Sorcery Set


Ad Astra

 

Posted

Note: I will update this thread whenever I finish a screen shot.

Sorcery Sets:




[Arcane Sorcery]

Power Set Description: Cast circle of powers from the mystic universe. Heal and protect your allies within the circles or lay waste your enemies.

Defenders>Primary
Controllers>Secondary
Masterminds>Secondary
Corruptors>Secondary
Dominators>Primary>Secondary (Special)

1. Arcane Energy - Cast circle of arcane energy. Stand in the circle and possess limitless pools of energy for you and your allies. Beware, leaving the circle will dismiss the circle, you have to cast another spell to re-summon Arcane Energy.

Activation Time: 3.75s
Recharge: 4.00s
Endurance Cost: 7.00
Recovery Rate: 8000 (Still checking, please hold on!)
Resistance: Endurance drains and recovery debuffs.

Pros and Cons: While you gain limitless pools of recovery while in combat, it's balanced enough that this power is very immobile. Although you will not gain any benefits of the power by leaving it, this power has 4 seconds recharge but with 3.75 seconds of cast time.




2. Arcane of Power - Cast Circle of Power. Stand in the circle and gain moderate resistance to all damage, but increases your regeneration rate dramatically. Beware, leaving the circle will dismiss the circle, you have to cast another spell to re-summon Arcane of Power.

Activation Time: 3.75s
Recharge: 4.00s
Endurance Cost: 7.00
Regeneration Rate: 8000 (Still checking, please hold on!)
Resistance: All types of damage.

Pros and Cons: While your Regeneration rate is dramatically increased, it's balanced enough that this power is very immobile. Although you will not gain any benefits of the power by leaving it, this power has 4 seconds recharge but with 3.75 seconds of cast time.




3. Runes of Arcane - Summons 5 unstable sigils that violently explodes whenever an enemy comes near its radius. Each foe defeated within the circle gives 10 points of heal. Any foes affected by the explosion are left stunned with lowered regeneration rate.

Activation Time: 3.75s
Recharge: 25.00s
Endurance Cost: 7.00
Timer: 60 seconds

Summons level 50 Rune that can be defeated.

Summons level 50 Rune that can be defeated.

Summons level 50 Rune that can be defeated.

Summons level 50 Rune that can be defeated.

Summons level 50 Rune that can be defeated.

Pros and Cons: This power is more of a debuff than a damaging power. Using it feels like any PBAOE power with a 3.75 seconds activation. You can leave the circle, but ones you cast another spell, the current circle will disappear.



4. Runes of Higher Power - Call forth a storm from higher power that traps foes who enters the circle. Any foes who are trapped are shocked with electrical damage and left with their endurance drained and unable to recover. The electrical shocks have a chance to chain other foes.

Activation Time: 3.75s
Recharge: 25.00s
Endurance Cost: 7.00
Timer: 60 seconds

Pros and Cons: Upon summoning the circle any foes in PBAOE area are hit by Lightning. Any foes who survive are trapped within the circle with their endurance drained. You can leave the circle, but ones you cast another spell, the current circle will disappear.



5. Coming soon! - Still editing it now, come back in a bit :P
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Posted

You're highly unlikely to get a Sorcery SET, but you have a decent chance of getting that through power customization of existing sets.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

*cross fingers*


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Posted

Sigh... you got me excited that this was an ACTUAL set coming in i19 or 20... still, cool look.



 

Posted

But what does the set DO (besides hold your character in one place - to be pounded on by your opponents while acting like a battery for a team)? How would you solo with the character?

Your screenshots are very pretty, but without a whole, whole lot more details, they are just artwork. Not a powerset.

Also, I'm not a fan of a powerset that seems to be trying to limit itself to a single origin in a game that really doesn't pay much attention to that particular mechanic.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

Thanks for the feedback Ad Astra, you have to be patient for the moment while I'm fixing the other screen shots. The set is very unique and I have ideas that cater for everyone's liking. I have only uploaded 2 powers and there are 7 more (Corruptors, Defenders, Controllers). Masterminds are a different story, so are Dominators.

I have put descriptions of each power above the screen shots, and I'm sorry if it's not complete. I'll work on it ASAP. I just have a lot of work atm...

I'm aware of the Single Origin based powers, but for others it's debatable. Many Power Sets in CoX are based in Single Origins, I'm positive there is a discussion here somewhere with a Dev's comment about the issue. I think that this power set may be screaming Sorcery/Arcane/Mystic right off the bat.


