my collection


Accel

 

Posted

Inspired by this thread; New powerpool, rock riding, a new travel power.

Level 6: Heavy footing, clicky 30 second knockback protection and stun resistance, 120 second recharge.

Level 6: Floor bash, you kick the floor and send out a weak shockwave at an enemy, melee enemy knockdown, 10% chance for 2 second stun

Level 14: Ground riding, you move across the ground on a wave of rock, speed is the same as flight but is has a small chance to knock back enemies in melee range, it is slow to turn left or right so using it in combat would be hard. The knockback only work while your moving.

Level 20: Earth wave, you kick the ground and send a small wave out infront of you. Short range cone knockdown.

Any and all comments available.. I may have already posted something like this in this thread but I'm too lazy to check.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

AMAGAWD BEET. AH MA GAWD!

Love it. Love it all!


 

Posted

And the ideas keep on coming..

Idea 1, special radio mission for Peregrine. The idea is, the mission would have text like "Mysterious creature captured from oblong 3-16" or something along those lines and what you have to do is head through a portal to the dimension and find out who/what/why they came through. The twist is, the mission could have an ambush right at the door meaning you have to defeat them all, or there's a single glowy hidden on a small map which gives a double sized mission bonus or there's only one room of enemies that have either a boss/elite boss with text describing how they lost someone but it doesn't matter as their dastardly plans will go ahead anyway.

Second idea! A storyarc involving a villain who has cloned various heroes so he can use them as spies and sell information to their enemies. It would involve several defeat all/find glowy missions involving most of the villain groups until you have enough information to find the guy behind it all. The final mission would be on a large lab map where all the enemies (minion, lieut, boss or otherwise) would be clones of various main heroes in the game (Freedom Phalanx, Vindicators, Longbow ect). They would have the same powers as the originals but only far weaker (States would be inv/ss still but very weak attacks), there would be a badge called Replication for defeating 300 of them. The main guy in charge would be an AV/EB MA/SR/Illusion scrapper. They could show up in radio missions and maybe a contact in CoV where you have to get DNA samples from various heroes/villains.

Any and all comments welcome.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Few ideas for Scrappers, Tankers and a mastermind secondary.

Scrapper primary/secondary; Fire Melee and Fire Armour:
Fire Melee;

Scorch, minor damage very fast recharge

Fire Sword, moderate damage fast recharge

Cremate, high damage moderate recharge

Build Up

Incinerate, high DoT slow recharge

Call of the Phoenix, single target taunt, animation has you pointing at the enemy and a small phoenix coming from your hand, disappearing after a couple of feet

Fire Sword Slash, moderate damage long recharge, same animation as Sting of the Wasp from katana but with a fire sword

Fire Sword Circle, moderate damage slow recharge

Greater Fire Sword, superior damage slow recharge


Fire Armour would be the same as the Tanker version.

Tanker primary and secondary; Kinetic Armour and Kinetic Melee:
Kinetic Armour;

Kinetic Shield, toggle minor +def to melee, moderate +def to smashing/lethal

Kenetic Force, auto minor +def smashing/lethal

Power Sap, drains energy from your target, requires an accuracy check, short range -regen to enemy +regen +recovery to yourself, minor heal moderate recharge

Energy Output, toggle minor +def ranged, moderate +def energy/negative energy

Incrase Density (don't know what else to call it), clickie self res to mez, knockdown/up/back and teleport, long recharge short duration.

Power Repel, PBAoE knockdown toogle, high end drain minor energy DoT

Power Sap, single target debuff and self buff, requires an accuracy check, enemy -damage -speed -recharge, self +damage +speed +recharge minor +res to fire/cold, long recharge short duration

Power Focus, PBAoE debuff self buff high end usage, requires an accuracy check, debuffs surrounding enemies resistance and accuracy, buffs you with minor +res (all but psycic) per enemy and a small +acc and +perc buff, long recharge

Energy Shift, PBAoE clickie self buff enemy debuff, requires an accuracy check, debuffs all enemies around you for -res -def -acc -dam -rech -spd -end -recovery, buffs you for +def (all but psy) +res (all but psy) minor +dam minor +acc +rech +spd +recovery. While this is active you will be unable to use any other powers from Kinetic Armour, and when the power crashes you will be left with no endurance and 5% health and will be unable to recover health of endurance for 10 seconds by any means and your powers will still not work for 15 seconds. Very long recharge


Kinetic Melee;

Kinetic Jab, minor damage very fast recharge, small chance for knockdown (energy/smashing)

Kinetic Chop, you wave your arm in an arc infront of you, moderate damage cone fast recharge, chance for knockdown (energy/smashing)

Power Crush, an overhead smash of power, high damage moderate recharge, looks like haymaker but with an energy swirl at the hit, moderate recharge chance for knockdown and stun (energy/smashing)

Taunt

Kinetic Burst, a release of power PBAoE knockdown high chance for stun, long recharge

Kinetic Destruct, short range attack moderate damage, you punch the air as if doing Energy Transfer from Energy Melee, but you send a swirling vortex of kenetic energy at the enemy, short recharge chance for knockdown (energy, smashing)

