Normal Thomas Posted July 22, 2022 Posted July 22, 2022 I like the concept but I'm not too keen on Dimensional Veil. I think I'd just replace it with a hold with a -def effect. Otherwise looks like a solid set gameplay and concept wise. 1 Global Handle: @Future Force Warrior Level 50s: Operative Grantz (Pure Bane/Mace Mastery), Dr. Eisenfield (Gravity/Time/Mu), Air Liquide (Ice/Kin/Soul), Vantablack Stare (Illusion/Traps/Ice), Medic 2004 (Empathy/Energy/Soul) All on Everlasting
Blackfeather Posted July 22, 2022 Author Posted July 22, 2022 18 hours ago, Normal Thomas said: I like the concept but I'm not too keen on Dimensional Veil. I think I'd just replace it with a hold with a -def effect. Otherwise looks like a solid set gameplay and concept wise. Hi there, glad you're a fan of the overall concept! Out of curiosity, what aspects of T5: Dimension Veil aren't you a fan of? In designing Space Manipulation, I considered support sets with hard, repeatable controls to be outliers to the norm - Time Manipulation (purposefully strong and versatile) is the most egregious example here, with its Hold ability even including a hefty debuff.
Normal Thomas Posted July 22, 2022 Posted July 22, 2022 42 minutes ago, Blackfeather said: Hi there, glad you're a fan of the overall concept! Out of curiosity, what aspects of T5: Dimension Veil aren't you a fan of? In designing Space Manipulation, I considered support sets with hard, repeatable controls to be outliers to the norm - Time Manipulation (purposefully strong and versatile) is the most egregious example here, with its Hold ability even including a hefty debuff. I'm not a fan of intangibility powers. I will give you some credit however in that having an intangibility power that be used on friend and foe and be changed by other powers in the set is rather novel but I think that I, among others, generally view intangibility powers to be skippable. While people see value in an easy "skip" power but I'm of the opinion that player's should have more competitive power choices and feel like they're making a sincere choice when having to give something up for Fighting, Leadership etc. 1 Global Handle: @Future Force Warrior Level 50s: Operative Grantz (Pure Bane/Mace Mastery), Dr. Eisenfield (Gravity/Time/Mu), Air Liquide (Ice/Kin/Soul), Vantablack Stare (Illusion/Traps/Ice), Medic 2004 (Empathy/Energy/Soul) All on Everlasting
biostem Posted July 22, 2022 Posted July 22, 2022 (edited) On 7/8/2022 at 9:18 AM, Blackfeather said: Dimension Veil 8 16 Toggle: Ranged Ally or Foe, Ally Intangible, Foe Intangible From my understanding of how intangibility powers work, you can't have them as a toggle applied from an outside source, as that source would not be able to interact with the target after the initial application to maintain said toggle's effect. Additionally, it kind of violates a core tenant of gameplay, as it allows a teammate to effectively remove you from the game without your consent. Edited July 24, 2022 by biostem 1 1
Blackfeather Posted July 23, 2022 Author Posted July 23, 2022 1 hour ago, Normal Thomas said: I'm not a fan of intangibility powers. I will give you some credit however in that having an intangibility power that be used on friend and foe and be changed by other powers in the set is rather novel but I think that I, among others, generally view intangibility powers to be skippable. While people see value in an easy "skip" power but I'm of the opinion that player's should have more competitive power choices and feel like they're making a sincere choice when having to give something up for Fighting, Leadership etc. Oh, that's fair enough! This is where my own personal preferences come in - I tend to pick up the more unorthodox powers where I can; I'll happily admit to taking Detention Field when I play Force Fields for instance. In fact, the way Dimension Veil was designed was actually quite inspired by @The Philotic Knight's own post (and to a lesser extent @Greycat's) about how they'd improve Detention Field if they were to overhaul the entire power set: Quote Force Bubble - (Level 1) This isn't the "old Force Bubble", but rather a merger of Personal Force Field and Detention Field. It brings back the "glass dome of DOOM", but makes it a toggle that can affect ANY target. It uses the "untouchable" effect and the "cannot attack" effects, so the target cannot interact with the outside world, and the outside world can't interact with the target. Target is also immobilized. However, the target can still use abilities on itself. The toggle would have an endurance cost that would increase every second, until the field was no longer maintainable and would HAVE to toggle off, so that it couldn't be abused. You can cast it on yourself to give yourself a breather, and could potentially use Rest while inside of it. You could cast it on an AV (no accuracy check needed!) to take the AV out of the fight and give your team a break, for a while. You could cast it on an ALLY to save that ally from any incoming damage that's not already applying DoT on them (perfect pairing with a Tanker to take the alpha after they taunt or jump in?). The number of uses for this power, and the tricks you could pull off with it would be... innumerable. Quote T5: Dimension Veil You cause a target of your choice to phase into another dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies can still move around, but most foes will be immobilized instead. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds. Endurance 0.52/s Recharge Slow (60s) Duration 30s Minimum Level 16 (Controller) 16 (Corruptor) 8 (Defender) 16 (Mastermind) Effects Toggle: Ranged Ally or Foe Ally Intangible Foe Immobilize (Mag 10), Intangible Enhancements Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Immobilize Indeed, my own addition to this potential implementation comes in the form of how the Veil interacts with another power in the set (and I'm glad you liked that little interaction, I definitely was happy that I came up with it!), as seen below: Quote T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this zone. Casting this power again will move this space to your location. An ally targeted by Dimension Veil will phase back into reality while inside your Repulsion Zone. Which was meant to hopefully address the potential concerns brought up here and here about player targeted phases while also making them more useful in the process. In a similar vein to Gravity Control's Dimension Shift allowing phased players to just exit the area if they no longer wish to be intangible, you'd be able to just head inside the Repulsion Zone to negate the Veil's effects, maintaining player agency (without going the route of something like a server tray popup to cancel things early, which might be fairly cumbersome in comparison). At least in my view, I see Dimension Veil as a nice additional contingency power on top of what Space Manipulation has to provide, leaning into the concept of "support through repositioning" that this power set revolves around - in this case, literally shunting the target into a different dimension. With both its defensive buffs being single target toggles (granted, rather potent ones), having that extra way to protect allies could be useful. That being said, this does give me food for thought for altering the power further: What if T5: Dimension Veil came attached with a strong regeneration debuff when targeted against foes, and the intangibility aspect was also suppressed by T6: Repulsion Zone instead of the current implementation that only suppresses the effect on allies? It could even give them protection against Repel to stop them from sliding out of the area (call it a weird interaction between this dimension and the other). This would let it pull double duty as an unorthodox utility power while also serving as a traditional (if intermittent but auto-hit) debuff - one that Space Manipulation currently lacks. 1
Blackfeather Posted July 23, 2022 Author Posted July 23, 2022 (edited) Tentative descriptions/details for the potential changes above: Quote T5: Dimension Veil You cause a target of your choice to phase into a sympathetic dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies are able to move freely, but foes will find the dimension hostile, severely reducing their regeneration rate and anchoring them in place, immobilizing most foes and preventing them from teleporting or being forcefully moved. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds. Endurance 0.52/s Recharge Slow (60s) Duration 30s Minimum Level 16 (Controller) 16 (Corruptor) 8 (Defender) 16 (Mastermind) Effects Toggle: Ranged Ally or Foe Ally Intangible Foe Immobilize (Mag 10), Intangible, -Regen, +Resistance(Repel), -Teleport Enhancements Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Immobilize Quote T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone. Recharge Slow (10s) Duration 240s Radius 25 ft Minimum Level 20 (Controller) 20 (Corruptor) 12 (Defender) 20 (Mastermind) Effects Location (Point Blank Area of Effect) Team +Resistance(Status) Ally -Intangible Foe -Intangible, Repel Enhancements Reduce Endurance Cost Increase Attack Rate Set Categories None I ended up adding another clause to T5: Dimension Veil, letting it also prevent enemies from teleporting - I figured it'd be thematic for Space Manipulation with its focus on "support through repositioning" to likewise be able to prevent their foes from doing similarly. Edited July 23, 2022 by Blackfeather
Blackfeather Posted July 24, 2022 Author Posted July 24, 2022 On 7/23/2022 at 7:58 AM, biostem said: From my understanding of how intangibility powers work, you can't have them as a toggle applied form an outside source, as that source would not be able to interact with the target after the initial application to maintain said toggle's effect. Hey there, thanks for dropping by! @oedipus_tex did say that this power was probably going to be the most controversial, and I've been working hard to help get it into a state that leaves more people happy with it. I'll try and break down its functionality a bit: Quote T5: Dimension Veil You cause a target of your choice to phase into another dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies can still move around, but most foes will be immobilized instead. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds. Making Dimension Veil a toggle power was heavily inspired by past suggestions for making cage powers like Detention Field and Sonic Cage work in a similar way. I figured that this would be a great thing to have for Space Manipulation as well, since it allows the intangibility effect to be deactivated early instead of just waiting out the duration. Fortunately, it looks like technical limitations shouldn't be an issue for making this happen: @Replacement has mentioned that it should be possible for powers to work through intangibility effects if they have the works_on_untouchable flag on them. On 7/23/2022 at 7:58 AM, biostem said: Additionally, it kind of violates a core tenant of gameplay, as it allows a teammate to effectively remove you from the game without your consent. I figured that it'd be useful for Dimension Veil to be able to affect team members - a targeted intangible could potentially rescue allies taking too much heat, giving them room to rest up or take a breather. But of course, it's important to make sure that it can be easily deactivated; making it a toggle only solves this on the user's end. At first, I thought about granting a phased player a temporary server tray power to cancel the effect early, but eventually figured it'd be too cumbersome. Instead, I added a special clause to one of Space Manipulation's powers - namely its mez protection/foe repel bubble: Quote T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this zone. Casting this power again will move this space to your location. An ally targeted by Dimension Veil will phase back into reality while inside your Repulsion Zone. This allows players who are phased at an inconvenient or extended period of time the ability to suppress the effect whenever they like, simply by moving into the Repulsion Zone. Similarly, they can even reactivate the effect by stepping out of it, so long as the toggle is still active. The intent here is to maximise team member autonomy while keeping the utility of having a phase ability intact, rendering it no more disruptive than Gravity Control's Dimension Shift, I'd also definitely be interested in hearing your thoughts on the additional clauses added to both Repulsion Zone and Dimension Veil after hearing @Normal Thomas's suggestions, which were done to increase the latter's utility for people uninterested in the phase effect, namely: Quote What if T5: Dimension Veil came attached with a strong regeneration debuff when targeted against foes, and the intangibility aspect was also suppressed by T6: Repulsion Zone instead of the current implementation that only suppresses the effect on allies? It could even give them protection against Repel to stop them from sliding out of the area (call it a weird interaction between this dimension and the other). This would let it pull double duty as an unorthodox utility power while also serving as a traditional (if intermittent but auto-hit) debuff - one that Space Manipulation currently lacks. The actual description/details being put in this post here: Hope it's a neat addition!
Blackfeather Posted July 25, 2022 Author Posted July 25, 2022 Alright! Made changes to T5: Dimension Veil and T6: Repulsion Zone proper as previously suggested in the original proposal. Having a way to debuff enemy regeneration with the former, and actively take advantage of that with the latter should add some further utility alongside the intangible. I think it's still fairly on theme, given that to capitalise on it properly, there's still some positioning involved that needs to be taken in consideration; you'll want your Repulsion Zone on top of the veiled enemy to suppress that phase effect.
Blackfeather Posted July 26, 2022 Author Posted July 26, 2022 One added benefit of a -Regen component to T5: Dimension Veil is that using it on damaged enemies (and not suppressing it using T6: Repulsion Zone) is that they've got less of an ability to recover health as well, which I do like; almost like putting them into suspended animation proper as opposed to just taking them out of the fight for a bit. Of course, now it's a matter of thinking about what might be a suitable amount of -Regen...with it being single target and on a relatively long recharge, I could see it being at least higher than say, Nature Affinity's Spore Cloud, even though they're both toggles.
Blackfeather Posted July 27, 2022 Author Posted July 27, 2022 22 hours ago, Blackfeather said: One added benefit of a -Regen component to T5: Dimension Veil is that using it on damaged enemies (and not suppressing it using T6: Repulsion Zone) is that they've got less of an ability to recover health as well, which I do like; almost like putting them into suspended animation proper as opposed to just taking them out of the fight for a bit. Of course, now it's a matter of thinking about what might be a suitable amount of -Regen...with it being single target and on a relatively long recharge, I could see it being at least higher than say, Nature Affinity's Spore Cloud, even though they're both toggles. Building on this, it looks like -500% Regeneration rate seems to be pretty standard across a lot of powers in a similar vein; Benumb, Howling Twilight, Heat Exhaustion, and Lingering Radiation all do the same amount. They also have relatively higher recharge times though, and Veil comes at a lower level than two of them. That being said...maybe it being a toggle balances it out a bit? Since it's impossible to keep up forever compared to the others. Second opinions definitely welcome.