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Posted

Big issue already is the whole "Stay in one place, don't leave the circle" bit. Just looking at Radiation Emission (which lets you *move* at least,) by the time the rad gets two debuffs on a medium to large team (short of an AV,) the target's dead and the team's moving on.

You're creating a stand-still set in a quickly moving game so far. And what about knockback? You've got great whatever-you've-chosen, then a Fake Nem hits you with its staff and you're flying across the room... and out of your circle. What you have *so far* is a set filled with Spirit Trees or Triage Beacons.

(Edit: I'm actually not as concerned with the 'origin-tied' idea, though normally it would concern me - as I see it and the Technomages from B5 come to mind. Decidedly tech based, but their actions look like magic - more show than anything.)


 

Posted

It's a very cool idea, but like Memphis_Bill also noted, I don't think tying yourself down to staying in the circle just wouldn't work so well in a movement based game. Still though, I love the concept, perhaps the "circle" wouldn't have to be stationary, maybe could be like an aura that moves with the Sorcerer in the center!

Love to see what you come up with for #4-8!


 

Posted

I am agreeing with M_B - that's what I meant by "holding your character in one place to be a battery". The fights here just don't stay that static.

I rarely create a character that summons a static "pet" like Spirit Tree because it seems a waste to call it out when the fight moves away or is over so quickly, well before the Tree dissipates. If a "pet" stays in one place and can't follow me around, it's frequently useless to a fast-moving team or soloer.

And I truly do have questions about whether the set could be effective solo. Even Empathy & Kin have powers that buff the owner of the powerset while allowing it to move with the fight to wherever it goes.

I understand you are still creating art for a powerset and may not want to lay out a proposed power without the art, but the 2 powers I have seen so far don't seem to mesh well with how combat goes in the game - what else are you thinking of adding? Perhaps those powers could overcome the qualms brought up so far.

P.S. I mentioned my slight concern over powersets defined by Origins because I won't be the only one seeing it that way - but the forced "stay in one place and your team has to stay there as well to get the buff" is the real limitation of the proposed set.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

The artwork is very cool looking, but I have several issues with the powerset itself.

1. It seems very pigeonholed as magic origin only. That's probably a bad idea.
2. The way you describe them, the powers seem to be static (as in they don't move with your character). Not only that, but they force your character to remain in place as well or lose the benefit. That's even worse than powers like spirit tree and triage beacon, and look how often those get used.
3. You should try to give a bit better description of what exactly the powers do.
4. You seem to be confused about how many powers are in a powerset. You mentioned that you've uploaded 2 powers, and have 5 to go. A powerset needs 9 powers.
5. The set doesn't seem to be too solo-friendly so far.

I will admit to being interested in how you plan to make this work as a buff/support set but also a dominator primary and secondary.


 

Posted

Quote:
Originally Posted by firespray View Post
4. You seem to be confused about how many powers are in a powerset. You mentioned that you've uploaded 2 powers, and have 5 to go. A powerset needs 9 powers.
Sorry, I fixed it, I actually realized I had a typo last night but I was sleepy, so I thought I'd fix it today.


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Posted

Only way I can see this making it in game is as alternate animations for existing sets.

They won't make a set that precludes all but one Origin.

Looks really cool though so I wouldn't mind alternate animations for sets like /Rad or /Kin that use a more Magic inspired artwork.


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

Quote:
Originally Posted by MaestroMavius View Post
They won't make a set that precludes all but one Origin.
Many sets are, IMO, much more suited for one origin that any other. A well-written bio could, I suppose explain why a AR (or Dual Pistol)/Devices Blaster is Magic, or that Bots MM is Magic too.

For this one? "My super-science gadgets give me cool abilities, and throw out a holographic light show, just for added flair."


 

Posted

Quote:
Originally Posted by MaestroMavius View Post
Only way I can see this making it in game is as alternate animations for existing sets.

They won't make a set that precludes all but one Origin.

Looks really cool though so I wouldn't mind alternate animations for sets like /Rad or /Kin that use a more Magic inspired artwork.
Perhaps it could have a more generic name to suit other origins? Maybe something like Sorcery / Psionics / Force Manipulation. . .


 

Posted

I love the holographic projector idea.

Only origin I'm having trouble with is Natural, then again you could just say your from an alternate reality where everyone is born with Magical abilities.

Hmmm...


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Keep Calm & Chive On!

 

Posted

Two alternative suggestions to the OP on the static nature of the first two powers:

1) Make the powers auras that move with the caster. If you want to place a limitation on them, maybe make each slow the movements of the caster slightly, stacking based on how many "arcane circles" you have activated. This somewhat keeps in the concept (thusfar), but fits the faster-paced nature of the game.

