test content
What is the Arc Client?
Install Arc
Options

Vegetation Manipulation: Control Nature Itself!

speanozspeanoz Posts: 238 Arc User
edited October 2019 in Suggestions Box
Alongside you wonderful community members, I have expressed interest in a potential entirely new framework within its own equally new power category. This new framework would be Vegetation Manipulation, and it would reside nice-and-cozy inside of a new category of powers known as Manipulation.

Much like I did on my Munitions Update thread, I am going to categorically state that I am not some Champions Online savant. :p I am very interested in the gameplay and have put some time into researching the Champions Universe pen-and-paper setting, but I do not know every intimate detail of the functions of either format. That said, I do like to think that I have a pretty good grasp on the gameplay fundamentals and mechanics! With the "obligatory" disclaimer out of the way, and without further ado, let's just jump right into it!


VEGETATION MANIPULATION
"Control Nature Itself!"

The ability to manipulate and manifest nature already exists to some extent within Champions Online thanks to the Earth framework beneath the Brick category and Wind under Energy Projection. And while the strange lack of a water framework is unusual to me, others have made excellent suggestions covering that theme very well by now! That leaves just one natural theme left in order to leave no stone unturned (pun definitely intended): control over plantlife itself! Vegetation Manipulation would be an ideal framework for benevolent druids, earthly deities, and even those blessed by science! Because of the mutli-faceted thematic nature of mastery over flora, I have decided to avoid placing this hypothetical framework within the already thoroughly well covered Mystic category.

Vegetation Manipulation and, indeed, Manipulation itself would center around a versatile mixture of powers and abilities. While Brick is the universally accepted "tanker" archetype and Martial Arts delves into "melee DPS", I would like for Manipulation and all its constituents to incorporate hybridized gameplay similar to the direction Energy Projection has been moving towards as of late. Manipulating things, by its very nature, can be orchestrated in any number of ways!

This framework would completely revolve around the use of plants and vegetation as well as their inherent properties (both in real life and in general game nature!) What I envision is the use of ivies, vines, shrubs, trees, and even microbial particles in order to dispense verdant justice! I intend for this framework to pair nicely with both the Earth and Infernal Supernatural frameworks in order to provide upmost versatility and player creativity potential.

Now, let's get down to brass tacks and get to work doling out the powers, tiers, and even some advantages! Vegetation Manipulation will pair potent damage dealing with ally bolstering abilities. I will attempt to order powers as they would appear in-game, and additionally I will attempt to describe/format them in such a way as well. Lastly, this proposed framework is a work in progress and may be subject to changes!

Tier "0" Powers
(Energy Builder)
Seedlings
Ranged Damage - Energy Builder - Spore

"You lash out at your enemy with clumps of invasive seedlings."

Click
+Single target Toxic damage.
+Generates Energy.
+The initial attack has a chance to apply Torpor, which reduces your target's movement speed and increases charge-up time on applicable enemies.
+Torpor cannot stack. Instead, new applications will refresh the duration of an existing stack.
+Torpor is a type of Spore.
+Different Spore effects cannot stack and will instead override one another.


Advantages

Compounding Exposure
Enhancement
+Seedlings has a chance to apply Torpor on every shot instead of just the first.

(Ranged Attack)
Vine Whip
Ranged Damage - Knock Down - Blast

"You reel your hand from overhead and bring a stalk of ivy down upon your unfortunate foe."

Tap
+Single target Crushing damage.
+Has a chance of Knocking Down your target.

Charge
+Increase the damage and Energy cost of the Tap effect.
+Increase the chance of Knocking Down your target, up to 100% chance at full charge.


Advantages

If a Tree Falls...
Enhancement
+Instead of knocking down your target, Vine Whip will instead have a chance of Knocking Back your target, up to a 100% chance at full charge.

Tier 1 Powers
Requires 1 power from Vegetation Manipulation or 2 non-energy-building powers from any framework.
(Close Attack)
Thorn Swipe
Melee Damage - Bleed - Combo

"Venomous thorns protrude from your arms, enabling you to fight up close and personal."

Click
+Single target Toxic damage.
+Has a chance to apply Bleed, which stacks up to 5 times and causes your target to suffer Slashing damage over time.

Combo Finish
+Deals Toxic damage in a cone in front of you.


Advantages

A Bad Rash
Enhancement
+In addition to potentially applying Bleed, Thorn Swipe also has a chance of applying Deadly Poison, which stacks up to 5 times and causes your target to suffer Toxic damage over time.
+Deadly Poison is a type of Poison.

A Thorn in my Side
Enhancement
+Finishing Thorn Swipe's combo now guarantees applying a stack of Bleed to your primary target.

(Close Area Attack)
Fungal Burst
Ranged AoE Damage - Spore

"Fungal Burst saturates an area with harmful bacteria that attacks your foes and may leave their defenses diminished."

Tap
+Deals Toxic damage to nearby enemies.
+Chance to apply Spoiled to targets, reducing their resistances to Toxic damage and Crushing damage by a small amount for a short period.
+Spoiled is a type of Spore.

Charge
+Increases damage and Energy cost of the Tap effect.
+Increases the chance of Spoiling your targets.


Advantages

Double the Truffle
Enhancement
+The Spoiled debuff now has a chance of applying one additional stack.
+Both instances of Spoiled are still removed if a different type of Spore is applied to the target.

(Ranged Attack)
Shoot Shot
Ranged Damage - Spore

"As if throwing a spear, you quickly lunge a shoot stalk at your dartboard of a target."

