[Idea] An Alternative To Serums : Weapon Master

Discussion in 'War Room (Powers, Artifacts, & Builds)' started by Kimone, Mar 10, 2016.

  1. Kimone Luthor Genetech Clone

    Power : Weapon Master

    Role : Controller

    Description : As a Weapon Master, you are a peerless physical combatant. Your fists, weapons, and training are the focus of your entire existence.

    Inspiration : Huntress, Deathstroke, and outside of the DC universe...

    Gen, Street Fighter Alpha 3

    Concept :

    Weapon Master, as a power, functions specifically around empowerment of the character's weapon based attacks. As such, there are only a handful of Abilities in the entire Power Set that act as attacks in and of themselves. The majority of the Weapon Master's combat capacity comes from their ability to change fighting styles in mid-combat and focus the spiritual and physical energies to empower and enable deadly attacks.

    This is conceptually designed as a functional alternative to the proposed Power Set : Serums, which was in itself designed as an answer to the question "Can my superhero fight using primarily their physical strength and skills as a power set?"

    Additionally, a lot of people ask about a martial arts or fighting technique themed Power set. I think this functions as a response to some of those questions too.

    As a Power set, this is a departure from the majority of other power sets in the following respects :

    - It's intended to reward weapon combinations and physical attacking above any other mode of play. There are very few functional attack Abilities outside of the Stance Change Abilities, and those all have an automatic six second cooldown. Also, continued use of the Weapon Combinations increases the damage dealing capacities of the character directly while Intense Focus is active.

    - The power return mechanism present in the Advanced Mechanic does not activate immediately or automatically : the character must increase the level of Intense Focus before obtaining Power Return, which additionally limits Ability usage and further encourages weapons-based attacking.

    - The Power set itself requires an active investment in player time in order to learn the necessary Weapon Skills for each Stance Change Ability. It requires feeding, but the results you get for feeding it are direct, visible improvement in character performance as a result of the application of Skill Points.

    - Although there are a few powerful attack Abilities, frequent use of them requires incorporation of weapon attacks and combinations into the character's offense. It is technically possible to activate "Final Strike" or "Energy Cascade" using *only* Tray Abilities in a rotation, *once*.

    Afterwards, since all Stance Abilities have a minimum six second cooldown time the character will be required to attack - additionally, stacking the Loadout with *ONLY* Stance Change Abilities will limit the offensive potential, simply because the most damaging attacks all require a ground-zero range and you won't have *any* defensive skills whatsoever if you do that.

    -------------
  2. Kimone Luthor Genetech Clone

    Talent - Natural talent in the combat art creates an unstoppable force!

    Specializing in this tree grants +5% Critical Attack Damage, and +35 Power.

    Control Role : In the Controller role you gain 350 Vitalization, your Dominance is increased by 100% and the strength of all Controller effects is significantly magnified.

    1. Ki Wave - Strike foes using your energy field, damaging their bodies from a distance. (1-4 Targets, Ranged Attack)

    Damage Role / 35% Damage Modifier, Controller Role / Provides Power Over Time, Stuns target.

    2. Intense Focus - Draws upon one's inner strength to heighten combat prowess. (Self)

    Activates "Intense Focus" when used. Focus Level is increased by the use of certain Abilities, as well as by finishing Weapon Combos. Also provides a short period of Healing over Time to the user.

    3. Energy Burst - Concentrated energy replenishes nearby allies. (Self, up to 3 Allies)

    Restores power to the three most fatigued members of the group. Energy Burst also provides a small Might and Precision Bonus.

    Damage Role / 35% Damage Modifier

    4. Stance : Brawling - Training in the art of fist fighting. (1-4 Targets, Lunging Melee Attack)

    Changes Fighting Stance to Brawling; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 35% Damage Modifier, Controller Role / Reduces the target's ability to heal; Stuns target.

    5. Shadow Form - Creates a shadow form duplicate to deal additional damage for a short time period. (50% Supercharge, Special)

    Activates Shadow Form, temporarily increasing Critical Attack Chance, Critical Attack Damage, and Precision. While active, the Shadow Form repeats your attacks and abilities used, effectively doubling attacks for a short time. Any requirements to use an Ability must still be met. Focus level is reset to Alpha and user returns to their default Stance after duration expires.

    6. Energy Field - Concentrated Ki empowers and energizes you and your allies. (50% Supercharge, Useable While Controlled)

    Energy Field covers you and up to 7 allies in a protective energy field, restoring Power over Time upon use. This field removes control effects, temporarily increasing Control resistance and preventing incoming damage for a short time.

    7. Stance : Hand Blaster - Training in the use of Energy Blasts. (1-4 Targets, Ranged Ability)

    Changes Fighting Stance to Hand Blaster; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 40% Damage Modifier, Controller Role / Reduces the target's ability to heal; Stuns Target.

