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Psionic Shielding and other Powerset Ideas I came up with


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Because I'm a sucker for theme builds and like psionics a lot as a general concept in fiction I slapped this together in my spare time. I'll also put my other ideas for other sets in this thread so I don't endlessly clutter the forum unless it'd be better to give each concept its own thread; carrying on from what I did here: https://forums.homecomingservers.com/index.php/topic,4438.15.html

 

Design Intention: Psionic Shielding is intended to be a layered protective set to represent multiple forms of psychic protection, defense from the telekine barrier, resistance from the usage of biokinetics to harden onself against unavoidable impacts, absorbtion through failsafe defenses, and healing through empathic capabilities. It of course offers extremely strong protection against psionic attack but struggles somewhat against fire/cold. Psionic Shielding also offers some additional utility and is intended to fit into the post GR design philosophy of every power in the set being good and viable in most builds rather than having auto-skips like a lot of old sets do.

 

 

Psionic Shielding: You make use of your psionic abilities to protect and empower yourself and your gear to do battle in the thick of combat against the very worst enemies that can be thrown at you. Psionic shielding is a versatile multi-layered protective set that offers multiple means of ensuring survival as wel as optimal combat preformance. Its defense against psionic attacks and status effects is almost incomparable. However it struggles to deal with the extremes of temperature.  It also has rather substantial demands of endurance.

 

Scrapper/Brute/Tanker

 

T1: Telekine Barrier (Toggle. Typed defense to Smash/lethal, Extreme Psionic defense as a middle finger against Carnie Illusionists). 

T2: Biokinetic Resilience (Toggle. Resistance to Smash/Lethal/Toxic/Psionic damage.)

T3: Strength of Will (Toggle for general mez protection and typed defense to Energy/Negative/Toxic, not hugely interesting, moving on.)

T4: Energy Consumption (Toggle Resistance to Energy/Negative damage, much Smaller cold/fire resistance)

T5: Biokinetic Regeneration (Toggle for +regeneration and a chance for an absorbtion proc every 30 or so seconds while it's up)

T6: Psychic Conduit (Toggle for Taunt Aura, deals minor psionic DoT, gain +To Hit for every enemy surrounding you.)

T7: Telepathic Baffler (PBAoE, induces a significant to hit penalty and defense penalty on all enemies hit by it)

T8: Psychic Shockwave (As per Mental Manipulation/Psychic Assault. Lowered Damage Scale.)

T9: Omega Barrier (Self buff, Gives moderate resistance, defense, and absorb but doesn't crash; more comparable to Meltdown than MoG/Unstoppable.)

 

Stalker:

 

T1: Somebody Else's Problem (Hide but renamed for flavour/a dated reference to a British Sci-Fi comedy)

T2: Telekine Barrier (Toggle. Typed defense to Smash/lethal, Extreme Psionic defense as a middle finger against Carnie Illusionists). 

T3: Biokinetic Resilience (Toggle. Resistance to Smash/Lethal/Toxic/Psionic damage.)

T4: Strength of Will (Toggle for general mez protection and typed defense to Energy/Negative/Toxic, not hugely interesting, moving on.)

T5: Energy Consumption (Toggle Resistance to Energy/Negative damage, much Smaller cold/fire resistance)

T6: Biokinetic Regeneration (Toggle for +regeneration and a chance for an absorbtion proc every 30 or so seconds while it's up)

T7: Telepathic Baffler (PBAoE, induces a significant to hit penalty and defense penalty on all enemies hit by it)

T8: Pulse of Terror (PBAoE, moderate psionic damage, inflicts terror)

T9: Omega Barrier (Self buff, Gives moderate resistance, defense, and absorb but doesn't crash.)

,

Sentinel:

 

T1: Telekine Barrier (Toggle. Typed defense to Smash/lethal, Extreme Psionic defense as a middle finger against Carnie Illusionists). 

T2: Biokinetic Resilience (Toggle. Resistance to Smash/Lethal/Toxic/Psionic damage.)

T3: Strength of Will (Toggle for general mez protection and typed defense to Energy/Negative/Toxic, not hugely interesting, moving on.)

T4: Energy Consumption (Toggle Resistance to Energy/Negative damage, much Smaller cold/fire resistance)

T5: Biokinetic Regeneration (Toggle for +regeneration and a chance for an absorbtion proc every 30 or so seconds while it's up)

T6: Psychic Conduit (Toggle for Taunt Aura, deals minor psionic DoT on every attack you do, gain +To Hit)

T7: Telepathic Baffler (PBAoE, induces a significant to hit penalty and defense penalty on all enemies hit by it)

T8: Psychic Shockwave (As per Mental Manipulation/Psychic Assault. Lowered Damage Scale)

T9: Omega Barrier (Self buff, Gives moderate resistance, defense, and absorb but doesn't crash.)

 

And while I'm on my nonsense: Mechanical Frame

 

Design Intent: There's not really any player sets that properly and cleanly portray being a robot as CoX's general rules for them are (namely exceedingly resilient to psionics and toxic damage). Mechanical Frame is intended to give you that "beep boop" feel while having other gifts to its users to convey the advantages of being mechanical. On the other hand, you're not going to like cold and energy damage (the former due to how sudden drops in temperature tend to cause metals, carbon metamaterials, ceramics, and plastics to become significantly more brittle, the latter because electricity is double plus ungood for your components.)

 

The obvious point of comparison would be to invulnerability or perhaps willpower. Compared to invulnerability it's not quite as durable against most damage and you will have to work more to get to those caps and there are more holes; but it also laughs in the face of damage types that tend to cripple invuln and its ability to simply not care about slows which tend to be the bane of every melee AT in existence due to how stuff like caltrops, carrion vines, and glues cannot really be resisted is definitely wortwhile. You lose out on self reses and your heal comes later and you don't get a "press 9 to not die" but you also hit harder and can safely ignore some things. The weak protection against energy is of course; a problem endgame where everything spits it out like candy though. 

 

You are an inorganic being of mechanical nature; whether of technological, mystical or other origin such as an alien extraterrestrial life form or an extreme form of human mutation or total conversion cyborg. You are exceedingly resilient to many forms of attack, are able to deal substantial harm and generate the energy you need in battle, and are virtually immune to psionic and toxic attack. However you must be wary of cold negatively affecting your components and the dangers of energy overload. You are also treated as a robot for all game effects that target robots; including negative effects like EMP with no inbuilt means of mitigating EMP.

 

T1: Inorganic Composition: (High amounts of Res to Lethal and Fire, moderate resistance to Smash, and Dark, superior resistance to Psi and extreme resistance to Toxic. Passive.)

T2: Reinforced Chassis: (High Lethal and Fire Defense, Moderate Smash and Dark Defense, extreme defense against Psi. Passive.)

T3: Determined to Terminate: (Toggle for resistance to most forms of Mez (particularly terrify and disorient), also rather uniquely resistant to slows like caltrops and extra debuff resistance to get across that terminator like feel of implacability)

T4: Component Shielding: (High Lethal and Fire Resistance, moderate Smash and Dark Resistance, superior Psionic Resistance, Extreme Toxic Resistance. Minor Energy and Cold resistance.)

T5: Deflector Shields: (High Lethal and Fire Defense, moderate Smash and Dark Defense, extreme Psionic defense. Toggle.)

T6: Combat Overclocking: (Taunt aura, your attacks inflict a small damage extra damage proc with another stack of said damage proc being inflicted on each attack you successfully land for every enemy in the aura's range up to ten.)

T7: Self Repair (Ghetto Dull Pain, moving on)

T8: Dynamo Leech: (Passive Recovery bonus, and when you're attacked you have a small chance to get small infusions of endurance as you absorb the energy of the attacks into your core functions.)

T9: Implacable Terminator: (Toggle to irresistably slow yourself down to gain a regeneration bonus as you shift energy into repairing your functions regardless of what's thrown at you, also adds resistance to debuffs and immunity to any further slows such as glue or caltrops. Playing the Terminator theme is optional.)