Click
+Single target Crushing damage.
+Chance to apply Torpor to your target, which reduces their movement speed and increases charge-up time on applicable enemies.
+Torpor is a type of Spore.


Advantages

Peppered
Enhancement
+Every use of Shoot Shot now applies an instance of the Deadshoot buff to you, increasing the damage of further Shoot Shot attacks by a small amount.
+This buff has a very short duration, but stacks up to 3 times, and each application refreshes the stack.

(Ranged Area Attack)
Allergen Bomb
Ranged AoE Damage - Spore

"It may not be a hydrogen bomb, but your Allergen Bomb still packs a wallop against your enemies."

Tap
+Deals Toxic damage to the initial target, and less damage to foes near that target.
+Chance to apply Hypersensitivity to targets, causing them to be Disoriented. When the debuff instance expires, it has a small chance of Stunning your target for a short time.
+Disoriented targets deal less damage and move slower.
+Hypersensitivity is a type of Spore.

Charge
+Increase the damage and Energy cost of the Tap effect.
+Increase the chance to apply Hypersensitivity.


Advantages

Cover Your Mouth!
Enhancement
+Hypersensitivity may now spread to other nearby foes.
+Instances of Hypersensitivity spread this way will still override other Spore effects.

Benign Reaction
Enhancement
+Charging this power at least halfway applies Illuminated to your targets.
+Players attacking an Illuminated target have a chance to be healed.
+Illuminated is a type of Curse.

(Healing)
Beneficial Bacteria
Heal

"Not all forms of bacteria are harmful. Your mastery over nature itself allows you to mend wounds and prevent further harm."

Maintain
+Continuously heals the target while maintained. If you don't have a friendly target, you will heal yourself.
+The initial amount healed is moderate but decreases as you maintain this power.
+Maintaining this power for at least 50% of its duration will apply an instance of Immunized. This buff slightly increases Toxic damage resistance.
+Further maintaining Beneficial Bacteria will grant additional instances of Immunized, stacking up to 4 times.


Advantages

Invigoration
Enhancement
+Fully maintaining this power on a friendly target will apply an instance of Invigoration. Invigoration raises the effectiveness of powers that increase damage, healing, energy generation, and damage resistance.
+This effect cannot stack and will instead extend the duration if reapplied.

(Active Powers)
Herbal Supplement
Active Offense - Energy Form

"You bolster your own capabilities with an all-natural Herbal Supplement."

Click
+Increase damage of all attacks.
+Assists in breaking out of Hold, Root, And Disable effects.
+Can be used while Held or Confused.
+Slightly reduces the cost of all powers.
+Increases your Ego and Presence.
+Counts as an Energy Form.
-This power is considered to be an Active Offense. Activating this power imposes a long cooldown on all other Active Offense powers.


Advantages

Vitamin Rich
Enhancement
+Using this power grants you Invigoration, raising the effectiveness of powers that increase damage, healing, energy generation, and damage resistance.

(Buff Targets)
Fortification
Shield - Enchantment - Heal

"You bestow the benevolence of nature on an ally, bolstering their vitality and keeping them in the fight for longer."

Click
+Grants your target a shield, absorbing incoming damage up to a set amount.
+The shield generated by this power scales with your Presence.
+Places Illumination on an ally, increasing the healing that they receive.
+Illumination counts as an Enchantment.
+Heals a small amount of damage.


Advantages

Ointment
Enhancement
+Fortification now has a chance to periodically remove Burning effects during its duration.

Antivenom
Enhancement
+Fortification now has a chance to periodically remove Poison effects during its duration.

Salve
Enhancement
+Fortification now has a chance to periodically remove Wound effects during its duration.

(Slotted Passives)
One With Nature
Slotted Offensive Passive - Energy Form

"No one understands the true potential of nature as well as you do, ensuring you know how to best use its strengths."

Slotted Passive
+Can be slotted in an Offensive or Balanced passive power slot.
+Increases all of your Toxic and Crushing damage. This increase scales with your Super Stats.
+Increases your resistance to all Toxic and Crushing damage. These resistances scale with your Super Stats.
+Generates a small amount of Energy when you are struck with Toxic or Crushing attacks.
+Counts as an Energy Form.
Conservationist
Slotted Passive - Energy Form

"You are familiar with the inner workings of all living things. You are able to use this knowledge to help your friends and hinder your foes."

Slotted Passive
+Can be slotted in a Support or Balanced passive power slot.
+Increases the damage of all your Toxic and Crushing damage. These benefits scale with your Super Stats.
+Grants bonus efficacy to all your Healing powers. This increase scales with your Super Stats.
+Moderately increases your resistance to all Toxic damage and slightly increases your resistance to Crushing damage. These resistances scale with your Super Stats.
+Grants a small amount of healing every few seconds to all allies near you.
+Grants a small amount of energy when you are struck with Toxic attacks. This amount scales with your Recovery.
+Counts as an Energy Form.

(Toggle Forms)
Naturalist
Buff - Form

"With a few moments of concentration and preparation, you may adopt an advanced martial posture."

Toggle
+Activating this power grants you a stack of the Exhilarated buff, increasing your ranged damage and melee damage to a lesser degree.
+This Form scales with your Recovery.
+Grants you energy when you gain a stack of Exhilarated.
+You can gain up to 8 stacks of this buff.
+At Rank Two, 2 instances of the Exhilarated buff are granted on activation. At Rank Three, you gain 3 instances on activation. This only occurs while out of combat.

