Radiation Melee and Armor
signed
I don't see where you explained the "Tag" mechanic.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
By tag i guess you mean for the "Meltdown" power at the end of the sets? Each enemy has a "tag" or "marker" so that when Meltdown hits, they are "untagged". At least that's what I am thinking.
But I am right along with you on this one. Why hasn't this idea come about before? It seems like it is a very well, thought out theme, even the reactor bit at the end (though some may see it unfair).
As for the attacks, I would suggest maybe a -Def or -Res for the attacks (and possibly for the PBAOES "Gamma Pulse" and "Molecular Regen").
I'm new at these boards but I've been playing on and off for the last three or four years. Kudos
By tag i guess you mean for the "Meltdown" power at the end of the sets? Each enemy has a "tag" or "marker" so that when Meltdown hits, they are "untagged". At least that's what I am thinking.
But I am right along with you on this one. Why hasn't this idea come about before? It seems like it is a very well, thought out theme, even the reactor bit at the end (though some may see it unfair). As for the attacks, I would suggest maybe a -Def or -Res for the attacks (and possibly for the PBAOES "Gamma Pulse" and "Molecular Regen"). I'm new at these boards but I've been playing on and off for the last three or four years. Kudos |
On the note or attacks having a -res or -def. Some do but unfortunately I didn't want to have too much and make it OP. -Res is in the Infectious Blow but didn't want anymore and make it too strong. Also having more -Def powers makes it easier to over do the damage potential with Achilles Heel procs. Yes, -Def should be part of it to have some similarities to the radiation blast powers, but didn't want to many like I said. Some may say what about Katana and all of their -Def. True but Katana is all Lethal damage so it makes up for being only Lethal.
Thorns - Spines/Willpower Scrapper (1366 Badges)
I left the Tag feature in the Stalker Melee set in case someone thinks of a way to include it in it. The way the Set works doesn't help the stalkers at all. Tag things before you hit build up and then AS. Doesn't work to well or at all.
Open for ideas.
Note: I could use my old idea on the Critical Mass but it still is kinda cheesy which is the reason why i changed it.
Thorns - Spines/Willpower Scrapper (1366 Badges)
Nice work, well thought out, and well balanced. I like the new/different ideas.
I'd change the Radioactive Burst and make it only do a Hold on Tagged enemies (and not add a Tag itself), but increase the mag and/or duration of the hold.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
It should be noted that on every AT that has access to both, Lightning Rod and Shield Charge do the exact same damage, just energy for one and smashing for the other. So having Shield Charge damage if not tagged and Lightning Rod damage if they are tagged means literally nothing.
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It should be noted that on every AT that has access to both, Lightning Rod and Shield Charge do the exact same damage, just energy for one and smashing for the other. So having Shield Charge damage if not tagged and Lightning Rod damage if they are tagged means literally nothing.
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The armor set looks quite toggle-heavy to me - the mez protection toggle especially could probably be rolled into one of the others, or divided among them.
I'm somewhat confused as to how Cold Fusion is supposed to work - to get the maximum effect, you activate it then spend 10 seconds doing nothing? That seems... odd.
I'd change the Radioactive Burst and make it only do a Hold on Tagged enemies (and not add a Tag itself), but increase the mag and/or duration of the hold.
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No, they don't. Lightning Rod does considerably more.
The armor set looks quite toggle-heavy to me - the mez protection toggle especially could probably be rolled into one of the others, or divided among them. I'm somewhat confused as to how Cold Fusion is supposed to work - to get the maximum effect, you activate it then spend 10 seconds doing nothing? That seems... odd. |
Cold Fusion i made it so its different from other Tier 9s in the fact that you actually have to sit and concentrate to perform a molecular fusion, thus going along with the theme of Radiation. An Instant boost of power, in my mind, is not themed so i added a delay. Because of the delay, I'll let the Developers decide how much duration/recharge some of these powers will take. Take it if this ever sees the light of day.
On the note that it seems toggle heavy. I kinda wanted to make it tough and not simple. Ill add a Recovery aspect to Chemical Boost and take away the recovery on Molecular Regeneration. Radiation Haze ill leave it up but i like Chemical boost more now since it has recovery.
The other option like you mentioned is spread the Atomic Balance stats amongst Neutron Armor and Proton Armor. If that is done then the set can have both Chemical Boost and Radiation Haze.
