Power Sets: In Space


Kazz

 

Posted

So we got new costume sets recently. That's cool. So why not roll out some ideas (new and old) for powersets if only for fun.

Apparently some people enjoy reading my write-ups for CoX powersets so I may at some point in the future create a thread with a compendium of my suggestions if only for my personal use but anyone is welcome to discuss/suggest changes. First off:





Quote:
Originally Posted by Leo_G View Post
Celestial Blast

1. Density Orb (ST foe: negative/smashing dmg, -movement/-ToHit, chance of knockdown, *special*) Fire an orb of super dense energy that expands over the foe and quickly contracts, strengthening the pull of gravity on the foe for a time. Cosmic Attunement swaps the -movement/-ToHit with a splash of AoE energy dmg (5 targets).

2. Gravity Shot (ST foe: negative DoT, -movement/-ToHit/-fly, mag 2 immobilize *special*) Rain down gravity's pull on a target, forcing the target to the ground. If the strength of the pull is strong enough, it may slow down up to 3 foes nearby the initial target. Cosmic Attunement swaps the -movement/-ToHit/-fly/immobilize with knockdown and replaces the DoT with more energy dmg.

3. Gravity's Pull (Targeted summon: Gravity Pull patch; area foe: -fly/-jump/-speed, chance of immobilize) Target an area and intensify gravity's pull at that location. Foes caught in it will find it hard to move which will leave them vulnerable for a celestial strike from the meteor that was attracted by the strong pull. (AoE foe: smashing/lethal dmg, chance of knockdown after 3 seconds). Cosmic Attunement does not create the -movement/immobilize patch but adds energy dmg and knockback to the meteor.

4. Black Hole (Targeted summon: Black Hole; area foe: -ToHit, teleport) Not affected by Cosmic Attunement. Summon a black hole out of super dense gravity. There's a chance any foe caught within 25ft of its center will be teleported to the Black Hole's center. The Black Hole's area is vast (reaching as far 45ft) and controlled by you. Any foe you hit with either Density Orb, Gravity Shot or Gravity Spout will be teleported to the black hole if they are within the gravity's field of effect. If Cosmic Attunement is in play, Gravity Shot, Gravity Spout and Density Orb will not teleport foes to Black Hole.

5. Star Fall (Targeted summon/AoE, foe: energy/negative/smashing, knockdown) Not affected by Cosmic Attunement. Target a point in space and yank celestial bodies from the sky to rain down on your victims. You create an initial impact of gravity (across the whole area) then afterwards comets and asteroids rain at random, splashing over parts of the area causing energy and smashing damage.

6. Cosmic Attunement (click self 'attunement', +ToHit) For 30 sec, shift your cosmic attunement and wield powerful and explosive energies. All negative energy from your blasts are replaced with positive energy and/or replace all gravity effects with knockdown/back and additional energy dmg.

7. Gravity Spout (ST foe: negative/smashing, foe knockup/-movement, *special*) Unleash a burst of gravity that knocks a foe high into the sky and a chance to knock up 2 more foes along with them. Cosmic Attunement replaces the -movement with splash energy dmg (3 targets).

8. Dark Matter (Target AoE, foe -perception) Not affected by Cosmic Attunement. Use gravity to funnel some specialized dark matter around the foes. Foes tagged by Dark Matter will react violently with your positive energy and have a chance to be stunned by any cosmic attuned attacks.

9. Collapsed Star (PBAoE nuke; self *special*, foe *special) Depending what attunement you use affects the effects of this attack. Using Gravity, you draw in your power around you, inflicting strong forces on yourself and foes around you (self: heal 100%, -75% HP, -100% dmg resist all; foe neg dmg, hold, -movement/-jump/-fly/-ToHit). If you expand your energy, the collapsed star explodes causing the foes harm while draining yourself (self: END crash; foe: energy dmg, knockback/stun)
Notes:
-This write-up lacks any straight dmg buffs like from Aim but Aim doesn't really buff damage by that much anyway. It does, however, have a click that trades negative energy for energy and adds some energy/splash energy to certain attacks.