 

Stalker/Sentinel: TBD 

 

And a threequel while I'm at it too:

 

Toxic Aura:

 

Design Intent: I felt that Fiery Aura's lonely nature as the sole "stave off death by killing them first" set was something to be rectified. Toxic Aura primarily mitigates through absorbtion, regeneration, debuffs, and simply making the enemy die painfully before they ever get a chance to maul you. It's probably not the best set for a pure tanking build, and robots/golems/stone enemies are going to laugh off the offensive and debuff mitigation. This set also lets you shrug off what few enemies in the game actually do toxic damage too with some of the most extreme resistance in the game. Like, almost completely shrug off because it'll be almost brain dead easy to cap toxic resist with this set. Let the vazzhies puke on you all they want, you're not going to give a single solitary frick about their poison.

 

Unfortunately it only offers toxic resist; no not even a little Smash/Lethal resist (you get a bit of defense though). All other mitigation comes entirely from debuffs, regeneration, absorbs, and a little bit of defense as all your gas makes it kind of hard to see you. The -damage debuff helps but is not are reliable as true resistance as they are generally smaller percentages than resistance of the same magnitude as -damage affects all damage equally and can also help other players besides you and thus needs to be lower; and it also needs to hit your enemies first. You primarily rely on making things dead first. It's not a set for AFK tanking but it can help with doing the things the ATs can use it need to do and your team will probably appreciate the less selfish nature of -damage vs self resistance.

 

Toxic Aura: You are a walking chemical disaster area that few enemies can even stand to approach lest they be felled by the virulent mixture of poisons surrounding you. Those brave enough to venture near you must still contend with various weakening ailments that can take much of the fight out of them as well as your chemical ladened form's disgusting capacity to recover from injuries. You are also nearly immune to other toxic attacks, but are otherwise lacking in most forms of damage mitigation for those enemies who can bear your virulent clouds and may struggle with enemies who can stay away from you. You also lack protection against blows that sweep you off your feet.

 

Scrapper/Brute/Tanker

 

T1: Protective Smog (Toggle, Res (Extreme) Toxic, Def S/L (Minor), nearby enemies take a small damage penalty.)

T2: Insidious Vapours (Toggle, PBAoE, Minor Toxic)

T3: Twisted medicine (Passive, +Regen and +Recovery)

T4: Walking Disaster (Passive, +(Extreme) Toxic resistance, enemies struck by you take a penalty to damage and max HP)

T5: Sarin Surgery (Self, PBAoE +Absorb, Heal; Minor Toxic damage over time, inflicts a damage penalty on afflicted enemies)

T6: Malicious Clouds (Toggle, Taunt Aura. Each enemy within the Aura's field of effect takes a stacking damage penalty; with an additional proc for every nearby enemy; to up to ten: upon which they are doing 80% of their normal damage.)

T7: Poisoning Blows (Self, gives all attacks a proc that reduces enemy damage)

T8: Phosgene Phoenix: (Self resurrection, leaves an AoE patch that causes enemies afflicted by it to be poisoned and take a penalty to damage and to hit to give you some time to reorient yourself. Compared to Rise of the Phoenix, the overall damage is significantly lower as the true meat of the self-res is in its ability to weaken enemies to give you breathing space.)

T9: A Silent Spring (Temporary toggle that not just follows you but lingers where you've been before; dealing moderate toxic DoT over time and afflicts every enemy nearby with a hold as they puke their guts out. Starting at magnitude 1 and refreshing itself in five second pulses. Good for stopping trash mobs in their tracks and should you tie down higher level enemies such as bosses long enough; they're probably going to vomit later themselves.)

 

Stalker/Sentinel: TBD

 

 

Melee Sets

 

Toxic Melee. 

 

Design Intent: Toxic Melee's big thing is damage over time and debilitating the enemy's damage output (whereas my planned corrosive sets are more about gutting the enemy's protective capabilities and my planned bio sets are about rampantly spreading AoE and ramp up), it is nasty and hard to resist and will typically leave enemies struggling to fight back as their damage is weakened and their max HP drops.  It has a healthy mix of AoE and ST damage  as well as some controls. 

 

Fluff: You have the gift of a poisonous touch that very few living things can bear to stand up to. You don't hit the hardest up front, but you don't need to as almost nothing walks away from even the smallest touch of yours without lasting damage; while your foes will grow weaker and weaker as your poison courses through them. You are a versatile melee combatant who is capable against any number of foes, but the inorganic or similarly poisonous foes who can resist your toxic touch will give you no end of trouble.

 

(This is the brute tree)

 

Special mechanic: Poisoned. Nearly all Toxic Melee attacks inflict a "poisoned" proc on an enemy that causes them to take a damage and max HP penalty. Three poisoned stacks also cause a disorient. Five also cause a hold.

 

T1: Poisonous Touch (Melee, Single target, Fast Animation, Minor Toxic damage, minor Toxic DoT; inflicts one poisoned proc)

T2: Toxic Lash (Melee, cone. Fast animation, minor toxic damage, minor Toxic DoT. inflicts one "poisoned" proc.)

T3: Venemous Injection (Melee, Single Target, Medium Animation. Moderate Lethal/Toxic Damage. Moderate Toxic DoT. If an enemy has the poisoned proc already on them, Venemous Injection inflicts two poisoned procs)

T4: Venom Dosage (Self, Toggle, Moderate +Damage, Gain an additional poisoned proc on each hit, Minor +To Hit, ) 

T5: Venemous Bite (Single Target, High Toxic/Lethal/Smash damage, Superior Toxic over time, inflicts two poisoned procs)

T6: Taunt

T7: Mustard Gas (Short range cone, Moderate Toxic Damage, High Toxic DoT. Inflicts three poisoned procs.)

T8: Neurotoxic Syringe (Single target, superior toxic/lethal damage, extreme Toxic DoT, Inflicts five poisoned procs.)

T9: Ypres Offensive/Vomit Comet (TPBAoE, creates a lingering patch of superior toxic damage with a lingering toxic DoT and inflicting two poisoned procs every five seconds in a pulse.)

 

Bio-Melee

 

Design Intent: Do you like Nidus from Warframe? You get Nidus from Warframe.  This set is meant for ramp up and AoE. It starts off weak without mutation stacks and builds into something considerably more dangerous over time. It also is meant to help you stay around as you chew your way through hordes of enemies.

 

Bio-Melee: You are an abomination of writhing tissue and disgusting growths whose devastation will spread through the ranks of your enemies like the Virus you are. You are like an infection, weak at first but escalating into something far more terrible if not stopped before you spread.

 

Special Mechanic: Mutation. Bio-Melee attacks start out weak and unimpressive, but each defeated enemy has a chance to give a stack of mutation (up to ten) that offers enhanced damage (to a total of 100% extra damage). Some attacks also gain additional effects when a certain number of Mutation stacks are gained. Mutation stacks are gradually lost over time, and all mutation stacks are lost upon being defeated.

 

T1: Virulent Bite: (Melee, Single Target. Minor lethal, minor toxic. Gains life steal on 3 stacks of mutation.)

T2: Writhing Pull: (Short range, Single Target. Minor smashing/toxic damage, pulls enemy towards you. Gains disorient on 2 stacks of Mutation) 

T3: Virus Stomp: (Short narrow range Cone, Minor Toxic. Becomes a wide cone on 5 stacks of Mutation.)

T4: Self-Mutate: (Self, Gain one stack of mutation. Becomes build up on ten stacks of mutation.)

T5: Infectious Swipe: (Melee cone, Moderate toxic, minor smash. Afflicted enemies have a chance to spread "infection" that deals toxic damage to nearby enemies akin to disintegrate. Infection is guaranteed on 4 stacks of mutation.)

T6: Taunt. 