Power Lash, melee cone minor damage, chance for knockdown and stun, you raise your arms in the air and shoot streams of energy infront of you, long recharge (energy)

Kinetic Strike, same animation as Assasins Strike from the Stalker's Energy Melee but faster, superior damage chance for knockdown (energy, lethal)

Kinetic Shove, you hit your enemy away from you with great force, same animation as Power Thrust but the hand isn't glowing and the enemy is repelled with the same animation as if had just been hit by Repel from Kinetics, high knockback and superior damage, slow recharge (energy, smashing)


Mastermind secondary; Commandment, all PBAoE buffs last for 15 second, Destroy them all lasts for 30, all buffs will only work on Henchmen, only those that say they will shall work on Gang War, all others will not. Each power does not stack with each other or other PBAoE buffs, so only one can work at a time. Average recharge is 180 seconds (3 minutes) :
Commandment;

Charge, PBAoE buff +speed +damage, also makes your henchmen attack your current target, long recharge short duration

Search, PBAoE buff +acc +perc +range, this will also make all henchmen attack any foes they are able to see who were invisible and ignore any enemies who are visible, long recharge short duration

Infiltrate, PBAoE buff +speed, also gives a temporary stealth, long recharge short duration

Assasinate, PBAoE buff +damage +acc +range +perc, however it also debuffs all henchmen with -def and -rech, this power will also make all henchmen attack your target, long recharge short duration

Defend, PBAoE buff +def +res, also gives them all a taunt aura which will taunt any enemies within melee range of them to attack them instead of you/someone else, this does however immobilise all henchmen, long recharge short duration

Frenzy, PBAoE buff +damage +accuracy +def +res(mez), this does however have a 10% chance to confuse henchmen in their frenzied state so they attack you/teammates/other henchmen, long recharge short duration

Regroup, when activated, all henchmen come back to you so they are in melee range, this power even works with Gang War. Once they are in melee range of you, they will be immobilised and gain a damage and range boost for 15 seconds, long recharge very long range

Force command, a toggle buff which can only be applied to a henchman, it gives them +dam and +res, but -def -acc, once applied it will force them to attack no matter what. This mean, that the henchman will still be able to attack/heal/buff through being held, stunned or slept, or even when they have no endurance. While they are under any of these effects, their attacks will not use up endurance but will instead use up health. It will take twice as much health as it would have taken endurance, and they will keep doing so until the toggle is turned off or you run out of endurance. The toggle has a high end usage and a very long recharge

Destroy them all, PBAoE buff +acc +dam +res +def +rech +effects, leaves you drained of endurance, very long recharge moderate duration


Those are my ideas for now, any and all comments are welcome (and a congratulations to whoever reads through all of this post without getting bored)


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Inspired by this thread.

New mission maps and new zones.

New mission maps:
New Oranbegan map; Portal rooms

The idea is that one room is divided into several segments and for there to be a portal in the middle on the floor (so you fall in and port into a different chamber) each room would head to the same and you wouldn't be able to go back the same way. There wouldn't be enemies in the chambers, maybe just crystals.

Nemesis; Drill tunnel

The idea of this is you follow a Nemesis drill back to where it came from, so you could start in a small instanced part of a zone, then work your way to a large hole in the ground then you would have to go through a long tunnel (likely filled with Nemesis) until you enter a warehouse at the end with a Nemesis drill inside. This could lead on to a mission where you start off in the warehouse and you have to stop the drill from getting to it's destination. Once you get into the hole it makes a timer will start where the drill will move forward. You wouldn't be able to get past the drill but you would be able to attack it. When it's defeated it leaves behind it's wreckage stopping you from going any further, if the timer runs out it has got to it's destination and the mission has failed, possibly leading to another mission when you have to defeat a group of Nemesis at the destination of the drill.


New zones:
A few ideas for new zones which would be closesly connected to current ones, they would be large zones with a main objective to them and a trial, there are two that I can think of at this point of time:

Faultline - Forever cavern. A new faultline opens up, and nobody has been able to work out how deep it is. You would zone into it by jumping into the gaping black crack. Once your in you spawn on an island attached to one side of the rock face. There are many islands attached all around and most accesable by jumping with just sprint activated, the middle however would have nothing and just keep going to the bottom. On the way would be Lost near the top, Circle of Thorns near the middle and Nemesis at the bottom. The further down the higher a level they become. There would be a contact at the camp site who would sell you a long interrupt time teleport back to the top for 10k inf.

At the bottom would be large amounts (and densely packed) Nemesis minions and a Nemesis? GM, in the middle is a Nemesis Drill. If you are between/above levels 35-40 and there's at least 6 of you, you will be able to click on a door on the side of the drill and you will be zones to a trial which I shall post up some time in the future.

This zone would be about three times as wide as the holes in the Eden trial, but it would be many times longer. The top of this would spread from the middle of Faultline to one side, and anyone under the level of 25 will be teleported outside if they try to enter. The max level of the zone is 40. It would be just under 2 miles deep, so it would take a while for a lower level to get to the bottom (unless they jump, in which case would be suicidal). There would be several exploration badges, one for the top, one for the middle and one at the bottom.