Blackfeather Posted July 29, 2022 Author Posted July 29, 2022 This was an interesting read, discussing the differences between the two currently existing mass teleportation powers, Wormhole from Gravity Control and Fold Space from the Teleportation power pool. It does make me wonder if Space Manipulation's own mass teleportation power, T7: Dispersal in is in a reasonable state compared to both of them. At the very least, they do function a little differently from each other, I'd think. But the recharge time on Dispersal is half that of Wormhole, though its area is smaller. But it's also not supposed to be a control power like Wormhole is...
Blackfeather Posted August 3, 2022 Author Posted August 3, 2022 On 7/30/2022 at 7:16 AM, Blackfeather said: This was an interesting read, discussing the differences between the two currently existing mass teleportation powers, Wormhole from Gravity Control and Fold Space from the Teleportation power pool. It does make me wonder if Space Manipulation's own mass teleportation power, T7: Dispersal in is in a reasonable state compared to both of them. At the very least, they do function a little differently from each other, I'd think. But the recharge time on Dispersal is half that of Wormhole, though its area is smaller. But it's also not supposed to be a control power like Wormhole is... I guess they do have different use cases? Solo, T7: Dispersal is basically just a way of moving enemies in melee range far away from the player (in other words, damage mitigation). It relies on T2: Focal Point being active on another ally to actually control this effect, and teleport nearby enemies into a specific place. Fold Space is probably more useful on tougher characters too, or at least for characters that can survive a bunch of foes suddenly in melee range of them. It's also much more able to gather scattered foes due to its large area of effect. Meanwhile, Wormhole pulls double duty as a crowd opener due to its guaranteed stun effect, while also gathering enemies into one place - the longer recharge in comparison sounds fair enough, at least to me.
Blackfeather Posted August 7, 2022 Author Posted August 7, 2022 On the topic of naming conventions that's come up, I'll admit I quite like the ring of "Space Manipulation" for this set, and on a related note also appreciate the Support sets not having any specific naming pattern. "Space Affinity" just sounds a little bit bland for my tastes. Plus it makes for a nice counterpart for "Time Manipulation", I think!
KingCeddd03 Posted September 5, 2022 Posted September 5, 2022 PLEASE MAKE THIS POWERSET WE NEED IT I MEAN I DO AND OTHERS LOL 1
Blackfeather Posted September 6, 2022 Author Posted September 6, 2022 15 hours ago, KingCeddd03 said: PLEASE MAKE THIS POWERSET WE NEED IT I MEAN I DO AND OTHERS LOL Glad to hear you like the proposed set! I definitely wanted it to fill an unexplored niche while also trying to keep it in line with current levels of power; I'm happy to hear it managed to pique your interest. 1
Blackfeather Posted September 6, 2022 Author Posted September 6, 2022 On 7/8/2022 at 11:18 PM, Blackfeather said: T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone. I'm tempted to give Repulsion Zone something extra to improve Space Manipulation's personal survivability per @Completist's suggestion. My first thought is some defence (the ability pushing attacks away), but that'd kind if step on the toes of Force Field a bit, I think - it'd be like an immobile combination of Dispersion Bubble and Force Bubble. Maybe it could give a little bit of absorb while they're inside, similar to how Spirit Ward works? I'm having a harder time seeing how to justify that flavour wise though.
KingCeddd03 Posted April 16, 2023 Posted April 16, 2023 When are they going to make this powerset it's very interesting, how would the powers look like and how will they affect the environment? This is a power with a breath of fresh air to it.
Saiyajinzoningen Posted April 17, 2023 Posted April 17, 2023 Bravo Well done! I love it! 1 Its easy to criticize a suggestion but can you suggest an alternative?