T7: Mutagenic Might: (Melee, Single Target. Moderate Smash, moderate toxic. Has a chance to give a mutation stack. Has a chance to proc +Absorb on 7 stacks of mutation.)

T8: Thy Flesh Consumed: (Target defeated enemy to consume their bodies to gain +regen. Also gives +recovery on 6 or more stacks of mutation.)

T9: Disgusting Fecundity (PBAoE patch, create pseudo-pet that spawns carrion creeper like tendrils that attack nearby enemies for toxic/smashing damage. Consumes all stacks of mutation with the time between pulses of new tendrils being reduced for each stack you had upon casting.)

 

 

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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I'm a sucker for a well defined powerset +1

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

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Cannibalising this post for my MM set ideas:

 

 

Mastermind Sets: (Copied and pasted from the thread for now, reformatting TBD)

 

Fire Elementals: Through various means you are able to call forth living embodiments of flame to serve you. Fire Elementals do substantial damage at any range but are weak to cold and are somewhat lacking in resilience. Special ability: Incineration; if a target is already taking damage over time from fire attacks, they will take additional damage from other fire attacks.

 

T1: Flares (as per fire blast)

T2: Summon Fire Imp (modification of the fire control pet: starts with scorch and flares. First enhancement adds cremate, second adds fireball)

T3: Fire Blast (as per fire blast's version of the power)

T4: Feed flames (Basic enhancement)

T5: Fireball

T6: Summon Fire Elemental (Bigger flaming imp: starts with firesword and blazing aura. Equip adds warmth and incinerate. Enhance adds consume and burn)

T7: Accelerant (like a reskinned oil slick that keeps the ignition but trades the control for decreased fire resistance; sets up enemies for hurty damage)

T8: Summon Pyro Archomental (really big flaming imp. Starts with fire sword circle and fireball. Equip adds fiery cage, fire sword, and melt armor. Enhance adds rise of the phoenix and greater fire sword.)

T9: Prime Heat (higher level enhancement)

 

Ice Elementals: Through various means you can call forth the powers of winter to serve you and destroy your foes. Ice elementals are exceedingly resilient and slow down their foes substantially but are vulnerable to fire damage and somewhat slow. Special ability: Brittle cold, struck by multiple elementals (including the mastermind) gain a "brittle" proc that can allow 1.5x critical hits to be dealt to them with each proc of "brittle" increasing the chance of this by 5%.

 

T1: Ice Bolt (as per Ice Blast)

T2: Frostlings (Basically the winter horde enemy. Equip adds Ice Armor. Enhance adds Block of Ice.)

T3: Ice Blast (as per well...Ice Blast)

T4: Empower Cold (Equip power)

T5: Freeze Ray

T6: Summon Jack Frosts (Starts with Freezing Touch and Ice Sword. Equip adds Glacial Shield and Breath of Frost. Enhance adds Wet Ice and Ice Patch

T7: Stay Frosty (Targeted AoE with hold and minor DoT over time; every held enemy defeated while held has a chance to spawn a frostling)

T8: Summon Hellfrost: (Starts with Ice Sword and Greater Ice Sword. Equip adds Energy Absorbtion, Wet Ice, and frostwork. Enhance adds Freezing Aura and Hibernate.) 

T9: Permafrosting (Enhance power)

 

Electric Summoning: Creatures of the rawest electric power are yours to command, wreaking havoc with their energy attacks and endurance draining. Electric Summoning's pets are fast and have strong resistances, but lack defence and struggle with energy resistant enemies and are lacking in range attacks. Special: Energy leech, a portion of endurance drained by pet and mastermind attacks is redistributed back to the mastermind and all their pets.

 

T1: Charged Bolts (as per electric blast)

T2: Summon Gremlins (Start with charged brawl and electric armor. Equip adds conductive shield. Enhance adds Jacob's ladder)

T3: Lightning Bolt (As per electric blast)

T4: Volt transformation (Equip power)

T5: Ball Lightning

T6: Voltaic fiend (Bigger gremlins with energy wing SFXes. Start with Havoc Punch, Charged Brawl and electric armor. Equip adds conductive shield and lightning field. Enhance adds thunder strike and chain induction.)

T7: Kremzeek! (PBAoE, drains a lot of end from enemies; has a chance to spawn a Voltaic Sentinel with every certain amount of End Drain.)

T8: Surge Destructor (Really big gremlin with energy wing SFXes. Starts with Charged Brawl, Havoc Punch, and electric armor. Equip adds conductive shield, lightning field, and jacob's ladder. Enhance adds thunder strike, and power surge)

T9: Up the Amp (Enhance power)

 

Radioactive Command: Through one mean or another, those creatures mutated or with special connections to the power of the atom are yours to command to destroy your foes with intense, lethal radiation. Your mutants are resilient if slow, and their ability to weaken enemies afflicted by their radiation is not to be underestimated.  Special ability: Radiation sickness, as enemies take more and more damage from the radioactive shivans and their mastermind, they gain stacks of radiation sickness which lowers their damage.

 

T1: Neutrino Bolt (As per radiation blast)

T2: Summon Mutate (Starts with Contaminated Strike and Neutrino Bolt. Equip adds radiation infection. Enhance adds enervating field.)

T3: X-Ray beam (as per radiation blast) 

T4: Radioactive Mutation (Equip power)

T5: Electron haze (as per radiation blast)

T6: Summon Mutate Crusher (Starts with Contaminated Strike and Radioactive Smash. Equip adds radiation therapy and beta decay. Enhance adds Proton Sweep and Radiation Siphon.)

T7: Mutate Fallen (cast on a defeated enemy to gain another mutant pet depending on their rank as the mutagenic energies turns them into one of your own)

T8: Summon Mutate Obliterator (Starts with Electron Haze and Neutron Bomb. Equip adds Accelerate metabolism, cosmic burst, and fallout. Enhance adds Ground Zero and EM Pulse.) 

T9: Radioactive Augmentation (Enhance power)

 

Steampunk Automatons: You make use of clanking hissing machines that while perhaps more outdated looking than more "conventional" technology, are impressively resilient with strong defense and resists but are rather slow. Special ability: Recycling. Any time a Steam automaton is defeated, the others will heal for a portion of their fallen comrade's total hitpoints and gain a small buff to damage, to hit, and defense as they make use of their parts.

 

T1: Steam Rifle (Like the Nemesis Rifle)

T2: Automatons (Calls up Nemesis Jaegers with some recolouration for ease of identification's sake. Starts with Jaeger Gun and Jaeger Mace. Equip adds Jaeger Saw. Upgrade adds Jaeger Cannon. Third Jaeger uses gas grenades instead of Jaeger Gun.)

T3: Storm rifle (Like the Nemesis weapon.)

T4: Tinkering (Equip power)

T5: Gatling Gun (Dakkadakkadakka!)

T6: Mechanical Man (Calls up a somewhat reskinned/touched up Clockwork Prince, perhaps reusing the pre-GR clockwork models? Starts with Lance Rifle, Storm Rifle, and Bayonet. Equip adds Gatling Gun and Flamethrower. Enhance adds Vengeance and Acid Mortar)

T7: Implacable Brass (Temporary buff to pets that makes them immune to most status effects and seriously amps their regeneration rate for about thirty seconds.)

T8: Brass Hulk (Calls up recoloured/skinned Nemesis Warhulk. Starts with flamethrower, storm cannon, and shred. Equip adds Gas Grenade, Nemesis Gas, and Gatling gun. Enhance adds footstomp, staff bolt, and invincibility.) 

T9: Reclocking (Enhance power)

 

Earth Elemental Summoning: You call upon the powers of the Earth itself to do battle for you in the form of mighty elementals who are slow but almost indestructible and can shrug off most attacks thrown their way. Special ability: Rubble, for each enemy defeated by the mastermind or their pets, they gain a stack of "rubble" which temporarily adds 5% resistance to most forms of damage and may stack up to five times.

