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Grappling
Category: Brick
Introduction: Powers based on grappling.
Recommended Characteristics: Constitution, Strength
Suggested Crafting Skill: Arms
The Strong Rules: A certain degree of strength is required to lift enemies of a certain size/weight class based on the same mechanism as the basic pick up move everyone can do. Thus Strength is an important stat for you to take even if you neglect Constitution a bit. If you lack the strength to lift the enemy you will merely slam him with both your hands.
Strengths: Grabs and throws ignores blocking but it can be resisted by someone with the Strength, Ego and generally other break free stats to muscle out of a grip. However it does require a good degree of those kinds of stats to wrestle out of it so it's not always easy. In other words it works kind of like a single occupied crowd control or mez for you CoH/CoV veterans. I kind of like to think the grappler as a crowd controlling tank who can keep one enemy busy with a throw/grab. Imagine the rest of your team is attacking the others while you grab one tough guy into your own personal ring and start the music. There is about two striking powers as well each being quite powerful just being slow as every other Brick kind of striking power.
Weaknesses: To perform a grab/throw you have to be in very close range. Remember when melee didn't have good range? That's as close as you got to get to grab somebody. It also lacks self heals, an OMG button, and a snare meaning you have to chase down enemies, this part of the weaknesses is made up by the crowd control resisting advantages from the powers. There's always picking from other power sets I believe if these disadvantages are bugging you just like every other power set does. You might want to take a move that immediately roots or stuns your enemy so you can successfully grab them for example. And I'm thinking it's more heavy base damage and pretty much no crits at all. Leave the crits for Martial Arts IMHO.
This Will Hurt You More than Me (Maybe or not): On another note I was thinking of making this power set unique by making some powers not require Endurance but your Health (the damage you will also receive as a recoil from performing slamming throws). Then Constitution is kind of what you want to have so you can take your own recoil. Grappling really does require a lot of safety and recovery training to survive from your own move after all. Or just a Rampage Bar as measure on how many times you can use your powers.
Rampage Bar: Rampage will be a brown bar underneath your health bar which only appears when you have taken at least one Grappling power. Rampage is basically a pool separate from Endurance that is required to execute Grappling powers (maybe even all Might and Martial Arts powers). You can increase max Rampage by stacking Ego. Rampage can regenerate when you are attacking and are being harmed.
-Clobber-
Requirements: Starter
Method: Click
Type: Close Attack, Energy Builder
Animation: Punching the enemy furiously
Effects: Single crushing damage. Generates Rampage and Energy
-Body Bag-
Requirements: Starter
Method: Click
Type: Close Attack, Support, Throwing
Animation: You simply pick the enemy up like an object then you can use him to smack other enemies (you can only smack him on other enemies as long as how great your strength is) or hurl him. Where ever he lands will inflict damage on him as well as anyone he lands on.
Effects: Single target crushing damage. When used on an ally you can remove him from a rooting effect (so your strength can be used for helping not just harming). Heck it can be used to free citizens under debris too!
Advantages:
-Crippling Challenge
-Power Slam-
Requirements: Starter
Method: When you can't throw
Type: Close Attack
Animation: You violently slam both hands on the enemy causing an explosion to erupt between your hands and the enemy.
Effects: Single target crushing damage. Power Slam is not a power you can gain or execute. It functions more like the Marked Target power. In case you don't have the strength to pick up and control the target you will execute this move. It delivers only about 45% of the damage that was supposed to be executed from the throw.
-Power Bomb-
Requirements: Tier 1
Method: Tap, Charge
Type: Close Attack, Throwing
Animation: Flips enemy over grabs waist, then slams his back, neck and head down to the ground. A large crater is made from the impact.
Effects: Single target crushing damage. Causes knock up. Also grants a stack of Enrage
Advantages:
-Hydrogen Bomb: Causes AoE crushing damage to enemies around you as well. Not as much as to the victim but substantially enough.
-Blunt Trauma: Damage from this power ignores a certain percentage of resistance against crushing damage.
