Power Set: Time Manipulation
So.... kin+emp+stuff we can't do here... got it.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
not downing you, here, Durakken... but i do believe that it has been stated on many occations that having the ability to clone a toon as a pet was never* going to happen.
* then again, the same was said of power customization...what do I know.
If thats true then i ask why? If it has something to do with copying the appearance that puts the kbosh on it but if its powers or something else it could be easily done.
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Just so you know, I'm not really for or against this, just wanted to point it out...
I'll try and find the quote though.
Taken from one of my posts in Lady-Jade's Power Suggestion Box:
Time Control The main issue with time control was finding a way to set it apart from Gravity and Ice, given that it's OBVIOUS secondary effect was speed/recharge slows. For a while i was thinking of making it a Tohit/defense debuff (since you're moving slower than the peopel around you, you have a harder time hitting targets, and avoiding attacks), but that didn't feel like a good fit. Then I started thinking about a combo system, like Dual Blades uses... but that still didn't really make sense. Finally I thought, instead of Time Control power's secondary effect DEBUFFING your target's movement/recharge, instead have it BUFF yours. To that end the idea of "Acceleration" fleshed itself out, where when you successfully hit a target with your time control powers you get a small, stackable recharge buff. Single target attacks get the largest up front buffs, with AoE attacks starting out with very small buffs for the first target, and scaling upwards to more respectable numbers. For this set I've actually gone a bit overboard and even included numbers based on equivalent Control Set powers, and which animations each power would use (Particle FX would of course be new): 1) Suspend Movement Suspends your target in an artificial bubble of space-time, preventing them from taking action. This bubble is fragile, and will break if your target is disturbed. Click Activation 1.1 (uses Gloom animation) Accuracy 1.1x Range 80 End 5.2 Damage 30.6 Recharge 6 3.5mag Sleep 55.9s 20% 1mag Sleep 27.9s Self (+)5% Recharge 15s 1) Pause Stops target foe dead in their tracks, leaving them held and helpless to defend themselves. Like most other Time Control powers, Pause grants you a small bonus to your recharge if successfully executed. Click Activation 1.17 (uses Transfusion animation) Accuracy 1.2x Range 80 End 8.53 Damage 30.6 Recharge 8 3mag Hold 22.4s 20% 1mag Hold 16.8s (-)Knockback/Up Self (+)5% Recharge 15s 2) Slow Field Slows a group of foes to a standstill, effectively immobilizing them and massively slowing their attack rate, while boosting your own. Unlike most AoE Immobilize powers, Slow Field deals no damage. Click Activation 1.03 (uses Fire Cages animation) Accuracy 1.0x Range 80 Radius 25 End 10.4 Recharge 12 Max Targets 16 3mag Immobilize 27.9s 50% 1mag Immobilize 14s (-)81.25% Recharge Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge) 6) Halt Movement Encases a group of foes in a large pocket of artificial space-time, rendering them unable to act. Foes will be freed from the effects of this power if damage or moved. Click Activation 2.27 (uses O2 Boost animation) Accuracy 1.0x Range 80 Radius 30 End 15.6 Recharge 45 Max Targets 16 3mag Sleep 22.4s 20% 1mag Sleep 11.2s Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge) 8) Chronoshift Chronoshift violently forces your target out of sync with normal space time, then instantly pulls them back from the edge of nothingness, leaving them stunned and staggering. A Successful hit with Chronoshift accelerates your attack speed for a brief time. Click Activation 1.93 (uses Siphon Power animation) Accuracy 1.0x Range 80 End 10.4 Damage 30.6 Recharge 20 3mag Disorient 18.6s 20% 1mag Disorient 14s Self (+)10% Recharge 15s 12) Temporal Rift Manipulation of space-time is not without it's hazards, inexperienced chronomancers sometimes inadvertantly create dangerous rifts in the fabric of time itself. Experienced Chronomancers can bend these very rifts in time to their own will. Activating this power calls forth such a rift to serve you. Temporal rifts are short lived and immobile, but can posses potent attributes, and are extremely hard to destroy. Temporal Rifts cannot be healed, and will collapse after 30 seconds. Click Activation 3.17 (uses Dark Servant animation) Range 60 End 13 Recharge 120 *See below for Rift Information* 