Brickstown - Ziggurski Prison. Yep, it deserves a zone in it's own. It would be a maze of corridors, offices and cells. Most of it would be alright and a safe zone, but other parts would be off limits only to Longbow, PPD and any heroes who think they are tough enough. These parts would be near the middle of the Zig and in the lower levels.

In the safe zone you would be able to get a mission from a Zig security officer, the mission would be defeat and arrest as many villains as you can, the more you arrest the more experience you get when you return to him. You would receive a temp power which only worked on defeated Ziggurski Villains. The power will count up by one for every Boss, 2 for every Elite-Boss and 3 for every AV. The more points you have, the higher the completion bonus is. Level range is 35-44.

The middle of the Zig would be an open zone, for anyone to do for the mission. There would be a trial for 45-50 for the lower levels of the Zig, which would only have Bosses, EBs and AVs no matter what difficulty you have it at. The first mission would be to clear out floor U2, two floors under ground level. This would have mostly bosses and at some point, Frostfire and Atta fighting each other in one of the corridors. Once they have all been defeated you will be allowed to enter the elevator to U3. This floor would have mostly bosses aswell, but 3 EBs. They would be a 'Weakened Doctor Vahzilok' where he hasn't got his meat suit on, basically a rad/rad/dark/dark mortificator, 'Weakened Clockwork King' which would just be a floating jar who is a mind/psy Dominator, and finally 'Recovering Terra' who would look like something between a Greater Devoured and a normal human.

Once you have defeated them, you will be able to go to U4, you will be warned that they keep some of the most powerful supervilalins of Paragon City in there, so if you take too long to report back your hospital teleporters will be activated. This will be a timed mission with 90 mins (hour and a half) on the clock. There will be only a few bosses, 1 EB and 2 AVs, all of which in the same room. The room would resemble a canteen or mess hall and have several security guard bodies here and there. All the bosses would be sitting down watching the two AVs and their EB bodyguard as they give a speach about how they should make an alliance to bring upon their common goals. Most of the bosses would be Council, Freakshow and Nemesis. The EB would be Bile and the AVs Nemesis? and Dreck. It is your job to defeat them all before the timer runs out, and if you have the other mission you would be able to get very large amounts of numbers for an even bigger bonus afterwards.

Completion of this would award the Ziggurski Mop badge, and most likely another level under your belt


Any and all comments welcome


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

More GM's/special spawns:

1. In Creys Folley, in the Freaktown, wouldn't having Dreck spawn as a GM and fight Jurassik when they meet be good?

2. Sirens Call battle's could be spiced up by having an Arbiter (EB) spawn on the villains side and a Ballista (EB) spawn on the hero side when there are large amount of heroes and villains in the zone.

3. Another idea for Dreck is to have him spawn in south Peregrine with a large group of Freakshow around him and slowly make his way to the Portal Corps carpark where they would go through the animations of throwing stuff at PC, sort of like the Ghost of Scrapyard of CoH. After he's been there for a while, NPC heroes (I vote for Sister Psyche, Positron and Back Alley Brawler) or multiple police drones will come by and clean them up then get teleported away.

4. Rikti Crash Site could have a Rikti Abomination GM spawn from the ship and make it's way to the gate. It would be tall and look grotesque and have Rikti weapons 'welded' into it's body for random shootings at heroes (moderate recharge superior DoT AoE like the Arachnos lieuts?) and psycic powers, including the nuke when it's low on health. It would be surrounded with many Rikti Drones flying around it's body like flies on a Vahzilok, which brings me to the next one.

5. Faultline could have Doctor Vahzilok spawn in a crack near the recently renovated buildings in an attempt to regain Faultline for himself, starting with taken out the new stuff and PPD/Longbow, then the Arachnos. So he could climb into the city and have several large spawns of Eidolons around him and just start taking out as many PPD, Lost and Clockwork as they can, ending in a large spawn of Longbow and PPD attacking them (and losing eventually) and then Dr Vahz and gang walking off into the distance, disappearing into the sewers so that he isn't out continuously.

6. Failing the Dr Vahz in Faultline idea, could have a higher level version of him with a couple of Eidolon powers in the Abandoned Sewers fighting Hydra. This could also have higher level Eidolons and zombies at his side (Cadavers with guns or bigger explosives rigged into them?). The Eidolons could have added powers (Opressive Gloom, Fearsom Stare, nukes, pets, radiation god mode, self rez?) and the good Doctor would gain Darkstar, Gloom, Electron Haze and Cosmic Burst, aswell as his fist and gun, and a small chance for him to self rez using Soul Transfer or rez an Eidolon with Mutation? He would be powerful, and a challenge, but that is what he should be afterall.


