test content
What is the Arc Client?
Install Arc

Odds and Ends: Misc Power Suggestions

speanozspeanoz Posts: 149 Arc User
edited April 1 in Suggestions Box
Odds and Ends
Miscellaneous Power Suggestions
Updated as of 3/31/2019
Hello again you wonderful super heroes! I am still loosely planning out my next full-size new framework. In the meantime, I've thought up a number of "one-off" powers and other similar individual abilities that can exist within established frameworks. I've sort of impromptu challenged myself to attempt to come up with a few meaningful new powers for every framework in each category!

Some of my old munitions suggestions may be carried over to this new thread and then spruced up to fit my current standard of creating new powers as if they'd fit seamlessly into the game. I'm not going to throw down definitive hard numbers, as usual, but will explain most other details for each power. I'm contemplating even adding little editor notes iterating why I've chosen some of the design choices!

I hope you guys enjoy this fun little experiment. I may additionally include some of your very own suggestions, should I receive permission to do so. :) The ultimate goal of this endeavor is to create a well organized and long-lasting thread that can be updated periodically throughout the years as new ideas emerge! I may even carry over this very same idea into other threads for new additions such as costume parts, emotes, and more! Without further ado, let's begin!

> Energy Projection
Technology
Martial Arts
Mentalist
Brick
Mystical


Electricity
Jacob's Ladder
Ranged Damage - Arc

"You turn your enemy into a conduit for your electrical power!"

Tap
+ Single target Electrical damage.
+ Chance of applying Negative Ions, a short duration effect that some other Electricity powers may take advantage of.
+ This power will continuously Arc to multiple enemies near your primary target.

Charge
+ Increase the damage and energy cost of the Tap effect.
+ The duration and Arc radius of Jacob's Ladder both increases with charge time.
+ Fully charging this power will allow the Arc attacks to potentially apply Negative Ions as well.


Advantages

Voltage Multiplier
Enhancement
+ You act as a Jacob's Ladder as well, with electrical Arcs surging around you to attack any nearby enemies.
+ The periodic damage from both active Jacob's Ladders is reduced by 40%.

I wasn't quite sure how to categorize such a power. I more or less combined Chain Lightning (a single target attack) with Ball Lightning, a Ranged AoE. Due to its Arcing nature, I have considered it a typical Ranged attack in the meantime.

Fire
Firewire
Ranged Damage - Knock To - Burning

"Pull your foe towards you with a fiery whip!"

Tap
+ Single target Fire damage.
+ Knocks the target towards you.
+ Chance to set your enemy on fire with Clinging Flames, dealing Fire damage over time and possibly spreading to other nearby foes.
+ Clinging Flames is a type of Burning effect.

Charge
+ Increase the damage of the Tap effect.
+ Increases the chance to set your target ablaze with Clinging Flames.


Advantages

Burning Sensation
Enhancement
+ Fully charging this power applies Unstable Accelerant to your target, reducing their resistance to your Burning effects.

Force
Concentrated Force
Ranged Damage - Repel - Knock Back

"You project an extremely focused column of kinetic force into your foe."

Maintain
+ Single target Crushing damage.
+ Target is Knocked Back if they are within 20' of you.
+ When your target is beyond 20' away from you, they are continuously Repelled instead.
+ Enemies immune to Knocks and Repels instead take slightly more damage each tick.


Advantages

Newtonian Physics
Enhancement
+ Concentrated Force will now inflict Crushing damage to enemies between your primary target and yourself.
+ Affected foes will likely also be Knocked Back or Repelled.
+ Concentrated Force becomes a Ranged AoE ability.

Wind
Tornado
Ultimate - Ranged AoE Damage - Control

"Perhaps no other wind phenomenon instills more fear than a mighty Tornado. It is capable of destroying almost anything in its path!"

Charge
+ Deals continuous Crushing and Piercing damage to all foes near and within the Tornado.
+ Targets nearer to the center will receive significantly more damage at a more rapid rate.
+ Affected targets will very likely be picked up by the strong winds and Held, unable to move or attack.
+ When a target reaches maximum Hold resistance they will be violently Knocked Back in some direction away from the Tornado.
+ Targets completely immune to Holds and Knocks will instead incur additional Cold damage and may become Chilled.
- This power must be fully charged.
- The movement of the Tornado may not be controlled.
- The Tornado moves between targets slowly but has a very wide diameter. If no other targets are present, the Tornado will move around idly until it expires.