 

T1: Stone Spears (As per Earth assault)

T2: Summon Rock-Men. (Summons rock monsters with some high resists and defense with stone mallet and stone fist as their attacks. Equip adds stone spears. Enhance adds stone prison.)

T3: Hurl boulder (another basic ranged attack)

T4: Fossilize Earth (equip power)

T5: Fissure (As per Earth assault)

T6: Summon Earth Elementals (Starts with Hurl boulder and heavy mallet. Equip adds mud pots and seismic smash. Enhance adds stalagmites and fault)

T7: Rock your world (Causes an earthquake that also periodically summons Rubble Underlings for every enemy in range in pulses.)

T8: Summon Terran Archomental (Starts with Taunt, earth's embrace, earthquake and seismic smash. Equip adds tremor, fissure, and volcanic gasses. Enhance adds footstomp, knock out blow.)

T9: Lords of Stone (Enhance power)

 

Psionic Acolytes: You are the master of a cabal of psions who have cultivated their powers carefully to destroy their foes by turning their strengths against them. Few foes can resist your power even if you are somewhat on the fragile side.  If a target is hit while still afflicted by a status effect from either the MM or the pets, that attack will do additional psionic damage over time and potentially proc confusion or add another magnitude to the status effect (if it is a nondamaging CC ability.)

 

T1: Levitate (As per mind control)

T2: Psionic Initiates (Start with Levitate and Subdue. Equip adds dominate. Enhance adds confuse. Initiate costumes are made to resemble the Initiates in Red Alert 2: Yuri's revenge)

T3: Dominate (As per mind control)

T4: Knowledge is Power (Equip power)

T5: Psychic Scream (as per psionic assault)

T6: Psionic Adepts (Start with Psi-Blade, Hide, and Psi-Blade Sweep. Equip adds boggle and world of confusion. Enhance adds greater psi-blade and psychic scream) 

T7: Mind Control (Can "reverse betray" non-objective vital enemies into becoming pets if they are already held and not AV rank or higher.)

T8: Psionic Master (Starts with Deceive, Flash, Phantom Army. Equip adds spectral terror, terrify, total domination. Enhance adds Phase shift, synaptic overload.) 

T9: Enlightenment (Enhance power)

 

Mystic Circle: You are the master of a circle of mages who possess a large variety of capabilities that will make them useful in most situations to make you a jack of all trades. However you may fall behind more specialised masterminds and mages are quite fragile as a rule. The more mystics (including the master mind) are attacking the same target; the higher of a damage boost they gain as their spells' energies are pooled together.

 

T1: Staff Bolt (Basically Arcane Bolt.)

T2: Mystic Apprentices (First mage uses energy attacks and starts with light bolt and power bolt. Equip adds power push and enhance adds power burst. Second mage uses stone prison and fossilise. Equip adds stone cages and enhance adds quicksand. Third mage uses arcane bolt and time crawl. Equip adds temporal mending and enhance adds temporal selection.)

T3: Staff Lightning (Mu lightning basically)

T4: Arcane Lore (equip power)

T5: Staff Orb (targeted AoE.)

T6: Wizards (First mage uses Gloom and Twilight Grasp. Equip adds Tar Patch and Dark Pit. Enhance adds Tenebrous Tentacles and Darkest Night. Second mage uses O2 boost and Water burst. Equip adds Whirlpool and Snowstorm. Enhance adds Freezing Rain and Dehydrate)

T7: Spell of Warding (PBAoE buff that heals allies within and gives them damage absorbtion to help with the squishiness of your wizards)

T8: Archmage (Uses Flashfire, Impale, and Resurrect. Equip adds Bonfire, Thorntrops and Clear Mind. Enhance adds Fire Imps and Fortitude)

T9: Mystic Mastery

 

Hard Light: You are able to call forth energy beings made out of "solid energy" that have strong defenses and can knock aside and disorient their foes with their attacks. They also provide strong defensive boost to allies. Special Ability: Power Amp. Every time an enemy is hit by the mastermind or their pets there is a chance that they will be marked for power amp. If defeated while power amp is up, the mastermind and their pets may gain a small amount of endurance (2 points) and increased damage (5%) and defense (1.5% all but psi typed) per stack of power amp that was on the enemy before they were defeated. 

 

T1: Power Bolt (as per energy blast)

T2: Energy Being (Starts with Energy Bolt and Bone Smasher. Equip gives kinetic/power field. Enhance gives deflection shield.)

T3: Power blast (as per energy blast)

T4: Intensify illumination (Equip)

T5: Power Burst (As per energy blast)

T6: Luminous Ally (Starts with power burst, sniper blast. Equip gives build up and boost range. Enhance gives explosive blast, and insulation field)

T7: Force Surge (PBAoE defense and damage buff)

T8: Greater Energy Form (Starts with Bone smasher, Whirling Hands, and Power Torrent. Equip gives kinetic/power field, total focus, and repulsion bomb. Enhance gives energy drain and nova.)

T9: Energy Augment (Enhance power)

 

Alien Warriors: Through unknown means, you have come to count a number of extraterrestrials with advanced technologies as your allies. Alien Warriors are resilient and deal superior energy and psionic damage but are quite endurance hungry and may have trouble in long fights.  Special: Xeno-control, your alien warriors are able to subvert the systems of enemies and sabotage their functions, giving a chance for a proc of "malfunction" that will cause enemies to inflict self damage upon themselves when attacking after being hit with attacks by the mastermind of pets.

 

T1: Alien Plasma blast (Basically the rikti rifle power)

T2: Alien Troopers (Starts with Alien Plasma Blast and alien sword. Equip adds radiation emission. Enhance adds protection fields for +def to all.)

T3: Rapid Pulse Blast (rapid rikti plasma pistol shots from the alien rifle, does more damage over time)

T4: Xenological Arsenal (Equip)

T5: Bio-Force Cannon (It's basically the BFG 9000's blast, targeted AoE.)

T6: Alien Shock Troops (Starts with rapid pulse blast and greater alien sword. Equip adds psychic scream and Dominate. Enhance adds Mind Link and Accelerate Metabolism.)

T7: Telefragging (Teleports in a Turret that uses beam rifle attacks on everything in sight until it expires.)

T8: Alien Overlord (Starts with Bio-Force Cannon, Greater Alien Sword and Confuse. Equip adds Fusion Pulse, Fusion Explosion, and Psionic Tornado. Enhance adds Alien sword sweep, and protection field.)

T9: Alien devices (Enhance)

 

Nether/Umbral Summoning (What's that you say? Necromancy is already dark themed? Worry not! This is themed after shadows and dark control/miasma's pets and the black swan shadows; not the living dead!): You call upon the sinister shadowy power of the Netherrealm or from the invisible domain of darkmatter and dark energy or even perhaps the umbral energies of the cosmos to lay your foes low with shadowy powers. Special: Essence feeding, the mastermind and their pets gain a 10% regeneration and recovery buff for each defeated enemy they are within 30 feet of. 

 

T1: Ebon Eye (as per Warshade primary)

T2: Minor Shades (Using either the dark control shade or black swan minor shadow model. Starts with Star Punch and Shadow Bolt. Equip adds Orbiting Death. Enhance adds shadow blast.)

T3: Shadow Blast (as per Warshade primary)

T4: Dark benediction (Equip power)

T5: Dark Detonation (As per Warshade primary)

T6: Shades (Using either the black swan shadow or dark miasma dark servant models. Starts with Gravimetric Snare and Twilight Grasp. Equip adds Shadow Fall and Dark Detonation. Enhance adds Fearsome Stare and Soulstorm.)

T7: Void Pit (Summons a pseudo-pet that will pulse a PBAoE confuse effect that causes minor-moderate negative damage over time while also applying the possess SFX every 10 or so seconds in a 10 foot radius for 30 seconds.)