-Dynamic Stunt-
Requirements: Tier 1
Method: Timing
Type: Close Attack, Throwing
Animation: You spike your enemy into the air with a two clasped fist uppercut, leap so fast in the air following him perform a dropping German Suplex, leap back into the air and then do a dropping elbow drop (this might need work but you get the picture)
Effects: Single target crushing damage. To complete the whole combination, each move must be timed correctly by the tap of the key the power is slotted for. The time to execute will be alerted.
Advantages:
-Fireworks: Adds fire damage to the show and the victim’s body goes aflame.
-Body Destroyer-
Requirements: Tier 1
Method: Click
Type: Close Attack, Throwing
Animation: You grab the enemy jump high into the air, grab him by the ankles, stack his head on top of your head, then come down in a fashion of trying to split his body in two landing on your butt. Ground explodes from underneath you.
Effects: Single target crushing damage, scrambles the enemy's recharges (randomly resets one, two or even three recharges). This might be the dark horse of the grappling powers and is more like tossing a dice but who knows you might get lucky.
Advantages:
-Bone Crushing Impact: The victim’s body sustains a serious injury that disables offensively active powers for a couple of seconds. Only has a 20% chance of happening.
-Accelerated Metabolism
-Throw Trap-
Requirements: Tier 1
Method: Maintain
Type: Block
Animation: Same like other blocks except your right arm is poised like a cobra ready to strike.
Effects: Damage reduction about 250% for all damage and grabs an assailant who attacks you with a melee attack. The enemy is immediately trapped into your hand when his fist lands on you and you throw him to the ground. Has a recharge of 15 seconds after throwing an enemy. When successful grants 2 stacks of Enraged.
Advantages:
-Guard Up: Reduces damage taken down by 34% when executing a melee attack or throw. But reduces damage you deal.
-Bodybuilder-
Requirements: Tier 1
Method: Passive
Type: Slotted Passive
Animation: Your muscles expand and your body size increase as long as it remains slotted.
Effects: Slotted Passive, Reduces damage taken and grants regeneration (both effects are half in half when compared to Regeneration and Invulnerability). Damage reduction scales based on your Strength, regeneration scales based on your Constitution.
Advantages:
-Unstoppable Strongman: Grants a chance when struck with Bodybuilder as your slotted passive to increase your resistance against crowd controlling effects for a couple of seconds. Stacks 3 times.
-Bulldozer Ram-
Requirements: Tier 2
Method: Tap, Charge
Type: Rushing, Close Attack
Animation: You charge to the enemy slamming him with your shoulder and head then holding him for 3 seconds.
Effects: Single target crushing damage (damage is based on your Constitution instead of your Strength). When fully charged, applies greater damage. Does not crit. When fully charged grants a stack of Enraged
Advantages:
-Crippling Challenge
-Nailed to the Ground: Removes traveling powers and disables them.
-Can Opener: Grants a short buff from using the move that increases the damage from the next throw executed on the enemy.
-Rumble Roll-
Requirements: Tier 2
Method: Tap, Charge
Type: Close Cone Attack, Throwing
Animation: You roll behind your enemy grab him around the waist than perform a series of german suplexes dealing damage each move. All foes caught within the path will take damage and be knocked down.
Effects: Cone crushing damage. Causes knockdown to all foes within the path.
Advantages:
-Rock ‘n’ Roll: Grants damage reduction while using the move.
-Monstrous Hook-
Requirements: Tier 2
Method: Click
Type: Close Cone Attack, Throwing
Animation: You swing your arm in an arc catching anyone caught mid-swing into a steely grip.
Effects: Single target crushing damage. Has a wider range and a slightly longer range than other throws. After grabbing hold of an enemy you are open to use any of the other throws you have available, there is a limit on how long you can decide and of course depends on the enemy’s breakfree rate. If you do not have any other throwing power to use you will simply throw him like an object.
Advantages:
-Throttle: You squeeze your enemy while in your grasp delivering damage over time while he’s in your grip.
-Ferocious Grab: When using Monstrous Hook you are bathed in a kind of Super Armor making you immune to all crowd controlling effects the moment you use Monstrous Hook (it’s only a 2 or 3 split seconds trust me.)
