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(Suggestion) Celestial Melee Powers and Tank AT

silverswedesilverswede Posts: 4 Arc User
edited August 2018 in Suggestions Box
Usually whenever a new Archetype is introduced to a powerset that already has a Support or Hybrid set, the new Archetype becomes a Damage AT. I decided to be difficult and stubbornly pursue a different approach, creating a tanky melee powerset for Celestial to fill a certain void. The Celestial Melee Powers share animations with heavy weapons, but like Ego Weapons they scale with Ego as ranged powers instead of Strength in order to add some fun diversity to the mix. They grant access to a new kind of Damage-over-time effect and synergize heavily with both Illumination and Fear, creating a lot of cross-framework synergy particularily with Darkness and Sorcery.

The Luminescent Archetype is a Tank AT that focuses heavily on self-healing, gaining Damage Resistance as long as they're actively being Healed thanks to the new Defensive Passive: Cherubim. They're perfect for players who wish to take a more divine and old testament approach to celestial, punishing enemies that are Illuminated and redeeming Allies of their ailments. Perfect for all the Paladins, angelic warriors and holy avengers out there.

The Duality Archetype (Described in the next post) is a Ranged Damage AT that naturally converges the powers of Light and Darkness, using them to lay waste to enemies with their dual nature. They can inflict a wide variety of dimensional debuffs on enemies, allowing both their light and dark sides to heavily damage their foes.

Passive: Cherubim
You are a warrior of light, shining like a beacon of protection for the innocent in need of shelter. Their support in the fight against evil empowers you greatly, allowing you to stand tall against any darkness that may seek to harm your allies.
  • Can be slotted in a Hybrid or Defensive Passive Power Slot
  • Increases your Max Health by a set amount. This effect scales with your Superstats. This bonus is in addition to any extra HP granted by your Constitution. (Note: 400 Primary and 200 Secondary SS results in about ~4k extra HP at Lvl40 and R3.)
  • When you are healed by a Non-HoT effect, you gain Diligence for 4s, which greatly increases your Resistance to All Damage. Continously being Healed by a Non-HoT effect will refresh the Duration of Diligence. (Note: 400 Primary and 200 Secondary SS results in about +72% Resistance at Lvl40 and R3.)
  • While you are being healed by a Heal-over-time effect, you gain Lesser Diligence for 4s, which increases your Resistance to All Damage by a lesser amount. Each tick of a Heal-over-Time effect refreshes the duration of Lesser Diligence. This effect stacks with Diligence. (Note: 400 Primary and 200 Secondary SS results in about +18% Resistance at Lvl40 and R3.)
  • Generates a small amount of Energy whenever you are Healed by a Non-HoT effect. This effect can only occur once every 3s and scales with your Superstats.

Form: Lightbringer
As you bring light unto the darkness, your resolve increases allowing you to deal more damage to enemies in your wake.
  • Passively grants you a stack of Potence, increasing all your Melee Damage by a greater amount and all your Ranged Damage by a lesser amount.
  • Grants you additional stacks of Potence whenever you Apply or Consume a Light effect. This effect can only happen once every 3s.
  • Light effects include Illuminated, Illumination, Blazing Light and Light Everlasting.
  • Potence scales with your Ego or Constitution, whichever is highest.

Form: Dimensional Conduit
Dimensional Forces empower you with their presence, increasing your strength as you fight.
  • Passively grants you a stack of Courage, increasing all your Ranged Damage by a greater amount and all your Melee Damage by a lesser amount.
  • Grants you additional stacks of Courage whenever you Apply or Consume a Light effect. This effect can only happen once every 3s.
  • Light effects include Illuminated, Illumination, Blazing Light and Light Everlasting.
  • Potence scales with your Recovery or Constitution, whichever is highest.

Energy Unlock: Resplendence
Light acts as a source of energy for you, allowing you to revitalize yourself when striking Illuminated foes.
  • Striking an enemy or Healing an ally affected by a Light effect with your Celestial Powers grants you Energy-over-Time (Once every 3s for 6s). This can only happen once every 3s.
  • Light effects include Illuminated, Illumination, Blazing Light and Light Everlasting.
  • This effect scales with your Presence, but is also affected by your Recovery to a lesser degree.