T8: Shadow Monster (Using the Master Shadow, Umbral Beast or perhaps another model. Starts with Black Dwarf Strike and Smite. Equip adds Essence Drain, Gravity Well, and Sunless Mire. Enhance adds Dark Consumption and Soul Drain.)

T9: Umbral Ascension (Enhance power)

 

Shrieker Command: You are the commander of a number of beings capable of unleashing powerful sonic attacks that will quickly liquidate the ability of your enemies to resist further damage, letting your cacophony tear apart even durable enemies.

 

T1: Shriek (As per Sonic Attack)

T2: Shriek Bat (Starts with Shriek and Sonic Siphon. Equip adds Sonic Barrier/Haven. Enhance adds Scream.)

T3: Scream (As per Sonic Attack)

T4: Sonic Amplifier (Equip power)

T5: Howl (As per Sonic Attack)

T6: Screaming Meanie (Starts with Howl and Shockwave. Equip adds Sonic Cage and Disruption Field. Enhance adds Amplify and Sonic Grenade.)

T7: Sound-Room (AoE patch that gives pets within a chance to critical hit)

T8: Moaning Myrtle (Starts with Screech and Dreadful wail. Equip adds Sonic Dispersion, Sonic Repulsion, and Clarity. Enhance adds Dreadful Wail and Liquify.) 

T9: Bass Drop (Enhance power)

 

 

 

 

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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I love this as well... +1 inf for the time you’ve taken to present the intent of the set as well as carefully present the powers

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

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I love this as well... +1 inf for the time you’ve taken to present the intent of the set as well as carefully present the powers

 

Thanks! I have a history in RTS unit design so I take the kind of approach I learned from concepting ways to make every unit a player might use in a faction feel unique and necessary as well as giving each faction its own identity and apply it to my philosophy in power set design.

 

I also decided against giving it a standard build up with a big chonky +80% to its damage because I felt that giving the set a big bursty short duration boost ran counter to its design intent of being something that killed over time. You trade the big burst of build-up/concentrate/focus/why are there so many different names for the same power(?!!!?) for a weaker but more consistently active buff.

 

Stalkers probably would have conventional build up though since big bursty rapid onset death is kind of their thing.

 

 

_________________________________________________________________________________________________

 

Cannibalising this post for part 2 of MM set ideas.

 

Water Elemental Summoning: You call upon the force of the waves themselves to crush your foes and drown them beneath the fury of the ocean itself. Water Elementals have generally good resilience and are deadly at all ranges, as well as having substantial area of effect. However, Water Elementals can struggle somewhat with singular strong opponents.  Special ability: Tidal Power.

 

T1: Aqua Bolt (As Water Blast)

T2: Minor Water Elemental (Starts with Aqua Bolt and an attack that uses Jab's animation that also does some cold damage called "watery smash." Equip adds Hydro Blast. Enhance adds Water Burst.

T3: Hydro Blast (As per Water Blast)

T4: Water Purification (Equip power)

T5: Water Burst (As per Water Blast)

T6: Water Elementals. (Starts with Whirlpool and Dehydrate. Equip adds Tidal Forces and a reworked Bile Spray that does cold/smashing instead of toxic damage called "water jet". Enhance adds a cone melee attack that uses Psi-blade sweep's animation called "Aquatic sweep" and another that uses Crack Whip's with somewhat longer range but less damage called "hydro-lash"; both doing cold/lethal damage.)

T7: Maelstrom (AoE Pseudopet that randomly casts a cold/lethal variant of school of sharks to attack anything nearby while doing cold/smashing DoT to anything within a certain radius of it.)

T8: Water Archomental. (Starts with Water Jet and Steam Spray. Equip adds Water Spout, Spirit Shark Jaws (doing cold/lethal instead), and Tsunami (reskinned power torrent with greater cold/smashing damage and a wide cone). Enhance adds Geyser and Hydro-punch (re-sound effected Knock Out Blow)

T9: Supremacy of Water (Enhance power)

 

Air Elemental Summoning: The Winds and Storms are yours to command as you unleash the full fury of the atmosphere upon your enemies all. Air elementals are fast and have high defense as well as strong control capabilities, but are somewhat lacking in damage and should their defense be bypassed; are alarmingly fragile. Special ability: Pressure building.

 

T1: Updraft (As per wind control, numbers probably adjusted to do more damage))

T2: Minor Air Spirit (Starts with Updraft and Air Superiority. Upgrade adds Downdraft. Enhance adds O2 boost.)

T3: Downdraft (As per wind control, numbers probably adjusted to do more damage.)

T4: Rising Wind (Equip power)

T5: Desert Wind (As per Scirocco)

T6: Air Elemental (Starts with Thundergust, and Microburst. Equip adds Desert Wind and Hurricane. Enhance adds Air Superiority and Flurry)

T7: Dust Devils (As per Scirocco)

T8: Air Archomental (Starts with Updraft, Downdraft, and Thunder gust. Equip adds Vacuum and Keening Winds. Enhance adds Tornado and Dust Devils.)

T9: The Wind unleashed (Enhance power)

 

Heavy Troopers: Your connections, resources, and power let you call upon an elite squad of heavily armoured and extremely durable power armoured soldiers who pack weapons most ordinary men could never carry. Special: Uplink (For every pet within supremacy radius, the chance of proccing a mind-link every 30 seconds rises by 5% from a base of 5%.)

 

T1: Heavy Barrel Snapshot (As per Heavy Barrel power)

T2: Heavy Trooper (Starts with Warworks Plasma Burst and Plasma Punch. Equip adds plasma grenade. Enhance adds triage beacon.)

T3: Heavy Barrel HE Round (As per Resistance Heavy barrel power)

T4: Heavy munitions (Equip)

T5: Heavy Barrel SABOT round (as per Heavy Barrel power)

T6: Missile Troops (Starts with EMP rockets and missile barrage. Equip adds missile volley and nerve gas rockets. Enhance adds siphon speed and speed boost.)

T7: Orb Reinforcements (brings down three temporary battle orb pets)

T8: Heavy Assault Suit (Starts with Air Bomb and Energy Barrage. Equip adds plasma grenade, plasma blast, and seeker drones. Enhance adds total focus and tear gas.)

T9: Augmented Arsenal. 

 

Golem Crafting: Through careful practise and efforts you have created a number of golems with which to accompany you into battle. Golems are primarily melee ranged and are among the slowest of pets but are resilient to nearly all forms of damage; especially psionic damage. Special ability: Immunity, Golems have the same degree of status resistance as a character under the effects of active defense, and when in supremacy radius of the MM; pass this onto the Mastermind as well.

 

T1: Luminous Bolt (As per carnival of war)

T2: Lesser Golem (Starts with Luminous Fists and Luminous Strike. Equip adds Luminous Whirl (carnival of light flavoured whirling hands). Enhance adds Luminous barrier.)

T3: Incadescant Burst (As per carnival of war)

T4: Golem arsenal (Equip power)

T5: Spear of Light (As per Carnival of Light)

T6: Golems (Starts with Luminous barrage and Solar Flare. Equip adds Luminous Stun and Luminous Whirl. Enhance adds Luminous Strike and Brilliance.)

T7: Animate Object (Calls up a random selection of animated swords, staffs, maces, axes, or titan weapons to fight for you temporarily.) 

T8: Greater Golem (Starts with Hack and Slice. Equip adds Luminous Barrier, Whirling Sword, and Radiance. Enhance adds Coruscating Thrash and Energy Transfer.)

T9: Golem Mastercrafting (Enhance power)

 

Pirates: Ahoy matey, ye be tha captain of a fine crew that plunders the seven seas in search of booty. Arrr, yer pirates be a collection of scurvy dogs with tremendous versatility ta scour the lands fer yer gains. But ye need ta be careful; yer crew don't be tha toughest lot so make sure ta keep good care of them.  Special Ability: Yarr, ye crew be gifted with tha power of Booty where they be gettin' a chance ta placate an enemy with yer shiny treasure; with a base o' zero percent, but gainin' two and a half percent per enemy defeated within tha last sixty seconds.  Arr!

