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Odds and Ends: Misc Power Suggestions

speanozspeanoz Posts: 238 Arc User
edited March 2021 in Suggestions Box
Odds and Ends
Miscellaneous Power Suggestions
Updated as of 3/23/2021
Hello again you wonderful super heroes! I am still loosely planning out my next full-size new framework. In the meantime, I've thought up a number of "one-off" powers and other similar individual abilities that can exist within established frameworks. I've sort of impromptu challenged myself to attempt to come up with a few meaningful new powers for every framework in each category!

Some of my old munitions suggestions may be carried over to this new thread and then spruced up to fit my current standard of creating new powers as if they'd fit seamlessly into the game. I'm not going to throw down definitive hard numbers, as usual, but will explain most other details for each power. I'm contemplating even adding little editor notes iterating why I've chosen some of the design choices!

I hope you guys enjoy this fun little experiment. I may additionally include some of your very own suggestions, should I receive permission to do so. :) The ultimate goal of this endeavor is to create a well organized and long-lasting thread that can be updated periodically throughout the years as new ideas emerge! I may even carry over this very same idea into other threads for new additions such as costume parts, emotes, and more! Without further ado, let's begin!

> Energy Projection
Technology
Martial Arts
Mentalist
Brick
Mystical


Electricity
Electro-Lash
Ranged Damage - Arc - Combo

"You are able to manipulate naturally occurring ions in the air to form a shocking electric whip!"

Click
+ Single target Electrical damage.
+ Has a chance to apply Negative Ions, a short duration effect which some Electricity attacks can take advantage of.

Combo Finish
+ Deal Electrical damage in a cone in front of you.
+ Inflict additional Electrical damage to any targets affected by Negative Ions. This source of damage may Arc to other nearby damage and deal single target Electrical damage.


Advantages

Thunder Crack
Enhancement
+ Upon completing Electro-Lash's combo, your primary target will receive a guaranteed instance of Negative Ions.

Inspired by bluhman
Electro-Circuit
Ranged Damage - Knock To - Circuit

"Lash out at your enemies using a whip made from pure electricity!"

Tap
+ Single target Electrical damage.
+ Knocks the target towards you.
+ Has a small chance to Arc to enemies near your primary target at their initial location, dealing Electrical damage.

Charge
+ Increase the damage of the Tap effect.
+ Increase the chance for Electrical damage to Arc to other targets.
+ Fully charging this power against a foe already affected by Negative Ions will complete a Circuit, consuming the Negative Ions and possibly triggering other Electricity power effects.


Advantages

Taser
Enhancement
+ Successfully Knocking your target towards you will also Root them in place for a short time.

Inspired by bluhman
Thunderous Cyclone
Ranged AoE Damage - Knock Back - Arc

"Thunderous Cyclone swings an electrical whip around you, lashing out at enemies that come within its path."

Maintain
+ Deals Electrical damage to nearby targets.
+ Chance per hit to Knock Back targets. This Knock receives half of the Melee Knock Strength benefit from your Strength stat, and half of the Ranged Knock Strength from your Ego stat.
+ Has a chance of applying Negative Ions, a short duration effect that some other Electrical attacks may take advantage of.


Advantages

Vortex Technique
Enhancement
+ This power becomes a Knock To instead of knocking targets back.
+ Fully maintaining this power applies a stack of Furious to you if you are unaffected by the buff.
+ Refreshes all stacks of Furious if you have existing stacks.

Stand Your Ground
Enhancement
+ Greatly increases your Knock resistance while maintaining this power.

Inspired by bluhman
Jacob's Ladder
Ranged Damage - Arc

"You turn your enemy into a conduit for your electrical power!"

Tap
+ Single target Electrical damage.
+ Chance of applying Negative Ions, a short duration effect that some other Electricity powers may take advantage of.
+ This power will continuously Arc to multiple enemies near your primary target.

Charge
+ Increase the damage and energy cost of the Tap effect.
+ The duration and Arc radius of Jacob's Ladder both increases with charge time.
+ Fully charging this power will allow the Arc attacks to potentially apply Negative Ions as well.


Advantages

Voltage Multiplier
Enhancement
+ You act as a Jacob's Ladder as well, with electrical Arcs surging around you to attack any nearby enemies.
+ The periodic damage from both active Jacob's Ladders is reduced by 40%.

I wasn't quite sure how to categorize such a power. I more or less combined Chain Lightning (a single target attack) with Ball Lightning, a Ranged AoE. Due to its Arcing nature, I have considered it a typical Ranged attack in the meantime.

Fire
Fire Sword
Melee AoE Damage - Combo - Burning

"You conjure and then wield a blade made from fire itself. Enemies impacted by your Fire Sword may be set ablaze!"

Click
+ Deal Fire damage in a wide area in front of you.
+ Each hit has a chance to apply Clinging Flames to affected targets, causing them to take Fire damage over time and possibly leaping to other nearby foes.
+ Clinging Flames is a type of Burning effect.

Combo Finish
+ Guarantees an application of Clinging Flames to your primary target and up to 2 other foes nearby foes.


Advantages

Raging Fire
Enhancement
+ Finishing Fire Sword's combo will apply an instance of Furious to you, a critical hit buff that can stack up to 3 times.
+ Refreshes active Furious applications if you are already at 3 stacks.
+ When struck by an attack while Furious, you will gain Willpower, which grants you a small heal.
Fire Sword Circle
Melee AoE Damage - Burning

"You spin with your flaming sword and strike all enemies that dare to approach you."

Tap
+ Deals Fire damage to nearby enemies.
+ Chance to apply Clinging Flames to targets, dealing Fire damage over time with the possibility of spreading to others.
Clinging Flames is a type of Burning effect.

Charge
+ Increase the damage and energy cost of the Tap effect.
+ Raises the likelihood of applying Clinging Flames to nearby foes.
+ When fully charged, all impacted enemies receive Engulfing Flames, temporarily reducing their resistance to Fire and Elemental damage.
+ Engulfing Flames is a type of Burning effect.


Advantages

Pyroclasm
Enhancement
+ Affected enemies are Knocked Down when this power is fully charged.
Blazing Whip
Ranged Damage - Burning

"Whip a length of pure fire at your enemy."

Click
+ Single target Fire damage.
+ Has a chance to apply Clinging Flames, dealing Fire damage over time to the target and possibly even leaping to other nearby foes.
+ Clinging Flames is a type of Burning effect.

Combo Finish
+ Deals Fire damage in a cone in front of you.


Advantages

Fuel Injection
Enhancement
+ Finishing Blazing Whip's combo will apply Unstable Accelerant to all impacted targets, causing them to take more damage from Burning effects.
Firewire
Ranged Damage - Knock To - Burning

"Pull your foe towards you with a fiery whip!"

Tap
+ Single target Fire damage.
+ Knocks the target towards you.
+ Chance to set your enemy on fire with Clinging Flames, dealing Fire damage over time and possibly spreading to other nearby foes.
+ Clinging Flames is a type of Burning effect.

Charge
+ Increase the damage of the Tap effect.
+ Increases the chance to set your target ablaze with Clinging Flames.


Advantages

Burning Sensation
Enhancement
+ Fully charging this power applies Unstable Accelerant to your target, reducing their resistance to your Burning effects.
Fire Whirl
Ranged AoE Damage - Knock Back - Burning

"Fire Whirl swings a whip of pure fire around you, lashing out at enemies that come within its path."

Maintain
+ Deals Fire damage to nearby enemies.
+ Chance per hit to Knock Back targets. This Knock receives half of the Melee Knock Strength benefit from your Strength stat, and half of the Ranged Knock Strength from your Ego stat.
+ Has a chance of applying Clinging Flames to targets, causing Fire damage over time and possibly leaping to other nearby enemies.


Advantages

Vortex Technique
Enhancement
+ This power becomes a Knock To instead of knocking targets back.
+ Fully maintaining this power applies a stack of Furious to you if you are unaffected by the buff.
+ Refreshes all stacks of Furious if you have existing stacks.

Stand Your Ground
Enhancement
+ Greatly increases your Knock resistance while maintaining this power.
Inferno
Ultimate - Ranged AoE Damage - Burning

"You've held back your true power long enough... It's time to let loose an Inferno!"

Charge
+ Initial burst of significant Fire damage to all nearby enemies.
+ Applies Clinging Flames to all impacted enemies.
+ Create an enormous Pyre Patch that lasts for a large amount of time. This Pyre Patch has a chance of repeatedly applying Clinging Flames to all foes within it.
+ Clinging Flames and Pyre Patch are both types of Burning effects.
- You can only have one Pyre Patch active at a time. Other abilities that may create Pyre Patches will not override Inferno's unique version.
- This power must be fully charged.

