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What is the Arc Client?
Install Arc

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gentlegiantvexxgentlegiantvexx Posts: 321 Community Moderator
edited June 2019 in Builds and Roles
-Draft Testing-

ELECTRICITY:

[Electricity description]

--------------------------------

[Energy Builder]


Tier 0
Electric Bolt - Energy builder, Ranged Single Target, Negative Ions
Click - 0.55 / .35 activation time - 50ft range
Electric Bolt fires shocking arcs of electricity into your enemy.
[gif 1] [gif r2] [gif r3]
With each attack is a 25% chance to inflict Negative Ions.
Advantages
= Lightning Overload (2pts)
Grants Electric Bolt a chance to jump to another target on every attack.
= Ionic Infusion (2pts)
Doubles the chance to apply Negative Ions to your target on every attack.

*This power unlocks Tier 1 of the Electricity powerset and the Combo/Blast Powers of all other powersets.

[Ranged Attacks]


Tier 0
Chain Lightning - Blast, Ranged Single Target, Negative Ions
Charge - 0.67 Activation time / 1.33 Charge time - 100ft Range
Chain Lightning allows you to emit a powerful directed blast of electrical energy at a target which can arc to other nearby targets as well.
[gif r1] [ gif r2] [ gif r3]
Based on charge time, this power has a 44 - 100% chance to apply Negative Ions, 100% to apply on tap or charge if your energy is above 90%
Fully charging this power will cause it to Arc to a target within 50ft, and chain more if the targets are affected by Negative Ions.
Advantages:
= Lightning Helix (2pts)
Adds a random Arc to this power that can go to the same target that another Arc goes to, hitting that target twice, or may go to another nerby Target. The additional Arc also benefits from additional chaining from completing a Circuit and consuming Negative Ions.
= Superconductor (2pts) - Debuff
Applies superconductor to targets that are affected by Negative Ions.
Superconductor reduces the resistance to electrical damage for 16 seconds.

*This power unlocks tier 1 of the Electricity powerset.

Tier 3
Lightning Arc - Ranged Single Target, Arc
Maintain - 0.5 activation / Lasts up to 4 sec - 100ft range
Lightning Arc is a sustained barrage of electricity which may arc to additional foes near your target.
[gif]
Lightning Arc has a 10% chance each hit to arc to a target within 25 ft, the chance increases to 20% if the target is affected by Negative Ions. This also deals an additional 20% damage to targets affected by Negative Ions.
Advantages
= Blindside
Reduces the movement speed of your target for the maintained time of the power.

[Ranged Area Attacks]


Tier 1
Electrical Current - Ranged AoE, Negative Ions, Arc
Maintain - 0.83 sec Activation, Lasts up to 5 seconds - 50ft Range, 45° Cone, up to 5 targets
You concentrate your electrical power and shock those in front of you.
[gif1] [gif2] [gif3]
Every 0.5 seconds of the maintain, has a 15% chance to apply Negative Ions to the target(s). When hitting a target affected by Negative Ions, there is a 15% chance to Arc to a target within 25ft.
Advantages
= Bad Wiring (2pts) - Stun
Targets hit have a 20% chance to be Stunned, 100% chance if the target is affected by Negative ions.
= Unlimited Power! (3pts) - Circuit
Applies and immediately consumes Negative Ions every hit, completing a Circuit.

Tier 2
Thunderstrike - Ranged AoE, Arc, Negative Ions, Circuit
Tap/Charge - 0.67 sec Activation / 1.33 sec Charge - 100ft range, 10 ft Sphere, up to 5 targets.
Thunderstrike calls upon the forces of nature to deliver a powerful bolt of lightning to your enemies.
[gifs]
When hitting a target affected by Negative Ions, Negative Ions will be consumed and Arc to a target within 25ft.
After two seconds of using this power, it applies Negative Ions to the main target and 33 - 100% Chance to apply Negative Ions to additional targets.
Advantages
= Ionic Compression (2pts) - Root
Causes thunderstrike to Root the target. Rooted targets are unable to move.
= Strike Down (2pts) - Knock Down, Debuff Refresh
Causes Thunderstrike to Knock Down your primary target, this power will also refresh the duration of your Superconductor debuff.
= Never Strikes Twice (2pts)
Increases the damage of this power against Held Targets
= Recharge (2pts) - Heal
Applies Restoration, which gives you a heal over time. It will heal for an additional amount if your health is low.

Ball Lightning - Ranged AoE, Negative Ions, Arc
Click - 0.83 sec Activation - 10 second Recharge
Ball Lightning summons a Sphere of electrical energy to fight your for, the Sphere will chase them down, and deal damage to nearby enemies as well.
[Gif r3] [ Triplicity gif]
Ball Lightning has a 25% chance to apply Negative Ions to the Target with a 33% chance to Arc to a target within 10ft. Ball Lightning will also detonate after 10 seconds, dealing electrical damage to foes within 15ft.
Advantages
= Triplicity (2pts)
Ball Lightning summons 3 Ball Lightnings instead of one. Each one deals 40% damage, and only the primary Ball Lightning will explode.
= Supercharged (1pts) - Debuff refresh
The first and last hit from your Ball Lightning partially refreshes the duration of your Superconductor Debuff.

Tier 3
Gigabolt - Ranged AoE, Negative Ions, Circuit, Arc
Tap/Charge - 0.67 Activation / 2.33 Charge - 100ft Range, 5ft Cylinder, Up to 5 foes.
Gigabolt allows you to summon 1.21 gigawatts to blast your foes.
[gif]
Gigabolt has a 34 -100% Chance to apply Negative Ion based on charge time, with a 50% chance to Arc to a target within 25ft (75% chance if affected by Negative Ions.)
Fully charging Gigabolt will cause you to be affected by Electrical Surge, preventing you from charging Gigabolt again for 8 seconds. Hitting a target affected by Negative Ions with a Charged Gigabolt will consume Negative Ions and will Arc to a nearby target
Advantages
= Death Arc (2pts)
Any enemies defeated by Gigabolt will unleash AoE Damage to nearby targets.

