Create one power give info on it name adv. and maybe secondary effects. These powers are for one certain power set name it please.
Change Shatter to Icy Explsoive
would be from 80ft range. Click Aoe power with rech of 20 seconds. Deals good damage on first hit then effect kicks in. Chill is x1 so 3 stack chill is x3 meaning times 3. To caculate damage there are few things cold snap boosts it for one and any all ice objects add into play.(This is just like current shatter but this is a super buffed up one)
The more ice cages on target more damage delt. Also maybe make any other ice objects near you be factered in. For example you summon ice barrier and have Ice hold cage and ice cage on your target to. Your ice barrier is 50 ft away from target and other ice cages. You basicly destroy your ice barrier with this if your inside or behind it only and other cages with big burst of ice energy that hits target. This damage effect would be instant for lil less damage or aafter 3-5 seconds like WTK effect on the EX. arrow. That damage would be huge of course similar to a ranged shadow strike.
ADV. Turn Ice barrier into a short term buff of 10seconds when you destroy it with this power. Id like one point adv for this to get rank 3 dmg.
Flash Freeze - Ice set
25 foot sphere Maintain
Deals X amount of Ice damage per .5 second. Chance to apply Chill. Does bonus damage to opponents with Chilled on them.
The hero causes the surrounding temperature to drop to dangerous levels.
Razor Shards - Ice
2 point advantage for Frost Breath.
15% chance per pulse to apply Bleed.
Power Set: Fire Power Name: Thermal Lance Tier: 3 (5 powers from Fire, 6 non-EB any set) Range: AoE Line (50ft) Duration: Maintain (10s)
Gathering intense heat to her hands, the Hero lets out a torrent of controlleld Thermal radiation so hot it creates a white-hot stream through the air to the target, burning any fool too close to its incandescent path.
This power is essentially a higher-damage version of Heat Wave, with additional effects.
The main thrust is a high-damage fire attack that has a 100% chance of causing Clinging Flames to the target. As the power is focused on damage and not crowd control, it loses the Paralyze component in exchange for continuous damage that mounts per tick. Ideally, I would also like to see a penetrating effect a laEye Beam, but I can settle for a power enhancement (see below)
As far as the line AoE goes, I would expect to see about 50% main damage + 75% for Clinging Flames or vice-versa; I think less damage with a greater chance of effect is better for this type of power.
Visual FX: The character stands with legs bent at shoulder-width, head slightly forward, arms up. The forearms glow with heat for a fraction of a second, then the character thrusts her arms forward and a thin beam of white shoots out from between the hands (ideally, it should look like the glow feeds into the beam) and lances forward. For the line, it should have the same visual heat disruption as Heat Wave, around the beam. The target is surrounded by a vague white aura to simulate the intense heat.
Advantages: Armor Melter (2pts): The heat beam disperses on the target, reducing the damage slightly but also liquefying the opponent's armor for a short time. (-25% damage per tick, reduces all defense by 5% per tick, effect lasts for duration of power + 3 or 5 seconds, depending on rank)
Laser-Like Focus (2pts): Your focus and control is so great that it will literally burn through the target, damaging others behind it. (reduces AoE to 25% damage and 25% chance for Clinging Flames, but will burn through the target in 3s, allowing the lance its full extension.)
Power Name: 1000 Points of Light Power Set:Celestial Tier: 2 (3 powers from Celestial, 4 from any set excluding EB) Range: One Target Duration: 12 seconds
Calling forth the powers of light, the hero surrounds a target with pin-point holes to another dimension which serve to shield and comfort her allies and scourge her foes.
This power must be fully-charged (3s) to work, and then lasts for 12s. For the duration of the power, the power saves up 1% / 2% / 4% of an opponent's or ally's attacks. The full damage is still delivered, but a running tally is kept. At the end of 12s, an opponent receives the entire tally as penetrating damage, while an ally receives the entire tally as a heal and 1/2 the tally as a shield.
Visual FX: The hero curls her arms inward and puts her head down in concentration, then throws out her hand toward the target and little motes of light start appearing around it. At Rank 1, the motes are barely visible. At Rank 2, they are clearly visible. At Rank 3, they glow slightly, bathing the target in the power's colored light.
Advantages: Recompense (1pt): The power will also remove one positive / negative effect when it activates. If there is more than one effect on the target, it removes the most recent one.
This thread had me thinking when I should have been sleeping.
