You know those armours sets where when you see someone equip them you either think that they’re rich, hipster or noob? Yep, I’m talking about everything except the wolver lines, kat lines, demo lines, gunslinger lines, chaos set and seerus mask. So here’s my thread to buff these underdog armour sets in unique ways to make them a viable armour choice and also to diversify gameplay. These ‘abilities’ will only applied to the 5* versions of armour sets and you MUST have equipped both pieces of the set to receive the unique bonuses.
This thread is also directly influenced by Fehzor's thread where she (?) mentions special abilities for underdog armour and weapons.
Chroma Lines (Arcane Salamander, Volcanic Salamander, Deadly Virulisk) -
Equipping the Volcanic Salamander armour set or Arcane Salamander armour set will give you ‘Cloak of Coals’ ability which:
A. Causes you to become invisible (similar to a recon shield without the goggles) after standing still for a second, which prevents monsters from focusing on you (as if you are dead)
B. The invisibility takes up shield health similar to recon shields in Lockdown meaning that higher health shield means more invisibility time
C. When a monster touches you it is inflicted with strong fire but it also breaks your invisibility cloak and causes your shield to lose all its health
Equipping the Deadly Virulisk armour set will give you ‘Concealing Miasma’ ability which:
A. Causes you to become invisible (similar to a recon shield without the goggles) after standing still for a second, which prevents monsters from focusing on you (as if you are dead)
B. The invisibility takes up shield health similar to recon shields in Lockdown meaning that higher health shield means more invisibility time
C. A small poison cloud (size of greaver mist cloud) surrounds you once you turn invisible; when monsters enter the cloud they are inflicted with strong poison but nothing happens if they touch you
D. Invisibility is disabled once you move, shield, attack, shield bash or dash
Volcanic Salamander should have its damage bonus VS slime medium changed to damage bonus VS construct medium and Arcane Salamander should have its damage bonus VS slime low and damage bonus VS beast low changed to damage bonus VS gremlin low and damage bonus VS construct low.
Spiral Plate Lines (Ironmight Plate, Volcanic Plate, Ancient Plate) –
Equipping an entire set from a plate armour line makes you almost completely immune to knockback from monsters. For example, the only thing which will be able to knock you back is anything equivalent to the knockback caused by a trojan overhead smash or anything greater. All plate armour sets will give you a special ability on the tooltip called ‘Combat Counter-Weight’.
Jelly and Quicksilver Lines (Mercurial, Royal Jelly, Ice Queen) –
Equipping an entire set from a jelly/quicksilver armour line… uh… can’t think of anything…
Drake Scale Lines (Dragon Scale and Radiant Silvermail) –
Equipping the Radiant Silvermail armour set (helmet coming out in 2015) will give you ‘Glaring Guard’ ability which:
A. Causes all monsters in range to target you
B. Causes monsters which collide with you to take light elemental damage and will cause them to be knock-backed
This ability only gets activated when you have 100% health.
Equipping Dragon Scale armour will give you ‘Beeline Blaze’ (or maybe Dragon’s Breath) ability which:
A. Causes a line of fire (identical to that spewed out by those machines in C42) to come straight from where you’re facing, but with only 3 tiles of range
B. The flame has a strong chance of causing minor fire
C. Fire cannot be stacked
This ability only gets activated when you have below 11% health.
Angelic Lines (Valkyrie, Heavenly Iron, Of the Fallen) –
Equipping the Heavenly Iron armour set will give you ‘Fiendish Fulmination’ ability which causes a slight chance (1/16) of causing strong shock to the fiend family using any weapon.
Equipping the Valkyrie armour set will give you ‘Valkyrie’s Strike’ ability which causes a slight chance (1/16) of doing double damage against fiends.
Equipping the ‘Of the Fallen’ armour set will give you ‘Berserker’s Strike’ ability which causes a slight chance (1/16) of doing triple damage against undead.
Skelly Lines (Dread Skelly) –
Equipping the Dread Skelly armour set will give you ‘Haunting Haze’ ability which causes you to have a purple poison aura following and surrounding you. This aura will have half as much radius as a greaver mist cloud (so monsters will pretty much have to be in direct contact with you to be effected) and will cause strong curse, however it will only ‘tick’ every 15 seconds. And no, I’m pretty sure this won’t be overpowered.
Cobalt Lines (Almirian Crusader and Azure Guardian) –
Equipping the Almirian Crusader armour set will give you ‘Rise of the Fallen’ ability which:
A. Summons an Almirian Crusader (found in Legion of Almire danger mission) to fight with you
B. There can only be one Almirian Crusader at a time
C. The Almirian Crusader doesn’t have a shield
Equipping the Azure Guardian armour set will give you ‘Summon Reinforcements’ ability which:
A. Summons a Cobalt Knight to fight with you
B. There can be two cobalt knights at a time
C. The cobalt knights act like summoned mecha knight kits except they don’t have any ‘Malfunction’ attack and they are equipped with Mighty Cobalt Helm, Mighty Cobalt Armour, Ascended Calibur and Mighty Defender.
Almirian Crusaders and Cobalt Knights are summoned through the Shield Bash move. Once the Almirian Crusader dies you can re-summon it using Shield Bash. Once both Cobalt Knights die you can re-summon them using Shield Bash.
Magic Lines (Grey Feather and Divine) –
Equipping the Grey Feather armour set will give you ‘Wizard’s Ward’ ability which:
A. Gives you a mender’s bubble shield coloured purple (blue and red combined \o/)
B. Monsters which touch the shield are either inflicted with strong shock or strong fire, monsters which are affected by fire are knocked back
C. The ability causes you to become stationary
This ability is activated once below 6% health.
Equipping the Divine armour set will give you… wait for it… ‘Divine Retribution’ (best name ever!) ability which:
A. If you die, gives you a fair chance (1/8?) of instantly destroying the monster which caused your death
B. This does not apply to bosses or swarm monsters and of course undefeatable environmental hazards
TL;DR: And that’s it, hope you read the whole thing and give me feedback/criticism of my ideas (spent a few hours on this). Oh, no TL;DR here, sorry.
Who said anything about skelly being underpowered?