Passive Revamp: The CO passive system is in dire need of an overhaul, both for balance, and for more variety. This will hopefully provide some ideas. What the overall idea is to give all power sets to have a selection of passives at their disposal to allow more choices. There are three types of passives for ALL power sets; one offensive, one defensive, and one support. There are 26 power sets and the goal of this revamp is to supply the game with 78 passives (26 offensive passives, 26 defensive passives, and 26 support passives). The power sets will appear in this order: Electric, Fire, Force, Wind, Ice, Archery, Gadgeteering, Munitions, Power Armor, Dual Blade, Fighting Claws, Single Blade, Unarmed, Telekinesis, Telepathy, Heavy Weapon, Earth, Might, Celestial, Darkness, Arcane Sorcery, Primal Sorcery, Ebon Sorcery, Radiant Sorcery, Beastial Supernatural, and Infernal Supernatural. And here are the passives:
Electric Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Electricity Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by electrical attacks
Increases your Energy Equilibrium and the rate your Energy builds to your Equilibrium
Counts as an Energy Form
Stasis Field
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Electric Damage Resistance (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by electrical attacks
Increases your Energy Equilibrium and the rate your Energy builds to your Equilibrium
Current Yield
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Electricity Damage Resistance (Scales with Super Stats)
Whenever you heal a target you restore their energy by 2%/4%/6%, can proc only once per second
Generates a small amount of energy when struck by electrical attacks
Counts as an Energy Form
Fire Passives:
Fiery Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Fire Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by fire attacks
Deals a small amount of fire damage to all enemies within 10ft every second
Counts as an Energy Form
Lava Body
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Fire Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
Generates a small amount of energy when struck by fire attacks
Deals a small amount of fire damage to all enemies within 10ft every second
Healing Heat
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Fire Damage Resistance (Scales with Super Stats)
Targets of your heals receive a cauterizing heal over time effect, healing 1%/2%/3% of their health every second for 5 seconds
Generates a small amount of energy when struck by fire attacks
Counts as an Energy Form
Force Passives
Kinetic Manipulation
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
You gain a small amount of health (1%,2%,3%) each time you knock (or attempt to knock) an opponent
Generates a small amount of energy when struck by a crushing attack
Counts as an Energy Form
Personal Force Field
Type: Defensive Passive
Bonuses:
You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
+40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
You gain a small amount of health (1%,2%,3%) each time you knock (or attempt to knock) an opponent
Generates a small amount of energy when struck by a crushing attack
Force Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
Targets of your heals gain a 10% damage resistance buff for 10 seconds.
Generates a small amount of energy when struck by a crushing attack
Counts as an Energy Form
Stormbringer
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Crushing, Cold, and Electrical Damage Resistance (Scales with Super Stats)
25% chance that a repelled target will be knocked down at the end of the repel
You gain a small amount of energy (1%,2%,3%) each time you repel (or attempt to repel0) an opponent
Generates a small amount of energy when struck by a crushing, cold, or electrical attack
Counts as an Energy Form
Tornado Barrier
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
+40%/+50%/+60% Crushing, Cold, and Electrical Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a crushing, cold, or electrical attack
Healing Breeze
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Crushing, Cold, and Electrical Damage Resistance (Scales with Super Stats)
You heal all allies in a 25ft sphere around your target for 25% of the amount you healed your target
You gain a small amount of energy (1%,2%,3%) each time you repel (or attempt to repel) an opponent
Generates a small amount of energy when struck by a crushing, cold, or electrical attack
Counts as an Energy Form
Ice Passives:
Ice Form
Type: Damage Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Cold Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a cold attack
Chance to apply Chill to melee attackers and applies Cold Snap to you on a critical hit
Counts as an Energy Form
Frozen Body
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Generates a small amount of energy when struck by a cold attack
+40%/+50%/+60% Cold Damage Resistance (Scales with Super Stats)
Frozen Soul
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Cold Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a cold attack
Your control effects apply Chill to the target
Counts as an Energy Form
Archery Passives:
Quarry
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Hunters Instinct
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Ranger Lore
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you heal an ally you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times
Each time you critically hit your target you gain a small amount of energy (Scales with Super Stats)
Quantum Stabilizer
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Particle Damage Resistance (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Destabilizing. Destabilizing stacks up to 30 times and once you hit 30 stacks Destabilizing produces an effect called Quantum Instability. Quantum Instability is a sphere effect which lowers the particle resistance of all foes in its radius by 30%
Generates a small amount of energy when struck by particle attacks
Gadgeteers Armor
Type: Defensive Passive
Bonuses:
You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
+40%/+50%/+60% Particle Damage Resistance (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Destabilizing. Destabilizing stacks up to 30 times and once you hit 30 stacks Destabilizing produces an effect called Quantum Instability. Quantum Instability is a sphere effect which lowers the particle resistance of all foes in its radius by 30%
Generates a small amount of energy when struck by particle attacks
Medical Nanites
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Particle Damage Resistance (Scales with Super Stats)
Heals you and your allies every second for a small amount. This amount is larger for you and scales with your super stats while the health your allies gain scales with your presence
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Munitions Passives:
Show Off
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
Each time you critically hit your target you gain a small amount of energy (Scales with Super Stats)
Leather Jacket
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance and Coolness Factor (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
Each time you critically hit your target you gain a small amount of energy (Scales with Super Stats)
Healing Bullet
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you heal an ally you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times
Whenever you heal an ally you gain a small amount of energy (Scales with Super Stats)
Power Armor Passives:
Targeting Computer
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Particle and Ranged Physical Damage Resistance (Scales with Super Stats)
