Electric Domination


Mega_Jamie

 

Posted

Electric Domination what?

Well Electric Control sets have been popping up for weeks now if not months, everyone has their own ideas on it, and thats cool, I've been wanting to see electric come to controllers/dominators for a long time. As both a primary and a secondary (as far as trollers are concerned)
This mainly because I play mostly trollers and want to have a broad coverage. This set, while initially wanted for trollers, could easily proliferate to Corruptors and Defenders eventually.
What I have in mind is an odd set that exists as a fusion of other sets in the same vein, in the hope that something fun, and interesting could come out of it.
Obviously these are just my thoughts; I know that recently what I have used for my rez idea here has come up as a 'joke' however I had this idea before that was posted, and think it could work quite well, so at least give it a read.
Obviously feedback is appreciated; Powers will be laid out with a description as may appear in a text box, short hand (i.e. +End), and a general idea of how I see this power interacting, and how it came to my mind.
This is my first suggestion (i think) so please me gentle, as I said, the set may seem a bit off, but I like my quirky things. And I apologise, but I'm poor with names, its my biggest downfall when being creative, so be forgiving on those.

Tier 1 - Electric Shield
Target Ally - +res Smash, Lethal (15%), Energy, Negative (2.5%)
Costs- Recharge: 2 seconds|||Duration: 240 Seconds|||End: 7.8
Description
Surrounding an ally in Electricity, you can increase their resistance to smashing and lethal damage, and to some Energy damage.
This skill is obviously very similar to Fire Shield. In this game Electric powers have always been resistance based when defending yourself. So it made sense for it to be resistance based here. Costs and effects are relatively the same because its so basic, not much room or need for deviation here.


Tier 2 - Circuit Breaker
Target Ally - +res Energy, Negative (15%), Fire, Cold (2.5%)
Costs- Recharge: 2 seconds|||Duration: 240 Seconds|||End: 7.8
Description
Surrounding an ally in Electricity, you can increase their resistance to energy based attacks, and to some fire and cold damage.
Again, little deviation from the idea of buffing res in a similar way to Thermal Radiation. But it makes sense, and at the very least offers a diversity in animation.


Tier 3 - Recharge
Target Ally - +Recovery Special(give 10 end straight up), Res(End Drain)
Costs- Recharge: 25 seconds|||Duration: instant (res is 90 seconds)|||End: 15
Description
Exhausting some of your own endurance you can increase you allies.
Other sets pop off heals, this baby pops off a little end buff. Times / amounts would vary greatly from these i would imagine, purely in the name of balance. its very possible that some sort of anti Absorb Pain would need to exist, whereby you cant hit the same target again for 60 seconds (even though it recharges faster) this may provide the balance.


Tier 4 - Neuron Charge
Target Ally - +res(Sleep, Immob, Hold, Fear, Confusion, stun) +Recharge
Costs- Recharge: 5 seconds|||Duration: 90 Seconds|||End: 6
Description
Give your allies a little boost against negative effects, and a little kick to recharge. While the resistance is stackable from the same caster, the recharge boost is not.
A handy little skill based upon Clarify, but with a difference, many sets have em, so why not this one!


Tier 5 - Defibrilation
Target Ally - Ressurect Special, +Recharge
Costs- Recharge: 300 seconds|||Duration: 5 seconds (Recharge lasts 20)|||End: 30
Description
Charge a fallen ally with enough electricity to get them going again, this energy may linger and jump to other nearby fallen allies, resurrecting them also.
For this I give thanks to chain induction. target a fallen ally, hit it, watch them get up on 20% Health, full endurance, and then perhaps it will jump a small range and resurrect someone else onto 15% health with 75% endurance, then maybe jump again to resurrect a final ally with 10% Health and 50% endurance. Be careful as only the first one would benefit from the +Recharge. Lets say the range would be a radius of 25', same as Warmth. Maybe this is too good, I’m hoping that lower health values, and max rez of 3 makes this balanced vs other resurrect powers anyway.


Tier 6 - Improved Impulses
Target Ally - +Damage(30%), + Run Speed(175%), +Jump (160%) +Recharge
Costs- Recharge: 60 seconds|||Duration: 120 Seconds|||End: 10
Description
Boost your allies Impulses, improving their body by increasing their damage, runspeed and jump.
a little like Fortitude or Forge, for anyone that doesnt know the runspeed is that of Speed Boost, and the Jump Height is that of Hurdle, many people see the runspeed as a curse, and many as a boon, leaving mixed feelings about Speed Boost, I hope those same feelings fall to this power.


Tier 7 - Synaptic Shutdown
Target Foe - -Regen, -Recharge Speed, -Run Speed
Costs- Recharge: 120 seconds|||Duration: 60 Seconds|||End: 15
Description
Causing your opponent to shutdown can cause havoc for them, slowing their regeneration and action speeds.
Oh, i thought i was being unique with this one, but ive created a lingering radiation clone, oh well, proven effective and useful.

Tier 8 - Forced Discharge
Target Foe AoE - Target -End, Team +recovery Special
Costs- Recharge: 30 seconds|||Duration: instant|||End: low
Description
You can cause an enemy to release some of his energy into the surrounding environment. Nearby allies will benefit from this energy and gain endurance.
A transference clone. remember this set is about fusing other effects together to create something new.


Tier 9 - Shock Arc
Target Cone - Self -Recovery, Foe Stun(mag 3 or 2 maybe), Minor/Moderate Energy Damage, Special vs Robots +Recharge
Costs- Recharge: 300 seconds|||Duration: 25 Seconds|||End: 25
Description
Fire a cone of lightning in a wide arc in front of yourself. Enemies caught in the blast will take Minor/Moderate Damage and risk being stunned for a short while. Robotic enemies will take additional Moderate damage. This attack leaves you unable to recover endurance for a short while.
Similar to EMP arrow, and also to EM Pulse, instead of doing a hold however i opted for the possibly less useful Stun attack, while gaining more damage instead. This I feel is balanced considering the damage output capable from Storm Summoning's Lightning Storm


Tier levels are open for switching around of course, and many powers would more than likely need numbers changed for balance issues. I dont imagine this would ever end up in the game (synic or realist, you decide) but perhaps some of my other players would find my suggestion atleast a little bit cool.
Though if nobody does my excuse for this thread is extreme boredom during my hermitage from this game (or the Maestro Fiasco)
Also a brief apology for the number of clone style powers, but i wanted to use effective measures from a wide area of Power
Sets to make a nifty set, so while not providing many new mechanics ideas, maybe it could bring some fun anyway.

Thanks for reading,
MJ


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