Thorns - Spines/Willpower Scrapper (1366 Badges)
Version 2
Tier 1 Power: Neutron Armor
Toggle: Self +Res(Smashing(30%), Lethal(30%), Energy(10%), Toxic(30%), Regen Debuff Resist(40%) +Res(Disorient(13), Hold(13))
Tier 2 Power: Gamma Pulse
Toggle: PBAoE, Minor Damage (Toxic), Foe -Def
Tier 3 Power: Proton Armor
Toggle: Self +Res(Energy(30%), Negative(30%), Toxic(30%), Recovery Debuff Resist(40%)) +Res(Fear(13), Sleep(13), Immobilize(13))
Tier 4 Power: Radiation Haze
Toggle: Self Stealth +Def(All) +Perception +Res(Hold)
Tier 5 Power: Molecular Regeneration
PBAoE, Minor Damage (Energy), Self +HP(20%) +Regen(5%)
10 Targets Max
Tier 6 Power: Electron Armor
Auto: Self +Res(Energy(10%), Toxic(30%), Slow(20%))
Tier 7 Power: Chemical Boost
Auto: Self +Recharge +Speed +Res(Slow(20%)) +Recovery(25%)
Tier 8 Power: Cloak of Irradiation
Toggle: PBAoE, Foe Hold, Self -HP
Mag 2 Hold, Duration 7.2 Sec
Duration: 2 Seconds
Explanation of power:
Oppressive Gloom but with a Hold effect and not a Stun.
Tier 9 Power: Cold Fusion
Self +Res(Disorient, Hold, Immobilize, Knockback, Sleep, Repel, All Damage but Psionics), +Recovery, Max HP, +Special
5% Resist --> 50% Resist
3% Recovery --> 30% Recovery
2% Max HP --> 20% Max HP
190 sec. Duration
Description:
Options:
1. A long animation on the power to resemble the build up phase. After the animation is over you get the instant max buff from the power for 180 secs. Also maybe an increase in power past the power's buff by absorbing enemies that are tagged from radiation based powers from anyone on your league up to 5 targets. So if your teammate attacks 5 targets and then you hit Cold Fusion. Not only will you get the 50% resist but you will get 10% from each target you hit that it tagged. Up to 100% and same with the Recovery(60%) and HP(40%). Now we have a Tier 9 with a tohit check :P.
2. A 10 Second (or lower, need to test it) build up of energy. More powers you use during the 10 second build up the less buff you will get out of the power. The power that you built up will last 180 seconds after the build up phase. At the end of 180 seconds you will loose all control with a debuff of 50% HP, 1000% Recovery, 50% Endurance, and a unresistable hold effect will be placed on you for 5 seconds. When the power wears off you will explode the rest of your energy due to the lose of control (depending on how much you gained will result in the change in Radius of the AoE and mag of Knockback). The explosion will result in a knockback of a Mag 6.2313 minimum (Repulsion Field).
Thorns - Spines/Willpower Scrapper (1366 Badges)
I'd prefer if the set was less science-y in terms of names and more open to interpretation, how about naming it Radiant Melee/Armor or Bright Melee/Armor?
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Thorns - Spines/Willpower Scrapper (1366 Badges)
fun... /signed
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If Masterminds didn't suck, they'd be the most powerful AT in the game.
Ive now submitted it to Positron in a PM. Have not got a reply but at least it's in hit inbox :P. Any other ideas to add?
Thorns - Spines/Willpower Scrapper (1366 Badges)
Stun and hold protection in your very fist toggle? That seems... Odd. I'm not aware of any armour set that has status protection this early. Also, you only seem to have status protection resistance, but no protection. Resistance only reduced effect duration, but without protection, you'll still get held.
What's the point of Gamma Pulse? Minor damage is unlikely to be worth much, and the only thing the power seems to have besides that is a defence debuff that I've rarely seen being very useful outside of fringe cases. I suppose you could try to use it on things like Rikti Drones and Paragon Protectors going MoG, but the pulse would have to hit them first, which is easier said than done.
Why is it necessary to have hold protection in two separate powers? Neutron Armour Radiation Haze both offer hold resistance. Doesn't that kind of over-stack hold resistance?