2) OR make the powers a summon to location toggle. That is, you can summon the psuedo-pet anywhere in range (like Spirit Tree), but it only remains active while you have the toggle active (like Rad Emission). This at the very least allows you to dynamically place your powers where they will do the most good in a given situation.

Overall, I do like what you've shown thusfar, I just think that the very dynamic nature of team play and the danger of knockback negating EVERYTHING you do in the first two powers hinders the concept that we've seen thusfar.



 

Posted

Quote:
Originally Posted by MaestroMavius View Post
I love the holographic projector idea.

Only origin I'm having trouble with is Natural, then again you could just say your from an alternate reality where everyone is born with Magical abilities.

Hmmm...
Natural does not mean "Natural Human," after all - ask any Peacebringer.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
You're creating a stand-still set in a quickly moving game so far. And what about knockback? You've got great whatever-you've-chosen, then a Fake Nem hits you with its staff and you're flying across the room... and out of your circle. What you have *so far* is a set filled with Spirit Trees or Triage Beacons.
Well, it *is* only the first 2 powers. They aren't meant to be super strong abilities. Considering other tier 1/2 powers are gale, O2boost, a couple heals, or a toggle defense power that make you unable to affect anything else...

And the difference between these and those other triage powers is, this is more mobile because it trades your potential mobility for a quick 4 second recharge. After all, what's so great about dropping a triage and then being able to walk away from it?

I say, wait and see what the other powers are before pigeonholing the sets capabilities. Who knows? Maybe there'll be some angle that makes moving the movement penalty not as detrimental as you think.


 

Posted

Quote:
Originally Posted by Steampunkette View Post
I'm actually in-love with those powers, that's why I'm doing a CoX version of it... But this time I'll have my own twist to it. So far the first 3 powers are similar-ish but when we get to tier 5 - 9 that is where the set blooms.


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Posted

I think this could be an interesting mechanic - static pets that are dependent on your proximity to remain. Alternate animations and themes beyond sorcery would be cool, I'll take that as read for pretty much any power suggestion though.

I didn't explore the Sorcery sets in Champs during my brief stay there, but I see where you're coming from.

Currently we have Traps, which summons a number of static pets (Triage Beacon, Acid Mortar, Poison Gas Trap and Trip Mine) - you'd be making a set kind of like that but hampered more by casting times than recharge?

The common complaint with say Triage Beacon is that on a steamrolling team you whip it out and the teams moved on already. This would be even worse on a set with 3.75 sec animations, so you end up with a buff set that works best when the group's in trouble and slowed down, which is actually kind of cool.

Staple recovery and regen buffs are good.
The exploding sigils could be a bit trickier if introduced to Controllers, who can lock down a spawn and then toe-bomb them in safety. This may be why Controller havent had Traps yet - they're designed as a low risk/low damage AT.

Nice idea though, because it would play differently.


 

Posted

Even when fast-recharging, static buff fields would need to have MASSIVE ranges to be effective, because practice does not mirror theory very closely. In theory, you could stand in a circle and blast, protected by your team or just toughing it out. In practice, enemies will always find a way to run out of range, hide behind a crate or knock you out of your circle.

I have a fair bit of problem with turning our characters into Siege Tanks for the simple reason that mobility is essential to all characters, non-melee even more so than melee, counter-intuitively. Unless these things have NO animation time and 2 seconds' worth of recharge so that I can use them like the Portal gun, I doubt it can work in practice, and if they were like this, they'd lose their flair.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

So, let's see......I can cast one buff at a time......but the buff is stationary.....and if *I* move it goes away.

Do I have that about right?

If that's the case, you have created what would be the absolute least played powerset in all of CoH.

Mobility is important in this game. You will find that you can't solo to save your life with this set.....and teams will be constantly kicking you in favor of someone who can buff them AND move with them, instead of one or the other.

No thanks.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I want a sorcery set so bad, but not that horrible set from Champions Online.

Sorcery does not bring to mind a weak buffer/debuffer who's forced to sit inside of a stupid circle.

Sorcerers are some of the most powerful people in fiction. The only beings above them are gods and demigods.

To be honest I'm not sure the breakdown of powers into ATs even allows for a true sorcery set in CoH, so I'd settle for some sparkly blasts to be paired with a defender/corruptor set.


 

Posted

Quote:
Originally Posted by Smoking Baby View Post
Sorcerers are some of the most powerful people in fiction. The only beings above them are gods and demigods.
Sorcerer aren't that powerful. They're not even tier 1.