Tier 0: Arbiter's Blade
Draw forth a blade of light to sunder your enemies. (Uses Bludgeon animations)
  • Energy Builder
  • Melee Dimensional Damage, Cone (3 targets)
  • First hit has a 20% chance to apply Illuminated to your Primary Target
  • This power scales with your Ego as if it was a Ranged Power, rather than your Strength.
  • Advantage: Bathe in the Light (2p) - Your first strike now has a 30% chance to apply Illuminated to all targets struck.

Tier 0: Arbiter's Rage
Cleave through enemies in front of you with a blade of light, sundering their resolve. (Uses Cleave animations)
  • Combo Power
  • Melee Dimensional Damage, Cone (3 targets)
  • Final strike has a 50% chance to apply Blazing Light to your Primary Target, which counts as a Light and Burning effect and deals Dimensional Damage to them over time, dealing AoE Fire Damage around the Target when it expires or is Consumed. This chance is doubled against Illuminated targets.
  • This power scales with your Ego as if it was a Ranged Power, rather than your Strength.
  • Advantage: Bane of Evil (2p) - The final strike now has a 25% chance to apply Blazing Light to Secondary Targets. This chance is doubled against Illuminated targets.
  • Advantage: Embers of Defiance (2p) - Finishing a Combo against Illuminated targets now grants you a single stack of Defiance and refreshes the duration of all your Defiance stacks.
  • Advantage: Merciful Blade (2p) - Finishing a Combo against Illuminated targets now applies Light Everlasting to allies around them.
  • Advantage: Challenge! (1p)
  • Advantage: Break Through (3p)

Tier 1: Arbiter's Descent
Lunge at your target with your blade, striking them with a heavy swing. (Uses Vicious Descent animation)
  • Lunge, 60ft
  • Melee Dimensional Damage, Single Target
  • Snares your target, reducing their Movement Speed.
  • Knocks Down your target if you Lunge from further than 20 feet away.
  • This power scales with your Ego as if it was a Ranged Power, rather than your Strength.
  • Advantage: Angelic Visage (2p) - Lunging from more than 20 feet away applies Illuminated to the target.
  • Advantage: Heavy Light (2p) - Enemies near your Primary Target are now Knocked Down and Snared.
  • Advantage: Nailed to the Ground (2p)
  • Advantage: Challenge! (1p)
  • Advantage: Break Through (3p)

Tier 1: Compel
Lash out with chains of light, pulling your target towards yourself.
  • Charge, 25ft
  • Ranged Dimensional Damage, Single Target
  • Knocks your target towards you.
  • Has a 20-100% Chance to apply Illuminated to your Target.
  • Advantage: Into the Light (2p) - Refreshes the Duration of Blazing Light on the target.
  • Advantage: Work Up (2p) - Applies Restoration to yourself.
  • Advantage: Nailed to the Ground (2p)
  • Advantage: Challenge! (1p)
  • Advantage: Break Through (3p)

Tier 1: Revelations
Reveal a harsh truth to your target, stunning them.
  • Click
  • Melee Dimensional Damage, Single Target
  • Stun your target for 1.7s.
  • This power scales with your Ego as if it was a Ranged Power, rather than your Strength.
  • Advantage: Do not be Afraid (2p) - The fearsome sight of your true form leaves your target absolutely horrified, causing Fear.
  • Advantage: Impotent Rage (3p) - Your target becomes enraged by the truths you reveal, causing them to pulse constant Threat from you for a short time. This threat is in addition to any other sources of Threat.
  • Advantage: Challenge! (1p)
  • Advantage: Break Through (3p)

Tier 1: Divine Shield
Summon a Shield of Light to Block incoming attacks.
  • Block
  • Grants +250% Resistance to All Damage, while reducing your Movement Speed and Jump Height.
  • Absorbs a set amount of Damage against yourself and Nearby Allies while maintaining this Power.
  • Advantage: Chosen Defender (1p) - Grants nearby allies +15% Resistance against All Damage while you maintain this Power. This bonus persists for 4s after you stop Blocking.
  • Advantage: Arbiter's Aegis (3p) - Having this power slotted causes it to activate when you perform a Melee Attack, Absorbing a set amount of Damage from all Attacks, but lowering your Damage by -10%.

