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The following is a bit of a gimmicky idea I've had for a while that provides a possibility on how to add a massively diverse Signature Power options to all characters without (I hope) overpowering characters that stands apart from all other Powers, in that it is connected heavily to Inspirations.

 

I envision Signature Powers to be relatively mid-strength (Tier 4 Primary) but can be pretty powerful (Tier 8 primary) if used in conjunction with Inspirations related to them.

 

The system I describe below will hopefully be easy for new players to comprehend yet complex enough that veterans will enjoy thoroughly.

 

New Inherent: Signature Power

Provided at Level 1 upon player creation and share no relevance to your Origin or Archetype choices. 

  • All players are given the same default Signature Power: Self-Preservation to start (power example given below). 
  • You may visit a special new Signature Trainer located near a S.T.A.R.T. vendor to change your Signature Power at any time for free.
  • The golden power icon for Signature Power is the same for any Signature Power you choose.
  • Your Signature Power is unaffected by any other sources, be they Buffs, DeBuffs, Set Bonuses, etc.

 

Signature Enhancements

New Enhancement Set Category: (Signature Power)

  • Inherent: Signature Power comes with a default of 6 slots that are inherently locked and cannot be reduced or used elsewhere through Respec.
  • Signature Enhancements only provide Set Bonuses to your other powers and do not modify the abilities of your Signature Power.
  • Unlike normal Enhancement Sets, you are able to choose from 63 Signature Enhancements for your 6 slots in Signature Power.
  • You are not required to put any Signature Enhancements into your Signature Power if you wish not to.
  • Set Bonuses start at 1 Signature Enhancement slotted instead of the normal 2 required. 

 

Signature Enhancement Recipe (x63) Options

  • Beginning at level 7, Uncommon Recipe drops from enemies that sell to vendors for 1,000 Influence.
  • Always present option at Crafting Tables.

 

Signature Enhancement Categories

There are 3 categories of Enhancements:

Signature: Tenacity encompasses your physical form.

Signature: Vitality encompasses your well-being.

Signature: Focus encompasses your mental acuity.

 

Signature Enhancement Rankings

Each category has rankings of I, II, and III from which Unique enhancements can be crafted.

  • You may only slot one Enhancement from Tenacity I, one from Tenacity II, one from Tenacity III, etc.
  • *Creator's Note: I feel going the route of giving roman numeral rankings vs unique names is easier to comprehend and makes this Signature system suggestion as a whole much easier to follow and understand.

 

Signature Enhancement Crafting

Signature Power Enhancements require Inspirations of various types and level to craft based on their Ranking.

  • Rank I requires 3 Small Inspirations to craft and may be slotted starting at level 10.
  • Rank II requires 3 Medium Inspirations to craft and may be slotted starting at level 25.
  • Rank III requires 3 Large Inspirations to craft and may be slotted starting at level 40. 
  • *Creator's Note: The level requirements listed above coincide with when Inspiration trays expand in size.
  • *Creator's Note: I'm indifferent to adding INF cost to crafting.  Could care less if added to it as long as it's in close proximity of cost to similar Set Enhancement crafting costs.

 

Signature Enhancement Altering

  • Signature Enhancements cannot be combined with Enhancement Catalysts or Enhancement Boosters.
  • You may use Enhancement Converters on Signature Enhancements to randomize the Set Bonus you receive.

 

Set Bonus Display Order

No matter what order you slot the Signature Enhancements into Signature Power, the following order will be how the Set Bonus is displayed.

  • (Top) Tenacity I - Vitality I - Focus I - Tenacity II -Vitality II -Focus II - Tenacity III - Vitality III - Focus III (Bottom)

 

Signature Enhancement List

You have 9 categories to choose from below but as stated above, you may only slot 1 from any given column in a category.

  • There is no penalty for mixing and matching Signature Enhancements for your character's build.
  • Choosing all 3 of a row in the same category will grant the equivalent of a single Very Rare Enhancement Set Bonus.
  • Signature Enhancements are tradable on Auction House.
  • Vendors will purchase Signature Enhancements for 500 Influence, no matter what ranking. (optional)
  • You should find the Set Bonuses 100% on par with existing Set Bonuses provided in-game.