18) Atrophy By selectively manipulating the flow of time in your area you are able to Atrophy the bodies of nearby foes, causing them to waste away into oblivion. Click Activation 1.07 (uses Irradiate animation) Accuracy 1.0x Radius 20 End 18.5 Damage 26ticks x1.5 damage over 5s Recharge 30 Max Targets 16 Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge) 26) Temporal Anomaly A truely powerful Chronomancer is able to manifest Temporal Anomalies to serve them. More powerful and destructive than minor Rifts, Anomalies fluctuate violently, lashing out at foes within range, locking them in place mid stride, and slowing their attacks, while boosting the recharge of any allies nearby. Like their 'cousins' Anomalies are Immobile, and hard to destroy, but will only last for 30 seconds. Click Activation 2.03 (uses Fire Imps animation) Range 60 End 16.6 Recharge 120 *See below for Anomaly information* 32) Time Stop Focusing your energies, you put your mind to the task of halting the progression of time itself. While active, Time Stop will continuously attempt to hold any foe that enters it's area of effect. Time Stop will remain active for upto 30 seconds, or until detoggled, whichever comes first. Toggle Activation 1.17s (uses Stone Cages animation) Accuracy 1.0x Radius 30 End 0.52/0.5s Recharge 200 Max Targets 16 3mag Hold 1.86s 50% 1mag Hold 1.12s (-)Knockback Self (+)10% Recharge, (+)2.5% Recharge/Target 2s (+50% max) *Temporal Rift* Temporal Rifts possess 75%resistant to Smash, Lethal, Fire, Cold, Negative Energy, Psionic and Toxic damage, and 50% resistance to Energy damage. Similar to Singularity, Rifts cannot be healed. Temporal Rift has a constant PBAoE Damage over Time aura that will taunt effected foes to attack it. *Temporal Anomaly* Temporal Rifts possess 75%resistant to Smash, Lethal, Fire, Cold, Negative Energy, Psionic and Toxic damage, and 50% resistance to Energy damage. Similar to Singularity, Rifts cannot be healed. Temporal Anomaly will use pause on foes within range, and has a constant Foe 25%recharge slow, Ally 25%recharge buff aura, which taunts effected foes to attack it. Set Notes: The feel I was going for with the set was a kind of hybrid between Illusion's use of indestructible "tank" pets and more conventional control sets. Time Control as outlined would utilize short duration, high durability pets to mitigate damage by acting as a damage sink, allowing the Time Controller/Dominator to focus their relatively low level of hard control on high threat targets. Time control should ultimately have a distinctive "timing" element to it. The more you use your powers, the greater the recharge buff (to a point), the more potential you have to get everything nicely under wraps, but you've got to be mindful of the lifespan of your "tanks" lest you end up with nothing standing between you and a large group of angry mobs. *Atrophy* A straight up attack may seem out of place in a control set, but I wanted the set to be distinctive from other sets. With regards to it's actual damage, It will in fact do Less damage than Hotfeet, the benefit being that it's more burst damage, where Hotfeet takes time to whittle away at foes. Atrophy is 39 base damage over 5 seconds, on a 30 second recharge. Hotfeet deals 114.75 damage over 30seconds Roots deals 18.4 damage over 5.2seconds on an 8second recharge, usable 3 times for 55.2damage over roughly 30 seconds (but for far greater end cost) other AoE immobilizes deal about 1/2 as much damage as Roots. |
(After having added the theoretical powerset to Mids and playing around with it some, I did modify (reduce) the recharge bonuses on most of the powers, the Quoted version above IS the newer modified version.)
All really good ideas, I'm almost hoping they won't listen to you...because these powers would be the perfect replacement in concept for my kin/sonic/power/teleporting/phasing defender
And just the thought of having to start again badging makes me a little ill. But great ideas, definitely more fun than the OP.
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
I also think you bring an interesting idea. more use of dual blades combo system even though it was supposed to be unique i think you could take a part of it and create a cool little power set with the concept of time manipulation where you create a aoe scrapper power set where you hit an enemy with an attack, which causes a slight debuff to your charge time/regen/whatever in your vicinity that increases and grows bigger the longer you chain attacks.
though... i think that would be too strong or it would simply not be worthwhile.