Lightning Storm - Ranged AoE, Negative Ions, Arc
Maintain - 0.5 Activation / Lasts up to 5 seconds - 50ft range, 15 foot Sphere, up to 5 foes.
You charge the air around your foes, causing lightning bolts to repeatedly strike them.
[gif]
Lightning storm has a 15% chance to apply Negative Ions to targets, with a 25% chance to Arc on targets affected by Negative Ions.
Advantages
= Stolen Thunder - Knock
Your Lightning Storm hits with such force that your targets are Knocked down upon the first hit, additional strikes have a chance to knock down targets again
= Panic and Run
Lightning storm has the a chance to apply Stagger to your target. Reducing your target's all damage resistance by -2% and movement speed for up to 3 stacks.

[Close Area Attack]


Tier 1
Sparkstorm - Ranged AoE, Arc
Maintain - 0.5 sec Activation, Lasts up to 4 seconds - 15ft Sphere from User, up to 5 targets
Sparkstorm is a shower of electrical energy which damages foes close to you. Show them that they do not want to get too close to your electric personality.
[Gif r3] [gif + toggle]
Each hit has a 10% chance to arc to a target within 25ft and a 10% chance to apply Negative Ions. This power also Knocks Down targets affected by your Negative Ions, consuming your Negative Ions and completing a Circuit.
Advantages
= Electric Personality(3pts) - Toggle
Changes Spark Storm to a toggle, The toggle lasts the original duration and other powers can be used during Spark Storm
= Electric Jolt (2pts) - Knock Back, Circuit
Spark Storm now Knocks Back targets affected by Negative Ions instead of Knock Down. Successful Knockbacks will complete a circuit, consuming Negative Ions.

Sigils of the Storm - Ranged Sigils, Summon
Charge - 0.67 sec Activation / 1.33 sec Charge - 30 second recharge
Sigils of the Primal Storm summons sigils around you to deliver deadly electrical shocks to any enemy who comes too close.
[gif r3] [Gif adv]
Upon full charge, 5 sigils near your location. Foes within 15 feet of a Storm sigil will be struck by lightning with a 10% chance that the lightning will arc to an additional target.
Advantages:
= Mystic transference (1pts)
You now only summon two sigils, but they can be summoned alongside other sigils. This also reduces the cooldown , charge time, and energy cost of the power.

Storm Summoner - Ranged AoE, Negative Ions
Maintain - 1 sec Activation/ Lasts up to 3 sec - 25ft Sphere around user, Up to 5 targets
Call upon Nature's fury to strike down foes.
[gif]
Each hit has a 25% Chance to apply Negative Ions. If fully maintained, and your target is affected by Negative ions, Super conductor is applied to the enemy, reducing their electrical resistance -18% for a short time.
Advantages
= Magnetic (2pts) - Pull to
Your storm now draws targets close to you.
= Squall (2pts) - Snare, Circuit, Knock Up
Your storm now Snares targets. When this power is fully maintained, a circuit is completed, consuming Negative Ions, and will Knock Up your enemies.
= Particle Storm (2pts) - Plasma Burn
Gives the storm a chance to apply Plasma Burn, Dealing particle damage overtime. This chance is increased if your target is affected by Negative Ions.
Plasma Burn is also a type of Radiation

[Movement]

Tier 1
Lightning Strike - Lunge, Snare, Stun
Tap - 0.35 sec Activation - 60ft range, 6 second Recharge
You lunge toward your target, striking them with a fierce bolt of lightning.
[gif]
You lunge at the target, snaring them for 13 seconds. You also stun your target for 2 seconds if you lunge from more than 20 feet away and are not currently controlled.
Advantages
= Charged Up (2pts) - Circuit, Buff
Completes a circuit, consuming your Negative Ions on the target, granting the Charged Up buff that increases your travel speed briefly.
= Nailed to the Ground
Cancels and locks out the affected targets travel powers for 5 seconds.


[Healing]

Tier 1
Electrical Siphon - Team Heal, Circuit
Click - 0.67 Activation - 25ft Sphere, 10 second Recharge, Up to 5 targets.
Siphon energy around you to restore the health of your allies.
[gif]
Electrical Siphon consumes all of your Negative Ions on your targets healing your allies, this is multiplied by the number of Negative Ions consumed.
Advantages:
= Charged Up (2pts) - Circuit, Buff
Completes a circuit, consuming your Negative Ions on the target, granting the Charged Up buff that increases travel speed briefly to you and Nearby allies

Tier 3
Thundering return - Self Resurrection (Self Rez), Heal, Negative Ions
click - 2 sc Activation - 4 minute Recharge
[gif]
You are brought back from defeat. For the next 20 secs, you gain health upon defeating an enemy, 10% of damage taken into energy, and 100% chance to apply Negative Ions to targets.
Places all Resurrection powers on a 300 second cooldown.


[Crowd Control]

Tier 2
Electrocute - Paralyze, Negative Ions, Arc
Charge - 0.67 Activation time / 2.33 Charge - 50ft Range, 15ft Sphere, up to 5 foes.
Electrocute temporarily immobilizes a target with a massive jolt to their nervous system.
[gif]
Electrocute paralyzes targets for 14 seconds, Applying Negative Ions to your primary target and 25% chance to apply to secondary targets. The electricity will Arc to foes within 25ft.
Advantages
= Superconductor (2 adv. pts) - Debuff
Fully charging Electrocute applies superconductor to your target.
Superconductor reduces the resistance to electrical damage for 16 seconds.

Blinding Light - Threat wipe, Stealth
Click - 1 Sec Activation - 35 Second Recharge
You are able to convince your foe that you are not a threat.
[Gif]
Blinding Light wipes your threat from targets, placing you in stealth for 3 seconds.


