Nexus...
Member
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I've been working on some ability/robot skill ideas, and have finally decided to post them. These are the robot special ideas, abilities will come later. Let me know what you think. * = Recently changed/edited >! = New Robot Specials: Corroded Circuits [Damage: 50%, deflectable]- Deactivates both your robot, and your opponents for 3 rounds (once per game). Life Blood [Damage: 10, Blockable]- 10 Mana is added to your pool, at the expense of 10 HP from both your opponents and your own HP pool [Cooldown: 6 turns] Empowered Soul [Damage: 0]- Adds +3 to defense and resistance, and heals 5 HP after each turn for a duration of 3 turns (once per game). Degeneration Aura [Damage: 0] - After activation, all spells cast by your opponent do 15% 20% less damage. Lasts 5 turns. [Cooldown: 5 Turns] Death Mark [Damage: 75%] - Your next non-skill attack will deal 25% bonus damage. [Cooldown: 4 Turns] Hereditary Weakness [Damage: 75%] - Your next attack will ignore 25% of your opponents defenses. Does not stack with skills that already ignore defenses. [Cooldown: 3 4 Turns] Shrapnel [Damage: 100%] - Weakens the targets armor bonus (def/res from armor {ex. +8}) by 65% for 2 rounds. [Cooldown: 5 Turns] Stolen Fortification [Damage: 75%] - Steals 35% of your enemies armor bonus (def/res from armor {ex. +8}), and adds it to your own for a duration of 3 turns. (Once per game) >! Metamorphasis [Damage: 50%, HP Cost: 5, EP Cost: 5] - Switches the energy type on all of your equipped weapons. Does not affect armors, skills, or robots. Lasts 2 rounds. [Cooldown: 3 Turns] *>! Last Stand [Damage: 75%] - Absorbs 50% of all incoming damage for 2 turns. During the affect, your enemy gains rage at a 25% faster rate, and you are not able to boost. When the affect wears off, 50% of the absorbed damage is dealt back to you HP pool. NOTE: You cannot be killed by the damage that is dealt back. (Once per game) Safeguard [Damage: 0, Mana Cost {BH/BM/MRC} (15), HP Cost {TM, TLM, CH} (10)] - On activation, allows you to safeguard one skill of your choosing. Safeguard increases the damage of the skill by 10%, immunizes it from being stolen, decreases cooldown/warmup by 1 turn, and reduces the mana cost by 10% for the duration of the battle. Multi-Cast [Damage: 75%] - Deals damage to multiple targets when possible. [Cooldown: 4 Turns] Recharge: [Damage: 0 25%] - Resets all skill cooldowns. The next skill used will now also cost 15% additional mana, and deal 20% less damage. NOTE: Does not affect ultimates (once per game). Rearm: [Damage: 0 25%] - Resets sidearm, and aux cooldowns. Consequently, your next sidearm and aux attacks deal 20% less damage. [Cooldown: 8 Turns] *Leech: [Damage: 30%] - Steals a random skill from your opponent, which you can use for the duration of the match. The skill will remain based on the stats and skill level of your opponent. A classes main passive (ie. reroute, plasma shield) and skills that are class specific (ie. require a staff, club, or wrist blades) cannot be stolen. However, 4th tier passives (ie. Deadly Aim, Shadow Arts) can be leeched. (Once per game) Spoiled Supplies: [Damage: 105%] - Disables your opponents boosters for 4 turns, or until you use a booster!(once per game). *Open Wounds: [Damage: 0 100%] - Upon activation, reflects 15% 10% of all damage taken onto your opponent. Does not apply to primary damage. NOTE: Your enemy cannot die due to reflected damage. Lasts 4 turns. [Cooldown: 4 turns] Refined Efficiency: [Damage: 0] - On activation, increases MAX mana pool by 10 points. Further, all mana costs are reduced by 15% for the duration of the battle. Blackout: [Damage: 100%] - All passives in the game (both you and your opponents), are disabled for 2 rounds. (once per game) Ultimatum: [Damage: 85%] - You and your opponents powers of luck are disabled for 2 turns. You both cannot crit, deflect, block, or stun for the duration (Once per game). Bloodline: [Damage: 0, HP Cost (5% of HP Pool)] - Increases MAX HP pool by 10 points, and allows you to use all skills for 100% the mana cost in hit points for the duration of the game. The effect is irreversible for the duration of the match, and applies to all skills BESIDES your ultimate and heal (which both must be used with mana). [tentative] Overdose: [Damage: 75%] Reduces the effectiveness of your opponents passives by 75% for 2 turns (once per match). Ancestral Instinct: [Damage: 0 100%] Increases the effectiveness of your passives by 50% 25% on your next turn [Cooldown: 4 Turns] Vendetta: [Damage: 75%] Forces the attacked opponent to attack you on the his/her next turn. [Cooldown: 4 turns] Yes, I thought through every one of these, and have balanced them accordingly. I do not believe any one of these would be overpowered. What do you think? Which would you use? Prophet *Abilities coming soon!
< Message edited by Nexus... -- 12/31/2012 0:47:32 >
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