Advantages

Towering Inferno
Enhancement
+ Inferno's Pyre Patch becomes even larger and reaches much higher into the air, possibly lighting airborne targets ablaze.
+ Additionally applies a unique variation of Nailed to the Ground, disabling travel powers until the target leaves the area of Inferno's Pyre Patch.
- Upon leaving the affected area, enemies will immediately receive Freedom, granting them brief immunity from further travel power disabling.

Five Alarm Fire
Enhancement
+ Inferno will also apply Engulfing Flames to all targets hit by the initial damage burst, reducing their resistance to Fire and Elemental damage.
+ Engulfing Flames is a type of Burning effect.

I am aware that a large portion of the community dislikes the current Fire damage ultimate, Meteor Blaze. I hope to provide an enticing alternative in the form of Inferno!

Force
Wave Strikes
Melee Damage - Combo - Snare

"Your graceful and fluid-like motions belie debilitating blows upon your enemy."

Click
+ Single target Crushing damage.

Combo Finish
+ Snare target on successive third attack, greatly reducing their movement speed for a short time.


Advantages

Joint Pressure
Enhancement
+ In addition to Snaring your target, Wave Strikes have a chance of Rooting them in-place entirely.
Oscillating Impacts
Melee Damage - Repel

"You unleash a physical storm of calculated fists, chops, and blows. Your foe is pushed and prodded by your myriad strikes!"

Maintain
+ Deal continuous single target Crushing damage.
+ Target is lightly Repelled in various directions while maintained.


Advantages

Uneasy Footing
Enhancement
+ Strikes from Oscillating Impacts have a small chance of Knocking Down your target instead of Repelling them. This chance gradually increases the longer the power is maintained.
Fulcrum Kick
Melee Damage - Knock

"You deliver a swift kick to the ground just beneath your foe, launching them into the air above!"

Tap
+ Single target Crushing damage.
+ Small chance to Knock your target upwards.

Charge
+ Increase the damage and cost of the Tap effect.
+ Increase the chance of Knocking your target.


Advantages

Crush
Enhancement
+ Fully charging this power applies Demolish, reducing your target's resistance to further Crushing damage.
Magnetic Pull
Melee Damage - Repel - Knock To

"Your mastery over motion and physics allows you to yank targets towards you."

Tap
+ Single target Crushing damage.
+ Repels the target towards you.

Charge
+ Increase the damage and cost from the Tap effect.
+ Fully charging this power Knocks your target towards you.


Advantages

Positively Charged
Enhancement
+ Applies Restoration to you, healing you over time.
+ Heals for an additional amount if your health is low.
+ Has a short internal cooldown after use.
Concentrated Force
Ranged Damage - Repel - Knock Back

"You project an extremely focused column of kinetic force into your foe."

Maintain
+ Single target Crushing damage.
+ Target is Knocked Back if they are within 20' of you.
+ When your target is beyond 20' away from you, they are continuously Repelled instead.
+ Enemies immune to Knocks and Repels instead take slightly more damage each tick.


Advantages

Newtonian Physics
Enhancement
+ Concentrated Force will now inflict Crushing damage to enemies between your primary target and yourself.
+ Affected foes will likely also be Knocked Back or Repelled.
+ Concentrated Force becomes a Ranged AoE ability.
Nova Cannon
Ultimate - Ranged AoE Damage - Knock

"You unleash a blast of force so great and powerful that its immense gravity pulls foes into its devastating path!"

Charge
+ Deals incredible Crushing damage to all enemies within the path to your primary target.
+ Nearby foes initially out of its blast radius will be Repelled into its path and receive Nova Cannon's full damage.
+ Enemies that are further away have a large chance of being Knocked into its line of fire, but will receive less damage.
+ Foes that are resistant to Repel and Knock effects will instead receive 3/4 of Nova Cannon's damage amount regardless of their distance from the line of fire.
+ All affected targets are Nailed to the Ground, disabling any travel powers. When this debuff expires they receive Freedom, making them immune to further travel power negation.
- Nova Cannon will consume all of your currently available energy. Its damage scales with the amount of energy used.
- Any Energy Forms that are active will be temporarily disabled.
- This power must be fully charged.


Advantages

40,000 Petajoules
Enhancement
+ The primary target of Nova Cannon is affected by Gravity Well, which will pull other nearby enemies in towards your primary target.

Wind
Tornado
Ultimate - Ranged AoE Damage - Control

"Perhaps no other wind phenomenon instills more fear than a mighty Tornado. It is capable of destroying almost anything in its path!"

Charge
+ Deals continuous Crushing and Piercing damage to all foes near and within the Tornado.
+ Targets nearer to the center will receive significantly more damage at a more rapid rate.
+ Affected targets will very likely be picked up by the strong winds and Held, unable to move or attack.
+ When a target reaches maximum Hold resistance they will be violently Knocked Back in some direction away from the Tornado.
+ Targets completely immune to Holds and Knocks will instead incur additional Cold damage and may become Chilled.
- This power must be fully charged.
- The movement of the Tornado may not be controlled.
- The Tornado moves between targets slowly but has a very wide diameter. If no other targets are present, the Tornado will move around idly until it expires.


Advantages

EF-5
Enhancement
+ Objects within a moderate distance may be picked up by the Tornado, causing targets near and within to receive periodic Smashing damage as well until all available objects are destroyed.

Tornado would be a long lasting but slow moving AoE attack that "eats up" enemies. I imagine this would be a replacement for Whirlpool down the line whenever a water power framework is introduced.

Ice
Shatterfists
Melee AoE Damage - Combo - Chill

"Icy blows may just freeze your beleaguered target solid."

Click
+ Deals Cold damage to targets in front of you.

Combo Finish
+ Moderate chance of Chilling your targets, slowing their movement speed and possibly trapping them in an Ice Cage. Other powers may benefit from the Chilled condition as well.


Advantages

Out Cold
Enhancement
+ Upon finishing this power's combo, your primary target may be Stunned in addition to Chilled. Stunned foes are unable to move or act for a short period of time.
Frigid Lance
Melee Damage - Chill

"A very sharp icicle stands between you and your enemies."

Tap
+ Single target Cold damage.
+ Chance to Chill your target, slowing their movement speed and occasionally trapping them in an Ice Cage. Other powers may take advantage of the Chill condition.
+ This power has slightly longer maximum range than most other melee attacks.

Charge
+ Increase the damage and energy cost of the Tap effect.


Advantages

Spear Of The North
Enhancement
+ When fully charged, temporarily but moderately increases the damage of other subsequent Frigid Lance attacks.
+ This buff's duration can be indefinitely refreshed by repeatedly fully charging this power.

Flash Freeze
Enhancement
+ Significantly increases the chance for a Chilled target to be encased within an Ice Cage, Rooting them in place. Affected foes may attempt to break free.
Snowblind
Ranged Damage - Chill - Stun

"You concentrate a debilitating column of arctic air at your enemy."

Maintain
+ Single target Cold damage.
+ Chance to apply Chilled, slowing the target's movement speed and sometimes even trapping them in an Ice Cage. Other powers may be able to take advantage of the Chill state.
+ Every tick has a chance of Stunning your foe. This Stun can be frequent but lasts a very short duration.


Advantages

Bifrost
Enhancement
+ Maintaining this power at least halfway will apply Illuminated to your target. Heroes attacking an Illuminated target will receive Mend, healing them for a small amount over time.
+ Illuminated is a type of Curse.
Post edited by speanoz on

Comments

  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    Energy Projection
    > Technology
    Martial Arts
    Mentalist
    Brick
    Mystical

    Archery
    Crossbow Crackshot
    Ranged Damage - Blast

    "Fire off a wicked sharp bolt from your crossbow."

    Charge
    + Single target Piercing damage.
    + Applies Armor Piercing to your target which reduces Crushing and Piercing damage resistance for a short time.
    - Must be fully charged.


    Advantages

    Repeater
    Enhancement
    + Charge time for this power is reduced by half at the cost of a third of its damage.

    Silver Bolts
    Enhancement
    + Crossbow Crackshot now deals Magic damage in addition to Piercing.
    Crossbow Barrage
    Ranged AoE Damage

    "A specialized payload allows this projectile to split into several bolts for several foes!"

    Charge
    + Deals Piercing damage to targets in a cone in front of you.
    + Large chance to apply Armor Piercing to each target which reduces Crushing and Piercing damage resistance for a short time.
    - Must be fully charged.


    Advantages

    Repeater
    Enhancement
    + Charge time for this power is reduced by half at the cost of a third of its damage.