[Buff Self]

Tier 1
Electric Sheath - Active Offense, Energy Form
Click - Instant Cast - 1 minute 30 second Recharge
Electric Sheath coats you in a Tight Field of Electricity, improving your combat abilities for a short period of time.
[posssible Gif]
Electric Sheath grants all damage Strength, Increases your energy equilibrium, your energy generation is increased, and your energy decay is heavily reduced.
Applies Break Free damage to any holds, Roots, or disables affecting you.
This Active Offense also has a 25% chance to apply Negative Ions to targets that damage you.
If you are affected by the Electric Surge debuff, activating this power removes it and prevents it from being applied for the duration of this power.
Advantages
= Matter-Energy Union (2pts)
For the duration of Electric Sheath, incoming damage will be subtracted from your energy instead of your health. This can only reroute a limited amount of damage, after which damage will be dealt to you as normal.

*Activating this Power causes all other Active Offenses to have a cooldown of 30 seconds.

[Buff Targets]

Tier 2
Neuroelectric Pulse - AoE, Energy Gain, Root
Click - 0.5 Sec Activation - 15ft Sphere, 15 Second Recharge, up to 5 targets.
Create an Electric field that generates power for you and nearby allies.
[gif]
Summons a Static Field for 12 seconds, granting you and nearby allies energy and energy decay scaling from your Recovery, also draining energy from foes standing in the Static Field.
Advantages
= Recharge (2pts) - Heal
Applies Restoration, which gives you a heal over time. It will heal for an additional amount if your health is low.

[Slotted Passives]

Tier 1
Electric Form - Slotted Offensive Passive, energy form.
Energy Damage (Electricity, Particle, Sonic)
Your Master of Electricity Grants you the Knowledge of how to most effectively use your energy powers and how to reduce the effect of your attacker's Energy attacks.
[Electric form Icon]
You deal additional energy damage (Electricity, Particle, Sonic), gain energy resistance, and gain heavy electrical damage resistance. When you take electrical damage, you gain 10% of damage received in energy. Your base energy equilibrium and energy recovery is increased.
When you strike a target that's affected by your Negative Ions, you are healed a minor amount. This effect can occur up to 3 times within 5 seconds.


[Toggle Forms]

Tier 1
Power Source - Toggle Form
Toggle - 3.5 second Charge - Endurance scaling.
Power Source enables you to tab into a vast source of power.
[Power Source icon]
Power Source enables gaining stacks of Untapped Power. Untapped Power scales with your endurance, greatly increases your ranged damage, and increases your melee damage a small amount. You gain stacks by applying Negative Ions, Completing a Circuit, or causing an Arc, This stacks up to 8 times.


[Block]

Tier 1
Electric Shield - Block
Instant - 10ft Sphere
Electrical Shield creates a protective barrier of crackling energy that significantly reduces incoming damage and causes enemies around you to receive a nasty shock.
[gif]
Electrical shield grants bonus damage resistance to all damage while blocking, reducing your movement speed and increasing your hold and knock resistance. This shield also deals electrical damage every 0.5 secs to nearby targets


[Energy Unlock]

Tier 1
Ionic Reverberation - Energy Unlock
Scales with Endurance and Recovery equally.
Ionic Reverberation causes a small amount of your energy to return to you each time one of your electrical attacks arcs to another enemy.
[Ionic reverberation Icon]
Completing a Circuit and consuming negative Ions grants you a great amount of energy. Utilizing Negative Ions without consuming it grants you a minor amount of energy.

[Ultimate]

After Level 35
Storm Strike - Ultimate, Ranged AoE, Negative Ions, Knock
Click - 0.5 sec Activation/ 1.5 Sec Charge - 25ft Sphere, up to 10 targets, 1 minute 30 second Recharge
Brings down a mighty Bolt of Lightning on your Foes.
[Gif]
Storm strike knocks down all targets, Dealing additional damage to enemies affected by Negative Ions while consuming it.
After 2 seconds, Negative Ions is applied on affected targets.

Post edited by gentlegiantvexx on

Comments

  • gentlegiantvexxgentlegiantvexx Posts: 321 Community Moderator
    edited February 2022
    - - - - Tier 1 - - - -​​
    Torment: For builds that have Hard Crowd Control Effects to gain increased Hold Duration.

    Eternal Spring: For builds that already have high Critical Chance to allow their Critical Effect Heal
    to grant additional healing over time.

    Caregiver: For builds that have Healing Powers and Shielding Powers to deal increased Healing and Shielding to allies.

    Sentinel Aura: For builds that want a passive method of healing everyone while scaling on Bonus Healing.
    = = = = Tier 2 = = = =​​
    Moment of Need: For builds that look for higher Critical Chance in their direct healing abilities.

    Rejuvenated: For builds that have an Active Heal over Time Power to regain Energy for their next abilities.

    Wither: For builds that have a Paralyze Power, Stun Power, or Sleep Power to reduce their enemies' Damage Resistance.

    Genesis: For builds with high energy costing Healing Powers, Shielding Powers, and Crowd Control Powers to reduce their Energy Costs.

    JDWPHwi.png
    llBhk0H.png
    Arbiter Specialization Explainations​​:
    Kyu5i9a.png

    zeWn6Wh.png
    EDr93bq.png
    Avenger Specialization Explainations​​:
    3ErApYW.png

    gYwGWkq.png
    GmKZ1vR.png
    Brawler Specialization Explainations​​:
    CxgYAbb.png

    qREzlb3.png
    4MYzz9P.png
    Commander Specialization Explainations​​:
    lIBoXDX.png

    sYzraMR.png
    nXKbeWl.png
    Guardian Specialization Explainations​​:
    y9Ab5y9.png

    PBh7R5q.png
    969dh7T.png
    Overseer Specialization Explainations​​:
    JLxzYtr.png

    wGEPZGB.png
    ODF3HTT.png
    Protector Specialization Explainations​​:
    Y4inWas.png

    1McqEms.png
    TULaP6Q.png
    Sentinel Specialization Explainations​​:

    AdL3MDv.png
    dyxqSs6.png
    Sentry Specialization Explainations​​:

    elEwWr8.png
    amWTHzQ.png
    Vindicator Specialization Explainations​​:

    EiY1XKU.png
    75keViU.png
    Warden Specialization Explainations​​:


    Enforcer: For builds that uses Combo Powers and directly heal and Shield others.

