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Voodoo Powerset Suggestion

criswolf09criswolf09 Posts: 759 Arc User
edited February 2016 in Suggestions Box
I was fighting against the Sovereign Sons the other day I thought about their powers... so I got a shocking idea that became a brainstorm for a new sorcery mini set

Here are the powers: The FX for most powers exist in game so they would only need to be adjusted and tunned with PTS testing.

Voodoo Sorcery:

1) Voodoo Bolts: Ranged Damage - Energy Builder - Snare
+Single Target Magic Damage
+The first shot has a chance to snare the target
+Generates Energy
*Adv (2 pts.): Puppeteer Strings: Gives each shot of this power a chance to placate an enemy. Can only occur once every 25 seconds.
*Adv: Accel. Metabolism

2) Voodoo Blast: Ranged Damage - Blast - Confuse
-Tap
+Single target Magic Damage
+Has a chance to Confuse the target. Confused targets attack targets at random.
-Charge:
+Increases damage and energy cost of tap action
+Increases the chance to Confuse the target to 45%
*Adv (2 pts.): Corrupted Soul: Fully charging this power gives it a 15% chance to corrupt your target. Corrupted enemies are forced to fight for you for a brief time. After 10 seconds the foe takes 50% damage to their health.
*Adv: Crippling Challenge
*Adv: Accel. Metabolism

3) Invocation of Storm Dolls: Sigils - 25 secs recharge
-Charge
+Summons 5 Storm Dolls that deal magic damage to foes around them in 15ft sphere
+There is a 10% chance the magic bolts will chain together and root the target
-Dolls can be attacked and destroyed
Adv (1 pt.): Communal Ceremony: You now summon two of these voodoo dolls but they can exist along any other type of sigils. and the recharge time of this power is reduced to 10 seconds.

4) Puppetmaster's Grasp: Slotted Hybrid Passive - Energy Form
+Increases all of your magic damage. This effect scale with your superstats
+Reduces the charge time of your summon powers by 0.5/1/1.5 secs (R1,R2, R3 subsequently)
+Increases the duration of your summon powers by 10%/20%/30% (R1,R2, R3 subsequently)
+Grants a small amount of resistance against AoE attacks to your pets by 5%/10%/15% (R1,R2, R3 subsequently)
+Increases your resistance to Paranomal Damage by a lesser degree and greatly increases your resistance to Magic damage
+Grants a small amount of energy everytime you are struck with Magic Damage

5) Aspect of the Summoner: Toggle Buff Form
+Grants an stack of Invocation each time you use a summon power. Each stack increases your pet's damage and your own damage by half of that amount.
+Grants additional stacks of Invocation per rank
+Grants a burst of energy every time you gain a stack of Invocation. This energy scales with your presence or intelligence, whichever is higher
-You can only gain energy this way once every 4 seconds.

6) Profane ritual: Ritual
+You cast a curse upon a defeated enemy to revive them as a zombie to fight for you.
+Each zombie lasts for a brief amount of time: 10 secs/15 secs /18 secs
-The ritual is unstable and your revived zombie has a chance to explode dealing Magic Damage to foes in 10ft sphere around it.
-The zombies are slow and cannot be revived again if killed
*Adv. (3 pts.) Forbidden Knowledge: This power now can reanimate up to 3 defeated foes in a 25ft sphere to fight for you but this advantage increases the charge time of this power from 2 seconds to 4 seconds. Additionaly your puppets deal 15% less damage but their unstable explosion deal 35% more damage upon dying.

7) Soul Bond: Ranged Damage - Incapacitate - Self Heal
+Single target Magic Damage
+Damage dealt by this power heals you
+Incapacitates the target. Incapacitated targets are held after maintaining this power by 1 second and are unable to attack you, but they can break free early from the hold and interrupt your maintain
-15 seconds recharge
*Adv.: (2pts): Soul Shards: Enemies defeated by this power have a small chance to return from the dead as weak zombies to fight for you but are unstable and prone to explode in a burst of Magic Damage in a 15 ft area damaging any foes within the explosion

8) Protective Doll: Block Enhancer
+Self Damage Reduction with better Paranormal Resistance than most block powers
+Has a chance to reflect damage back to the attackers. This effect can happen once every 5 seconds.

9) Spirit Conjuration: Summon - Uncontrolled Pet
+Summons 3 specters to fight for you...
+The specters will attack with a weak Dark Bolt and when are in melee range they will reduce the movement speed of foes by chasing them
-Specters can be attacked and destroyed
*Adv. (2 Points): Ghastly Veil: Your specters will apply Fear to targets whom had their movement speed reduced.

10) Unholy Curse: Disable
+Disables an enemy for a short time preventing them from attacking you but they can still move.
-Recharge time 25 seconds
*Adv (3 points) Lingering Will: Disabled foes have a chance to be corrupted. This doesn't work on enemies if Master Villain rank or above, insted they will have their damage reduced by 15%.
Useful Guides about Archetypes and General Gameplay of the Game Click Here
Post edited by criswolf09 on

Comments

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  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    gradii said:

    I like it.

    +1

    I was fighting against the Sovereign Sons the other day I thought about their powers... so I got a shocking idea that became a brainstorm for a new sorcery mini set

    Here are the powers: The FX for most powers exist in game so they would only need to be adjusted and tunned with PTS testing.

