Hiii guys. So, I've been creating documents with fan-made powers for a while now, and after approval from friends and others, as well as minor ushering to start a thread, I've decided to do so,
wow!
I don't know how this thread is going to work, I already have a decent-and-growing backlog of power ideas, so I will be posting quite a few right off the bat.
This is not a place for discussion, these are concepts, likely unbalanced, and this thread is for people to share well thought out ideas.
With that being said, you may feel free to post your own power ideas, as long as you stick to a somewhat similar format, so that things remain pleasant to read.
With that out of the way, clicking any of the names below will link you to a power description:
Fire - Ranged AttackHeat Vision^Suggested by: Gradii^Fire - Ranged Area AttackFlame TempestFire - UltimateHypernovaCelestial - BlockCelestial BulwarkElectricity - Close Area AttackLightning BreathUnarmed - Close Area AttackDust TossSorcery - Ranged AttackPlaceholder Name: LaserSorcery - SigilSigils of LuathonHeavy Weapons - FormRage of the Phoenix^Suggested by: Naciiiito^To-Be-Added, in no particular order:
-Stasis Field, an Ice Hold power, courtesy of Gradii
-Flamethrower, a Munitions Ranged Area attack, courtesy of Notyuu
-Railgun, a Munitions Ranged Ultimate attack, courtesy of Notyuu
-Archangel, a Celestial Ultimate transformation, courtesy of Notyuu
-Ten-Ton Crusher, a Might Combo attack, courtesy of Chimerafreek
-Micro-Chaingun Barrage, a Power Armor Ranged Area attack, courtesy of Chimerafreek
-Rocket-Headbutt Lunge, a Power Armor Lunge power, courtesy of Chimerafreek
[UPDATE] Kind of embarrassing to admit that the thread kind of got bigger than I expected, which might be a head-scratcher, as the thread doesn't look big at all. I am one person, and I tend to make the above documents in bulk-work, with random pauses inbetween, so I apologize if the thread ever looks abandoned, I have a highly fluctuating motivation with most things. I will slowly but surely integrate ideas posted into the above list, and hope to uphold the tooltip-esque quality for all of them, as I feel that it allows one to translate it into our current game logic easily.
[TL;DR] Nothing, really. All is well, I will add your suggestions with time, but there were suddenly a lot, so it looks like I just left the thread. I have not, be patient with me, if you could!
More to come, got a few others that aren't quite done!
[A Place to Post Power Concepts] - I don't update this thing as often as I want to, but it is not abandoned!
[Daily Login Rewards] - They sure would spice things up a bit!
[Monthly Rewards and Silver Players] - Surely there should be
some way to get them, no matter how difficult!
[Discussion Concerning Event Powers] - Feel like you're missing out on Holy Water? Uh, probably shouldn't.
[Discussion Concerning Energy Stats] - More or less what it says on the tin, there.
[Analysis of Sorcery Copy-Powers] - I showcase some visual chopjobs, and such.
[Analysis of a Poison Spread Bug] - The different interactions Virulent Propagation and Bite has with all poisons.
Comments
a new toggle called "Rage of the Phoenix" basically is stack enrage trough C. Flames
This is a big journey, so far if you're reading this, wish you a good day
[SIGPIC][/SIGPIC]
[thread=139701]My old, old guide for Ego Blades. Updated for On: Alert.[/thread]
[thread=154211]The Costume Contest Schedule. Stay up-to-date without having to log in![/thread]
The advantage names are mainly placeholder, gosh!
[Daily Login Rewards] - They sure would spice things up a bit!
[Monthly Rewards and Silver Players] - Surely there should be some way to get them, no matter how difficult!
[Discussion Concerning Event Powers] - Feel like you're missing out on Holy Water? Uh, probably shouldn't.
[Discussion Concerning Energy Stats] - More or less what it says on the tin, there.
[Analysis of Sorcery Copy-Powers] - I showcase some visual chopjobs, and such.
[Analysis of a Poison Spread Bug] - The different interactions Virulent Propagation and Bite has with all poisons.
Railgun: 120FT range, Munutions Ulitmate, 8/6/4 second charge based on rank, deals huge amount of penetrating damage.