This is a suggested set for Time Control I posted on the EU boards quite a while ago:
1. Slow Time Ranged, Minor DoT (Smashing), Foe Immobilise, -recharge You slow time around a single foe. Weaker foes will be completely immobilized and there recharge slowed. Stronger foes may not be immobilized but will still have there movement and recharge slowed. The stress of this on the target causes minor damage over time. 2. Stop Time Ranged, Minor DoT (Smashing), Foe Hold You stop time around a single foe! Weaker foes will be completely held. Stronger foes may not be immobilized but will still have there movement speed slowed. Because of the ripples in time caused by this foes around the affected target will have there movement speed slowed. The stress of this on the target causes minor damage over time. 3. Time Blast Ranged, Moderate Damage (Smashing), Foe Knockback You manipulate waves of energy to send a powerful blast at your foe. The impact of this may be enough to send them flying! 4. Out of Time Targeted AoE, Foe Disorientate You open a flash in time at a targeted location, briefly overlapping two time zones. This is a very shocking experience and any foes caught in its effect will become disorientated. 5. Time Shift PBAoE, Team +Defence, +Resistance (all but psychic), -Movement You shift yourself and those around slightly out of phase with this time stream. This makes you harder to hit and slightly resistant to all damage except psychic. However, because you are trying to move through two time streams at once those affected have there movement speed reduced. 6. Mass Stop Time Targeted AoE, Minor DoT (Smashing), Foe Hold You stop time around a group of foes! Weaker foes will be completely held. Stronger foes may not be immobilized but will still have there movement speed slowed. The stress of this on the target causes minor damage over time. 7. Future Sight PBAoE, Team +Accuracy, +Defence You are able to control time so that you and those close to you can see a few seconds into the future for a limited period of time. Those affected get a bonus to their accuracy and defence because they can predict the enemiesÂ’ movement. However, once the effect wears off you are left tired and lose endurance (this only affects the user and not any teams mates that were affected). 8. Time Fissure Targeted AoE, Foe Slow, -recharge, Fear or Confusion You open up a fissure in time at a targeted location. Any foes in its area of effect or who pass through its area effect are affected. All foes are slowed by the powerful time waves emitting from it. However, because of the ever changing nature of the fissure foes are constantly being exposed to different time lines. This will either cause fear or confusion in them. 9. Big Bang Targeted AoE, Summon Big Bang: Ranged, High Damage (Fire, Energy, Smashing), Taunt, Foe Stun, Knockback You open up a hole in time to the Big Bang itself! Energy from the big bang is constantly escaping the hole hitting foes. The power of these attacks are strong enough to stun foes and send them flying. |
Paradox Bomb PBAoE, High Damage (Energy/Smashing), Foe Knockback, -Movement, -Recharge, Stun, Self -Recovery You muster all your strength to fold the power of time around you in an attempt to create a temporal paradox. The resulting temporal explosion sends foes flying dealing high damage (although it varies). The residual temporal energy may leave foes slowed or even stunned. However the immense strain of this leaves you drained of Endurance, and unable to recover any Endurance for a while. I made it high damage instead of extreme to help balance it out so it can have the -movement, -recharge and possible stun elements. What do you think? Another idea that came to mind is: Breaking Fate: Self Rez, Ally Rez, Special AoE, Minor Damage (Smashing/Energy), Foe Knockback, Self -recovery As you see yourself and your allies fall you use your power over time to change the past and break the path of fate. You and a random number of your allies (minimum 1, max 3) will be revived. Your allies will gain hit points and endurance based on the number of people revived (the more revived the less hitpoints/endurance), you however will only gain your hitpoints and won't be able to recover endurance for a short while due to the sheer strain of changing time. As your body and those of your allies readjust to the time stream you will be very briefly invulnerable. Because of the temporal shockwave sent out by this power foes around yourself and any revived allies will be sent flying and will receive very minor damage. The recharge on this power is very long. You can only activate this power if you have fallen yourself. |
The big bang power would have to be waaay overpowered to be anything near to what it would have been.
if it was actually big bang power then all enemies in a huge radius would be instantly fried and as much as i would love to see that as well as the annimation that would go with it the devs wouldn't be too happy with that much power in the hands of a player. =P
tho this has sparked the creativity to create a space manipulation set omewhere and maybe post something if its worth enough =D
PS: Oathbound, that set does look pretty awesome /signed =D
Speed up (regen)
Speed up (team movement)
Speed up (endurance)
Slow down (movement)
stop (movement)
age (attack with dot)
de-age (debuff 1+ levels)
Quantum Junction (revive)
Quantum split? (self revive)
Quantum Partner (pet clones of yourself)
just made up on the spot.. sure there are better ways to use this concept.