**Monstrous Hook may prove to be overpowered considering it exploits Grappling's weakness of lack of grabbing range. Love it or hate it you decide.
-Merry-Go-Round-
Requirements: Tier 3
Method: Tap, Charge
Type: Close Area of Effect Attack, Throwing
Animation: You flip the enemy with your super strength, grab him by the ankles than begin spinning him around. All foes that get near the spin will take damage and be knocked down. After the final spin you will hurl the victim haphazardly in a random direction. Anywhere he lands he will take damage.
Effects: Area of Effect crushing damage, can be charged before initial spin to spin longer. Causes knockback. The victim hurled than thrown will take the most damage. The AoE doesn't crit like Sword Cyclone but what it does though is deal a heck a lot more damage to the guy being thrown around and kind of scatters enemies aside or can be used for an AoE threat generation.
Advantages:
-More the Merrier: While spinning, the first target struck will join the spin and take the same amount of damage as the victim being hurled around. That means about two guys are going to be tasting pavement. Hard.
-Motion Sickness: Stuns targets that’s been spun around for a couple of seconds. Open for more grabs! But hell you got to walk all the way there. Geez.... well there's an upside and a downside. Just hope he's ripe for someone else's picking.
-Tornado Storm-
Requirements: Tier 4 or Tier 3
Method: Tap, Charge
Type: Close Area of Effect Attack
Animation: You spin with both arms outstretched battering all foes that get near you. The ground explodes from underneath you as rocks and debris fly up.
Effects: PBAoE crushing damage, can be charged before initial spin for more damage. Can move slowly while spinning. Hits harder than Sword Cyclone but that's because it doesn't crit at all. The blows also don't come right away and isn't as fast as the Sword Cyclone. When charged for 50% or more grants a stack of Enrage.
Advantages:
-Impervious Tornado: Increases resistance to knockback, knockdown and stun effects when using this move depending on how long you charged it up before executing it.
-Destroyer of Worlds: Tornado Storm will now penetrate 50% of the enemies resistance.
Category: Brick
Introduction: Powers based on grappling.
Recommended Characteristics: Constitution, Strength
Suggested Crafting Skill: Arms
The Strong Rules: A certain degree of strength is required to lift enemies of a certain size/weight class based on the same mechanism as the basic pick up move everyone can do. Thus Strength is an important stat for you to take even if you neglect Constitution a bit. If you lack the strength to lift the enemy you will merely slam him with both your hands.
Strengths: Grabs and throws ignores blocking but it can be resisted by someone with the Strength, Ego and generally other break free stats to muscle out of a grip. However it does require a good degree of those kinds of stats to wrestle out of it so it's not always easy. In other words it works kind of like a single occupied crowd control or mez for you CoH/CoV veterans. I kind of like to think the grappler as a crowd controlling tank who can keep one enemy busy with a throw/grab. Imagine the rest of your team is attacking the others while you grab one tough guy into your own personal ring and start the music. There is about two striking powers as well each being quite powerful just being slow as every other Brick kind of striking power.
Weaknesses: To perform a grab/throw you have to be in very close range. Remember when melee didn't have good range? That's as close as you got to get to grab somebody. It also lacks self heals, an OMG button, and a snare meaning you have to chase down enemies, this part of the weaknesses is made up by the crowd control resisting advantages from the powers. There's always picking from other power sets I believe if these disadvantages are bugging you just like every other power set does. You might want to take a move that immediately roots or stuns your enemy so you can successfully grab them for example. And I'm thinking it's more heavy base damage and pretty much no crits at all. Leave the crits for Martial Arts IMHO.
This Will Hurt You More than Me (Maybe or not): On another note I was thinking of making this power set unique by making some powers not require Endurance but your Health (the damage you will also receive as a recoil from performing slamming throws). Then Constitution is kind of what you want to have so you can take your own recoil. Grappling really does require a lot of safety and recovery training to survive from your own move after all. Or just a Rampage Bar as measure on how many times you can use your powers.
Rampage Bar: Rampage will be a brown bar underneath your health bar which only appears when you have taken at least one Grappling power. Rampage is basically a pool separate from Endurance that is required to execute Grappling powers (maybe even all Might and Martial Arts powers). You can increase max Rampage by stacking Ego. Rampage can regenerate when you are attacking and are being harmed.