Archangel: Celestial Ulitmate, would work like Master of the mind, but for celestial powers, turning you into an archangel, the effect would be a multiplier, with powers healing/damage being based off of you're pre/ego respetivly...also it wouldn't set your resistance to 0...cuz that would be dumb.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
3 pt ADV; Ultra Rage; Grants Ten-ton Crusher a 20% chance to apply/refresh Furious on the third hit.
Micro-Chaingun Barrage; 50 foot 30 cone foot Power Armor Crushing AoE, Hand slot, spray bullets EVERYWHERE.
2 pt ADV; Take Aim; Increases this attacks range by 25 feet, but drops it's radius to a 2 foot cylinder
Rocket-Headbutt Lunge; 60 foot Power Armor Lunge. stuns your target for # if you lunge from more than 20 feet away.
Standard lunge ADVs
@Chimerafreek
Bone Shield: Call upon the bones of the dead to block incoming attacks.
Skull Shot: Send a large skull shaped ball of foul energy at your foes (Tier 3) Counts as Necromantic
Bone Hulk: Summon forth a golem made from bone. Necromantic (Tier 3)
Summon Skeleton Warriors: Call warriors from the grave to fight. Necromantic (Tier 2)
Lich Form: All Necromantic attacks and Curses cost 45% less energy and you gain 40% resistance to all physical damage (Toggle, Tier 3 or 4)
Bone Javelin: Send a spear of piercing bone at your foe. Necromantic (Tier 2 or 3)
Bone Bomb: Lay a deadly trap for targets with exploding foul bombs made from bone and necromantic energy. Tier 2)
Withering Hex: Weaken your foes by draining their strength, recovery and dexterity. Advantages - add a snare. Tier 3
Summon Harbinger of Bone: Ultimate attack for the Necromancer mini power set. Summon forth a mighty construct of bone and foul necromancer energy. (customization options like with some other pets)
Tactical Evacuation; 100Ft; 40 ft Power Armor Lunge, you dash away from your target with rocket propelled boots, jetpack, etc.
This power has a 15% chance to apply Plasma Burn to targets within 10 feet of you when you use this power.
ADV; Full Force Jets; Removes any Snares placed on you and prevents them from being placed on you for 5 seconds
@Chimerafreek
Reboot: Technology-themed version of Rebirth, minus the zombie summon advantage.
Reroute Power: Technology-themed version of Dark Transfusion. Advantage - Overclock: Same effect as Dark Transfusion's Blood Sacrifice
Emergency Battery: Technology-themed version of Conviction without the tacky activation animation.
Blink: Magic or Technology-themed lunge. Similar to Void Shift in aesthetics, except not dark and edgy.
Meteor Hammer: Might chain power with 50' range and 3-6 sec cooldown. Deals crushing damage to the target and knocks them away. Advantage - Red Hot: Applies Clinging Flames to the target
Repulsor Beam: Power Armor maintain with 100' range. Basically Concussor Beam as a maintain, with damage scaled up. For a modular approach to power armor. Maintaining this power at least halfway applies an additional stack of Overdrive. (how else will power armor's own EU work with non-toggle PA powers?)
Auto-Targeting Beam Rifle: Gadgeteering Cone-based AoE maintain. Basically a cone power to serve as the AoE companion for Pulse Beam Rifle. Each tick has a chance to affect targets with a stack of Particle Burn. (Pulse Beam Rifle should probably do this, too)
Magnetic Storm: Gadgeteering or Power Armor PBAoE maintain. Deals particle and crushing damage to enemies near the user. Affected targets are repelled toward the user and have a chance to be affected by a stack of Particle Burn with each tick. Advantage - Induction: Gives Magnetic Storm a chance to apply Negative Ions. If a target affected by Magnetic Storm has Negative Ions, they also suffer a small amount of electrical damage each tick. There is a 10% chance the Negative Ions will be consumed, causing the affected foe to suffer a larger amount of electrical damage, deal arcing electrical damage to a nearby target, and become stunned briefly. Can be maintained while moving, similar to Hurricane and Epidemic
Magnetize: Gadgeteering or Power Armor 50' range AoE 5' sphere maintain. Deals particle and crushing damage to affected targets. Enemies are repelled toward the primary target each tick and have a chance to gain a stack of Particle Burn. Advantage - Lodestone: Affected enemies are snared for the duration plus 3 seconds after the duration ends.
- - -
Note: Particle Burn on the magnetic powers may not make a whole lot of sense, but currently we're pretty limited in what technology can actually use to tap into energy unlocks, so...yeah. There's that.