    8. Stance : Staff - Training in the art of fighting with staves and spears. (1-4 Targets, Lunging Melee)

    Changes Fighting Stance to Staff; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 40% Damage Modifier, Controller Role / Reduces the target's defense; Stuns target.

    9. Stance : Dual Pistol - Training with close-quarters firearms. (1-4 Targets, Ranged Ability)

    Changes Fighting Stance to Dual Pistols; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 40% Damage Modifier, Controller Role / Reduces the target's attack; Stuns target.

    10. Stance : Dual Wield - Training in the art of fighting with paired weapons. (1-4 Targets, Lunging Melee)

    Changes Fighting Stance to Dual Wield; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 50% Damage Modifier, Controller Role / Reduces the target's defense; Stuns target.

    11. Energy Cascade - Release focused ki in a wave of devastation. (1-8 Targets, Any Range)

    Energy Cascade deals additional damage based on current level of Focus. Above Theta level, Energy Cascade also inflicts an additional level of Bleeding and Knockdown upon any target it hits. Focus level is reset to Alpha and user returns to their default Stance after using this Ability.

    [IMG]

    12. Stance : Shield - Training in the art of fighting with shields. (1-4 Targets, Lunging Melee)

    Changes Fighting Stance to Shield; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 50% Damage Modifier, Controller Role / Reduces the target's attack; Stuns target.

    ------------

    Training - Intense training creates a peerless combatant!

    Specializing in this tree grants +1% Critical Attack Chance, and +35 Health.

    Control Role : In the Controller role you gain 350 Vitalization, your Dominance is increased by 100% and the strength of all Controller effects is significantly magnified.

    1. Shattering Palm - A heavy blow empowered by the user's fighting spirit. (1-8 Targets, Close Range Only)

    Damage Role / 35% Damage Modifier, Controller Role / Provides Power Over Time, Stuns target.

    2. Sharpening Stone - Concentrates power into every attack.

    While Sharpening Stone is active, basic attacks can inflict Bleeding and have a chance of dealing additional damage.

    3. Iron Body - Discipline and conditioning make the body invulnerable for a short period of time. Provides temporary resistance to Control effects and detaunts enemies, compelling them to seek other targets. (Self, Usable While Controlled)

    Damage Role / 35% Damage Modifier

    Damage Prevention = 100% Dominance + 100% Restoration

    4. Stance : Bow - Training in the art of archery. (1-4 Targets, Ranged Attack)

    Changes Fighting Stance to Bow; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 35% Damage Modifier, Controller Role / Reduces the target's ability to heal; Stuns target.

    5. Concentration - Temporarily heightens Focus to its pinnacle. (50% Supercharge, Self)

    During Concentration, you will be immune to Crowd Control; Focus remains at Omega level until the duration abates or you are knocked unconscious. Focus level is reset to Alpha and user returns to their default Stance after duration expires.

    6. Rejuvenation - Uses Ki energy to restore your health. (35% Supercharge, Self)

    Rejuvenation instantly heals a large amount of health, temporarily providing Healing over Time and restores Power to the user.

    7. Stance : Rifle - Training in the art of long-distance marksmanship. (1-4 Targets, Ranged Attack)

    Changes Fighting Stance to Rifle; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 40% Damage Modifier, Controller Role / Reduces the target's ability to heal; Stuns target.

    8. Pressure Points - Precision strikes deal heavy damage, crippling the target. (1-8 Targets, Close Range AoE Attack)

    Attack deals additional damage at Focus Level Theta or above; user returns to their default Stance after using this Ability.

    Damage Role / 40% Damage Modifier, Controller Role / Stuns targets, inficts Bleeding, Reduces the target's defense.


    9. Stance : Martial Arts - Training in advanced hand-to-hand combat techniques. (1-4 Targets, Lunging Melee Attack)

    Changes Fighting Stance to Martial Arts; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 40% Damage Modifier, Controller Role / Reduces the target's attack; Stuns target.

    10. Stance : One Handed - Training in the art of fighting with swords, axes, hammers, and knives. (1-4 Targets, Lunging Melee Attack)

    Changes Fighting Stance to One Handed; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 50% Damage Modifier, Controller Role / Reduces the target's attack; Stuns target.

    11. Final Strike - A devastating final attack enabled by both intense concentration and training. (Varies)

    Intense Focus must be at maximum level to use this Ability; Focus level is reset to Alpha and user returns to their default Stance after using this Ability.

    Damage Role / 50% Damage Modifier, Controller Role / Stuns target, inflicting Bleeding upon that target.