3 seconds after attacking a target you begin tracking the target. You gain a +10%/+20%/+30% bonus to critical hit and a +20%/+30%/+40% bonus to critical severity against that target
You also gain a +10%/+20%/+30% Damage Resistance bonus against attacks made from tracked targets
Each time you critically hit your tracked target you gain a small amount of energy (Scales with Super Stats)
Invulnerability
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
+40%/+50%/+60% Particle and Ranged Physical Damage Resistance (Scales with Super Stats)
3 seconds after attacking a target you begin tracking the target. You gain a +10%/+20%/+30% bonus to critical hit and a +20%/+30%/+40% bonus to critical severity against that target
You also gain a +10%/+20%/+30% Damage Resistance bonus against attacks made from tracked targets
Healing Emitters
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Particle and Ranged Physical Damage Resistance (Scales with Super Stats)
3 seconds after healing a target you begin tracking the target. You gain a +10%/+20%/+30% bonus to critical hit and a +20%/+30%/+40% bonus to critical severity when healing that target
You also give your tracked targets a +10%/+20%/+30% bonus to Damage Resistance
Each time you critically hit your tracked target you gain a small amount of energy (Scales with Super Stats)
Way of the Blades
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
For each second you maintain a maintain power you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Honor of the Blades
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
For each second you maintain a maintain power you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Double Chi
Type Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
For each second you maintain a maintain power you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever you critically heal your target
Fighting Claws Passives:
Way of the Claw
Type: Offensive Passive
Bonuses:
30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Whenever you attack an opponent that is effected by one of your shredded effects you gain a small amount of health (1%/2%/3%), can only proc once per second
You generate a small amount of energy whenever your target dodges your attacks
Honor of the Claw
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
Whenever you attack an opponent that is effected by one of your shredded effects you gain a small amount of health (1%/2%/3%), can only proc once per second
You generate a small amount of energy whenever your target dodges your attacks
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Pressure Points
Type: Support Passive
Bonus:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
You generate a small amount of energy whenever you critically heal your target
Single Blade Passives:
Way of the Warrior
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Whenever you charge a power halfway or more you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Honor of the Blade
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Whenever you charge a power halfway or more you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Healing Chi
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Whenever you charge a power halfway or more you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever you critically heal your target
Night Warrior
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Enables the use of Sneak which causes you to become stealthed to foes
+5%/+10%/+15% Charge Speed Bonus (Scales with Super Stats)
Lightning Reflexes
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance and Coolness Factor (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
Enables the use of Sneak which causes you to become stealthed to foes
+5%/+10%/+15% Charge Speed Bonus (Scales with Super Stats)
Palm Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Enables the use of Sneak which causes you to become stealthed to foes
+5%/+10%/+15% Charge Speed Bonus (Scales with Super Stats)
Telekinesis Passives:
Ego Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck with an ego attack
+5%/+10%/+15% Cost Discount to Mentalist Powers (Scales with Super Stats)
Counts as an Energy Form
Telekinesis Bubble
Type: Defensive Passive
Bonuses:
You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck with an ego attack
+5%/+10%/+15% Cost Discount to Mentalist Powers (Scales with Super Stats)
Ego Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck with an ego attack
+5%/+10%/+15% Cost Discount to Mentalist Powers (Scales with Super Stats)
Counts as an Energy Form
Telepathy Passives:
Advanced Thinking
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Bonus (Scales with Super Stats)
Your Damage Over Time effects ignore 5%/10%/15% of the targets resistance (Scales with Super Stats)
+5%/+10%/+15% Cooldown Reduction to Mentalist Powers (Scales with Super Stats)
Thought Shield
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
+30%/+40%/+50% Damage Over Time Damage Bonus (Scales with Super Stats)
+5%/+10%/+15% Cooldown Reduction to Mentalist Powers (Scales with Super Stats)
Congress of Selves
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Bonus (Scales with Super Stats)
Your Damage Over Time effects ignore 5%/10%/15% of the targets resistance (Scales with Super Stats)
+5%/+10%/+15% Cooldown Reduction to Mentalist Powers (Scales with Super Stats)
Gladiators Wrath
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Physical Damage Resistance (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Gladiators Resolve
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Gladiators Will
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Physical Damage Resistance (Scales with Super Stats)
Each time you heal an ally you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times
When you critically heal a target you gain a small amount of health (Scales with Super Stats)
Earth Passives:
Earth Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a crushing attack
Reduces the movement speed of nearby enemies based on how close they are
Counts as an Energy Form
Rock Skin
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Generates a small amount of energy when struck by a crushing attack
Reduces the movement speed of nearby enemies based on how close they are
Earth Giving
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a crushing attack
Reduces the movement speed of nearby enemies based on how close they are
Counts as an Energy Form
Might Passives:
Unstoppable
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
10/20/30 Points of Damage Absorption (Scales with Super Stats)
30%/40%/50% Knock Resistance (Scales with Super Stats)
Generates a small amount of energy whenever you knock (or attempt to knock) an opponent (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Defiance
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
30%/40%/50% Knock Resistance (Scales with Super Stats)
Generates a small amount of energy whenever you knock (or attempt to knock) an opponent (Scales with Super Stats)
Mighty Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
10/20/30 Points of Damage Absorption (Scales with Super Stats)
30%/40%/50% Knock Resistance Aura (Scales with Super Stats)
Generates a small amount of energy whenever you or an ally knock (or attempt to knock) an opponent (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Power
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Healing, Shielding, and Control Bonus (Scales with Super Stats)
Grants a small amount of healing every second to you and your allies in a moderate radius (Scales with Super Stats)
Counts as an Energy Form
Archangel
