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Posted

Just for something different.
 

Spoiler

Spiritual Control

 


T1 : Spirit Clutch: Ranged Moderate Energy Damage, Foe Immobilize

You summon spirits from Spirit World to immobilize your foes
 

(Spirit of Fire : Changes dmg type to Fire and making it damage over time with chance to leave trail of fire to damage nearby foes. ( Only if foe somehow breakfree from immobilizes and moves or immobilize doesn't effect enemy in first place like warwolves. ))
(Spirit of Water : Changes dmg type to Cold with chance to leave trails of water in order to slow some foes. (Same as above)
(Spirit of Air : Changes dmg type to Toxic or Lethal with chance to leave trails of smoke. Smoke effect is naturally white but customizable and act as -To hit source)
(Spirit of Earth : Changes dmg type to Smash with chance to leave trails of rocks which impede enemies and naturally knocks them down.)
 

T2 : Ghastly Embrace: Ranged Moderate Energy DoT, Foe Hold

You summon spirits from Spirit World to hold your foes.
 

(Spirit of Fire : Changes dmg type to Fire and held foes takes DoT as extra effect)
(Spirit of Water : Changes dmg type to Cold and held foes have reduced healing/regen.)
(Spirit of Air : Changes dmg type to Toxic or Lethal and held foes have reduced Recharge/To Hit)
(Spirit of Earth : Changes dmg type to Smash and held foes have Petrification debuff which is just -Res -Def with fancy name.)
 

T3 : Spirit Apparitions : Ranged Location AoE, Minor Energy DoT, Foe Immobilize, Slow.

You summon and bind Spiritual Apparitions from Spirit Plane to immobilize and damage enemies.
 

(Spirit of Fire : Changes dmg type to Fire, act as same as T1 but no longer immobilizes, instead it fears so trail of fire have chance to spread.)
(Spirit of Water : Changes dmg type to Cold, Slows has increased effect with chance of double mag immobilize.)
(Spirit of Air : Changes dmg type to Toxic or Lethal, Foes inside of field has reduced chance of hit and perception.)
(Spirit of Earth : Changes dmg type to Smash, Foes inside of field have chance to fall over and get stunned if they hit their head.)
 

T4 : Bodysnatcher : Ranged ST, Foe Confuse, Special TAoE Fear.
You summon spirit from spirit plane to possess enemy. Nearby enemies also feared due appereance of spirit.
 

(Spirit of Fire : Possessed enemy is on fire with minor DoT and it can spread to nearby enemies.(DoT, not confuse))
(Spirit of Water : Possessed enemy can attack with watery appendages with chance to immobilize them.)
(Spirit of Air : Possessed enemy have aura that leaves foes breathless. (PBAoe Foe Hold))
(Spirit of Earth : Possessed enemy has Granite Armor) (Maybe minor values instead of player ones)
 

T5 : Spirit Attunement :

Choose from 4 elemental toggles which has a special effects.

Spirit of Fire

Spirit of Water

Spirit of Air

Spirit of Earth
 

T6 : Spirit Veil : Summon Spirit Veil

You cut open veil between alive dead and undead. Nearby enemies feared. (this is toggle effect)
Spirit Veil is immobile and act as object and pet. Defeated enemies near Spirit Veil will summon Spirit apparition from Spirit Veil.
They only do basic attack like brawl and die in one hit. After dying they explode and stun any nearby foes.
 

(Spirit of Fire : Stunned foes is on Fire)
(Spirit of Water : Stunned foes is encased in layer of ice which they have to break out before being able to move)
(Spirit of Air : Stun magnitude is now 6. (Up from 3) or if it is too powerful, increased duration instead)
(Spirit of Earth : Spirit Veil no longer summon spirits instead it summons stone pillar from below enemy which does knockup)


T7 : Summon Ghost : Ranged Cone, Foe Terrorize

You summon ghost to make foes tremble.

(This is filler power so it can change in future. I have to admit i have no idea what to put there so....)

 


T8 : Spirit Storm : PBAoE Foe Hold

You summon spirits around you in order to held foes.
 

(Spirit of Fire : Ash Storm : Foes now are burning in addition to hold effect.)
 

(Spirit of Water : Aquatic Storm : Foes now are flying (actually swimming) and will try to get out of area of effect.
Slows and reverse repels within center of storm instead of holds)(Deals minor cold DoT and it gives them fear (not terrorize)
 

(Spirit of Air : Wind Storm : Foes are sent flying and continue upward as vectored knockup effect in addition to hold effects)
 

(Spirit of Earth : Earth Storm : Encase yourself and enemies in breakable Earth Construct which has real HP. Instead of hold effects whenever enemy moves there is a chance a stone pillar summoned which damages them and knocks them upwards)
 

T9 : Astral Travel/Form : Timed Toggle

This is pet summon power but twist is you are pet.

When you activate power you take form on ghost while leaving permenantly sleeping pet (while having your look) behind. Any damage to that pet will break that power. And teleports you to that pet's position.

Also damage will be split 50/50 so it can emulate HP sharing.
 

Spirit of Fire : Nearby enemies will burn (%20 Res to all but psi. Cold damage weakness. (Around 20?)

Spirit of Water : You have a absorb shield that naturally regenerates every 2 seconds. (%20 res to all but psi. Fire weakness?)

Spirit of Air : Enemies are left breathless PBAoE Hold(This is passive aura) (Weakness to everything but toxic and maybe psi. but have %X Defense and Stealth)

Spirit of Earth : Can't Fly. Naturally resistant to all kinds of damage but psi. Has a tremor aura that pulses every X seconds that applies knockdown

Anyway, let me know what you think.

  • Thumbs Up 1
Posted

I like the concept, but you'd basically be making the devs do quadruple work, since every type of spirit would have to be coded into every power.  I wonder if they could add an assault-like power that offers 4 different spirit types, (mutually exclusive toggles)...

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