Dual Pistols Power
For as long as you maintain this power you deal X damage to target and repel them upwards.
My super cool CC build and how to use it.
Nanobot Beam - Single target Gadgeteer maintained healing ability. (uses gadgeteer rifles)
Expirimental Medical Nanite Cannon - Multi-target Gadgeteer maintained healing abiltiy. (uses tractorbeam/tanglecoil launcher model)
The concept was originally brought up by Chaosdrgnz43... but the name you posted was from me...
One; It should and hopefully make healing a bit more interesting and fun for healers.
Two; Healing is completely unlike any other roles in CO, in that they are free to takes any heal and passive they wish; these abilities will ensure even healers will be thinking about what powers work best together and what doesn't work well.
Three: This would allow healers to spend less time on tanks and more time keeping an eye on everyone, This makes healer far better at there roles rather than just focusing 90% of there time on tanks and 10% of DPS.
Also sorry about my awful naming of things
Thank you
Alexandra
Celestial
Celestial Touch
1 sec activate time Target friend
100 foot
15 second recharge
Places a powerful blessing on a single target for 300 seconds. Whenever the caster uses Iniquity, Rebuke, Celestial Conduit or Holy water (This is counted from both healing and damage use of the abilities) the target is healed for 500/700/900 (This is a normal heal and scales on all healing bonuses)
This buff also increase the effects of all Celestial healing spells on the target by 8/10/12% (This scales on Presence) and reduces the damage done by Iniquity by 5/6/7% (This scales on Presence) when cast on the target with Celestial Touch.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Celestial Touch dies or Celestial Touch runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Celestial Touch on a new target will move the Blessing from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If both the caster and the Blessed target move further than 150 foot for 20 seconds the blessing will drop off.
This ability cannot be cast on yourself
Advantages
Saving grace: 1 point
Whenever the target with Celestial Touch is hit with a killing blow; instead the caster of Celestial Touch is killed and the target is healed to 10% (This is a normal heal and scales on all healing bonuses) heath plus whatever health the caster lost.
This affect has a 30 second cooldown.
Infernal
Deathly Regen
1 sec activate time Target friend
100 foot
15 second recharge
Infuses the target with a power HoT for 300 seconds. The target will be healed for 150/170/190 (This is a normal heal and scales on all healing bonuses) per second, this amount will increase as the target loses health up to 150%. (This is a flat number and cannot be raised)
The target will also gain 8/10/12% (This is a low scaling on Presence) resistance; this amount will reduce as they take damage.
Whenever the caster attack a target with an Infernal attack the target with Deathly Regen is healed for 100/110/120 (This is a normal heal and scales on all healing bonuses)
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Deathly Regen dies or Deathly Regen runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Deathly Regen on a new target will move the HoT from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If both the caster and the HoT target move further than 150 foot for 20 seconds the HoT will drop off.
This ability cannot be cast on yourself
Advantages
Poison Touch: 1 Point
Whenever the target with the HoT buff attacks a enemy target affected by a poison type debuff, they will gain a small 10 second HoT that heals them for 80 (This is a normal heal and scales on all healing bonuses) per second.
This affect has a 15 second Cooldown
Arcane
Circle of soul link
1 sec activate time Target friend
100 foot
15 second recharge
Summons a circle under the caster and a circle under the target, while both the caster and target remain within their Circles; The caster shall take 8/10/12% (This scales on Presence) of all damage the target takes (This is counted from damage after the target's defence is considered)
If the Target is hit with a killing blow the circle is broken and both the caster and target are healed to 10/14/18% (This is a normal heal and scales on all healing bonuses) health; this affect places the ability on a 30 second cooldown.
Increasing the rank of this power shall reduce the amount of damage the caster takes by 5/10% (This is a low scaling on Presence)
Healing from Arcane Vitality or Vala's Light is increase by 4/8/12% (This scales on Presence) on the target and will also heal the caster for 400/800/1200 when used to heal the target (This is a normal heal and scales on all healing bonuses)
This circle can be used with other circles.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Circle of soul link dies or The Circles are unsummoned While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Circle of soul link on a new target will move the Circle from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If ether the caster or target leaves there circle for more than 20 seconds the circle will be unsummoned.
This ability cannot be cast on yourself
Advantages
Aura of the magi: 1 point
While both the target and caster remain within their circle the target will gain a bonus version of any aura the caster is using; this aura is at 110% for the normal aura (This is a low scaling on Presence) of the normal amount.