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Healing, Shielding, and Control Bonus (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Grants a small amount of healing every second to you and your allies in a moderate radius (Scales with Super Stats)
Seraphim
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Dimensional Damage Bonus (Scales with Super Stats)
Grants a small amount of healing every second to you and your allies in a moderate radius (Scales with Super Stats)
Counts as an Energy Form
Darkness Passives:
Shadow Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
Reduces the amount of threat you generate (Scales with Super Stats)
Grants a chance to heal every second whenever you attack an enemy (Scales with Super Stats)
Counts as an Energy Form
Dark Bulwark
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Increases the amount of threat you generate (Scales with Super Stats)
Grants a chance to heal every second whenever you attack an enemy (Scales with Super Stats)
Shadow Life
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
Reduces the amount of threat you generate (Scales with Super Stats)
Grants a chance to heal every second whenever you heal an ally (Scales with Super Stats)
Counts as an Energy Form
Arcane Sorcery Passives:
Aura of Arcane Superiority
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
20%/30%/40% Cost Reduction on Powers Aura (Scales with Super Stats)
20%/30%/40% Cooldown Reduction on Powers Aura (Scales with Super Stats)
5%/10%/15% Charge Speed Bonus on Powers Aura (Scales with Super Stats)
Aura of Arcane Defense
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
20%/30%/40% Cost Reduction on Powers Aura (Scales with Super Stats)
20%/30%/40% Cooldown Reduction on Powers Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Aura of Arcane Clarity
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
20%/30%/40% Cost Reduction on Powers Aura (Scales with Super Stats)
20%/30%/40% Cooldown Reduction on Powers Aura (Scales with Super Stats)
5%/10%/15% Charge Speed Bonus on Powers Aura (Scales with Super Stats)
Aura of Primal Superiority
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10/+20/+30 Bonus Points to Stats Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
+10%/+15%/+20% Critical Strike Bonus (Scales with Super Stats)
Aura of Primal Defense
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10/+20/+30 Bonus Points to Stats Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Aura of Primal Majesty
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10/+20/+30 Bonus Points to Stats Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
+10%/+15%/+20% Critical Strike Bonus (Scales with Super Stats)
Ebon Sorcery Passives:
Aura of Ebon Destruction
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Damage Bonus Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your attacks have a 1%/2%/3% chance to raise a zombie under your control for 60 seconds.
Aura of Ebon Defense
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Damage Bonus Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Aura of Ebon Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Damage Bonus Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your heals, shields, and crowd control have a 1%/2%/3% chance to raise a zombie under your control for 60 seconds.
Radiant Sorcery Passives:
Aura of Radiant Superiority
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your attacks have a chance to apply a shield for 20% of the damage done on yourself
Aura of Radiant Protection
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Aura of Radiant Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your powers have a chance to apply a shield for 20% of the damage/healing done on yourself
Berserker Rage
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
All Attacks have a 25% chance to apply bleeding to the target
+30%/+40%/+50% Damage Over Time Damage Resistance (Scales with Super Stats)
Regeneration
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
All Attacks have a 25% chance to apply bleeding to the target
+30%/+40%/+50% Damage Over Time Damage Resistance (Scales with Super Stats)
Supernatural Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Whenever you critically heal a target, you gain a small amount of energy (Scales with Super Stats)
Infernal Supernatural Passives:
Pestilence
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
Deals toxic damage over time to enemies within 10 feet or that you attack, the damage increases as the enemys health gets lower (Scales with Super Stats)
Reduces your targets resistance to toxic damage by 1%/2%/3% per stack of poison on them
Demonic Regeneration
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
Deals toxic damage over time to enemies within 10 feet or that you attack, the damage increases as the enemys health gets lower (Scales with Super Stats)
Reduces your targets resistance to toxic damage by 1%/2%/3% per stack of poison on them
Infernal Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Your Allies have a 10% chance to poison their targets with their attacks
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
Hmm...this would need a lot more work as an idea than simply adding new powers to the game.
Some of these passives need to be left alone in their current versions. I'm inclined to say this is unnecessary but I'd be disregarding the amount of concepts and builds this could cater to.
So I'll say this:
Current Electric Form - Needs to stay exactly the way it is. With the exception of adding more energy resistance to the passive.
Support and Defensive variants of Electric Passives - These really seem unnecessary. They both count as Energy Forms (which is not at all typical of defensive passives in particular).
Your version of Invulnerability seems grossly over powered. I mean like SERIOUSLY. Think about someone running these passives with high defense/con/ and offensive specs and the right gear and powers and you basically have everyone and they're mother acting like mini 'gods'.
Your version of Personal Force Field needs to be adjusted. It should NEVER count as an Energy Form.:
Personal Force Field
Type: Defensive Passive
Bonuses:
• You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
• +30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
• +40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
• You gain a small amount of health (1%,2%,3%) each time you knock (or attempt to knock) an opponent
• Generates a small amount of energy when struck by a crushing attack
• Counts as an Energy Form
^ This is your proposed version. This would mean that Skarn's Bane could remove PFF entirely. Yeah, hell no.
Also resistance values? Dmg Resistance to all dmg PLUS ranged damage resistance PLUS HP regen on knock attempt PLUS the spec systems ability to boost our defences....um...lol?
Now, I love PFF. I really do. But this is crazy. Especially if these % values are base and they are affected by super stats.
All you need to do to PFF, is fix the regeneration over three sec bug. Grant its shield layer damage resistance (Like I've been banging on about it for YEARS) and it's ready to go and on the level of other defensive passives.
Unfortunately, just looking through these ideas it seems like there is a lot of potential for so much OPness...that...I honestly think NPCs we have to attack would just quit CO themselves lol.
Unless everything called enemy in CO became incredibly difficult to the point that a henchmen had to be taken down by two heroes of the same level...I could not ever see these passives being needed or necessary for the game.
Also. Leave Congress of Selves alone. It was initially intended to be a Support/Hybrid passive. Not an offensive one. But to cater to those who didn't want to use EGO Form + INT PSS it was made into an all round passive.