 

T1: Blunderbuss (Basically buckshot)

T2: Scurvy Dog (The first pirate you get uses a pistol and a gun with Scirocco like animations; using hack and a pistol shot that does mechanically similar damage to single shot. Equip lets them use slice, enhance lets them throw a burning grenade. The second pirate uses a deck gun that comes with a large storm rifle like shot that causes KD and heavy single target damage, and they can use a bayonet, equip gives them a wider cone "spread shot" blast while the rusty projectiles launched by the cannon cause toxic damage over time, enhance fires a piercing shot like heavy barrel SABOT rounds. The third pirate is a Sea witch who can use Aqua Bolt and Heal Other. Equip gives them Water Burst. Enhance gives them School of Sharks.)

T3: Grape shot (Cone ranged attack, deals some toxic DoT after impact due to poisoned/rusted munitions)

T4: Fruit of Plunder (Equip)

T5: Pepperbox (Fires multiple bursts in rapid succession as you stuff the blunderbuss with more ammo. Reduces defense and resistance as well as doing hefty lethal damage).

T6: Shiphands (First one is a Powder Monkey with dual pistols that always fire flaming ammunition, starting with pistols and dual wield. Equip adds empty clips and bullet rain. Enhance adds suppressive fire and executioner's shot. Second one is a swash buckler with dual blades, starting with nimble slice and power slice,  then gaining ablating strike and typhoon's edge with equip, and then finally blinding feint and vengeful slice.) 

T7: Release the Kraken! (Basically a reskin of carrion creeper vines as you let loose a sea monster's tentacles on your foes)

T8: First Mate (Starts with Freezing Rain and O2 boost, Equip adds hurricane, jolting chain, and chain fences. Enhance adds Lightning Storm and Water Spout)

T9: Piece of Eight (Enhance power)

 

Mafioso: You're considered a Don of formidable repute who commands made men, is owed the fealty of many capos, and has their fingers in the city's pies. And like a proper modern mafioso, your consumption of special side effectless superadine has given you powers over gravity to show wise guys the dangers of messing with you. Special Ability: The Goods: Due to the usage of "clean" supes, your made men have heightened regeneration and recovery and are less reliant on healing; and using your powers gives them a modest boost to regeneration and recovery.

 

T1: Crush

T2: Made-Men (First is a buckshot with Slug and Boxing. Equip adds Buckshot. Enhance adds 12 gauge. Second is a tommy gunner with burst and kick, then heavy burst from equip, and then full auto from enhance. Third Made-man is "muscle" and instead has Initial Blow, Heavy Strike; gets sweeping cross from equip, and gets rib cracker from enhance.)

T3: Lift (As per Gravity Control)

T4: These apples (Equip)

T5: Gravity distortion (As per gravity control.)

T6: Capos (First is a "Muscle" Capo with Jab and Punch, Equip gives Haymaker and Handclap, Enhance gives Knockout blow and Hurl. Second is a hitman with sniper rifle and aim, equip gives them build up and tactics, enhance gives them flashbang and bean bag.)

T7: Supes Cut (PBAoE recovery, regeneration, and resistance buff.)

T8: Consigliere (Starts with Gravity Distortion and Crush. Equip gives them Propel, Crushing Field, and Distortion Field Enhance gives them Temporal Selection and Farsight)

T9: Offers you can't refuse (Enhance power)

 

In need of serious overhaul (I.E I think they're weird and need retuning or were designed before I had solid ideas that would better complete them) 

 

Angel Summoning: You summon celestial beings to the material plane to do battle with your foes; their golden and pleasing forms descending from the heavens to smite your foes.  .

 

T1: Radiant Beam (Minor energy, minor psionic DoT. -Def)

T2: Summon Guardian Angels (1st is a Radiant angel, using a glowing sword and shield: first attack is hack that also does energy damage, second is slice that has half of its damage turned into energy. Equip adds slash with energy damage. Enhance adds parry with energy damage.  2nd is a Frigid angel, starting with frozen fists and ice sword. Equip adds hoarfrost. Enhance adds frost. 3rd is a Diviner Angel, starting with mental strike and psi-blade. Equip adds boggle. Enhance adds Psi-blade sweep.)

T3: Lance Beam (High energy damage, Psionic DoT, -Def, Knock Up)

T4: Vestments of the Host. (Equip)

T5: Lance Strike (Cone, Energy Damage, Psionic DoT, -Def, Knockup)

T6: Summon Angels (1st is a Frost Angel, Starting with Ice Sword and Ice Shield. Equip adds Greater Ice Sword and Glacial Shield. Enhance adds Freezing Touch and Arctic Fog. 2nd is a Flame Angel starting with Fire Cages and Incinerate, Equip adds Hot Feet and Combustion, Enhance adds Cinders and Blaze.) 

T7: Redemption (takes a defeated enemy and resurrects them as an ally). 

T8: Summon Archangel. (Summons a Radiant Archangel with dual blades that do Energy/Psionic damage. Starts with Nimble Slash, Ablating Strike, and Blinding Feint. Equip adds Typhoon's Edge, vengeful slice, and sweeping strike. Equip adds one thousand cuts, regeneration aura, and recovery aura.)

T9: Armaments of Heaven (Enhance) 

 

Experimental Horrors: Your creations are the stuff of nightmares and are shambling masses of nightmarish flesh and other substances given obscene life. Experimental horrors heal quickly and are largely self sufficient and carry potent debuffs and fear, but as most of their damage is toxic they may struggle against mechanical foes and their range is generally limited.  Special ability: Experimental Horrors are hideous and disturbing creatures and have a chance to proc fear with each successful hit.

 

T1: Venom Bolt (As per Tarantulas)

T2: Monstrosity (Starts with hardened carapace, skewer, and envenom. Equip adds environmental modification and thorny darts. Enhance adds evolving armor and spine burst.)

T3: Venom burst (as per tarantulas)

T4: Mutagenic empowerment (Equip power)

T5: Impale (As per thorny assault)

T6: Grotesque (Starts with Neurotoxic Breath, hardened carapace, hide, and Assassin's Lunge. Equip adds assassin's impaler, environmental modification, and elixir of life. Enhance adds evolving armour, weaken, and impale.)

T7: Mass adaptation (gives all your pets adaptation and lets you decide which one to use)

T8: Abomination (Classified as a brute. Starts with Hardened carapace, environmental modification, impale, quills. Equip adds evolving armour, ripper, ablative carapace, and DNA siphon. Enhance adds throw spines, genetic contamination). 

T9: Evolution (enhance power) 

 

Circle of Knights: You are a master of an order of knightly warriors whose resilience is virtually unmatched and whose great power in melee is held back only by most of their damage being smashing or lethal. Knights are also able to use taunt and confront powers to control the flow of battle. Special Ability: On my Honour: Knights will protect their liege with their lives; giving stacking defensive bonuses to the mastermind when in supremacy radius. 

 

T1: Crossbow bolt (basic crossbow attack)

T2: Call man at arms (Calls a shield defense scrapper. The first uses broadsword, the second battle axe, and the third war mace. They start with Hack/Beheader/Bash deflection/battle agility, and confront. Equip adds phalanx fighting and Slash/Chop/Pulverize. Enhance adds grants cover and Slice/Gash/Jawbreaker.)

T3: Empowered Quarrel (stronger crossbow attack, takes longer to fire)

T4: Raiments of battle (equip power)

T5: Repeating crossbow (Cone AoE). 

T6: Call Knight. (Calls a Staff Fighting/WP Brute using the polearm skin. Starts with Mercurial Blow, Precise Strike, and the first two WP powers. Equip adds taunt, guarded spin, and indomitable will. Enhance adds Eye of the storm, rise to the challenge, and quick recovery.)

T7: Clarion Call. (Heals all knights somewhat and gives them a general and modest buff to all stats for the duration as you press them to fight with all their strength.)