Tier 2: Arbiter's Wheel
Spin a Blade of Light around yourself, striking nearby enemies while deflecting their attacks. (New Animation)
  • Maintain
  • Melee Dimensional Damage, PBAoE
  • Deals Damage to nearby enemies every 0.5s. Damage decreases as this power is maintained.
  • Creates a Shield that absorbs incoming Damage. This effect increases as this power is maintained.
  • This power scales with your Ego as if it was a Ranged Power, rather than your Strength.
  • Advantage: Divine Protection (2p) - After maintaining this power for a short time, you gain Aegis.
  • Advantage: Come Unto thy Maker (2p) - Increases the radius of this power and causes enemies to be slowly Pulled towards you while you maintain this Power. Has a 20% chance to apply Blazing Light to enemies struck.
  • Advantage: Challenge! (1p)

Tier 2: Arbiter's Salvation
Send a cascading wave of Light towards an ally, Knocking enemies in between you towards yourself. (Uses Earth Splitter Animation)
  • Charge, 50ft
  • Ranged Dimensional Damage, Healing, Cylinder
  • On Tap: Deals Dimensional Damage to enemies and Heals allies in the path towards your Primary Target.
  • On Charge: Increases the Damage and Healing. If charged at least 50%, Enemies struck are Knocked Towards you.
  • Advantage: Path of Light (2p) - On a Full Charge, apply Illuminated to enemies struck and Illumination to Allies healed.
  • Advantage: Stupify (2p) - This Power will no longer Knock enemies Towards yourself. This skill will now Stun all targets struck on Tap. If Fully charged, Paralyze all enemies struck instead.

Tier 2: Arbiter's Clout
Strike down with a blade of light, smashing through enemies. (Uses Skullcrusher Animation)
  • Charge
  • Melee Dimensional Damage, Cylinder
  • On Tap: Deals Dimensional Damage to enemies and refreshes the duration of Illumination on struck Targets.
  • On Charge: Increases the Damage.
  • This Power scales with your Ego as if it was a Ranged Power, rather than Strength.
  • Advantage: Purification (2p) - On a Full Charge, removes 1 Damage-over-Time effect from yourself and nearby Allies.
  • Advantage: Kneel Before Me! (2p) - Striking targets affected by Illuminated causes Fear on them. Feared targets are Knocked Down.
  • Advantage: Limbo (2p) - Destroy your enemy's will, applying Devoid to your Primary Target on a full charge.
  • Advantage: Challenge! (1p)

Tier 3: Arbiter's Judgement
Prepare to judge the fates of the enemies before you, striking them down without mercy. (Uses Arc of Ruin Animation)
  • Charge
  • Melee Dimensional Damage, Cone
  • On Tap: Deals Dimensional Damage to enemies and refreshes the duration of Blazing Light on struck Targets.
  • On Charge: Increases the Damage. Consumes Blazing Light on struck enemies to deal Heavy Damage to them.
  • This power scales with your Ego as if it was a Ranged Power, rather than your Strength.
  • Advantage: Sin Eater (2p) - No longer deals additional Damage when consuming Blazing Light on an enemy. Now instead causes a burst of AoE Healing around the target when consuming Blazing Light.
  • Advantage: Kingdom Come (2p) - This Power now deals 30% additional Damage to targets affected by Illuminated.
  • Advantage: Inenviable Fate (2p) - If the target is affected by Fear, this Power now applies Despair to them on a full Charge.
  • Advantage: Challenge! (1p)

Tier 3: Divine Intervention
Raises a radiant blade to the skies and call down a pillar of radiant Light on yourself, Healing nearby Allies and Debuffing enemies. (Uses Brimstone Animation)
  • Charge
  • Melee Dimensional Damage, Healing, PBAoE
  • Must be Fully Charged
  • Heals nearby Allies and Damages nearby enemies. Applies Light Everlasting to nearby Allies and Blazing Light to nearby Enemies.
  • This power scales with your Ego as if it was a Ranged Power, rather than your Strength.
  • Advantage: Rapture (3p) - This ability will now Revive up to 4 Dead Allies within range with 8.3-33% of their HP (Depending on number of targets), but reviving an ally places this skill on a 15s Cooldown.
  • Advantage: Blinded by the Light (2p) - This Power now Stuns all struck enemies.
  • Advantage: Benediction (2p) - This Power now consumes Illumination on nearby allies to heal them for an additional amount.