    12. Stance : Two Handed - Training in the art of fighting with heavy melee weapons. (1-4 Targets, Lunge Attack)

    Changes Fighting Stance to Two Hand; this replaces the user's current Weapon Skills. Improves Focus by one level when activated.

    Damage Role / 50% Damage Modifier, Controller Role / Reduces the target's defense; Stuns target.

    ----------
  3. Kimone Luthor Genetech Clone

    Power Interaction : Bleeding -

    When a target is inflicted with Bleeding, that target takes a moderate amount of damage over time (11 ticks overall). Bleeding does not interact with any other Power Interactions, aside from itself. Bleeding is subject to the following behaviors and limitations :

    - Bleeding can stack up to three times on the same target.
    - Bleeding inflicted by one character is capable of being overwritten by another.
    - Bleeding deals damage based on Precision and is subject to current Critical Attack bonuses.

    ----------

    Advanced Mechanic : Intense Focus -

    Intense Focus functions in two primary manners : as an additive Power Interaction which improves the combatant's fighting prowess incrementally, and as a focus of the combatant's spiritual and physical energies that enables deadly finishing attacks.

    Focus is visibly expressed as active by the presence of an increasingly visible and visually complicated aura around the character.


    [IMG]

    When the Ability 'Intense Focus' is activated the user's level of Focus is set to 1 : Focus Alpha.

    Focus level is increased via means of the following mechanisms :

    - "Stance Change" Abilities all increase Focus by one level when used
    - Focus increases by one level for every five hits in a contiguous Combo
    - Focus increases by one level any time a held Melee or held Range attack is used - this excludes any Weapon Mastery Combo Finishers. For example, if the character is using Hammer Throw, they will gain one level of focus; but following that attack up with the Arrow Storm Weapon Mastery Combo does not provide another level of Focus increase.

    Focus is capable of being maintained until one of the following occurs :

    - Focus is reset to Focus Alpha after using the Abilities "Final Strike" or "Energy Cascade"
    - Focus decreases by one level for every two seconds out of combat
    - Focus decreases by one level if more than four seconds pass between uses of a Stance Change or a Held Combo
    - Focus decreases to 0 if the character is knocked unconscious

    There are five potential levels of Focus available :

    Focus Alpha - 10% Critical Attack Chance
    Focus Beta - 10% Critical Attack Chance, 15% Precision Bonus
    Focus Gamma - 10% Critical Attack Chance, 15% Precision Bonus, Power Return Cycle
    Focus Theta - 10% Critical Attack Chance, 15% Precision Bonus, Power Return Cycle, Combo Finishers inflict 'Bleeding'
    Focus Omega - 10% Critical Attack Chance, 15% Precision Bonus, Power Return Cycle, Combo Finishers inflict 'Bleeding', 30% Critical Attack Damage

    ----------

    Advanced Mechanic : Stance Change -

    Stance Change Abilities (in addition to dealing damage, increasing Focus level, and having Crowd Control functions in the Controller Role) temporarily replace your current attack skills with the attack skills from a different weapon.

    - Your Default Stance is considered to be whatever weapon type you are currently using. Intense Focus still functions in your Default Stance.

    - If you use the same Stance Change Ability as your current Stance, you will return to your Default stance.

    - Stance Change does not act as a third Loadout tray : it only changes your weapon attacks.

    - It is not required that you possess a weapon of the type belonging to the Stance in order to use it; Damage Per Second for any Stance is based off of your current Weapon's Damage Per Second.

    The following requirements apply when using a Stance Change Ability :

    - You must have the Weapon Skill learned in order to switch to that Stance.
    - You can only use attacks that you have learned while in a Stance - if you do not possess the attack, you cannot use that attack while in that stance.
    - Each Stance Change Ability has a six second cooldown timer. This timer is not shared with other Stance Change Abilities.

    Stance Change remains active until one of the following occurs :

    - You use another Stance Change Ability.
    - You use the "Final Strike", "Energy Cascade", or "Pressure Points" Abilities.
    - You are out of combat for more than four seconds.
    - You are knocked out.

    Each Stance Change Ability draws its animation and ranges from one of the Held Melee or Range attacks from the Weapon whose attacks comprise that Stance. Hit affects and targets vary from the default attacks.

    ----------

    Concentration : Supercharge -

    Concentration temporarily sets the user's Focus level to Omega (Level Five). During this time, the user is temporarily immune to Control effects and Counters. This state persists until one of the following occurs -

    - Six seconds pass.
    - You are knocked out.

    After Concentration abates, Focus is reset to Alpha level and the user returns to their Default Stance.

    ----------

    Shadow Form : Supercharge -

    Shadow Form temporarily creates a duplicate of the user; this duplicate has the same Weapon Attacks and Abilities as the user and deals identical damage. Every time the user attacks, the duplicate attacks using the same attack as the user, against the same target as the user. It has no Health or Defense and cannot be affected by Crowd Control.

