Freeze a large icicle out of thin air and propel it with extreme force at the target. Snipe version should have a bigger icicle then the fast cast.
  9. PolyKinetic Storm: PBAE, extreme DOT - Smashing/Lethal/Fire/Cold/Energy
    1. Bringing to mind all of their abilities the caster creates a swirling tornado of fire, ice, and pure telekinetic energy centered on themselves. 

 

Animations should be similar to grav control for the telekinetic powers. Pyro/Cryo similar to the fire/ice sets. 

Polykinetic storm would need a new animation. 

 

I'd enjoy seeing a telekinetic holds, and telekinetic melee set too.

 

 

 

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