Advantages

EF-5
Enhancement
+ Objects within a moderate distance may be picked up by the Tornado, causing targets near and within to receive periodic Smashing damage as well until all available objects are destroyed.

Tornado would be a long lasting but slow moving AoE attack that "eats up" enemies. I imagine this would be a replacement for Whirlpool down the line whenever a water power framework is introduced.

Ice
Snowblind
Ranged Damage - Chill - Stun

"You concentrate a debilitating column of arctic air at your enemy."

Maintain
+ Single target Cold damage.
+ Chance to apply Chilled, slowing the target's movement speed and sometimes even trapping them in an Ice Cage. Other powers may be able to take advantage of the Chill state.
+ Every tick has a chance of Stunning your foe. This Stun can be frequent but lasts a very short duration.


Advantages

Bifrost
Enhancement
+ Maintaining this power at least halfway will apply Illuminated to your target. Heroes attacking an Illuminated target will receive Mend, healing them for a small amount over time.
+ Illuminated is a type of Curse.
Post edited by speanoz on

Comments

  • speanozspeanoz Posts: 149 Arc User
    edited March 25
    Energy Projection
    > Technology
    Martial Arts
    Mentalist
    Brick
    Mystical

    Archery
    Salvo
    Ranged Damage

    "Your expertise with a bow allows you to nock and fire arrows quickly and precisely."

    Maintain
    + Single target Piercing damage.
    + Each tick of damage that Salvo deals will reapply Straight Shot's damage resistance debuff if the effect is already active on your target.


    Advantages

    Broadheads
    Enhancement
    + Salvo ticks may now apply Bleeding to your target, causing Slashing damage over time. Bleeding may stack up to 5 times and is a type of Wound.
    Bow Block
    Block

    "The robust craftsmanship of your bow allows you to use it in a more defensive capacity."

    Maintain
    + Self damage reduction.
    + Increases resistance to Crowd Control effects.


    Advantages

    Counterweight
    Enhancement
    + With a weighted bow you are able to Disorient attackers, reducing the amount of damage they deal as well as their movement speed.

    Gadgeteering
    First Aid Kit
    Heal

    "A first aid kit assures that the fight may go on."

    Click
    + Heals a friendly target.
    + If you don't have a friendly target, you will instead heal yourself.


    Advantages

    Relief Package
    Enhancement
    + First Aid Kit becomes a charge power and maintains its Click effect as a Tap effect.
    + The magnitude of the heal effect increases with charge time.
    + The cooldown period of First Aid Kit is now proportionate with charge time.

    First Aid Kit would have a very short cooldown and a somewhat minor heal.
    Disk Shield
    Block

    "You are able to quickly dispense a collapsible Disk Shield in order to mitigate incoming damage."

    Maintain
    + Self damage reduction with better overall Energy (Electricity, Particle, Sonic) damage reduction than other Block powers.
    + Increases your resistance to Crowd Control effects.


    Advantages

    Full Power to Shields
    Enhancement
    + Taking damage while blocking will generate a small damage shield for the user.
    - This effect has a short internal cooldown.

    Munitions
    Ballistic Shield
    Block

    "This mil-spec riot shield can shrug off all but the biggest guns."

    Maintain
    + Self damage reduction with better overall Ranged damage reduction than other Block powers.
    + Increases your resistance to Crowd Control effects.


    Advantages

    Dynamic Entry
    Enhancement
    + For a short period after you begin blocking your movement speed penalty is significantly reduced.
    + This effect may only trigger once per block cycle, has a small cooldown, and quickly diminishes over time.

    Power Armor
    Self Destruct
    Ranged AoE Damage - Knock Back - Burning - Self Defeat

    "If throwing everything you've got doesn't work... there's always one last option."