T8: Call Paladin. (Calls an Invuln/Titan Weapons Tanker. Starts with the basic invuln resists, defensive sweep, titan sweep, crushing blow, and taunt. Equip adds temp invulnerability, unyielding, and follow through. Enhance adds invincibility, tough hide, rend armor, and whirlwind smash.)

T9: Knight's Vow (Enhance power)

 

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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Drain Psyche would be way too good on melee archetypes.

 

Hrm, I could replace it with something else then.

 

In any case: Here's Toxic Melee. 

 

Design Intent: Toxic Melee's big thing is damage over time and debilitating the enemy's damage output (whereas my planned corrosive sets are more about gutting the enemy's protective capabilities and my planned bio sets are about rampantly spreading AoE and self heals), it is nasty and hard to resist and will typically leave enemies struggling to fight back as their damage is weakened and their max HP drops.  It has a healthy mix of AoE and ST damage  as well as some controls. 

 

Fluff: You have the gift of a poisonous touch that very few living things can bear to stand up to. You don't hit the hardest up front, but you don't need to as almost nothing walks away from even the smallest touch of yours without lasting damage; while your foes will grow weaker and weaker as your poison courses through them. You are a versatile melee combatant who is capable against any number of foes, but the inorganic or similarly poisonous foes who can resist your toxic touch will give you no end of trouble.

 

(This is the brute tree)

 

T1: Poisonous Touch (Melee, Single target, Fast Animation, Minor Toxic damage, minor Toxic DoT; inflicts "poisoned" proc that reduces enemy damage and reduces max HP.)

T2: Toxic Lash (Melee, cone. Fast animation, minor toxic damage, minor Toxic DoT. inflicts "poisoned" proc.)

T3: Venemous Injection (Melee, Single Target, Medium Animation. Moderate Lethal/Toxic Damage. Moderate Toxic DoT. If an enemy has the poisoned proc already on them, Venemous Injection inflicts a brief hold as they have to go through the vomiting animation.)

T4: Venom Dosage (Self, Toggle, Moderate +Damage, Moderate +Recharge, Minor +To Hit) 

T5: Venemous Bite (Single Target, High Toxic/Lethal/Smash damage, Superior Toxic over time, inflicts the poisoned proc and has a chance to induce Nausea and disorientation)

T6: Taunt

T7: Chem-Spray (Short range cone, Moderate Toxic Damage, High Toxic DoT. Has a chance to disorient.)

T8: Neurotoxic Syringe (Single target, superior toxic/lethal damage, extreme Toxic DoT, induces nausea and poisoned proc.)

T9: Ypres Offensive/Vomit Comet (TPBAoE, creates a lingering patch of superior toxic damage with a lingering toxic DoT and poisoned proc that also induces nausea.)

 

What would be interesting with toxic melee is if you could build up toxin levels in your target to eventually hold/immobilize them.  I was kind of thinking, (since you were careful to differentiate it from corrosives), that this set would be more about neurotoxins - so shutting down a target's ability to move or react.  Perhaps it could work like "X number of poison counters triggers a slow, Y triggers a slow + -recharge, all the way to a full-on hold".  It would make this a great set for more prolonged fights...

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idothisoutofloveeeeee

 

TT3: Strength of Will (Auto mez protection high enough to be AV levels of resistant to status effects and additional psionic damage resistance, adds a minor psionic DoT proc to your attacks)

 

No.  Anti-mez powers are very rarely auto powers, and never in blanket form; having an endurance cost is a deliberate point of failure for them.  Similarly, damage-boosting powers in armor kits are essentially never auto powers.  That effect alone, as a click or toggle, is worth a power pick.  I'm not clear either if when you say resistance you're referring to the protection already there, or if you also mean this grants AV-level effect resistances, which would be another no.  This is an overloaded kitchen sink of a power for no clear reason.

 

T7: Drain Psyche (As per Mental Manipulation/Psychic assault)

 

Okay, but it's gonna cost you.  Drain Psyche is basically Instant Healing, except perma-able.  Putting it into a melee set moves you from "a layered set" to "a regen set," with about half of your budget blown on this one power.  Your other powers' defense and resistance numbers are going to be looking at WP with envy.

 

T9: Omega Barrier (Toggle for moderate +Def and +Res all but F/E, all enemies attacking while the Omega Barrier is up but miss take 25% of the damage they would have dealt had they hit before resistance is calculated as a portion of the attack is returned to sender, and enemies that successfully hit take a third of their attack's original damage from psychic feedback with a chance to confuse them.)

 

First, no because we can't do thorns with current tech.  Second, no because you just made Moment of Glory a toggle.  Third, no because you already have a Confuse aura and stacking the same mez as an AoE within an armor set is, itself, a sufficient power pick.  Each one of these is a sufficient "no" on its own.

 


 

On to the robots!

 

T2: Reinforced Chassis: (Typed def to all except Energy and Cold, high defense against Psi and extreme against Toxic. Passive.)

 

Toxic defense is not a thing.  Also, toxic damage includes poison and also things like acid and radiation.  It's weird that you made acid-proof robots.

 

T3: Determined to Terminate: (Toggle for resistance to holds, also resistant to slows like caltrops and extra debuff resistance to get across that terminator like feel of implacability)

 

There's nothing wrong with this power, but it's the only anti-mez power you list and grants no protection to anything.

 

T6: Combat Overclocking: (Taunt aura, gain a damage proc that deals small amounts of bonus smashing/lethal damage per enemy surrounding you on each hit you deal. Gain small amounts of positional defense and recharge bonus.)

 

Any power with an affect-enemy effect is automatically a taunt aura on Brutes or Tankers.  This means most sets have several taunt auras.  The few that don't have one get it slapped into their anti-mez toggle.  You can pick either defense or recharge bonus for your thing.  No on the proc.  If you want a damage aura just make a power that is that.

 

T7: Repair Protocols: (Toggle to irresistably slow yourself down to gain a regeneration bonus as you shift energy into repairing your functions, adds even more extra debuff resistance because you don't give a damn about anything)

 

I like this idea.  Make it your T9.  Rephrase it.

 

T9: Rise of the Machines (PBAoE debuff that guts every affected enemy's to hit, defense, and recharge as you use your mechanical supremacy to cripple their technology/magic/whatever it is they use.)

 

Okay, but it's on an unenhanceable 1000s timer, works about half as well as I think you're imagining, and lasts for 30s.


 

And now we're moving to

.

 

T1: Protective Smog (Toggle, Res+Smash, Lethal, (Extreme) Toxic, (High) Dark, Cold, Disorient, nearby enemies take a small to hit penalty.)

 

So you clearly looked at Fiery Aura's first power and were like... okay, but those numbers are just too high.  Let's water down the power by adding more things on to it!

 

So Fire Shield has four typed damage resists, one of which is very low; one mez protection because Fire's weird; and no enemy effect.  For a Scrapper it hits something like 35% on the 'good' resists and 12% on the bad one.  What you're going to get for your power is something like 2/3rds of those numbers thanks to the additional typed resist and the -tohit.  This is better than your Psionic set is looking, tbh, but still.

 

T2: Insidious Vapours (Toggle, PBAoE, Minor Toxic, enemies take a penalty to damage and defense)

 

No they don't.  Bio Armor is breakin' all da rulez by putting one of those effects on a below-average damage aura, and it pays through the nose for its weirdnesses.

 

T3: Twisted medicine (Passive, +Regen and +Recovery, Debuff and Hold/Disorient/Confuse/Sleep resistance)

 

Assuming you mean "protection," we had this talk already about passive powers.

 

T4: Walking Disaster (Passive, +(Extreme) Toxic resistance, +(High) Dark Resistance, +Psi resistance, Immobilise and slow resistance; enemies struck by you take a penalty to regen and recovery)

 

This is another kitchen sink power that tries to cram half a set into one auto.  "Toggle: Your attacks gain a small -regen proc" is a T7 Scrapper power entirely on its own.  You also just cleverly took one of Fire's problems -- the bad in-set Immob protection -- and went "nah, my set's cooler."