    Ruthless: For builds that Critical Strike often and need to raise their Critical Severity directly.

    Arbiter Aura: For builds that aim to increase their own and allies' or Summons' Base Melee Damage.

    Honor: For Builds that alternate healing allies and dealing damage to reward increased damage to their next attack.

    Preservation: For builds that would need more energy relief using their Healing, Crowd Control Powers, and strongest Single Target Melee Attacks.

    Enhanced Gear: For builds that benefit scaling from Offense to further increase it's capabilities.

    Fortified Gear: For builds that benefit scaling from Defense to further increase it's capabilities.

    Tenacious: For builds that commonly receive damage from enemies to be rewarded with increased offense temporarily.

    Offensive Expertise: For builds with an Active Offense Power to take advantage of reduced cooldown after it's use.

    The Best Defense: For builds that have high defense to allow it to be converted into additional offense.

    Plasma Burn deals [ Light ] Particle Damage every 1 sec for 16 secs. This can stack up to 5 times.
    Plasma Burn is a type of Radiation.

    Disintegrate lowers resistance by -18% to Particle Damage for 15 seconds.
    Disintegrate is a type of Radiation.

    [ Light ] Dimensional Damage

    Devoid reduces target's resistance to Dimensional Damage by -18% for 12 seconds.

    Fear reduces your target's damage strength by -10% for 12 seconds. Fear is a type of Mental State.

    Heals

    Illumination when on an ally,
    friendly targets for [ Minor ] Health Points and increase the direct healing they receive for 3% for 20 sec.
    Illumination counts as an Enchantment.
    Illuminated when used on a Foe, allows anyone attacking the target a 15% chance to be affected by Mend, healing them for [ Minor ] Health Points every 2 seconds for 8 seconds.
    Illuminated counts as a Curse.

    Shredded

    Debilitating Poison

    Furious

    Deadly Poison deals [ Minor ] Toxic Damage every 1 seconds for 16 secs and can stack up to 5 times.

    Disoriented targets have their damage reduced by 10% and their movement speed reduced by 25%

    Clinging Flames causes targets to take [ Light ] Fire Damage every 2 seconds for 12 seconds. Clinging Flames may leap to other foes near the target called Clinging Flames.

    Crowd Control
    Healing

    Compassion - Healing Toggle Form
    Scales with either Presence or Recovery
    [Icon]
    Activating this power enables the ability to stack Compassion.
    You earn stacks of Compassion when you heal yourself or directly heal an ally, up to 8 stacks.
    Scaling with the Presence or Recovery stat, Compassion primarily increases your Healing and Shielding effects, and secondarily your Melee Damage and Ranged Damage a lesser amount. When you gain a stack, you gain energy.


    This Power can be unlocked by the GCR Vendor

    = Nailed to the Ground - Travel Power Lockout
    LpQWM7u.png

    = Recharge/Work Up/Inner Peace - Heal over Time, Restoration
    x1Rv9eI.png

    = Insert Revive here - Team Revive
    The power now can resurrect up to 4 teammates within 25ft of you. Healing received is divided among targets resurrected.

    = Trauma - Trauma
    pAD9WU6.png

    = Unchained - Break Free
    QQlPMjA.png

    Disoriented targets have their damage reduced by 10% and their movement speed reduced by 25%


    [*] = [Energy Projector Power Tree] - Electricity, Fire, Force, Wind, Ice

    [*] = [Technology Power Tree] - Archery, Gadgeteering, Munitions, Power Armor, Laser Sword

    [*] = [Martial Arts Power Tree] - Dual Blades, Fighting Claws, Single Blade, Unarmed Martial Arts

    [*] = [Mentalist Power Tree] - Telekinesis, Telepathy

    [*] = [Brick Power Tree] - Heavy Weapons, Earth, Might

    [*] = [Mystic Power Tree] - Celestial, Darkness, Arcane Sorcery, Bestial Supernatural, Infernal Supernatural


    Offense:★★
    Defense:☆☆
    Utility:★★[/center]
    ★☆☆ ★★☆ ★★★

    Bane
    Bane can apply the following effects: Bleeding, Chilled, Clinging Flames, Confuse, Deadly Poison, Debilitating Poison, Demolish, Dependancy, Disintegrate, Disorient, Fear, Hexed, Plasma Burn, Stagger, Stress.

    Important subject​​

    Heavy Weapons​​
    Post edited by gentlegiantvexx on
  • gentlegiantvexxgentlegiantvexx Posts: 321 Community Moderator
    edited January 2022

    Crowd Control

    [ Light ] / [ Minor ] / [ Short ]
    [ Moderate ]
    [ Heavy ] / [ Major ] / [ Long ]

    [ Light to Moderate ] / [ Minor to Moderate ] /
    [ Short to Moderate ]
    [ Moderate to Heavy ] / [ Moderate to Major ] /
    [ Moderate to Long ]

    Strength
    Dexterity
    Ego
    Intelligence
    Constitution
    Presence
    Recovery
    Endurance
    Offense:★★
    Defense:☆☆
    Utility:★★
    ★☆☆ ★★☆ ★★★

    Critical Strike and Critical Severity
    Dodge and Avoidance , Defense
    Heal
    and Shield
    Quick Comment selection:
    Power Tree Demonstrations