This affect will ensure the target shall always be affected the casters Auras.
Telepathy
Mind's eye
1 sec activate time Target friend
100 foot
15 second recharge
Places a powerful Shield on a target for 300 seconds that shall absorbs 1000/1100/1200 (This is a normal heal and scales on all healing bonuses) damage, this amount is partially refreshed every four seconds by 300/400/500. (This is a normal heal and scales on all healing bonuses)
For every two second the target blocks they gain a further 100/150/200 (This is a normal heal and scales on all healing bonuses) to the shield
This ability also causes the target to gain a 10% increased affect from Mindful Reinforcement. and whenever Mindful Reinforcement is cast on the target they gain 100/150/200 (This is a normal heal and scales on all healing bonuses) to the Mind's eye shield.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Mind's eye dies or Mind's eye runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Mind's eye on a new target will move the Shield from the first target to the new target with the amount of Absorbion left on the shield, the "blessed" debuff will continue to be maintained after this.
If both the caster and the shield target move further than 150 foot for 20 seconds the shield will drop off.
This ability cannot be cast on yourself
Advantages
Shared Vision: 1 point
Casting Mindful Reinforcement on any other target will also cast it on the target of Mind's eye.
This has a 2 second cooldown
Gadgeteering
Tech Shield
1 sec activate time Target friend
100 foot
15 second recharge
Places a powerful shield on the target for 300 seconds that heals the target for 200/240/280 (This is a normal heal and scales on all healing bonuses) whenever they take damage, this effect has a 2 second cooldown.
This ability also causes the target to gain 8/10/12% (This scales on Presence) increased affect from Bionic Shielding, support Drones and Medical Nantes.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until either the target with Tech Shield dies or Tech Shield runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Tech Shield on a new target will move the Shield from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If both the caster and the shield target move further than 150 foot for 20 seconds the shield will drop off.
This ability cannot be cast on yourself
Advantages
Dampening Shield: 1 point
The target with Tech shield also reduces 40 (This scales on Presence) damage from all attacks.
One; It should and hopefully make healing a bit more interesting and fun for healers.
Two; Healing is completely unlike any other roles in CO, in that they are free to takes any heal and passive they wish; these abilities will ensure even healers will be thinking about what powers work best together and what doesn't work well.
Three: This would allow healers to spend less time on tanks and more time keeping an eye on everyone, This makes healer far better at there roles rather than just focusing 90% of there time on tanks and 10% of DPS.
Also please forgive my awful naming of things
Thank you
Alexandra
Celestial
Celestial Touch
1 sec activate time
Target friend
100 foot
15 second recharge
Places a powerful blessing on a single target for 300 seconds. Whenever the caster uses Iniquity, Rebuke, Celestial Conduit or Holy water (This is counted from both healing and damage use of the abilities) the target is healed for 500/700/900 (This is a normal heal and scales on all healing bonuses)
This buff also increase the effects of all Celestial healing spells on the target by 8/10/12% (This scales on Presence) and reduces the damage done by Iniquity by 5/6/7% (This scales on Presence) when cast on the target with Celestial Touch.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Celestial Touch dies or Celestial Touch runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Celestial Touch on a new target will move the Blessing from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If both the caster and the Blessed target move further than 150 foot for 20 seconds the blessing will drop off.
This ability cannot be cast on yourself
Advantages
Saving grace: 1 point
Whenever the target with Celestial Touch is hit with a killing blow; instead the caster of Celestial Touch is killed and the target is healed to 10% (This is a normal heal and scales on all healing bonuses) heath plus whatever health the caster lost.
This affect has a 30 second cooldown.
Infernal
Deathly Regen
1 sec activate time
Target friend
100 foot
15 second recharge
Infuses the target with a power HoT for 300 seconds. The target will be healed for 150/170/190 (This is a normal heal and scales on all healing bonuses) per second, this amount will increase as the target loses health up to 150%. (This is a flat number and cannot be raised)
The target will also gain 8/10/12% (This is a low scaling on Presence) resistance; this amount will reduce as they take damage.
Whenever the caster attack a target with an Infernal attack the target with Deathly Regen is healed for 100/110/120 (This is a normal heal and scales on all healing bonuses)
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Deathly Regen dies or Deathly Regen runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Deathly Regen on a new target will move the HoT from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If both the caster and the HoT target move further than 150 foot for 20 seconds the HoT will drop off.