Changes to Old Powers

Rebuke
  • New Advantage: Castigation (2p) - Rebuke now gains a 20-100% chance (Depending on Charge time) to apply Blazing Light to your Primary Target when targeting an enemy.
  • New Advantage: Candelight (2p) - Rebuke now applies or refreshes Clinging Flames to enemies around your Primary Target on a Full Charge.

Celestial Conduit
  • New Advantage: Redeemer's Vow (2p) - Celestial Conduit now helps affected Allies Break out of Holds by a small amount with each tick.
  • New Advantage: Lingering Light (2p) - Fully maintaining this power now applies Light Everlasting to Allies around yourself.

Vengeance
  • New Advantage: Heavy Light (2p) - Knocks Down and Snares enemies struck by this Power.
  • New Advantage: Burning Bright (1p) - Vengeance now deals 15% bonus Damage to targets affected by Clinging Flames.
  • New Advantage: Towering Judgement (2p) - Now Consumes Blazing Light on your Primary Target to deal Additional Damage. Fully Charging this power consumes Blazing Light on Secondary Targets as well.

Celestial Cleansing
  • Changed Functionality, Cooldown reduced to 12s.
  • When Targeting a Friend: Removes 2 Debuffs from the target. When successfully removing a Debuff, Heals the target.
  • When Targeting an Enemy: Removes 2 Buffs and Travel Powers from the target, excluding Forms, Passives and Active Offense/Defense.
  • The amount of Buffs or Debuffs removed by this power increases as you Rank up this Power.
  • New Advantage: Expansive Radiance (2p) - Now affects up to 4 additional Allies or Enemies around your Primary Target.
  • New Advantage: Absence of Light (2p) - Now applies Devoid when targeting Enemies, reducing their resistance to Dimensional Damage.

Imbue
  • Additionally increases all Damage Strength to a lesser degree, similar to Ascension.
  • Increases your Presence and Constitution when activated.
  • New Advantage: Herald (2p) - Imbue now increases your Passive Threat Generation while active.

Illumination
  • New Advantage: Neverfading Flame (2p) - Refreshes the duration of Light Everlasting when used on Allies, and Blazing Light when used on enemies.
  • New Advantage: Candlelight (2p) - Illumination now applies or refreshes Clinging Flames when used on Enemies.
  • New Advantage: Casting a Shadow (3p) - The shadows cast by the light of Illumination now animates. Summon a Shadow to attack enemies when activating Illumination.


New Archetype: The Luminescent
  • Role: Tank
  • Innate Talent: +10 Con, +10 Pre, +10 Ego, +8 Rec
  • Specialization Trees: Constitution, Arbiter, Protector
  • Primary Superstat: Constitution (Lvl 6)
  • Secondary Superstat: Presence (Lvl 10)
  • Secondary Superstat: Ego (Lvl 15)
  • Concepts: Angelic Warrior, Celestial Envoy, Herald of Light, Paladin, Ancient Deity
  • Lvl 1: Arbiter's Blade
  • Lvl 1: Arbiter's Rage
  • Lvl 6: Arbiter's Descent OR Compel
  • Lvl 8: Cherubim
  • Lvl 11: Conviction
  • Lvl 14: Lightbringer OR Compassion
  • Lvl 17: Arbiter's Wheel
  • Lvl 21: Divine Shield
  • Lvl 25: Resplendence
  • Lvl 30: Arbiter's Clout OR Arbiter's Judgement
  • Lvl 35: Unbreakable OR Ascension
  • Lvl 40: Divine Intervention
Post edited by silverswede on

Comments

  • blockwaveblockwave Posts: 329 Arc User
    Like this idea

  • silverswedesilverswede Posts: 4 Arc User
    edited August 2018
    So I had some more ideas and wanted to add them, but ran out of space in the OP. Guess they're going in right here instead. These primarily focus around giving some more Utility and offense to the ranged parts of the Celestial set, among with a new Ultimate skill. Some changes were made to The Duality AT concept as a result, as well.