Marbing Posted April 17, 2023 Posted April 17, 2023 On 7/8/2022 at 9:18 AM, Blackfeather said: Hi again, everyone! I got some time to think about other potential homebrew powers recently, and since my writeup on Light Control actually started off as a support set, I figured that creating a proper one was long overdue. In this case, I decided to go for a counterpart to Time Manipulation – a power set revolving around manipulating space in different ways. Design Rationale A lot of Space Manipulation’s abilities revolve around the concept of “support through repositioning”, shifting space in a more advantageous way for your allies. This comes in a variety of forms, from moving dangerous enemies away from more vulnerable targets, to phasing allies taking too much heat, enhancing the distance that allies can attack from, and even causing attacks to strike another, more durable ally instead of their intended target. As such, one intentional weakness of the set is a lack of any healing options. Space Manipulation excels in the field of damage prevention, kind of like Force Field, albeit mitigating damage through more indirect means. With proper use of its abilities, health recovery should hopefully be unnecessary in the first place! I also purposefully tried to avoid the more ’creative’ aspects of manipulating space (portal slicing, turning enemies into spaghetti, and so on); many of Space Manipulation’s powers are much more subtle and indirect in nature, save for a single ability that reduces foes’ resistances. I wanted Space Manipulation to feel a bit like playing a game of chess, repositioning allies and foes alike to provide tactical advantages for the team. Questions to the Forums (Other Questions/Comments Welcome!) Is this proposed set something you’d be interested in playing? What kinds of use cases can you see for it? Does it fill a niche that other power sets already provide, or is even strictly better than them? If so, what adjustments would you make to resolve this overlap? Space Manipulation was meant to perform about in line with existing support sets – how do you think it ranks performance wise compared to them? Are there any discrepancies that need clearing up about the powers on display/elaboration on why some powers were made as written? What powers could you see yourself taking or skipping? Would your answers change depending on the content you’re running? (E.g. simple PUG, hard mode ASF?) As always, I’d love to hear everyone’s feedback on this! Space Manipulation Power Table Power Level (Primary|Secondary) Effect Displace 1 1 Ranged, Minor DMG(Smash), Teleport Teammate or Foe, Foe Knockdown Focal Point 1 2 Toggle: Ranged Ally (Targeted AoE), Ally +Res(All DMG, Knockback), Foe Attract Expand Distance 2 4 Location (Ranged AoE), Foe -ToHit, -DMG, -SPD Warp Shield 6 10 Toggle: Ranged Ally, Ally +DEF(All), +RES(DEF Debuff), Special Dimension Veil 8 16 Toggle: Ranged Ally or Foe, Ally Intangible, Foe Intangible, -Regen, +Prot(Repel, Teleport) Repulsion Zone 12 20 Location (PBAoE), Team +Res(Status), Ally -Intangible, Foe -Intangible, Repel Dispersal 18 28 PBAoE, Minor DMG(Smash), Foe Teleport, Knockback, Chance to Disorient Twist Matter 26 35 Ranged (Targeted AoE), Foe -Res(All), -Special Compress Space 32 38 PBAoE, Team +Range, +SPD, +Res(Slow), +ToHit Powers T1: Displace You teleport a single foe or ally to another location of your choice. A successful hit must be made in order to Displace a foe, and if so, may knock them down and deal some smashing damage from the sudden change in location. Damage Minor (Smashing) Recharge Slow (15s) Minimum Level 1 (Controller) 1 (Corruptor) 1 (Defender) 1 (Mastermind) Effects Ranged (Foe Only) Teleport Teammate or Foe Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Ranged Damage Knockback Teleport Universal Damage Universal Travel T2: Focal Point You cause additional space to gather around an ally, pulling in nearby foes and providing your target with some resistance to damage and knockback effects. Focal Point will not pull in nearby foes if Warp Shield is also active on the selected ally. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Radius 30 ft Minimum Level 2 (Controller) 2 (Corruptor) 1 (Defender) 2 (Mastermind) Effects Toggle: Ranged Ally (Targeted Area of Effect) Ally +Resistance(All Damage, Knockback) Foe Attract Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Damage Resistance Set Categories Resist Damage T3: Expand Distance You create a localised space distortion where things are much further away than they appear, causing foes inside to move slower and miss their attacks more often. Attacks that do hit will have their damage reduced due to their longer travel time. Recharge Long (90s) Duration 45s Radius 25 ft Minimum Level 4 (Controller) 4 (Corruptor) 2 (Defender) 4 (Mastermind) Effects Ranged (Location Area of Effect) Foe -Damage, -Speed, -ToHit Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Slow Enhance ToHit Debuff Set Categories Slow Movement ToHit Debuff T4: Warp Shield You surround an ally in a protective spatial anomaly, making any attacks directed against them less likely to hit as well as increasing their resistance to Defense Debuffs. Any damage that would still affect them will instead be inflicted on the target of your Focal Point if it is currently active. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Minimum Level 10 (Controller) 10 (Corruptor) 6 (Defender) 10 (Mastermind) Effects Toggle: Ranged Ally Ally +Defense(All), +Resistance(Defense Debuffs), Special (Redirect) Enhancements Enhance Defense Buffs Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories Defense T5: Dimension Veil You cause a target of your choice to phase into a sympathetic dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies are able to move freely, but foes will find the dimension hostile, severely reducing their regeneration rate and anchoring them in place, immobilizing most foes and preventing them from teleporting or being forcefully moved. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds. Endurance 0.52/s Recharge Slow (60s) Duration 30s Minimum Level 16 (Controller) 16 (Corruptor) 8 (Defender) 16 (Mastermind) Effects Toggle: Ranged Ally or Foe Ally Intangible Foe Immobilize (Mag 10), Intangible, -Regen, +Protect(Repel, Teleport) Enhancements Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Immobilize T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone. Recharge Slow (10s) Duration 240s Radius 25 ft Minimum Level 20 (Controller) 20 (Corruptor) 12 (Defender) 20 (Mastermind) Effects Location (Point Blank Area of Effect) Team +Resistance(Status) Ally -Intangible Foe -Intangible, Repel Enhancements Reduce Endurance Cost Increase Attack Rate Set Categories None T7: Dispersal You cause the space around you to rupture outwards, violently teleporting nearby foes away to random locations before dealing a minor amount of damage and throwing them off their feet. The process can even cause them to become disoriented. If you have Focal Point active, Dispersed enemies will teleport to your targeted ally instead. Damage Minor (Smashing) Recharge Slow (45s) Radius 9 ft Minimum Level 28 (Controller) 28 (Corruptor) 18 (Defender) 28 (Mastermind) Effects Point Blank Area of Effect Foe Teleport, Knockback, Chance of Disorient (Mag 2, 40%) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Enhance Disorient Duration Set Categories Melee AoE Damage Knockback Stuns Teleport Universal Damage Universal Travel T8: Twist Matter You violently twist the space your foes inhabit for a short period of time, debilitating their damage resistances and weakening their secondary power effects. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened. Recharge Long (150s) Duration 40s Radius 15 ft Minimum Level 35 (Controller) 35 (Corruptor) 26 (Defender) 35 (Mastermind) Effects Ranged (Targeted Area of Effect) Foe -Resistance(All), -Special Enhancements Enhance Accuracy Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories None T9: Compress Space You cause things to become much closer than they appear for nearby allies, increasing the range of their attacks and their chance to hit. These compressed distances also provide a boost to movement speed and some resistance to slow effects. Recharge Very Long (360s) Duration 90s Radius 25 ft Minimum Level 38 (Controller) 38 (Corruptor) 32 (Defender) 38 (Mastermind) Effects Point Blank Area of Effect Team Range Increase, +Speed, +ToHit, +Resistance(Slow) Enhancements Reduce Endurance Cost Increase Attack Rate Enhance Running Speed Enhance ToHit Buff Set Categories To Hit Buff Running & Sprints Universal Travel Whether or not this actually makes it in game, I am VERY impressed. You’ve done a great job presenting this set and I can tell you put a lot of thought into it. Well done! 1 Find me on Everlasting or Indom as:Marbing (Psi/Rad Corruptor), Fortunata Moon (Fortunata Widow), Dynanight (Fire/DM Tank), Timesync (Elec/Time Corruptor), Static Sparrow (Elec/TA Controller), Cryo Punk (Ice/Cold Controller), Chamelea (SJ/Bio Stalker), Sword Fist (Claws/SR Scrapper), Mangusuu (DP/Nin Blaster), Blink Shot (Beam/Martial Blaster), Ratchet Dog (Beam/Traps Corruptor), Phonoalgia (Pain/Sonic Defender), Powered (FF/Energy Defender), Nullpunkt (Rad/Kin Corruptor), Black Fate (Fire/Therm Corruptor), Mirror Mage (Ill/Dark Controller),Gravoc (Gravity/Energy Dominator), Mind Pyre (Fire/Psi Dominator), Nettlethorn (Plant/Thorn Dominator), Boggle Blade (Psi/Invuln Stalker), Kelvin White (Ice/Regen Stalker), Dead Haze (Katana/DA Scrapper), Echo Boom (Sonic/EM Blaster), Ceyko (Archery/Time Blaster), Sleep Doctor (Mind/Poison Controller), Nachteule (DP/Dark Corruptor), Fulgrax (Axe/Elec Armor Scrapper), Void Knife (DB/Ice Stalker), Tryptophan Zombie (Mind/Kin Controller), Indo Manata (WP/Staff Tank), Masuku (Claws/WP Stalker), Blackbright (Rad/Energy Sentinel), Bedlam Bane (Sonic/Poison Corruptor), Helena Black (Necro/EA Mastermind), Boom Ranger (Sonic/TA Corruptor), Grave Sentinel (FF/Dark Defender), Dead-Life (DM/Regen Brute), Red Gloom (Dark/Pain Corruptor), Marble Marbina (Thugs/FF Mastermind)
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now