This ability cannot be cast on yourself
Advantages
Poison Touch: 1 Point
Whenever the target with the HoT buff attacks a enemy target affected by a poison type debuff, they will gain a small 10 second HoT that heals them for 80 (This is a normal heal and scales on all healing bonuses) per second.
This affect has a 15 second Cooldown
Arcane
Circle of soul link
1 sec activate time
Target friend
100 foot
15 second recharge
Summons a circle under the caster and a circle under the target, while both the caster and target remain within their Circles; The caster shall take 8/10/12% (This scales on Presence) of all damage the target takes (This is counted from damage after the target's defence is considered)
If the Target is hit with a killing blow the circle is broken and both the caster and target are healed to 10/14/18% (This is a normal heal and scales on all healing bonuses) health; this affect places the ability on a 30 second cooldown.
Increasing the rank of this power shall reduce the amount of damage the caster takes by 5/10% (This is a low scaling on Presence)
Healing from Arcane Vitality or Vala's Light is increase by 4/8/12% (This scales on Presence) on the target and will also heal the caster for 400/800/1200 when used to heal the target (This is a normal heal and scales on all healing bonuses)
This circle can be used with other circles.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Circle of soul link dies or The Circles are unsummoned While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Circle of soul link on a new target will move the Circle from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If ether the caster or target leaves there circle for more than 20 seconds the circle will be unsummoned.
This ability cannot be cast on yourself
Advantages
Aura of the magi: 1 point
While both the target and caster remain within their circle the target will gain a bonus version of any aura the caster is using; this aura is at 110% for the normal aura (This is a low scaling on Presence) of the normal amount.
This affect will ensure the target shall always be affected the casters Auras.
Telepathy
Mind's eye
1 sec activate time
Target friend
100 foot
15 second recharge
Places a powerful Shield on a target for 300 seconds that shall absorbs 1000/1100/1200 (This is a normal heal and scales on all healing bonuses) damage, this amount is partially refreshed every four seconds by 300/400/500. (This is a normal heal and scales on all healing bonuses)
For every two second the target blocks they gain a further 100/150/200 (This is a normal heal and scales on all healing bonuses) to the shield
This ability also causes the target to gain a 10% increased affect from Mindful Reinforcement. and whenever Mindful Reinforcement is cast on the target they gain 100/150/200 (This is a normal heal and scales on all healing bonuses) to the Mind's eye shield.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until ether the target with Mind's eye dies or Mind's eye runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Mind's eye on a new target will move the Shield from the first target to the new target with the amount of Absorbion left on the shield, the "blessed" debuff will continue to be maintained after this.
If both the caster and the shield target move further than 150 foot for 20 seconds the shield will drop off.
This ability cannot be cast on yourself
Advantages
Shared Vision: 1 point
Casting Mindful Reinforcement on any other target will also cast it on the target of Mind's eye.
This has a 2 second cooldown
Gadgeteering
Tech Shield
1 sec activate time
Target friend
100 foot
15 second recharge
Places a powerful shield on the target for 300 seconds that heals the target for 200/240/280 (This is a normal heal and scales on all healing bonuses) whenever they take damage, this effect has a 2 second cooldown.
This ability also causes the target to gain 8/10/12% (This scales on Presence) increased affect from Bionic Shielding, support Drones and Medical Nantes.
Whenever this ability is used on a target it will also apply the "blessed" debuff to the caster; this debuff will maintain until either the target with Tech Shield dies or Tech Shield runs out. While this debuff is on; the caster can not use any other "Tank healing Spells"
Recasting Tech Shield on a new target will move the Shield from the first target to the new target, the "blessed" debuff will continue to be maintained after this.
If both the caster and the shield target move further than 150 foot for 20 seconds the shield will drop off.
This ability cannot be cast on yourself
Advantages
Dampening Shield: 1 point
The target with Tech shield also reduces 40 (This scales on Presence) damage from all attacks.
Arm Machine Gun fires a barrage of bullets at your targets from your wrists.
Animation: The machine gun stance used by Mechassassin. The user fires bullets at the target.
Ranged AoE Damage
+50 feet, 2 foot Cylinder
+Toggle
+Hand Slot
+Deals Piercing damage twice to targets in a line in front of you.