    Charge
    + Deals extreme Crushing and Fire damage to all nearby enemies.
    + Very large chance of applying Clinging Flames to targets, dealing Fire damage over time to the targets and possibly leaping to other nearby foes.
    + Knocks Back affected targets.
    - Must be fully charged.
    - Using this power will cause you to lose all remaining health and become defeated.


    Advantages

    Reactor Overload
    Enhancement
    + In addition to dealing significant Crushing and Fire damage, Self Destruct now also deals Particle damage after the initial attack.
    + After using Self Destruct, leave behind a Fallout Cloud that deals Particle damage over time to any foes within it.
    + Targets will receive Burn Through, reducing their resistance to Particle and Crushing damage.
    + Burn Through is a type of Radiation.
    - You can only have one Fallout Cloud active at a time.

    Emergency Backup
    Enhancement
    + Self Destruct will no longer defeat you, however, you will be left with very little health and energy.
    + The efficacy of any healing effects upon you are greatly increased for a short time.
    - You will receive slightly more damage from all attacks made against you for a time.
    Genesis Protocol
    Self Resurrection - Heal - Damage Shield

    "Triumphantly rise from defeat to take vengeance upon your enemies."

    Click
    + Instantly recovers the user from defeat with partial health.
    + Defeating foes returns health.
    + Receive a damage shield. This shield effect is quite large but cannot regenerate when damaged.
    - Activating this power imposes a long cooldown on all other Resurrection powers.

    Laser Sword
    Iono-Spear
    Ranged Damage - Plasma Burn

    "With just a few rudimentary modifications, you are able to launch your laser sword's beam into an unfortunate foe!"

    Click
    + Single target Particle damage.
    + Has a moderate chance of applying Plasma Burn, dealing Particle damage over time.
    + Plasma Burn is a type of Radiation.


    Advantages

    Cold-Fusion
    Enhancement
    + Iono-Spear additionally has a chance of Chilling your target. A Chilled target's movement speed is reduced and they may occasionally be trapped within an Ice Cage.
    + Subsequent Iono-Spear attacks made against enemies that you have Chilled will deal additional Particle and Cold damage.
    + Some other powers may also take advantage of the Chill condition.
    Post edited by speanoz on
  • speanozspeanoz Posts: 149 Arc User
    edited April 1
    Energy Projection
    Technology
    > Martial Arts
    Mentalist
    Brick
    Mystical

    Dual Blades
    Crossguard
    Block

    "You cross your blades before you in an effort to deflect incoming attacks. With precise timing, you may even be able to shove your foe to the ground."

    Maintain
    + Self damage reduction.
    + Increases resistance to Crowd Control effects.
    + For a short time after you begin blocking, you can deflect attacks made against you, causing the attacker to be Knocked Down.
    + The deflect effect may only trigger once per block cycle and has a small internal cooldown.
    + You can continue to block as normal after triggering the deflect effect.
    + You must stop blocking and begin blocking again in order to trigger the effect again.


    Advantages

    The Elusive Warrior
    Enhancement
    + If you have the Crossguard power slotted, this advantage will cause the power to activate when you make a melee attack.
    + This increases your Dodge Rating, Avoidance Rating, and Knock Resistance for a few seconds.
    + Slightly lowers your damage while this effect is active.
    + The bonuses to Dodge and Avoidance Ratings scale with your Dexterity.

    Fighting Claws
    Poised
    Block

    "You position your claws forward, preparing to intercept incoming attacks by using your sharp blades defensively."

    Maintain
    + Self damage reduction.
    + Increases resistance to Crowd Control effects.
    + For a short time after you begin blocking, you can deflect attacks made against you, causing the attacker to be Shredded.
    + The deflect effect may only trigger once per block cycle and has a small internal cooldown.
    + You can continue to block as normal after triggering the deflect effect.
    + You must stop blocking and begin blocking again in order to trigger the effect again.


    Advantages

    The Elusive Assassin
    Enhancement
    + If you have the Poised power slotted, this advantage will cause the power to activate when you make a melee attack.
    + This increases your Dodge Rating, Avoidance Rating, and Knock Resistance for a few seconds.
    + Slightly lowers your damage while this effect is active.
    + The bonuses to Dodge and Avoidance Ratings scale with your Dexterity.