Finally, Cold Fusion is a terrible, terrible idea. Penalising people for attacking is just wrong, as far as I'm concerned. I'd be much more inclined to agree with it if the buff INCREASED for using powers during the build-up time, as opposed to losing buff. Designing powers around penalties when they already have a crash just seems mean-spirited. It's essentially forcing people to run away from the fight for 10 seconds.
Moreover, your crash is HORRIBLE, and considerably worse than any other crash in the game by a significant amount. Sure, it's just half health and half endurance, but that 5-second hold is a death sentence. Even if you tried to run away from a fight to crash away from danger, five seconds is more than plenty of time for your enemies to catch up and kill you. Remember - being held doesn't turn off your toggles, but it suppresses their effects.
All of this hassle, danger and complexity, and for what? Recovery, which is standard for god-mode powers and a max hit points buff that's not much greater than Resist Physical Damage? And that's IF you don't cut into your own debuff? Not good, man. What you're creating is essentially a utility power like Strength of Will - it doesn't do much, but it doesn't cost much either... Except not only does yours cost a LOT, it's also very fiddly to use. This is exactly the sort of powers I've crusading to fix in the game for years now - powers that don't do much, but crash and kill you, or are otherwise very hard to use for not much benefit.
Don't get me wrong, I like the idea of a Radiation Armour set, but I'd like it to be a bit more solid than this.
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.
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Stun and hold protection in your very fist toggle? That seems... Odd. I'm not aware of any armour set that has status protection this early. Also, you only seem to have status protection resistance, but no protection. Resistance only reduced effect duration, but without protection, you'll still get held.
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What's the point of Gamma Pulse? Minor damage is unlikely to be worth much, and the only thing the power seems to have besides that is a defence debuff that I've rarely seen being very useful outside of fringe cases. I suppose you could try to use it on things like Rikti Drones and Paragon Protectors going MoG, but the pulse would have to hit them first, which is easier said than done.
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Why is it necessary to have hold protection in two separate powers? Neutron Armour Radiation Haze both offer hold resistance. Doesn't that kind of over-stack hold resistance?
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Finally, Cold Fusion is a terrible, terrible idea. Penalizing people for attacking is just wrong, as far as I'm concerned. I'd be much more inclined to agree with it if the buff INCREASED for using powers during the build-up time, as opposed to losing buff. Designing powers around penalties when they already have a crash just seems mean-spirited. It's essentially forcing people to run away from the fight for 10 seconds.
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Moreover, your crash is HORRIBLE, and considerably worse than any other crash in the game by a significant amount. Sure, it's just half health and half endurance, but that 5-second hold is a death sentence. Even if you tried to run away from a fight to crash away from danger, five seconds is more than plenty of time for your enemies to catch up and kill you. Remember - being held doesn't turn off your toggles, but it suppresses their effects.
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All of this hassle, danger and complexity, and for what? Recovery, which is standard for god-mode powers and a max hit points buff that's not much greater than Resist Physical Damage? And that's IF you don't cut into your own debuff? Not good, man. What you're creating is essentially a utility power like Strength of Will - it doesn't do much, but it doesn't cost much either... Except not only does yours cost a LOT, it's also very fiddly to use. This is exactly the sort of powers I've crusading to fix in the game for years now - powers that don't do much, but crash and kill you, or are otherwise very hard to use for not much benefit.
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You want a power set that is better then everything in the game. Its Radiation. It cant be too strong. I was aiming for a mix of Dark Armor and Fire Armor.
Thorns - Spines/Willpower Scrapper (1366 Badges)
It is wrong but to gain power while using power especially when your talking about radiation doesn't make sense either. How is that possible? 10 Seconds could be way to long for a build up phase but that's something that would have to be tested.
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Being held definitely suppresses toggles on melee (and completely turns off toggles that affect enemies), just like on squishies. This isn't usually an issue because melee have mez protection, but if you get hit by enough mez magnitude to overcome your protection, you will definitely see your toggles suppress.
If you want it to have a "building power" feel, just give it a long activation time with a suitable animation. How does it make sense? Well, you've just activated cold FUSION, which is just about the ultimate power source. The energy needed to run your normal toggles/attacks is a drop in the bucket compared to that.
Being held definitely suppresses toggles on melee (and completely turns off toggles that affect enemies), just like on squishies. This isn't usually an issue because melee have mez protection, but if you get hit by enough mez magnitude to overcome your protection, you will definitely see your toggles suppress. |
-Tho the long animation i would be fine with. Have it instant when the animation ends. Ill add that in. Now how long of an animation would you guys put for a build up of energy. 3-4 second minimum i would say. And have it immediately jump to 50% resist when animation ends.