    Voodoo Sorcery:

    1) Voodoo Bolts: Ranged Damage - Energy Builder - Snare
    +Single Target Magic Damage
    +The first shot has a chance to snare the target
    +Generates Energy
    *Adv (2 pts.): Puppeteer Strings: Gives each shot of this power a chance to placate an enemy. Can only occur once every 25 seconds.
    *Adv: Accel. Metabolism

    2) Voodoo Blast: Ranged Damage - Blast - Confuse
    -Tap
    +Single target Magic Damage
    +Has a chance to Confuse the target. Confused targets attack targets at random.
    -Charge:
    +Increases damage and energy cost of tap action
    +Increases the chance to placate the target to 45%
    *Adv (2 pts.): Corrupted Soul: Fully charging this power gives it a 15% chance to corrupt your target. Corrupted enemies are forced to fight for you for a brief time. After 10 seconds the foe takes 50% damage to their health.
    *Adv: Crippling Challenge
    *Adv: Accel. Metabolism

    3) Invocation of Storm Dolls: Sigils - 25 secs recharge
    -Charge
    +Summons 5 Storm Dolls that deal magic damage to foes around them in 15ft sphere
    +There is a 10% chance the magic bolts will chain together and root the target
    -Dolls can be attacked and destroyed
    Adv (1 pt.): Communal Ceremony: You now summon two of these voodoo dolls but they can exist along any other type of sigils. and the recharge time of this power is reduced to 10 seconds.

    4) Puppetmaster's Grasp: Slotted Hybrid Passive - Energy Form
    +Increases all of your magic damage. This effect scale with your superstats
    +Reduces the charge time of your summon powers by 0.5/1/1.5 secs (R1,R2, R3 subsequently)
    +Increases the duration of your summon powers by 10%/20%/30% (R1,R2, R3 subsequently)
    +Grants a small amount of resistance against AoE attacks to your pets by 5%/10%/15% (R1,R2, R3 subsequently)
    +Increases your resistance to Paranomal Damage by a lesser degree and greatly increases your resistance to Magic damage
    +Grants a small amount of energy everytime you are struck with Magic Damage

    5) Aspect of the Summoner: Toggle Buff Form
    +Grants an stack of Invocation each time you use a summon power. Each stack increases your pet's damage and your own damage by half of that amount.
    +Grants additional stacks of Invocation per rank
    +Grants a burst of energy every time you gain a stack of Invocation. This energy scales with your presence or intelligence, whichever is higher
    -You can only gain energy this way once every 4 seconds.

    6) Profane ritual: Ritual
    +You cast a curse upon a defeated enemy to revive them as a zombie to fight for you.
    +Each zombie lasts for a brief amount of time: 10 secs/15 secs /18 secs
    -The ritual is unstable and your revived zombie has a chance to explode dealing Magic Damage to foes in 10ft sphere around it.
    -The zombies are slow and cannot be revived again if killed
    *Adv. (3 pts.) Forbidden Knowledge: This power now can reanimate up to 3 defeated foes in a 25ft sphere to fight for you but this advantage increases the charge time of this power from 2 seconds to 4 seconds. Additionaly your puppets deal 15% less damage but their unstable explosion deal 35% more damage upon dying.

    7) Soul Bond: Ranged Damage - Incapacitate - Self Heal
    +Single target Magic Damage
    +Damage dealt by this power heals you
    +Incapacitates the target. Incapacitated targets are held after maintaining this power by 1 second and are unable to attack you, but they can break free early from the hold and interrupt your maintain
    -15 seconds recharge
    *Adv.: (2pts): Soul Shards: Enemies defeated by this power have a small chance to return from the dead as weak zombies to fight for you but are unstable and prone to explode in a burst of Magic Damage in a 15 ft area damaging any foes within the explosion

    8) Protective Doll: Block Enhancer
    +Self Damage Reduction with better Paranormal Resistance than most block powers
    +Has a chance to reflect damage back to the attackers. This effect can happen once every 5 seconds.

    9) Spirit Conjuration: Summon - Uncontrolled Pet
    +Summons 3 specters to fight for you...
    +The specters will attack with a weak Dark Bolt and when are in melee range they will reduce the movement speed of foes by chasing them
    -Specters can be attacked and destroyed
    *Adv. (2 Points): Ghastly Veil: Your specters will apply Fear to targets whom had their movement speed reduced.

    10) Unholy Curse: Disable
    +Disables an enemy for a short time preventing them from attacking you but they can still move.
    -Recharge time 25 seconds
    *Adv (3 points) Lingering Will: Disabled foes have a chance to be corrupted. This doesn't work on enemies if Master Villain rank or above, insted they will have their damage reduced by 15%.

    Sounds amazing, I especially like the Soul stuff :)
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • criswolf09criswolf09 Posts: 759 Arc User
    Glad you like my suggestions, let's hope one day @kaiserin and @ladygadfly take a look to see if we can have these powers or other powersets like I suggested before in the sonic powerset suggestion.
    Useful Guides about Archetypes and General Gameplay of the Game Click Here
  • caosdashcaosdash Posts: 60 Arc User
    Sounds Swell. Not too much not too little, very nice concept. I've always wanted powers that acted just like the Sov. Sons and this right here is worth looking at by Devs. Good luck, I do hope @kaiserin or @ladygadfly see this :)
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