I stuck with several themes here.
1) ST damage. Radiation Blast has a lot of AoE’s, but it’s (arguably) best attack is a Neutrino Bolt machine gun. We all know the raw DPS Neutrino Bolt can pump out.
2) Energy Melee and it’s ST mez and damage. I tried to mix it up, vary it up between stuns and holds. Wanted to keep EM king of ST mitigation.
Radiation Melee
Radiation Melee is light on initial damage, but scales nicely as the level of debuffs increase. Differing slightly from “combo” systems, RM initially attacks with –to hit, -def debuffs, then has a one-hit burst debuff based on the power used next. This will be shown during power selection. With progressive levels, it becomes possible to stack large amounts of ST debuff (will keep it AoE debuff free because of inherent synergy with Radiation Armor, which I’m working on). "Atomized" wears off after one attack, but the effects of the debuffs last much longer.
Photon Barrage – A light damage (scaled a little under Barrage with a slightly longer recharge and same animation) attack that drops the first –to hit, -def debuff on a single target (say, -5% to hit, -8.50% defense).* Acts as a base for the RM debuff system, putting an aspect called “Atomized” on the target. Repeating a cast of Photon Barrage once “Atomized” is applied will result in an additional -5% to hit and a chance for Photon Barrage to apply minor energy damage (equivalent to one extra “punch” from PB). Recharge: Fast
Graviton Push – A medium damage attack that uses a slower animation of “Power Thrust.” Applies “Atomized” to target while also having a 50% chance for KB (might be scaled down to KD, but that doesn’t make much sense). *If used after “Atomized” is on a target, will increase the KB chance to 100% and have a 20% chance to disorient the target (can not be slotted for Disorient). Recharge: Fast
- In the early levels, this and Photon Barrage would make a pretty potent combo. I foresee PB being dropped during level 50 respecs.
Scatter Blow – A very fast animation of “Energy Transfer,” Scatter Blow is where things start to get interesting. First, it hits for a little more than Bonesmasher, while being a tad slower. Has a hefty chance (60%) to stun (say Mag 2). If “Atomized” is currently applied to the target, the chance to stun stays the same but the Mag is increased to 3, while also doing a “Disintegration” like effect, doing half damage to three other mobs close (have to be fairly close, and it is pure energy damage. Imagine using the Chain Induction jumper would be fine). Recharge: Moderate
Taunt – It’s a taunt.
Disruptive Burst – Low damage, fast Mag 1 stun. Animation is up for grabs, thinking melee-version of “Cosmic Burst”. If “Atomized,” the stun duration is increased and has a chance to apply a very weak resistance debuff (say 5%) that is stackable. *Recharge: Moderate.
Particle Consume – Build up clone.
Neutron Crusher – High damage, slow recharge attack using the “Total Focus” timing. Animation up for grabs; alternate KO Blow animation would be really good, but so would the original “Total Focus.” Has a chance (40%) to drop a Mag 2 hold on the target. If “Atomized,” the Mag is increased to 3 and also drops a very powerful triple debuff on the target (-10% res, -15% defense, -10% to hit). Recharge: Long
Entangled Cloud – This will feel a little weird. Uses a slightly shorter Darkest Night animation at close range, but must be targeted. Hits everything around the target for moderate energy damage and slows them. If “Atomized,” the target will take a severe slow debuff, recharge debuff, perception debuff, and to hit debuff (say 15% on the target). Hits target with "Atomized" effect. Recharge: Slow.
Quark Splitter - Big tier 9 attack. Uses the "Foot Stomp" animation combined with the "Focus" shockwave, and has a small ranged component. Hits the target for overwhelming energy damage and moderate smashing damage. Will almost always knock them up. If "Atomized," it's resistance, defense, and movement speed will all be debuffed and the knock up chance will be absolute. Recharge: Long.
I stuck with several themes here.
1) ST damage. Radiation Blast has a lot of AoE’s, but it’s (arguably) best attack is a Neutrino Bolt machine gun. We all know the raw DPS Neutrino Bolt can pump out.
2) Energy Melee and it’s ST mez and damage. I tried to mix it up, vary it up between stuns and holds. Wanted to keep EM king of ST mitigation.
Radiation Melee is light on initial damage, but scales nicely as the level of debuffs increase. Differing slightly from “combo” systems, RM initially attacks with –to hit, -def debuffs, then has a one-hit burst debuff based on the power used next. This will be shown during power selection. With progressive levels, it becomes possible to stack large amounts of ST debuff (will keep it AoE debuff free because of inherent synergy with Radiation Armor, which I’m working on). "Atomized" wears off after one attack, but the effects of the debuffs last much longer.
Photon Barrage – A light damage (scaled a little under Barrage with a slightly longer recharge and same animation) attack that drops the first –to hit, -def debuff on a single target (say, -5% to hit, -8.50% defense).* Acts as a base for the RM debuff system, putting an aspect called “Atomized” on the target. Repeating a cast of Photon Barrage once “Atomized” is applied will result in an additional -5% to hit and a chance for Photon Barrage to apply minor energy damage (equivalent to one extra “punch” from PB). Recharge: Fast
Graviton Push – A medium damage attack that uses a slower animation of “Power Thrust.” Applies “Atomized” to target while also having a 50% chance for KB (might be scaled down to KD, but that doesn’t make much sense). *If used after “Atomized” is on a target, will increase the KB chance to 100% and have a 20% chance to disorient the target (can not be slotted for Disorient). Recharge: Fast
- In the early levels, this and Photon Barrage would make a pretty potent combo. I foresee PB being dropped during level 50 respecs.
Scatter Blow – A very fast animation of “Energy Transfer,” Scatter Blow is where things start to get interesting. First, it hits for a little more than Bonesmasher, while being a tad slower. Has a hefty chance (60%) to stun (say Mag 2). If “Atomized” is currently applied to the target, the chance to stun stays the same but the Mag is increased to 3, while also doing a “Disintegration” like effect, doing half damage to three other mobs close (have to be fairly close, and it is pure energy damage. Imagine using the Chain Induction jumper would be fine). Recharge: Moderate
Taunt – It’s a taunt.
Disruptive Burst – Low damage, fast Mag 1 stun. Animation is up for grabs, thinking melee-version of “Cosmic Burst”. If “Atomized,” the stun duration is increased and has a chance to apply a very weak resistance debuff (say 5%) that is stackable. *Recharge: Moderate.
Particle Consume – Build up clone.
Neutron Crusher – High damage, slow recharge attack using the “Total Focus” timing. Animation up for grabs; alternate KO Blow animation would be really good, but so would the original “Total Focus.” Has a chance (40%) to drop a Mag 2 hold on the target. If “Atomized,” the Mag is increased to 3 and also drops a very powerful triple debuff on the target (-10% res, -15% defense, -10% to hit). Recharge: Long
Entangled Cloud – This will feel a little weird. Uses a slightly shorter Darkest Night animation at close range, but must be targeted. Hits everything around the target for moderate energy damage and slows them. If “Atomized,” the target will take a severe slow debuff, recharge debuff, perception debuff, and to hit debuff (say 15% on the target). Hits target with "Atomized" effect. Recharge: Slow.
Quark Splitter - Big tier 9 attack. Uses the "Foot Stomp" animation combined with the "Focus" shockwave, and has a small ranged component. Hits the target for overwhelming energy damage and moderate smashing damage. Will almost always knock them up. If "Atomized," it's resistance, defense, and movement speed will all be debuffed and the knock up chance will be absolute. Recharge: Long.