    Silver Bolts
    Enhancement
    + Crossbow Barrage now deals Magic damage in addition to Piercing.
    Salvo
    Ranged Damage

    "Your expertise with a bow allows you to nock and fire arrows quickly and precisely."

    Maintain
    + Single target Piercing damage.
    + Each tick of damage that Salvo deals will reapply Straight Shot's damage resistance debuff if the effect is already active on your target.


    Advantages

    Broadheads
    Enhancement
    + Salvo ticks may now apply Bleeding to your target, causing Slashing damage over time. Bleeding may stack up to 5 times and is a type of Wound.
    Healing Arrow
    Heal

    "This will only hurt for a second..."

    Tap
    + Heals target. This power cannot be used on yourself.

    Charge
    + Increase the healing power and cost of the Tap effect.


    Advantages

    Medical Malpractice
    Enhancement
    + In an effort to get away from you, targeted allies will receive several stacks of Charged Up.
    + Charged Up increases movement speed for a short time.
    + The number of instances received is proportionate to the charge time.
    Bow Block
    Block

    "The robust craftsmanship of your bow allows you to use it in a more defensive capacity."

    Maintain
    + Self damage reduction.
    + Increases resistance to Crowd Control effects.


    Advantages

    Counterweight
    Enhancement
    + With a weighted bow you are able to Disorient attackers, reducing the amount of damage they deal as well as their movement speed.
    Crossbow Block
    Block

    "Your durable crossbow can become an improvised shield if absolutely necessary."

    Maintain
    + Self damage reduction.
    + Increases resistance to Crowd Control effects.


    Advantages

    Heavy Metal
    Enhancement
    + With your heavy crossbow you are able to Disorient attackers, reducing the amount of damage they deal as well as their movement speed.

    Gadgeteering
    Disk Shield Backhand
    Melee Damage - Interrupt - Knock

    "Unfold your collapsible shield for a nasty backhand attack to catch your enemy off-guard."

    Tap
    + Deals Slashing damage to your foe.
    + Target is Interrupted.
    - You cannot interrupt foes with the following ranks: Super Villain, Legendary, and Cosmic.

    Charge
    + Increase the damage of the Tap effect.
    + Fully charging this power will Knock Back your target in a direction perpendicular to your position.

    Advantages

    Shield Deployed
    Enhancement
    + Provides you a very brief damage shield upon fully charging Disk Shield Backhand.
    Recalled Gag Pistol
    Unpredictable Damage - Additional Effect(s)

    "WIP."

    Tap
    + WIP.

    Charge
    + WIP.


    Advantages

    (Advantage Name Here)
    Enhancement
    + WIP.
    Vintage Gag Gun
    Unpredictable Damage - Additional Effect(s)

    "You're pretty sure this old thing is illegal..."

    Tap
    + WIP.

    Charge
    + WIP.


    Advantages

    (Advantage Name Here)
    Enhancement
    + WIP.
    First Aid Kit
    Heal

    "A first aid kit assures that the fight may go on."

    Click
    + Heals a friendly target.
    + If you don't have a friendly target, you will instead heal yourself.


    Advantages

    Relief Package
    Enhancement
    + First Aid Kit becomes a charge power and maintains its Click effect as a Tap effect.
    + The magnitude of the heal effect increases with charge time.
    + The cooldown period of First Aid Kit is now proportionate with charge time.

    First Aid Kit would have a very short cooldown and a somewhat minor heal.
    Disk Shield
    Block

    "You are able to very quickly dispense a collapsible Disk Shield in order to mitigate incoming damage."

    Maintain
    + Self damage reduction.
    + Disk Shield reaches its maximum resistance rating slightly faster than other Block powers.
    + Increases your resistance to Crowd Control effects.


    Advantages

    Full Power to Shields
    Enhancement
    + Taking damage while blocking will generate a small damage shield for the user.
    - This effect has a short internal cooldown.

    Munitions
    Pistol Volley
    Ranged Damage - Blast

    "With your trusty sidearm, you unleash a volley of bullets towards your enemy. This power has access to specialized ammunition."

    Tap
    + Single target Piercing damage.

    Charge
    + Increase the damage and energy cost of the Tap effect.
    + Pistol Volley will fire additional shots the longer it is charged.

    Advantages

    Hollow-Point Ammunition
    Enhancement
    + Enables this power to potentially cause targets to begin Bleeding. Targets that are affected by Bleed will take Slashing damage over time.
    + Bleed is a type of Wound and may stack up to 5 times.

    Anti-Armor Ammunition
    Enhancement
    + Allows for this power to possibly have one third of its damage be applied as Penetrating damage, which ignores most shield and resistance effects.

    Suppressor
    Enhancement
    + Significantly reduces the report of this power.
    - Has no additional benefits.

    I am well aware of the general dislike of three-point advantage costs. Unfortunately, I feel there is no other practical way to prevent users from selecting both ammo types simultaneously. If it was somehow possible to have the two advantages be mutually exclusive, I would think they are more suited to being priced at two-points.

    Suppressor is a zero-point advantage that only alters the auditory SFX of the power.
    Pistolero
    Ranged AoE Damage

    "Saturate an area with rapid gunfire from your sidearm."

    Maintain
    + Deal Piercing damage to targets in a wide arc in front of you.
    + This power deals incrementally more damage the longer it is maintained.


    Advantages

    Hollow-Point Ammunition
    Enhancement
    + Enables this power to potentially cause targets to begin Bleeding. Targets that are affected by Bleed will take Slashing damage over time.
    + Bleed is a type of Wound and may stack up to 5 times.

    Anti-Armor Ammunition
    Enhancement
    + Allows for this power to possibly have one third of its damage be applied as Penetrating damage, which ignores most shield and resistance effects.

    Suppressor
    Enhancement
    + Significantly reduces the report of this power.
    - Has no additional benefits.

    Here we have a single pistol equivalent to Submachine gun and its thematic variant Bullet Hail. The main difference between those two is that Pistolero is a very brief maintain attack with slightly increasing damage. Like my other single pistol abilities, this power may benefit from a further specialized role using different ammunition types.
    Injector Pistol
    Heal - Short Range

    "Administer medical aid from an Injector Pistol that is capable of penetrating through most fabrics and even some forms of armor!"

    Click
    + Heals target. If no target is selected you will instead heal yourself.
    - Unlike most other heal powers, Injector Pistol must be used within melee range of your targeted ally.


    Advantages

    Autoinjector
    Enhancement
    + After the initial heal, apply a short term heal over time effect.

    Combat Stimulant
    Enhancement
    + Applies three stacks of Charged Up to your target or yourself, increasing movement speed for a time.
    Anti-Personnel Turret
    Controllable Pet

    "This power allows you to construct a robust automated turret. This particular model specializes in small-arms fire to quickly dispatch weaker opponents."

    Pet Properties
    + Fully Charge to summon a controllable but immobile Anti-Personnel Turret.
    - Maintaining control of your pets reduces your Energy Recovery and Energy Gain, and increases the Energy Cost of your other powers.
    - This pet may not be healed from external sources.

    Custom Ability
    This pet can be instructed to activate the following ability with a button on its control bar:
    + Over Repair - Cease all actions and begin a lengthy self heal process. If already at full health, the turret instead receives a temporary damage shield. This ability may be cancelled early but will receive a full cooldown duration regardless.

    Rank Up Benefits
    + R1: Standard-issue automated turret with a durable chassis.
    + R2: Turret attacks will frequently apply Armor Piercing to its target, reducing Crushing and Piercing damage resistance for a short time. If destroyed, turret explodes dealing Crushing damage to nearby foes.
    + R3: The turret now attacks in a cone and may apply Armor Piercing to all damaged targets. The efficacy of Over Repair is moderately increased.

    Spawning the turret itself will have no inherent cooldown. The charge period, however, will be extremely long! This mechanic designed to encourage optimal turret placement.
    Anti-Aircraft Turret
    Controllable Pet

    "This power allows you to construct an automated turret. This particular model specializes in engaging armored targets and aerial foes especially."

    Pet Properties
    + Fully Charge to summon a controllable but immobile Anti-Aircraft Turret.
    - Maintaining control of your pets reduces your Energy Recovery and Energy Gain, and increases the Energy Cost of your other powers.
    - This pet may not be healed from external sources.

    Custom Ability
    This pet can be instructed to activate the following ability with a button on its control bar:
    + Over Repair - Cease all actions and begin a lengthy self heal process. If already at full health, the turret instead receives a temporary damage shield. This ability may be cancelled early but will receive a full cooldown duration regardless.