Also do not suggest those passives for Telepathy...they are dipping into each other quite a bit.
After just looking through these ideas...I'd say although it's a very nice idea. I personally would like to see power set expansions first.
There should be powers in power sets which expand upon the current sets as well as having additions to the game in the form of mini and full sets (Time, Plant, Water, Elemental Melee etc). That will allow for more variety in building.
To make passives which are more versatile is a nice thing but it needs to take into account how players interact with the game, the effect of gear and the effect of the spec system as well as teaming interactions.
Have you considered how these passives would gel in a team situation?
If I took your:
- Invuln
- Personal Force Field
- AoRP
- Electric Form
- Targeting Comp
And had them together in a team...I'd have no problem DPSing and destroying anything even more so that is currently possible. I suspect I'd be able to take on pretty much everything without any issue on a team of these passives if they had your suggested versions.
People can already do this with the current versions of these passives. Adding more 'variation' to the passives without taking into consideration form abilities as well is a big issue with this suggestion.
Basically, these passives whilst a nice idea need to have more variety than just the damage type the resist as well as being balanced so that they are not laying ontop of each other so much they invalidate the need for NPCs to attempt to damage you.
I wouldn't necessarily say it like this, but the passives themselves need to be re-thought and adjusted heavily.
However, it should be noted that variety, whilst a good notion does not always translate smoothly into the game.
As I said, I'd prefer more power options instead of just adding more to our current system. (Maybe I'd be on board if these changes were minor reasonable changes to the passives instead of the suggested additions here.)
Good thoughts on things, I'll take another look at things and adjust if possible. I'll remove the energy form from PFF. Any other suggestions? Especially for invuln?
Most of the proposed passives need to be a bit more separated from each other, like the Support passives. They're all doing pretty much the same thing, with very minor tweaks and advantages. They need to be more unique. On a more personal note, I hate long posts that are just one color the whole way through. A little bit of formatting here and there really makes a nice visual difference. Take these as examples perhaps?
--
Static Field(Electricity Support Passive) +Your Control Effects on enemies are no longer reduced by Electricity Damage and Controlled enemies receive additional damage from your Energy Attacks +You and allies within 50 feet gain Resistance to Energy Damage Types (Electricty, Plasma, and Sonic) and more Resistance to Electricity Damage, this effect becomes stronger to allies the closer they are to you. +When you or your affected allies take damage, they return a small portion of the incoming damage back to the attacker as Electricity Damage if the attacker is also within your area of effect or is in melee range of their target. If the damage type received is an Energy Damage Type, the person returning the damage receives energy. More energy returned if it's Electricity Damage that is received.
Warmth(Fire Support Passive) +Your Fire DoT effects deal additional damage. +You and allies within 50 feet gain Resistance to Elemental Damage Types. +Your Maintained Healing Effects are stronger. +Enemies in melee distance of you have their Resistances to Elemental Damage Types reduced.
Most of the proposed passives need to be a bit more separated from each other, like the Support passives. They're all doing pretty much the same thing, with very minor tweaks and advantages. They need to be more unique. On a more personal note, I hate long posts that are just one color the whole way through. A little bit of formatting here and there really makes a nice visual difference. Take these as examples perhaps?
--
Static Field(Electricity Support Passive) +Your Control Effects on enemies are no longer reduced by Electricity Damage and Controlled enemies receive additional damage from your Energy Attacks +You and allies within 50 feet gain Resistance to Energy Damage Types (Electricty, Plasma, and Sonic) and more Resistance to Electricity Damage, this effect becomes stronger to allies the closer they are to you. +When you or your affected allies take damage, they return a small portion of the incoming damage back to the attacker as Electricity Damage if the attacker is also within your area of effect or is in melee range of their target. If the damage type received is an Energy Damage Type, the person returning the damage receives energy. More energy returned if it's Electricity Damage that is received.
Warmth(Fire Support Passive) +Your Fire DoT effects deal additional damage. +You and allies within 50 feet gain Resistance to Elemental Damage Types. +Your Maintained Healing Effects are stronger. +Enemies in melee distance of you have their Resistances to Elemental Damage Types reduced.
Ah yes, formatting, I'll most likely change it, as for the other changes, I'll see what I can do. Actually, for the formatting, what do you suggest?
Ah yes, formatting, I'll most likely change it, as for the other changes, I'll see what I can do. Actually, for the formatting, what do you suggest?
Putting colors on the passives' names and perhaps Bold on the name of the frame would be good enough for me. As far as colors go...
Light Blue for Electricity, Salmon for Fire, Cyan for Ice, Pale Turquoise for Wind, Medium Turquoise for Force, Lemon Chiffon for Archery, Wheat for Munitions, Pale Green for Gadgeteering, Yellow-Green for Powered Armor, Orange, Sandy Brown, Dark Orange and Sienna for Martial Arts, Pink for Telepathy, Magenta for Telekinesis, Red for Heavy Weapons, #B8704D for Earth, #CC3300 for Might, Plum, Dark Orchid, #AC3059, Deep Sky Blue for Radiant, Primal, Ebon, and Arcane Sorcery respectively, #FFFFA3 for Celestial, #833059 for Darkness, Lime for Infernal, and finally... Sea Green for Beastial. That's what I recommend.
I know I failed at picking out colors for each powerset which would be easy to see against the forum background. Perhaps you could look into the Hex color codes to find ones that you like better or you could recycle some already being used. Either way, totally up to you.
