Epic Origin Power Sets!!!


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Posted

I've been thinking on how lvl 50 villains and heroes gain new epic power sets when they get to a certain lvl and that specific origins do not. So I have thought of some solutions to that for each specific origin. These sets would only be able to be played with a specific origin character and would only unlock after you have reached lvl 20 at least with a specific origin character for each origin power set. Some of them you could change certain powers around to make them better for other types of power sets as well so here goes!

Natural-Weapons Master (Brute): You spent your entire life mastering weapons to be on par with those with special powers. You have become most proficient in the use of staffs, scythes as a weapon, and kusarigama (sickle and chain). Some staff weapons will do additional smashing damage while the scythe's abilities deal more lethal damage from some attacks. The kusarigama has a variety of effects depending on how you use it and you begin with only the kusarigama. Becoming a master with various weapons however has left out little training in teamwork, so the weapons master has no taunt abilities to choose from in the power set. (The power up ability could easily be replaced with taunt for those who would want that more. I just thought that the lack of taunt would be more realistic.)
1. Swipe: You swipe your weapon at your opponents ankle to slice/damage the tendon. With the kusarigama it has a chance to trip your opponent. With your staff you may do additional smashing damage to them and with the scythe you may may do additional lethal damage. Damage: Moderate Recharge: Moderate
2. Quick Jab: You try to bust your opponents nose with a quick jab of your weapon. With the kusarigama it has a slight chance of disorienting your opponent (I thought blind but never saw any power sets that had it for melee). With your staff you may do additional smashing damage and with the scythe you may do additional lethal damage. Damage: Moderate Recharge: Fast
3. Gut Buster: You slam your weapon into your opponents gut as hard as possible. With your kusarigama it has a chance to knock the opponent back. For the staff you may do additional smashing damage and with the scythe you may do additional lethal damage. Damage: Superior Recharge: Slow
4. Swap Weapons: You have mastered the ability to switch weapons during battle. You can choose between the staff and the scythe toggles now at any given time. You cannot use two weapons at once! You have a wide variety of attacks, however, the real strength comes from being able to switch weapons effectively in mid-battle! Doing so can change your secondary damage and effects making you a very versatile melee combatist! (I should note here that the staff can easily be made off of stuff like the boa staff or nemesis staffs you can obtain. They just need to add a few more varieties to choose from. The kusarigama would be like the Tsoo scythe but only with a chain attached. It shouldn't be too difficult to add the chain, but the animations for it might be hard. The scythe would be most like like the tsoo scythe as well but much longer. Hope that helps out!)
5. Whirlwind Twirl: You whirl your weapon at super sonic speed creating a small tornado around yourself which launches all enemies in the air and may disorient some. The effects are the same with each weapon; however, the range and duration differ slightly with each weapon as the staff has a longer range and shorter duration; the kusaragi has a medium range and duration, and the scythe has a shorter range and longer duration. It deals no damage. Recharge: Slow
6. Build Up: Greatly increases the amount of damage you deal for a few seconds as well as slightly increasing your chance to hit. Recharge: Long
7. Whirlwind Swipe: You whirl your weapon along the ground at all your nearby enemies feet. Your kusaragi entangles and holds them as its chain extends to wrap around their feet. Your scythe creates sparks from the ground dealing additional electric damage to your opponents. And your staff slides across the ground so quickly, the end bursts into flames, dealing additional fire damage to your opponents. PbAoe damage: Moderate Recharge: Slow
8. Arc Slash: You slash your weapon upwards in a super sonic motion. The result is an invisible slash of wind that hits all opponents in fron of you up to a certain range, although the secondary results will only affect those within the weapons vicinity. With your kusarigama it has a chance to knock the opponent back. For the staff you may do additional smashing damage and with the scythe you may do additional lethal damage. Ranged Damage: Extreme Recharge: Slow
9. Juggle: You have finally managed a temporary tri attack with your three weapons, throwing one weapon in the air while you quickly slash at your opponent with your other weapon and defending with the third, juggling the three multiple times. You focus most of the juggle on one weapon, however, so the secondary effects are only from that. If you have never chosen the swap weapons ability, you will juggle three kusarigamas instead. With your kusarigama it has a chance to lower their defenses slightly. For the staff you may do additional smashing damage and with the scythe you may do additional lethal damage.