    Tier 2: Chains of Light
    Bind your target with chains of light, incapacitating them and rendering them helpless.
    • Maintain
    • Ranged Dimensional Damage, Incapacitate, Single Target
    • After 1s, Incapacitates the target. Incapacitated targets cannot move or act, but can attempt to break free.
    • If an enemy breaks free while you're maintaining this power, the channel is interrupted.
    • Has a 20% chance to apply Blazing Light to the target with each pulse.
    • Advantage: Sealed Power (2p) - If the target has Energy, this power now drains Energy every second while the target is Held.
    • Advantage: Light Everlasting (2p) - If Chains of Light is maintained for at least 1s, apply Light Everlasting to Allies around you.
    • Advantage: Celestial Prison (3p) - Chains of Light becomes a Paralyze instead of an Incapacitate, requiring a full Charge. Chains of Light can now hit up to 5 enemies around your Primary Target. Enemies held has a 20% chance to become Blazing Light every 1s.
    • Nailed to the Ground (2p)
    • Advantage: Challenge! (1p)

    Tier 3: Spear of Light
    Summon a Spear of Light in your hands and hurl it at your target, dealing heavy damage to enemies in its path.
    • Charge
    • Ranged Dimensional Damage, Cylinder
    • On Tap: Deals Dimensional Damage to all struck enemies and has a 20% chance to apply Blazing Light to your Primary Target.
    • On Charge: Increases the Damage and chance to apply Blazing Light to your Primary Target up to 100%.
    • Advantage: Flames of Judgement (2p) - This power now deals 30% Bonus Damage against enemies affected by Clinging Flames. Fully Charging this power against an enemy affected by Clinging Flames creates a Pyre Patch around them.
    • Advantage: Tremble before the End! (2p) - Now Roots your Primary Target and applies Fear to them.
    • Advantage: Challenge! (1p)
    • Advantage: Break Through (3p)

    Ultimate: Apotheosis
    Summon a massive, staggering light around yourself as you enter godhood for a brief time, damaging nearby enemies while Healing and empowering of allies with your mere presence.
    • Maintain
    • Ranged Dimensional Damage, Healing, PBAoE
    • Deals Dimensional Damage to nearby enemies every 0.5s and has a 20% Chance to apply Blazing Light with each pulse.
    • Continously Heals yourself and nearby Allies every 0.5s and applies Divine Favor, increasing all their Damage and Resistance to All Damage by 20% while you Maintain this Power.
    • When you Fully Maintain this power, Revive up to 5 nearby Allies at full Health.
    • Advantage: A God I am! (2p) - Applies a large Threat-over-Time Debuff to your target. This effect can stack on top of Challenge advantages.


    New Archetype: The Duality
    • Role: Ranged Damage
    • Innate Talent: +10 Con, +10 End, +10 Ego, +8 Rec
    • Specialization Trees: Ego, Avenger, Overseer
    • Primary Superstat: Ego (Lvl 6)
    • Secondary Superstat: Constitution (Lvl 10)
    • Secondary Superstat: Endurance (Lvl 15)
    • Concepts: Repentant Nephilim, Chaos Mage, Dimensional Arbiter, Celestial Half-breed, Fallen Angel
    • Lvl 1: Shadow Bolts
    • Lvl 1: Shadow Blast
    • Lvl 6: Vengeance
    • Lvl 8: Shadow Form
    • Lvl 11: Illumination
    • Lvl 14: Dimensional Conduit
    • Lvl 17: Grasping Shadows OR Chains of Light
    • Lvl 21: Ebon Void OR Divine Shield
    • Lvl 25: Spirit Reverberation
    • Lvl 30: Revelations
    • Lvl 35: Imbue OR Shadow Shroud
    • Lvl 40: Ebon Ruin OR Spear of Light
    Post edited by silverswede on
  • theravenforcetheravenforce Posts: 7,133 Arc User
    edited August 2018
    At a glance...