-Clobber-
Requirements: Starter
Method: Click
Type: Close Attack, Energy Builder
Animation: Punching the enemy furiously
Effects: Single crushing damage. Generates Rampage and Energy
-Body Bag-
Requirements: Starter
Method: Click
Type: Close Attack, Support, Throwing
Animation: You simply pick the enemy up like an object then you can use him to smack other enemies (you can only smack him on other enemies as long as how great your strength is) or hurl him. Where ever he lands will inflict damage on him as well as anyone he lands on.
Effects: Single target crushing damage. When used on an ally you can remove him from a rooting effect (so your strength can be used for helping not just harming). Heck it can be used to free citizens under debris too!
Advantages:
-Crippling Challenge
-Power Slam-
Requirements: Starter
Method: When you can't throw
Type: Close Attack
Animation: You violently slam both hands on the enemy causing an explosion to erupt between your hands and the enemy.
Effects: Single target crushing damage. Power Slam is not a power you can gain or execute. It functions more like the Marked Target power. In case you don't have the strength to pick up and control the target you will execute this move. It delivers only about 45% of the damage that was supposed to be executed from the throw.
-Power Bomb-
Requirements: Tier 1
Method: Tap, Charge
Type: Close Attack, Throwing
Animation: Flips enemy over grabs waist, then slams his back, neck and head down to the ground. A large crater is made from the impact.
Effects: Single target crushing damage. Causes knock up. Also grants a stack of Enrage
Advantages:
-Hydrogen Bomb: Causes AoE crushing damage to enemies around you as well. Not as much as to the victim but substantially enough.
-Blunt Trauma: Damage from this power ignores a certain percentage of resistance against crushing damage.
-Dynamic Stunt-
Requirements: Tier 1
Method: Timing
Type: Close Attack, Throwing
Animation: You spike your enemy into the air with a two clasped fist uppercut, leap so fast in the air following him perform a dropping German Suplex, leap back into the air and then do a dropping elbow drop (this might need work but you get the picture)
Effects: Single target crushing damage. To complete the whole combination, each move must be timed correctly by the tap of the key the power is slotted for. The time to execute will be alerted.
Advantages:
-Fireworks: Adds fire damage to the show and the victim’s body goes aflame.
-Body Destroyer-
Requirements: Tier 1
Method: Click
Type: Close Attack, Throwing
Animation: You grab the enemy jump high into the air, grab him by the ankles, stack his head on top of your head, then come down in a fashion of trying to split his body in two landing on your butt. Ground explodes from underneath you.
Effects: Single target crushing damage, scrambles the enemy's recharges (randomly resets one, two or even three recharges). This might be the dark horse of the grappling powers and is more like tossing a dice but who knows you might get lucky.
Advantages:
-Bone Crushing Impact: The victim’s body sustains a serious injury that disables offensively active powers for a couple of seconds. Only has a 20% chance of happening.
-Accelerated Metabolism
-Throw Trap-
Requirements: Tier 1
Method: Maintain
Type: Block
Animation: Same like other blocks except your right arm is poised like a cobra ready to strike.
Effects: Damage reduction about 250% for all damage and grabs an assailant who attacks you with a melee attack. The enemy is immediately trapped into your hand when his fist lands on you and you throw him to the ground. Has a recharge of 15 seconds after throwing an enemy. When successful grants 2 stacks of Enraged.
Advantages:
-Guard Up: Reduces damage taken down by 34% when executing a melee attack or throw. But reduces damage you deal.
-Bodybuilder-
Requirements: Tier 1
Method: Passive
Type: Slotted Passive
Animation: Your muscles expand and your body size increase as long as it remains slotted.
Effects: Slotted Passive, Reduces damage taken and grants regeneration (both effects are half in half when compared to Regeneration and Invulnerability). Damage reduction scales based on your Strength, regeneration scales based on your Constitution.
Advantages:
-Unstoppable Strongman: Grants a chance when struck with Bodybuilder as your slotted passive to increase your resistance against crowd controlling effects for a couple of seconds. Stacks 3 times.
