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Modular Power Armor (for all those non-toggled abilities)

aesicaaesica Posts: 2,537 Arc User
edited May 2018 in Suggestions Box
How about something like this to give Power Armor a toggle-free option and to put all those currently-dumpy non-toggle PA powers to use:

Rocket Punch
Tier: 0
Range: Targets foe/100 feet
Activate Time: 0.5
Charge: 1.5
Description: Deals Crushing damage and has a 50-100% chance (based on charge time) to apply a stack of Plasma Burn to the target. If fully charged, the target is also Knocked Down.
[2] Titanium Fist: Also applies Burn Through to the primary target.
[2] Catalyst: Refreshes the duration of your Plasma Burn stacks.
[2] *Nailed to the Ground: Cancels travel powers.
[1] *Accelerated Metabolism: Sometimes returns energy.
[3] *Break Through: Cancels block.
[1] *Challenge!: Generates extra threat.

Recharge (New)
Tier: 1
Energy Unlock
Description: Restores energy every 3 seconds over 6 seconds every time you deal a critical hit to a target affected by a Radiation effect. This scales with your Endurance and, to a lesser degree, your Recovery.

Power Gauntlet
Tier: 1
Range: Targets foe/50 feet
Activate Time: 0.83
Click
Description: Roots the target in place for up to 15 seconds. Rooted targets also suffer Particle damage every second.
[2] Jolt: This power also Interrupts the target. Standard restrictions on Interrupts apply.
[1] *Accelerated Metabolism: Sometimes returns energy.
[3] *Break Through: Cancels block.
[1] *Challenge!: Generates extra threat.

Power Drain (New)
Tier: 1
Range: Targets foe/50 feet
Activate Time: 0.5
Maintain: 4
Description: Deals Particle damage to the target and heals you every 0.5 seconds.
[2] Restoration Field: The heal component of your Power Drain becomes an AoE (20 foot radius, 5 targets max) centered on you that heals nearby allies for half as much as it heals you. When used on a foe affected by Plasma Burn, the AoE heals allies for as much as it heals you.
[1] *Accelerated Metabolism: Sometimes returns energy.
[1] *Challenge!: Generates extra threat.

Short-Range Teleport
Tier: 1
Range: Targets foe/60 foot Lunge
Activate Time: 0.5
Click
Description: Lunges at the target, dealing particle damage and Snaring them for 13 seconds. If used from further than 20 feet, the target is also Knocked Down.
[2] *Nailed to the Ground: Cancels travel powers.
[1] *Accelerated Metabolism: Sometimes returns energy.
[3] *Break Through: Cancels block.
[1] *Challenge!: Generates extra threat.

Plasma Blast (Chest Beam)
Tier: 2
Range: Targets foes (5 max)/50 feet/2 foot Cylinder
Activate Time: 0.67
Charge: 1.83
Description: Deals Particle damage and targets are Knocked Back. Also applies Burn Through to targets. (Basically unchanged except for the name and you can now choose the emanation point: Fist, Palm, Head, Chest. Also, lowering its tap damage and tap cost a bit might be in order, although the full charge values are fine)
[2] Point Blank Blast: Deals more damage the closer you are to the target.
[2] Catalyst: Refreshes the duration of your Plasma Burn stacks.
[2] Radiate: Has a 25% chance to apply a stack of Plasma Burn to targets every 2 seconds. This effect lasts 10 seconds.
[1] *Accelerated Metabolism: Sometimes returns energy.
[1] *Challenge!: Generates extra threat.

Energy Wave
Tier: 2
Range: Affects foe (5 max)/25 foot Sphere
Activate Time: 0.83
Charge: 1.17
Cooldown: 10
Description: Deals Particle damage to all targets and Repels them, based on charge time. If charged at least halfway, each target is also Knocked Back.
[2] Recharge: Standard Stim Pack effect
[2] Reverse Polarity: Targets are knocked toward you instead of away.
[1] *Accelerated Metabolism: Sometimes returns energy.
[1] *Challenge!: Generates extra threat.

Particle Emission (New)
Tier: 2
Range: Affects foe (5 max)/25 foot Sphere
Activate Time: 0.5
Maintain: 4
Description: Deals Particle damage to targets every 0.5 seconds and has a 15% chance per tick to apply a stack of Plasma Burn.
[3] Hardened Particle Matrix: Applies a shield to you while maintained that scales up the longer you maintain this power.
[2] Magnetize: Targets are pulled toward you while you maintain this power.
[2] High Voltage: Instead of applying Plasma Burn, this power has a 15% chance to apply Negative Ions. When hitting a target affected by Negative Ions, arcs to a nearby target.
[2] Light Everlasting: Fully maintaining this power applies Light Everlasting to nearby allies.
[1] *Accelerated Metabolism: Sometimes returns energy.
[1] *Challenge!: Generates extra threat.

Reroute Power (New)
Tier: 2
Range: Targets Self
Click
Cooldown: 20
Description: Upon activating, you lose 400 Health and recover a percentage of your maximum energy. Additionally, you gain +0.83 Energy Regeneration, your Equilibrium is set to 100%, you lose -75 Health every second, and the effectiveness of healing is greatly reduced for you. This healing penalty does not apply to life drain effects. These effects last for 15 seconds. (Tech-themed Dark Transfusion reskin)
[1] *Accelerated Metabolism: Sometimes returns energy.