Snowball Effect - Ice
Tap Charge Blast
This power has an aoe component. The aoe area increases depending on how long it is charged.
100 foot range. 1 - 15 foot aoe
Headshot - 2 point advantage: the primary target of Snowball Effect is Disoriented and all effected targets are Chilled.
Icy Patch - Ice
50 foot, 15 foot area
Creates a sparkly patch on the ground for 20 seconds. Opponents inside the patch are Snared and have a 20% chance per second of being Knocked Down and taking X damage.
Blitz
Wind-Lunge Tier 2 Click power Range:50 ft Duration:5 secs
This power gathers up a force of gusts and winds to pivot you toward a single enemy and causing disorientation to them as well as repelling any additional enemies(5) . When activated more then 25ft away from target it will stun and also snare target. Advantages
(2 points)Zyphr: Don't blink or you'll miss it! Right after you attack your enemy for 10 secs you will repel any oncoming damage by a flat percentage. Afterwards an internal cooldown will deactive it from happening again for 15 secs.
(2 points)Nailed to the ground:Will cancel target's travel power for ten seconds.
(1 point)Like the wind!: Will extend range an additional 50 ft.
Spider Bots - Gadgets
Controllable Pet - Crowd Control
Rank 1: This mechanical spider pet Snares opponents with a sticky web-like material and can inflict X damage with a bite attack.
Rank 2: The spider's webbing now has a chance to Root opponents and its bite now has a chance to apply Poison. The spider can now Leap.
Rank 3: The spider will sometimes web a 15 foot radius webbed area that Snares all opponents in it and does Toxic damage. The spider bites are more likely to apply Poison.
(This could be an Infernal pet instead).
Attack Toys!, Munitions Bots, Support Drones, Spider Bots - Gadget "I'll Form the Head!" - 1 point advantage spent in each of the above Powers. 4 point advantage.
When 6 or more Gadget pets are active, they can join together to form a Mega-Toy!
Mega-Toy attacks with a Heavy Weapon, Eyebeams, and sometimes fires a detachable arm for ranged Crushing damage. It can perform Energy Wave as a special attack but this causes the it to unform back into the remaining pets.
Gun Turret - Munitions
This is like a Circle power for Munitions.
The hero creates a fixed piece of field artillery, a Turret. While the hero is in the circle, he can only use the Turret powers. If the hero leaves the Circle, the Turret will instantly fall apart. While inside the circle, the hero's dodge and damage resistance is reduced. The Turret provides excellent single target and aoe attack options.
Radar - Power Armor
This Power creates red dots on the Mini-map to show where opponents are. Rank 1 is a 100' radius. Additional Ranks provide another 100' range each.
Pin Point - 2 point advantage that allows hero to only lock onto opponents within range of his longest range attack.
Power Name: Prognosticator Power Set:Mentalist (Probably Telepathy) Tier: 2 (3 powers from Telepathy, 4 non-EB from any set) Range: Self Duration: Toggle (Energy Form)
By opening her mind to the flows and eddys of those around her, the Mentalist is able to sense attacks before they occur, avoiding a solid hit with contemptuous ease. The eager warrior, however, must be wary of too many minds clouding her perceptions.
This power is a toggleable version of Lightning Reflexes. Essentially the power would enhance the user's Dodge chance and Avoidance based on the nearby foes (let's say 10-25 ft.)
There is a flat increase to Dodge chance and Avoidance, say 35% / 50% / 75% depending on power level, which is then reduced via this formula (just as an example, as with all my power entries, I don't have numbers so I'm just guessing at what is viable)
Base Chance / ((Number of Targets in Range) * 0.8)
The minimum divisor would be 1, of course. This could also be further enhanced / reduced by enemy type (Though I'd prefer it not be, I suppose having a pyramid-style of minions reducing more than lieutenants, more than bosses, etc. would be the most fair), which would provide a modified percentage that adds to Dodge / Avoidance. In addition, this modifier could be used to modify the standard Stamina increase as per normal toggle powers, though that could get out of hand.
To people who think this is a large number, it can either be reduced or it can be changed from a toggle to an Active Defense (though some extra number crunching would be required to differentiate from Masterful Dodge, it might be appropriate if only to give Mentalist trees some extra power choices rather than having to stray to other sets.) I think it works better as a toggle, however.
Visual FX: Power Color circles bubble out from the Mentalist's head, and similar effects flare up for a moment around foes who stray into range. Note that the bubbles should remain around the mentalist's head. If bubbles seem too "regular," perhaps large asterisk-style stars?