    - Cherubim's numbers for the additional HP and damage resistance with given values...may need serious adjusting. Considering how many effects grant HoTs, heal ticks (Circles) and straight up healing...without any sort of base...you're looking at tanks which have 115% resistance straight out of the gate plus roughly 4k HP or higher to play with.

    This is without considering the bonus from tank role and variations in stat distributions (and higher stat totals yielding much higher results). So just on that alone, I'm thinking it'd need to be toned down, not even Defiance users get that much straight out of the gate in combat.

    Consider Defiance @ 20% per stack (x6) (takes about...500 CON to get to 20% defiance) = 120% resist plus 95% resist from gear + AoRP from a PRE Monster Support (saaay...130% resist all) + 10% from tank role that adds up to 355% resistance. If we put those imaginary numbers (which I am sure can be achieved in game) with suggested Cherubim...it may be similar but with an additional 4k HP to mess with.

    I'd strongly consider revising that, because tanks are most likely to be the ones receiving the most healing in team encounters with a boss confrontation, so this would probably sort of shove Defiance to the side a bit.

    - Does Apothesis grant the user any sort of protection or resistance enhancement? If not that could be a bad power to use for tanks.

    Do note: The Ego Blade scaling with EGO that you are referring to, no longer strictly works in that fashion. Whilst it gains some benefit from added Ego, I believe the effectiveness of that drops off at roughly 70 Ego...

    --

    I could definitely see some of these ideas being refined for a Celestial Tank AT or a Ranged DPS Celestial. :+1:

    I think it's great you've tried to keep the duality of the Celestial Set active in this suggestion!
  • silverswedesilverswede Posts: 4 Arc User
    At a glance...

    - Cherubim's numbers for the additional HP and damage resistance with given values...may need serious adjusting. Considering how many effects grant HoTs, heal ticks (Circles) and straight up healing...without any sort of base...you're looking at tanks which have 115% resistance straight out of the gate plus roughly 4k HP or higher to play with.

    This is without considering the bonus from tank role and variations in stat distributions (and higher stat totals yielding much higher results). So just on that alone, I'm thinking it'd need to be toned down, not even Defiance users get that much straight out of the gate in combat.

    Consider Defiance @ 20% per stack (x6) (takes about...500 CON to get to 20% defiance) = 120% resist plus 95% resist from gear + AoRP from a PRE Monster Support (saaay...130% resist all) + 10% from tank role that adds up to 355% resistance. If we put those imaginary numbers (which I am sure can be achieved in game) with suggested Cherubim...it may be similar but with an additional 4k HP to mess with.

    I'd strongly consider revising that, because tanks are most likely to be the ones receiving the most healing in team encounters with a boss confrontation, so this would probably sort of shove Defiance to the side a bit.

    - Does Apothesis grant the user any sort of protection or resistance enhancement? If not that could be a bad power to use for tanks.

    Do note: The Ego Blade scaling with EGO that you are referring to, no longer strictly works in that fashion. Whilst it gains some benefit from added Ego, I believe the effectiveness of that drops off at roughly 70 Ego...

    --

    I could definitely see some of these ideas being refined for a Celestial Tank AT or a Ranged DPS Celestial. :+1:

    I think it's great you've tried to keep the duality of the Celestial Set active in this suggestion!


    You actually make a fair point regarding Cherubim. I was hesitant to nerf the Damage Resistance too much, but the biggest pull of this Passive vs Defiance is the idea of gaining extra HP on top of DR, so I brought it down to 72%/18% DR for a total of 90% DR, making it 75% of Defiance's max value. I don't know enough of the game of how to translate that to EHP, but from this point on I'd make further nerfs to the +MaxHP value until this Passive falls in line with Defiance.

    Apotheosis does apply Divine Favor to yourself as well along with the self-healing, granting you +20% DR while maintaining it. I'd imagine Tanks wouldn't use it for a full maintain, unless their Soak Tanks are dying.

    The Ego Scaling is just the same as with Ego Blades, so it's mostly negliable but makes hybrid range builds a bit easier as you don't need to invest in Strength to play Celestial Melee (And I also felt it was somewhat thematically fitting, and helped separate the set from Heavy Weapons.)