 

Signature Tenacity Enhancements (21)

Enhancement Icon (Gold)

Tenacity I (10)

UNIQUE

Luck x1

Sturdy x1

Shielded x1

Tenacity II (25)

UNIQUE

Good Luck x1

Rugged x1

Guarded x1

Tenacity III (40)

UNIQUE

Phenomenal Luck x1

Robust x1

Protected x1

Resist

1.5% Resist (Smashing, Lethal)

2.5% Mez Resist (All)

2.25% Resist (Smashing, Lethal)

3.75% Mez Resist (All)

3% Resist (Smashing, Lethal)

5% Mez Resist (All)

Resist

1.5% Resist (Fire, Cold)

2.5% Mez Resist (All)

2.25% Resist (Fire, Cold)

3.75% Mez Resist (All)

3% Resist (Fire, Cold)

5% Mez Resist (All)

Resist

1.5% Resist (Energy, Negative)

2.5% Mez Resist (All)

2.25% Resist Energy, Negative)

3.75% Mez Resist (All)

3% Resist (Energy, Negative)

5% Mez Resist (All)

Resist

1.5% Resist (Toxic, Psionic)

2.5% Mez Resist (All)

2.25% Resist (Toxic, Psionic)

3.75% Mez Resist (All)

3% Resist (Toxic, Psionic)

5% Mez Resist (All)

************************************* *********** *********** ***********

Defense

1.88% Defense (Energy, Negative), 0.94% Defense (Ranged) 3.13% Defense (Energy, Negative), 1.56% Defense (Ranged)

5% Defense (Energy, Negative),

2.5% Defense (Ranged)

Defense

1.88% Defense (Smashing, Lethal), 0.94% Defense (Melee)

3.13% Defense (Smashing, Lethal), 1.56% Defense (Melee)

5% Defense (Smashing, Lethal),

2.5% Defense (Melee)

Defense

1.88% Defense (Fire, Cold), 0.94% Defense (AoE) 3.13% Defense (Fire, Cold), 1.56% Defense (AoE)

5% Defense (Fire, Cold),

2.5% Defense (AoE)

 

 

Signature Vitality Enhancements (21)

Enhancement Icon (Gold)

Vitality I (10)

UNIQUE

Respite x1

Catch a Breath x1

Revitalize x1

Vitality II (25)

UNIQUE

Dramatic Improvement x1

Take a Breather x1

Rejuvenate x1

Vitality III (40)

UNIQUE

Resurgence x1

Second Wind x1

Invigorate x1

Health

(0.75%) Hit Points

(1.12%) Hit Points

(1.5%) Hit Points

Health

4% Regeneration

6% Regeneration

8% Regeneration

************************************* *********** *********** ***********

Endurance Modification

0.9% Max Endurance

1.35% Max Endurance

1.8% Max Endurance

Endurance Modification

1.88% Enhancement

(Endurance Discount)

2.5% Enhancement

(Endurance Discount)

3.75% Enhancement

(Endurance Discount)

Endurance Modification

1% Recovery

1.5% Recovery

2% Recovery

************************************* *********** *********** ***********

Sprint

3% Movement Speed

4.5% Movement Speed

7.5% Movement Speed

Sprint

10% ResEffect (Speed Running)

10% ResEffect (Speed Flying)

10% ResEffect (Recharge Time)

15% ResEffect (Speed Running)

15% ResEffect (Speed Flying)

15% ResEffect (Recharge Time)

20% ResEffect (Speed Running)

20% ResEffect (Speed Flying)

20% ResEffect (Recharge Time)

 

Signature Focus Enhancements (21)

Enhancement Icon (Gold)

Focus I (10)

UNIQUE

Insight x1

Enrage x1

Keen x1

Focus II (25)

UNIQUE

Keen Insight x1

Focused Rage x1

Tactical x1

Focus III (40)

UNIQUE

Uncanny Insight x1

Righteous Rage x1

Precise x1

Accuracy

+3% Enhancement (Accuracy) +5% Enhancement (Accuracy)

+7% Enhancement (Accuracy)

Damage

1% Damage Buff (All)

1.5% Damage Buff (All)

2% Damage Buff (All)

Recharge

2.5% Enhancement

(Recharge Time)

3.75% Enhancement

(Recharge Time)

5% Enhancement

(Recharge Time)

Range

2% Enhancement (Range)

3% Enhancement (Range)

5% Enhancement (Range)

************************************* *********** *********** ***********

Accurate Healing

2% Enhancement (Heal) 3% Enhancement (Heal)

4% Enhancement (Heal)

Accurate Defense Debuff

Knockback Protection (Mag 2)

Knockback Protection (Mag 3) Knockback Protection (Mag 4)

ToHit Buff

Perception +20% (100 ft)

Stealth +30 feet

+3% To Hit Bonus

 

Signature Powers

 

Signature Powers and Inspirations

Some Signature Powers benefit from usage of certain Inspiration types while active.