    Single Blade
    A Thousand Stings
    Melee Damage - Bleed

    "You have mastered an impossible technique that few even know exists. Within mere seconds you are able to deliver countless thrusts into your enemy!"

    Maintain
    + Deals continuous Slashing damage to your target.
    + Every hit has a very small chance of causing your foe to begin Bleeding, dealing more Slashing damage over time.
    + The longer this power is maintained the greater every chance to inflict Bleed becomes.
    + Bleed may stack up to 5 times and is considered a type of Wound.


    Advantages

    Sting Like Bee
    Enhancement
    + Fully maintaining this power will guarantee at least 3 applications of Bleed on your target.
    + If 5 stacks of Bleed are already active on your target, they will instead reset in duration.

    Unarmed
    Pressure-Point Relief
    Heal - Short Range

    "Your hands are capable of great healing in addition to unleashing righteous destruction."

    Tap
    + Heals a friendly target.
    - This power can not be used on yourself.
    - Unlike most other heal powers, Pressure-Point Relief must be used within melee range of your targeted ally.

    Combo Finish
    + In addition to healing your target, you provide them a moderate heal over time effect.
    + Heals yourself and provides you with a weaker heal over time.
    - Neither heal over time effect can crit.

    Advantages

    Chi Transfer Technique
    Enhancement
    + Upon combo completion, all enemies near your friendly target may receive Chi Flame, dealing Dimensional damage over time and reducing their resistance to further Chi Power effects.
    + Chi Flame is a Chi Energy effect.
    Post edited by speanoz on
  • speanozspeanoz Posts: 149 Arc User
    edited April 1
    Energy Projection
    Technology
    Martial Arts
    > Mentalist
    Brick
    Mystical

    Telekinesis
    Telekinetic Mallet
    Melee AoE Damage - Knock Down

    "You create a large and imposing hammer with sheer willpower!"

    Tap
    + Deals Ego damage to targets in front of you.
    + Instead of gaining bonus damage from your Strength stat like most melee powers, this power gains that bonus damage from your Ego stat.
    + Each hit has an increasing chance to apply Ego Leech to the user. This bonus resets upon finishing Telekinetic Mallet's combo.
    + Ego Leech is a type of Mental State.

    Combo Finish
    + Knocks Down your primary target.
    + Resets the duration of any active instances of Ego Leech.


    Advantages

    Totally Hammered
    Enhancement
    + The Knock Down effect can also affect foes near your primary target.
    + The chance of Knocking Down additional targets scales with the amount of instances of Ego Leech upon you, up to 100%.

    Suggested by @nyghtshroude#9048
    Telekinetic Assault Rifle
    Ranged Damage

    "Your mind can conjure a Telekinetic Assault Rifle to even the playing field against your well-armed enemies."

    Tap
    + Single target Ego damage.
    + High damage "burst fire" mode on Tap.

    Maintain
    + Single target Ego damage.
    + Every second spent maintaining this power will consume one instance of Ego Leech, causing significant additional Ego damage. Telekinetic Assault Rifle may be maintained up to four seconds and can consume up to four instances of Ego Leech.


    Advantages

    TK Rounds
    Enhancement
    + There is now a chance that Ego Leech will not be consumed with every second used to maintain this power.
    + When this effect occurs, the duration of your last-most applied Ego Leech is reset.

    Suggested by @nyghtshroude#9048
    Telekinetic Bow
    Ranged Damage

    "You manifest a Telekinetic Bow and let loose a powerful arrow made purely from mental energy."

    Tap
    + Single target Ego damage.
    + Has a small chance of applying Ego Leech to you. Ego Leech may stack up to five times.
    + Ego Leech is a type of Mental State

    Charge
    + Increase the damage and energy cost of the Tap action.
    + The chance of receiving an instance of Ego Leech increases with charge time, up to 100%.
    + Fully charging this power will also Disorient your target, reducing the damage they deal and their movement speed.


    Advantages

    Brain Ballista
    Enhancement
    + Fully charging Telekinetic Bow will now Stun your target.
    + Targets immune to Stun effects will instead take minor Ego damage over time.

    Suggested by @nyghtshroude#9048

    Telepathy
    Telepathic Determent
    Block

    "You use your immense will to reduce the efficacy of attacks made against you by your foes."