Triggering Conditions
+While you maintain this Form you have a chance of gaining another instance of Exhilarated whenever you apply a Spore effect to an enemy.
+Spore effects include: Torpor, Spoiled, Hypersensitivity, and Infection.
+You can gain a stack of Exhilarated once every 4 seconds.

Side Effects
-You must fully charge this power to activate it, and taking any damage will interrupt your concentration, cancelling the charge.
-While this power is active, the Energy cost of all your other powers is slightly increased.
-You may only have one Form power active at a time.
-Activating this Form power immediately ends any pre-existing Forms.
Herbalist
Buff - Form

"You have a vast well of energy."

Toggle
+Activating this power grants a stack of the Soothe buff, increasing your Healing and your damage to a lesser degree.
+This form scales with your Presence or Recovery, whichever is higher.
+Grants you energy when you gain a stack of Soothe.
+You can gain up to 8 stacks of this buff.
+At Rank Two, 2 instances of the Soothe buff are granted at activation. At Rank Three, you gain 3 instances on activation. This only occurs while out of combat.

Triggering Conditions
+While you maintain this Form you have a chance of gaining another instance of Soothe whenever you apply a Spore effect to an enemy.
+Spore effects include: Torpor, Spoiled, Hypersensitivity, and Infection.
+You can gain a stack of Soothe once every 4 seconds.

Side Effects
-You must fully charge this power to activate it, and taking any damage will interrupt your concentration, cancelling the charge.
-While this power is active, the Energy cost of all your other powers is slightly increased.
-You may only have one Form power active at a time.
-Activating this Form power immediately ends any pre-existing Forms.

(Block)
Vine Wall
Block

"You raise a protective wall of vegetation in front of you to defend yourself from enemy attacks."

Maintain
+Self damage reduction with better overall protection than other Block powers.
+Increase your resistance to Hold and Knock effects. This resistance is very slightly higher than other Block Powers.
+Gives you energy when you are hit by an attack. This amount scales with your Recovery.
-Due to the nature of Vine Wall, you move slightly slower than other Block powers.
-The effectiveness of this power is reduced the higher you are in the air.


Advantages

Beanstalk
Enhancement
+Vine Wall now completely immobilizes you with maintained. Your resistance to Crushing damage, Hold, and Knock effects is increased even more.
+Your altitude no longer factors into the effectiveness of this power.

(Energy Unlock)
Terraformed
Innate Passive - Secondary Energy Unlock

You may only have 1 Energy Unlock power.
"Your connection with the ether provides you with energy whenever you spread nature's glory."

Innate Passive
+This power does not need to be slotted in order to function, and has no ranks.
+Generates Energy whenever you apply, refresh, or detonate a Spore effect.
+This effect cannot stack, but triggering the effect will refresh its duration.
+The amount of Energy gained scales with your Recovery statistic.
+The Endurance statistic also scales the amount of Energy gained to a lesser degree.
Post edited by speanoz on

Comments

  • Options
    speanozspeanoz Posts: 238 Arc User
    edited October 2019
    Tier 2 Powers
    Requires 3 powers from Vegetation Manipulation or 4 non-energy-building powers from any framework.
    (Close Attack)
    Thorn Assault
    Melee Damage - Bleed

    "You unleash nature's fury!"

    Maintain
    +Single target Toxic damage.
    +Has a chance to apply Bleed, which stacks up to 5 times and causes your target to suffer Slashing damage over time.
    +Damage dealt slightly increases over time maintained.


    Advantages

    Thorny Situation
    Enhancement
    +In addition to potentially applying Bleed effects, Thorn Assault also has a small chance of applying instances of Deadly Poison, which stacks up to 5 times and causes your target to suffer Toxic damage over time.
    +Deadly Poison is a type of Poison.
    Impaler Stem
    Melee Damage - Detonate

    "You materialize a vicious spike of ivy and drive it into your foe with enough force to cause a chain reaction at the microbial level!"

    Tap
    +Single target Toxic damage.
    +Has a chance to apply Bleed, which stacks up to 5 times and causes your target to suffer Slashing damage over time.

    Charge
    +Increase the damage and Energy cost of the Tap effect.
    +If fully charged against a target affected by any type of Spore, it will end all instances of the effect and apply one of four different debuffs, depending on what kind of Spore was consumed.
    +If Torpor is detonated, Lethargy is applied to the target, drastically slowing down their movement speed and greatly increasing charge-up times on applicable targets. When Lethargy expires, the Trauma effect is applied to the target. Trauma ends any heal over time effects and reduces incoming heals by 50%.
    +If Spoiled is detonated, an instance of Rotted is applied to the target, significantly reducing their resistance to Toxic damage and Crushing damage to a lesser extent. A stack of Deadly Poison has a chance to be applied for every second the Rotted effect is active. Deadly Poison may stack up to 5 times and deals Toxic damage over time.
    +Deadly Poison is a type of Poison.
    +If Hypersensitivity is detonated, the target is affected by Allergic Reaction, frequently stunning the target for a while in addition to causing Toxic damage over time.
    +Targets that are immune to being Stunned instead take additional Toxic damage over time.
    +If Infection is detonated, an instance of Lethal Strain is applied. This effect causes severe Toxic damage over time and reduces the enemy's resistance to further Toxic damage.
    +When Lethal Strain expires, the target immediately receives an instance of the Spoiled debuff.


    Advantages

    Mandrake Root
    Enhancement
    +Fully charging this power will Root your target for a moderate amount of time.

    (Close Area Attack)
    Ring of Thorns
    Melee AoE Damage - Bleed

    "Thorns propel from your body going in every direction, confirming that nowhere is safe from your wrath."