    Rank Up Benefits
    + R1: Standard-issue automated turret that deals Crushing and Fire damage with missiles. Targets at least 20' above ground will be prioritized and attacked significantly more frequently.
    + R2: Moderately increase the AoE radius of each missile. If destroyed, turret explodes dealing Crushing damage to nearby foes.
    + R3: Missiles will very likely inflict Clinging Flames to targets, dealing Fire damage over time and potentially spreading to nearby victims. The efficacy of Over Repair is moderately increased.

    Once again, a very long charge period will place down a stationary turret. Unlike the prior turret, this one is weaker to damage. These two factors should dictate this turret being placed behind a solid line of defense. Both turret types may be active at a time.
    Ballistic Shield
    Block

    "This mil-spec riot shield can shrug off all but the biggest guns."

    Maintain
    + Self damage reduction with better overall Ranged damage reduction than other Block powers.
    + Increases your resistance to Crowd Control effects.


    Advantages

    Dynamic Entry
    Enhancement
    + For a short period after you begin blocking your movement speed penalty is significantly reduced.
    + This effect may only trigger once per block cycle, has a small cooldown, and quickly diminishes over time.
    Anti-Tank Turret
    Ultimate - Controllable Pet

    "This power allows you to construct a massive automated turret. This particular model specializes in attacking armored or entrenched targets with devastating explosive projectiles."

    Pet Properties
    + Fully Charge to summon a controllable but immobile Anti-Tank Turret.
    - Maintaining control of your pets reduces your Energy Recovery and Energy Gain, and increases the Energy Cost of your other powers.
    - This pet may not be healed.

    Custom Ability
    This pet can be instructed to activate the following ability with a button on its control bar:
    + Howitzer Shell - Quickly fire off a high-explosive warhead that deals incredible Crushing damage. Almost all targets will be Knocked Back. Targets immune to Knocks will receive additional Crushing damage instead.

    Rank Up Benefits
    + R1: Special-issue automated turret with a heavily reinforced chassis. Attacks are very slow but inflict tremendous Crushing and Piercing damage in a wide area.
    + R2: Turret is created with an even greater health pool. If destroyed, turret explodes dealing Crushing damage and Particle damage to nearby foes. Affected targets will be Burned Through, reducing their resistance to further Crushing and Particle damage.
    + R3: Turret attack speed is doubled and range is increased to 120'.

    The final turret is locked behind an Ultimate and has a matching long cooldown. This thing is GIGANTIC and will obliterate enemy groups with one or two shots. It has no access to a self heal and may not be healed by other exterior means, but has an enormous health pool to make up for these major shortcomings.

    Power Armor
    Self Destruct
    Ranged AoE Damage - Knock Back - Burning - Self Defeat

    "If throwing everything you've got doesn't work... there's always one last option."

    Charge
    + Deals extreme Crushing and Fire damage to all nearby enemies.
    + Very large chance of applying Clinging Flames to targets, dealing Fire damage over time to the targets and possibly leaping to other nearby foes.
    + Knocks Back affected targets.
    - Must be fully charged.
    - Using this power will cause you to lose all remaining health and become defeated.


    Advantages

    Reactor Overload
    Enhancement
    + In addition to dealing significant Crushing and Fire damage, Self Destruct now also deals Particle damage after the initial attack.
    + After using Self Destruct, leave behind a Fallout Cloud that deals Particle damage over time to any foes within it.
    + Targets will receive Burn Through, reducing their resistance to Particle and Crushing damage.
    + Burn Through is a type of Radiation.
    - You can only have one Fallout Cloud active at a time.

    Emergency Backup
    Enhancement
    + Self Destruct will no longer defeat you, however, you will be left with very little health and energy.
    + The efficacy of any healing effects upon you are greatly increased for a short time.
    - You will receive slightly more damage from all attacks made against you for a time.
    Nanite Transfer
    Heal - Damage Shield

    "Cautiously transfer some suit integrity to an ally in need."

    Tap
    + Heals target. This ability may not be used on yourself.
    + Increase all damage you receive by a small amount for a short period of time.

    Charge
    + Increase the heal, cost, and damage resistance reduction of the Tap effect.
    + Fully charging this power provides a minor damage shield to your targeted ally.
    Genesis Protocol
    Self Resurrection - Heal - Damage Shield

    "Triumphantly rise from defeat to take vengeance upon your enemies."

    Click
    + Instantly recovers the user from defeat with partial health.
    + Defeating foes returns health.
    + Receive a damage shield. This shield effect is quite large but cannot regenerate when damaged or be increased by other shield effects.
    - Activating this power imposes a long cooldown on all other Resurrection powers.


    Advantages

    Aegis Subroutine
    Enhancement
    + The magnitude of your damage shield effect is now directly proportionate with your maximum health amount.
    + This effect can be strengthened by other shield abilities, unlike base Genesis Protocol's damage shield.

    Laser Sword
    Iono-Spear
    Ranged Damage - Plasma Burn

    "With just a few rudimentary modifications, you are able to launch your laser sword's beam into an unfortunate foe!"

    Click
    + Single target Particle damage.
    + Has a moderate chance of applying Plasma Burn, dealing Particle damage over time.
    + Plasma Burn is a type of Radiation.


    Advantages

    Cold-Fusion
    Enhancement
    + Iono-Spear additionally has a chance of Chilling your target. A Chilled target's movement speed is reduced and they may occasionally be trapped within an Ice Cage.
    + Subsequent Iono-Spear attacks made against enemies that you have Chilled will deal additional Particle and Cold damage.
    + Some other powers may also take advantage of the Chill condition.
    Cauterizer Beam
    Heal - Short Range

    "Altering the output level of a laser sword on-the-fly enables one to use it in a more beneficial manner."

    Maintain
    + Continuously heals friendly target while maintained. If you have no ally selected, you will heal yourself.
    - Unlike most other healing powers, Cauterizer Beam must be used within melee range of your target.


    Advantages

    Burns So Good!
    Enhancement
    + If used on an allied target, continuously restore energy in addition to health.
    - This effect cannot be triggered on yourself.
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    Energy Projection
    Technology
    > Martial Arts
    Mentalist
    Brick
    Mystical

    Dual Blades
    Crossguard
    Block

    "You cross your blades before you in an effort to deflect incoming attacks. With precise timing, you may even be able to shove your foe to the ground."

    Maintain
    + Self damage reduction.
    + Increases resistance to Crowd Control effects.
    + For a short time after you begin blocking, you can deflect attacks made against you, causing the attacker to be Knocked Down.
    + The deflect effect may only trigger once per block cycle and has a small internal cooldown.
    + You can continue to block as normal after triggering the deflect effect.
    + You must stop blocking and begin blocking again in order to trigger the effect again.


    Advantages

    The Elusive Warrior
    Enhancement
    + If you have the Crossguard power slotted, this advantage will cause the power to activate when you make a melee attack.
    + This increases your Dodge Rating, Avoidance Rating, and Knock Resistance for a few seconds.
    + Slightly lowers your damage while this effect is active.
    + The bonuses to Dodge and Avoidance Ratings scale with your Dexterity.

    Fighting Claws
    Poised
    Block

    "You position your claws forward, preparing to intercept incoming attacks by using your sharp blades defensively."

    Maintain
    + Self damage reduction.
    + Increases resistance to Crowd Control effects.
    + For a short time after you begin blocking, you can deflect attacks made against you, causing the attacker to be Shredded.
    + The deflect effect may only trigger once per block cycle and has a small internal cooldown.
    + You can continue to block as normal after triggering the deflect effect.
    + You must stop blocking and begin blocking again in order to trigger the effect again.


    Advantages

    The Elusive Assassin
    Enhancement
    + If you have the Poised power slotted, this advantage will cause the power to activate when you make a melee attack.
    + This increases your Dodge Rating, Avoidance Rating, and Knock Resistance for a few seconds.
    + Slightly lowers your damage while this effect is active.
    + The bonuses to Dodge and Avoidance Ratings scale with your Dexterity.

    Single Blade
    A Thousand Stings
    Melee Damage - Bleed

    "You have mastered an impossible technique that few even know exists. Within mere seconds you are able to deliver countless thrusts into your enemy!"

    Maintain
    + Deals continuous Slashing damage to your target.
    + Every hit has a very small chance of causing your foe to begin Bleeding, dealing more Slashing damage over time.
    + The longer this power is maintained the greater every chance to inflict Bleed becomes.
    + Bleed may stack up to 5 times and is considered a type of Wound.


    Advantages

    Sting Like Bee
    Enhancement
    + Fully maintaining this power will guarantee at least 3 applications of Bleed on your target.
    + If 5 stacks of Bleed are already active on your target, they will instead reset in duration.