Advantages: Psychic Friends Network (2pts): This turns this power into a field-style effect, similar to Inertial Dampening Field, affording the bonus to all allies in range.
Aggression Filter (2 pts): The mentalist has trained to better discern true aggression from angry thoughts; The penalty for multiple foes is reduced (say, the multiplier for multiple foes is reduced by .3, so it's foes x 0.5)
Forewarned (2pts): Knowing that she cannot always escape unscathed, any hit taken while this power is active, and that is not dodged, will restore stamina equal to the damage of the attack, as the mentalist stills herself, wasting no energy on attempting to avoid.
Power Name: Cosmic Awareness Power Set:Sorcery (Probably Arcane) Tier: 2 (3 powers from (Arcane?) Sorcery, 4 non-EB from any set) Range: One ally (or self) Duration: 12 / 15 / 18s
With a simple spell, the magician opens her mind and the minds of her allies to the workings of the universe. They can feel the ripples in the ether as momentous events approach. With such a focus, however, can also work to the person's detriment as mundane effects slip by without warning.
The closest comparison would be a version of Masterful Dodge that affects others.
The caster's target (which can be herself) receives bonuses to dodge and avoidance per attack received based on target rank once every 0.5s. These bonuses remain until the duration of the power ends. The power must be fully charged (3s) and has a recharge of 18s. Further applications of this power only refresh duration, they do not stack.
For each attack received from a Super-Villain or higher, the bonus is 35% dodge / avoidance. Villain gives +25% dodge / avoidance. Lieutenants give +10% dodge / avoidance and minions provide +1% Dodge / Avoidance.
At the end of the power, the target is Disoriented for 3s, recovering from the sudden shift in senses.
Visual FX: The sorcerer's hands Kirby crackle with (power color) energies as she rotates them slowly (left hand rotating counterclockwise, right clockwise) during the charge. At the end of the charge, a similar aura appears around the target's head.
Advantages: Serene Enlightenment (0 pt): The power emanates only from the head, the hands never move.
Hand of Fate (1 pt): This power is changed to an offensive power, and must now be placed on an opponent. For the duration, all that opponent's foes have double the normal bonus (given above) to dodge and avoidance, but the effects do not stack. For example, for the power duration, foes of a Super Villain class opponent will have a flat 70% bonus to dodge and avoidance, which will then be reduced normally by effects.
Aligned Cosmos (3 pts): By focusing on the immediate future, the Cosmically Aware individual can now set up attacks. This power will also now apply a stacking debuff to any foe the target strikes. Each attack will reduce the target's defense by 3%; can be applied a maximum of 5 times. Each stack lasts 2s.
Comments
25 foot sphere Maintain
Deals X amount of Ice damage per .5 second. Chance to apply Chill. Does bonus damage to opponents with Chilled on them.
The hero causes the surrounding temperature to drop to dangerous levels.
Razor Shards - Ice
2 point advantage for Frost Breath.
15% chance per pulse to apply Bleed.
Power Name: Thermal Lance
Tier: 3 (5 powers from Fire, 6 non-EB any set)
Range: AoE Line (50ft)
Duration: Maintain (10s)
Gathering intense heat to her hands, the Hero lets out a torrent of controlleld Thermal radiation so hot it creates a white-hot stream through the air to the target, burning any fool too close to its incandescent path.
This power is essentially a higher-damage version of Heat Wave, with additional effects.
The main thrust is a high-damage fire attack that has a 100% chance of causing Clinging Flames to the target. As the power is focused on damage and not crowd control, it loses the Paralyze component in exchange for continuous damage that mounts per tick. Ideally, I would also like to see a penetrating effect a la Eye Beam, but I can settle for a power enhancement (see below)
As far as the line AoE goes, I would expect to see about 50% main damage + 75% for Clinging Flames or vice-versa; I think less damage with a greater chance of effect is better for this type of power.
Visual FX: The character stands with legs bent at shoulder-width, head slightly forward, arms up. The forearms glow with heat for a fraction of a second, then the character thrusts her arms forward and a thin beam of white shoots out from between the hands (ideally, it should look like the glow feeds into the beam) and lances forward. For the line, it should have the same visual heat disruption as Heat Wave, around the beam. The target is surrounded by a vague white aura to simulate the intense heat.