    Tap
    +Deals Toxic damage to targets around you.

    Charge
    +Increase the damage and Energy cost of the Tap effect.
    +Has a chance of applying Bleed to targets, dealing Slashing damage over time. This chance increases the longer the power is charged.


    Advantages

    Microbe Burst
    Enhancement
    +In addition to potentially applying Bleed, Thorn Swipe also has a chance of applying Deadly Poison, which stacks up to 5 times and causes your target to suffer Toxic damage over time.
    Insect Swarm
    Ranged AoE - Bleed

    "Your powers over nature extend beyond just plant life. You conjure a swarm of flying insects to sting your foes to no end."

    Maintain
    +Creates a cone area of effect, dealing Toxic damage to targets in the cone.
    +Targets within this cone may begin Bleeding due to the continuous stings and bites, receiving Slashing damage over time.


    Advantages

    Spore Carriers
    Enhancement
    +Targets have a chance to suffer from Torpor instead of beginning to bleed.
    +Torpor is a type of Spore.

    (Ranged Attack)
    Unearth
    Ranged Attack - Knock Up

    "You cause a mighty tree root to suddenly Unearth itself from beneath an unsuspecting enemy, flinging them into the air."

    Click
    +Single target Crushing damage.
    +Knocks the target up into the air.
    +Has a chance to Stagger the target, reducing their movement speed and damage resistance. Stagger can stack up to 3 times.


    Advantages

    Unknown Agent
    Enhancement
    +Unearth will now inflict one random Spore effect on your foe.
    +Spore effects include Torpor, Spoiled, Hypersensitivity, and Infection.

    Nailed to the Ground
    Enhancement
    +Applies Nailed to the Ground to the target, preventing them from using Travel Powers for a time.

    (Ranged Area Effect)
    Acid Rain
    Ranged AoE Damage - Spore

    "Today's forecast is not looking good: acid rain for your enemies!"

    Maintain
    +Deals Toxic damage to the target and any other nearby foes.
    +Chance to apply Spoiled to all targets, reducing their resistance to further Toxic and Crushing attacks.
    +Spoiled is a type of Spore.
    +Enemies that remain in the rain for too long may begin incurring stacks of Deadly Poison. Deadly Poison does Toxic damage over time and may stack up to 5 instances.


    Advantages

    Outlook is Grim
    Enhancement
    +Enemies that are rained on may become Feared, reducing their damage output.
    +Fear is a type of Mental State.

    Polluter Pollutant
    Enhancement
    +The Earth fights back! The chance for Acid Rain to inflict Deadly Poison on foes greatly increases the longer it is maintained, up to 100%. This Poison will spread to nearby enemies that are not already affected.

    (Movement)
    Spine Vault
    Lunge - Melee AoE Damage

    "You jump into the air and come down upon your enemies like a thorny meteorite."

    Click
    +Lunges to the target.
    +Deals Toxic and Crushing damage in a sphere around your primary target.
    +Chance to Knock Down foes.


    Advantages

    Thorn Scorn
    Enhancement
    +Spine Vault now has a chance to apply Bleed to all targets that are hit.
    +Bleed is a type of Wound.

    What a Rush!
    Enhancement
    +Using this power applies Restoration to you, healing you over time.
    +Heals for an additional amount if your health is low.
    +Has a short internal cooldown after use.

    Nailed to the Ground
    Enhancement
    +Applies Nailed to the Ground to your main target, preventing them from using Travel Powers for a short time.

    (Crowd Control)
    Ivy Entanglement
    Hold

    "You cause ivy stems to emerge from the ground beneath your target and begin imprisoning them."

    Charge
    -Must be fully charged.
    +Deals Crushing damage.
    +Paralyzes the target. Paralyzed enemies can't move or attack. The target is able to struggle to break free from the hold early, and damage that the target takes will reduce the duration as well.


    Advantages

    Strangulation
    Enhancement
    +Applies or refreshes Trauma on your target. Trauma ends any healing over time effects on your target, and causes them to receive only 50% of the benefit of any other incoming heals.

    (Summon)
    Bomber Seeds
    Uncontrolled Pets

    "The winds carry five helicopter seeds to your foes, where they then violently explode!"

    Charge
    -Must be fully charged
    +Summons five Bomber Seeds that seek out and explode upon your foes, dealing Toxic damage in a small radius.


    Advantages

    Air Burst
    Enhancement
    +Each Bomber Seed now has a 50% chance of applying Hypersensitivity to their victims. Hypersensitivity will Disorient your foes. When the debuff instance expires, it has a small chance of Stunning your enemies for a short time.
    +Disoriented targets deal less damage and move slower.
    +Hypersensitivity is a type of Spore.
    Tree of Life
    Summon - Heal

    "You plant a Tree of Life down, which rapidly matures and begins pulsating a soothing aura."

    Charge
    -Must be fully charged.
    -Must be used on or near the ground.
    +Summons a stationary Tree of Life at your location. The Tree of Life lasts thirty seconds and will periodically heal allies in a moderately large area until destroyed.
    +The heal from this pet cannot critically hit.
    +This pet will not heal itself and cannot be healed by your allies.


    Advantages


    Yggdrasil
    Enhancement
    +The Tree of Life has a chance of applying Invigoration to nearby allies with every pulse, raising the effectiveness of powers that increase damage, healing, energy generation, and damage resistance.
    +Invigoration cannot stack and will instead be refreshed upon new applications.
    +The Tree of Life may heal itself and receive allied healing at 50% effectiveness.