    Thanks for the input though! Given me some things to reconsider here.
  • aesicaaesica Posts: 2,537 Arc User
    At a glance:
    • Cherubim might sound neat on the idea board, but when I try to think about its mechanics, what I see is a clunkier and more dependent version of Defiance. Damage resistance via short-duration buffs (4 seconds is really bad) from being healed is a lot less desirable than Invulnerability's flat absorption + always-on damage resistance, Defiance's much-longer-lasting damage resistance just by being hit, or Aura of Radiant Protection's solid, always-on damage resistance. Speaking of AoRP, maybe Cherubim would be better of as a self-only version of AoRP mixed with health regeneration, refreshed/stacked/whatever when you take damage? Like a hybrid of Defiance and Regeneration.
    • The Forms: They should probably both scale off the same stats as one another. Also "healing yourself or a friend" should probably be part of the trigger conditions since that makes sense for Celestial. I'd also scrap consumption though, and I'll explain that later on.
    • Resplendence: "Near targets affected by your Light effects" might be better trigger conditions. Your proposed trigger conditions are horribly limiting and not at all cross-framework friendly.
    • Arbiter's Rage: A melee combo that only hits 3 targets? The standard is 5, so I'd go with that instead.
    • Revelations: Brute Strike clone demands Trauma.
    • Divine Shield: Chosen Defender is really good for a 1 point advantage. It should probably be 3 points or scrapped altogether since most blocks typically only have 1 "special" advantage.
    • Arbiter's Clout: A power to refresh Illuminated isn't very interesting/useful because Illuminated is a pretty easy buff to apply already. I'd probably cut this power.
    • Arbiter's Judgment: Consuming Illuminated isn't a very interesting mechanic since it doesn't stack and is easy to apply. In fact, I'd probably leave consuming anything out of this particular framework. It might be better to go the Sorcery route, giving it a 10% bonus to damage vs targets affected by a Light effect and another 10% bonus to damage if you are affected by a Light effect. I'd also recommend cutting all of the 2 point advantages since T3 powers are all about hitting hard. Sin Eater Might be interesting on the lower-tier combo, though (Finishing the combo causes a burst of healing to allies)
    • Divine Intervention: Rapture should probably get cut since it directly competes with Redemption + its aoe advantage, and would have the added benefit of being a resurrection power that can be charged even while taking damage.

    And existing power changes:
    • Rebuke: Candlelight is really weird and probably not all that useful since it skips the primary target.
    • Celestial Conduit: Missing the most important change: No longer requires Illuminated/Illumination to chain. (That made the power pretty terrible at AoE and its damage made it terrible at single target, so let's help it out a little at least.)
    • Vengeance: Burning Bright requires an out-of-framework effect to maximize this power's damage, which isn't normally done. I'd change it to "Blazing Light or Clinging Flames" so it can work with in-framework effects.
    • Imbue: Last I checked it was pretty solid even without a damage strength increase.
    • Illumination: Pretty bad power that needs its core functionality changed instead of a bunch of extra advantages. Something like this: When targeting an ally, applies Light Everlasting (see my bit on this framework's buffs/debuffs further down) to the target as well as nearby allies and Illuminated to up to 5 enemies near the target. When used on an enemy, applies Illuminated to it and nearby enemies and Light Everlasting to up to 5 allies near the target. Okay, now it actually does its own job better than Will-o-the-Wisp + Guide. :)

    This framework's buffs and debuffs:
    • Illumination (buff): Pretty much a garbage buff that does nothing worthwhile except cause confusion with the similarly named Illuminated (debuff) and power meant to apply it, Illumination. All powers which apply Illumination can now apply Light Everlasting, which is actually not trash.
    • Illuminated (debuff): This one's actually fine. No changes necessary.
    • Light Everlasting: Also good. No changes necessary.
    • Blazing Light: Since this set is based on Dimensional damage, it should probably deal Dimensional damage instead of Fire damage. I also don't think it'd count it as a Burning effect because that could indirectly buff the Fire framework (does it need buffing?)

    So yeah, not bad, but I wanted to give a bit of feedback just 'cause. :)
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • darthmaxusdarthmaxus Posts: 12 Arc User
    I definitely wouldn't mind a more "paladin" style of tank, especially given that most Celestial powers lend themselves to a more ranged/support style of role.
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