-Bulldozer Ram-
Requirements: Tier 2
Method: Tap, Charge
Type: Rushing, Close Attack
Animation: You charge to the enemy slamming him with your shoulder and head then holding him for 3 seconds.
Effects: Single target crushing damage (damage is based on your Constitution instead of your Strength). When fully charged, applies greater damage. Does not crit. When fully charged grants a stack of Enraged
Advantages:
-Crippling Challenge
-Nailed to the Ground: Removes traveling powers and disables them.
-Can Opener: Grants a short buff from using the move that increases the damage from the next throw executed on the enemy.
-Rumble Roll-
Requirements: Tier 2
Method: Tap, Charge
Type: Close Cone Attack, Throwing
Animation: You roll behind your enemy grab him around the waist than perform a series of german suplexes dealing damage each move. All foes caught within the path will take damage and be knocked down.
Effects: Cone crushing damage. Causes knockdown to all foes within the path.
Advantages:
-Rock ‘n’ Roll: Grants damage reduction while using the move.
-Monstrous Hook-
Requirements: Tier 2
Method: Click
Type: Close Cone Attack, Throwing
Animation: You swing your arm in an arc catching anyone caught mid-swing into a steely grip.
Effects: Single target crushing damage. Has a wider range and a slightly longer range than other throws. After grabbing hold of an enemy you are open to use any of the other throws you have available, there is a limit on how long you can decide and of course depends on the enemy’s breakfree rate. If you do not have any other throwing power to use you will simply throw him like an object.
Advantages:
-Throttle: You squeeze your enemy while in your grasp delivering damage over time while he’s in your grip.
-Ferocious Grab: When using Monstrous Hook you are bathed in a kind of Super Armor making you immune to all crowd controlling effects the moment you use Monstrous Hook (it’s only a 2 or 3 split seconds trust me.)
**Monstrous Hook may prove to be overpowered considering it exploits Grappling's weakness of lack of grabbing range. Love it or hate it you decide.
-Merry-Go-Round-
Requirements: Tier 3
Method: Tap, Charge
Type: Close Area of Effect Attack, Throwing
Animation: You flip the enemy with your super strength, grab him by the ankles than begin spinning him around. All foes that get near the spin will take damage and be knocked down. After the final spin you will hurl the victim haphazardly in a random direction. Anywhere he lands he will take damage.
Effects: Area of Effect crushing damage, can be charged before initial spin to spin longer. Causes knockback. The victim hurled than thrown will take the most damage. The AoE doesn't crit like Sword Cyclone but what it does though is deal a heck a lot more damage to the guy being thrown around and kind of scatters enemies aside or can be used for an AoE threat generation.
Advantages:
-More the Merrier: While spinning, the first target struck will join the spin and take the same amount of damage as the victim being hurled around. That means about two guys are going to be tasting pavement. Hard.
-Motion Sickness: Stuns targets that’s been spun around for a couple of seconds. Open for more grabs! But hell you got to walk all the way there. Geez.... well there's an upside and a downside. Just hope he's ripe for someone else's picking.
-Tornado Storm-
Requirements: Tier 4 or Tier 3
Method: Tap, Charge
Type: Close Area of Effect Attack
Animation: You spin with both arms outstretched battering all foes that get near you. The ground explodes from underneath you as rocks and debris fly up.
Effects: PBAoE crushing damage, can be charged before initial spin for more damage. Can move slowly while spinning. Hits harder than Sword Cyclone but that's because it doesn't crit at all. The blows also don't come right away and isn't as fast as the Sword Cyclone. When charged for 50% or more grants a stack of Enrage.
Advantages:
-Impervious Tornado: Increases resistance to knockback, knockdown and stun effects when using this move depending on how long you charged it up before executing it.
-Destroyer of Worlds: Tornado Storm will now penetrate 50% of the enemies resistance.
# 2
06-04-2010, 06:00 PM
Earth Power Set
Category: Brick
Summary: Powers based on the Earth element
Recommended Characteristics: Constitution, Strength
Suggested Crafting Skill: Arms
Eat Your Vitamins: Unlike other elemental power sets, the Earth power set requires Strength as it's main component of damage. Even ranged earth attacks do damage by Strength.
