Post by BM on Apr 11, 2016 3:01:40 GMT
Ok, so the last thread relating to this subject kinda got sidetracked by people debating the balance of the sample ideas I listed and the very few suggestions given by other members. So in this thread I'd like to keep it limited to only member suggestions for perks and leaving the debates over balance and related topics for later. I also really want to stress that this a brainstorming thread, so we aren't really concerned with balance at this stage. We really just want ideas you guys think would be cool or fun if offered as a perk for a given specialization. Also, please keep it within the specialization masteries listed below, I know some people had ideas for release related perks and other similar stuff but that is a topic for another time.
Rewards: It is still being discussed with the other mods, but there may be an opportunity to receive points and recognition of your ideas in the newly updated guides if we decide to use your ideas. So the more ideas you give the more chance of you earning a reward.
Please read list below and other posts to avoid the same idea being posted multiple times.
For additional info on specialization perks please read the first post of this thread.
GENERAL MASTERIES
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Reiryoku Techs
Complex Formulas - Your reiryoku techs can now take on types and elements that would normally be restricted to release, through they will be graded harshly. [BM]
Savant - Capable of tier II reiryoku technique passives. [BM]
Monkey See Monkey Do - Seeing a spiritual technique used multiple times in a thread allows you to mimic it. Techniques learned in this way are always considered reiryoku techs. [BM]
Super Charge: When reaching this mastery the user is able to 'Overcharge' Reiryoku Techniques with energy effectively increasing the Tier by one without increasing the cooldown. This does not allow the user to charge a technique to a Tier higher than VII. When used on a Tier VII technique the user is able to fire off the technique so that its speed is increased to that of Half Bala. They are also allowed to fire off three Tier IV techniques or two Tier V techniques simultaneously. The Overcharge ability can only be used once before it enters a four post cooldown. [GAGE]
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Hollow Techs
Emergency Regeneration: At this mastery level the user can forgo their boons to other techniques and solely focus on their ability to heal during combat (no +1 advantage to other hollow abilities). This perk allowed the user to decrease the healing time for high speed regeneration by one post. Finally when three posts pass even decapitation can be healed, so long as the brain itself is not damaged, the entirety of the body able to sprout from the neck. [GAGE]
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Reishi Techs
Ginto Mastery: Upon reaching this level of the Ginto Arts. One's efficiency skyrockets. Cutting the tube cost of all Ginto spells by half. Spells that cost a single Ginto technique cost nothing. Your mastery allowing you to spontaneously create a tube. [JESTER]
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Reiatsu Control
Lock On - Techniques that chase or can be directed after an opponent now do so automatically without extra concentration. [BM]
Ghost - Can completely remove your own reiatsu signature. This perk bypasses advantages. [BM]
High Pressure - users of this specialization have optimized the way in which they output energy. They are able to create temporary augmentations to their energy-based universal and racial masteries (Rei techs/Hollow techs/Kido). These techniques must follow all normal rules of augmentation, and thus can never exceed 3x. (This is effectively letting you make buffs for those masteries in the same way we can currently buff H2H and Step)[MARCIA]
Keen Sense: Allows anyone with this spec to bypass or rather overcome abilities that would usually confuse their reiatsu senses or in any other way make it difficult for them to track via reiatsu. [SMOKY]
Reiatsu Control: The ability to lessen the damage of any technique, Szayel Apporo was considered a master at reiatsu control and he even said himself he was able to decrease the damage of techniques as they hit him so why not give spec rei control users the same thing, maybe able to decrease the damage by a tier or something like that. [CAE]
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Hand to Hand
ᕙ༼ຈل͜ຈ༽ᕗ HIT EM WIT DA FLEX - Constant 4x boost to strength. Speed cannot be buffed. [BM]
Fountain of Strength - by activating two strength buffs at the same of the same multiplier (both 2x, or both 3x. etc.) you are able to combine them into a buff of the next multiplier (so two 3x merging to make a 4x). This only lasts as long as the duration of the shortest tech duration. [MARCIA]
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Stepping
ESCAPE FROM THE CITY - Constant 4x boost to speed. Strength cannot be buffed. [BM]
Fountain of Speed - by activating two speed buffs at the same of the same multiplier (both 2x, or both 3x. etc.) you are able to combine them into a buff of the next multiplier (so two 3x merging to make a 4x). This only lasts as long as the duration of the shortest tech duration. [MARCIA]
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Weapon Skill
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RACIAL MASTERIES
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Kidou
Destruction Incarnate - Hado get 1 additional advantage with incantation, Bakudo gets -1 in all forms. [BM]
Gotei Warden - Bakudo get 1 additional advantage with incantation, Hado gets -1 in all forms. [BM]
Death God Mantra - Full incantation kido spells have lower cooldown. [BM]
Lexicon - Instantly learn all canon kido, they do not count towards tech limit. [BM]
Silent Spellcaster - those with this specialization gain the incant benefits on higher tiered kido without having to incant. [MARCIA]
Speedy Spellcaster - increases the speed of all kido by 2x or something.