Some Signature Powers benefit from absence of certain Inspiration types in your tray.

Some Signature Powers benefit from both methods listed above.

 

Example 1

Self-Preservation (default)

Effect: +25% Heal on Self (Special)

Cast Time: 0.73 seconds

Endurance Cost: 14.56

Duration: 120 seconds (2 minutes)

Special: While active, all healing received is increased by 5%

Recharge: 600 seconds (10 minutes)

*ACTIVE VISUAL: Gold Aura (customizable)

 

Focus (2) 

+33% Heal on Self (Special)

Special: -2% Heal strength for each rank of Health Inspiration present in tray to a minimum of 25%.

Special: While active, all healing received is increased by 10%

 

Focus (4)

+50% Heal on Self (Special)

Special: -4% Heal strength for each rank of Health Inspiration present in tray to a minimum of 25%.

While active, all healing received is increased by 15%

 

Focus (6)

+100% Heal on Self (Special)

Special: -8% Heal strength for each rank of Health Inspiration present in tray to a minimum of 25%.

While active, all healing received is increased by 20%

 

For reference only - not in power description - same formula used for other Inspiration strengths

Health Inspiration Rank

Rank 1: Revitalize & Rejuvenating Imbuement

Rank 2: Respite & Rejuvenate & Health Imbuement

Rank 3: Dramatic Improvement & Greater Health Imbuement

Rank 4: Invigorate & Refreshing Imbuement

Rank 6: Resurgence & Superior Health Imbuement

Rank 8: Refresh

Rank 10: Perfect Health

 

In Example 1 above, having a single Perfect Health (Super) in your tray will 100% kill your Heal and reduce it to minimum strength no matter what rank of Focus, while a single Invigorate at Focus (6) will reduce your Heal from 100% to 68%.  You will only receive the full benefit of the power if you are completely out of Health Inspirations.  The healing you receive from other sources is unaffected by the penalty though. including using Health Inspirations for yourself for the duration of the power's buff.

 

Combat Example: Blaster (50) with 1558.7 HPs

Activate Signature Power: Self-Preservation (1 Dramatic Improvement active in Tray)

Instant Heal for 68% of total HPs -> 1059.92

2 minute duration Healing Received bonus.

Dramatic Improvement usage should go from 33% (514.37 HPs) to 39.6% (617.25 HPs) ---> (20% of 33 = 6.6 ---> 33+6.6 = 39.6%) in that timeframe.

 

Example 2

Center of Attention

Effect: +4 Threat to enemies in 15 foot radius.  (Special)

Special: While active, -2 Threat to Allies within 40 foot radius for each Defense or Resist Inspiration rank used.

Cast Time: 1.67 seconds

Duration: 120 seconds (2 minutes)

Recharge: 600 seconds (10 minutes)

*ACTIVE VISUAL: Gold Aura +Buff Gold Glow (others) - (customizable)

 

Tenacity (2) 

Effect: +4 Threat to enemies in 20 foot radius.  (Special)

Special: While active, -2 Threat to Allies within 60 foot radius for each Defense or Resist Inspiration rank used.

 

Tenacity (5)

Effect: +4 Threat to enemies in 25 foot radius.  (Special)

Special: While active, -2 Threat to Allies within 80 foot radius for each Defense or Resist Inspiration rank used.

 

Tenacity (6)

Effect: +4 Threat to enemies in 30 foot radius.  (Special)

Special: While active, -2 Threat to Allies within 100 foot radius for each Defense or Resist Inspiration rank used.

 

Example 3

Surge of Persistence

Effect: +12.5% Endurance to self and Allies within 50 foot radius.  (Special)

Special: While active, all affected receive +3% bonus to all Resist inspirations.

Cast Time: 1.67 seconds

Duration: 120 seconds (2 minutes)

Recharge: 600 seconds (10 minutes)

*ACTIVE VISUAL: Gold Aura +Buff Gold Glow (others) - (customizable)

 

Vitality (2) +Tenacity (1)

Effect: +18.75% Endurance on self and Allies within 50 foot radius.  (Special)

Special: While active, all affected receive +5% bonus to all Resist inspirations.

