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Radioactive & Laser sword powers (Suggestions, reworks and ATs!)

lunnylunnylunnylunny Posts: 187 Arc User
edited November 2016 in Suggestions Box
Disclaimer: these are just some fun ideas, I do not claim to be good at balancing powers nor at naming them (I'm awful with names). Aswell, english isn't my native language, althought I do my best. I would love to hear your own suggestions, be it on the ones I've posted or new powers.

With that out of the way... let's begin by the

Radioactive powers


My current focus is torwards Melee Crushing & Particle damage (oh great, more Hulk clones, ugh), althought I will also mention some (plenty) ranged powers.

Stacks of buffs/debuffs:


Radiation: deals damage to the enemy, stacking up to 5. Radiation increases the damage of other stacks of Radiation by 2%. Global stack limit per opponent of 20 stacks.

Irradiated: decreases power cost, increases damage but deals a very small DoT to the owner. Stacks up to 5. Global limit stack per player is also 5.

Carefully Irradiated: alike Irradiated, but with no DoT.

Forms:

  • Aspect of the Mutated beast and Aspect of the Mutation
    For every time you apply or refresh Irradiated and Radiation, you gain a stack of Enrage (for Mutated Beast) or Concentration (for Mutation).

  • Aspect of the Uranium Enthusiast
    Increases DoT abilities and heals by ( )% and damage by a lesser ammount, per stack of Research (up to 8 stacks). Research is gained by applying Irradiated or Carefully Irradiated on allies or Radiation on enemies.

Energy Unlock:

  • Nuclear Warfare:
    Gives a boost of energy every second over three seconds on applying or refreshing Radiation, scaling from endurance or intelligence, whichever is higher, smaller recovery scaling. Recovers a small ammount of energy when powers use or rupture Radiation, scaling from strength or ego, whicever is higher. Smaller recovery scaling. (Kinda like the eletricity EU).

Slotted Passives:

  • Radioactive Titan:
    Defensive passive, your mutated cells grant high resistance and a small damage boost to Particle damage, but you suffer 10~1% health damage per second, decreasing as you get lower health (down to 1% at half health).

    Advantages:
    R2,R3

    Force of Will(same as Defiance): Increased knock resistance and stun resistance on lower health.

  • Nuclear Monstrosity:
    Offensive passive, feeding from radiation, your body is driven insane, granting you an innate resistance to particle damage and a boost to Crushing and Particle damage you deal. Each stack of Irradiated on yourself will further increase your damage more than usual with this passive.

    Advantages:
    R2,R3

  • Hazmat Suit:
    Support passive, protecting yourself with a hazmat suit, your resistance to particle damage is increased and your resistance to all damage is increased by a lesser ammount. With your knowledge of mutation, radiation and nuclear energy, you passively generate energy to you and your allies and your healing abilites are boosted. This passive also changes your Irradiated stacks on yourself and allies into "Carefully Irradiated", which instead will not damage you or your allies.

    Advantages:
    R2,R3

Rework suggestions for current powers:



Nuclear Shockwave: I've taken this and all other Onslaught Villain powers, this one is.. strange. It seems to deal almost no damage and does not mention any kind of gimmick (i.e, ranged power that benefits from Strength). It seems to pride itself highly on it's damage on the description, yet it barely does damage, and it's animation (character animation) could also be improved.

I could be missing something, but 300 damage on a 1.5s charge(with 1s activate time) with a lv40 character just doesn't seem right, even if it's for a 75 ft ranged cylinder with 20 ft width.

Suggestion: Give it a cooldown, then you can make it actually hit hard and still be balanced. If it's not supposed to scale from strength (since it's a ranged power), give it an advantage for that, changing the animation (possibly only if you have the advantage, if possible) to stomping the floor instead (alike tapped Havoc Stomp).



New Powers:

  • Radioactive Fists: Energy builder, punches the enemy dealing Particle and Crushing damage. Small chance of applying Radiation on the enemy with the opening attack.

    Advantages:
    R2,R3

    Contaminated Strikes: all Radioactive Fists attacks have a chance of applying Radiation, instead of just the first one.

