New Controller Power Ideas (Water, Earth, and Time secondary)


Amy_Amp

 

Posted

I like to know what people think of these power sets for a controller. I have a general idea of how to set them but want to see what the community think first?


 

Posted

Water is unlikely to ever happen. the Energy Blast set was originally supposed to be Water Blast, but with the engine limitations the devs could never get it to really LOOK like water without seriously impacting game performance.

Time as a secondary I've never really been sold on. It just seems like it would be a MUCH more fitting primary for Controllers/Dominators... TIME CONTROL is something I'm FLABBERGASTED doesn't exist in the game already. I mean, really.

Here's the idea for Time Control I came up (and posted in the Lady-Jade power suggestion thread) a good long time ago:

Quote:
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.


@Oathbound & @Oathbound Too

 

Posted

There are some good suggestions in the thread already. Here are a few more ideas for you to think about.

Gravity Control is probably most straightforward as a "Time" concept, and has -Run Speed in some powers to illustrate this.

Earth Control has the interesting property of configurable skins on its powers. If you select the "earthy" look for some and a blue colored "gem" look for others, you can at mimic the look of having both "earth" and "ice" pretty well. But the power that you can really make look "watery" is Volcanic Gasses, which you can make blue, and it will shoot up little vents of "water."

The Sonic Resonance, Empathy, and Radiation secondaries can all pass reasonably well as water based.

If you go Dominator, Gravity/Earth/Ice would have most of the right look. Dark Miasma on sets that get it works decently well too. And Earth/Energy/Ice. And probably a few more.


 

Posted

Web control pls.


 

Posted

Quote:
Originally Posted by Terror1 View Post
Web control and proliferate traps pls.
Enhanced.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

I apologize, I completely misread what you were saying in this thread. I thought you were asking for advice on how to build a Water Earth Time themed character.

As for new sets: bring me Water, Air, or Insect.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post

As for new sets: bring me Insect.
Seconded forever.


Talen_Lee: Taking absorb pain is like branding 'H' on your forehead. Which stands for 'Failure'

Scarf_Girl: ever since I six slotted my Rp with cyber/emo Hami-O enhancements they haven't been able to touch me

 

Posted

Water I think is do able the games graphics have changed a bit séances the introduction of energy so maybe now we can hold it and as for time control I was also thinking of adding a small healing power to the mix where you reveres time itself to heal the injuries of nearby allies


 

Posted

Quote:
Originally Posted by Oathbound View Post
Water is unlikely to ever happen. the Energy Blast set was originally supposed to be Water Blast, but with the engine limitations the devs could never get it to really LOOK like water without seriously impacting game performance.

Time as a secondary I've never really been sold on. It just seems like it would be a MUCH more fitting primary for Controllers/Dominators... TIME CONTROL is something I'm FLABBERGASTED doesn't exist in the game already. I mean, really.

Here's the idea for Time Control I came up (and posted in the Lady-Jade power suggestion thread) a good long time ago:
I really loved your time primary suggestion, I cant stand playing on a controller, but with that I definantly would! What tank meant before as a secondary power would be powers like

Time Reversal (some kind of powerful buff like given in /kin controllers cause you'd "bring back the character's youth" so to speak)

Some sort of Rez power, for obvious reasons

And for a heal power, I would imagine something like empathy accept for the animation I'd have like a large old-style golden clock face extend from the player (on the ground) and anyone within it's radius gets a heal.


 

Posted

Quote:
Originally Posted by _Malk_ View Post
Seconded forever.
Third-ed, i think thats the right word. haha

That would be nuts!


 

Posted

Quote:
Originally Posted by MentalMaden View Post
Enhanced.
Except for Posi supposedly saying porting sets is done.

Quote:
Originally Posted by Eric Nelson View Post
I wouldn't hold my breath -- Posi stated at the Bay Area Meet & Greet this past year that all of the powerset proliferation is done. That's not to say their plans couldn't change in the future, but at least as of that night when he made the comment, he seemed (to me, at least) to be very definite about that.


 

Posted

Water would be great.

I'd also like them to get away from just having "elemental" themed powersets.

For example, I'd like to be able to recreate the Isis character from Saturday morning's long ago. So an "Eqyptian" set would be cool - Scarab beatle swarms, Sand Storms, Feline pets, quick sand, etc. They could start a whole slew of cultural based sets, starting with this one.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

I'm seeing defiant support for Water and Time so me and Bionut911 he lives close to me might work on that together along with maybe another friend or two please keep the suggestions coming and feel free like Oathbound to post full power sets yous come up with and in the end will sooner or later come to a consents of what these powers should be

I also like the idea for historical and moving away from the elemental idea (Personally I'm more for moving to mythical) but let’s gets what ideas we have off the ground and finished before we move on to thoughts that would but a nice subject for another form thought if any one makes it please post a link and that conversation will be continued there.

I like to ask thought would any one like a Earth controller or not so much?


 

Posted

I will fourth the insect idea: a swarm of hornets encircling you to protect you from your foes, a cone of toxic spiders to instill fear and reduce hit, the unusual ability to add a defense exoskeleton to yourself and friends (added defense against lethal, psionic and maybe smashing, but reducing defense against fire and cold), a Hive Mind ability that might increase damage or accuracy in a large radius. Sounds more like a /secondary set which might be fun.

Also love the idea of water and air control sets, and also culture and mythic sets. Zephyr winds which blow on high, lift me now that I may fly!