    Maintain
    + Self damage reduction with better Melee damage reduction than other Block powers.
    + Increases your resistance to Control effects.


    Advantages

    Go Easy!
    Enhancement
    + While using Telepathic Determent, attacking foes may receive an instance of Regret, which reduces the amount of damage they deal.
    + Regret may stack up to 4 times.
    Post edited by speanoz on
  • speanozspeanoz Posts: 149 Arc User
    edited March 22
    Energy Projection
    Technology
    Martial Arts
    Mentalist
    > Brick
    Mystical

    Heavy Weapon
    Ragnarök
    Ultimate - Melee AoE Damage - Knock Down

    "Your enemies can see the end of the world from here..."

    Charge
    +Lunges at your target.
    + Deals Crushing and Fire damage in a very wide sphere around your target.
    + All affected enemies are Knocked Down and have a very large chance of receiving Clinging Flames. Additionally, some foes may even be Knocked Up instead of down.
    + Creates a large Pyre Patch around your primary target which persists for a moderate amount of time. Enemies standing within the Pyre Patch receive Fire damage over time.
    + Pyre Patch can periodically apply and refresh instances of Clinging Flames.
    + Pyre Patch and Clinging Flames are both Burning effects.
    -You can only have one Pyre Patch active at a time. A Pyre Patch generated by other powers will not override Ragnarök's unique version.


    Advantages

    Commanding Presence
    Enhancement
    + Applies a large threat over time debuff to your target.
    + This effect can be stacked on top of the Challenge! effect.
    + This effect cannot be refreshed.

    I envision this lunge involinge a massive leap into the sky followed by the player character raining down from above.

    Earth
    (WIP)

    Might
    (WIP)
    Post edited by speanoz on
  • speanozspeanoz Posts: 149 Arc User
    edited March 24
    Energy Projection
    Technology
    Martial Arts
    Mentalist
    Brick
    > Mystical

    Celestial
    Reincarnation
    Self Resurrection - Heal - Enchantment

    "Your purpose is too great for you to be kept down for long."

    Click
    + Instantly recovers the user from defeat with half health.
    + Healing others returns health.
    + Applies Illumination on all nearby allies, increasing the healing that they receive.
    + Illumination counts as an Enchantment
    - Activating this power imposes a long cooldown on all other Resurrection powers.


    Advantages

    Return to Form
    Enhancement
    + Using Reincarnation will also moderately heal nearby allies.
    + This heal effect does take into account Reincarnation's Illumination effect.
    Atonement
    Block

    "You are able to project divine energy forward in order to dispel incoming attacks."

    Maintain
    + Self damage reduction.
    + Any damage incurred has a chance of refreshing Illumination on nearby allies and yourself, increasing any receive healing.
    + Illumination is a type of Enchantment.


    Advantages

    Sacrilege!
    Enhancement
    + Foes that attack you while Atonement is active will receive Illuminated, which heals any heroes attacking them in return.
    + Illuminated is a type of Curse.

    Darkness
    Return from the Grave
    Self Resurrection - Heal - Fear

    "Not even death can save you from me!"

    Click
    + Instantly recovers the user from defeat with most of their health restored.
    + Defeating foes returns health.
    + Applies Fear to nearby enemies, causing them to cower in your presence and reducing the damage that they deal.
    + Fear is a type of Mental State.
    - Activating this power imposes a long cooldown on all other Resurrection powers.


    Advantages

    Lichdom
    Enhancement
    + Summons three Wretched Souls alongside you. Any directly targeted Life Drain powers you possess may be used to instantly defeat a Wretched Soul and return a portion of your health.
    Wretched Souls would simply be uncontrolled ghost summons.

    Arcane Sorcery
    Healing Potion
    Heal

    "You've brewed some enchanting concoction that can restore vitality and hardiness for yourself or your allies."

    Tap
    + Heals target. If no target is selected you will heal yourself instead.

    Charge
    +Significantly increases the healing power of the Tap effect. However, this larger heal is applied over time instead of immediately.