Advantages:
Armor Melter (2pts): The heat beam disperses on the target, reducing the damage slightly but also liquefying the opponent's armor for a short time. (-25% damage per tick, reduces all defense by 5% per tick, effect lasts for duration of power + 3 or 5 seconds, depending on rank)
Laser-Like Focus (2pts): Your focus and control is so great that it will literally burn through the target, damaging others behind it. (reduces AoE to 25% damage and 25% chance for Clinging Flames, but will burn through the target in 3s, allowing the lance its full extension.)
Power Set: Celestial
Tier: 2 (3 powers from Celestial, 4 from any set excluding EB)
Range: One Target
Duration: 12 seconds
Calling forth the powers of light, the hero surrounds a target with pin-point holes to another dimension which serve to shield and comfort her allies and scourge her foes.
This power must be fully-charged (3s) to work, and then lasts for 12s. For the duration of the power, the power saves up 1% / 2% / 4% of an opponent's or ally's attacks. The full damage is still delivered, but a running tally is kept. At the end of 12s, an opponent receives the entire tally as penetrating damage, while an ally receives the entire tally as a heal and 1/2 the tally as a shield.
Visual FX: The hero curls her arms inward and puts her head down in concentration, then throws out her hand toward the target and little motes of light start appearing around it. At Rank 1, the motes are barely visible. At Rank 2, they are clearly visible. At Rank 3, they glow slightly, bathing the target in the power's colored light.
Advantages:
Recompense (1pt): The power will also remove one positive / negative effect when it activates. If there is more than one effect on the target, it removes the most recent one.
Snowball Effect - Ice
Tap Charge Blast
This power has an aoe component. The aoe area increases depending on how long it is charged.
100 foot range. 1 - 15 foot aoe
Headshot - 2 point advantage: the primary target of Snowball Effect is Disoriented and all effected targets are Chilled.
Icy Patch - Ice
50 foot, 15 foot area
Creates a sparkly patch on the ground for 20 seconds. Opponents inside the patch are Snared and have a 20% chance per second of being Knocked Down and taking X damage.
Wind-Lunge
Tier 2
Click power
Range:50 ft
Duration:5 secs
This power gathers up a force of gusts and winds to pivot you toward a single enemy and causing disorientation to them as well as repelling any additional enemies(5) . When activated more then 25ft away from target it will stun and also snare target.
Advantages
(2 points)Zyphr: Don't blink or you'll miss it! Right after you attack your enemy for 10 secs you will repel any oncoming damage by a flat percentage. Afterwards an internal cooldown will deactive it from happening again for 15 secs.
(2 points)Nailed to the ground:Will cancel target's travel power for ten seconds.
(1 point)Like the wind!: Will extend range an additional 50 ft.
On Call FAQ found here:On Call FAQ
Controllable Pet - Crowd Control
Rank 1: This mechanical spider pet Snares opponents with a sticky web-like material and can inflict X damage with a bite attack.
Rank 2: The spider's webbing now has a chance to Root opponents and its bite now has a chance to apply Poison. The spider can now Leap.
Rank 3: The spider will sometimes web a 15 foot radius webbed area that Snares all opponents in it and does Toxic damage. The spider bites are more likely to apply Poison.
(This could be an Infernal pet instead).
Attack Toys!, Munitions Bots, Support Drones, Spider Bots - Gadget
"I'll Form the Head!" - 1 point advantage spent in each of the above Powers. 4 point advantage.
When 6 or more Gadget pets are active, they can join together to form a Mega-Toy!
Mega-Toy attacks with a Heavy Weapon, Eyebeams, and sometimes fires a detachable arm for ranged Crushing damage. It can perform Energy Wave as a special attack but this causes the it to unform back into the remaining pets.
This is like a Circle power for Munitions.
The hero creates a fixed piece of field artillery, a Turret. While the hero is in the circle, he can only use the Turret powers. If the hero leaves the Circle, the Turret will instantly fall apart. While inside the circle, the hero's dodge and damage resistance is reduced. The Turret provides excellent single target and aoe attack options.
Radar - Power Armor
This Power creates red dots on the Mini-map to show where opponents are. Rank 1 is a 100' radius. Additional Ranks provide another 100' range each.
Pin Point - 2 point advantage that allows hero to only lock onto opponents within range of his longest range attack.
Turns all defence dodge Avoidence into pure offence support for very short period of time.
Turn all damage delt to oponents to hp gained.
Also this power has longer duration per rank and of course bonus stuff.