Comments
Electric Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Electricity Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by electrical attacks
Increases your Energy Equilibrium and the rate your Energy builds to your Equilibrium
Counts as an Energy Form
Stasis Field
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Electric Damage Resistance (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by electrical attacks
Increases your Energy Equilibrium and the rate your Energy builds to your Equilibrium
Current Yield
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Electricity Damage Resistance (Scales with Super Stats)
Whenever you heal a target you restore their energy by 2%/4%/6%, can proc only once per second
Generates a small amount of energy when struck by electrical attacks
Counts as an Energy Form
Fire Passives:
Fiery Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Fire Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by fire attacks
Deals a small amount of fire damage to all enemies within 10ft every second
Counts as an Energy Form
Lava Body
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Fire Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
Generates a small amount of energy when struck by fire attacks
Deals a small amount of fire damage to all enemies within 10ft every second
Healing Heat
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Fire Damage Resistance (Scales with Super Stats)
Targets of your heals receive a cauterizing heal over time effect, healing 1%/2%/3% of their health every second for 5 seconds
Generates a small amount of energy when struck by fire attacks
Counts as an Energy Form
Force Passives
Kinetic Manipulation
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
You gain a small amount of health (1%,2%,3%) each time you knock (or attempt to knock) an opponent
Generates a small amount of energy when struck by a crushing attack
Counts as an Energy Form
Personal Force Field
Type: Defensive Passive
Bonuses:
You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
+40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
You gain a small amount of health (1%,2%,3%) each time you knock (or attempt to knock) an opponent
Generates a small amount of energy when struck by a crushing attack
Force Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
Targets of your heals gain a 10% damage resistance buff for 10 seconds.
Generates a small amount of energy when struck by a crushing attack
Counts as an Energy Form
Stormbringer
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Crushing, Cold, and Electrical Damage Resistance (Scales with Super Stats)
25% chance that a repelled target will be knocked down at the end of the repel
You gain a small amount of energy (1%,2%,3%) each time you repel (or attempt to repel0) an opponent
Generates a small amount of energy when struck by a crushing, cold, or electrical attack
Counts as an Energy Form
Tornado Barrier
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
+40%/+50%/+60% Crushing, Cold, and Electrical Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a crushing, cold, or electrical attack
Healing Breeze
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Crushing, Cold, and Electrical Damage Resistance (Scales with Super Stats)
You heal all allies in a 25ft sphere around your target for 25% of the amount you healed your target
You gain a small amount of energy (1%,2%,3%) each time you repel (or attempt to repel) an opponent
Generates a small amount of energy when struck by a crushing, cold, or electrical attack
Counts as an Energy Form
Ice Passives:
Ice Form
Type: Damage Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Cold Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a cold attack
Chance to apply Chill to melee attackers and applies Cold Snap to you on a critical hit
Counts as an Energy Form
Frozen Body
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Generates a small amount of energy when struck by a cold attack
+40%/+50%/+60% Cold Damage Resistance (Scales with Super Stats)
Frozen Soul
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Cold Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a cold attack
Your control effects apply Chill to the target
Counts as an Energy Form
Archery Passives:
Quarry
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Hunters Instinct
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Ranger Lore
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you heal an ally you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times
Each time you critically hit your target you gain a small amount of energy (Scales with Super Stats)
Quantum Stabilizer
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Particle Damage Resistance (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Destabilizing. Destabilizing stacks up to 30 times and once you hit 30 stacks Destabilizing produces an effect called Quantum Instability. Quantum Instability is a sphere effect which lowers the particle resistance of all foes in its radius by 30%
Generates a small amount of energy when struck by particle attacks
Gadgeteers Armor
Type: Defensive Passive
Bonuses:
You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
+40%/+50%/+60% Particle Damage Resistance (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Destabilizing. Destabilizing stacks up to 30 times and once you hit 30 stacks Destabilizing produces an effect called Quantum Instability. Quantum Instability is a sphere effect which lowers the particle resistance of all foes in its radius by 30%
Generates a small amount of energy when struck by particle attacks
Medical Nanites
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Energy Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Particle Damage Resistance (Scales with Super Stats)
Heals you and your allies every second for a small amount. This amount is larger for you and scales with your super stats while the health your allies gain scales with your presence
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Munitions Passives:
Show Off
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
Each time you critically hit your target you gain a small amount of energy (Scales with Super Stats)
Leather Jacket
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance and Coolness Factor (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
Each time you critically hit your target you gain a small amount of energy (Scales with Super Stats)
Healing Bullet
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Each time you heal an ally you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times
Whenever you heal an ally you gain a small amount of energy (Scales with Super Stats)
Power Armor Passives:
Targeting Computer
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Particle and Ranged Physical Damage Resistance (Scales with Super Stats)
3 seconds after attacking a target you begin tracking the target. You gain a +10%/+20%/+30% bonus to critical hit and a +20%/+30%/+40% bonus to critical severity against that target
You also gain a +10%/+20%/+30% Damage Resistance bonus against attacks made from tracked targets
Each time you critically hit your tracked target you gain a small amount of energy (Scales with Super Stats)
Invulnerability
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
+40%/+50%/+60% Particle and Ranged Physical Damage Resistance (Scales with Super Stats)
3 seconds after attacking a target you begin tracking the target. You gain a +10%/+20%/+30% bonus to critical hit and a +20%/+30%/+40% bonus to critical severity against that target
You also gain a +10%/+20%/+30% Damage Resistance bonus against attacks made from tracked targets