And now, a list of villains I'd like to see return in the higher levels (35-50) either the same or refreshed with new powers/types:

Normal Clockwork, not psycic
Vahzilok
Hellions (imagine one who learnt powerful magic and being a threat)
Minions of Igneous (possibly as an ally vs DE?)
Tsoo
Vahzilok
Sky Raiders
Trolls
Vahzilok


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

New villain epic AT! [enter name here] (I can't think of one )

The idea is, you do a small storyarc for a specific villain group and once finished, you have the ability to make a char who is the member of that group meaning access to a new AT with new powers and costume parts, the factions you can join are;

Council
Arachnos
Outcasts
Vahzilok
Circle of Thorns
Malta

I'll work on two of these, Outcasts and Malta;

Outcasts
The extra costume items available; ripped jeans, elemental chest symbol

Types of Outcast to choose from:
Fire melee/Fire control (travel: Superspeed)
Ice blast/Ice melee (travel: Superspeed)
Stone melee/Stone armour (travel: Superjump)
Elec blast/Elec melee (travel: fly)

Each kind has a unique powerpool it can open up at level 12, 20 and 30, they include;

Fire: Fire Blast, Fire Ball, Fire Shield, Healing Flames
Ice: Chilling Embrace, Block of Ice, Ice Armour, Hoarfrost
Stone: Quicksand, Fossilize, Salt Crystals, Stalagmites
Elec: Lightning Reflexes, Grounded, Charged Armour, Power Sink

Malta
Extra costume items available; Gun holsters, Nightvision goggles, Malta utility belts

Types of Malta to choose from:

Gunslinging/Super reflexes (travel: teleport)
Assault Rifle/Mechanics (travel: superjump)
Heavy Arms/Invulnerability (travel: fly)

Gunslinging;
Quick Shot (ranged, lethal, minor)
Dual Shot (ranged, lethal, moderate)
Poison Shot (ranged, lethal/toxic, minor toxic DoT, minor lethal, chance for sleep)
Flaming Bullet (ranged, fire, moderate DoT)
Empty Clips (ranged cone, lethal, moderate DoT)
Exploding Clip (ranged AoE, lethal, moderate, knockdown)
Freezing Shot (ranged, cold, minor DoT, hold)
Upgraded Clip (self buff just like Buildup)
Energy Clip (ranged cone, lethal/energy, superior DoT, knockdown/back, chance for stun)

Mechanics;
Web Grenade (ranged, immob, -speed -recharge -fly)
Caltrops (targetted AoE, minor DoT, slow, -jump)
Tazer (melee, minor energy damage, stun)
Forcefield Generator (Pet, PBAoE +def all, 120 second duration/untill destroyed, mez resistant)
Seeker Drones (pet, moderate damage, chance for disorient, knockdown)
Flash grenade (AoE, disorient, -recovery)
Nanite Implant (ally buff, +regen, +recover, +speed, +recharge, +accuracy, 120 second duration, very long recharge)
Tripe Mine (PBAoE, lethal/fire, minor fire DoT, superor lethal, interruptable)
Auto Turret (pet, moderate lethal DoT, high res vs s/l/p, minor vs all)

Heavy Arms;
Energy Rifle Burst (ranged, energy, minor DoT)
Energy Rifle Slug (ranged, energy, high, knockback, chance foe disorient)
Energy Rifle Boom (ranged cone, smashing/energy, moderate, knockdown, chance for disorient)
Energy Rifle Destruct (AoE, energy, moderate, chance for knockback)
Energy Rifle Puncture (extreme ranged, energy/lethal, superior, knockdown)
Energy Rifle Stun (AoE, extreme stun)
Energy Rifle Sap (ranged, -end, -recovery, chance to disorient, long recharge)
Energy Rifle Transfer (AoE, -recovery, -regen, self buff +recovery, +regen, self buff higher the more enemies effected)
Summon Zues Titan (pet, self explanitary)

Each kind has a unique powerpool it can open up at level 12, 20 and 30, they include;

Gun: Sharp Eye (toggle, self +acc(10%) +dam(25%), high end), Contract (ranged ST toggle, -res(12%) -def(12%), Exploit Weakness (ranged, -def(18%) -res(18%), 30 second duration), Leadership (PBAoE toggle, ally and self +dam, +acc, +def, +perception, high end cost)

Mechanic: Nanite Armour (toggle, +res S/L (14%), moderate end cost), Tools of the Trade (self +recharge (30%), long recharge), Secondary Power Supply (self +end (33%), long recharge), Self Destruct (pet auto-defeat, PBAoE superior fire damage vs enemy and allies on team/self)

Heavy: Invisiblity Field (toggle, self combat invisiblity, can only be seen at extremely close range, +def(all), +damage (20%), low end cost, long recharge), Expertise (self click buff, +recharge (25%), +damage (25%), 30 second duration, long recharge), Battle Fury (self buff, just like Buildup), Heavy Weapon Bunker (toggle, self immobolise, mez resist(accept immob), +res(all but psi 20%), long recharge)



That's my idea for now, any and all comments welcome! (even tl;dr)


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Mastermind primary! Fallen Heroes

Power Bolt: Same as the one from Energy Blast

Anti-Heroes: Call for three Anti-Heroes who went too far and have become villains.

Anti-Hero 1, Claws/Super Reflexes: Summoned(Swipe, Brawl, Focused Fighting, swift) First Upgrade(Slash, focused Senses, Health) Second Upgrade(Follow Up, Focus, Practised Brawler, Stamina)

Anti-Hero 2, Fire/Fire: Summoned(Fire Blast, Brawl, Fire Sword) First Upgrade(Fire Ball, Combustion) Second Upgrade(Fire breath)

Anti-Hero 3, Broadswrod/Dark: Summoned(Slash, brawl, Dark Embrace) First Upgrade(Slice, Murky Cloud) Second Upgrade(Hack, Whirling Sword)

Scream: Same as the Sonic Attack version.