    The Shadow of the Tree
    Enhancement
    +The Tree of Life has a chance of applying an instance of Deadly Poison on nearby foes with every pulse, dealing Toxic damage over time. Deadly Poison applied by the tree will not stack and will instead refresh in duration.

    (Healing)
    Vitae Elixir
    Revive

    "Your knowledge of how primordial life began allows you to bring back those from the brink of defeat."

    Charge
    +Revives a nearby hero.
    -This power must be fully charged to take effect.


    Advantages

    Cellular Division
    Enhancement
    +Vitae Elixir can now resurrect up to 4 teammates within 25 feet of you.
    +Healing received is divided amongst the revived targets.
    -This power can now be interrupted if you take damage.
    Thriving Beacon
    Heal - Rune - Enchantment

    "You are a Thriving Beacon of creation itself that can heal a great many friends around you."

    Tap
    +Heals yourself and all allies within a large radius.
    +Allies that are further from you will receive significantly less healing.

    Charge
    +Increase the healing and Energy cost of the Tap effect.
    +Fully charging this power will leave behind a Healing Rune for a short duration, healing nearby allies.
    +You may only have one Rune active at a time.
    +Summoning this Rune counts as applying an Enchantment.


    Advantages

    Photosynthesis
    Enhancement
    +Charging this power at least half way will grant Photosynthesis to your allies, a buff that periodically gives them a small amount of energy over a long period of time.
    +This effect cannot stack and still instead refresh in duration if reapplied.

    (Active Powers)
    Gaia's Renewal
    Active Defense - Self Resurrection

    "Mother nature preserves you through even the most challenging of times."

    Click
    +Increases your Maximum Hit Points.
    +Moderately increases your resistance to all damage types.
    +If you are defeated while this power is active, you will revive after a short delay with little health and energy
    +If you are resurrected by this power, all other Resurrection powers will go on cooldown.
    +Can be used while Held.
    +This power is considered to be an Active Defense. Activating this power imposes a long cooldown on all other Active Defenses.


    Advantages

    Unchained
    Enhancement
    +Using this power will help you break free of Holds, Roots, and Disables.
    +Applies a stack of both Knock and Hold resistance to you.

    (Buff Targets)
    Nature Sprite
    Enchantment - Heal

    "You send out benevolent Nature Sprites to every nearby ally, granting them subtle healing."

    Click
    +Grants Illumination on you and all nearby nearby allies, increasing any healing received.
    +Illumination counts as an Enchantment.
    +Provides a very minor heal over time that lasts a long duration.


    Advantages

    Detox
    Enhancement
    +For every second the Nature Sprite is active on you or an ally, there is a small chance that one negative debuff, control effect, or healing reduction will be removed.
    +This effect has a larger chance of applying to you.

    (Debuff)
    Toxin Bloom
    Poison - Spore

    "You allow poisonous flowers to bloom on the battlefield."

    Click
    +Applies Deadly Poison to your primary target.
    +Has a large chance of applying Deadly Poison to additional foes near your primary target.
    +All targets have a chance of receiving the Spoiled effect, reducing their resistance to Toxic and Crushing damage.
    +Deadly Poison is a type of Poison, while Spoiled is a type of Spore.


    Advantages

    Through Death, Life
    Enhancement
    +All targets within range of the Toxin Bloom will receive Illuminated. Any heroes attacking targets with Illuminated active will receive the Mend buff, healing them over time.
    Post edited by speanoz on
  • Options
    speanozspeanoz Posts: 238 Arc User
    edited October 2019
    Tier 3 Powers
    Requires 5 powers from Vegetation Manipulation or 6 non-energy-building powers from any framework.
    (Close Attack)
    Nightshade
    Melee Damage - Poison - Spore

    "With a special thorn, you let loose with one of the most deadly natural poisons known to humankind."

    Tap
    +Single target Toxic damage.
    +Large chance to inflict Deadly Poison upon your target, dealing Toxic damage over time.
    +Small chance to inflict Infection on your foe, causing moderate Toxic damage as well as Crushing damage over time as their muscles weaken and spasm uncontrollably.
    +Deadly Poison is a type of poison. Infection is a type of Spore.

    Charge
    +Increase the damage and Energy cost of the Tap action.
    +Charging this power at least halfway will guarantee an application of Noxious Poison, dealing significant Toxic damage over time to your foe and any enemies within a 10 foot radius.
    +Noxious Poison is a type of Poison and Curse.
    +Increase the chance of applying Infection to your primary target, up to 100% on full charge.


    Advantages

    Highly Contagious
    Enhancement
    +Infections placed by this power have a chance of spreading to other foes within a large radius of the initial target.
    +Refreshes all present Poisons on your main target.

    Composting
    Enhancement
    +Fully charging Nightshade grants you energy over time.

    (Ranged Attack)
    Envenoming Spine
    Ranged Damage - Detonate

    "You launch a particularly nasty looking spine into your foe, potentially setting off a debilitating chain reaction."

    Tap
    +Single target Toxic damage.
    +Moderate chance of applying one or more instances of Bleed to the target, causing Slashing damage over time.
    +Moderate chance of applying one or more instances of Deadly Poison to your foe, causing Toxic damage over time.
    +Both Bleed and Deadly Poison may stack up to five times. No more than three of either instance may be applied by this power per use.
    +Further uses of Envenoming Spine may only add one additional instance of either effect.