-The optimal use of the set, or when I imagined as I was writing it, was to use Cosmic Attunement when needed/desired but that power can be skipped. It'd even be possible to perma Cosmic Attunement with enough recharge, but again, it's not optimal when I imagined the set:

--Because some of the powers do have more knockback when using Cosmic Attunement while without, the powers have more controllable foe movement restriction capabilities.
--But either can keep foes at bay; With Cosmic Attunement, just knock foes away. Without, Black Hole can work as a pet that pulls away foes you attack.
--One can choose their 'crash' from the nuke, either opting for an END/-recovery crash with Attunement or mitigation crash without Attunement.
--Focusing on perma Attunement or skipping Attunement, one would take and exploit Black Hole's teleportation while the other would use and abuse Dark Matter's extra control.
--Again, it'd be optimal if you pick and chose the situation and be able to exploit either but players can specialize their builds the way they want.

-To point out, this set has a focus on negative/energy and smashing.


 

Posted






Quote:
Originally Posted by Leo_G View Post

My Celestrial Melee:

Cosmic Strike
Range- ST, melee
Damage- Minor Smashing, Chance for Moderate Energy
Recharge- Fast
Pump a cosmicly charged fist into the enemy's gut and open a rip in space through the enemy, having a chance for additional cosmic radiation to fry the enemy to a crisp.

Asteriod Kick
Range- ST, melee
Damage- Moderate Smashing, Chance for high lethal
Effect- Chance for disorient
Recharge- Moderate
Leap into the air and then fly down on the foe with an extended leg. If you can bring a little of the cosmos down to earth with your foot, you'll rain down on the foe with the power of a colliding asteroid.

Comit Punch
Range- 90 degree shallow cone, melee
Damage- Minor smashing DoT, Chance for high cold
Effect- slow, -recharge, Chance for hold
Recharge- Moderate
Your fist fly at a blinding speed, like a comit. Those before you will feel their speed inferior to yours for a time. If you can manifest your fists with enough power of the universe, the enemy will feel the bitter cold of a snowy comit.

Taunt

Meteor Strike
Range- Target AoE, melee
Damage- Superior smashing, Chance for moderate energy
Effect- Knockback, Chance for Disorient
Recharge- Slow
Masterful use of the entities of the cosmos allows the force of this punch to equate to a crashing meteor. You leap into the air and fall down on the enemy with both fists, knocking them on their backs and possibly stunning them.

Galactic Unity
Range- Self buff
Effect- +ToHit, +Recharge, Power Buildup effect for attack powers only(increasing the additional effects), Increase the chance of additional effects and damage.
Recharge- Long

Solar Flare
Range- ST, melee
Damage- High Smashing, Chance for High Fire DoT
Effect- Knockback
Recharge- Moderate
Perform a spinning kick on an opponent. The force of your leg can create a searing heat like a flare from the surface of the sun.

Vacuum of Space
Range- PbAoE, melee
Damage- Chance for High Lethal
Effect- Sleep, Chance for hold
Recharge- Long
Summon up the cold darkness of space to put the enemy in a hibernative state. With enough focus, you can call forth the true emptyness of the universe within an enemy, causing great pain in which the enemy cannot ignore.

Big Bang
Range- 180 degree shallow cone, melee
Damage- Moderate Smashing, Moderate Lethal, Chance for Moderate Cold, Chance for Moderate Energy, Chance for Moderate Fire, Chance for High Negative energy
Effect- Fear, Chance for Disorient
Clasp your hands together to unleash all the fury that created the universe. Those that stand in your wake will be consumed by fear at the sheer power of the cosmos if not stunned in awe by it.

The melee set isn't particularly powerful until those secondary effects/extra damage occurs. The chance would range from 10%(Big Bang) to 60%(Solar Flare) while Galactic Unity would increase those chances by 50%(increased to 15% for Big Bang and 90% for Solar Flare). It's strength comes from using nearly every damage type in one set.
This is an old set I suggested a while back but might as well add it since it's in the same theme.

Visually, I'd place the proc damage as what represents the them. For example: Comet Strike would just look like a regular punch but if the energy dmg procs, you'd see a big comet aura on your fist when you punch. for Meteor Strike, it'd look like a regular downward strike and when the extra energy dmg procs, you see a big rock between your hands which has a falling aura that causes a bigger crash...so on and so forth.

Somewhat like Celestial Blast's ability to use negative and energy damage, this set can use pretty nearly every damage type but it's all tied into 'chance of'. Without the extra damage, the attacks would be mediocre but with the extra dmg, it would hit quite hard. That and Galactic Unity is basically a +% proc chance to improve the chances of the extra dmg occurring.