PS I believe there already is an Earth Control set, did you mean something like Marvel's Sandman's powers? (One of my favorite characters!)


 

Posted

Either there might be an earth secondary not a primary might have to look into that


 

Posted

Sorry. Im all about new controller powers, but Im concerned with these for only a few reasons.

1) Insect control, while cool would be in my head a MM skill. Bugs and poison would be a neato mix.

2) Water. I think it would be cool, but might function like ice really. Might be to much overlapping to make it a great primary, although as a secondary, water would be excellent, but with concepts like Geiser or torrent, or Waves, I think we are looking at energy with a mix of Livathan Mastry. Which is sort of already in the game really.

3) Air, I imagine would be like Storm Summoning which already appears to have mostly air based powers. So making air a control power again would have to mimic something, and while things like deprive oxygen, Wind Tunnel, etc would be heavy in the knockback format, which again is already found in Storm summoning.

4) Time, would be very overlapping with say Gravity. Now some of the key components of gravity could easily be changed to emulate time and space, but in the quoted thread, many of the powers sound very much like gravity already.

I would add something like

Wither or Age

A Toggle which ages an enemy to a withered state which would then slow them and make them less resistant to physical attacks or debilitating effects.

The Pet should be a Dinosaur! Who does not want a Dinosaur! I want one. Melee pet. Bites things. Has scrapper claws effects and maybe a toxic effect for good measure because Dino's don't have tooth brushes.

I would forgo the Wormhole, and perhaps replace it with a control effect with "Flash Back" A cone of rippling time energy which results in confusion or disorient because the foe is remembering things from the past and reliving them slightly.

~~~~

Powers I would love to see is

Entropy control (Controlling Luck/Probability etc)
Decreacing ememies chances to hit.
Chances to fall down
Chances to confuse or hit other enemies
Chances for powers to back fire
A Pet Which debuffs various things from range

Defining powers

Chaos Bubble = Effects single enemy with random status effect.

Chaos Field = Targeted Placeable which randomly selects a status effect and applies it to all enemies (Holds, Imobs, Sleeps, Stuns etc, who enter the field. Would be like the larger holds, and would have to be farely slotted. SO's could be used to enhance the effect the user would like to have more prominent.

((I have to many ideas for Entropy Control or Secondary))


 

Posted

1) Controllers and Masterminds can both have /Storm so I could see them both having /Insects.

2) Gonna work on a set of powers for Water/ or /Water with little or no knockback and see what happens.

Rich


 

Posted

Quote:
Originally Posted by Nyx View Post
Sorry. Im all about new controller powers, but Im concerned with these for only a few reasons.

1) Insect control, while cool would be in my head a MM skill. Bugs and poison would be a neato mix.

2) Water. I think it would be cool, but might function like ice really. Might be to much overlapping to make it a great primary, although as a secondary, water would be excellent, but with concepts like Geiser or torrent, or Waves, I think we are looking at energy with a mix of Livathan Mastry. Which is sort of already in the game really.

3) Air, I imagine would be like Storm Summoning which already appears to have mostly air based powers. So making air a control power again would have to mimic something, and while things like deprive oxygen, Wind Tunnel, etc would be heavy in the knockback format, which again is already found in Storm summoning.

4) Time, would be very overlapping with say Gravity. Now some of the key components of gravity could easily be changed to emulate time and space, but in the quoted thread, many of the powers sound very much like gravity already.

I would add something like

Wither or Age

A Toggle which ages an enemy to a withered state which would then slow them and make them less resistant to physical attacks or debilitating effects.

The Pet should be a Dinosaur! Who does not want a Dinosaur! I want one. Melee pet. Bites things. Has scrapper claws effects and maybe a toxic effect for good measure because Dino's don't have tooth brushes.

I would forgo the Wormhole, and perhaps replace it with a control effect with "Flash Back" A cone of rippling time energy which results in confusion or disorient because the foe is remembering things from the past and reliving them slightly.

~~~~

Powers I would love to see is

Entropy control (Controlling Luck/Probability etc)
Decreacing ememies chances to hit.
Chances to fall down
Chances to confuse or hit other enemies
Chances for powers to back fire
A Pet Which debuffs various things from range

Defining powers

Chaos Bubble = Effects single enemy with random status effect.

Chaos Field = Targeted Placeable which randomly selects a status effect and applies it to all enemies (Holds, Imobs, Sleeps, Stuns etc, who enter the field. Would be like the larger holds, and would have to be farely slotted. SO's could be used to enhance the effect the user would like to have more prominent.

((I have to many ideas for Entropy Control or Secondary))

1) I Agree, Insects does seem more fitting for a MM

2) I also agree, for a controller it would definantly overlap with ice. I'd rather see it as a blaster power (which is already posted in another active thread by Terrible Tank w/ an awesome set already made by Leo_G)

3) Again, I'd rather see it as a blaster power

4) I agree that it would overlap gravity, which is why I'd go with tank's option of it being a secondary with powers like "Age reversal" (+dmg, acc, recovery buff. for target) or "Time Reversal" (which i already stated as a power similar to empathy's Heal but with a clockface animation)

As for your other suggestions....A pet dinosaur totally fits with the time control theme, I'd sooo want a pet raptor while using group fly...everyone would be afraid of a flying raptor. or even better...a raptor with siphon speed used on it!!!