This is an idea that's been floating around in my head for a little while. I've mainly been trying to decide upon the most appropriate Framework placement.
*Notice: This post is a bit long, due to the fact that I include mechanics and animations. So...Sorry, guys. I Just wanted to be thorough, in the hopes of it getting picked up by our devs. If you feel up to reading through it, you?ll see why!
How it works: The Gauntlet is based around the idea of blows imbued with various types of damage(electric, fire, dimensional, cold, or toxic). It was also partially inspired by me wishing that the Bracer costumes we have that have special effects actually dealt damage (Scourge Bracers, Cursed Bracers, Tako Dragon Bracers, etc.). I suggest tagging Bracer parts as Weapons when moves from this set are used.
In this set, you have the crushing damage from the moves, along with a chance to do the chosen type of elemental/magical damage. The damage effect is altered by Advantages, which I will explain below. I originally imagined the damage effects being altered by Specializations, but expecting the Devs to add a whole new Spec Branch just for one new AT/Powerset would be insane.
I'll break the posts up for reading ease.
Without further ado, allow me to present...The Gauntlet (Supernatural Might).
You dispatch your enemies with blows supercharged by the enchanted gauntlets you've acquired on your journeys, sending them reeling with lasting wounds or debilitations. Your abilities make you a force to be reckoned with.
Concepts: Arcane Warrior, Mystic Sentry, Artifact Hunter, Ancient Resurrected King.
Innate Talent: The Gauntlet-> +10 Con/End/Str;+8 Recovery/Dex
Primary Super Stat: Strength
Secondary Super stats: Constitution, Dexterity
Role: Melee Damage
*PASSIVE* Channeler [Tier 1] Your knowledge of harnessing and focusing mystical energies enables you to convert the enemy?s attacks into energy to make full use of your might.
+Can be slotted in an Offensive or Balanced passive power slot.
+Increases all of your physical damage (slashing, piercing, crushing.) Also increases the damage of your DoT Effects. These increases scale with your Super Stats.
+Provides a small amount of damage absorption. This scales with your Super Stats.
+Generates energy and grants the "Channeling" buff when being hit by Elemental-, Energy-, or Dimensional-type attacks.
(Channeling Buff: Increases your Energy building and Energy limits by 5% your maximum per stack of Channeling. Max of 3 stacks, lasts 7 seconds. Can be refreshed.) ADVANTAGES Furious Fists:(0-Point ADV, purely cosmetic); Grants your fists an aura depending upon the advantage chosen under Arcane Hammer.
Level One Energy Builder:
Arcane Hammer Arcane Hammer slams your foes with a series of supernaturally imbued punches, sometimes leaving them with lasting wounds.
Click, Energy Builder
+Single Target Crushing Damage
+Generates Energy
+Each blow has a 25% chance to apply a stacking (??) Hammer effect. (??=The damage specified by your ADV selection) ADVANTAGES:*NOTE* The following Advantages would have a cost of 1 ADV point, but would be locked to choosing only one. The Advantages also have new effects created for this AT that are variations of existing mechanics. Naturally, the chosen ADV would give the corresponding visual effect when in combat. Ex; Sparky fists when fighting if you have the electric ADV. Pyro Hammer:Each strike of Arcane Hammer has a 25% chance of causing your enemy to burst into flames (Combustion Touch);each following non-energy building attack has a 15% chance of consuming the flames and dealing an additional 30% damage per stack. (Max of 3 Stacks) Cryo Hammer:Each strike of Arcane Hammer has a 25% chance of inflicting a steep drop in temperature on your enemy(Hypothermic Touch);each following non-energy building attack has a 15% chance of freezing your enemy in place.(Ice Cage Proc, but re-skinned and suped up to maybe look like ice locking their feet to the ground and a blueish mist surrounding them. Or maybe ice creeping up their body slowly as they mash Z and try to break free!) Bane Hammer:Each strike of Arcane Hammer has a 25% chance of poisoning your enemy(Toxic Touch); each following non-energy building attack has a 15% chance of dealing 1.5 times the base damage (Since they're debilitated with Toxic damage, their defenses should be weakened). Tempest Hammer:Each strike of Arcane Hammer has a 25% chance of electrically charging your enemy (Ionic Touch); each following non-energy building attack has a 15% chance of consuming the charge stacks, completing the circuit and stunning your enemy for three seconds per stack. (Max of 3 Stacks) Spatium Hammer:Each strike of Arcane Hammer has a 25% chance of turning your enemy into a conduit for your own means (Conduit's Touch); each following non-energy building attack has a 15% chance of chaining to friendly targets (up to 5) within a 15 foot sphere around the enemy and healing them for 25% of their maximum health.(A little something for my healer friends..)