    Unarmed
    Dodge Roll
    Reverse Lunge - Self Buff

    "A quick somersault allows you to avoid certain perils."

    Click
    + While moving in a specific direction, lunge a short distance. If this power is used while stationary instead lunge backwards.
    + Minor increase to Dodge chance for a short time.


    Advantages

    Dey See Me Rollin'
    Enhancement
    + Dodge Roll now applies two instances of Charged Up alongside its Dodge chance buff, briefly increasing your movement speed.
    Pressure-Point Relief
    Heal - Short Range

    "Your hands are capable of great healing in addition to unleashing righteous destruction."

    Tap
    + Heals a friendly target.
    - This power can not be used on yourself.
    - Unlike most other heal powers, Pressure-Point Relief must be used within melee range of your targeted ally.

    Combo Finish
    + In addition to healing your target, you provide them a moderate heal over time effect.
    + Heals yourself and provides you with a weaker heal over time.
    - Neither heal over time effect can crit.

    Advantages

    Chi Transfer Technique
    Enhancement
    + Upon combo completion, all enemies near your friendly target may receive Chi Flame, dealing Dimensional damage over time and reducing their resistance to further Chi Power effects.
    + Chi Flame is a Chi Energy effect.
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    Energy Projection
    Technology
    Martial Arts
    > Mentalist
    Brick
    Mystical

    Telekinesis
    Telekinetic Mallet
    Melee AoE Damage - Knock Down - Combo

    "You create a large and imposing hammer with sheer willpower!"

    Click
    + Deals Ego damage to targets in front of you.
    + Instead of gaining bonus damage from your Strength stat like most melee powers, this power gains that bonus damage from your Ego stat.
    + Each hit has an increasing chance to apply Ego Leech to the user. This bonus resets upon finishing Telekinetic Mallet's combo.
    + Ego Leech is a type of Mental State.

    Combo Finish
    + Knocks Down your primary target.
    + Resets the duration of any active instances of Ego Leech.


    Advantages

    Totally Hammered
    Enhancement
    + The Knock Down effect can also affect foes near your primary target.
    + The chance of Knocking Down additional targets scales with the amount of instances of Ego Leech upon you, up to 100%.

    Suggested by nyghtshroude
    Telekinetic Assault Rifle
    Ranged Damage

    "Your mind can conjure a Telekinetic Assault Rifle to even the playing field against your well-armed enemies."

    Tap
    + Single target Ego damage.
    + High damage "burst fire" mode on Tap.

    Maintain
    + Single target Ego damage.
    + Every second spent maintaining this power will consume one instance of Ego Leech, causing significant additional Ego damage. Telekinetic Assault Rifle may be maintained up to four seconds and can consume up to four instances of Ego Leech.


    Advantages

    TK Rounds
    Enhancement
    + There is now a chance that Ego Leech will not be consumed with every second used to maintain this power.
    + When this effect occurs, the duration of your last-most applied Ego Leech is reset.

    Suggested by nyghtshroude
    Telekinetic Bow
    Ranged Damage

    "You manifest a Telekinetic Bow and let loose a powerful arrow made purely from mental energy."

    Tap
    + Single target Ego damage.
    + Has a small chance of applying Ego Leech to you. Ego Leech may stack up to five times.
    + Ego Leech is a type of Mental State

    Charge
    + Increase the damage and energy cost of the Tap action.
    + The chance of receiving an instance of Ego Leech increases with charge time, up to 100%.
    + Fully charging this power will also Disorient your target, reducing the damage they deal and their movement speed.


    Advantages

    Brain Ballista
    Enhancement
    + Fully charging Telekinetic Bow will now Stun your target.
    + Targets immune to Stun effects will instead take minor Ego damage over time.

    Suggested by nyghtshroude
    Blink
    Reverse Lunge - Combo

    "You are able to rapidly reposition yourself a short distance in any direction you desire!"

    Click
    + While moving in a specific direction, teleport a short distance. If this power is used while stationary teleport backwards instead.
    + This ability may be used multiple times in quick succession but may incur a cooldown phase.

    Combo Finish
    - Upon third Blink in quick succession, this power is placed on cooldown.

    Blink, if used sparingly, would have no cooldown period.

    Telepathy
    Telepathic Deterrent
    Block

    "You use your immense will to reduce the efficacy of attacks made against you by your foes."

    Maintain
    + Self damage reduction with better Melee damage reduction than other Block powers.
    + Increases your resistance to Control effects.


    Advantages

    Go Easy!
    Enhancement
    + While using Telepathic Deterrent, attacking foes may receive an instance of Regret, which reduces the amount of damage they deal.
    + Regret may stack up to 4 times.
    Indomitable Will
    Self Resurrection - Heal - Ranged AoE Damage

    "You are not dissuaded so easily! You triumphantly return to the fight."

    Click
    + Instantly recovers the user from defeat with partial health.
    + Defeating foes returns health.
    + Inflict Ego damage to all nearby foes.
    + Refresh all of your active Mental State stacks on impacted targets.
    - Activating this power imposes a long cooldown on all other Resurrection powers.


    Advantages

    Malaise
    Enhancement
    + Instead of refreshing Mental State debuffs on affected targets, they are instead detonated in order to inflict their bonus effects.
    Total Domination
    Ultimate - Corruption - Curse

    "Your willpower is peerless. You are capable of manipulating all but the strongest of minds!"

    Charge
    + Corrupts all targets around you. Corrupted targets are forced to fight for you.
    + Corrupt is a type of Curse.
    + Unlike other powers with access to Corruption, Total Domination can Corrupt Master Villain and Enforcer ranked targets as well.
    + After the effect wears off targets will receive Ego damage based on their rank.
    - Cosmic, Legendary, and certain unique foes are still immune to Corruption effects. They will instead take additional Ego damage.
    - Must be fully charged.


    Advantages

    Synaptic Feedback
    Enhancement
    + Total Domination will now constantly refresh applied Mental State debuffs on all affected targets.
    + When the Corruption portion of this power expires, Total Domination will additionally consume instances of Regret, Dependency, and Stress causing Ego damage and other special effects.
    + Targets that are Stressed will have Total Domination's Ego damage ignore 6.5% of their resistance per stack purged.
    + Targets affected by Dependency will cause all nearby allies to be healed for every stack that is consumed.
    + Every stack of Regret purged will restore Energy to you.

    Mindless Violence
    Enhancement
    + Applies a large threat over time debuff to all impacted targets.
    + This effect can be applied on top of an existing Challenge! instance.
    + This effect cannot be refreshed.
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    Energy Projection
    Technology
    Martial Arts
    Mentalist
    > Brick
    Mystical

    Heavy Weapon
    Ragnarök
    Ultimate - Melee AoE Damage - Knock Down

    "Your enemies can see the end of the world from here..."

    Charge
    +Lunges at your target.
    + Deals Crushing and Fire damage in a very wide sphere around your target.
    + All affected enemies are Knocked Down and have a very large chance of receiving Clinging Flames. Additionally, some foes may even be Knocked Up instead of down.
    + Creates a large Pyre Patch around your primary target which persists for a moderate amount of time. Enemies standing within the Pyre Patch receive Fire damage over time.
    + Pyre Patch can periodically apply and refresh instances of Clinging Flames.
    + Pyre Patch and Clinging Flames are both Burning effects.
    - You can only have one Pyre Patch active at a time. A Pyre Patch generated by other powers will not override Ragnarök's unique version.
    - Must be fully charged.


    Advantages

    Commanding Presence
    Enhancement
    + Applies a large threat over time debuff to your target.
    + This effect can be stacked on top of the Challenge! effect.
    + This effect cannot be refreshed.

    I envision this lunge involving a massive leap into the sky followed by the player character raining down from above.

    Earth
    Rock Wall
    Uncontrolled Pet - Construct

    "You lift a wall of solid earth from the ground to block incoming enemies and their attacks."

    Tap
    + Summon a small Rock Wall at a targeted location that may obstructs the line of sight of hostile and friendly targets. Enemies and allies will be forced to move around it or wait for it to expire in order to continue attacking.
    + Rock Wall generates consistent but minor Threat on all nearby foes, which may cause them to begin attacking the Rock Wall itself.
    - A Rock Wall created with the Tap effect has only modest health, may not be healed, and lasts for a relatively short amount of time unless destroyed early.

    Charge
    + Increases the size, health, and duration of your Rock Wall.
    + Regardless of charge time, a Rock Wall may be manually destroyed by the user by attempting to use the power once again while a Rock wall is active.
    + If this power is prematurely deactivated, its cooldown will be reduced in correlation to its duration spent active.