 

Posted






Quote:
Originally Posted by Leo_G View Post
Galactic Aura:

Venus Conditioning
Passive
Increase self recovery and regeneration
You can condition yourself to survive the horribly acidic environment of Venus so it's only natural that a place like Earth would be like a breath of fresh air.

Neptunian Armor
Toggle
+def smashing/lethal, +def range
You take a note from the planet Neptune and extend an aura around you to hide the much smaller core within. Normal physical attacks will simply wiff through your aura and ranged attacks simply burn before getting through your deep atmosphere

Jupiter's Pull
Toggle PbAoE Taunt, Chance for minor smashing
Self resistance vs Energy/Negative Energy/Smashing/Psy
Draw in enemys like the gravitational pull of Jupiter, possibly crushing those foes that are drawn into your irresitable influence. This gravity provides resistance to unworldly influences such as the various spectrums of energy and psychic as well as resistance to smashing forces less powerful than yourself(smashing)

Uranus Plug *snickers*
Click +protection/res to Immobilize, Hold, Sleep, Confuse, Fear, Knockback, Disorient; +resistance to psy/energy/negative energy/cold damage
Self -perception
You can completely block out outside effects from affecting you by, essentially spinning your consciousness on a completely different axis from the norm. You are also granted resistance from a spectrum of energy damage as well as psychic and cold damage

Saturn's Rings
PbAoE Toggle minor Smashing/Lethal damage
Foe -defense
A ring of high speed meteors and fine dust orbit you, cutting through those that get too close.

Earth's Life
Click +HP +regen
Recharge Moderate to Long
The only planet to support a lush variety of life, the environment on earth allows you to burst with life.

Mercury Armor
Self toggle +res vs fire/smashing/endurance drain/-recovery, +def range
Just as the planet that resides closest to the sun, you can survive the burning heat of the sun as well as vaporizing ranged attacks before they can reach your surface

Pluto Armor
Self Toggle +res vs cold/smashing/energy/defense debuff, +def lethal, self -recharge
The distant Pluto is surrounded by empty cold space, only recieving tiny waves of energy from the distant sun. Any increment of energy or forceful impaction would provide welcome heat to a desolate environment

Red Mars
Self Toggle +def smashing/lethal/fire/energy/cold, +res smash/fire/energy/hold/immobilize/disorient/sleep/confuse/taunt/knockback, +damage, +accuracy; -res lethal/negative energy/psychic
*Cannot be used with any other toggles of the set*
Focus the harsh storms and fierce tinted Mars through you. With this state of mind, you gain defense and resistance to certain damage types while gaining an increase to damage and accuracy but at a cost of resistance to other damage types.

The Planetary Aura's weakness is Lethal damage which it has little protection from(only a bit of defense) as well as negative energy(which it only has a bit of resistance from). It will take little from smashing though and energy would be weak against it. It's tier 9 would give a nice offensive buff at the cost of part of its defense. It's not a granit clone so you'd still need the resistance clicks/toggles to get by and switch to offense when you're in a safer situation. It has two taunt Auras, one more defensive the other offensive so you can choose between the two or pic both although neither would compare to the tier 9 alone.
Another set I suggested for the theme a while back.

I reread it and can bearly make heads or tails of the make-up of the set though. Not sure how all the effects would pan out beside the fact it has weak resistance to lethal but a mix of specific typed (lethal/smashing) and positional (ranged) defense. Not that that doesn't work (it works for my DP blaster who has nice ranged defense + some smashing/lethal def with Frozen armor and IO bonuses) but just not sure where the resists add up.

It does have a heal and some +regen and it has 2 dmg auras (although 1 is only a chance for smashing dmg) and it has a tier 9 toggle in the shape of Granite but without the super-brick effect, instead going for a partial-brick + offense-mode version...could work..it's also got a click mez resist which sounds annoying, but also comes with some stackable res (psi, energy, neg, cold). Careful, though, that stackable mez protection/resistance also comes with -perception...keep it stacked and you might find yourself unable to find your enemies


 

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Sure, I would love to go out of space... and have more powers... awesome pictures.


 

Posted

Well done Leo!


 

Posted

I'm throwing my money at the screen but nothing is happening! Why NCSoft?!

On a more serious note: I loved the celestial blast idea, and I like the other two just as much. Just... yes. Cosmic power shouldn't be too hard to justify when Incarnates are basically low-level gods.