Healing Emitters
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Particle and Ranged Physical Damage Resistance (Scales with Super Stats)
3 seconds after healing a target you begin tracking the target. You gain a +10%/+20%/+30% bonus to critical hit and a +20%/+30%/+40% bonus to critical severity when healing that target
You also give your tracked targets a +10%/+20%/+30% bonus to Damage Resistance
Each time you critically hit your tracked target you gain a small amount of energy (Scales with Super Stats)
Way of the Blades
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
For each second you maintain a maintain power you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Honor of the Blades
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
For each second you maintain a maintain power you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Double Chi
Type Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
For each second you maintain a maintain power you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever you critically heal your target
Fighting Claws Passives:
Way of the Claw
Type: Offensive Passive
Bonuses:
30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Whenever you attack an opponent that is effected by one of your shredded effects you gain a small amount of health (1%/2%/3%), can only proc once per second
You generate a small amount of energy whenever your target dodges your attacks
Honor of the Claw
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
Whenever you attack an opponent that is effected by one of your shredded effects you gain a small amount of health (1%/2%/3%), can only proc once per second
You generate a small amount of energy whenever your target dodges your attacks
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Pressure Points
Type: Support Passive
Bonus:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
You generate a small amount of energy whenever you critically heal your target
Single Blade Passives:
Way of the Warrior
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Whenever you charge a power halfway or more you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Honor of the Blade
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Whenever you charge a power halfway or more you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever your target dodges your attacks
Healing Chi
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Whenever you charge a power halfway or more you gain a small amount of health (1%/2%/3%)
You generate a small amount of energy whenever you critically heal your target
Night Warrior
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Enables the use of Sneak which causes you to become stealthed to foes
+5%/+10%/+15% Charge Speed Bonus (Scales with Super Stats)
Lightning Reflexes
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance and Coolness Factor (Scales with Super Stats)
+30%/+40%/+50% Dodge Bonus (Scales with Super Stats)
+30%/+40%/+50% Avoidance Bonus (Scales with Super Stats)
Enables the use of Sneak which causes you to become stealthed to foes
+5%/+10%/+15% Charge Speed Bonus (Scales with Super Stats)
Palm Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding and Control Bonus (Scales with Super Stats)
+5%/+10%/+15% Dodge Bonus (Scales with Super Stats)
+10%/+20%/+30% Avoidance Bonus (Scales with Super Stats)
Enables the use of Sneak which causes you to become stealthed to foes
+5%/+10%/+15% Charge Speed Bonus (Scales with Super Stats)
Telekinesis Passives:
Ego Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck with an ego attack
+5%/+10%/+15% Cost Discount to Mentalist Powers (Scales with Super Stats)
Counts as an Energy Form
Telekinesis Bubble
Type: Defensive Passive
Bonuses:
You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck with an ego attack
+5%/+10%/+15% Cost Discount to Mentalist Powers (Scales with Super Stats)
Ego Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck with an ego attack
+5%/+10%/+15% Cost Discount to Mentalist Powers (Scales with Super Stats)
Counts as an Energy Form
Telepathy Passives:
Advanced Thinking
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Bonus (Scales with Super Stats)
Your Damage Over Time effects ignore 5%/10%/15% of the targets resistance (Scales with Super Stats)
+5%/+10%/+15% Cooldown Reduction to Mentalist Powers (Scales with Super Stats)
Thought Shield
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
+30%/+40%/+50% Damage Over Time Damage Bonus (Scales with Super Stats)
+5%/+10%/+15% Cooldown Reduction to Mentalist Powers (Scales with Super Stats)
Congress of Selves
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Ego Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Bonus (Scales with Super Stats)
Your Damage Over Time effects ignore 5%/10%/15% of the targets resistance (Scales with Super Stats)
+5%/+10%/+15% Cooldown Reduction to Mentalist Powers (Scales with Super Stats)
Gladiators Wrath
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Physical Damage Resistance (Scales with Super Stats)
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Gladiators Resolve
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Each time you attack an opponent with a non-energy builder attack you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times.
When your target dies you gain a small amount of health (Scales with Super Stats)
Gladiators Will
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Physical Damage Resistance (Scales with Super Stats)
Each time you heal an ally you gain a stack of Audacity. Each stack of Audacity increases your primary and secondary super stats by 2%/3%/4% of their base value per stack of Audacity. Audacity stacks up to 5 times
When you critically heal a target you gain a small amount of health (Scales with Super Stats)
Earth Passives:
Earth Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a crushing attack
Reduces the movement speed of nearby enemies based on how close they are
Counts as an Energy Form
Rock Skin
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
Generates a small amount of energy when struck by a crushing attack
Reduces the movement speed of nearby enemies based on how close they are
Earth Giving
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Generates a small amount of energy when struck by a crushing attack
Reduces the movement speed of nearby enemies based on how close they are
Counts as an Energy Form
Might Passives:
Unstoppable
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
10/20/30 Points of Damage Absorption (Scales with Super Stats)
30%/40%/50% Knock Resistance (Scales with Super Stats)
Generates a small amount of energy whenever you knock (or attempt to knock) an opponent (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Defiance
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Each time you are struck in combat you gain a small amount of energy (Scales with Super Stats)
Each time you are struck in combat you gain a stack of Defiant for 20 seconds. Each new stack refreshes all stacks. Each stack of Defiant increases Damage Resistance by 10% (Scales with Super Stats). Defiant stacks up to 6 times
30%/40%/50% Knock Resistance (Scales with Super Stats)
Generates a small amount of energy whenever you knock (or attempt to knock) an opponent (Scales with Super Stats)
Mighty Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
10/20/30 Points of Damage Absorption (Scales with Super Stats)
30%/40%/50% Knock Resistance Aura (Scales with Super Stats)
Generates a small amount of energy whenever you or an ally knock (or attempt to knock) an opponent (Scales with Super Stats)
