PART 1: RADIATIONEnergy Projector::RadiationThere's just ope point behind adding radiation powers to CO, and you can see it in top right corner! Yeah, that's Grond, a character which represents the whole CO. And yet no one of players has access to authentic radioactive powers, thus it will add authentity to those concepts. I think this concept finally deserves some respect. It doesn't have to be full-scale set with lots of powers - a few key ones would be enough. These few 8 powers I suggest - are recycles of NPC animations & SFX primarily. 2 of these powers're maintains (you can go even furthur and make Atomic Breath 3-rd one), so could be somewhat useful for DPS or Tanking. Default color for these powers is green. "The Nuke" Archetype combines those with PA ones, like Chest Beam or Eye Beam, and Force Shield, all powers for that AT are green by default. Note, that Penetrating is an actual kind of damage, that's dealt with specs Reactive Strikes and Anguish.
Isotopic Infusion is a status condition, that is used by this framework. Stacks up to 5 times.Energy Projector::Radiation::X-Ray BoltsEnergy builder, 50', single target.Particle damage, chance to setup Isotopic Infusion status.
Energy Projector::Radiation::Atomic BlastCharge, 100', single target.Particle (more) + Penetrating (less) damage, sets up Isotopic Infusion with more chance depending on charge time, refreshes Isotopic Infusion stacks. Visually same as X-Ray Bolt, but two-handed and bigger.
Energy Projector::Radiation::Radioactive FormOffensive Passive.Increases Energy & Penetrating damage. Increases Energy & mostly Particle Resistance, gives energy when hit by Particle damage. Enemies within 100' range will suffer periodical Penetrating damage, depending of # of Isotipic Infusions they got (no damage at 0 stacks).
Energy Projector::Radiation::Radiation StormMaintain, 50', 15' sphere AoE.Storm deals Particle & Penetrating damage, also applies Isotopic Infusion.
Energy Projector::Radiation::Particle BeamMaintain, 50', single target, self-snare.Releases beam of elementary particles at pointed target, dealing Particle & Penetrating damage. It can apply Isotopic Infusions as well. Advantage: 1 pt cost. This power now hits up to 3 targets within 1' cylinder AoE.
Energy Projector::Radiation::Isotopic ReverberationEnergy Unlock.Returns energy, scaling with Endurance & Recovery equally, each time you hit enemy, affected by Isotopic Infusion, with Particle damage. Has timer, so attacks like Plasma Beam won't fill up energy bar.
Energy Projector::Radiation::Split the AtomCharge, must be fully charged, 100', 20' sphere AoE, has cooldown.Deals more Particle & Penetrating damage, the more targets have Isotopic Infusions on them. Consumes all of its stacks. Advantage: Fallout - now this power creates Grond-like puddles, that deal Particle damage & can't be dodged, underneath targets, those had 5 Isotopic Infusion stacks. Visual = green-colored (by default) mushroom cloud, that you can see if you lose Red Winter custom alert.
Energy Projector::Radiation::Atomic ReanimationRevive.Energy Projector-themed rez power for single ally, that also restores energy to them. Advantage makes it possible to use as selfrez (so Rebirth won't be only option for that), but it starts to drain your energy after a rez & gives you Resistance to Endurance, similar to Rebirth deals with Health. It doesn't drain away health. Selfrez usage imposes cooldown. Uses extremely awesome UUURRRTTTT SFX of respective NPC. Should not have "magic" animation.
Comments
But, its obvious you have never been the victim of a heat stroke. Otherwise you'd understand why Heatwave is a mezz.
Silverspar on PRIMUS
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Silverspar on PRIMUS
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Epic Stronghold
Block timing explained
A lot of these ideas are neat... tho it seems a lot of these are just copied from other suggestion posts.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
But on a more serious note...although the effects for time distortion and time control do exist in CO...it is quite dangerous as it adjusts the way the server processes time. So those instances where it appears are very much controlled, whereas if players had the ability to do that...we'd probably see a lot more trouble.
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My super cool CC build and how to use it.
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The problem is they consume development resources, which otherwise could go on powers, that should be released in top priority, like Technology all-time Heal, as currently healers are stuck on magic.