  • Radioactive Bolts: Energy builder, fires balls of radioactive energy at the enemy, dealing Particle damage. Small chance of applying Radiation on the enemy with the opening attack.

    (Advantages similar to Radioactive fists)

  • Radioactive Blast: a concentrated bolt of radioactive energy, dealing Particle damage. Has a 25~100% (based on charge) chance to apply Radiation.

    Advantages:
    R2, R3

    Irradiated Blood: applies Irradiated on yourself on full charge.

    Radioactive Propagation: on full charge, spreads Radiation to enemies around your primary target. Refreshes all stacks of Radiation on all enemies.

  • Mutated Beatdown:
    A combo alike Beatdown (from might tree), dealing Crushing and Particle damage. Applies Radiation on the last hit.

    Advantages:
    R2, R3

    Irradiated blood: applies Irradiated on yourself at the last hit.

    Rampant: applies Reckless (boost to offense & knock resistance), stacking up to 3 times.

  • Barrel Toss:
    Tosses a barrel at the enemy, dealing single target crushing damage and snares the target.

    Advantages:
    R2,R3

    Radioactive Barrel: the barrel now explodes on the opponent, dealing particle damage to enemies around and leaving a circle of radioactive energy under the enemy, which harms them over time.

    Nailed to the Ground

    Strong Arm: the power now benefits from Strength, instead of from Ego.

  • Nuclear Cyclone:
    Your extend your arms to the side and start spinning, damaging enemies 10 ft around you for Crushing damage. Enemies beyond 10ft and under 25 ft take particle damage instead.

    Advantages:
    R2,R3

    Irradiated touch: The particle damage part of the power is increased, it now also has a chance to apply Irradiated on your allies and/or Radiation on your enemies.

  • Irradiated Bite:
    You bite your enemy, trying to infect them aswell, dealing crushing and small particle damage. Has a 20% chance to cause the enemy to bleed, and a 20-100% (based on charge) chance to apply Radiation on the enemy.

    Advantages:
    R2,R3

    Mutated Beast: applies a debuff for 30s that, once defeated, may turn the enemy into a Mutation, a friendly pet that will follow you and attack anyone you attack. The pet starts on half health and takes 1% health damage over time, but lasts longer than normal pets.

    Zombified: applies a debuff for 30s that decreases the healing received by the enemy by 10%. Once defeated is then turned into a Walking Dead.

    Hardened teeth: applies Demolish on full charge.

    Sharpened teeth: Increases the chance to apply bleed, refreshes all of your bleed and Radiation stacks on the enemy on full charge.

  • Uranium Breath:
    You exhale a vile radioactive and poisonous breath, dealing particle and toxic damage. Has a 15% chance to apply Radiation on each enemy hit.

    Advantages:
    R2,R3

    Paralytic Mucus: Has a 20% chance to stun each enemy hit. 100% chance if the enemy is poisoned.

    Infectious Mucus: increases chance to apply Radiation to 50% if the enemy is poisoned.

  • Irradiate's headbutt:
    You charge a powerful headbutt, dealing crushing damage and applying Demolish on full charge. If you are not affected by Irradiated, you take some damage aswell.

    Advantages:
    R2,R3

    Bull's head: you no longer take damage if you are not irradiated and knock the enemy away. The power becomes a chargeable lunge and now has a short cooldown.

    Rough head: you no longer take damage if you are not irradiated and stuns the enemy, applies Reckless and refreshes other stacks of it.

    Intense Blow: further increases the maximum damage of the ability, but applies stacks of Bleed on yourself and gains a medium cooldown.

  • Uranium Punch:
    You charge with all your might, dealing Crushing damage with a powerful, and downwards punch, knocking the enemy down. It also stuns the enemy if you have 5 stacks of Irradiated.

    Advantages:
    R2, R3

    Atomic Punch: Deals bonus damage with Uranium Punch if you are under Reckless and applies Radiation on the enemy.

    Mutated's might: Deals bonus damage with Uranium Punch if you are Irradiated, the bonus also applies if the enemy is under Radiation, both bonuses can be stacked.