    [*] = [Energy Projector Power Tree] - Electricity, Fire, Force, Wind, Ice

    [*] = [Technology Power Tree] - Archery, Gadgeteering, Munitions, Power Armor, Laser Sword

    [*] = [Martial Arts Power Tree] - Dual Blades, Claws, Single Blade, Unarmed

    [*] = [Mentalist Power Tree] - Telekinesis, Telepathy

    [*] = [Brick Power Tree] - Heavy Weapons, Earth, Might

    [*] = [Mystic Power Tree] - Celestial, Darkness, Arcane Sorcery, Bestial Supernatural, Infernal Supernatural

    uJfZ3DY.pngiuBuuxd.pngj6W4nRu.pngl4yqVes.png4z1WBKt.pngGFdfpfJ.png
    uJfZ3DY.png - Elemental
    Electricity, Fire, Force, Wind, Ice

    p9bw5Zb.pngElectricity p9bw5Zb.png
    - - None - -

    cAbueDR.pngFire cAbueDR.png
    - - None - -

    v3Fwtck.pngForce v3Fwtck.png
    - - None - -

    qETuZdJ.pngWind qETuZdJ.png
    - - None - -

    Uvv0zSS.pngIce Uvv0zSS.png
    - - None - -

    iuBuuxd.png - Technology
    Archery, Gadgeteering, Munitions, Power Armor, Laser Sword

    O26Nvgp.pngArcheryO26Nvgp.png
    - - None - -

    kUPFvcd.pngGadgeteering kUPFvcd.png
    - - None - -

    EQBYnum.pngMunitions EQBYnum.png
    - - None - -

    9u1mGWp.pngPower Armor 9u1mGWp.png
    - - None - -

    xR4oL2T.pngLaser Sword xR4oL2T.png
    - - None - -

    j6W4nRu.png - Martial Arts
    Dual Blades, Claws, Single Blades, Unarmed

    rqxABvP.pngDual Blades rqxABvP.png
    - - None - -

    UhNzCGn.pngClaws UhNzCGn.png
    - - None - -

    3C1JUNC.pngSingle Blades 3C1JUNC.png
    - - None - -

    fjVzgHa.pngUnarmed fjVzgHa.png
    - - None - -

    l4yqVes.png - Mentalist
    Telekinesis, Telepathy

    iAxauh0.pngTelekinesis iAxauh0.png
    - - None - -

    v8v0NaL.pngTelepathy v8v0NaL.png
    - - None - -


    4z1WBKt.png - Brick
    Heavy Weapons, Earth, Might

    VdFFyA5.pngHeavy Weapons VdFFyA5.png
    - - None - -

    ahpiZDe.pngEarth ahpiZDe.png
    - - None - -

    DAUX6d3.pngMight DAUX6d3.png
    - - None - -


    GFdfpfJ.png - Mystic
    Celestial, Darkness, Arcane Sorcery, Bestial Supernatural, Infernal Supernatural

    JOWfhQm.pngCelestial JOWfhQm.png
    - - None - -

    L5LxR8Y.pngDarkness L5LxR8Y.png
    - - None - -

    DPMTiVT.pngArcane Sorcery DPMTiVT.png
    - - None - -

    Xadh1YU.pngBestial Supernatural Xadh1YU.png
    - - None - -

    YleyQci.pngInfernal Supernatural YleyQci.png
    - - None - -



    The Offense Gears will feature the Offense Core Stats such as Critical Strike, Critical Severity, Offense, etc.
    The Defense Gears will feature the Defense Core Stats such as Maximum Health, Defense, Dodge Chance, etc.
    The Utility Gears will feature the Utility Core Stats such as Cost Discount, Cooldown Reduction, Maximum Energy, etc.
    Some of these gears will have slots that you can input modification (Mods) into, these are explained in the modification info category.


    uJfZ3DY.png - Elemental
    Electricity, Fire, Force, Wind, Ice

    p9bw5Zb.pngElectricity

    - - None - -

    ---

    cAbueDR.pngFire

    - - None - -

    ---

    v3Fwtck.pngForce

    - - None - -

    ---

    qETuZdJ.pngWind

    - - None - -

    ---

    Uvv0zSS.pngIce

    - - None - -

    iuBuuxd.png - Technology
    Archery, Gadgeteering, Munitions, Power Armor, Laser Sword

    O26Nvgp.pngArchery

    - - None - -


    ---

    kUPFvcd.pngGadgeteering

    - - None - -


    ---

    EQBYnum.pngMunitions

    - - None - -

    ---

    9u1mGWp.pngPower Armor

    - - None - -

    ---

    xR4oL2T.pngLaser Sword

    - - None - -

    j6W4nRu.png - Martial Arts
    Dual Blades, Claws, Single Blades, Unarmed

    rqxABvP.pngDual Blades

    - - None - -

    ---

    UhNzCGn.pngClaws

    - - None - -

    ---

    3C1JUNC.pngSingle Blades

    - - None - -

    ---

    fjVzgHa.pngUnarmed

    - - None - -

    l4yqVes.png - Mentalist
    Telekinesis, Telepathy

    iAxauh0.pngTelekinesis

    - - None - -

    ---

    v8v0NaL.pngTelepathy

    wwJtahZ.pngEgo Placate



    4z1WBKt.png - Brick
    Heavy Weapons, Earth, Might

    VdFFyA5.pngHeavy Weapons

    - - None - -

    ---

    ahpiZDe.pngEarth

    - - None - -

    ---

    DAUX6d3.pngMight

    - - None - -


    GFdfpfJ.png - Mystic
    Celestial, Darkness, Arcane Sorcery, Bestial Supernatural, Infernal Supernatural