P.S. If first part is bad dont remove defence but gain defence depending on your offence power.
Power Set: Mentalist (Probably Telepathy)
Tier: 2 (3 powers from Telepathy, 4 non-EB from any set)
Range: Self
Duration: Toggle (Energy Form)
By opening her mind to the flows and eddys of those around her, the Mentalist is able to sense attacks before they occur, avoiding a solid hit with contemptuous ease. The eager warrior, however, must be wary of too many minds clouding her perceptions.
This power is a toggleable version of Lightning Reflexes. Essentially the power would enhance the user's Dodge chance and Avoidance based on the nearby foes (let's say 10-25 ft.)
There is a flat increase to Dodge chance and Avoidance, say 35% / 50% / 75% depending on power level, which is then reduced via this formula (just as an example, as with all my power entries, I don't have numbers so I'm just guessing at what is viable)
Base Chance / ((Number of Targets in Range) * 0.8)
The minimum divisor would be 1, of course. This could also be further enhanced / reduced by enemy type (Though I'd prefer it not be, I suppose having a pyramid-style of minions reducing more than lieutenants, more than bosses, etc. would be the most fair), which would provide a modified percentage that adds to Dodge / Avoidance. In addition, this modifier could be used to modify the standard Stamina increase as per normal toggle powers, though that could get out of hand.
To people who think this is a large number, it can either be reduced or it can be changed from a toggle to an Active Defense (though some extra number crunching would be required to differentiate from Masterful Dodge, it might be appropriate if only to give Mentalist trees some extra power choices rather than having to stray to other sets.) I think it works better as a toggle, however.
Visual FX: Power Color circles bubble out from the Mentalist's head, and similar effects flare up for a moment around foes who stray into range. Note that the bubbles should remain around the mentalist's head. If bubbles seem too "regular," perhaps large asterisk-style stars?
Advantages:
Psychic Friends Network (2pts): This turns this power into a field-style effect, similar to Inertial Dampening Field, affording the bonus to all allies in range.
Aggression Filter (2 pts): The mentalist has trained to better discern true aggression from angry thoughts; The penalty for multiple foes is reduced (say, the multiplier for multiple foes is reduced by .3, so it's foes x 0.5)
Forewarned (2pts): Knowing that she cannot always escape unscathed, any hit taken while this power is active, and that is not dodged, will restore stamina equal to the damage of the attack, as the mentalist stills herself, wasting no energy on attempting to avoid.
Power Set: Sorcery (Probably Arcane)
Tier: 2 (3 powers from (Arcane?) Sorcery, 4 non-EB from any set)
Range: One ally (or self)
Duration: 12 / 15 / 18s
With a simple spell, the magician opens her mind and the minds of her allies to the workings of the universe. They can feel the ripples in the ether as momentous events approach. With such a focus, however, can also work to the person's detriment as mundane effects slip by without warning.
The closest comparison would be a version of Masterful Dodge that affects others.
The caster's target (which can be herself) receives bonuses to dodge and avoidance per attack received based on target rank once every 0.5s. These bonuses remain until the duration of the power ends. The power must be fully charged (3s) and has a recharge of 18s. Further applications of this power only refresh duration, they do not stack.
For each attack received from a Super-Villain or higher, the bonus is 35% dodge / avoidance. Villain gives +25% dodge / avoidance. Lieutenants give +10% dodge / avoidance and minions provide +1% Dodge / Avoidance.
At the end of the power, the target is Disoriented for 3s, recovering from the sudden shift in senses.
Visual FX: The sorcerer's hands Kirby crackle with (power color) energies as she rotates them slowly (left hand rotating counterclockwise, right clockwise) during the charge. At the end of the charge, a similar aura appears around the target's head.
Advantages:
Serene Enlightenment (0 pt): The power emanates only from the head, the hands never move.
Hand of Fate (1 pt): This power is changed to an offensive power, and must now be placed on an opponent. For the duration, all that opponent's foes have double the normal bonus (given above) to dodge and avoidance, but the effects do not stack. For example, for the power duration, foes of a Super Villain class opponent will have a flat 70% bonus to dodge and avoidance, which will then be reduced normally by effects.
Aligned Cosmos (3 pts): By focusing on the immediate future, the Cosmically Aware individual can now set up attacks. This power will also now apply a stacking debuff to any foe the target strikes. Each attack will reduce the target's defense by 3%; can be applied a maximum of 5 times. Each stack lasts 2s.