Upgrade Fallen Hero: First upgrade

Fireball: Same as the Fire Blast version.

Ex-Longbow: Ex-Longbow who have somehow lost their heroism and turned to the dark side

Longbow 1, Spines/Invulnerability: Summon(Lunge, Swipe, Temp Invulnerability, Resist Physical Damage) First Upgrade(Spine Burst, Impale, Unyielding) Second Upgrade(Quills, Throw Spines, Invincibility, Tough Hide)

Longbow 2, Storm/Electricity: Summon(Snow Storm, 02 Boost, Charged Bolts) First Upgrade(Freezing Rain, Lightning Bolt, Short Circuit) Second Upgrade(Hurrican, Thunder Clap, Tesla Cage, Voltaic Sentinal)

Last Stand: Should one set of your henchmen fall, you can activate this giving the surviving a buff of +def(31%) +res(20%) +acc(15%) +dam(50%) for 60 seconds, and for each who are defeated while this is in effect the rest are healed for 20% of their hitpoints

Paragon Hero: An ex hero of the city who used to be well known for their heroic acts, but have recently fallen on troubled time and become a villain for their own reason. When you summon them, they can be one of any of the following;

Warshade: Summon(Ebon Eye, Gravimetic Snare, Shadow Blast, Sunless Mire, Gravity Well, Absorbtion, Gravity Shield, Pnumbral Shield, Twilight Shield) First Upgrade(Turns into Dark Nova) Second Upgrade(Turns into Black Dwarf)

Illusion/Kinetics: Summon(Spectral Wounds, Blind, Siphon Power, transfusion) First Upgrade(Superior Invisibility, Flash, Siphon Speed) Second Upgrade(Phantom Army, Transference)

Stone/Super Strength: Summon(Rock Armour, Jab, Punch) First Upgrade(Brimstone Armour, Crystal Armour, Haymaker, Taunt) Second Upgrade(Minerals, Earth Embrace, Knockout Blow, Foot Stomp)

Dark Miasma/Psycic Blast: SummonTwilight Grasp, Mental Blast, Subdue) First Upgrade(Darkest Night, Shadow Fall, Psycic Scream) Second Upgrade(Fearsom Stare, Dark Servent, Telekenetic Blast, Psycic Wail[only when low on health])

Replenished Power: Second upgrade

Might be a bit overpowered, so perhaps the weakness of this powerset is that they are all very endurance heavy so will run out of end frequently.

Thats my idea for now, any and all comments welcome.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Whilst listening to this song (not that actual song, but the pre-recorded album equivelent) I came up with an idea for the CoV equivelent of Sally, and that would be a Longbow helicopter flying around above a random zone at random times, it would take three laps around the zone then disappear into the distance. It would have 5 HP, be classed as a Monster and at several points fly low to the ground so that melee chars can attack it/jump to attack it. By taking down 2 of them you get the badge 'Anti Aircraft'.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Not inspired by this thread, I've had this idea brewing for a few days now but the other thread did give me enough of an idea to bring it to a good idea

Weather Blast, meant for a Defender secondary and a Blaster/Corrupter primary.

Bright Bolts: Minor damage attack (energy), very fast recharge, you throw a small yellow blob of lightning which looks like Electricity Blast's Ball Lightning. Had a chance to stun, -end.

Lightning Strike: You fire a single strike of lightning from your hand at your enemy, moderate damage (energy, lethal), short recharge, knockback -end. Animation would be like Energy Transfer but have a single yellow bolt of lightning fly from your hand.

Wind Funnel: You fire a funnel of ice winds at your enemy, moderate DoT (lethal, cold). moderate recharge, knockback -recharge. The animation shows you holding out an arm and a spiraling wind charging from it at the enemy.

Wind Tunnel: A gust of wind to send attackers away, low damage (smashing, cold) short recharge, cone, high chance of knockback. You hold out both arms infront of you and shoot two large funnels of wind similar to Wind Funnel.

Aim: Self explanatory

Sun Blast: You release the power of the sun, extreme damage (fire) long recharge, interruptable, very long range. You raise your arms in the air until you slam them into the ground, causing a ray of light to shoot from the air at the targeted enemy, setting them on fire.

Earth Shatter: You use the power of the ground against your foes, high damage (smashing), targeted AoE, knockdown/knockup, moderate recharge. You slam your foot into the ground causing many large cracks and spikes to emerge from the ground, hitting your enemies in a targeted AoE.

Drift: You cover your enemies in snow to aid you in battle, AoE minor damage (cold) -speed -recharge, chance for immob, low chance to hold. You start off with the animation for Bitter Freeze Ray, and when you shoot a wall of white comes from your hands covering your enemies, leaving a large circle of snow.

Cyclone: You release a powerful cyclone around you at your enemies, PBAoE extreme DoT (cold, lethal), chance to hold, drains all your end and stops you from recovering it again. You start off with the normal Nova/Inferno animation, which then turns into a mixture of a large Hurricane from Storm Summoning and Blizzard from Ice Blast. The damage would be between Nova from Energy Blast and Inferno from Fire Blast.


