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Ideas for Staff powers

firefly113firefly113 Posts: 79 Arc User
edited October 2013 in Suggestions Box
Just a few ideas for staff based powers. I love to conceptualize potential power sets (as the tarot set would prove), so here's another I figured out be fun to play with.

Please note that unlike the Tarot set, this one isn't nearly as polished. I think the Tarot set is pretty well done as it is, but this idea could probably use some tweaking. But, I'm just sharing ideas.

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The Staff Wielder is not a brutal warrior like a brawler may be, but they are rather tactical and take full advantage of the openings left by their enemies. While a Staff Wielder may not be as directly straightforward to play as most fighting characters, a tactful master of the staff can deal exceptional bursts of damage the likes of which will leave most of their opponents numb and on their backs.

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Propeller Block (BlocK)
You begin spinning your staff in front of you so quickly that it seems to mimic a propellor for up to 15 seconds. You are rooted to your spot and may not change your facing while using this block. Enemies approaching you in melee range at your front are knocked away and dealt crushing damage, and ranged attacks made to your front are repelled back to their source. Attacks made to your sides and back deal full damage. Using this block places an 'exhausted' debuff on you which restricts the use of this block for 5 seconds. Rank determins the duration you may maintain this block.

Advantage - No One is Safe: This power now reflects ranged attacks from all directions, but the duration you are able to block is reduced by 5 seconds.

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Nimble Strike (EB)
You strike with your staff at a single target for quick but small jabs of crushing damage. This attack is an energy builder. The first strike has a 15% chance to increase your chance to dodge by 10% for a short period of time. This buff doesn't stack but may be refreshed by this attack.

Advantage - Very Nible Strike: This EB now has a chance to increase your dodge rating on every strike.
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Rigid Strike (Charged attack)
You strike rigidly with your staff with absolute force, inflicting high crushing damage to your target based on charge duration. If this attack is charged at least halfway, the target is inflicted with disorient. If you strike a target which is afflicted by snare, they receive 50% more damage. If you strike a target which is afflicted by confusion, the critical severity of this attack is increased by 50%.

Advantage - Trained Strike: The Rigid Strike is now Trained Strike. Its tap duration is reduced to become a quick attack.

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Combination (Tap attack)
You may make several strikes with your staff, dealing moderate crushing damage each strike. Your third strike will stagger the target. If you strike a target with Disorient, Combination also inflicts them with Confusion on the third strike. This ability also has a 50% severity bonus against feared targets. Rank determins damage.

Advantage - No Mercy: Combination deals an additional 50% damage against confused targets.

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Spinning Radius (Charged PBAoE)
This attack roots you while you charge it. You crouch down and spin your staff in a circle above you, striking up to five nearby enemies for moderate crushing damage based on charge duration. All struck enemies are also inflicted by fear. If a target is disoriented, they are dealt 50% bonus damage and inflicted with snare. Rank determins damage.

Advantage - Repulsion: Spinning Radius now performs a strong knock back against any enemies which are afflicted by disorient.


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Propeller Dash (Charged Target Lunge)
This ability may only be charged if you are more than 30 feet from your target, and you must charge this attack fully. When this attack is fully charged, you leap up and immediately spin your staff before you with such force you turn into a living torpedo. Any unfortunate enemies on the path between you and your target will be knocked away from the center and disoriented. When you impact with your target, you deal moderate crushing damage and snare them. If your target is afflicted by confusion, you deal two times as much damage on impact.

Advantage - Finishing Flourish: If your target has less than 20% health, this ability is guaranteed to critically strike.

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Delicate Jab (Tap Paralyze)
You jab your staff into the throat of your target firmly, but gently, removing them from the fight for a long period of time. If the target is a Master Villain or higher, the target is paralyzed for an average duration, but this total duration must be at least 4 seconds as they attempt to catch their breath. If you strike a minion or villain with this attack, they are instantly defeated instead. Delicate Jab has a 10 second cooldown.

Advantage - Not so Delicate: You abandoned your sense of 'mercy' and slam your staff against the target's weak point so hard they suffer moderate crushing damage over a duration as they suffocate. This damage does not disrupt the duration of the paralysis, but can affect the target even if they're immune to paralysis.

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All Weaknesses Laid Bare (Charged attack)
You prepare your target for a finishing blow. This attack must be charged fully. This attack deals moderate crushing damage, but deals bonus damage for each of the following of your debuffs: 25% bonus for Fear, 25% bonus for Disorient, 50% for Confusion, 15% per stack of Stagger, 30% for Snare (up to 175% bonus damage). This attack potentially can reach phenomenal damage levels with enough preperation as the staff master absolutely demolishes their otherwise helpless and befuddled target. This attack lastly receives a 10% bonus chance to crit for each of your debuffs used to calculate bonus damage, to a max of 70%. 30 second cooldown.

Advantage - Absolute Awe: The sheer intensity of this attack is so absolute that all enemies within an area surrounding your target will be paralyzed with awe for a short period of time. The duration of this paralysis is increased with each debuff that empowers your attack.

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Martial Strike (Tap attack)

Martial Strike attacks a random target in melee range for moderate crushing damage and inflicts them with disorient. Martial strike prioritizes targets without disorient. If all enemies in melee range already have disorient, Martial Strike will immediately strike random targets that have disorient, inflicting twice as much damage.

Advantage - Strategy: If the enemy you are targeting currently has Disorient, you will instead continuously strike that target with Martial Strike regardless of whether or not nearby enemies do not have disorient. If your target does not have disorient, they will instead be struck last by Martial Strike.
Post edited by firefly113 on

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