Heavy Fire: Allows anyone with spec kido to fire two Kido at the same time (not directly back to back, but at the same exact time) though they have to both be either a Hado or bakudo, not either or. [SMOKY]
Combo Play: Anyone with this spec kido perk can cast a bakudo or hado and then afterwards, while still using the previous kido spell can cast another creating a hado/bakudo combo usage. Eg. binding someone with a bakudo and then firing a hado at the bound target (of course said target can still attempt to break the binding or defend against the hado). [SMOKY]
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Soul Communication
The Alchemist: This perk of this ability is that the user does not have to pick a single element to get the +1 specialization bonus. This bonus instead applies to all elements that the user attempts to use Soul Communication. [GAGE]
The Specialist: By selecting one element and a single type of technique [Offensive/Defensive/Supplementary/Healing/Binding/Poison] the user is able to cast three Tier IV of this technique type as long as the technique uses the appropriate element with a one post cooldown. Tier V techniques are able to be dual cast with these same stipulations. [GAGE]
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Soul Engineering
Focused Engineering - By sacrificing three Tier III passive slots the user is able to create a single Tier IV passive technique that give them a total of three Tier III and one Tier IV passive techniques. The vessel can be made from any substance or material, including ones without a discernible or solid form, provided you can acquire the materials ICly but the materials MUST be of Extraordinary level or higher. Forms must still be sensible, and your modifications cannot bypass site rules accept where directly stated here. [GAGE]
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Soul Resonance
Combative Soul - Okay, so simply, you are like that of a spiritual being while still having a human body, able to hold the form indefinitely with no duration cap. There's no technique cap on what you can use and you get a x3 buff to a single stat and gain a x4 bonus for three posts with a ten post cooldown. Also your Human powers lose their release level of strength while either your Weapon Skill or Hand to Hand mastery gain Shikai level power and durability gaining a +1 bonus advantage from being release level. [GAGE]
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Soul Synchro
True Human: Soul Syncro now grants your human release powers their release advantages while your Shinigami Techniques are now considered normal Techniques. Kido are once again lowered to a Tier V maximum while in Syncro form. [GAGE]
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Spiritual Potency
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Soul Resilience
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Blut
Mastered Blood: Upon reaching the highest level of Reishi-Cell infusion mastery. The Quincy gains access to a third state separate from Arterie or Vene. While this third state is active. The Quincy's cells are suffused with Reishi in a manner that promotes cell division and regeneration without breaking down. Giving them access to the Regenerative properties of a Bount. Along with the enhanced ability to expel poisons and other harmful substances. (What level is yet to be decided. But I'm thinking no higher than Above Average regen.) [JESTER]
Blut Rein 'Pure Blood Guise': At this level the user gains the ability to combine the effects of using both Blut Vene and Blut Arterie. These effects include granting a x3 strength and the ability to negate the damage from Tier III abilities. With out Shikai level tools the aggressor would still suffer recoil damage from striking you while Bankai level tools still having a hard time cutting you. [GAGE]
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Hierro
Unstoppable Force - Hierro makes all of your physical strikes considered on par with bankai equiv tools. [BM]
Immovable Object - Techniques can no longer knock you back or move you regardless of advantages. [BM]
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Reishi Regeneration
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Cero
Trick Shots: The user's cero or bala may bounce up to twice off of any nearby surfaces, including barriers or defensive techniques. Each bounce reduces the damage by one tier. [YAKSHA]
Cero/Bala Martillo: Bala can now be fired in such speed and accuracy that after aiming bala in a single point you are able to create a beam like barrage of bullets that deals damage up to a maximum of Tier IV with no cooldown. Also the generic Cero gains the extra advantage of being Specialized but that single tech can have its damage throttled down to a Tier II all the way up to a Tier VII, no custom Cero's gain the bonus of being Specialized. [GAGE]
Cero de Morte: Your Bala really can't get faster, but the numbers you can spam are at 1500 a post. Cero is basically instant and normal Tier IV Cero can be used without a cooldown (Custom Cero at this Tier don't get it). By sacrificing the additional advantage to your cero's used you may chose to grant Cero Oscuras a 2 advantages. This still requires that you be an [AL] Vasto Lorde Arrancar, at least Advanced Resurreccion Mastery, and can only gain this benefit while in that state. [GAGE]
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Quincy Style
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Mask
Final Blow: You now have a twenty-five post pool, but now you're getting some real bonuses. You gain the ability to select one Bankai Release technique at the time of Spec. that cannot be changed at a later date. The intertwining of your hollow spirit and your Zanpakto has reached its pinical allowing you to use that technique a single time at Tier VII and gain an additional +1 advantage. Using this ability breaks your vizard mask for the rest of the thread and makes it impossible to reform it again until an extended rest is taken. [GAGE]
Well of Energy: You now have a Mask Post count of 25 and by increasing the amount of Mask Post Counts used up by Techniques by 2 the user is able to reduce the cooldown of a Technique by 1, or by or increase the Mask Post Count used but a Tech to 4 to decrease the Cool Down by two posts. [GAGE]
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Soul Absorption
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Other Perk Areas
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Constant release Shikai
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Compressed Bankai
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Clad Fullbring
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Constant Ress
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Mixed Blood Quincy
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Pureblood Quincy