Any and all feedback is welcome.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Inspired by this thread: Time manipulation power pool/travel power, I'm not sure but I may have already suggested something similar.

Slow down: Single target debuff. -speed(30%) -recharge(10%) -tohit(2%), 90 second recharge, low accuracy

Speed up: Single target ally buff. +speed(30%) +recharge(10%), -tohit, 20 second recharge(2%)

Time warp (requires already having a power from the powerpool): Toggle, travel power self +speed, chance for teleport. When activated, you speed increases to levels higher than normal but lower than superspeed. Every 5 seconds, it applies an effect to you which gives a 20% chance to instantly teleport a short distance (40 foot) forward, low end cost.

Time displace (requires already having two powers from the powerpool): Single target hold(only effects minions/underlings, 6 second duration), -speed(40%) -recharge(15%), 20 second recharge, low accuracy.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Alternative for Vigilance, the Defender inherit power, Protect.

The way Protect would work is every power you use which debuffs, buffs or heals will make a small bar rise, similar to fury. When the bar gets above 10% a click power, similar to Domination, will be available. You can click the power at any time, but the higher the bar is the better an effect the power will have. It's recharge is the same as Domination.

The power will give you a self buff while increasing the effectiveness of nearby player effectiveness. Each player needs to be in your team and within melee range for it to work. Think like a PBAoE Power Boost. At 10%, the power will boost effects by 10%, at 20% will boost by 20% and so on up to 100%. The bar will go up and down as fast as fury and toggles will gradually raise it by 1% every 10 seconds.

I think this will help Defenders very much, and give the sets others think are lacking an extra boost.

All comments are appreciated.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

That reeks with overpowered!


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Posted

Hmm true, perhaps have it go up at half the speed and down at the same speed and only effect you by 50%?

Also, not sure if I already posted an idea like this but this is a fresh look I feel, Earth Blast. For Blasters, Defenders and Corruptors.

Dust: ST, minor DoT(lethal), chance for stun, very fast recharge. You shoot dust at an enemy in hope of stunning them.

Pillar: ST moderate damage(smashing), knockup, moderate recharge. You hit the ground with your foot, causing a pillar of stone to erupt under your targetted enemy.

Gravel: Cone moderate damage(lethal), moderate recharge. You hurl out tiny stones at high speed, hitting all enemies in a 90 degree angle.

Rumble: Location AoE moderate DoT(smashing), chance for knockdown, long recharge. You start a small but violent earthquake at a targetted location, knocking enemies to their feet and damaging them over time.

Hot Coals: Cone minor damage(fire), chance for confuse, moderate recharge. You call force a bed of coals infront of you, burning your enemies feet confusing them as they look for cool ground.

Aim

Hurl Boulder: ST high damage(smashing), knockback -fly, moderate recharge. You pick up a boulder from within the ground and hurl it at your enemy.

Stone Blades: Cone high damage(lethal), knockback, long recharge. You hit the ground with your foot, sending forward a narrow cone of large stone blades from the ground, slicing and throwing enemies aside.

Quake: PBAoE superior damage(smashing), knockdown stun, long recharge, -recovery but does not drain all end. You jump into the air and slam your fists on the ground, causing an almighty bone breaking quake to erupt around you.


Any and all comments welcome.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Travel Power Alternations:
The idea is, each travel power have 2 or 3 different alternations of it. It would be a change in animation and effect, buy essentially keep it the same. Below I'll list two variations for each travel power.

Superspeed:

Skate: You run slightly bent forward, legs kicking back a little as if ice skating. It would be a little faster unslotted than normal SS, but you would go on a little bit if you stopped like in the Peacebringer's fly.

Charge: Same animation as now, just with small ground breaking footsteps instead of the yellow streak. It would be a little slower unslotted than Superspeed, but if you turn it off while moving you will cause a PBAoE knockback in the direction you were moving.

Teleport:

Dig: You would jumps in the air and dig into the ground. This would have a longer animation time (about 3 seconds) but it applies a PBAoE -speed -recharge effect where you teleport from and where you teleport to. You can also only teleport against the ground and not on water

Hyperspeed: You start out with the opening animation for Whirlwind, then you disappear in a cloud of dust shaped like your hero and have a streak of superspeed like colours to where you teleported to. This power would still be a teleport, but seem like you just ran incredibly fast and appeared there. This would have a slightly longer base range than normal Teleport, but cost a little more endurance.

fly:

Disc: A small disk (maybe metal, maybe a previously chosen flying symbol/device) flies to you from nowhere and you jump on it, using it to fly from one place to another. This power is as fast as Fly but gives a Hover like defence bonus, it does however lower your protection against Knockback and if a knockback effect happens to you, there's a 50% chance you'll get a -fly effect for 3 seconds.

Jets: Various small jets come out of your body (two on the bottom of your feet, two from your hands and two from your back?) and propell you. This could have problems with clipping, but I think it's worth it for the people with technology heroes that the Jet Boots don't suit. This power would have a slightly faster base flight speed, but with a high drag effect like the Peacebringer fly and slightly higher endurance cost

Superjump:

Power Jump: Each time you land on the ground, it leaves behind a crack like Foot Stomp and has a 40% chance of knockdown and 10% chance for stun. This does, however, mean you have to stop for a second between each jump for the animation when you stomp into the ground, plus a slightly higher endurance cost.