The hold effect on it won't be too serious with the huge Knockback on the power. With the knockback, the 5 sec hold will be over and done with before they get back up. Tho you will be vulnerable to enemies that don't get hit by the KB.
EDIT: Changed Cold Fusions description. Now there is 2 options.
Thorns - Spines/Willpower Scrapper (1366 Badges)
Fire Aura has protection with the very first power. Also look at the powers in game. All the protection powers are listed as +Res(Hold). There is no such labeling as +Protection(Hold) :P
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-10.38 Held, Sleep for 0.75s +103.8% Res(Held, Sleep) for 0.75s |
Status protection, on the other hand, directly counteracts status effect magnitude. I believe players natively have a -3.0 magnitude to every status effect, which isn't enough to be single-held by most minion control effects, especially AoE ones which are mag 2, but is enough to be held by lieutenants and up with mag 3 status effects. A status protection of -10.38 puts you at I believe -13.38, meaning that you'd have to be hit with at least five separate mag 3 holds to become affected. About the only thing I've seen do this is a large spawn of Tsoo Green Ink Men all doing Whirling Hands at the same time.
Check all the damage aura in the game that are on Melee based toons
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I copied Regeneration. It has a double Stun but it could very well no have the hold so i could take that off. Mainly i was thinking that the Status protection's +Res(Hold) will be protection and the Radiation Haze's +Res(Hold) will actually be Resistance to hold |
It is wrong but to gain power while using power especially when your talking about radiation doesn't make sense either. How is that possible? 10 Seconds could be way to long for a build up phase but that's something that would have to be tested. It can be dropped to 5 Seconds but i don't know yet. And the crash isn't that bad. I could have said 95% HP but seeing that all the tier 9 crashes are not so insane recently.
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Furthermore, it's not the stat decreases that worry me about the crash, it's the unresistable stun. No other power in the whole game stuns you when you use it, not since that was taken out of nukes. You're proposing a T9 power that does less than either Unstoppable or Overload, yet crashes harder, leaving you completely inert for five seconds, to be killed dead. Even if this power made me untouchable for three minutes I would still not support the hold in the crash.
Now I'm not 100% for certain but i don't think the toggles are suppressed when mezzed on Melee types. I know they are on Trollers/Blasters/Corr/Doms etc.
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It's 50% Resist unslotted! you can prob get 65% Resist to S/L without it. If you include the tier 9 then that over 115%. How can that not be good. Strength of Will doesn't even cap your resistance. This does without slots. Also the KB on the crash is 6.2313 and thats minimum. If you build up your max energy then it can easily be push up to Mag 60 so that for you determination to gain more power the more KB will be produced to protect you for a longer time. 5 Second Hold on self when you crash is plenty. If all the enemies get knocked back and fall to the ground which they would for sure then 5 seconds is plenty of time to get back in the fight.
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However, I don't agree with the hold just the same. First of all, you'll never see mag 60 knockback in a power, that much I can promise you. Do you have any idea what distance that means, or how many enemies will get stuck in walls thanks to broken ragdoll physics? Secondly, not all enemies can be knocked back even with mag 60, an not all enemies that can be knocked back spend more than half a second being knocked back. Finally, even if your idea is to scatter enemies across the map, not all maps have enough room to scatter enemies across. Finally, I can all but guarantee that people aren't going to stand around enemies when their T9 expires. They're going to run away.
Why do you need to make this so complicated? Why do you need to build in a hold that could be crippling and then work in a system to overcome it inside the same power? Why not just get rid of the hold and have the power function like a conventional T9?
You tried to read my mind and failed. Unless you want to argue that anything "more solid" than what you've proposed is better than anything else in the game, then I don't appreciate the straw man. Please don't insult my intelligence.
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.
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Just because there's no label when in the short info text doesn't mean the effect isn't there. Open any status protection power's Power Info tab and look at the effects it offers. Actually, look at Plasma Shield off of City of Data:
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It seems to me like a radiation user would gain more power the more power he generated,
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Furthermore, it's not the stat decreases that worry me about the crash, it's the unresistable stun. No other power in the whole game stuns you when you use it, not since that was taken out of nukes. You're proposing a T9 power that does less than either Unstoppable or Overload, yet crashes harder, leaving you completely inert for five seconds, to be killed dead. Even if this power made me untouchable for three minutes I would still not support the hold in the crash.