    JOWfhQm.pngCelestial

    - - None - -
    ---

    L5LxR8Y.pngDarkness

    - - None - -

    ---

    DPMTiVT.pngArcane Sorcery

    ACjCi4Y.pngMagician's Dust

    ---

    Xadh1YU.pngBestial Supernatural

    7qjxh6A.pngCower

    ---

    YleyQci.pngInfernal Supernatural

    - - None - -
    ​​
    Super Stat Spec Tree Explainations:
    UT45nju.png
    UbfNwpw.png
    Strength Specialization Explainations​​:
    tV2xeLi.png

    ZA2fNhZ.png
    ctyhczH.png
    Dexterity Specialization Explainations​​:
    8XH1vCc.png

    BqRWrZ8.png
    c0GIE0n.png
    Constitution Specialization Explainations​​:
    xPUZMth.png

    F60ezXm.png
    s15huvs.png
    Intelligence Specialization Explainations​​:
    lL1KQw2.png

    ZtdOzOK.png
    pZrzgsQ.png
    Ego Specialization Explainations​​:
    Tpeeaxp.png

    9JTBinS.png
    7mnwrDd.png
    Presence Specialization Explainations​​:
    g7UxBHK.png

    3s7LiBb.png
    493ZRYq.png
    Recovery Specialization Explainations​​:
    qCYVc2w.png

    0l1AIlA.png
    S8ob6ba.png
    Endurance Specialization Explainations​​:
    AuRYtv8.png
    Post edited by gentlegiantvexx on
  • gentlegiantvexxgentlegiantvexx Posts: 321 Community Moderator
    edited August 2021
    Quick Comment selection:

    Damage Type Debuff Status Effects:
    Superconductor - Reduces -18% Electrical Damage resistance.
    Engulfing Flames - Reduces -6% Fire Damage resistance up to 3 stacks.
    Unstable Accelerant - Reduces Resistance to Burning Effects.
    Hard Frost - Reduces -18% Cold Damage resistance
    Deafening - Reduces -18% Sonic Damage resistance.
    Armor Piercing - Reduces -15% Piercing Damage resistance and -15% Crushing Damage resistance
    Burn Through - Reduces -15% Particle Damage resistance and -15% Crushing Damage resistance
    Disintegrate - Reduces -18% Particle Damage resistance
    Shredded - Reduces -18% Slashing Damage resistance
    Chi Flame - Reduces -50% Damage resistance to Chi Power Effects
    Stress - Reduces -6% Ego Damage resistance up to 3 stacks.
    Stagger - Reduces -2% All Damage resistance up to 3 stacks
    No Quarter - Reduces -15% Crushing Damage resistance and -15% Fire Damage resistance
    Demolish - Reduces -18% Crushing Damage resistance
    Devoid - Reduces -18% Dimensional Damage resistance
    Hexed - Reduces -18% Magic Damage resistance
    Debilitating Poison -18% Toxic Damage resistance

    ---

    - Clinging Flames: This is a Burning Effect debuff that deals Fire Damage over time once every 2 for 12 seconds. Might leap to other targets and deal minor Fire damage over time. Leaping Flames affects foes with Clinging Flames have a chance to be affected with this debuff that deals less Fire damage over time than Clinging Flames.

    - Plasma Burn: Plasma Burn is a type of Radiation Debuff that deals Particle damage over time once every second for 16 seconds and can stack up 5 times.

    - Bleed: Bleeding is a are a type of Wound and deals Slashing damage over time every 1 sec for 16 secs. Stacks up to 5 times.

    - Deadly Poison: Is a type of poison debuff, which stacks up to 5 times and causes your target to suffer Toxic damage over time.

    ---

    These Buffs presented are a few buffs that you can find most common in builds that can be granted to other players via powers, whether it's on your hero or allies. It's all beneficial.

    Dependency is a debuff applied innately or through advantages to enemies to cause them to radiate healing pulse to heal the closest ally near the foe affected by this debuff every 0.5 seconds for 20 seconds. Can stack up to 3 times and the healing applied by this effect receives bonus healing from Presence.

    Illuminated is a debuff innately applied by Illumination when targeting foes, or via an advantage on several powers. When an enemy with this effect is struck with damage it has a 15% chance to grant the hero attacking them the Mend buff which heals them for [Minor] HP every 2 seconds for 8 seconds.

    Light Everlasting is a small heal over time effect applied by some powers through advantages. This buff is considered an Enchantment for Sorcery interactions and benefits from the bonus healing of Presence. It will heal allies for [Minor] HP every 2 seconds for 10 seconds.

    Furious is a buff that gives the player +1% Critical Chance per stack. It can stack up to three times. Can be applied innately by some powers by advantages
    When the player has at least 1 stack of the Furious buff, they will receive a buff of Willpower whenever they are hit.
    The increase to the player's critical chance is a flat 1% increase. This increase is reflected on the player's stat overview menu. Therefore, this increase to critical chance will also go toward critical chance of healing.

    Willpower returns 150 Health Points every 3 seconds. The buff only last 3 seconds, however, it reapplies each time you are hit while you have the furious buff on.
    Essentially, while you are receiving continuous damage and are affected by Furious, you will receive 150 Health Points every 3 seconds.

    Restoration heals the user over time restore [Minor] Health Points every 2 seconds over 6 seconds. If the user's HP is below 20%, this effect now heals for [Moderate] Health Points and additional Health Points every 2 seconds over 6 seconds, has a 4 second internal cooldown. Usually it appears under the advantage names of Stim Pack, Recharge, Work Up, Inner Peace or Covet.

    Reckless - Grants Knock resistance and applies Bastion when dealing direct damage, giving you a small shield based on the amount of damage you deal.


    ---

    Chilled: Chill reduces the movement speed of a target and stacks up to 3 times. Several powers of this set can take advantage of this effect to deal bonus damage.

    Despondency: Despondency is a debuff that lowers the dodge chance of an enemy by a scaling percentage with the Strength stat up to certain limit.