High Agility: This version gives a +Def(4%, enhanceable) and +Tohit(3.5%, unenhanceable) bonus but lowers your base jump distance and height by 20%


Either Veteren Rewards or reaching a certain level(maybe 25) would unlock these. Any and all comments are welcome.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

[ QUOTE ]
Travel Power Alternations:
The idea is, each travel power have 2 or 3 different alternations of it. It would be a change in animation and effect, buy essentially keep it the same. Below I'll list two variations for each travel power.

Superspeed:

Skate: You run slightly bent forward, legs kicking back a little as if ice skating. It would be a little faster unslotted than normal SS, but you would go on a little bit if you stopped like in the Peacebringer's fly.

Charge: Same animation as now, just with small ground breaking footsteps instead of the yellow streak. It would be a little slower unslotted than Superspeed, but if you turn it off while moving you will cause a PBAoE knockback in the direction you were moving.

Teleport:

Dig: You would jumps in the air and dig into the ground. This would have a longer animation time (about 3 seconds) but it applies a PBAoE -speed -recharge effect where you teleport from and where you teleport to. You can also only teleport against the ground and not on water

Hyperspeed: You start out with the opening animation for Whirlwind, then you disappear in a cloud of dust shaped like your hero and have a streak of superspeed like colours to where you teleported to. This power would still be a teleport, but seem like you just ran incredibly fast and appeared there. This would have a slightly longer base range than normal Teleport, but cost a little more endurance.

fly:

Disc: A small disk (maybe metal, maybe a previously chosen flying symbol/device) flies to you from nowhere and you jump on it, using it to fly from one place to another. This power is as fast as Fly but gives a Hover like defence bonus, it does however lower your protection against Knockback and if a knockback effect happens to you, there's a 50% chance you'll get a -fly effect for 3 seconds.

Jets: Various small jets come out of your body (two on the bottom of your feet, two from your hands and two from your back?) and propell you. This could have problems with clipping, but I think it's worth it for the people with technology heroes that the Jet Boots don't suit. This power would have a slightly faster base flight speed, but with a high drag effect like the Peacebringer fly and slightly higher endurance cost

Superjump:

Power Jump: Each time you land on the ground, it leaves behind a crack like Foot Stomp and has a 40% chance of knockdown and 10% chance for stun. This does, however, mean you have to stop for a second between each jump for the animation when you stomp into the ground, plus a slightly higher endurance cost.

High Agility: This version gives a +Def(4%, enhanceable) and +Tohit(3.5%, unenhanceable) bonus but lowers your base jump distance and height by 20%


Either Veteren Rewards or reaching a certain level(maybe 25) would unlock these. Any and all comments are welcome.

[/ QUOTE ]

inrtertesting, im sure the skates would suit thug mm's as well.


Power Jump: Each time you land on the ground, it leaves behind a crack like Foot Stomp and has a 40% chance of knockdown and 10% chance for stun. This does, however, mean you have to stop for a second between each jump for the animation when you stomp into the ground, plus a slightly higher endurance cost.


though thtll be more of a attack really wouldnt it,


 

Posted

[ QUOTE ]
Power Jump: Each time you land on the ground, it leaves behind a crack like Foot Stomp and has a 40% chance of knockdown and 10% chance for stun. This does, however, mean you have to stop for a second between each jump for the animation when you stomp into the ground, plus a slightly higher endurance cost.


though thtll be more of a attack really wouldnt it,

[/ QUOTE ]

Would be a toggle which lets you jump long distances, it's just every time you land you let out a shockwave type effect. I would expect this from heroes such as The Incredible Hulk or Superman.

I agree though, it does sound a little like an attack. Perhaps it could be two toggles instead, one just makes you jump further and the other would give the added effects, thus making it take more endurance (the toggle with effect should only be able to be activated when the main travel toggle is on though).


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Was looking through the devices powers when I realised something, there's actually 9 powers in it instead of 8! Why oh why did I miss out Smoke Grenade.. Then I remembered, it's just about completely and utterly useless. Everyone I've seen with it have either respecced it out or are going to and everyone I know thinks it's useless aswell. So, started brainstorming over it and have come up with a list of replacements and tweaks for it;

Replacements:

Flashbang Grenade: You throw a flashbang grenade at the enemy, lowing their perception, tohit(6%) and defence(12%). It would have the same effects as the Smoke Grenade, but also have defence and maybe higher numbers with the tohit (but not much higher)

Bolas: Similar to the ones Batman has, it's a piece of rope with weighted balls on the end which are used to tie up animals/people's legs. This could be an immobolisation(7 secs) and knockdown power with -fly -jump and -speed. Perhaps make it a cone where you throw several of them, so that it doesn't make Web Grenade completely obsolete.