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However, I don't agree with the hold just the same. First of all, you'll never see mag 60 knockback in a power, that much I can promise you. Do you have any idea what distance that means, or how many enemies will get stuck in walls thanks to broken ragdoll physics? Secondly, not all enemies can be knocked back even with mag 60, an not all enemies that can be knocked back spend more than half a second being knocked back. Finally, even if your idea is to scatter enemies across the map, not all maps have enough room to scatter enemies across. Finally, I can all but guarantee that people aren't going to stand around enemies when their T9 expires. They're going to run away.
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Why do you need to make this so complicated? Why do you need to build in a hold that could be crippling and then work in a system to overcome it inside the same power? Why not just get rid of the hold and have the power function like a conventional T9?
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Well so far your the only one that is this hard set against it. Right now, as of the people who have replied, you are the minority. Argue? No I'm picking your brain but so far you have only complained and have not given an opinion or a better power. Also "Better than anything else in the game" uhm no I'm trying to come up with a set that is equivalent to what already exists in the game and try and add a twist to it to make it unique. Creating the best power set in the game is not the plan. That is done in players dreams. Insult your intelligence? (What intelligence? JOKING came in mind right away). No I'm trying to correct some things you say like the +Res(Hold) thing. That's just the way its labeled when you do mouse over on Status Protection powers. Not doing the Detailed info cause that would be way too much.
Thorns - Spines/Willpower Scrapper (1366 Badges)
I didn't see the 50% resistance, largely because you didn't list it in the power's stats I take that back, such a power would be quite useful.
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Tier 9 Power: Cold Fusion
Self +Res(Disorient, Hold, Immobilize, Knockback, Sleep, Repel, All Damage but Psionics), +Recovery, Max HP, +Special 5% Resist --> 50% Resist 3% Recovery --> 30% Recovery 2% Max HP --> 20% Max HP 190 sec. Duration Description: Options: 1. A long animation on the power to resemble the build up phase. After the animation is over you get the instant max buff from the power for 180 secs. Also maybe an increase in power past the power's buff by absorbing enemies that are tagged from radiation based powers from anyone on your league up to 5 targets. So if your teammate attacks 5 targets and then you hit Cold Fusion. Not only will you get the 50% resist but you will get 10% from each target you hit that it tagged. Up to 100% and same with the Recovery(60%) and HP(40%). Now we have a Tier 9 with a tohit check :P. 2. A 10 Second (or lower, need to test it) build up of energy. More powers you use during the 10 second build up the less buff you will get out of the power. The power that you built up will last 180 seconds after the build up phase. At the end of 180 seconds you will loose all control with a debuff of 50% HP, 1000% Recovery, 50% Endurance, and a unresistable hold effect will be placed on you for 5 seconds. When the power wears off you will explode the rest of your energy due to the lose of control (depending on how much you gained will result in the change in Radius of the AoE and mag of Knockback). The explosion will result in a knockback of a Mag 6.2313 minimum (Repulsion Field). |
Thorns - Spines/Willpower Scrapper (1366 Badges)
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Radiation Melee
Brutes, Scrappers, and Tanks
Tier 1 Power: Particle Barrage (Energy Barrage animation)
Melee, Minor Damage (Energy, Smashing), Foe +Tag
Tier 2 Power: Contaminated Strike (Bone Smasher animation)
Melee, Moderate Damage (Energy, Smashing), Foe +Tag
Tier 3 Power: Polarized Wave (Jacob's Ladder animation)
Melee (Cone), High Damage (Energy), Foe -Def +Tag
Tier 4 Power: Confront/Taunt
Ranged (Targeted AoE for Brutes and Tanks), Foe Taunt -Range
Tier 5 Power: Ionized Burst [Repulsing Torrent animation (Kinetic Melee)]
Ranged, High Damage (Energy), Foe -Def +Tag
Tier 6 Power: Critical Mass
PBAoE Self +Damage +To Hit +Special, Foe -Tag
4% To Hit --> 24% To Hit
20% Damage --> 120% Damage
20 sec. Duration
180 sec. Recharge
Description:
Critical Mass absorbs all the energy that has been emitted from your other attacks in order to increase your own strength. This power will absorb up to 6 targets of the radiation. By doing this the 6 targets will be released of the -defense that was put on them from your attacks. If there are no enemies that were hit by this power then the power will fail.
