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Water Powers Draft

zombiehunter1968zombiehunter1968 Posts: 94 Arc User
edited October 2018 in Suggestions Box
Despite the supposed lack of devpower I always hear of, I imagine that a Water powerset can be done, not necessarily all from scratch, but reworking new powers with minor differences. The set could possibly revolve around Crushing Cold damage and Drenched, a debuff that decreases enemy speed of movement and attacks for 6 seconds. [Edit: It would also decrease Cold damage resistance by 10%]. In appearance, it would look like the Soaked Aura.

The template for powers goes like this:

-Title-
Function
Charge/maintain time - Range - Radius - Cooldown

Description

Advantages:
Name: Description



Here’s how I see it, although the devs can change it if they want to:


Tier 0

-Splash-
Energy Builder - Ranged Damage
50 ft -

Deals Cold damage and gains energy. Pretty basic. However, the first hit can apply Drenched.

Advantages:
Small Shower - 2 points: All hits can apply Drenched.


-Water Ball-
Ranged Charge AoE Blast
0.75 sec - 100 ft - 4 ft

Deals a medium amount of Cold damage for a low energy cost. Has 25-100% chance to apply Drenched.

Advantages:
High Pressure - 2 points: Full charges now stun the main target.



Tier 1

-Tide Pull-
Ranged Maintain AoE - Knock To
5 sec - 50 ft - 50° cone

Deals low- medium Cold damage at a low-medium energy cost. Can apply Drenched with 15% chance, and also knocks enemies towards you. Similar to breath abilities, though doesn’t share the animation.

Advantages:
Low Tide - 2 points: Decreases damage for higher chance to apply Drenched. Cannot be used with High Tide.
High Tide - 2 points: Decreases chance to apply Drenched for higher damage. Cannot be used with Low Tide.


-Geyser-
Ranged Click Knockup
50 ft - 10 sec

Deals medium-high single target Cold damage for high energy cost. Knocks target up and has 50% chance to apply Drenched.

Advantages:
Steamy! - 2 points: Geyser deals 40% less Cold damage. Instead it deals 60% Fire Damage, as well as adding a 20% chance to apply Clinging Flames.


-Water Form-
Slotted Offensive Passive

Increases Cold damage and all Physical damage to a lesser degree. Reduces Physical damages received. Enemies around you are Drenched, as are enemies who attack you. You are healed slightly for Drenched enemies you attack.


-Viscosity-
Slotted Defensive Passive

Increases damage resistance by 10/12.5/15%. This resistance increases as health decreases. Also applies Drenched to enemies around you, although if too OP or specific, this feature can be removed if the set is implemented.


-Wet Form-
Buff - Form
3.2 sec

Grants 1 stack of Wet upon activation, increasing ranged damage and melee damage to a lesser degree. You gain stacks of Wet by applying, refreshing or consuming Drenched. Scales with Ego and Endurance.


-Bubble Block-
Block

High resistance to damage. When a significantly damaging hit is placed, the bubble pops, dealing Cold damage to up to 5 enemies in a 10 foot sphere and reducing block power for 5 seconds.

Advantages:
Bubble Wand - 1 point: Removes bubble pop.


-Tidal Reverberation-
Energy Unlock

Gains energy whenever applying, refreshing or consuming Drenched. Scales off Recovery, and Endurance to a lesser extent.


-Bubble Shields-
Sigils - AoE Heal and Shield
0.67-1.4-1.84 sec

Similar to SoRS, but they’re bubbles and they heal and shield nearby allies, rather than giving stealth.


-Surf-
Lunge - Melee Damage
0.5 sec - 60 ft - 3 sec

Deals Cold damage to a single target. Snares the target and knocks them down if done from 20 ft away and the target is not currently controlled.

Advantages:
Nailed to the Ground
Break Through

Tier 2

-Waterspout-
Ranged Maintain AoE Damage - Snare
6 sec - 50 ft - 15 ft sphere - 12 sec

Deals medium-high Cold damage, pulls enemies in and has a 30% chance to apply Drenched, for a medium energy cost.

Advantages:
Centrifugal Force - 2 points: Enemies that hit the center of the spout are knocked back for massive damage. Enemies immune to knock are damaged slightly.