Robotic Grabber: You throw a robotic grabber/tentacle/something which wraps itself around the enemy and holds them in place, basically a ST hold(6 secs) with no secondary effects. Think of it like those robotic tentacled grenades Gear used from the Static Shock animated series

Power Gauntlet: An ST attack like Energy Punch, but with an animation between Energy Punch and Charged Brawl, with the energy glow and electric buzz

Fireworks: You fire off a large amount of small rockets which explode in a firework display around the enemies. A cone minor damage (lethal), -perc -tohit -def, chance for fear(5%)

Tweaks:

Make the -perception stack, but not the -tohit. This way you will not need Superspeed or Cloaking Device to get by enemies invisibly. This could also mean you can drop CD for it or get an alternate travel power, it could also help Devices blaster in PvP, where some see them as lacking.

Add extra effects to it, like a 20% chance for Placate and 20% chance for Confuse, this would make it better to use other than before a battle so you can stealth a mission. If these extra effects are added, it could be the difference between XP and Debt for a blaster.

Up the -tohit a little, not much, just to 5% or 6%. Not so much that it's going to break the game, but enough that you notice the difference in battle.


Any and all comments welcome.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Oh please, Efranof. Please! Stop it! Just send an email to NC >_<


 

Posted

What about just replacing it with Flashbang grenade? Make it a 10 second AoE stun (or something like that) with 45 seconds recharge. Should be quite balanced I think AND make it a power that would actually be used.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

A copy of the current temp flashbangs would work aswell.

At the risk of repeating myself, new AT/EpicAT, Commander.

Description: The Commander is there to take control of a situation, to aid allies in battle but still fight on the front lines. The Commander is able to keep himself alive, but if worst comes to worst, he will have to rely on teammates for help.

Hit Points: Medium
Damage: Medium
Primary: Buff
Secondary: Melee

Inherit ability; Battle Drive: The Commander's main job is to keep the battle in the team's favour, even if the odds are against them. To do this, the Commander's resilience and will to fight increases the worst a fight looks. When you or your team mate's health decreases, your Defence, Resistance, Damage and Accuracy increases. For each % of overall health goes down, you gain 1% of each self buff, making you fight on for victory. If a team member dies, however, you will loose 5% from each field due to the feeling of loss for your comrade.

Primary Powersets:

Martial Arts (same as Scrapper, with AoE taunt)
Dark Melee (same as Scrapper, with AoE taunt)
Super Strength (same as Tanker)
Fire Melee (same as Tanker)
Energy Melee (same as Tanker)
Katana (same as Scrapper, with AoE taunt)
Broadsword (same as Scrapper, with AoE taunt)

Secondary Powersets:

Empathy (same as Defender)
Forcefield (same as Defender)
Sonic Resonance (same as Defender)
Kinetics (same as Defender)
Storm Summoning (same as Defender)
Commanding Presence (will explain soon)

Scales:

The melee damage will be on par with Tankers and the buffs/debuffs on par with Controllers. The hitpoints would be between Blasters and Scrappers.


Commanding Presence: This powerset would be similar to the earlier set I suggested for Masterminds called Commandment, and would have powers similar to it, something like this;

Incoming: PBAoE buff, +def(ranged(10%) AoE(10%)), 15 sec duration, 45 second recharge.

Prepare Yourselves: PBAoE buff, +damage(20%) +def(melee(10%), 15 sec duration, 45 second recharge.

Look out!: ST buff, +def(all but psi(15%), +res(all but psi(20%), 30 second duration, 60 second recharge.

Never surrender: ST ressurect, +res(all mez but fear), 30 sec duration, 180 second recharge.

Battlecry: PBAoE buff, +tohit(18%), +recharge(57%), 30 sec duration, 120 second recharge.

Those are all I can think of right now, but you get the idea.

This is the basic idea of the AT, any and all comments are welcome.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Hah, been looking for this thread, thought I'd never find it.

New Hero Epics.

Scrapper, Chi Mastery:

Power Boost (same as usual)

Chi Blast: ST ranged moderate energy/smashing damage, -recovery, -defence, moderate recharge (animation like Gleaming Blast from Luminous Blast but with about 50% transparency)

Essense Pull: ST teleport (to melee, .5 second interrupt(unenhancable)), short range(15ft), moderate energy damage, 50% chance for mag 3 stun(4 seconds unenhanced), slow recharge (animation of Siphon Speed with a white glow around the enemy before teleporting infront of you)

Siphon Chi: Melee self +damage, enemy -damage, slow recharge (animation and effect of Siphon Power, PBAoE buff halved radius)


Blaster, Melee Mastery:

Focused Fighting, same as Scrapper /SR version (changed def numbers, 'course)

Cobra Strike, same as Scrapper MA/ version

Haymaker, same as Tanker /SS version

Crippling Axe Kick, similar to Scrapper MA/ version, lowered damage with longer immobilise duration


Tanker, Weapons Mastery:

Targetting Drone, same as I13 Scrapper version

Shuriken, same as Scrapper version

Taser, same as Blaster /Dev version

Shuriken Barrage: Ranged moderate lethal damage cone, slow recharge (Energy Torrent animation with effect of shurikens being thrown in multiple directions)


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

this thread hurts my brain..


~union4lyfe~

 

Posted

[ QUOTE ]
this thread hurts my brain..

[/ QUOTE ]
to much info....AHHHHHH, overload......shutting down in 3....2....1.....peuhhhh....