Tier 7 Power: Infectious Blow (Chain Induction animation)
Melee, Moderate Damage (Energy), Foe -Resist +Tag +Special Minor DoT (Toxic)
Description:
You strike one enemy with Infectious Blow causing damage and minor resist debuff (-2.5% Resist debuff). Now, this acts like Chain Induction in the sense that enemies that are around the target that you hit will be infected but in a PBAoE slow spread through the mob (and i mean slow! roughly every 5 sec it will jump to every enemy within 4 feet of the infected target). Each enemy that is infected will take minor toxic damage and -2.5% resist debuff.
Up to 16 Enemies
Tier 8 Power: Radioactive Burst
PBAoE, Foe Knockback Hold -Tag +Tag
Mag 2 Hold: 9.5 seconds (The throw up animation after they get back up)
Mag 5.19 Knockback
Description:
Simple. Hand Clap but replace stun with hold.
Now those of you going "HOLD! OP" Its a hold that only holds minions and below. Hand Clap does a stun and both stop the enemies from attacking you or anyone else. Also some may say "Brutes have to build fury" and all i can say is skip it like you skip Hand clap.
EDIT:
When the use of this power is activated, the enemies that are tagged/marked will be held upon being hit by Radioactive Burst. The tag on these enemies will not be removed and will only be reaffirmed. Other enemies that are not tagged before the activation will then be tagged if hit.
Credit: Tenzhi
Tier 9 Power: Meltdown (Animation? Something new. Surprise me!)
PBAoE, Superior Damage (Energy) +Special, Foe -Def +Tag
Description:
When the user uses this power it will use up all the energy that was absorbed by Critical Mass. The use of the power will end Critical Mass' buffs and turns it off. You can only use this power when Critical Mass is running due to the amount of power it requires to use Meltdown. To put Meltdown's damage into perspective, absorbing one enemy for Critical Mass, Meltdown will do damage equivalent to Shield Charge. At 6 targets absorbed it will do damage equivalent to Lightning Rod.
Stalkers (Didn't work on the changes that much. I'll update it later)
Tier 1 Power: Particle Barrage (Energy Barrage animation)
Melee, Minor Damage (Energy, Smashing), Foe +Tag
Tier 2 Power: Contaminated Strike (Bone Smasher animation)
Melee, Moderate Damage (Energy, Smashing), Foe +Tag
Tier 3 Power: Polarized Wave (Jacob's Ladder animation)
Melee (Cone), High Damage (Energy), Foe -Def +Tag
Tier 4 Power: Assassin's Disintegrate (or something else)
Melee, Special Damage (Energy, Smashing)
Tier 5 Power: Critical Mass (Normal Build Up)
Self +Damage +To Hit
20% To Hit
80% Damage
Tier 6 Power: Placate
Ranged, Foe Placate, Self Stealth/Hide
Tier 7 Power: Ionized Burst [Repulsing Torrent animation (Kinetic Melee)]
Ranged, High Damage (Energy), Foe -Def +Tag
Tier 8 Power: Infectious Blow (Chain Induction animation)
Melee, Moderate Damage (Energy), Foe -Resist +Tag +Special Minor DoT (Toxic)
Description:
You strike one enemy with Infectious Blow causing damage and minor resist debuff (-2.5% Resist debuff). Now, this acts like Chain Induction in the sense that enemies that are around the target that you hit will be infected but in a PBAoE slow spread through the mob (and i mean slow! roughly every 5 sec it will jump to every enemy within 4 feet of the infected target). Each enemy that is infected will take minor toxic damage and -2.5% resist debuff. Up to 16 Enemies
Tier 9 Power: Meltdown (Animation? Something new. Surprise me!)
PBAoE, Superior Damage (Energy), Foe -Def +Tag
Description:
Shield Charges damage if enemies are not tagged. Lightning Rods damage if tagged.
Note: Tag/Marker feature was described in the 2 powers that put it to use. Critical Mass and Meltdown under the Brute, Scrapper, Tanker side.
Thorns - Spines/Willpower Scrapper (1366 Badges)