Magic Warlock (Controller): You spent your entire life mastering the mystic arts to the point where even the circle of thorns looks up to you! You use your magic to control, charm, and dominate over others and a multitude of ways. With his/her trusty wand, the warlock fights whatever comes his way! He is a master of all types of elements and uses a wide variety of abilities.
1. Sleep: You use a spell to put your victim in a Nightmarish sleep that seems so real it literally does damage to them. The target will remain asleep for some time but will awaken if attacked. Damage: Moderate Recharge: Moderate
2. Paralysis: You cast a paralyzation spell at your target holding him in place and dealing Moderate damage. More powerful foes may be able to break the hold of the spell, but all foes will at least take damage and be slowed. Damage: Moderate Recharge: Moderate
3. Wind Chains: You cast a spell that uses wind to wrap around a group of opponents legs to immobilize them in place. This spell is much more effective against flying opponents. The wind also slashes at their bodies dealing damage over time. Damage: Minor DoT Recharge: Moderate
4. Fog: Covers your foes in a heavy fog blinding them. If attacked they may be able to see you, but their accuracy will still be decreased. Most fellas may not be able to see past melee range but there may be a few with better perception. Recharge: Slow
5. Cloak of Shadows: This spell affects yourself and your allies around you, cloaking the lot of you in shadows for a short period of time making it hard for enemies to detect you all. This spell also increases the defense of you and your allies slightly and will continue for a short time. You and your allies can still attack while cloaked without losing it, however, you will lose some of your defense bonus. It has no movement penalty. Recharge: Slow
6. Stone to Mud: You cast a spell to melt the surface of an area. This spell has different effects depending on the environment (Yes, I know melting a surface temporarily would take a lot of programing and even more if the effect were different depending on the surface, but I can wait for it to happen ). For most indoor surfaces and outdoor building surfaces, the surface turns into a gooey mess, slowing your opponents speed. For outdoor ground, the ground turns into mud, making your opponents slip and fall. And for water, some of the water turns into a steamy fog which temporarily blinds enemies in the immediate vicinity as long as they remain in it.
7. Dance Magic: This spell affects a group of opponents making them do nothing but dance uncontrollably (I got this idea from Pocket D baby!Though I don't think much of the enemies there actually were dancing.)! While in this state they can do nothing but dance, even if attacked, they cannot help but to continue to dance. Recharge: Very Long
8. Fiery Fear: You cast a spell terrorizing a group of enemies by giving them the illusion appear they were all on fire. This fear seems so real to them that it also does fire damage to them over time. Fire based characters may still fill fear even if they are immune to fire since it is said many opponents use their one weakness as a weapon at times. Damage: Minor DoT Recharge: Very Long
9. Summon Golem: You summon a metal golem do do your bidding. The golem is not alive and is thus immune to psychic damage. The golem is made out of some of the strongest metals on primal earth, so it has a very high defense. It can also be buffed and healed like any other other character. (If you REALLY want to break the developing rules though, you can replace summon golem with summoning a small dragon. It would do fire damage of course, but such a creature would be hard to develop being on all fours and a dragon lol.)Recharge: Very Long