    Advantages

    Nauseous Igneous
    Enhancement
    + This Construct will inflict minor but continuous Toxic damage to enemies that remain near it. This damage slowly escalates in magnitude.
    + Rarely, enemies affected by this Toxic damage may become Stunned.

    Tear Down This Wall
    Enhancement
    + If this power is fully charged, it will generate significantly more threat to nearby enemies and will receive a brief damage shield.
    Become Golem
    Active Ultimate

    "Become a mountainous avatar of the earth! You are nearly invincible while encased in stone from head to toe."

    Toggle
    + Increases the amount of damage your Physical (Crushing, Slashing, Piercing) powers deal.
    + Enormously increases your resistance to all damage.
    + Applies significant damage shield to you.
    + Grants extreme Knock and Hold resistance for its duration.
    + Assists in breaking out of Hold, Root, and Disable effects.
    + Can be used while Held or Confused.
    + Melee attacks made against you may Stagger your attackers.
    - Moderately decreases movement speed during its duration.
    - The efficacy of heals and additional damage shields are both greatly reduced while active.
    - Complete depletion of this power's damage shield ends the Toggle prematurely and begins cooldown.
    - Deactivating this power imposes a long cooldown on all Active Offenses and Active Defenses.


    Advantages

    Rock and Stone!
    Enhancement
    + Applies a large threat over time debuff to all targets around you on initial activation.
    + Provides an additional but minor threat over time debuff to targets around you for the rest of the duration.
    + This effect can be stacked on top of the Challenge! effect.

    A Rolling Stone...
    Enhancement
    + Exchange a portion of both damage resistance potency and damage shield efficacy for no movement speed penalties.

    Yes, you do become a giant humanoid stone creature while this power is active.

    Might
    Ground Pounder
    Melee AoE Damage - Combo - Knock

    "Impact the earth beneath your foes with such force that they go flying!"

    Click
    + Deals Crushing damage to nearby targets.
    + Repels affected targets, moving them away from you. This effect only applies to enemies within a short distance from you.

    Combo Finish
    + On the third attack in succession, Knock Back affected targets.
    + Targets are Disoriented upon landing, causing them to deal less damage and move slower.


    Advantages

    Re-entry
    Enhancement
    + Targets have a moderate chance of being Rooted instead of Disoriented, trapping them in-place for a short time.
    Boulder Dash
    Ranged Damage - Ranged AoE Damage - Knock

    "Tear out a chunk of earth to give to those more slippery foes."

    Tap
    + Single target Crushing damage.
    + Foe may be Knocked Down.

    Charge
    + Increase damage, cost, and damage impact radius. This ability becomes a Ranged AoE when charged.
    + Charging this power at least halfway will cause targets to be Knocked Back from the impact point instead of being Knocked Down.


    Advantages

    Nailed to the Ground
    Enhancement
    + Applies Nailed to the Ground to affected targets, preventing them from using Travel Powers for a short time.

    Do you like Ripper's unique charging version of Hurl? Me too! Let's have it!
    Second Wind
    Self Resurrection - Energy Buff

    "You quite literally lift yourself from the ground and dust yourself off. It's time for round two!"

    Click
    + Somewhat quickly recovers the user from defeat with half health.
    + Greatly increases your Energy Equilibrium.
    + Energy rises to Equilibrium much faster.
    + Drastically reduces the rate of Energy decay.
    + This brief period of rapid recovery is considered an Energy Form.
    - Activating this power imposes a long cooldown on all other Resurrection powers.
    - Increase the rank of this power does not raise the amount of health restored. Instead, the duration of its Energy effects buff is moderately increased.


    Advantages

    But Other Rezes Are Instant!
    Enhancement
    + Disables the Get Up period of this power, making it an instant recovery.
    Moment of Glory!
    Active Ultimate

    "This is it... This is your time to shine. Nothing can stop you now! This is your Moment of Glory!"

    Click
    + Greatly increases your resistance to all damage.
    + Consistently gain health over time.
    + Health gained scales with your Super Stats.
    + Receiving damage both increases the efficacy of this heal over time effect and any further healing from other sources.
    + Grants Knock and Hold resistance for its duration.
    + Assists in breaking out of Hold, Root, and Disable effects.
    + Can be used while Held or Confused.
    + Unlike other powers, Moment of Glory! may be used while Knocked up or down.
    - Activating this power imposes a long cooldown on Active Offense and Active Defense powers.
    - Upon expiration, Energy is depleted to zero.


    Advantages

    Protector
    Enhancement
    + Applies a large threat over time debuff to your targets when using attacks.
    + This effect can be stacked on top of the Challenge! effect.
    - This effect cannot be stacked more than once on a target per activation of this power.
    - This effect cannot be refreshed.
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    Energy Projection
    Technology
    Martial Arts
    Mentalist
    Brick
    > Mystical

    Celestial
    Divine Strikes
    Melee Damage - Curse - Combo

    "The holy energies coursing within you may be used to deliver justice."

    Click
    + Single target Dimensional damage.
    + Every attack from Divine Strikes has a chance of placing Illuminated on your target. Any heroes attacking the target will receive the Mend buff, healing them over time.
    + Illuminated counts as a Curse.


    Advantages

    Enlightening
    Enhancement
    + Additionally, every attack may apply Illumination to yourself and any allies near your primary target.
    + Illumination increases received healing and counts as an Enchantment.
    Righteous Flurry
    Melee AoE Damage - Disorient - Enchantment

    "You reel in and deliver a plethora of celestial blows upon your enemies."

    Tap
    + Deal several instances of Dimensional damage to targets in front of you.
    + Targets may become Disoriented, causing them to deal less damage and move slower.

    Charge
    + Charging this ability causes it to deal additional instances of Dimensional damage to all targets.
    + Fully charging Righteous Flurry will apply Illumination to allies near your primary target, including yourself.
    + Illumination increases the efficacy of any further healing.
    + Illumination is a type of Enchantment.


    Advantages

    Divine Perseverance
    Enhancement
    + Fully charging this power also provides all friendly targets a minor heal.
    Reincarnation
    Self Resurrection - Heal - Enchantment

    "Your purpose is too great for you to be kept down for long."

    Click
    + Instantly recovers the user from defeat with half health.
    + Healing others returns health to you.
    + Applies Illumination on all nearby allies, increasing the healing that they receive.
    + Illumination counts as an Enchantment
    - Activating this power imposes a long cooldown on all other Resurrection powers.


    Advantages

    Return to Form
    Enhancement
    + Using Reincarnation will also moderately heal nearby allies.
    + This heal effect does take into account Reincarnation's Illumination effect.
    Atonement
    Block

    "You are able to project divine energy forward in order to dispel incoming attacks."

    Maintain
    + Self damage reduction.
    + Any damage incurred has a chance of refreshing Illumination on nearby allies and yourself, increasing any receive healing.
    + Illumination is a type of Enchantment.


    Advantages

    Sacrilege!
    Enhancement
    + Foes that attack you while Atonement is active will receive Illuminated, which heals any heroes attacking them in return.
    + Illuminated is a type of Curse.

    Darkness
    Chaos Punch
    Melee Damage - Fear - Random Debuff

    "You are willing to utilize dangerous and unpredictable chaotic energies in the heat of combat..."

    Click
    + Single target Dimensional damage.
    + Chance to apply Fear, causing your enemy to cower in your presence and reducing the damage they deal.
    + Fear is a type of Mental State.
    + Additionally, enemies have a chance of suffering from one of many other effects. Weaker foes may become Confused, potentially lashing out at their friends. Some targets may be Disoriented, reducing their movement speed and damage output for a time. Others may become Devoid and receive increased Dimensional damage from further attacks. They may also begin to Bleed or incur Deadly Poison and receive Slashing or Toxic damage over time respectively.
    + Bleed is a type of Wound and Deadly Poison is a type of Poison, naturally.
    + Rarely, your target may become outright Incapacitated, being unable to move or attack. They may struggle to break free from the hold early and any additional damage they receive will reduce the duration of this effect as well.


    Advantages

    Faustian Bargain
    Enhancement
    + The magnitude of effects may invoke even greater consequences. Your target may receive an Open Wound instead of regular Bleeding, applying further instances of Bleed over time. Deadly Poison may instead become Noxious Poison causing Toxic damage over time to both your target and those near them.
    + The Confuse effect may give way to outright Corruption, causing your foe to fight for you for a time. Stronger targets are not affected by this effect.
    + Corrupt is a type of Curse.
    - Some of these applicable debuffs may be applied to you with each Chaos Punch thrown!
    Unholy Hook
    Melee Damage - Fear - Random Debuff

    "You allow chaotic energies to briefly surge through your arm in order to land a horrifying blow on your enemy."