    Disorient: This is a debuff that can be applied by many powers to reduce by 10% the damage the foes deal as well their movement speed by 15% for 12 second. Some powers get secondary bonus effects when hitting Disoriented targets.

    Stagger: Stagger reduces the damage resistance of the target by 2% as well their movement speed for 15% for 12 seconds. This debuff stacks up to 3 time and some powers of this set interact with it by either utilizing or consuming it to deal bonus damage or even change the functionality of a power, among some examples.

    Illuminated: Illumination is a buff and debuff innately applied by Illumination when targeting foes, or via an advantage on several powers. When an enemy with this effect is struck with damage it has a 15% chance to grant the hero attacking them the Mend buff which heals them for [minor] HP every 2 seconds for 8 seconds. .

    Fear: Fear lowers the damage dealt by foes affected with it by 10%

    Jinxed: Jinxed is a Curse will reduce the damage strength of the enemy by 15% and their movement speed by 15% for 8 seconds. When the Jinx debuff expires, the affected enemies will be knocked down.

    ---

    Certain Status Effects can come together as a certain type of category called an "Effect Category" to appeal and benefit with different powers:

    Wound Effect: Bleed, Shredded, Open Wound, Deep Wound, Swallowtail Cut

    Radiation Effect: Plasma burn, Disintegrate, Burn Through, Overheat

    Burning Effect: Clinging Flames, Leaping flames, Pyre Patch, Fire Snake

    Mental State Effect: Ego Leech, Fear, Stress, Dependency

    Enchantment Effect: Mystified, Illumination, Light Everlasting, Detect, Imbue, Expulse, Ascension, Pillar of Poz, Circle of Radiant glory

    Curse Effect: Corrupted, Debilitating Poison, Devoid, Hexed, illuminated, Jinxed, Noxious Poison.

    Poison Effect: Deadly Poison, Noxious Poison, Debilitating Poison, Viral

    ---

    Hold Effects, or Crowd Control Effects, can vary in type and duration. However these are the more common that usually shows a stronger presence than the simple Confuses and the Corruptions. These can account from the beginning levels to even endgame respectively with their absolute uses.

    Paralyze
    A Paralyze effect that prevents your opponent from moving or using a majority of their powers for the duration. Paralyze has its duration reduced by anything that can deal Break free Damage, including "z-mashing", Active Offenses, and actual damage received by the held target. The hold strength is reduced over time, this means that without doing anything eventually you will be released from the hold.

    Charged Paralyze
    Charged Paralyze holds have a 12 second base duration and generally require a full charge (~2 seconds + activation time) to actually hold the target. Some powers like Taser Arrow can Paralyze on tap, but the chance is very low. Charged Paralyzes have a very small effect on Super Villain ranked foes, instead of holding it will VERY briefly stun them in cases of higher control ability.

    Incapacitates
    Incapacitates are very similar to charged Paralyze holds except that they require 1 second of full maintain before holding their target(s). The duration and the durability of the Incapacitate are partially refreshed each second the hold is maintained. If a player or NPC breaks out of a maintained hold or dies while the caster is maintaining the hold, the targeted player is granted a stack of hold resist and the incapacitate is immediately ended. Once they have broken out of the maintained hold early, the hold will be interrupted and will go into a cool down. Super Villains can be reliably held using incapacitates, although this is only for a short duration at best (2-5 seconds).

    Stun
    A Stun effect that prevents your opponent from moving or using a majority of their powers for the duration. Stuns initially were intended to be short duration, however they have become one of the most used forms of crowd control next to Sleep. Unlike any other form of Crowd Control, Stuns cannot be reduced by incoming damage OR "z-mashing" but Active Offensives will still help with breaking out. A stun's duration is only negatively impacted by Hold Resist values of a player or NPC. Ranking up most powers with stuns increases the stun duration. Super Villain ranked foes are relatively unaffected by this crowd control effect, it can act as a tiny delaying effect, however this effect is negligible at best.

    Sleep
    A Sleep effect that prevents your opponent from moving or using a majority of their powers for the duration. Sleep has the same base duration as a charged paralyze. Sleep can have it's duration reduced by Active Offensives and "z-mashing". The sleep duration also lessens over time. Direct Damage to sleeping targets will instantly destroy the hold.

    Root
    Roots stop targets from using normal movement, but they are still able to use their abilities. Roots have their duration reduced by anything that can deal Break free Damage, including "z-mashing", Active Offenses, having damage dealt to the rooted target(s), and time. Rooted targets can still utilize Movement Powers such as Evasive Maneuvers, Breakaway Shot and powers which close distance between a player and their target such as Mighty Leap. This has no effect on Super Villain ranked foes.

    Snare
    Snare effects slow down your opponents movement speed for their duration.

    Interrupts
    Interrupts stop the use of any power by your opponent. This is a very powerful and potent form of Crowd Control, as a result they are limited to what they can affect. In addition to this some have an internal cool down, specific range or a chance to interrupt mechanic attached to them. Despite this, other players are not immune to interrupt mechanics. Interrupts can interrupt maintained powers, charges, blocking and if timed correctly click attacks.


    Situational Crowd Control effects

    Confuse - Confuses are crowd control effects that, against weak targets, can cause them to attack their friends, you or simply stand still or attack inanimate objects. Confuses only affect Henchmen to Master Villain ranked foes. However confuses also apply a 10% damage reduction to affected targets, even if they are not affected by the Confuse. Confuses do not work on players. Attacking a confused target can reduce the duration of the confuse, until it wears off prematurely and applies Confuse Resistance, which grants them immediate immunity to confusion effects. (Confuse Powers: Mind Lock, Experimental Blaster and Urthona's Charm)

    Placate - Placates are crowd control effects that make you vanish from your enemies view and you cannot be attacked. This effect only works on Henchmen to Master Villains rank foes. Placate Powers in Champions Online are as follows: Palliate via Absolve advantage only, Ego Placate, Evasive Maneuvers "via advantage only" and Smoke Grenade via advantage only. Other players can be affected by placates in PvP but are immune to the placating effects of Ego Placate. Attacking Placated foes, much like most control abilities, reduces the placating effect causing your target to resume attacking you, or a friend.