Gauntlet Rejector [Tier 1] Gauntlet Rejector is a slow yet powerful series of blows that ends with a discharge of energy.
Multi-Click
+Single Target Crushing damage.
+The third and final attack of the combo deals (??) damage and has a 50% chance of repelling the enemy up to 15 feet. ADVANTAGES(Accelerated Metabolism, Challenging Strikes Assumed) Bursting Strength:The final strike of the combo becomes a cone attack, damaging and knocking back multiple enemies.
Charging Discharge Charging Discharge allows you to close distance with your opponent, smiting them with an imbued fist.
Click
+Lunges toward the Target
+Single Target Crushing Damage
+Single Target (??) Damage
+Knocks your target if you lunge more than 20 feet. Knocks 10-20 feet. ADVANTAGES(Nailed to the Ground, Crippling Challenge assumed) Show of Power:Converts the (??) Damage dealt by this lunge into a matching Damage over Time effect.
_____________________
Jarring Jab [Tap] Delivers a quick but powerful punch that Interrupts and Stuns the opponent.
+Single Target Crushing Damage
+Stuns the target.
+Interrupts any charge or maintain powers currently being used. ADVANTAGES(Accelerated Metabolism, Crippling Challenge assumed) Take This!:Places a debuff on the target that lowers their resistance to your Crushing Damage and DoT effects.
______________________
Grounded Fist [Maintain] You slam your charged fist into the ground once, then send continuous ripples of energy coursing out to damage your opponents.(30 Foot Sphere)
+Multiple Target Crushing and (??) Damage.
+The initial hit has a chance of Knocking all surrounding targets closer. (Max of 5) ADVANTAGES(Challenging Strikes assumed) Implanted Energy: If affected by the Channeling buff, your ticks have a 25% chance to cause you to lose all stacks and knock all targets in your 30 Foot Sphere up 25 feet.
Backhanded Rebuff [Chargeable] You spin and swing your powerful fists, sending surrounding enemies flying in all directions.
*Tap*
+Deals Crushing Damage to targets
+Knocks back all targets
+Deals increased damage to enemies that are immune to Knocks.
*Charge*
+Increases damage, Knockback, and Cost
+Consumes any DoT Effects on the target, dealing an additional 200 damage per stack per type. ADVANTAGES(Challenging Strikes Assumed) Metallic Aftertaste: Applies Trauma to your enemies, reducing the healing they receive by 50% for 6 Seconds.
_____________________________
Knuckle Up [Active Offense] You channel all of your energy into your fists, gaining a tremendous increase in power!
+Increases damage of all attacks.
+Assists in Breaking Free
+Can be used while Held or Confused
+Increases your Strength and Dexterity
+Imposes a 30 Second Cooldown to all other Active Offenses ADVANTAGES Feel my Pain:(3-point); 50% of the damage of incoming attacks is reflected back at the attacker, lasts for the duration of Knuckle Up. This can happen at most every 3 seconds.
______________________________
Double Finish [Chargeable] You raise your Gauntlets high, charging them fully before ending the opponent with a powerful overhead strike.
+Deals Crushing and (??) damage to the target. The (??) damage has a 50% chance of hitting any surrounding targets.
+Affected targets are knocked down and have a chance to be Stunned. ADVANTAGES(Crippling Challenge assumed) Double Ender: Double Finish loses the ability to be tapped, but a charge of at least 50% now consumes any DoT stack placed on the opponent, dealing 400 damage per stack per type.
Cool.
So essentially Might punches scattered about the powersets with the respective effect, so people can more easily have a melee power without needing X number of powers to unlock a punch?
Or would it remain in might, being heavy punches, but one picks their respectve 3 point advantage to make it have a damage type?
Cool!
I like the idea of hybrid minisets, mixing features from different sets to allow more flexibility.
Cool.
So essentially Might punches scattered about the powersets with the respective effect, so people can more easily have a melee power without needing X number of powers to unlock a punch?
Or would it remain in might, being heavy punches, but one picks their respectve 3 point advantage to make it have a damage type?
Cool!
I like the idea of hybrid minisets, mixing features from different sets to allow more flexibility.
/signed\
I see the set being in Might, with the advantage choice on the EB adding the additional damage type. It'll make for some sweet synergy. I kinda drew from the different Poisons that exist in game. You have Poison, Deadly Poison, Toxin, etc. So I thought these new types of elemental effects could work nicely with the pre-existing ones if developed properly. For instance, maybe an additional ADV on one of the moves that would proc both types of buffs/debuffs currently on the target.