-Rocky Fists-
Requirements: Starter
Method: Click
Type: Energy Builder, Close Attack
Animation: Your hands harden into the state of stone and you begin to beat on the enemy, each blow sending a mild shiver around the enemy similar to Clobber except your hands have turned into stone.
Effects: Single target crushing damage
Advantages:
-Stone Hammer-
Requirements: Starter
Method: Click
Type: Close Attack
Animation: You swing your fist down to the enemy and as they come down rocks gather from the surroundings to form a hammer made of rock around your hands delivering a ground shaking impact upon your target as the hammer hits home. Ground splits underneath your victim.
Effects: Single target crushing damage.
Advantages:
-Uniform Tremor: The shock from the blow resonates down to the victim’s legs reducing his movement (snare).
-Crippling Challenge
-Boulder Armor-
Requirements: Tier 1
Method: Passive
Type: Slotted Passive
Animation: Rocks gather around you forming armor around you.
Effects: Reduces all damage taken. About 37% damage reduction from physical and energy damage but only 15% damage reduction against paranormal damage. Damage reduction is based on your Constitution.
-Terracotta-
Requirements: Tier 1
Method: Maintain
Type: Blocking
Animation: Rocks form around both your arms to shape into large shields for each arm made completely of rock and crystals.
Effects: Has damage reduction and you will regenerate health while blocking. Health regeneration is based on your Strength.
Advantages:
Nurturing Earth: When struck there is a chance to gain a small regeneration of health.
-Quicksand-
Requirements: Tier 1
Method: Click
Type: Crowd Control
Animation: Creates a pool of quicksand that holds all foes that step on it while delivering suffocating damage.
Effects: Area-of-effect crushing damage. Causes hold.
-Golem Structure-
Requirements: Tier 1
Method: Tap, Charge
Type: Summon
Animation: You summon golems from the ground up made of rock and dirt.
Effects: Summoned pets that can take quite a punishment and can act as tanks complete with taunts and a hardy damage resistance.
-Stone Prison
Requirements: Tier 1
Method: Click
Type: Crowd Control
Animation: Creates a prison around an enemy made of rock
Effects: Creates a prison that completely traps an enemy in it. The prison can be destroyed but they cannot send any of their powers outside (can’t attack others or heal/buff others outside) basically making a line out of sight situation for them. Neither can anyone outside harm or help him inside until the prison is destroyed
-Mountain Hard-
Requirements: Tier 2
Method: Click
Type: Passive
Animation: None
Effects: Grants small damage resistance and increased health regeneration passively.
-Meteor Bomb-
Requirements: Tier 2
Method: Maintain
Type: Ranged Area Attack
Animation: You summon a great ball of rock above you before sending it down towards your enemy. Upon impact it will explode sending pieces of rock and shrapnel everywhere.
Effects: Area of effect crushing damage. On impact delivers additional fire damage.
-Gaea’s Wrath-
Requirements: Tier 2
Method: Click
Type: Close area attack
Animation: You slam the ground with such a powerful blow you cause the earth tectonic plates to shift and cause sharp and small rocky mountains explode out from the ground smashing your enemies from underneath.
Effects: Area of effect crushing damage. Causes knock up.
-Arm of Atlas-
Requirements: Tier 3
Method: Tap, Charge
Type: Close attack
Animation: You rear your arm before sending a powerful punch to your enemy, before the fist lands, rocks from your surroundings will form and gather around your arm creating a massive rock made arm and delivering a powerful blow.
Effects: Single target crushing damage. Causes knock back and has a chance to cause stun.
Category: Brick
Summary: Powers based on the Earth element
Recommended Characteristics: Constitution, Strength
Suggested Crafting Skill: Arms
Eat Your Vitamins: Unlike other elemental power sets, the Earth power set requires Strength as it's main component of damage. Even ranged earth attacks do damage by Strength.
-Rocky Fists-
Requirements: Starter
Method: Click
Type: Energy Builder, Close Attack
Animation: Your hands harden into the state of stone and you begin to beat on the enemy, each blow sending a mild shiver around the enemy similar to Clobber except your hands have turned into stone.