Technology Cyber Warrior (Blaster): Technology has given you a new lease on life making you far superior to your fellow man. You are a virtual robocop using a variety of hidden weapons inside your body to destroy your foes from a distance. Nearly every ounce of a cyber warrior's body, inside and out, is covered in cybernetic implants except his brain which remains intact. (most of the stuff I thought up of would take a mess-load of programming. I mean detaching body parts would probably be pretty hard to add in, but I can hope for the best!)
1. Quick Draw: A gun comes out of a compartment in your leg which you quickly draw and fire at your opponent. Fast, but little damage. Damage: Minor Recharge: Fast
2. Hyper Gun: You fire an energy blast from one of the guns attached to your shoulder that is normally concealed in your back but flips over your shoulder. Damage: High Recharge: Moderate
3. Missile: You fire a small missile from one of your wrist compartments dealing damage to your target and all targets near it possibly sending them flying back. Damage: Moderate Recharge: Slow
4. Laser Beam Eyes: A short range but powerful attack that shoots a beam out of your eyes at your target. Damage: Moderate Recharge: moderate
5. Aim: You greatly increase your accuracy for a short while. Recharge: Long
6. Megaton Blaster: Your non-missile hand disconnects or opens, revealing a large charge cannon which you fire at your foe. This is considered a sniper attack and is best used at a distance as it can easily be interrupted. The megaton Blaster also has a chance to disorient your foe. Damage: Extreme Recharge: Slow
7. Sonic Disrupters: You use the sonic disrupters in your missile hand to release an ultrasonic frequency which makes the ears of all enemies within the area of effect bleed causing them to be disoriented as well. Damage: Minor DoT Recharge: Long
8. Fist Shot: You fire your own fist at your enemy knocking him back and then returning back to its original position. Damage: Moderate Recharge: Slow
9. The Triple M (Multi Missile Mayhem): You still a page out of the Titan series book and fire off a stream of missiles at your opponents, practically wiping out everything in your path. Those left are still knocked back and take additional fire damage from the explosions. This technique leaves you drained of ammunition far a short while making it difficult for your nanites to create more ammo for you and thus temporarily decreases your attack rate drastically (I felt that there were enough powers that drained endurance and hit points, but not a single one for attack rate or accuracy or damage! Here I felt decreasing the attack rate would be more realistic, even if not everyone would like a power that purposely slows them.). Damage: Extreme Recharge: Very Long







Mutant Shadow Clones (Mastermind): Your mutant abilities allow you to create multiple shadowy clones of yourself. All your clones are cloaked in the equivalent of shadowy presence and cannot be scene as long as they remain still and not attack usually. Your clones range from near perfection to a little too perfect. Not only can you create shadow clones but you can also use a variety of shadow abilities. Shadow Clone Masterminds walk on the edge between light and darkness and hate when people say they are dark...unless they choose to be that way on purpose. (A little note here. This powerset was the hardest for me to think of because mutants encompass to broad a range! If the mutant origin portrayed to Ninja Turtles and nothing else it would be easy to think of a mutant armor set for them! But that is not the case so I used an old idea from a tf I saw where you had to fight shadow clones of all the players. So I know this one is completely possible unless you want the set just to see your clones all dance! You'll have to tell me if I made this set too powerful as well) All shadow clones lack color, being made of shadow, and will come out in the costume you are currently wearing. Switching costumes will not change their appearances.
1. Shadow Shot: You fire off a blast of shadowy energy at your opponent. Fast, but little damage. Damage: Minor Recharge: Fast
2. Dwarfish Shadow Clones: You create up to three miniture versions of yourself. These clones only have the first two out of your three battle choices even if you have not taken them (When your lvl is high enough for the second power they automatically get it), however, their energy types are different from your own. One does negative energy, one does psychic attacks, and the third dark flame attacks. You may only have up to three dwarfish shadow clones at a time. If you try to summon more than three the power will not work. If one clone is dead it will summon that one clone and nothing more. Recharge: Very Long
3. Shadow Blast: You fire off a more powerful version of your shadow shot that does more damage but expends more energy. Damage: Moderate Recharge: Fast
4. Dark Armor: You bestow your minions the power of darkness, granting them all negative energy attacks and defense against negative energy. This power permanently bestows new powers and abilities to your clones. The powers gained are unique and dependent upon each shadow clone. This power only works on your shadow clones and only once.
5. Explosion of Shadows: You make shadows near your enemies explode doing damage and possibly blinding some of them. Damage: Moderate Recharge: Moderate
6. Create Imperfect Clones: They look, talk, and act just like you, but they are not you yet. You can summon up to two clones at a time. One can use your three attack powers whether or not you have obtained them. The other can use the first three of your secondary powers that you pick. However, it will only heal and buff yourself and its shadow companions. Buffs that can stack will stack if both you and your clone use them. If both clones are already created you cannot summon any more and your power will fail. If one is dead it will recreate it however. Recharge: Very Long
7. Shadow Clone team: The ultimate in teamwork and cloning combined! You create imperfect shadow clones of every member of your party. These clones have the first two chosen powers of each members primary and secondary power sets. These clones sole mission is to protect their original however so any character's clone that can buff or heal will buff/heal the person it was based off of and itself. Noone else. Clones of other Master Minds cannot summon other stuff and will instead receive the three attack powers of its original along with the first two secondary abilities they choose (I am not gonna risk the thought of infinite clones cloning each other until the game crashes lol). Recharge: Very Long
8. Summon near-perfect Clone: Though one and a half times your size, this guy is perhaps the closest you will ever get to a perfect clone. Not only does he contain all your attack powers but also every single one of the secondary powers you have chosen. The near-perfect clone will only buff/heal yourself and your pets however. Recharge: Very Long
9. Armor of Light: Darkness and Light, it is these things that create shadows and the combination of the two make you and your pets an unstoppable force. Not only does it bestow new abilities to all your pets, but it also increases their damage and defense dramatically if used in conjunction with darkness, gives all your pets the ability to blind with light and darkness (When an enemy is struck with both the dark and light blinding attacks, additional dot damage will be added.), and the uncanny ability to shadow-walk. What shadowwalking means is that all your pets can appear through shadowy surfaces and floors giving them a slight chance to do the equivalent of a stalkers assassin's strike. Recharge: Very Long
One final note here: If someone were to replace this MM with a type that was actually part Rikti and could summon Lost and other rikti, be my guest!









