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Armor Set: Psionic Protection


Puma

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Psionic Armor: This would a psy based armor set designed around keeping not just yourself, but the entire team alive. It offers less direct personal projection than other sets in exchange for more "team" protection. The uniqueness of this set is that it is much more team oriented than just about any other set besides shield defense. While offering a variety of ways to protect yourself in battle, you can sacrifice your own safety at points to protect or empower your teammates. 

Tier 1: Telekinetic Shields: +res Smashing/Lethal/Psy.    You surround yourself with telekinetic fields which protect you from incoming physical and psychic damage.
 

Tier 2: Pyrokinetic Aura: +Res Fire/Cold  You manipulate the temperature around you to lessen damage from fire or cold attacks.  


Tier 3: Precognition:   +Def Energy/Neg/Toxic/Ranged.  You can glance into the minds of your enemies, seeing their attacks before they're made.  This advantage makes you incredibly difficult to hit from range. 


Tier 4: Mental Fortitude:  Toggle +Res status affect, def debuff resistance and moderate psy resistance.   Your mind is your strongest weapon, and it is difficult for anyone to overpower it. Mental Fortitude makes it harder for enemies to weaken your defenses and protects you from status affects while active.  

 

Tier 5: Brain Drain:  PBAoE (Foe -end, stun, self +End/Regen).  A PBAoE power where you briefly stun nearby foes and drain their endurance, increasing your own endurance and regeneration.  The more enemies in range, the more endurance and regeneration you'll gain, but the weaker the strength of the stun.  So in a mob, you get lots of end and regeneration but just stun the minions. In a small group you'd gain less end/regen but stun the luits. One on one, even a boss could be stunned, but you'd only get a minor end and regen boost.  You tap into the minds of all nearby foes, using their brainpower to supplement your own.  This will stun enemies and rejuvenate your own endurance and regeneration.  


Tier 6: Psychic Feedback:  Toggle Ranged (Ally heal over time, +DMG, self Damage over time OR Foe -max HP, self +Max HP). You create a psychic feedback loop with either an ally or an enemy. It's a toggle tic over time.  If connected with an ally, you transfer your own physical health from yourself to the ally, healing them and slightly buffing their damage output in exchange for minor damage yourself;  If looped with an enemy, you empathically steal the life force of your target, lowering their maximum HP, and use it to boost your own. The power's effects would reach their maximum strength after 15 seconds and your boosted HP will last for 1 minute after the loop is ended.  You create an ongoing psychic connection with an ally or foe, linking your minds.  If you connect with an ally, you can grant them your own life force, taking their damage on yourself and healing them.  If you connect with an Foe, you can steal their life force, making them weaker while making you more difficult to kill.  The longer the duration of the connection, the stronger the affects of your bond. 


(Possible alternate mechanics option):  Change the concept to one where your feedback loop empathically sends damage you and your allies take back onto the enemy.   From a mechanics standpoint this toggle power just gives you an aura that does minor tics of healing to nearby allies and damage to nearby foes, the strength dependent on your HP level. At full health it does no healing or damage, then grows with each point of HP you lose, maxing out at a 5% HP heal tic and a damage similar to damage auras from other sets once you reach -15% of your HP.


Tier 7: Psionic Field:  Click Self +absorb.   A telekinetic field that gives you a nice Absorb layer.  You increase the telekinetic force around you, adding a layer of protection that absorbs incoming damage. 


Tier 8: Astral Projection:   Location targetted AoE.    You send out a psychic version of yourself that draws aggro briefly then explodes in minor damage. It's like a single soldier, stationary version of Phantom Army with no attacks, just aggro, or a much less damaging but longer lasting omega maneuver.   This power could be used to absorb unwanted alphas (like Sappers, etc) or placed when a team really needs the tanker to be two places at once (MLTF when you're facing Recluse and the towers, or during the final fight in Reichsman's TF, etc).  It's a way for the tanker to, briefly, take more aggro than a single tanker otherwise could, essentially doubling your aggro cap briefly and helping take incoming enemy damage from the team.  You send an astral projection of yourself to a targeted location which draws enemy fire until it's destroyed. Its attacks do no damage but will draw aggro onto itself.  When it is defeated it releases a psychic burst of energy that does minor psychic damage to nearby foes and slows their recharge time.