-Damage dealt to each target is reduced for each target over 2.
Advantages
Barricade Breaker [2 Points]
+Arm Machine Gun deals 30% bonus base damage to blocking targets.
+Arm Machine Gun has a 30% chance to Disable blocking for 10 seconds.
Extra Ammo [1 Point]
+Arm Machine Gun's damage doesn't decrease the more targets it affects.
Full Metal Jacket [2 Points]
+Arm Machine Gun ignores 30% of target's Shields and Damage Absoprtion.
Doomfire [Fire; TIER 3]
Doomfire channels a continuous burst of fire forward, annihilating anything standing in your way.
Animation: Gigabolt stance, but maintained. Fire surrounds the user's hands while a cylindrical stream of fire
is projected forward
Ranged AoE Damage - Burning
+50 feet; 2 foot Cylinder
+Maintain
-8 second recharge
+Deals Fire damage to targets in a line in front of you.
+10% chance to apply Clinging Flames to targets each pulse.
+25% chance to Snare targets each pulse.
Advantages
Ghostfire Stream [2 Points]
+Doomfire deals 25% of its base damage as Dimensional damage.
+Doomfire has a 15% chance to instill Fear in foes each pulse.
Overloaded Blaze [2 Points]
-Doomfire's Energy Cost increases each pulse.
+Doomfire's Damage Strength increases each pulse.
+When Doomfire applies Clinging Flames, it deals additional Fire damage and Knocks Down that target.
Pyromaniacal Glee [2 Points]
+Whenever Doomfire applies Clinging Flames, it heals you and removes a random Debuff from you.
Extinguish [Darkness; TIER 2]
Extinguish overloads a concentrated bolt of primordial darkness with your life force before firing it, obliterating any foes mad enough to stand in your way.
Animation: Shadow Embrace stance. While charging, a ball of shadow and darkness gathers in the user's hand with green-tinted energy emanating from the user and into the ball. While attacking, the user fires a blast of darkness forward that goes through foes, striking the target.
Ranged AoE Damage - Self Damage - Mental State
+50 feet, 2 foot Cylinder
+Charge
-10 second recharge
+Deals Dimensional damage to targets in a line in front of you.
+50%-100% chance to instill Fear in targets, based on charge time.
-Cost Health instead of Energy.
Advantages
Horrifying Revelation [2 Points]
+Extinguish has a 50%-100% chance to Stun your target and apply Psychosis, based on charge time. Psychosis lowers Hold Resistance and deals Dimensional damage every second for 10 seconds.
Qiphothic Blast [2 Points]
+Extinguish has a 10%-100% chance deal additional Dimensional damage and apply or refresh your Trauma effect, based on charge time.
Sacrifice Repaid [2 Points]
+Whenever your Extinguish lands a Killing Blow, it heals you for 50% of the Health you paid to use it.
Glaciate [Ice; TIER 3]
Glaciate unleashes a barrage of frost and icy shards upon your foes that is cold enough to freeze foes solid.
Animation: Shadow Embrace stance. Frost emanates from the user's hand.
Ranged AoE Damage – Chill
+50 feet; 120 degree Cone
+Maintain
-15 second recharge
+Deals Cold damage to targets in front of you.
+10% chance to apply Chill to targets each pulse.
+Fully maintaining this power applies Chill to all targets.
+Deals 10%/20%/30% bonus base damage if you are affected by Cold Snap, based on Rank.
Advantages
Biting Cold [2 Points]
+Fully maintaining Glaciate applies or refreshes the duration of the Trauma effect on your target.
Cryonics [2 Points]
+Whenever you score a Critical Hit with Flash Freeze, it deals additional Cold damage and has a 25% chance to Paralyze targets.
Diamond Dust [2 Points]
+Flash Freeze has a 20% chance to cause Ice Objects in its radius to explode each second.
Jab Flurry [Might; TIER 3]
Jab Flurry batters your foes with a rapid series of quick punches, giving them no room for comfort.
Animation: Similar to One Hundred Hands, but without the ghostly hands and with impacts similar to other Might powers.
Melee AoE Damage
+10 feet; 120 degree Cone
+Maintain
-8 second recharge
+Deals Crushing damage to targets in front of you.
-Damage decreases for each target it affects.
+10% chance to Disorient targets each pulse.
+Fully maintaining Jab Flurry Knocks Down targets.