Science Alchemist Defender: The people in the science communtity all thought you were mad when you told them you wanted to use your brain right on the battlefield. But you proved them wrong! Alchemists use a variety of potions and sprays to help their allies and hurt their enemies.
1. Healing Dust: You toss some of your patented healing dust in the air healing yourself and those allies around you slightly. Recharge: Moderate
2. Bullet-proof spray: When you spray one of your allies with this spray you created, he/she becomes practically "bullet-proof" dramatically increasing his/her defense against all ranged attacks. It also provides slight resistance against psionic and toxic damage as well as area of effect abilities from enemies. (Yes I know I said damage resistance and defense in the same power. I just want to see a defensive power that allows you to choose from both really.) Recharge: Very Fast
3. Regeneration Powder: You toss some powder in the air increasing the regeneration rate of all nearby team members. Recharge: Very Fast
4. Paralyzation Potion: You toss a vial of paralyzation potion at one of your opponents, paralyzing and holding him for some time. Stronger opponents may resist the effects of the hold but will still be slowed somewhat. Recharge: Moderate
5. Resurrection Potion: This miracle of science is poured down a dead ally's throat restoring him to life with half his hit points and endurance. Recharge: Very Long
6. Sleeping Potion(s): You toss two potions on the ground in front of your enemies. The mixture of chemicals creates a gas which puts all enemies in the effected area to sleep. Recharge: Long
7. Recovery Powder: You toss a powder in the air which dramatically increases the endurance reduction of all yours and your nearby allies abilities. This power drains you of a great deal of endurance however, and takes a while to recharge. Recharge: Very Long
8. Strength Spray: You spray one of your allies with a spray that dramatically increases his/her damage. Recharge: Moderate
9. Slime Creation (Flubber!!!): One of your strongest creations yet, you smash a vial on the ground releasing a slime like creature. It is quite dumb really and will generally just follow you around. However, your slime is completely invulnerable and cannot be damaged in any manner. It also releases a special pheromone that taunts anybody who is not a robot. The slime has no attacks however and is used only for distraction purposes only! It can be buffed and healed but it's pointless since it's completely invulnerable and it's taunt effect is constant! Recharge: Very Long



Final Notes: Sorry for any spelling mistakes. The notepad I used don't have any spell check capabilities. Also this project took a great deal of time to complete, so try not to go ballistic on the complaints. Finally, thank you for reading all this! This is really long! I know it would be tough to get the developers to go through with all these but I can hope, right?