Tier 9: Psychic Empowerment:  PBAoE Team (+Res, +tohit, and HoT, self +dmg.)  You are surrounded by a close range field/bubble that gives strong protection to yourself and allies within its radius.  Like old school tier 9s this would have a long recharge and leave you exhausted. Personally I would lower the recharge to something mid range but add a psy damage over time affect to the user once it wears off alongside the end crash.  You unleash your full psychic potential in an area, surrounding yourself in a psionic bubble that gives resistance to all damage, increases your chance tohit, and gives healing over time to all teammates within close range. The psychic field also adds additional psychic damage to your own attacks. When this power wears off, you are left drained of most of your endurance and will suffer some psychic damage over time. The recharge of this power is very long.  

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Edited by Puma
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Sweetie:

 

I can quite get warm with your concept, I am a bit tired of the screwed up defender concept that their powers are nurfed for themselves and another group support power sad excuse. After IOs and Immortals, the concept of group support only power sets are pretty much useless as a whole; for instance how critically important is an emp today? In the old days (live) you would not dare do a task force without one! I frankly do not want to go back to the live game teaming restrictions, nor do I want to see more nurfed support builds following this obsolete line of thought, where support classes are reduced to melee class servants and thus second class heroes; that because they are so handicapped by the developers they do most of the dying. Reminds me of star trek, to show how bad the guy or monster is, they had it murder a red shirt! In this game support classes are stuck being red shirts.

 

I like the overall idea of the concept you propose because Psi and Toxic are in a way a developer exploit, just like the use of status effects on support being spammed is another developer exploit against those classes, of course if you are melee, you were given immunity to them, and thus you do not have a problem, thus, life is fine.

 

Instead of weak to the player, let it be full potency to the player, who could "bubble" other players with psi protection in a way similar to sonic. But let this power not be a "Resistance Buff" which is useless, since it is capped to 95% and that does not quite reduce the "la la la" time by half; this needs to be status protection level like Clarion does, otherwise it will be a useles power.

 

I really like the PSI bit because as I said earlier, this form of attack is spammed way too much, and their impact is way too disproportionate (melee immune, support helpless).

 

Sue

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35 minutes ago, MsSmart said:

where support classes are reduced to melee class servants and thus second class heroes; that because they are so handicapped by the developers they do most of the dying.

What do you mean? I'd like an example of this phenomenon for perspective.

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8 hours ago, MsSmart said:

Instead of weak to the player, let it be full potency to the player, who could "bubble" other players with psi protection in a way similar to sonic. But let this power not be a "Resistance Buff" which is useless, since it is capped to 95% and that does not quite reduce the "la la la" time by half; this needs to be status protection level like Clarion does, otherwise it will be a useles power.

 

Keep in mind this is NOT meant to replace a defender or corruptor on a team, but just meant to be a unique aspect to give this set its flavor. 

Fire's "flavor" is more raw damage with less direct protection.
Invul's "flavor" is being REALLY survivable to most things but with a couple glaring holes. 
Shield's "flavor" is boosting your own damage and giving a little support to your team.
Bio's "flavor" is being able to adapt for more damage, or more survivability, or more endurance based on circumstances. 
This set's "flavor" is offering more group survival tools in exchange for personal ones. 

But just like Fire and Shield aren't "enough" damage to replace blasters on a team or make them obselete, this set's group buffs aren't enough to make defenders or corruptors obsolete.   They help your teammates in ways that "taunt and take all the damage yourself" just doesn't, but on their own wouldn't be enough to keep a team alive in extreme circumstances. 
 

Edited by Puma
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