Advantages
Dented Iron [2 Points]
+Fully maintaining Jab Flurry applies or refreshes the duration of your Demolish effect on targets.
Swarmer Stance [2 Points]
+Jab Flurry has a 10% chance to apply Reckless to you each pulse.
You're Already Dead [2 Points]
-Jab Flurry's Energy cost is increased by 25%.
+Fully maintaining Jab Flurry deals additional Crushing damage to targets based on a percentage of their Maximum Health. This percentage scales with your Strength.
Miasma [Infernal; TIER 3]
Miasma unleashes a cloud of poison upon foes standing in your way, withering them to nothing.
Animation: Shadow Embrace stance. A spray of poison akin to Venomous Breath emanates from the user's hand.
Ranged AoE Damage - Poison - Debuff
+50 feet; 60 degree Cone
+Maintain
+Deals Toxic damage to targets in front of you.
+15% chance to apply Deadly Poison each pulse. This chance is doubled to targets below 30% Health.
+Fully maintaining Miasma applies Debilitating Poison to targets.
Advantages
Infernal Plague [2 Points]
+Miasma deals 30% bonus base damage to targets below 30% Health each pulse. Those targets are Snared.
Life Eater [2 Points]
+Miasma heals you whenever it lands a Killing Blow.
Plague Wind [2 Points]
+Whenever Miasma applies Deadly Poison to a target, that target takes additional Toxic damage and becomes Incapacitated.
Rising Phoenix [Fire; TIER 3]
Rising Phoenix causes you to rise from defeat in a glorious blaze that burns away nearby foes.
Animation: Rebirth stance. A Pyre explosion erupts around the user.
Ranged AoE Damage - Burning - Self Resurrection
+25 foot Sphere
+Click
-300 second recharge
+Instantly recovers you from defeat at 50%/75%/100% Health, based on Rank.
+Deals Fire damage to targets around you.
+50%/75%/100% chance to apply Clinging Flames, based on Rank.
+Knocks Back foes.
-Puts all other Self Resurrection powers on a shared 300 second cooldown.
Advantages
Phoenix's Resolve [2 Points]
+Rising Phoenix applies Phoenix's Resolve to you. Phoenix's Resolve grants 200% Knock, Repel, and Hold
Resistance for 15 seconds.
Phoenixian Gift [2 Points]
+Rising Phoenix revives fallen allies within 25 feet of you.
Searing Ashes [2 Points]
+Rising Phoenix creates a Burning Patch.
Self Destruct [Power Armor; TIER 3]
Self Destruct overloads your energy source to critical levels, causing a catastrophic explosion that deals heavy damage to anything unfortunate enough to be near you.
Animation: While charging, the user types into their arm, similar to the interaction with various objects, with Particle energy emanates from the user while an alarm begins sounding. At full charge, a large explosion occurs and the user is defeated.
Ranged AoE Damage - Self Defeat
+30 foot Sphere
+Charge
-5 minute recharge
-Must be fully charged.
+Deals Particle damage to nearby foes.
+Targets farther than 15 feet of you take 50% less damage.
+Knocks Back affected targets.
-You are instantly defeated.
-If you are revived, your Damage Strength and Damage Resistance is reduced by 50% for 60 seconds.
Advantages
Disaster Radius [2 Points]
+Self Destruct's radius becomes 50 feet.
+Targets farther than 25 feet of you take 50% less damage.
Last Laugh [2 Points]
FX Change: The charging animation is changed to the Evil Laugh emote.
+Self Destruct deals 2% bonus base damage for each 1% of your missing Health.
Sigils of Primal Prowess [Sorcery; TIER 1]
You summon Sigils of Primal Prowess around you, creating focused points of empowering energy that bring out the best in you and your allies that are close to them.
Animation: Sigil summon stance. While charging, the user glows blue. The sigils have an appearance similar to the mystic pillars in Canada.
Sigils - AoE Buff
+Charge
-30 second recharge
-Must be fully charged.
+Increases all Stats of your allies. Scales with your Presence.
+Each Primal Sigil grants Knock Resistance and Repel Resistance.
-Only one type of Sigil can be active at a time.
-Sigils can be attacked and destroyed.
Advantages
Animist's Fury [2 Points]
+Your Primal Sigils have a 10% chance to apply or refresh the duration of stacks of Furious your teammates have.