Effects: Single target crushing damage
Advantages:
-Stone Hammer-
Requirements: Starter
Method: Click
Type: Close Attack
Animation: You swing your fist down to the enemy and as they come down rocks gather from the surroundings to form a hammer made of rock around your hands delivering a ground shaking impact upon your target as the hammer hits home. Ground splits underneath your victim.
Effects: Single target crushing damage.
Advantages:
-Uniform Tremor: The shock from the blow resonates down to the victim’s legs reducing his movement (snare).
-Crippling Challenge
-Boulder Armor-
Requirements: Tier 1
Method: Passive
Type: Slotted Passive
Animation: Rocks gather around you forming armor around you.
Effects: Reduces all damage taken. About 37% damage reduction from physical and energy damage but only 15% damage reduction against paranormal damage. Damage reduction is based on your Constitution.
-Terracotta-
Requirements: Tier 1
Method: Maintain
Type: Blocking
Animation: Rocks form around both your arms to shape into large shields for each arm made completely of rock and crystals.
Effects: Has damage reduction and you will regenerate health while blocking. Health regeneration is based on your Strength.
Advantages:
Nurturing Earth: When struck there is a chance to gain a small regeneration of health.
-Quicksand-
Requirements: Tier 1
Method: Click
Type: Crowd Control
Animation: Creates a pool of quicksand that holds all foes that step on it while delivering suffocating damage.
Effects: Area-of-effect crushing damage. Causes hold.
-Golem Structure-
Requirements: Tier 1
Method: Tap, Charge
Type: Summon
Animation: You summon golems from the ground up made of rock and dirt.
Effects: Summoned pets that can take quite a punishment and can act as tanks complete with taunts and a hardy damage resistance.
-Stone Prison
Requirements: Tier 1
Method: Click
Type: Crowd Control
Animation: Creates a prison around an enemy made of rock
Effects: Creates a prison that completely traps an enemy in it. The prison can be destroyed but they cannot send any of their powers outside (can’t attack others or heal/buff others outside) basically making a line out of sight situation for them. Neither can anyone outside harm or help him inside until the prison is destroyed
-Mountain Hard-
Requirements: Tier 2
Method: Click
Type: Passive
Animation: None
Effects: Grants small damage resistance and increased health regeneration passively.
-Meteor Bomb-
Requirements: Tier 2
Method: Maintain
Type: Ranged Area Attack
Animation: You summon a great ball of rock above you before sending it down towards your enemy. Upon impact it will explode sending pieces of rock and shrapnel everywhere.
Effects: Area of effect crushing damage. On impact delivers additional fire damage.
-Gaea’s Wrath-
Requirements: Tier 2
Method: Click
Type: Close area attack
Animation: You slam the ground with such a powerful blow you cause the earth tectonic plates to shift and cause sharp and small rocky mountains explode out from the ground smashing your enemies from underneath.
Effects: Area of effect crushing damage. Causes knock up.
-Arm of Atlas-
Requirements: Tier 3
Method: Tap, Charge
Type: Close attack
Animation: You rear your arm before sending a powerful punch to your enemy, before the fist lands, rocks from your surroundings will form and gather around your arm creating a massive rock made arm and delivering a powerful blow.
Effects: Single target crushing damage. Causes knock back and has a chance to cause stun.
# 3
06-04-2010, 06:45 PM
Grappling for "Might" MAYBE.
Earth Power for "Might" no way...
...Melee has gotten enough love as it is recently.
So has Supernatural, it's "Range's" turn
It soooo needs more sets!
Earth Power for "Might" no way...
...Melee has gotten enough love as it is recently.
So has Supernatural, it's "Range's" turn

It soooo needs more sets!
# 4
06-04-2010, 10:02 PM
Over 12 power sets dedicated for range isn't enough?!?!? 
Meh I mainly want Grappling to become a Brick power set reality, Earth can go for either elemental category or anything doesn't matter.

Meh I mainly want Grappling to become a Brick power set reality, Earth can go for either elemental category or anything doesn't matter.