-Puddle-
Ranged Maintain AoE Damage - Slow
Charge/maintain time - Range - Radius - Cooldown

Similar to Quicksand, Puddle deals Cold damage to enemies, slows them and applies Drenched with a 25% chance.

Advantages:
Don’t Slip - 2 points: Puddle has 20% chance to knock down affected enemies and immediately apply Drenched doing so.


-Rain-
Ranged Maintain AoE Damage
0.5 sec, lasts up to 8 sec - 50 ft - 15 ft sphere

Deals high Cold damage and applies Drenched with a 15% chance. Medium-high energy cost.

Advantages:
Ombrophobic - 2 points: Applies Fear at a 20% chance.


-Dry Off-
Team Heal
8 sec cooldown

Consumes all of your Drenched and heals you and your team for a low-medium energy cost.

Advantages:
Quick Change - 2 points: Stuns formerly Drenched enemies for 3 seconds.


-Ocean Affinity-
Active Offense
Instant, 50 sec cooldown

Increases damage, applies Drenched to attackers with a 40% chance, and helps to break free of Roots, Disables and Holds.


-Wall of Water-
Active Defense
Instant, 50 sec cooldown

Roots self for 1 sec and summons 3 Waterwalls that increase Max Health to/heal you and allies within 10 ft. Furthermore, applies Drenched to/Knocks Back attackers within 10 ft, and helps to break free of Roots, Disables and Holds.


-Resuscitation-
Revive
0.83-2.83 sec - 100 ft - 300 sec

Revives an ally player with 33/67/100% health. Par for the course.

Advantages:
Leaking - 2 points: Revives up to 4 players and divides healing equally.



Tier 3

-Riptide-
Ranged Charge AoE Damage - Knock To
Charge/maintain time - 100 ft - 4 ft cylinder - Cooldown

Deals high Cold damage in a cylinder, and knocks enemies towards you. High energy cost, and applies Drenched.

Advantages:
Out to Sea - 1 point: Knocks enemies back instead of towards you.


-Whirlpool-
Ranged Charge AoE Damage - Snare
2 sec - 80 ft - 15 ft sphere

Summons a whirlpool for 10 seconds, which deals medium-high Cold damage to all affected enemies, and has a 15% chance to apply Drenched.

Advantages:
Sucked In - 2 points: Knocks down all affected enemies after 3 seconds.


-Emerge-
Self Resurrection - Heal
2 sec - 300 sec

Revives self with 33/67/100% health. You are healed for every enemy you defeat, and apply Drenched to nearby enemies and enemies that attack you.

Advantages:
Release The Kraken! - 2 points: Summons a Kraken upon activation that deals very high Cold damage to enemies within a 20 ft sphere, but increases the cooldown to 360 sec.


-Water Elemental-
Controllable Pet
0.67 sec

A water elemental pet that attacks enemies at range and applies Drenched. At Rank 1, it can attack with Splash and Water Ball. At Rank 2 it can attack with Tide Pull and heal itself for all Drenched it applies, which can only happen once every 4 seconds. At Rank 3 it can attack with Waterspout and heals you for all Drenched it applies, which can only occur once every 4 seconds.


Ultimate

-Tsunami-
Ranged Charge AoE Damage - Knock Down - DoT
3 sec - 50 ft - 20 ft cylinder - 1 min 16 sec

Deals high Cold damage and knocks targets down, as well as applying Drenched. Targets already Drenched have their Drenched consumed, and are instead Drowned, which deals medium-high Cold DoT for 10 sec. This ability has a medium-high energy cost.

Advantages:
Ride the Wave - 1 point: Massive threat is built.



A possible Archetype would look like this:

The Torrent
Role: Hybrid
PSS: Ego
SSS: Constitution
SSS: Endurance
(other stat): Recovery

Tree 1: Guardian
Tree 2: Avenger

1: Splash
1: Water Ball
6: Tide Pull
8: Water Form OR Viscosity
11: Dry Off
14: Wet Form
17: Whirlpool OR Rain
21: Bubble Shield
25: Tidal Reverberation
30: Ocean Affinity OR Wall of Water
35: Resuscitation OR Emerge
40: Riptide



Any thoughts on this? Developer feedback especially appreciated!
Post edited by zombiehunter1968 on

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