  • Radioactive Waste:
    You raise up and drink straight from a barrel, healing yourself for each stack of Irradiated, rupturing these stacks aswell. If five stacks are ruptured, a small damage boost is awarded.

    Advantages:
    R2,R3

    Dangerous: Radioactive Waste now also increases your threat generation and leaves a circle of radioactive waste on the floor, damaging enemies.

    Oops!: Radioactive Waste now has a 20% chance to damage you a little instead, but now heals for more and will not rupture stacks of Irradiated.

    It's just water!: Radioactive Waste now heals for a set ammount, no longer ruptures irradiated and will apply a Heal over Time.

    Drunk: the power now always awards the small damage boost aswell as giving you energy over time. Once the duration ends, however, you are Disoriented, dealing less damage and moving slower.

  • Radioactive Ball:
    Tosses a ball of radioactive energy, dealing particle damage and applying Contaminated. Contaminated is a DoT that decreases Particle resistance.
    Has a short~medium cooldown.
    Advantages:
    R2,R3

    Hot Potato: Radioactive Ball now bounces to enemies around the main target one by one, dealing less damage per bounce but still applying Contaminated. Has a medium cooldown now.

  • Plutonium Burst:
    After quite a long charge, you unsleash an extremelly concentrated and radioactive blast, dealing high single target damage to an enemy. It damages enemies around a target under Radiation stacks, damaging more if there are more stacks. If the enemy has 5 stacks, they are stunned.

    Advantages:
    R2,R3

    Mutated's might: Deals bonus damage if you are under Irradiated and if the enemy is under Radiation.

    Atomic Burst: Deals bonus damage if you are under Furious and applies Radiation on the enemy.


  • Anti-Radioactive Suction:
    Through this, you attract enemies to yourself (negative repel) slowly, taking in their Radiation stacks aswell, dealing Crushing damage. For every Radiation stack taken away from the opponents, you gain a 5% damage bonus for your next attack non energy builder and non DoT attack. Stacks up to 15 (75% bonus damage).

    Advantages:
    R2,R3

    Big Bad Wolf: The attraction effect is increased.

    No waste: the power now has a chance to Irradiate allies around you.

  • Mutated companion:
    You call for other irradiated allies, summoning a Mutation, a friendly pet that has high health, but takes damage over time innately. The pet follows you and attacks whoever you attack. Lasts longer than usual temporary summons.

    Advantages:
    R2,R3 (increases overall pet stats).

  • Questionable Medication:
    Revives a defeated hero from defeat, the target is revived with low health, high energy, a temporary buff of damage and energy over time. Once the buff runs out, the player is Irradiated and loses energy over time.

    Advantages:
    R2,R3 (increases the health and energy slightly)

    Self administration: You can now only revive yourself, giving the power a cooldown and a shared cooldown on self-revives (to avoid being spammed with Rebirth).

    Reanimator: You can now use the power on defeated enemies to summon a half health Mutation by your side. Ranking improves the mutation summoned.

  • Irradiated Nanites: You send out a wave of modified nanites that heal every ally on the area of effect (cone), maintaining the power to it's limit Irradiates allies.

    Advantages:
    R2,R3

    Calculated radiaton: the power now applies a strong HoT on the end of the charge. It also gains a cooldown.

    Dangerous radiation: the power now has a chance of applying extra Irradiate stacks on each pulse.

  • Uranium-powered plasma Rifle:
    Shoots the enemy with a single-target maintained beam of plasma, dealing particle damage. The last tick deals extra particle damage.

    Advantages:
    R2,R3

    Irradiated Gun: By not properly (possibly on purpose) adjusting the uranium levels in your gun, it now has a chance of applying Radiation on enemies near you and Irradiated on allies near you.

    Half life: Your plasma rifle deals more damage to enemies above 50% health.


    And that's all for the radiation powers! Thanks for reading!