+40%/+50%/+60% Crushing Damage Resistance (Scales with Super Stats)
Power
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Healing, Shielding, and Control Bonus (Scales with Super Stats)
Grants a small amount of healing every second to you and your allies in a moderate radius (Scales with Super Stats)
Counts as an Energy Form
Archangel
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Healing, Shielding, and Control Bonus (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Grants a small amount of healing every second to you and your allies in a moderate radius (Scales with Super Stats)
Seraphim
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Dimensional Damage Bonus (Scales with Super Stats)
Grants a small amount of healing every second to you and your allies in a moderate radius (Scales with Super Stats)
Counts as an Energy Form
Darkness Passives:
Shadow Form
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
Reduces the amount of threat you generate (Scales with Super Stats)
Grants a chance to heal every second whenever you attack an enemy (Scales with Super Stats)
Counts as an Energy Form
Dark Bulwark
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Increases the amount of threat you generate (Scales with Super Stats)
Grants a chance to heal every second whenever you attack an enemy (Scales with Super Stats)
Shadow Life
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Paranormal Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Dimensional Damage Resistance (Scales with Super Stats)
Reduces the amount of threat you generate (Scales with Super Stats)
Grants a chance to heal every second whenever you heal an ally (Scales with Super Stats)
Counts as an Energy Form
Arcane Sorcery Passives:
Aura of Arcane Superiority
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
20%/30%/40% Cost Reduction on Powers Aura (Scales with Super Stats)
20%/30%/40% Cooldown Reduction on Powers Aura (Scales with Super Stats)
5%/10%/15% Charge Speed Bonus on Powers Aura (Scales with Super Stats)
Aura of Arcane Defense
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
20%/30%/40% Cost Reduction on Powers Aura (Scales with Super Stats)
20%/30%/40% Cooldown Reduction on Powers Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Aura of Arcane Clarity
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
20%/30%/40% Cost Reduction on Powers Aura (Scales with Super Stats)
20%/30%/40% Cooldown Reduction on Powers Aura (Scales with Super Stats)
5%/10%/15% Charge Speed Bonus on Powers Aura (Scales with Super Stats)
Aura of Primal Superiority
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10/+20/+30 Bonus Points to Stats Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
+10%/+15%/+20% Critical Strike Bonus (Scales with Super Stats)
Aura of Primal Defense
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10/+20/+30 Bonus Points to Stats Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Aura of Primal Majesty
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10/+20/+30 Bonus Points to Stats Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
+10%/+15%/+20% Critical Strike Bonus (Scales with Super Stats)
Ebon Sorcery Passives:
Aura of Ebon Destruction
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Damage Bonus Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your attacks have a 1%/2%/3% chance to raise a zombie under your control for 60 seconds.
Aura of Ebon Defense
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Damage Bonus Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Aura of Ebon Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+10%/+20%/+30% Damage Bonus Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your heals, shields, and crowd control have a 1%/2%/3% chance to raise a zombie under your control for 60 seconds.
Radiant Sorcery Passives:
Aura of Radiant Superiority
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your attacks have a chance to apply a shield for 20% of the damage done on yourself
Aura of Radiant Protection
Type: Defensive Passive
Bonuses:
+50%/+60%/+70% Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance Aura (Scales with Super Stats)
Provides a flat damage reduction after damage resistance is applied equal to 50/100/150 (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Aura of Radiant Healing
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+40%/+50%/+60% Magic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Resistance Aura (Scales with Super Stats)
Generates a small amount of energy when struck by a magic attack.
Your powers have a chance to apply a shield for 20% of the damage/healing done on yourself
Berserker Rage
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
All Attacks have a 25% chance to apply bleeding to the target
+30%/+40%/+50% Damage Over Time Damage Resistance (Scales with Super Stats)
Regeneration
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
All Attacks have a 25% chance to apply bleeding to the target
+30%/+40%/+50% Damage Over Time Damage Resistance (Scales with Super Stats)
Supernatural Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Whenever you critically heal a target, you gain a small amount of energy (Scales with Super Stats)
Infernal Supernatural Passives:
Pestilence
Type: Offensive Passive
Bonuses:
+30%/+40%/+50% Damage Bonus (All Damage, Scales with Super Stats)
+20%/+30%/+40% Elemental Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
Deals toxic damage over time to enemies within 10 feet or that you attack, the damage increases as the enemys health gets lower (Scales with Super Stats)
Reduces your targets resistance to toxic damage by 1%/2%/3% per stack of poison on them
Demonic Regeneration
Type: Defensive Passive
Bonuses:
+10%/+20%/+30% Damage Resistance (Scales with Super Stats)
Regenerates health over time, once per second, amount healed increases with damage taken (up to 250%) and lowers if the user is blocking (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
Deals toxic damage over time to enemies within 10 feet or that you attack, the damage increases as the enemys health gets lower (Scales with Super Stats)
Reduces your targets resistance to toxic damage by 1%/2%/3% per stack of poison on them
Infernal Support
Type: Support Passive
Bonuses:
+30%/+40%/+50% Healing, Shielding, and Control Bonus (Scales with Super Stats)
+20%/+30%/+40% Physical Damage Resistance (Scales with Super Stats)
+40%/+50%/+60% Toxic Damage Resistance (Scales with Super Stats)
+30%/+40%/+50% Damage Over Time Damage Resistance Aura (Scales with Super Stats)
Your Allies have a 10% chance to poison their targets with their attacks
More Passive Variety is ALWAYS Neccesary
This would not have broken any builds actually.
That's what Free Retcon Tokens are for.
Anyway, would love to see more passive options in-game... though these suggestions could probably use a bit more work.
And I will always be @DZPlayer122.
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Of course they could use a bit more work. But I'm not sure which direction to go at this point. some feedback would be nice.
I'm with Avianos on this one.
More slotted passives please.
More Form Toggles too.
Some of these passives need to be left alone in their current versions. I'm inclined to say this is unnecessary but I'd be disregarding the amount of concepts and builds this could cater to.
So I'll say this:
Current Electric Form - Needs to stay exactly the way it is. With the exception of adding more energy resistance to the passive.
Support and Defensive variants of Electric Passives - These really seem unnecessary. They both count as Energy Forms (which is not at all typical of defensive passives in particular).