    The Shadow Form duplicate shares identical attacking statistics to the user : it has the same weapon and attack skills, the same Precision, and the same Critical Attack Chance and Critical Attack Damage bonuses.

    The following restrictions apply :

    - Stance Change Abilities do not function while Shadow Form is active
    - Abilities that reset the Focus Level to Alpha cannot be replicated by the Shadow Form duplicate
    - Combo Counter hits performed by the Shadow Form duplicate count for building Focus Level
    - Held Melee and Range hits performed by the Shadow Form duplicate do not increase Focus Level
    - Sharpening Stone's additional damage boost does not affect the Shadow Form duplicate
    - Concentration does not affect the Shadow Form duplicate
    - The Shadow Form duplicate cannot inflict Bleeding; it can, however, inflict appropriate Crowd Control based upon its weapon attacks. For example : Big Scoop will still juggle a target if used by the Shadow Form duplicate

    The Shadow Form duplicate persists until one of the following occurs :

    - Six seconds pass
    - You are knocked out

    ----------

    Final Strike : Finishing Attack Ability -

    The Final Strike Ability performs an attack specific to whatever Stance you are currently using, even your character's Default Stance. The requirements for using Final Strike are as follows :

    - You must currently have Intense Focus, at a minimum level of 5 : Omega. Final Strike remains dark in the tray until you do.

    The attack performed is essentially an extension of your Weapon's natural attacks.

    The following factors affect Final Strike :

    - Hits delivered by the Final Strike Ability apply to contiguous Combo Counter hits.
    - Hits on the Combo Counter from Final Strike do not contribute to Intense Focus level increase. If a Final Strike Ability deals 10 hits, the user is still reset to Focus Alpha after use.
    - Ranges vary per attack : certain attacks are Range / Midrange damage scale, others are Midrange / Melee; many of the Melee Range attacks can only be used at a close range or drop your character at point-blank range once activated, and so do not function as a Midrange finisher.

    These are the attacks per Stance :

    Bow : Pin Cushion (10 Hits, Single Target) - Ranged / Mid, Knockdown

    Brawling : Earth Shaker (1 hit, 1-8 Targets) - Melee Range Only, Juggle

    Dual Pistol : Empty Clip (15 hits, 1-8 Targets) - Ranged / Mid, Knockdown

    Dual Wield : Lightning Strikes (12 hits, 1-8 Targets) - Lunge / Melee, Juggle

    Hand Blaster : Ki Barrage (6 hits, 1-8 Targets) - Ranged / Mid, Juggle

    Martial Arts : Relentless Assault (13 hits, 1 Target) - Lunge / Melee, Knockdown

    One Handed : Shadowless Strike (1 hit, 1 Target) - Lunge / Melee, Knockdown

    Rifle : Snake Eyes (1 hit, 1 Target) - Range/Mid, Knockdown

    Staff : Sky Breaker (11 hits, 1-8 Targets) - Melee Range Only, Juggle

    Shield : Break Rush (4 hits, 1-4 Targets) - Dashing Melee, Knockdown

    Two-Hand : Ogre Crusher (3 hits, 1-8 Targets) - Lunge / Melee, Juggle
  4. Kimone Luthor Genetech Clone

    I've seen a few other proposed power sets so I figured, what the hey.
  5. Kimone Luthor Genetech Clone

    man, crickets. fair enough.
  6. spack2k Steadfast Player

    wtf alternative ? quit the bs.
  7. Kimone Luthor Genetech Clone


    A.) This actually encourages fighting with any weapon style using mostly just your character's basic attacks

    B.) Also evades the well-intended but messy-to-apply grappling mechanic

    C.) I don't see your suggestion anywhere, so...
  8. Jacob Dragonhunter Steadfast Player

    No Thank you.

    I'd rather have Serums without grappling, instead of a Bunch of Weapon animations thrown together to call it a day, and a new powerset.
  9. spack2k Steadfast Player

    maybe because i dont want an alternative to serum ?
  10. Kimone Luthor Genetech Clone

    wuff. fair enough.
  11. Pults Loyal Player

    DBZ awaits.
  12. Kimone Luthor Genetech Clone


    vegeta's appearance aide, it's not DBZ, and to be frank, from the standpoint of a street fighter player? this isn't that complicated.

    but by all means, HL guys keep pretending like you're the end-all of skill. i'm pretty sure none of you had to connect a frame in 1/60 of a second for a combo, but hey, whatever, let's keep pretending like DCUO jump canceling was the penultimate video gaming skill.
  13. Kimone Luthor Genetech Clone

    that's basically saying 'i didn't read your post but i saw vegeta' btw. five points. e for effort.