I highly disagree with your suggested change to Heat Wave...the power doesn't need a change at all. As the name suggests it pushes the target to an exhastive state due to extream heat... It's not "fire" its pure heat, it boils your blood and causes a heat stroke, if you've ever experianced heat stroke you'll know you are as good as incapacitated and may very well faint from it... for those who want DPS from the power the advantage gives you a very strong fire damage debuff. I can tell you from experiance using it on my fire DPS toon, Heat Wave's Engulfing Flames debuff is where most of her damage comes from, if I lose the debuff her damage is cut in half. With Engulfing Flames and her other debuffs she does 25k Fireballs, with only her other debuffs and no Engulfin Flames she barely exceeds 10k Fireballs.
I have a couple requests for Munitions & Gadgeteering...
1) Munitions: A Gattling gun mini-set
2) Munitions: A rifle/smg mini-set
3) Gadgeteer: Weapons-free Healing Beam (in addition to the weapon based one)
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Mystic::Darkness::Qliphothic Aura
Buff form. Affects up to 20 teammates in 100' range.
Spatio-temporal distortion protects from Ranged and/or AoE damage. Grants +X% resistance to all Ranged damage & additionally +X% resistance to all AoE damage. This increase scales with your Super Stats. This is magic-themed version of IDF, that works a bit another way.
My super cool CC build and how to use it.
Energy Projector::Force::Hyperdrive
Energy Unlock.
Your mastery of hyperspace allows to gravitate nearby energy. The more you've accumulated on you - the faster you recharge. This power hangs energy-over-time buff each time, you fully charge one of your Charge Up damaging power, or hit 5 or more enemies with Charge Up damaging power. Doesn't work on taps or maintains, but works on tapspam charge-up AoE. This energy Return scales with Recovery & is affected by Endurance & Constitution.
My super cool CC build and how to use it.
Maybe makes sense to make something similar for Hexslinger to have access to, in case if it's gonna be Caliburn-themed - i.e. as alternate power for Scarn's Bane, as both are AoE maintains. If it won't - then just for Freeforms, may even for GCR vendor, as reskinned/upgraded LT version.
Maintain, 25', PBAoE, self root
Swing around a lash of glowing energy, that deals Particle damage, inflicts Plasma Burns. And knocks enemies back. Advantage: vortex technique - makes enemies Knock To & applies Furious to self.
Maintain, 50', 5' Cylinder AoE, skillshot
Energy Beam cuts down everything in its path. Advantage "Melta Cannon" - 5% chance per tick to inflict Plasma Burn. Note: it's not new power at all, it's just Plasma Beam variant, that utilizes device stance, because that stance was requested when plasma beam became toggle. This is also not tagged as PA-Slot power at all, so its animation won't mess with another of them, because it enables PA lockout when coupled with PA powers. This is "plasma beam" variant for non-PA builds, because toggle is not very comfortable, it can delay other non-PA powers a bit. And it would be really easy-peasy to make.
Pyromancer's Blades got both fire & magic variant, why plasma beam couldn't get something like that - PA & non-PA variants? Hopes never die.
EDIT: this stance also doesn't seem to have angling issues, connected to chest depth/width.
Single target, 60' melee, lunge.
Utilize miniature warp-drive to close distance with target. This deals Particle damage as a side effect of the warp, and also puts Disorient on target, if it is further than 20'.
Technology::Energy Sword::Warp Retreat
Single target, 100', reverse lunge, threat wipe.
Utilize emergency warp-drive, to teleport away from foes, which resets your target's threat. Advantage (2 pt): Zero-Energy Absorber, while traveling through wormhole negative energy is used to revert back damage, i.e. using threat wipe will heal portion of health.
25', Single Target, Revive.
Brings back one ally from the knock out. Advantage applies a linger, that energizes that ally over time.
Maintain, 25', PBAoE, self root
Swing around a lash of searing flame, that deals Fire damage, inflicts Clinging Flames. And knocks enemies back. Advantage: vortex technique - makes enemies Knock To & applies Furious to self.
Mystic::Supernatural::Vine Cyclone
Maintain, 25', PBAoE, self root
Swing around a floral lash, that deals 50/50 Slashing/Toxic damage, inflicting bleeds or poisons. And knocks enemies back. Advantage: vortex technique - makes enemies Knock To & applies Furious to self.