    Tap
    + Single target Dimensional damage.
    + Chance to apply Fear to your target, reducing their damage and potentially forcing them to cower before you.
    + May also apply Disoriented, Bleed, Deadly Poison, or Confused. These effects, in order, may reduce your target's movement speed and damage, cause them to receive Slashing damage over time, inflect Toxic damage over time, or compel your target to possibly attack their allies.
    + Bleed is a type of Wound and Deadly Poison is a type of Poison.

    Charge
    + Increase the damage, cost, and likelihood of applying a minor debuff effect.
    + Fully charging this ability may instead Knock Back your target, apply Devoid (causing your target to incur increased Dimensional damage), Chilled (potentially encasing them in ice while slowing their movement speed), or Paralyzed (rendering them unable to move or attack for a time).
    + Paralyzed targets may struggle to break free from their hold early, and damaging the target will reduce the duration of the effect.
    + In extremely rare circumstances some foes may be outright Defeated with this single blow. This lethal effect may only trigger on weaker enemies.


    Advantages

    In the Shadow of the Tree
    Enhancement
    + Fully charging this ability has a strong chance of granting you your active Form's corresponding buff, regardless of its prerequisite trigger condition(s).
    + This includes (but is not limited to) Focus, Concentration, Daunting, Empathy, Frenzy, and Manipulator.
    Darklash
    Melee Damage - Fear - Combo

    "Darklash whips a length of dark energy at your enemy"

    Click
    + Single target Dimensional damage.
    + Each strike has a chance of applying Fear, causing your foe to cower before you and reducing their damage

    Combo Finish
    + Deals Dimensional damage in a cone in front of you.


    Advantages

    Seething Tendril
    Enhancement
    + Finishing Darklash's combo applies Devoid to your primary target, causing them to receive increased Dimensional damage.

    It bothers me that Darkness has a "chain pull" power similar to the Lariat abilities of other frameworks but not the accompanying "chain attack" and "chain vortex" powers to go with it. Here's the missing basic attack!
    Black Coil
    Ranged AoE Damage - Fear - Knock Back

    "Black Coil swings a length of pure darkness you, lashing out at enemies that come within its path."

    Maintain
    + Deals Dimensional damage to nearby targets.
    + Has a chance to Knock Back foes every hit.
    + Has a chance to apply Fear, reducing the damage your enemies inflict and forcing them to cower in terror.


    Advantages

    Vortex Technique
    Enhancement
    + This power becomes a Knock To instead of knocking targets back.
    + Fully maintaining this power applies a stack of Furious to you if you are unaffected by the buff.
    + Refreshes all stacks of Furious if you have existing stacks.

    Stand Your Ground
    Enhancement
    + Greatly increases your Knock resistance while maintaining this power.

    And here's the missing "vortex"/cyclone ability to cover the other perceived missing component.
    Return from the Grave
    Self Resurrection - Heal - Fear

    "Not even death can save you from me!"

    Click
    + Instantly recovers the user from defeat with most of their health restored.
    + Defeating foes returns health.
    + Applies Fear to nearby enemies, causing them to cower in your presence and reducing the damage that they deal.
    + Fear is a type of Mental State.
    - Activating this power imposes a long cooldown on all other Resurrection powers.


    Advantages

    Lichdom
    Enhancement
    + Summons three Wretched Souls alongside you. Any directly targeted Life Drain powers you possess may be used to instantly defeat a Wretched Soul and return a portion of your health.

    Wretched Souls would simply be uncontrollable ghost summons.

    Arcane Sorcery
    Magic Melee
    Melee AoE Damage - Enchantment - Combo

    "Mastering the arcane is much like mastering a martial art. Both require knowledge, precision, patience, and grace in the midst of adversity!"

    Click
    + Deal both Crushing and Magic damage to targets in front of you.

    Combo Finish
    + Apply Mystified to yourself, reducing the cost of Sorcery, Celestial, Darkness, and Infernal powers for a short time.
    + Mystified is a type of Enchantment.


    Advantages

    Strange Sorcery
    Enhancement
    + Finishing Magic Melee's combo will also apply Hexed to your primary target, reducing their resistance to Magic damage.
    + Hexed is a type of Curse.
    Ward Combat
    Melee Damage - Root

    "You barrage your foe with enchanted fists!"

    Maintain
    + Deal continuous Crushing and Magic damage to your target.
    + Every strike has a small chance of very briefly Rooting your target, preventing them from moving.
    + The chance for your target to become Rooted is increased by both the duration this power is maintained and the presence of an Enchantment effect upon yourself.
    + If this ability is fully maintained and an Enchantment is active upon you, target is Rooted.


    Advantages

    Abstract Reality
    Enhancement
    + Maintaining this power for at least 50% of its duration will refresh all active Enchantment effects.
    Empowered Blow
    Melee AoE Damage - Knock - Curse

    "You empower your muscles with a spell and then bring balled fists crashing down upon your foe's head."

    Tap
    + Deals Crushing and Magic damage to your primary target.
    + Inflict Magic damage to those nearby.
    + Knock Down your primary target.

    Charge
    + Increase damage and cost of the Tap effect.
    + Apply Jinxed to affected targets.
    + Jinxed reduces an enemy's movement speed and damage and will Knock Down upon expiration.


    Advantages

    Again... and Again... and Again!
    Enhancement
    + Jinxed will re-apply a single time to all affected targets upon its first expiration.
    Healing Potion
    Heal

    "You've brewed some enchanting concoction that can restore vitality and hardiness for yourself or your allies."

    Tap
    + Heals target. If no target is selected you will heal yourself instead.

    Charge
    +Significantly increases the healing power of the Tap effect. However, this larger heal is applied over time instead of immediately.


    Advantages

    Master Alchemist
    Enhancement
    + Using Healing Potion on your allies will grant them Tonic, a brief effect which causes them to heal for a small amount every time they are damaged.
    - Healing from Tonic cannot crit.

    Strange Brew
    Enhancement
    + Fully charging Healing Potion on yourself or others will grant one of several different effects. Most are beneficial.
    + Drinkers may enjoy: Restoration (heal over time), Reckless (increased resistance to Knock effects as well as a damage shield), Furious (critical hit buff), Enraged (increase melee damage and ranged damage to a lesser degree), or Defiant (increases defense against all damage types).
    - Drinkers may instead endure: Clinging Flames (Fire damage over time with the possibility of spreading to others), Disoriented (reduced damage and movement speed), Deadly Poison (Toxic damage over time that partially penetrates most Shield effects), or Bleeding (dealing Slashing damage over time).
    - In extreme cases, some users have reported dying. This is entirely false.

    The side effect of death is a joke..... probably.

    Bestial Supernatural
    Gorgon's Gaze
    Hold - Control

    "The mythical Gorgon's Gaze can petrify an onlooker into solid stone."

    Charge
    - Must be fully charged.
    + Paralyzes the target. Paralyzed targets can't move or attack. The target is able to struggle to break free from the hold early, and damage the target takes will reduce the duration as well.
    + While held, the target is encased in stone that very significantly reduces incoming damage and makes it much more difficult to break the Paralyze effect.
    + Paralyze is a type of Control.


    Advantages

    Superheavy
    Enhancement
    + While encased in stone, the target becomes immune to Knock and Repel effects.

    Infernal Supernatural
    Undead Apocalypse
    Ultimate - Uncontrolled Pet - Fear

    "Your mastery over the mystical arts of death itself are unrivaled. An entire skeletal army awaits your call!"

    Charge
    + Summons 12 skeletons to attack your targets. Each skeleton is randomly assigned basic Archery, Single Blade, Dual Blade, or Heavy Weapon abilities.
    + Defeated skeletons will reanimate after a short period of time.
    + Damage that skeletons inflict is returned as a small portion of healing to you.
    + Damage that skeletons receive also generates a small heal upon you.
    + Enemies near skeletons will periodically be Feared, reducing the damage they deal and potentially terrifying them outright.
    - This power must be fully charged.
    - Reduces your Equilibrium by half for a short time.


    Advantages

    Emanating Undeath
    Enhancement
    + Skeleton attacks may inflict Deadly Poison on their targets. Deadly Poison may stack up to 5 times and deals Toxic damage over time. This damage partially penetrates through most Shield effects.
    + Deadly Poison is a type of Poison.
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    As of March 23, 2021

    Current Progress
    Enjoy a glimpse into how I create, jot-down, format, and fully implement my power suggestions as-we-speak!

    TONS of new powers have been added to several frameworks! Force now has several melee and melee-oriented powers such as Wave Strikes, Oscillating Impacts, Fulcrum Kick, and Magnetic Pull. Ice has Shatterfists for some gnarly icy boxing!