Mystic Transference [2 Points]
+You can summon Sigils of Primal Prowess alongside other Sigils, but only 2 Primal Sigils are summoned.
Primal Surge [2 Points]
+Whenever a Primal Sigil is dealt damage by a foe, it heals teammates within 15 feet of it and has a 50% chance to Repel that foe.
Strife [Supernatural; TIER 2]
Strife taps into deep malevolent energies to empower your offense.
Animation: Aggressor stance. The aura produced by Aspect of the Infernal surrounds the user.
Active Offense
+Click
-90 second recharge
+Grants 40%/50%/60% Damage Strength for 15 seconds, based on Rank.
+Assists in breaking out of Hold, Root, and Disable effects.
+Can be used while Held or Confused.
+Strife counts as an Energy Form.
+Your direct-damaging attacks deals 3%/6%/9% bonus base damage to targets affected by your Wounds or Poisons for 15 seconds, based on Rank. This bonus is doubled for your Supernatural powers.
+Increases the damage dealt by your Bleed or Deadly Poison effects by 30%/40%/50% for 15 seconds, based on Rank.
Advantages
Prepare for War [2 Points]
+Strife heals you for a percentage of your Maximum Health and removes DoTs and Heal Reductions from you. The heal scales with your Constitution.
Tempest's Strikes [Dual Blades; TIER 3]
Tempest's Strikes causes you to lash out in fury at your foe, tearing them apart with your blades.
Animation: While maintaining, the user unleashes various cutting attacks on the target.
Melee Damage - Snare - Stun
+10 feet
+Maintain
+Deals Slashing damage to your target.
+Damage dealt increases while maintained.
+Snares your target.
+Tempest's Strikes gains 5% Critical Chance if you are Focused.
+Fully mainaintaing Tempest's Strikes Stuns your target.
Advantages
Draining Storm [3 Points]
-Tempest's Strikes's Damage Strength is decreased by 25%.
-Tempest's Strikes's Energy cost is increased by 25%.
+Tempest's Strikes becomes a Life Drain power.
+Tempest's Strikes heals you for 50% of the damage it deals.
Insurmountable Storm [3 Points]
+Tempest's Strikes ignores 2% of your target's Damage Resistance and Dodge Chance each pulse. These bonuses reset when you stop maintaining it.
Tesla Stream [Electricity; TIER 2]
Tesla Stream causes you to emit streams of electricity in front of you, shocking anything standing in your path.
Animation: Crushing Wave stance. Electricity flows forth from the user's hands.
Ranged AoE Damage - Negative Ions
+50 feet, 120 degree Cone
+Maintain
+Deals Electric damage to targets in front of you.
-Damage decreases each pulse.
+10-50% chance to apply Negative Ions each pulse.
+Arcs to a secondary target each pulse, dealing single target Electrical damage.
Advantages
Chaos Storm [2 Points]
+Tesla Stream has a 20% chance to consume your Negative Ions effect to deal Electrical damage in a 10 foot Sphere around the target. Those targets are Knocked Down.
Reverse Output [3 Points]
+Tesla Stream's damage increases each pulse instead of decreasing.
+Fully maintaining Tesla Stream consumes 10% of your Energy to deals additional Electrical damage and Knock Down targets.
Widespread Output [2 Points]
+While you have more than 75% Energy, Tesla Stream has a 15% chance to consume extra Energy to deal additional Electrical damage to targets within its radius.
Vile Lifelink [Infernal; TIER 2]
Vile Lifelink sends a link of cursed chain towards you target, impaling them and absorbing their energy from the poison that plagues them.
Animation: Lifedrain stance. A link of infernal chain emanates from the user's hand and connects to the target. Life energy is transferred to the user from the target through the chain
Ranged Damage - Life Drain - Snare
+50 feet
+Maintain
+Deals Toxic damage to your target.
+While maintaining Vile Lifelink, it Snares your target.
+Heals you for 50% of the damage dealt each pulse. This value is increased by 10% for each of your stacks of
Deadly Poison on your target.
+Fully maintaining this power refreshes the duration of your stacks of Deadly Poison on your targets.
Advantages
Coiling Chains [2 Points]
FX Change: When Coiling Chains procs, chains wrap around your target.
+Vile Lifelink has a 10% chance to deal 30% bonus base damage and Paralyze your target each pulse.
Retracting Chain [1 Point]
+Vile Lifelink slowly pulls your target towards you each pulse.