    Charge
    +Increase the damage and Energy cost of the Tap effect.
    +Increases the likelihood of applying both Bleed and Deadly Poison to your target. Fully charging this power will guarantee applying three stacks of each effect to your target.
    +If fully charged against a target affected by any type of Spore, it will end all instances of the effect and apply one of four different debuffs, depending on what kind of Spore was consumed.
    +If Torpor is detonated, Lethargy is applied to the target, drastically slowing down their movement speed and greatly increasing charge-up times on applicable targets. When Lethargy expires, the Trauma effect is applied to the target. Trauma ends any heal over time effects and reduces incoming heals by 50%.
    +If Spoiled is detonated, an instance of Rotted is applied to the target, significantly reducing their resistance to Toxic damage and Crushing damage to a lesser extent. A stack of Deadly Poison has a chance to be applied for every second the Rotted effect is active. Deadly Poison may stack up to 5 times and deals Toxic damage over time.
    +Deadly Poison is a type of Poison.
    +If Hypersensitivity is detonated, the target is affected by Allergic Reaction, frequently stunning the target for a while in addition to causing Toxic damage over time.
    +Targets that are immune to being Stunned instead take additional Toxic damage over time.
    +If Infection is detonated, an instance of Lethal Strain is applied. This effect causes severe Toxic damage over time and reduces the enemy's resistance to further Toxic damage.
    +When Lethal Strain expires, the target immediately receives an instance of the Spoiled debuff.


    Advantages

    Grievous Injury
    Enhancement
    +Fully charging this power will now apply both Deep Wound and Noxious Poison to your enemy but remove any existing Bleeds and Deadly Poisons.
    +Deep Wound deals heavy Slashing damage, bypasses dodge and shields, and partially ignores damage resistance.

    (Ranged Area Attack)
    Rain of Thorns
    Ranged AoE Damage - Bleed

    "You call upon a torrential hail of thorns to barrage your foes! There is no umbrella on Earth that will prepare them for this storm..."

    Maintain
    +Deals Toxic damage to the target and other nearby enemies.
    +Damage from this power significantly ramps up the longer it is maintained.
    +Enemies hit by thorns may frequently have Bleed applied to them, causing Slashing damage over time.
    +Any existing Spore effects on targets will periodically be refreshed.


    Advantages

    Blot Out the Sun
    Enhancement
    +The duration of this power increases the longer it is maintained, allowing it to continue after the maintain has stopped.

    Toxic Stems
    Enhancement
    +This power may now continuously apply Deadly Poison to targets in addition to Bleeds.

    (Crowd Control)
    Ivy Patch
    AoE Hold

    "An Ivy Patch grows beneath your enemies and begins violently enveloping them!"

    Charge
    -Must be fully charged.
    +Deals Crushing damage.
    +Paralyzes your primary target and has a large chance of Paralyzing other foes near them.
    +Paralyzed enemies can't move or attack. The targets are able to struggle to break free from the hold early, and damage that the targets takes will reduce the duration as well.


    Advantages

    Tenacious Tendrils
    Enhancement
    +Enemies that are able to break free from the initial use of Ivy Patch may find themselves quickly trapped once by entangling vines.
    +Additionally, enemies that were not afflicted with the initial use may now be Paralyzed.
    +These Holds may only be applied during a short window of time after you use the power.

    Poison Oak
    Enhancement
    +Your primary target has Noxious Poison applied to them, inflicting Toxic damage over time to them and all enemy targets within a 10 foot radius.

    (Summon)
    Pollen Cloud
    Uncontrolled Pet - Perception Debuff - Spore

    "The winds whip up a cloud of invasive pollen to assault the senses of your enemies."

    Charge
    +Summons an untargetable but slow moving Pollen Cloud on your main target.
    +While active, the Pollen Cloud will dramatically reduce the perception of those caught within it. This effect will persist for a short time even if they exit the cloud.
    +Has a chance of periodically applying Hypersensitivity to enemies, Disorienting them. When the debuff instance expires, it has a small chance of Stunning your foes for a short time.
    +Disoriented targets deal less damage and move slower.
    +Hypersensitivity is a type of Spore.


    Advantages

    Lasting Impact
    Enhancement
    +The Pollen Cloud will last significantly longer and move faster between enemies.

    Corrosive Mist
    Enhancement
    +The Pollen Cloud may occasionally inflict enemies with Deadly Poison and refresh any existing stacks.
    Man Eater
    Uncontrolled Pet - Bleeding

    "With such incredible mastery over nature, you conjure a massive man-eating plant at a targeted location that will belligerently attack your enemies."

    Click
    +At a location of your choosing, a robust carnivorous plant bursts through the ground, potentially Knocking Up unsuspecting foes.
    +The Man Eater can swipe at enemies at range using its long vines, dealing Crushing damage on impact. Multiple swipes may occur at a time.
    +Enemies too close to the plant may instead be be chomped by the plant's huge maw, dealing Crushing and Toxic damage to its primary target and any close by targets.
    +Enemies that are bitten by the plant will very likely begin Bleeding, dealing Slashing damage over time.
    +Its bite will heal it for a medium amount.
    +The Man Eater's health and damage scale with your Super Stats.


    Advantages

    Oh no! It Moves!
    Enhancement
    +The strength of your Man Eater is enough to allow it to gradually move towards enemies, tearing apart the ground in its wake!

    (Controllable Pets)
    Create Golem
    Controllable Pet

    "Gaia has extended her secret of the creation of life to you, enabling you to form an animated Earthen Golem!"