 

Vitality (4) +Tenacity (2)

Effect: +25% Endurance on self and Allies within 50 foot radius.  (Special)

Special: While active, all affected receive +7% bonus to all Resist inspirations.

 

Vitality (6) +Tenacity (3)

Effect: +25% Endurance on self and Allies within 50 foot radius.  (Special)

Special: While active, all affected receive +10% bonus to all Resist inspirations.

 

Example 4

Chest Beam

Damage: 56.22 (Energy)

Type: Ranged AoE

Arc: 50 degrees

Max Targets: 8

Accuracy: 86.6%

Range: 70 feet

Endurance Cost: 8.53

Cast Time: 1.17 seconds

Recharge: 600 seconds (10 minutes)

Special: 50% chance for 18.36 Fire damage on affected targets.

*ACTIVE VISUAL: Gold beam emitted from center of chest - (customizable)

 

Focus (2)

Damage: 85.73

Max Targets: 16

Special: -2 Damage for each rank of Damage Inspiration present in tray to a minimum of 70.97.

Special: +5% chance for Special + 3 ticks of additional 6.05 Fire damage on affected targets for each rank of Accuracy inspiration active.

 

Focus (4)

Damage: 109.6

Max Targets: 20

Special: -4 Damage for each rank of Damage Inspiration present in tray to a minimum of 70.97.

Special: +5% chance for Special + 6 ticks of additional 6.05 Fire damage on affected targets for each rank of Accuracy inspiration active.

 

Focus (6)

Damage: 133.48

Max Targets: 30

Effect: -8 Damage for each rank of Damage Inspiration present in tray to a minimum of 70.97.

Special: +5% chance for Special + 10 ticks of additional 6.05 Fire damage on affected targets for each rank of Accuracy inspiration active.

 

I could go on and probably list 50 or more Power Examples, but...

I've already put too much time into this presentation as is if it's a horrible idea, so going to leave it at this in hopes you get the jist of it.

Any feedback and/or additional suggestions are welcome.

 

Happy Hunting, Heroes and Villains!

 

  • Like 1
Posted

 

20 minutes ago, SupaFreak said:

Signature Enhancements only provide Set Bonuses to your other powers and do not modify the abilities of your Signature Power.

So this is a mule set power?

 

21 minutes ago, SupaFreak said:

Unlike normal Enhancement Sets, you are able to choose from 63 Signature Enhancements for your 6 slots in Signature Power.

Yep, most definitely a dedicated mule set power. On this alone I find no reason to have this implemented.

 

21 minutes ago, SupaFreak said:

You are not required to put any Signature Enhancements into your Signature Power if you wish not to.

Why does this need to be stipulated? You are not required to put any enhancements into any power if you wish not to. (You are advised to, but it is not required by any means.)

 

22 minutes ago, SupaFreak said:

Set Bonuses start at 1 Signature Enhancement slotted instead of the normal 2 required. 

Then it isn't a set bonus. It's a special enhancement or a proc bonus.

 

24 minutes ago, SupaFreak said:

Signature Enhancement Rankings

Each category has rankings of I, II, and III from which Unique enhancements can be crafted.

  • You may only slot one Enhancement from Tenacity I, one from Tenacity II, one from Tenacity III, etc.

You get 6 slots dedicated to this power, but can only slot 3 of the enhancements made for the power?! What other sets does this power allow?

 

25 minutes ago, SupaFreak said:

Signature Enhancement Crafting

Signature Power Enhancements require Inspirations of various types and level to craft based on their Ranking.

  • Rank I requires 3 Small Inspirations to craft and may be slotted starting at level 10.
  • Rank II requires 3 Medium Inspirations to craft and may be slotted starting at level 25.
  • Rank III requires 3 Large Inspirations to craft and may be slotted starting at level 40. 

Why would inspirations be used to craft enhancements?

 

27 minutes ago, SupaFreak said:

Vendors will purchase Signature Enhancements for 500 Influence, no matter what ranking. (optional)

Oh good. So a player can go out, buy 3 inspirations from a nurse or other vendor for 50 inf' each, use them to craft a signature power enhancement apparently for free, and then sell that just to any vendor for a 350 inf' profit. No.

 

You aren't the first to request a signature power system, but I don't get the desire for an added signature power being added to the game. For instance:

And so far, the proposed methods are excessively complex to implement in the game and boil down to requests for greater god mode ability than we already have. So I oppose this request. Especially because of the provided exploit/abuse built into the system.

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