    Advantages

    Master Alchemist
    Enhancement
    + Using Healing Potion on your allies will grant them Tonic, a brief effect which causes them to heal for a small amount every time they are damaged.
    - Healing from Tonic cannot crit.

    Strange Brew
    Enhancement
    + Fully charging Healing Potion on yourself or others will grant one of several different effects. Most are beneficial.
    + Drinkers may enjoy: Restoration (heal over time), Reckless (increased resistance to Knock effects as well as a damage shield), Furious (critical hit buff), Enraged (increase melee damage and ranged damage to a lesser degree), or Defiant (increases defense against all damage types).
    - Drinkers may instead endure: Clinging Flames (Fire damage over time with the possibility of spreading to others), Disoriented (reduced damage and movement speed), Deadly Poison (Toxic damage over time that partially penetrates most Shield effects), or Bleeding (dealing Slashing damage over time).
    - In extreme cases, some users have reported dying. This is entirely false.

    The side effect of death is a joke..... probably.

    Bestial Supernatural
    (WIP)

    Infernal Supernatural
    (WIP)
    Post edited by speanoz on
  • speanozspeanoz Posts: 149 Arc User
    edited March 29
    Current Progress
    As of March 29, 2020

    Having completed appropriate block powers for all remaining frameworks that lacked them, I have since moved on to cover other "gaps" in certain sets. For example, both Archery and Force Projection have new single target maintain attacks that would slot nicely into higher tiers. I plan to make a few more heal powers so that there is a lot of thematic variety to choose from! :)
    Post edited by speanoz on
  • Have a few:

    Mystical powers: -

    Pyramid Trap (AOE):Snare enemies in a pyramid shaped energy prison. Advantages - Illuminated, Drain Life

    Skull Shot: You unleash a skull shaped blast. Advantages - Screeching Skull does a bit of sonic damage. Can hit targets in a line as well for another choice. Sorta like Sniper Rifle

    Wild Form: Become a grizzly bear, wolf, etc and receive Might and Bestial Supernatural powers. Lots of skins here. The active passive is Unstoppable

    Monstrous Form - Transform into a Bloodgorger, the bigger Dogz werewolves called Ulfhednars, or other monsters for 3 minutes and get might, bestial supernatural powers. This one has regeneration. Could even be an ultimate.


    Force:

    Force Barrage - Shoot a quick few blasts of energy.

    Force Nova - Big force AoE blast that could destroy a planet. Ultimate

    Telekinesis and Telepathy:

    Telekinetic Bow
    Telekinetic Gun
    Telekinetic Heavy Weapon

    Basically you gain new weapons to use as a telekinesis power. Uses same animations as their regular versions, just a skin and they focus on ego damage.

    Telekinetic Slap: A large psychic hand appears and smacks enemies in an AoE.
    Telekinetic Fist: A large psychic hand punches enemies. AoE

    Psychic Titan: Create a large uncontrollable pet psychic giant. It rampages until it disappears.


  • speanozspeanoz Posts: 149 Arc User
    edited March 22
    Have a few:

    ....

    Thank you for your contributions! I absolutely love the idea of psionic weaponry... I somehow never thought of that! There really should be some kind of dark skull attack, too.... I'd love to incorporate some of those into the list, if you'd permit it!

    EDIT:
    @nyghtshroude#9048
    Seeing as how you began with "have a few", I'll go ahead and integrate some of these as soon as I have a chance. I am contemplating renaming Force Nova to Supernova, however, if that's cool. :)
    Post edited by speanoz on
  • bluhmanbluhman Posts: 2,403 Arc User
    Ice - Flash-Freeze
    Freezes a selected target in a block of solid ice.
    • 50 ft range, moderate cooldown, high energy cost.
    • Charge-Activation
    • Standard hold duration with overall high strength, and damage mitigation mechanics (i.e. containment field or banishment)
    • Charge duration determines hold strength:
    • Hold places a xxx-xxxxx forcefield on the target while they are held. If this forcefield is depleted the target is broken free.
    • adds an extra +xxx HP to the forcefield for each stack of Chill the target has.
    • Shatter will end the hold, dealing the health of the forcefield to targets within 25 feet of the flash-frozen target.
    • ADV - Creeping Chill: Target gets snared while you charge Flash-Freeze. Adds an energy cost to the initial activation of the charge.
    • ADV - Sub-Zero: Reduces the HP on the forcefield of the hold to 10% of its normal amount. When shattered, or the forcefield is destroyed, the target takes xxxx ice damage and is knocked down.