    Pet Properties
    +Fully charge to summon an enormous controllable Earthen Golem.
    -Maintaining control over your pets reduces your Energy Recovery and Energy Gain, and also increases the cost of your other powers.

    Special Abilities
    +Challenging Strikes - This creation generates a high amount of threat and will slightly debuff the damage enemies can inflict.
    +Golem Flesh - Provides an inherent 10% resistance to all damage.

    Custom Ability
    This pet can be instructed to activate the following ability with a button on its control bar:
    +Reform - Your Earthen Golem will carve a swathe of earth from the ground in order to reform itself, significantly healing it and giving it a temporary bonus to Crushing damage resistance.
    -This ability has a moderate cooldown and may still be affected by healing reduction effects.

    Rank Up Benefits
    +R1: Your Earthen Golem generates additional threat. Reform's cooldown is slightly reduced.
    +R2: Your Earthen Golem gains access to the ability Stone Shot. Reform's cooldown is further reduced and its damage resistance buff lasts longer.
    +R3: Golem Flesh now provides 20% damage resistance. Your Earthen Golem gains both Tremor and a unique form of Vine Whip that will pull an enemy towards it.

    (Healing)
    Reconstitution
    Ally Heal - Buff

    "With the very forces of nature on your side, you are able to greatly restore the fighting ability of an ally."

    Click
    +Heals a friendly target for a very large amount.
    +Applies Photosynthesis to your target, a buff that periodically gives them a small amount of energy over a long period of time. This effect cannot stack and may only be refreshed.
    +Applies a long lasting Heal Over Time on your target.
    +Very briefly provides a large damage resistance buff.
    -This power has a moderately long cooldown period.
    -This power may not be used on yourself.


    Advantages

    Heart Power
    Enhancement
    +This power will bypass and remove any heal reduction effects, such as Trauma.

    Powers Combined!
    +Reconstitution may now be used on yourself.
    -Places the power on an even longer cooldown phase.

    (Buff Targets)
    Evergreen Meadow
    Buff

    "You find that everybody is more at peace within a tranquil meadow."

    Charge
    -Must be fully charged.
    +Create a large patch of greens around yourself.
    +You and allies within the patch generate much less threat unless within the Tank role.
    +Nearby allies receive the Illumination buff that lasts for as long as they are inside of the patch. Illumination increases healing received.
    +Illumination is a type of Enchantment.
    +You and allies within the patch gain Photosynthesis, a non-stacking energy over time buff that persists even after exiting the patch.
    -Enemies within the patch will receive a very minor Heal Over Time effect.


    Advantages

    Picky by Nature
    Enhancement
    +Evergreen Meadow will no longer apply any buff effects to nearby enemies.
    +Foes within the patch will instead be Snared, reducing their movement speed for as long as they remain in it.

    (Ultimate)
    Terran Fury
    Requires level 35.
    You may only own 1 Ultimate Power.

    Ultimate - Ranged Damage - Detonate

    "Gaia herself channels her retribution through you in the form of a devastating blast."

    Charge
    +Deals Toxic and Magic damage to targets caught in the blast radius.
    +Detonates all active Spores on all hit targets.
    +Damage upon all enemies is greatly increased for every Spore instance that is Detonated on effected targets.
    +Spore effects include Torpor, Spoiled, Hypersensitivity, and Infection.
    +Applies five stacks of Deadly Poison to all targets. If any targets already have five stacks, apply Noxious Poison instead. Deadly Poisons are not consumed with this instance of Noxious Poison.
    +Deadly Poison and Noxious Poison are both types of Poison.


    Advantages

    Hell Hath No Fury...
    Enhancement
    +Detonated Spores are not consumed, however their Detonated counterparts are still applied. These include: Lethargy, Rotted, Allergic Reaction, and Lethal Strain.
    +The residual Spoiled debuff left over from Lethal Strain will not override the current active Infection effect on targets.

    And that sums up my take on Vegetation Manipulation. With an assortment of brutal attacks, weakening debuffs, potent heals, and versatile buffs -- and everything in between! -- this framework is meant to provide an exciting new experience. The overall gameplay of this set focuses on applying certain specific Spores and then detonating them in order to inflict the debuff of your choice on enemies.

    I hope you all enjoyed reading and pondering this grandiose suggestion of mine. I greatly enjoyed coming up with it! I appreciate your attention, feedback, comments, and suggestions! I hope to see you guys in Champions Online!



    Update Log
    10/25/19 - Editing pass.
    10/24/19 - Finally completed first pass.
    Post edited by speanoz on
  • Options
    spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2019
    Your post formatting is top tier.

    I'll respond to the actual content later o3o
  • Options
    speanozspeanoz Posts: 238 Arc User
    spinnytop wrote: »
    Your post formatting is top tier.

    I appreciate the kind words! I may be pretty new around here, but I am no stranger to BBCode. ;)

    I just wanted to make the post coherent and easy on the eyes for readers... as much as can be done on an internet forum, anyway!
  • Options
    spinnytopspinnytop Posts: 16,450 Arc User
    I like the tree of life thing, but I'm wondering if it could really be done justice. Having a bunch of big ol' trees in the dps pile might get annoying :#
  • Options
    speanozspeanoz Posts: 238 Arc User
    edited October 2019
    spinnytop wrote: »
    I like the tree of life thing, but I'm wondering if it could really be done justice. Having a bunch of big ol' trees in the dps pile might get annoying :#
    Wow, I *just* finished Tier 2 and you're already here. :o

    That said, I understand your concern. I imagine its pulses would be very low fidelity but bright enough to be recognizable.