So, say you have Clinging Flames from a fire move on the target? You'd Arcane Hammer EB a bit til you get Combustion Touch, then hit them with said move to proc and consume both, dealing a good chunk of Fire Damage from the double proc in addition to the Crushing!
SIDE NOTE:
Where certain moves say they apply a matching (??) DoT effect? That interacts with the choice you make in the EB that gives your punches the chosen extra damage. So for Charging Discharge, if you have chosen Pyro Hammer ADV on your EB, the target gains Clinging Flames from the lunge. So in effect, you'll wanna Lunge into battle to apply DoT, since Double Finish can consume the DoT and do even more!
Comments
You dispatch your enemies with blows supercharged by the enchanted gauntlets you've acquired on your journeys, sending them reeling with lasting wounds or debilitations. Your abilities make you a force to be reckoned with.
Concepts: Arcane Warrior, Mystic Sentry, Artifact Hunter, Ancient Resurrected King.
Innate Talent: The Gauntlet-> +10 Con/End/Str;+8 Recovery/Dex
Primary Super Stat: Strength
Secondary Super stats: Constitution, Dexterity
Role: Melee Damage
*PASSIVE*
Channeler [Tier 1]
Your knowledge of harnessing and focusing mystical energies enables you to convert the enemy?s attacks into energy to make full use of your might.
+Can be slotted in an Offensive or Balanced passive power slot.
+Increases all of your physical damage (slashing, piercing, crushing.) Also increases the damage of your DoT Effects. These increases scale with your Super Stats.
+Provides a small amount of damage absorption. This scales with your Super Stats.
+Generates energy and grants the "Channeling" buff when being hit by Elemental-, Energy-, or Dimensional-type attacks.
(Channeling Buff: Increases your Energy building and Energy limits by 5% your maximum per stack of Channeling. Max of 3 stacks, lasts 7 seconds. Can be refreshed.)
ADVANTAGES
Furious Fists:(0-Point ADV, purely cosmetic); Grants your fists an aura depending upon the advantage chosen under Arcane Hammer.
Level One Energy Builder:
Arcane Hammer
Arcane Hammer slams your foes with a series of supernaturally imbued punches, sometimes leaving them with lasting wounds.
Click, Energy Builder
+Single Target Crushing Damage
+Generates Energy
+Each blow has a 25% chance to apply a stacking (??) Hammer effect. (??=The damage specified by your ADV selection)
ADVANTAGES: *NOTE* The following Advantages would have a cost of 1 ADV point, but would be locked to choosing only one. The Advantages also have new effects created for this AT that are variations of existing mechanics. Naturally, the chosen ADV would give the corresponding visual effect when in combat. Ex; Sparky fists when fighting if you have the electric ADV.
Pyro Hammer:Each strike of Arcane Hammer has a 25% chance of causing your enemy to burst into flames (Combustion Touch);each following non-energy building attack has a 15% chance of consuming the flames and dealing an additional 30% damage per stack. (Max of 3 Stacks)
Cryo Hammer:Each strike of Arcane Hammer has a 25% chance of inflicting a steep drop in temperature on your enemy(Hypothermic Touch);each following non-energy building attack has a 15% chance of freezing your enemy in place.(Ice Cage Proc, but re-skinned and suped up to maybe look like ice locking their feet to the ground and a blueish mist surrounding them. Or maybe ice creeping up their body slowly as they mash Z and try to break free!)
Bane Hammer:Each strike of Arcane Hammer has a 25% chance of poisoning your enemy(Toxic Touch); each following non-energy building attack has a 15% chance of dealing 1.5 times the base damage (Since they're debilitated with Toxic damage, their defenses should be weakened).
Tempest Hammer:Each strike of Arcane Hammer has a 25% chance of electrically charging your enemy (Ionic Touch); each following non-energy building attack has a 15% chance of consuming the charge stacks, completing the circuit and stunning your enemy for three seconds per stack. (Max of 3 Stacks)
Spatium Hammer:Each strike of Arcane Hammer has a 25% chance of turning your enemy into a conduit for your own means (Conduit's Touch); each following non-energy building attack has a 15% chance of chaining to friendly targets (up to 5) within a 15 foot sphere around the enemy and healing them for 25% of their maximum health.(A little something for my healer friends..)
Gauntlet Rejector is a slow yet powerful series of blows that ends with a discharge of energy.
Multi-Click
+Single Target Crushing damage.
+The third and final attack of the combo deals (??) damage and has a 50% chance of repelling the enemy up to 15 feet.