    Electricity - Lightning Whip
    Lash out at an enemy with a tendril of lightning.
    • 25 ft range combo (i.e. lash from might).
    • Cone hit area on first two attacks, single-target third.
    • Counts as a ranged attack, deals electrical damage.
    • Third Hit completes a circuit off of Negative Ions to stun the target.
    • ADV - Shock Grasp (1): Lighting Whip now counts as a Melee attack and scales as such. Increases the damage by 5%.
    • ADV - Magnetic Whatever: All hits on Negative Ion affected targets will reverse-repel.

    Fire - Burning Fury
    A self-destructive flame burns within you, fueling you to fight harder.
    • Self-buff, 15-second duration and recharge.
    • When used, you gain 33/50/100% of your total energy, and take xxx fire damage.
    • Take xxx fire damage per second for the duration.
    • Your damage strength is increased by 60/70/80% while in effect.
    • You resist 80% of heals while in effect.
    • If you use Fire Form, it will operate as if there were 5 targets nearby you.
    • Counts as an active offense ability (puts others on cooldown, goes on cooldown if another one is used.)
    • ADV - Burnout - If you're out of energy, you can still use your powers while Burning Fury is in effect, but you take 5x the energy cost of the ability in HP if you do this.
    • ADV - Blazing Breakout - Similar to other AO breakouts, but this also generates a PBAoE fire burst within 25 feet if you use it to successfully break out of a hold.

    Infernal - Miasma
    You spew forth a meandering cloud of pestilence into the air.
    • Creates an untargetable miasma pet that will slowly hover towards enemies and deal Toxic damage.
    • Enemies in the miasma get their poison stacks refreshed constantly while inside the cloud.
    How to block a user with μblock:
    forum.arcgames.com##.Comment:has(.CommentHeader:has-text(username))
    
  • speanozspeanoz Posts: 149 Arc User
    edited March 21
    Wow, those are great! I'd love to incorporate those into the "masterlist" as well, @Bluhman. :)
    Post edited by speanoz on
  • speanozspeanoz Posts: 149 Arc User
    edited March 29
    As of March 29, 2020
    What's Done
    I believe that I have sufficiently covered the most crucial essentials for now. Several new blocks, self-resurrection powers, and even a number of heals have been added up to the list. I've already designed a few new high-tier single target ranged maintain attack for a few sets that lacked them.... gosh, what a tongue-twister! I'd like to devise a few more of these to fill in lacking elements for those frameworks that need them.

    Having given a small amount of attention to nearly every Projection set has satisfied me for the time being. I'd like to add a few more powers here and there to each set, especially concerning melee abilities! As it is, each Projection set has many functional playstyles that could benefit from even more variety.

    I'd like to eventually move on to the Mystical frameworks to add some nifty ideas here and there.... stay tuned!


    What's Planned
    More healing powers are still in the pipes. Additionally, more supplementary maintain powers to complement what few builds still require them. Up next, I'd really like to crack out a lot of melee powers for each of the Projection sets to allow for even more diverse playstyles. Fire Projection and Ice Projection especially could run wild with things like fire swords and ice spears!

    I've also been contemplating some "structure forming" abilities to slot into Earth. I imagine these powers would be a niche gimmick, but no less I think they are very welcome additions to the framework. My first idea is a sort of "rock wall" that enemies are incapable of walking through. The wall will additionally generate threat in order to force lower ranking villains to destroy the wall before they can get to you!

    While the Mystical category of power frameworks is already quite full of many unique powers, I'd like to add a few more of my ideas here and there into some of the sets, especially Arcane Sorcery.

    Lastly, I would absolutely love to integrate current and future player suggestions into this list. Just say the word, folks! I will attempt to keep your chosen wording and descriptions as unaltered as possible.

    That's it for now! Thanks again for reading and contributing, Champions!!
    Post edited by speanoz on
Sign In or Register to comment.