    Offense:★★ Defense:☆☆ Utility:★★
    ★☆☆ ★★☆ ★★★

    ​​
    Post edited by gentlegiantvexx on
  • gentlegiantvexxgentlegiantvexx Posts: 321 Community Moderator
    edited December 2019
    Saved:
    Debuff Powers / Refresher Powers
    These powers can usually have an innate ability or a ( Power Advantage ) to apply or refresh a Damage Resistance debuff to enemies, reducing either their damage resistances to certain damage types.

    uJfZ3DY.png - Elemental
    Electricity, Fire, Force, Wind, Ice

    p9bw5Zb.pngElectricity p9bw5Zb.png
    Debuffs: Superconductor, Stagger
    -
    Superconductor reduces the resistance to Electrical Damage for a short amount of time.
    Superconductor:
    Applies:
    Uilb7Iy.png- Chain Lightning ( Superconductor )
    W19fVJJ.png- Storm Summoner ( - )
    Lx24s9c.png- Electrocute ( Superconductor )
    Refreshes:
    ovSrrYm.png- Thunderstrike ( Strike Down )
    HuwFBOE.png- Ball Lightning ( Supercharged )

    Stagger
    Stagger stacks and reduces the resistance to All Damage and reduces movement speed for a short amount of time.
    Applies:
    lpaKiTy.png- Lightning Storm ( Panic and Run )


    cAbueDR.pngFire cAbueDR.png
    Debuffs: Unstable Accelerant, Engulfing Flames
    -
    Engulfing Flames
    Engulfing Flames stacks and reduces the resistance to Fire Damage
    Applies:
    pmZHkhl.png- Heat Wave ( Engulfing Flames )
    gwv7GO2.png- Flame Prison ( Engulfing Flames )
    RcOB7ue.png- Fire Snake

    Refreshes:
    QRWRukm.png- Fire Strike ( Fan the Flames )
    ZfiwDB7.png- Fire Breath ( Fan the Flames )
    BPhSAYv.png- Flash Fire ( Fan the Flames )

    Unstable Accelerant
    Unstable Accelerant causes targets to take increased damage from Burning Effects.
    Burning Effects include Clinging Flames, Leaping Flames, Pyre Patch, and Fire Snake.
    Applies:
    LCXIKFH.png- Fireball ( Unstable Accelerant )
    yvN4wfq.png- Incinerate

    v3Fwtck.pngForce v3Fwtck.png
    Damage Buff: Gravity Polarity
    -
    Gravity Polarity
    Gravity Polarity increases all damage by 15% while the caster stands within it's field.
    Applies:
    Force Eruption ( Gravitational Polarity )

    qETuZdJ.pngWind qETuZdJ.png
    Debuffs: Stagger
    Damage Buff: Disorient
    Stagger
    Stagger stacks and reduces the resistance to All Damage and reduces movement speed for a short amount of time.
    -
    Applies
    Gust ( Toppling Winds )
    Wind Breath ( Unstable Footing )

    Disorient
    Disorient reduces by 10% the damage the foes deal as well their movement speed by 15% for 12 seconds.
    -
    Applies:
    Gust
    Dust Devil

    Benefits from Disorient:
    Typhoon


    Uvv0zSS.pngIce Uvv0zSS.png
    Debuff: Hard Frost
    -
    Hard Frost
    Hard Frost reduces -18% Cold Damage resistance.
    - - None - -

    iuBuuxd.png - Technology
    Archery, Gadgeteering, Munitions, Power Armor, Laser Sword

    O26Nvgp.pngArcheryO26Nvgp.png
    - - None - -

    kUPFvcd.pngGadgeteering kUPFvcd.png
    - - None - -

    EQBYnum.pngMunitions EQBYnum.png
    - - None - -

    9u1mGWp.pngPower Armor 9u1mGWp.png
    - - None - -

    xR4oL2T.pngLaser Sword xR4oL2T.png
    - - None - -

    j6W4nRu.png - Martial Arts
    Dual Blades, Claws, Single Blades, Unarmed

    rqxABvP.pngDual Blades rqxABvP.png
    - - None - -

    UhNzCGn.pngClaws UhNzCGn.png
    - - None - -

    3C1JUNC.pngSingle Blades 3C1JUNC.png
    - - None - -

    fjVzgHa.pngUnarmed fjVzgHa.png
    - - None - -

    l4yqVes.png - Mentalist
    Telekinesis, Telepathy

    iAxauh0.pngTelekinesis iAxauh0.png
    - - None - -

    v8v0NaL.pngTelepathy v8v0NaL.png
    - - None - -


    4z1WBKt.png - Brick
    Heavy Weapons, Earth, Might

    VdFFyA5.pngHeavy Weapons VdFFyA5.png
    - - None - -

    ahpiZDe.pngEarth ahpiZDe.png
    - - None - -

    DAUX6d3.pngMight DAUX6d3.png
    - - None - -


    GFdfpfJ.png - Mystic
    Celestial, Darkness, Arcane Sorcery, Bestial Supernatural, Infernal Supernatural

    JOWfhQm.pngCelestial JOWfhQm.png
    - - None - -

    L5LxR8Y.pngDarkness L5LxR8Y.png
    - - None - -

    DPMTiVT.pngArcane Sorcery DPMTiVT.png
    - - None - -

    Xadh1YU.pngBestial Supernatural Xadh1YU.png
    - - None - -

    YleyQci.pngInfernal Supernatural YleyQci.png
    - - None - -

    ​​
    Post edited by gentlegiantvexx on
This discussion has been closed.