# 5
06-04-2010, 10:30 PM
While I can see Earth Powerset, even if for melee, the Grappling one has one fundamental flaw - any power that allows you to pick up, move or stun someone without ability to break free or stop it in any way is overpowered.
Also, Colossal Monsters would be impossible to grab.
Also, Colossal Monsters would be impossible to grab.
# 6
06-04-2010, 10:43 PM
Enemies that are rooted into place might not be possible to lift thus Power Slam will be your source of damage and you would probably have to use some striking powers instead.
But no matter the size if they're not nailed into place, I do not see why not when you have the required strength to lift them.
Also I've said in one of my intros that the range of grabbing an enemy is very very short, it's as short as when melee was not as long range as it is now. It's like how all grappling fighters are like in fighting games, they lack any way of connecting their throws on you due to being the fighters with the shortest range and lacking in any long range attacks but once they use it, the fight is almost over.
And it's not like the powers can be tweaked to be more balanced as well. Such as you can break free from them if you got the stats and the finger for it to pull out of a throw midway. And you can only control one person at a time while still exposing yourself in melee.
But no matter the size if they're not nailed into place, I do not see why not when you have the required strength to lift them.
Also I've said in one of my intros that the range of grabbing an enemy is very very short, it's as short as when melee was not as long range as it is now. It's like how all grappling fighters are like in fighting games, they lack any way of connecting their throws on you due to being the fighters with the shortest range and lacking in any long range attacks but once they use it, the fight is almost over.
And it's not like the powers can be tweaked to be more balanced as well. Such as you can break free from them if you got the stats and the finger for it to pull out of a throw midway. And you can only control one person at a time while still exposing yourself in melee.
# 7
06-05-2010, 03:16 AM
What I CAN see is a "Wrestler" powerset. So Grapple would be one of the moves, where you charge, catch the enemy, and smash him to the ground in about 1 second time. They get up fast, you too, because the animation is fast.
Then you would also have Lunge-like power called Lariat, where you would tap or charge with an advantage, smashing into your enemy, knocking them down and dealing HUGE damage, but you would be knocked down and take a small part of that damage too.
Also a "Supersonic Charge" ability would be nice. Charge power, where you prepare to slam yourself into a group of enemies. Everything on your way (up to 5 enemies) is knocked back. Range 30 feet (or half of the long-ranged attacks). It would function like Charge from Mass Effect. You slam, deal damage, gain a small kinetic barrier around yourself, but you are unable to move for 2 seconds to offset the powerful AoE knockback.
However, I don't see a Superspeed/Teleporter character being able to grab something 10 meters tall by the foot, jumping 30 meters up and falling with him to the ground, dealing damage to him and not getting himself killed.
Then you would also have Lunge-like power called Lariat, where you would tap or charge with an advantage, smashing into your enemy, knocking them down and dealing HUGE damage, but you would be knocked down and take a small part of that damage too.
Also a "Supersonic Charge" ability would be nice. Charge power, where you prepare to slam yourself into a group of enemies. Everything on your way (up to 5 enemies) is knocked back. Range 30 feet (or half of the long-ranged attacks). It would function like Charge from Mass Effect. You slam, deal damage, gain a small kinetic barrier around yourself, but you are unable to move for 2 seconds to offset the powerful AoE knockback.
However, I don't see a Superspeed/Teleporter character being able to grab something 10 meters tall by the foot, jumping 30 meters up and falling with him to the ground, dealing damage to him and not getting himself killed.
# 8
06-06-2010, 02:03 AM
Bump. Please check it out guys!
# 9
06-06-2010, 02:24 AM
Well, I can say straight up, that a grapple set especially in an MMO capacity like CO, probably won't happen.
Earth has been quite requested for a while though.
As far as new defensive powers, it's highly unlikely any new ones will be invented especially if all it's generally doing is mimicking a defensive that already exists.
Earth has been quite requested for a while though.
As far as new defensive powers, it's highly unlikely any new ones will be invented especially if all it's generally doing is mimicking a defensive that already exists.
# 10
07-06-2010, 11:25 PM
Bump....
Grappling for Bricks!
Grappling for Bricks!
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