Your version of Invulnerability seems grossly over powered. I mean like SERIOUSLY. Think about someone running these passives with high defense/con/ and offensive specs and the right gear and powers and you basically have everyone and they're mother acting like mini 'gods'.
Your version of Personal Force Field needs to be adjusted. It should NEVER count as an Energy Form.:
Personal Force Field
Type: Defensive Passive
Bonuses:
• You have a shield that absorbs a set amount of damage and regenerates over time (Scales with Super Stats)
• +30%/+40%/+50% Damage Resistance (Scales with Super Stats, also effects the shield)
• +40%/+50%/+60% Ranged Physical Damage Resistance (Scales with Super Stats)
• You gain a small amount of health (1%,2%,3%) each time you knock (or attempt to knock) an opponent
• Generates a small amount of energy when struck by a crushing attack
• Counts as an Energy Form
^ This is your proposed version. This would mean that Skarn's Bane could remove PFF entirely. Yeah, hell no.
Also resistance values? Dmg Resistance to all dmg PLUS ranged damage resistance PLUS HP regen on knock attempt PLUS the spec systems ability to boost our defences....um...lol?
Now, I love PFF. I really do. But this is crazy. Especially if these % values are base and they are affected by super stats.
All you need to do to PFF, is fix the regeneration over three sec bug. Grant its shield layer damage resistance (Like I've been banging on about it for YEARS) and it's ready to go and on the level of other defensive passives.
Unfortunately, just looking through these ideas it seems like there is a lot of potential for so much OPness...that...I honestly think NPCs we have to attack would just quit CO themselves lol.
Unless everything called enemy in CO became incredibly difficult to the point that a henchmen had to be taken down by two heroes of the same level...I could not ever see these passives being needed or necessary for the game.
Also. Leave Congress of Selves alone. It was initially intended to be a Support/Hybrid passive. Not an offensive one. But to cater to those who didn't want to use EGO Form + INT PSS it was made into an all round passive.
Also do not suggest those passives for Telepathy...they are dipping into each other quite a bit.
After just looking through these ideas...I'd say although it's a very nice idea. I personally would like to see power set expansions first.
There should be powers in power sets which expand upon the current sets as well as having additions to the game in the form of mini and full sets (Time, Plant, Water, Elemental Melee etc). That will allow for more variety in building.
To make passives which are more versatile is a nice thing but it needs to take into account how players interact with the game, the effect of gear and the effect of the spec system as well as teaming interactions.
Have you considered how these passives would gel in a team situation?
If I took your:
- Invuln
- Personal Force Field
- AoRP
- Electric Form
- Targeting Comp
And had them together in a team...I'd have no problem DPSing and destroying anything even more so that is currently possible. I suspect I'd be able to take on pretty much everything without any issue on a team of these passives if they had your suggested versions.
People can already do this with the current versions of these passives. Adding more 'variation' to the passives without taking into consideration form abilities as well is a big issue with this suggestion.
Basically, these passives whilst a nice idea need to have more variety than just the damage type the resist as well as being balanced so that they are not laying ontop of each other so much they invalidate the need for NPCs to attempt to damage you.
I wouldn't necessarily say it like this, but the passives themselves need to be re-thought and adjusted heavily.
However, it should be noted that variety, whilst a good notion does not always translate smoothly into the game.
As I said, I'd prefer more power options instead of just adding more to our current system. (Maybe I'd be on board if these changes were minor reasonable changes to the passives instead of the suggested additions here.)
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Good thoughts on things, I'll take another look at things and adjust if possible. I'll remove the energy form from PFF. Any other suggestions? Especially for invuln?
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Static Field (Electricity Support Passive)
+Your Control Effects on enemies are no longer reduced by Electricity Damage and Controlled enemies receive additional damage from your Energy Attacks
+You and allies within 50 feet gain Resistance to Energy Damage Types (Electricty, Plasma, and Sonic) and more Resistance to Electricity Damage, this effect becomes stronger to allies the closer they are to you.
+When you or your affected allies take damage, they return a small portion of the incoming damage back to the attacker as Electricity Damage if the attacker is also within your area of effect or is in melee range of their target. If the damage type received is an Energy Damage Type, the person returning the damage receives energy. More energy returned if it's Electricity Damage that is received.
Warmth (Fire Support Passive)
+Your Fire DoT effects deal additional damage.
+You and allies within 50 feet gain Resistance to Elemental Damage Types.
+Your Maintained Healing Effects are stronger.
+Enemies in melee distance of you have their Resistances to Elemental Damage Types reduced.
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Ah yes, formatting, I'll most likely change it, as for the other changes, I'll see what I can do. Actually, for the formatting, what do you suggest?
Putting colors on the passives' names and perhaps Bold on the name of the frame would be good enough for me. As far as colors go...
Light Blue for Electricity, Salmon for Fire, Cyan for Ice, Pale Turquoise for Wind, Medium Turquoise for Force, Lemon Chiffon for Archery, Wheat for Munitions, Pale Green for Gadgeteering, Yellow-Green for Powered Armor, Orange, Sandy Brown, Dark Orange and Sienna for Martial Arts, Pink for Telepathy, Magenta for Telekinesis, Red for Heavy Weapons, #B8704D for Earth, #CC3300 for Might, Plum, Dark Orchid, #AC3059, Deep Sky Blue for Radiant, Primal, Ebon, and Arcane Sorcery respectively, #FFFFA3 for Celestial, #833059 for Darkness, Lime for Infernal, and finally... Sea Green for Beastial. That's what I recommend.
I know I failed at picking out colors for each powerset which would be easy to see against the forum background. Perhaps you could look into the Hex color codes to find ones that you like better or you could recycle some already being used. Either way, totally up to you.
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