    Body is 13539 characters too long.
    Also had that gem.
    Post edited by speanoz on
  • Options
    zombiehunter1968zombiehunter1968 Posts: 94 Arc User
    What about an ability where you summon a Treant (tank pet) or a giant man-eating plant (DPS pet)? Just a thought on controllable pets for the build.

    BTW, love the idea and the format you use!
  • Options
    speanozspeanoz Posts: 238 Arc User
    edited October 2019
    What about an ability where you summon a Treant (tank pet) or a giant man-eating plant (DPS pet)? Just a thought on controllable pets for the build.

    BTW, love the idea and the format you use!
    Thanks for the suggestions and kind words! I've already got some "big ideas" in the works for Tier 3 powers... stay tuned! :)

    EDIT: I will say that *one* of those suggestions is already pretty covered! ;)

    EDIT #2: I have tentatively completed the framework. Huzzah!!!
    Post edited by speanoz on
  • Options
    vonqballvonqball Posts: 923 Arc User
    This seems fun.... gal.

    But seriously, nice job with the power names. the advantage names were especially clever. Some of the power imagery seems pretty neat too.

    Seems like there should be a sleep in here, is there? Did I miss? Like flower that pops up and lays down a cloud of drowzy pollen around itself. Also shambling mound or animated tree seems a bit more in-theme than a golem to me.

    You added a few new status effects, this concerns me since I can't seem to keep the ever-growing number of statuses straight in my head. You added yet another crushing defense debuff too. We have like five(?) already. I guess it doesn't even matter at this point, no one is gonna include them all.

    Overall, fun ideas for sure. I wanna throw sprouts and have propeller pod friends!
  • Options
    speanozspeanoz Posts: 238 Arc User
    vonqball wrote: »
    This seems fun.... gal.

    But seriously, nice job with the power names. the advantage names were especially clever. Some of the power imagery seems pretty neat too.

    Seems like there should be a sleep in here, is there? Did I miss? Like flower that pops up and lays down a cloud of drowzy pollen around itself. Also shambling mound or animated tree seems a bit more in-theme than a golem to me.

    You added a few new status effects, this concerns me since I can't seem to keep the ever-growing number of statuses straight in my head. You added yet another crushing defense debuff too. We have like five(?) already. I guess it doesn't even matter at this point, no one is gonna include them all.

    Overall, fun ideas for sure. I wanna throw sprouts and have propeller pod friends!
    Hey Vonq, I appreciate your commens. :)

    There really should be a sleep......... Also, I imagine people will want a ranged single target maintain as well. I knew I was missing some stuff!

    For the Earthen Golem, I was envisioning a high tier tank pet to either supplement or replace mid-tier pets of similar roles, such as those under the Sorcery framework. It would seem that you and @zombiehunter1968 have similar ideas involving treants. Perhaps I should overhaul my proposed golem entirely to give him a unique presence.

    As for the new status effects and debuffs, I understand that my reasoning will be a bit polarizing to your mindset: I view the gamut of existing debuffs as a foundation from which to build my new proposed sets off of. First and foremost I planned out Vegetation Manipulation to revolve around unique Spores and detonating them in order to cause specific debuffs.

    I hope that explains my perspective. I'll definitely keep your feedback in mind! :3
  • Options
    vonqballvonqball Posts: 923 Arc User
    Yeah, I guess golem is a bit more versatile theme-wise. I'm not prejudiced against golems. I have a golem toon (with some plant life growing on him) on my roster somewhere.

    Spores Shmores! Spores are fungus, and fungi aren't even plants. Seeds are where it's at, I tells ya! Have powers that plant seeds, and then grow those seeds with other powers for bonus effects. That's the green thumb heritage variety way.
  • Options
    speanozspeanoz Posts: 238 Arc User
    vonqball wrote: »
    Spores Shmores! Spores are fungus, and fungi aren't even plants. Seeds are where it's at, I tells ya! Have powers that plant seeds, and then grow those seeds with other powers for bonus effects. That's the green thumb heritage variety way.
    I think that some fungal attacks fit very nicely with the set, personally.
  • Options
    I like your creativity.
  • Options
    speanozspeanoz Posts: 238 Arc User
    I like your creativity.
    Thank you for the kind words. :)
  • Options
    vonqballvonqball Posts: 923 Arc User
    edited October 2019
    speanoz wrote: »
    I think that some fungal attacks fit very nicely with the set, personally.
    Yeah, I just wanted to use "spores schmores" in the context of a conversation. It's not often that life hands you these chances... gotta grab em when you can. XD

  • Options
    speanozspeanoz Posts: 238 Arc User
    vonqball wrote: »
    speanoz wrote: »
    I think that some fungal attacks fit very nicely with the set, personally.
    Yeah, I just wanted to use "spores schmores" in the context of a conversation. It's not often that life hands you these chances... gotta grab em when you can. XD
    I see! =)
  • Options
    redobsidianredobsidian Posts: 48 Arc User
    I just stumbled upon this post and i have to say i absolutely love it. With all of the heals and pets in the framework i could certainly see it as a support based powerset. We definitely need more variety and this layout is top notch.
  • Options
    speanozspeanoz Posts: 238 Arc User
    I just stumbled upon this post and i have to say i absolutely love it. With all of the heals and pets in the framework i could certainly see it as a support based powerset. We definitely need more variety and this layout is top notch.
    Thank you much. :)

    As the framework would fall into an entirely new category, I wanted to incorporate several different playstyles into it. I want all kinds of players to be able to enjoy it thoroughly!
Sign In or Register to comment.