Naturan Origin Based Buff/Debuff


Expeditor

 

Posted

Ive noticed that most of the villains Buff powers are powers not abilities, and if not you have to rely on devices. So I have came up with a powerset thats available to Corruptors, Masterminds and defenders

Commandment

1) Encourage (Ally +Strength, resist Fear)
you encourage a nearby ally giving him the willpower to fight and resist fear
2) Battle Plan (AoE Ally/Self resist AoE, Ranged and Cone)
You Share tactics and preform group teamwork to overcome ranged, cone and AoE attacks
3) Alliance (AoE Ally/Self resist AoE, Cone and Chain, special)
You and your nearby allies fight as a team and each time you are hit with an AoE, Cone or chain attack you share out the damage, a bonus to resistance is given for every nearby teammate.
4) Outnumber (AoE Ally/Self, ranged foe fear, Special)
You outnember your enemies making them fear your presence, every teammate nearby gains an aura of fear, fear is incresed when teammates are close by
5) Tactical Technique (ally +ACC, +perception, res debuff)
You Create a tactical technique that will give teammates the knowledge to strike more precisley and detect stealthy enemies while giving resistance to debuffs
6) Overcome pain (Ally Heal, +resist DoT +Regen Health)
You Inspire a teammate to continue on battle after damage is dealt to them, this gives them a health and regeneration boost and the ability to resist Damage over time
7) Battle Charge (AoE Ally/Self +Speed +Damage +Res all but Psi +regen End)
You begin a short battle charge that allows nearby teammates a quick boost to damage, speed and endurance recovery while ignoring incoming damage
8) Will to Continue (ally Ressurect, special)
You Encourage an ally to continue the fight when they have fallen in battle and raise them to half health and endurance
9) Force Back (aoE ally/self, foe fear, knockback)
You preform the manuever of forcing foes back, you and your allies can distill fear in an enemy from afar and knock foes back for a limited time


A total of 14 of my nerves have been harmed in the making of this post...

 

Posted

Seems this is sort of a mixed bag...theres some really nice ideas and some of the powers look great, but lots of the powers seem too situational and you wont use em.

So, I'll just say, /half-signed. You might want to rethink some of the powers to make me /signed.


 

Posted

We already have something similar available courtesy of the VEATs (albeit mixed in among self-buffs etcetera) but just for kicks and grins I thought I'd put together something of an extension to that as a full Leadership-esque set:

1/1 Surveillance
As the Bane Spider power, you analyse your targets defensive capabilities and discover their weaknesses, reducing the targets defence and resistance to damage. Does not generate aggro.
1/2 Tactical Assault
As the Arachnos Soldier power, while this power is acive you and your nearby teammates deal more damage and are protected from taunt and placate.
2/4 Team Conditioning
Inspired by the VEAT inherent and Accelerate Metabolism, when activated you grant your teammates increased regeneration, recovery, run speed and attack speed, as well as minor resistance to controlling effects. Duration: 120s, recharge: 480s, regen: 75%, recovery: 30%, run/fly speed: 30%, recharge: 15%, status effect resistance: 50%
6/10 Tactical Maneuvers
Simlar to the Arachnos Soldier power, while this power is active you and your nearby teammates are more agile and resistant to movement impairing effects. Defence (all): 7.5%, immobilise resistance: 50%, slow resistance: 25%
8/16 Inspiration
Inspires a fallen ally to rejoin the fight - provides smaller buffs than Mutation/Elixir of Life but has a similarly smaller debuff at the end.
12/20 Tactical Focus
Similar to Tactical "Training: Leadership", the Arachnos Soldier power, while this power is active you and your nearby teammates have an improved chance to hit and perception, alongside resistance to fear and confuse effects.
18/28 Team Efficiency
Similar to Team Conditioning, when activated you grant your teammates improved endurance efficiency and recharge. Duration: 120s, recharge: 480s, endurance reduction: 30% (for reference, Conserve Power provides ~120%), recharge: 15%
26/35 Dragoon
I'm not certain this is technically possible, but I liked the idea behind Outnumber and Force Back - I'm thinking something along the lines of Fulcrum Shift, except as an ally-targeted AoE rather than enemy targeted. For every ally within the AoE, a mag 2 fear aura is generated (like the damage buff aura of fulcrum shift) as well as another mag 2 fear aura being generated by the caster. With a 10s duration and 120s recharge you shouldn't be able to achieve a permanent effect but with a tightly packed team you might even be able to intimidate archvillains!
32/38 Tactical Leadership
Similar to Manticore's super combined leadership aura, while this power is active you and your nearby teammates have increased accuracy, defence and damage and resistance to debuffing and controlling effects. Accuracy: 15%, to-hit debuff resistance: 33%, defence: 3.5%, defence debuff resistance: 20%, damage: 15%, status effect resistance: 50%. Endurance cost for this toggle would be quite high at ~3 times the cost of the earlier toggles (i.e. about the same as all 3 of the earlier toggles combined)

Obviously the numbers above are Defender values - corrupters, controllers and masterminds would have the appropriate AT modifiers applied.


@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell

Arc: 70119 Hellion Initiation