Post edited by lunnylunny on

Comments

  • lunnylunnylunnylunny Posts: 187 Arc User
    edited November 2016
    (Reserved for Radioactive-skilltree AT and other players suggestions)

    New Archetype: The Titanic Irradiate
    Risky tank archetype, as it passively is hurt over time, to make up for it's innate high resistance and boosted damage.
    • Level 1 : Radioactive Fists (energy builder) (tier 0)
    • Level 1 : Mutated Beatdown (tier 0)
    • Level 6 : Radioactive Waste (tier 1)
    • Level 8 : Radioactive Titan (tier 1)
    • Level 11 : Mighty Leap (from Might tree) OR Barrel Toss (tier 1)
    • Level 14 : Aspect of the Mutated Beast
    • Level 17 : Nuclear Cyclone (tier 2) OR Uranium Breath (tier 1)
    • Level 21 : Retaliation OR Antagonize (from Might and Supernatural Claws, respectively)
    • Level 25 : Nuclear Warfare (tier 1)
    • Level 30 : Irradiate's headbutt (tier 2)
    • Level 35 : Resurgence OR Unbreakable (from Supernatural Infernal and Power Armor, respectively)
    • Level 40 : Uranium Punch (tier 3)
    Primary SS: Strength
    Secondary SS: Constitution, Recovery.
    Innate Talent: +10 Constitution, +8 Endurance, +10 Strength, +5 (Dexterity, Intelligence, Ego, Presence), +10 Recovery
    Spec trees: Protector & Warden.
    Post edited by lunnylunny on
  • lunnylunnylunnylunny Posts: 187 Arc User
    edited November 2016
    Disclaimer n°2: This one is an already existing power tree, so many of the suggestions will just be reworks.


    Laser Sword




    Forms

    • Form of the Laser Knight:
      Builds High-Tech stacks on applying Plasma Burn on enemies. Increases melee damage by ( )% and ranged by half of it.

    Slotted Passive

    • Plasma Expert: gives a boost to Particle damage, Plasma Burns and a smaller boost to Crushing damage (since the PA powers are particle & crushing). Gives resistance to Particle & Crushing, and a smaller boost to all damage resistance.

    Secondary Energy unlock



    Hi-tech reverberation: Gives energy every time you apply, rupture or refresh Plasma Burn, up to two times per target, with an internal cooldown of 3 seconds. (Alike Icy Embrace and Thermal Reverberation). Scales off Endurance, and has a small scaling for Ego or Strength, which ever is higher.


    Existing powers- Reworks



    (Acceleration stacks would now grant a small reduction to power charge, stacks up to 5. Limited to 5 stacks on a player.)
    • Laser Sword: Has a 10% chance to apply Plasma burn on the first and second hit, 50% on the final hit. The chances are doubled if the target has a High-Tech stack (from the Form of the Laser Knight)

      Advantages
      - Same as the ones it already has.

      - Brave: adds a chance to get Brave stacks, Brave increases defense and knock resistance, stacking up to 3.

    • Lightwave Slash:
      Charges and slashes in an arc in front of you, dealing Particle damage to enemies in front of you. A wave of plasma energy extends beyond the slash arc, dealing particle damage to enemies in a distance beyond the arc. The slash itself deals more damage than the wave, it also applies Plasma Burn, while the wave has a 20% chance to apply it.
      (Completely reworked into a ranged AoE cone that scales from Strength).

      New Advantages:
      Charged Sword: refreshes all Plasma Burn stacks and increases the wave's plasma burn chance to 50%.
      Overcharge: transforms the skill into a maintain, slashing every second instead of charging a single slash. Damage, duration and cost are changed to better fit it.

    • Particle Accelerator:
      Applies and refreshes Accelerator stacks (100% chance) and refreshes Plasma Burn stacks. Now has a short~medium cooldown. Refreshes Brave stacks.

      New Advantages:
      Intense heat: now applies Burn Through.

    • Particle Smash: Shorter cooldown, still refreshes Plasma Burn. Now applies Particle Combustion (Better name needed) if you have 5 stacks of Plasma Burn on the enemy, rupturing these stacks. Particle Combustion deals increased damage and has 50% resistance penetration. Now instead deals damage to the main target and slightly less to enemies around, instead of the same damage to everyone. Particle Combustion can only happen to the primary target.
      New Advantages:
      Plasma Propagation: Spreads Plasma Burn to enemies around the main target (possibly, also spread Particle Combustion, but does not refresh it).

