Elemental Power Pools


Blue Rabbit

 

Posted

Just a thought on some possible new power pools, including alternative routes for travel powers (albeit essentially identical to those that already exist):

Fire:
Obviously fire tends to be associated with damage in this game, so a +dmg toggle (self-only assault equivalent) or clicky (like buildup but without the +ToHit) alongside a simple melee attack (with DoT to push its damage a little ahead of the competition) for the first tier powers seems a simple way to go. For the travel power, turning into a flying ball of fire. Finally, just to make the set a little unique, a ranged attack for the final tier power - fire blast but with half the range and twice the recharge perhaps?

6 Melee attack with DoT
6 +dmg toggle or clicky
14 Fly
20 Ranged attack

Electric:
Electric has the whole endurance modifying thing going for it, alongside a nifty animation for teleporting courtesy of the brute melee set. Taking into account the teleport second tier power, perhaps having a hover equivalent in the first tier, accompanied by a mild electrical aura (for aesthetics only) would be useful. For the second tier 1 power, as a vague hasten alternative, a ranged 'attack' that drains an enemy's endurance (~10 endurance?) and gives you a small recharge boost (~15%?) and speed boost (which would be nice for making hover faster). With a 60 recharge, 30 second duration and non-self-stacking you could easily keep it permanent without it getting too out of whack if added to regular hasten. For the final tier power, a melee endurance siphon, draining a reasonable amount from an enemy (~25?) and transferring that to you, at a non-trivial base cost to endurance (~10-15?) to make accuracy important. With a 60 second recharge it should, with appropriate slotting, make a useful alternative or supplement to stamina.

6 Hover
6 Ranged siphon speed
14 Teleport
20 Melee siphon endurance

Earth:
I see earth being more of a defensive pool, with a toggle minor smash/lethal resistance with immobilise protection (making it something of a combat jumping alternative) and an air superiority equivalent attack for tier 1, superspeed (with an animation of rock/earth/debris rolling along the ground - I think this could look good even while jumping, with the debris arcing through the air) for travel and an acrobatics equivalent hold/knockback protection for tier 3.

6 Auto +res(smash, lethal)
6 Melee attack (air superiority equivalent?)
14 Superspeed
20 Knockback/hold protection

Ice:
Ice tends to be the most controllery, so maybe a melee attack with trivial damage and a sleep component (magnitude sufficient for minions only?) and a ranged, single-target slow/-recharge for the first tier. Superjump for travel, admittedly mostly because it's the only one left! With a trailing, transitory platform or having the character turn into a ball of ice with a trail perhaps, I'm sure it could be made to look convincing. For the final tier perhaps a PBAoE sleep like Ice Melee's final power (so that set could be given something decent in its place!)

6 Melee sleep
6 Ranged slow
14 Superjump
20 PBAoE sleep

Dark:
Dark has a penchant for -ToHit, stealth and similar such things, so where the previous four pools acted as alternatives to the existing travel powers I'd see this as an alternative to the stealth pool. Perhaps a ranged -perception and minor -ToHit instead of stealth (dark armor and dark miasma both already have actual stealth powers so I thought something at least vaguely new would be nice) and a melee immobilise power with DoT (essentially a toned down Midnight Grasp without the upfront damage) for the first tier and invisibility for the second tier. I'm a little undecided about the final tier power though - either a PBAoE placate (effectively the same as the stalker placate, except perhaps with a shorter duration, lower magnitude so as not to affect bosses or longer recharge), PBAoE fear (same as the final tier Invoke Panic from the presence pool) or, for something a little different, a melee foe intangible power.

6 Ranged AoE -ToHit, -perception (smoke and flash arrow equivalent)
6 Melee immobilise
14 Invisibility
20 Melee foe intangible or PBAoE Placate or fear

So what do you think? Any tweaks or alternative powers that might work better?


@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell

Arc: 70119 Hellion Initiation

 

Posted

I'd swap superjump and superspeed around.
A guy with rock powers can't run very fast (look at granite armour) but he can stomp about.
A guy with ice powers can't really jump, but he can easily slide along the ground at high speeds.


Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.

BattleEngine - "And the prize for the most level headed response ever goes to Mazey"

 

Posted

I agree with Mazey on that adjust and would make the Earth Melee (6) a type of Earth Stomp PBAoE (Toggle), triggered on landing from a jump of any sort, be it a standard hop or Superjump.
(Him heavy him make local earthquake.)

As for Ice's Superspeed, change it from running with a flame trail, to Powerslide, (At Superspeeds' speed.)
but leaving an ice trail behind.

Oh and make Dark's Invisibility to either Superior Invisibility, or Invisibility + Intangible (Phase shift.)


Nuff Said...
Coolio Wolfus leader of Coolio�s Crusaders on Union.
Tekna Logik leader of Tekna�s Tormentors on Defiant.
AE arc 402506, 'The Rise and Demise or Otherwise of Tekna Logik...'.

 

Posted

Earth should be TP so it will synergize with Stone/? Tanks and brutes.


 

Posted

[ QUOTE ]
Earth should be TP so it will synergize with Stone/? Tanks and brutes.

[/ QUOTE ]

I could see that working as long as it was limited to teleporting onto surfaces, so you could have an animation of disappearing into the ground and then arising from the ground at the destination - I'd find it pretty hard to justify a chunk of rock just vanishing and then reappearing a couple of hundred yards away in mid-air... but then with that limitation over ordinary teleport it would presumably need some manner of compensation?


@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell

Arc: 70119 Hellion Initiation

 

Posted

Lower end cost? That's current TP's current weak spot, before you can get it slotted up.


 

Posted

Hmm, for earth scrap Superspeed or Superjump, keep the jump pbaoe melee tho...

Add a slightly reduced endurance cost 'Ground based' teleport, But with a short duration +def buff
(Similar to normal hover +def, but for roughly the duration of the standard teleport short hover.)

We lose Superjump (To possibly another element?) but gain several new interesting tricks and powers.


Nuff Said...
Coolio Wolfus leader of Coolio�s Crusaders on Union.
Tekna Logik leader of Tekna�s Tormentors on Defiant.
AE arc 402506, 'The Rise and Demise or Otherwise of Tekna Logik...'.

 

Posted

[ QUOTE ]
We lose Superjump (To possibly another element?) but gain several new interesting tricks and powers.

[/ QUOTE ]
Well Fly should be in an "Air" pool (which could also have the electric attacks), then you could have a "Gravity" pool which could have a Super Jump type power as well as a Propel-style ranged attack - or just have a "Gadget" pool which had an "anti-grav belt" power that granted SJ, along with some other gadgets (Taser as ranged attack?).

These pools would have to be very careful not to step on the toes of any main powerset though.


 

Posted

you could change superspeed on earth for super glide, something like skating on the ground with earth on your feet's.(i saw it ones on "avatar", might make it look fun:P)


 

Posted

I agree, but for Darkness it should be a new teleport, like stepping into a wormhole or something.


If the enemy of my enemy is my friend, is the friend of my friend my enemy?

 

Posted


Thread necromancy is a no-no.
Bad poster, bad!


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