Siege Mode Generator (New)
Tier: 2
Range: Targets Self
Activate Time: 0.67
Charge: 0.83
Description: Creates a compact energy generator (circle?) that restores energy to you every second and gives you -100% Energy Decay as long as you stand in it. The energy generator persists as long as you are near it, but disappears if you move too far away for too long. (CoAP reskin, because CoAP seems pretty important for toggled Power Armor. It only makes sense that it has its own version)

Tactical Missiles
Tier: 3
Range: Targets foe (5 max)/50 feet/15 foot Sphere
Activate Time: 0.5
Maintain: 5
Description: Deals Crushing and Particle damage to all targets and has a 15% chance to apply a stack of Plasma Burn each tick.
[2] Blast Radius: Has a 10% chance to Stun targets each tick. Also, fully maintaining this power is guaranteed to stun each target.
[2] *Nailed to the Ground: Cancels travel powers.
[1] *Accelerated Metabolism: Sometimes returns energy.
[1] *Challenge!: Generates extra threat.

Particle Beam (New)
Tier: 3
Range: Targets foe/100 feet
Activate Time: 0.5
Maintain: 5
Description: Deals Particle damage every 0.5 seconds. Damage is increased by 5% for every stack of Plasma Burn on the target. Target is also Repelled up to 50 feet away. The strength of this Repel increases the longer this power is maintained.
[1] Particle Exciter: Fully maintaining this power refreshes the duration of Radiate on the target.
[1] *Accelerated Metabolism: Sometimes returns energy.
[1] *Challenge!: Generates extra threat.

Reconstruction Circuits
Tier: 3
Range: Targets Self
Activate Time: 0.5
Maintain: 8
Description: Heals you every second while toggled on.
[2] Modular Repair Unit: This power no longer counts as a Chest Slot power and thus, will no longer lock out non-PA toggle powers.

---
Tier 0: 1
Tier 1: 4
Tier 2: 5
Tier 3: 3
Total Powers: 13

- - -

Notes:

1) The energy unlock is meant to be a technology version of Relentless, something generally useful for the technology set overall. Overdrive just doesn't work for non-toggled maintains anymore.
2) It's come to my attention that people typically play power armor with circle of arcane power to fuel it? If so, it really should have its own version, hence deploy siege mode generator.
3) Power Drain felt like a must. Just look at those annihilator bots in action!
4) I wanted to have Energy Wave and Particle Emission be the same power (maintained PBAoE) so that Hardened Particle Matrix (as an Eye of the Storm/Wall of Bullets/etc shield effect) could work decently with it, but felt like that might cheat those who use the current version of Energy Wave out of a utility power knock/repel/stim pack power.
5) Reroute Power came about because the game could really use a non-dark-themed power with the Dark Transfusion effect. Technology seems like a great place for something like that.
6) Rocket Punch got moved to the tier 0 blast category because...well that's exactly the kind of thing it looks like.
7) Power Gauntlet was converted into a reskin of Ice Cage because Power Gauntlet's biggest selling point seems to be its interrupt capability, yet it really should do more than just that. Since Ice Cage serves as a more servicable interrupt (with its advantage) and Ice Cage is a fairly unique utility effect, it might be nice to have something similar for non-ice-themed characters.

Anyway yeah, was bored so I made this thing~​​
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).

Comments

  • i really don't think people are supposed to be getting around the heavy energy costs of the PA set by using CoAP, so i don't see kaizerin making a tech version of it​​
    #LegalizeAwoo
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited May 2018
    I didn't go through the list but non-maintain power armor does need a pass. I'm sure they have something planned. Also agree we're unlikely to get a tech version of CoAP. You can already make a PA build that can endlessly spam maintains and do high dps.
  • aesicaaesica Posts: 2,537 Arc User
    i really don't think people are supposed to be getting around the heavy energy costs of the PA set by using CoAP, so i don't see kaizerin making a tech version of it
    Yeah, I considered that, but since people do it, I figured it was worth throwing out there anyway. Balancing a set's damage output by energy costs like that really doesn't work well as long as energy replenishment is available from unintended sources like that, though. On the other hand, heavily gimping CoAP would probably send some folks into a blood frenzy, so there really isn't a good option one way or the other.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • spinnytopspinnytop Posts: 16,450 Arc User
    It seems to work fine enough in the game right now. Using CoAP isn't really "getting around" the energy costs of PA, it's spending a power point and hence sacrificing the ability to use another power and instead devoting a power point completely to energy management. One could do the same with Neuroelectric Pulse if they wanted a more mobile version they didn't have to charge ( and that would also be more techy ).

    The reason I doubt we're getting a tech version of CoAP is I just don't see them copy/pasting it like that, and because there isn't a need for it for Power Armor. You can already meet your energy needs without CoAP.
  • aesicaaesica Posts: 2,537 Arc User
    Having alternate theme options is nice in general, especially for unique-utility powers that heavily lean toward one theme. Mixing paranormal and technology especially can be a bit cringy at times unless you're going for the final fantasy magitek angle. Ultimately, note that it's merely a suggestion, nothing more nothing less. :)

    If our devs think it's a great idea and add it, neat. If they don't, that's fine too.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited May 2018
    There are in fact a lot of people who use PA powers on strictly mystical characters and the PA powers don't compromise their theme at all. Even some mystically-themed NPCs use PA powers.

    And again, you don't need to compromise your techy themed PA by taking a magic circle - because you don't need to take the circle at all \o/
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Yeah, your head-canon as to the nature of your character's powers is adequate theme.
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    That's true but it is nice to have in-set coherence so that people can find the basic tools they need to make a build work.

    I like quite a lot of these suggestions, would also like a set of Black Widow style wrist cannons (rapid fire close range particle attack and debuff like 2GM) and an AD which gave a random chance to Teleport enemies away from you.
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