 

Posted

Quote:
Originally Posted by Duan Pepe View Post
I've been thinking on how lvl 50 villains and heroes gain new epic power sets when they get to a certain lvl and that specific origins do not.
Uhm....what?

Heroes and Villains unlock Epic Archetypes at level 20.
I....don't think I know what the heck you're on about.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

7 years into the game with origins not having much effect on the choices players make in designing characters - doesn't seem to be much reason to add it now.

Not having to tie specific powersets/archetypes/origins into pre-formed characters is the best part of the game. Why change it?


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

Quote:
These sets would only be able to be played with a specific origin character
1. Absolutely NOT.
2. The reason EATs are "Epic" is that they're tied to a specific storyline/lore, which is why the origin is taken out of the player's hands. Not that they're unlocked or anything else.


 

Posted

I like the idea as an add on, but EATs and VEATs are technically tied to origins to begin with. Peacebringers, Soliders, and Widows are all natural due to their innate abilities (all kheldians are all energy beings and arachnos people all start off as grunts). Warshades are science origin because they were experimented on by the other Nictus.

Like, say if they ever have an Order of the Four Winds EAT/VEAT (a suggestion I made in my own thread), then it would probably be tied to the magic origin.


 

Posted

Interesting how players consistently comment about how origin does not and should not have any affect on the game or player choice, and yet it still wouldn't do anything if certain origins were locked to certain ATs/sets. That is, for example, if I wanted to make a mutated Weapon Master Brute I'd have to pick natural origin. So what? The game text/NPC responses wouldn't change if I had chosen Mutant or randomly picked Science just because. The contacts only initially are different on hero-side. Enhancements might be different until you actually start using Inventions. I find it funny that it really matters if you have the choice of the origin or if the game simply chooses one for you at random.

But I guess one reason I'm quite indifferent about it is because many of my characters are mixed origin to the point you'd have to make up long flow charts to narrow it down to which is *REALLY* the right origin.

That said, OP, if you're just thinking of cool ideas/thematic specific sets you're going to get resistance from people that do want the choice of origin. Me? It really depends and I'm not as concerned since origin really doesn't do anything...but to others, it's really important.

So I'd suggest possibly lifting that part of the idea and letting players choose which origin their character is. Now, the idea of needing a Magic origin character to get to lvl 20-30 or so to unlock that powerset, I don't mind and think more unlockables wouldn't be that harmful.

With the idea of the new in-game store coming out, I'd find it more refreshing to have stuff like this be unlocked by certain criteria (for VIPs) or purchasable off the bat. Same goes for costume pieces, NPC costume bits, temp powers, contacts, etc. Unlockables are fun!


 

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Meh, keep them ATs and origins separated outside of EATs.


 

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Originally Posted by Leo_G View Post
Interesting how players consistently comment about how origin does not and should not have any affect on the game or player choice, and yet it still wouldn't do anything if certain origins were locked to certain ATs/sets.
Origin doesn't have any effect on the game or player choice.

In the case of Epic AT's the devs have made the unilateral decision to decide what origins the Epic AT's will be.

That decision however does not prevent players from ignoring it and coming up with their own backstory that contradicts what the devs forced upon us.

Personally I like Throwing Knives more than the other origin temp powers so many of my alts have chosen Natural for that power. That hasn't stopped me from ignoring the origin I needed to take to get Throwing Knives and making obvious mutant, magic, science, and tech characters.


 

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You know what? Why don't they get rid of all origins then? They're completely useless in my opinion! Why can't everyone use one type of SO and that's it? We don't need DOs! Most ppl don't use them anyhow! So what's the point? Here I'm thinking of how great it would be to have more power sets, but no one cares! No wonder this game is going out of business...


 

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I think we need ten more origins.


 

Posted

Quote:
Originally Posted by Duan Pepe View Post
No wonder this game is going out of business...


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I am going to go out on a limb and guess the OP is very young. The ideas aren't bad, even though I can't get behind origin-locked-sets. It's obvious he or she spent some time on this though so hopefully no harm done. Some of it may be rechannelable into a suggestion for a full powerset that is not origin locked.