ADVANTAGES(Accelerated Metabolism, Challenging Strikes Assumed)
Bursting Strength:The final strike of the combo becomes a cone attack, damaging and knocking back multiple enemies.
Charging Discharge
Charging Discharge allows you to close distance with your opponent, smiting them with an imbued fist.
Click
+Lunges toward the Target
+Single Target Crushing Damage
+Single Target (??) Damage
+Knocks your target if you lunge more than 20 feet. Knocks 10-20 feet.
ADVANTAGES(Nailed to the Ground, Crippling Challenge assumed)
Show of Power:Converts the (??) Damage dealt by this lunge into a matching Damage over Time effect.
_____________________
Jarring Jab [Tap]
Delivers a quick but powerful punch that Interrupts and Stuns the opponent.
+Single Target Crushing Damage
+Stuns the target.
+Interrupts any charge or maintain powers currently being used.
ADVANTAGES(Accelerated Metabolism, Crippling Challenge assumed)
Take This!:Places a debuff on the target that lowers their resistance to your Crushing Damage and DoT effects.
______________________
Grounded Fist [Maintain]
You slam your charged fist into the ground once, then send continuous ripples of energy coursing out to damage your opponents.(30 Foot Sphere)
+Multiple Target Crushing and (??) Damage.
+The initial hit has a chance of Knocking all surrounding targets closer. (Max of 5)
ADVANTAGES(Challenging Strikes assumed)
Implanted Energy: If affected by the Channeling buff, your ticks have a 25% chance to cause you to lose all stacks and knock all targets in your 30 Foot Sphere up 25 feet.
You spin and swing your powerful fists, sending surrounding enemies flying in all directions.
*Tap*
+Deals Crushing Damage to targets
+Knocks back all targets
+Deals increased damage to enemies that are immune to Knocks.
*Charge*
+Increases damage, Knockback, and Cost
+Consumes any DoT Effects on the target, dealing an additional 200 damage per stack per type.
ADVANTAGES(Challenging Strikes Assumed)
Metallic Aftertaste: Applies Trauma to your enemies, reducing the healing they receive by 50% for 6 Seconds.
_____________________________
Knuckle Up [Active Offense]
You channel all of your energy into your fists, gaining a tremendous increase in power!
+Increases damage of all attacks.
+Assists in Breaking Free
+Can be used while Held or Confused
+Increases your Strength and Dexterity
+Imposes a 30 Second Cooldown to all other Active Offenses
ADVANTAGES
Feel my Pain:(3-point); 50% of the damage of incoming attacks is reflected back at the attacker, lasts for the duration of Knuckle Up. This can happen at most every 3 seconds.
______________________________
Double Finish [Chargeable]
You raise your Gauntlets high, charging them fully before ending the opponent with a powerful overhead strike.
+Deals Crushing and (??) damage to the target. The (??) damage has a 50% chance of hitting any surrounding targets.
+Affected targets are knocked down and have a chance to be Stunned.
ADVANTAGES(Crippling Challenge assumed)
Double Ender: Double Finish loses the ability to be tapped, but a charge of at least 50% now consumes any DoT stack placed on the opponent, dealing 400 damage per stack per type.
So essentially Might punches scattered about the powersets with the respective effect, so people can more easily have a melee power without needing X number of powers to unlock a punch?
Or would it remain in might, being heavy punches, but one picks their respectve 3 point advantage to make it have a damage type?
Cool!
I like the idea of hybrid minisets, mixing features from different sets to allow more flexibility.
/signed\
I see the set being in Might, with the advantage choice on the EB adding the additional damage type. It'll make for some sweet synergy. I kinda drew from the different Poisons that exist in game. You have Poison, Deadly Poison, Toxin, etc. So I thought these new types of elemental effects could work nicely with the pre-existing ones if developed properly. For instance, maybe an additional ADV on one of the moves that would proc both types of buffs/debuffs currently on the target.
So, say you have Clinging Flames from a fire move on the target? You'd Arcane Hammer EB a bit til you get Combustion Touch, then hit them with said move to proc and consume both, dealing a good chunk of Fire Damage from the double proc in addition to the Crushing!
SIDE NOTE:
Where certain moves say they apply a matching (??) DoT effect? That interacts with the choice you make in the EB that gives your punches the chosen extra damage. So for Charging Discharge, if you have chosen Pyro Hammer ADV on your EB, the target gains Clinging Flames from the lunge. So in effect, you'll wanna Lunge into battle to apply DoT, since Double Finish can consume the DoT and do even more!