    Archery now has Crossbow Crackshot, Barrage, and Block in addition to a "nefarious" Healing Arrow. Gadgets sports Disk Shield Backhand and will eventually have volatile and spontaneous comic book "gag gun" abilities! Munitions can utilize a fitting Injector Pistol for combat first aid and several powers have been giving a thematic Suppressor advantage for "silenced shooting" sound effects! Power Armor and Laser Sword receive Nanite Transfer and Cauterizer Beam respectively as supplementary heal powers!

    Unarmed Martial Arts and Telekinesis receive agile movement abilities in the form of Dodge Roll and Blink respectively. These abilities propel you in different directions depending on your current motion!

    Transform into a HUGE STONE TITAN with Earth's Become Golem ability! Might gets Ground Pounder, Ripper's Boulder Dash, and Moment of Glory!!!!!!!!!

    *DEEP BREATH*

    Lastly, Celestial, Darkness, and Arcane Sorcery all get several new powers, primarily focused around dishing out magic in close-quarters combat.


    Up Next!
    This thread is over a year old! Wahoo! \o/

    I couldn't have done it without you guys! I'm really quite proud of where it stands today and hope that -- just maybe -- we possibly see some of these implemented in-game in some form or another.

    There are still some big plans in the work. Gadgeteering will finally get its thematic goofy "bang" pistols at some point. I'd like to throw in both an Air Strike and Off-Site Artillery powers for more indirect Munitions combat. Likewise... it's high time we receive proper Taunts, Provocations, and Coercion powers outside of the realm of Telepathy!

    Stay tuned!!
    Post edited by speanoz on
  • Have a few:

    Mystical powers: -

    Pyramid Trap (AOE):Snare enemies in a pyramid shaped energy prison. Advantages - Illuminated, Drain Life

    Skull Shot: You unleash a skull shaped blast. Advantages - Screeching Skull does a bit of sonic damage. Can hit targets in a line as well for another choice. Sorta like Sniper Rifle

    Wild Form: Become a grizzly bear, wolf, etc and receive Might and Bestial Supernatural powers. Lots of skins here. The active passive is Unstoppable

    Monstrous Form - Transform into a Bloodgorger, the bigger Dogz werewolves called Ulfhednars, or other monsters for 3 minutes and get might, bestial supernatural powers. This one has regeneration. Could even be an ultimate.


    Force:

    Force Barrage - Shoot a quick few blasts of energy.

    Force Nova - Big force AoE blast that could destroy a planet. Ultimate

    Telekinesis and Telepathy:

    Telekinetic Bow
    Telekinetic Gun
    Telekinetic Heavy Weapon

    Basically you gain new weapons to use as a telekinesis power. Uses same animations as their regular versions, just a skin and they focus on ego damage.

    Telekinetic Slap: A large psychic hand appears and smacks enemies in an AoE.
    Telekinetic Fist: A large psychic hand punches enemies. AoE

    Psychic Titan: Create a large uncontrollable pet psychic giant. It rampages until it disappears.


  • speanozspeanoz Posts: 238 Arc User
    edited March 2020
    Have a few:

    ....

    Thank you for your contributions! I absolutely love the idea of psionic weaponry... I somehow never thought of that! There really should be some kind of dark skull attack, too.... I'd love to incorporate some of those into the list, if you'd permit it!

    EDIT:
    @nyghtshroude#9048
    Seeing as how you began with "have a few", I'll go ahead and integrate some of these as soon as I have a chance. I am contemplating renaming Force Nova to Supernova, however, if that's cool. :)
    Post edited by speanoz on
  • bluhmanbluhman Posts: 2,410 Arc User
    Ice - Flash-Freeze
    Freezes a selected target in a block of solid ice.
    • 50 ft range, moderate cooldown, high energy cost.
    • Charge-Activation
    • Standard hold duration with overall high strength, and damage mitigation mechanics (i.e. containment field or banishment)
    • Charge duration determines hold strength:
    • Hold places a xxx-xxxxx forcefield on the target while they are held. If this forcefield is depleted the target is broken free.
    • adds an extra +xxx HP to the forcefield for each stack of Chill the target has.
    • Shatter will end the hold, dealing the health of the forcefield to targets within 25 feet of the flash-frozen target.
    • ADV - Creeping Chill: Target gets snared while you charge Flash-Freeze. Adds an energy cost to the initial activation of the charge.
    • ADV - Sub-Zero: Reduces the HP on the forcefield of the hold to 10% of its normal amount. When shattered, or the forcefield is destroyed, the target takes xxxx ice damage and is knocked down.

    Electricity - Lightning Whip
    Lash out at an enemy with a tendril of lightning.
    • 25 ft range combo (i.e. lash from might).
    • Cone hit area on first two attacks, single-target third.
    • Counts as a ranged attack, deals electrical damage.
    • Third Hit completes a circuit off of Negative Ions to stun the target.
    • ADV - Shock Grasp (1): Lighting Whip now counts as a Melee attack and scales as such. Increases the damage by 5%.
    • ADV - Magnetic Whatever: All hits on Negative Ion affected targets will reverse-repel.

    Fire - Burning Fury
    A self-destructive flame burns within you, fueling you to fight harder.
    • Self-buff, 15-second duration and recharge.
    • When used, you gain 33/50/100% of your total energy, and take xxx fire damage.
    • Take xxx fire damage per second for the duration.
    • Your damage strength is increased by 60/70/80% while in effect.
    • You resist 80% of heals while in effect.
    • If you use Fire Form, it will operate as if there were 5 targets nearby you.
    • Counts as an active offense ability (puts others on cooldown, goes on cooldown if another one is used.)
    • ADV - Burnout - If you're out of energy, you can still use your powers while Burning Fury is in effect, but you take 5x the energy cost of the ability in HP if you do this.
    • ADV - Blazing Breakout - Similar to other AO breakouts, but this also generates a PBAoE fire burst within 25 feet if you use it to successfully break out of a hold.

    Infernal - Miasma
    You spew forth a meandering cloud of pestilence into the air.
    • Creates an untargetable miasma pet that will slowly hover towards enemies and deal Toxic damage.
    • Enemies in the miasma get their poison stacks refreshed constantly while inside the cloud.
    How to block a user with μblock:
    forum.arcgames.com##.Comment:has(.CommentHeader:has-text(username))
    
  • speanozspeanoz Posts: 238 Arc User
    edited March 2020
    Wow, those are great! I'd love to incorporate those into the "masterlist" as well, @Bluhman. :)
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    edited April 2020
    Again, I would absolutely love to integrate any current and future player suggestions into this list. Just say the word, folks! I will attempt to keep your chosen wording and descriptions as unaltered as possible.

    That's it for now! Thanks again for reading and contributing, Champions!!
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    FINALLY at long last got a Single Pistol power added to the Munitions framework! Expect several more soon with similar "specialized ammo" mechanics. :3
  • speanozspeanoz Posts: 238 Arc User
    At long, LONG last.... every single framework has at least one new power! Hurray!!!

    Bestial Supernatural was the odd one out for the longest time. It took a great while to whip-up something thematically appropriate for this one!

    I've got some more plans in store for this thread as it approaches its one year anniversary!
  • baelogventurebaelogventure Posts: 520 Arc User
    Would you be adverse to posting upgrades/advantages to existing powers?
  • speanozspeanoz Posts: 238 Arc User
    Would you be adverse to posting upgrades/advantages to existing powers?

    What did you have in mind? I suppose I'd be willing to touch-up some overlooked powers, though I'd probably make a new thread for those. :)
  • baelogventurebaelogventure Posts: 520 Arc User
    There's quite a few that IMO need to be touched up, making a new thread would be good.
  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    There's quite a few that IMO need to be touched up, making a new thread would be good.

    An egregious offender lately that comes to my mind is the current state of rocket launcher... :(

    I'll take that into consideration, though!
    Post edited by speanoz on
  • speanozspeanoz Posts: 238 Arc User
    edited March 2021
    Another update! Both Might and Earth have received new defensive Ultimates!

    Become a big stone monster or usher in your moment! :p
  • speanozspeanoz Posts: 238 Arc User
    BIG update going on as-we-speak over the next day or so!

    See how I work "live"! Lots of rough-draft formatting and power implementation is going on before your very eyes!! :p
  • speanozspeanoz Posts: 238 Arc User
    speanoz wrote: »
    BIG update going on as-we-speak over the next day or so!

    See how I work "live"! Lots of rough-draft formatting and power implementation is going on before your very eyes!! :p

    This may be the largest update yet for this thread, nearly six weeks in the making!

    Check out the above Current Progress post above for a quick run-down of everything that's new!
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