      Heated Smash: now refreshes Burn Through and spreads it to enemies around the main target, if the first has it.

    • Plasma Cutter:
      No longer ruptures plasma burn, instead deals bonus damage if the enemy is suffering Plasma Burn. Damage would need to be recalculated for it.

      New Advantages
      Acceleration: Refreshes Accelerator stacks and deals slightly bit more damage if you are Accelerated.

    • Unified Theory:
      Now deals high-single target damage after charging and ruptures all stacks of Acceleration and Plasma Burn. Charge time changed to fit the change. Deals bonus damage per Plasma Burn stacks and 10% bonus damage overall if accelerated.
      All stacks of acceleration come back over time from being ruptured, the 10% boost is only for one stack, more stacks will still only boost the power by 10%.

      New Advantages:
      Need for Acceleration: Now deals bonus damage per stack of Acceleration ruptured, but does not refresh them any longer.
      Plasma stab: Now causes Particle Combustion if five stacks of Plasma Burn are ruptured. The bonus damage remains.

    New Powers

    • Plasma Ball:
      You throw a ball of plasma torwards the enemy, dealing particle damage. Applies Burn Through. Has a short~medium cooldown.

      Advantages:
      R2,R3

      Hot Potato: Plasma ball now bounces on enemies around the target, one by one, dealing less damage per bounce, but still applying Burn Through. Now has a slightly increased cooldown.

    • Recharge:
      You stop for a moment to make sure your plasma sword is properly recharged, your power armor is properly recharged and/or your weapons are properly recharged. Grants energy over time, damage boost for your next four Power Armor (laser sword and PA toggles) damaging attacks and grants a stack of Acceleration. Medium~High Cooldown.

      Advantages:
      R2, R3 (Shortens cooldown, increased Energy over time boost)

      Stim Pack: Applies Restoration (the same HoT that is already in game).

      Prepared: Grants a Brave stack and refreshes existing stacks.

    • Courage:
      Active offense, increases damage, Strength and grants a HoT.

      Advantages:
      R2, R3 (Higher duration)

      Too brave: Your courage has a small chance to cause enemies to be Feared, granting you a Brave stack if your Courage refreshes a stack of fear that you've previously applied.


      And that's all for Plasma Sword! Thank you for reading!


    Post edited by lunnylunny on
  • lunnylunnylunnylunny Posts: 187 Arc User
    edited November 2016
    (Reserved for Laser Sword-skilltree AT and other players suggestions)

    New Archetype: The Laser Knight
    Hybrid archetype that can alternate between pure melee DPS, tanky melee DPS or Tank.
    • Level 1 : Laser Edge (energy builder) (tier 0)
    • Level 1 : Laser Sword (tier 0)
    • Level 6 : Lightspeed Dash (tier 1)
    • Level 8 : Plasma Expert or Invulnerability (tier 1)
    • Level 11 : Particle Accelerator or Recharge (tier 1)
    • Level 14 : Form of the Laser Knight (tier 1)
    • Level 17 : Lightwave Slash (tier 2) OR Plasma Ball (tier 2)
    • Level 21 : Energy Shield (tier 1)
    • Level 25 : Hi-tech reverberation (tier 1)
    • Level 30 : Particle Smash or Plasma Cutter (tier 2)
    • Level 35 : Courage (tier 2) OR Unbreakable (from Power Armor)
    • Level 40 : Unified Theory (tier 3)
    Primary SS: Strength
    Secondary SS: Constitution, Endurance.
    Innate Talent: +10 Constitution, +10 Endurance, +10 Strength, +5 (Dexterity, Intelligence, Ego, Presence), +8 Recovery
    Spec trees: Vindicator & Warden.
    Post edited by lunnylunny on
  • lunnylunnylunnylunny Posts: 187 Arc User
    edited November 2016
    (Reserved for Change log)
    11/13 Fixed a wrong mention to "Supernatural" for Courage in the AT powers' list.
    Post edited by lunnylunny on
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