 

T5: Poisonous Shield (Self, PBAoE +Absorb, Heal; Minor Toxic damage over time, affected enemies take a to hit and regeneration penalty)

 

No.  A click heal is fine; a click heal that has an accuracy component and minor damage is fine.  Another pile of debuffs isn't.

 

T6: Malicious Clouds (Toggle, Taunt Aura. Each enemy nearby takes a proc that deals minor toxic damage over time and a stacking damage and recovery penalty; with an additional proc for every nearby enemy; to up to ten.)

 

It's like deja vu.

 

T7: Poisoning Blows (Self, gives all attacks a toxic DoT proc that also reduces regen, recovery, resistance, and defense.)

 

Are we stuck in a loop?

 

T8: Living Wasteland (PBAoE; Small Toxic DoT; all affected enemies take a debuff to resistance, defense, to hit and damage; for every affected enemy you get a small regeneration and recovery buff.)

 

This is the most OP blast set ever.  *checks notes*  Armor?  That can't be right.

 

T9: A Silent Spring (Temporary toggle that not just follows you but lingers where you've been before; dealing moderate toxic DoT over time and afflicts every enemy nearby with a hold as they puke their guts out and take a number of debuffs.)

 

Well, without getting into whether or not zero is a number, I've gotta say kudos on the power name.

 


 

The reason I started this by saying "i do this out of love" is because if I hated these ideas as much as you probably think I do by now, my post would have been way, way shorter.  Literally eight characters long.  Your ideas are -- let me not pull any punches here -- broken, and frankly show some spotty knowledge of the game.  But they are also interesting.  Start over, slow down, and pretend that you're on a budget.  Your budget is, "+11.25% defense or +22.5% resistance to one position or type pair is, itself, worth one toggle; dealing 7 dps to 7 enemies in melee is worth one toggle."  Every time you add something to any power, every other aspect of that power and every other power gets worse.  Imagine that everything on an auto power costs three times as much, and that debuffing an enemy is exactly as expensive as buffing yourself.

No-Set Builds: Tanker Scrapper Brute Stalker

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Adjusted with what you said in mind; shifting Toxic to have only toxic resistance (not even smash/lethal) and otherwise relying entirely on a mediocre regen/absorbtion mitigation and more uniquely; on inflicting -damage debuffs. Not as good as true resistances would be because that afflicts every damage type qually, but otherwise toxic aura is not meant to shield you from most injuries because poison gas doesn't stop punches to the face.

 

As for Mechanical Frame; while in game robots are most famous for the high innate psi resistance, most of them actually have even higher *toxic* resistance, and to my memory Radiation damage is another flavour of energy damage with somewhat lower damage compared to its counterparts from energy sets in exchange for inflicting a debuff.  Rejigged psionic barrier somewhat too.

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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Bio-Melee

 

Design Intent: Do you like Nidus from Warframe? You get Nidus from Warframe.  This set is meant for ramp up and AoE. It starts off weak without mutation stacks and builds into something considerably more dangerous over time. It also is meant to help you stay around as you chew your way through hordes of enemies.

 

Bio-Melee: You are an abomination of writhing tissue and disgusting growths whose devastation will spread through the ranks of your enemies like the Virus you are. You are like an infection, weak at first but escalating into something far more terrible if not stopped before you spread.

 

Special Mechanic: Mutation. Bio-Melee attacks start out weak and unimpressive, but each defeated enemy has a chance to give a stack of mutation (up to ten) that offers enhanced damage (to a total of 100% extra damage). Some attacks also gain additional effects when a certain number of Mutation stacks are gained. Mutation stacks are gradually lost over time, and all mutation stacks are lost upon being defeated.

 

T1: Virulent Bite: (Melee, Single Target. Minor lethal, minor toxic. Gains life steal on 3 stacks of mutation.)

T2: Writhing Pull: (Short range, Single Target. Minor smashing/toxic damage, pulls enemy towards you. Gains disorient on 2 stacks of Mutation) 

T3: Virus Stomp: (Short narrow range Cone, Minor Toxic. Becomes a wide cone on 5 stacks of Mutation.)

T4: Self-Mutate: (Self, Gain one stack of mutation. Becomes build up on ten stacks of mutation.)

T5: Infectious Swipe: (Melee cone, Moderate toxic, minor smash. Afflicted enemies have a chance to spread "infection" that deals toxic damage to nearby enemies akin to disintegrate. Infection is guaranteed on 4 stacks of mutation.)

T6: Taunt. 

T7: Mutagenic Might: (Melee, Single Target. Moderate Smash, moderate toxic. Has a chance to give a mutation stack. Has a chance to proc +Absorb on 7 stacks of mutation.)

T8: Thy Flesh Consumed: (Target defeated enemy to consume their bodies to gain +regen. Also gives +recovery on 6 or more stacks of mutation.)

T9: Disgusting Fecundity (PBAoE patch, create pseudo-pet that spawns carrion creeper like tendrils that attack nearby enemies for toxic/smashing damage. Consumes all stacks of mutation with the time between pulses of new tendrils being reduced for each stack you had upon casting.)

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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Adjusted with what you said in mind; shifting Toxic to have only toxic resistance (not even smash/lethal) and otherwise relying entirely on a mediocre regen/absorbtion mitigation and more uniquely; on inflicting -damage debuffs.

 

Remarkably efficient of you. 

 

  • Revised Psionic Shielding

Still no such thing as "toxic defense."  But I think you might've over-corrected a little on this set.  You can keep singles of any given mez -- it's stacking them that starts to cost you.  You also don't have to cost Sentinel armors the same way as Scrapper armors; I don't know exactly the development paradigm for them but I can gauge from the existing sets that they get a lot more leeway in trading in resilience (def or res) for sustain or mez.  ...And to be honest, I'm a little disappointed you took the safe route and didn't just redesign the set entirely around Drain Psyche.  Sure, you'd have to cobble together a working set out of some truly miserable numbers, but that's what makes life exciting!

 

  • Revised Mechanical Frame

Again, no "toxic defense," only resistance and zuul.  Radiation can be pure energy (e.g., Shivans) or a mix of energy/toxic (Radiation Melee, iirc Vazhilok barrels).  Most robots in-game have a Smashing weakness; I'd honestly do that over Cold, but nbd either way.  How do you see this set as comparing to Invuln numerically?

 

  • Revised Toxic Aura

I like it!  -Dam/regen set is genuinely viable, and not something we've done (my half-written proposal for a psi armor set works similarly, with an emphasis on -dam, -tohit, and -rech for its toggles and much less innate resilience).  If we're getting into intermediate setbuilding, the budget for s/l defense or resist is slightly cheaper than other types.  I'd kill the disorient on the first power -- I do see how it's thematic, but disorient is actually a handicap in an armor set -- as well as the -dam, and give it a smallish (~10%) amount of s/l Defense.  Click powers also get a better budget for the most part, so Poisonous Shield ends up as an effective "keystone" power that you can pile on a pretty good amount of -dam, most likely with a decent radius.  I'd also kill the damage on Malicious Clouds and give it a teensy-tiny (~3-5%) amount of defense-all.  Living Wasteland is a little redundant with the other powers in the set.  I'd suggest turning it into an Unrelenting/RotP style power that can be activated while standing or defeated.  If you're standing, it does a strong +regen and +dmg, and perhaps a bit of +def.  If you're downed, or go down during the power, it does a Rise of the Phoenix-style nuke and pops you back up with the bonuses, but after 30s you take a penalty to maximum endurance for a little while.

No-Set Builds: Tanker Scrapper Brute Stalker

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Psionic Shielding: You make use of your psionic abilities to protect and empower yourself and your gear to do battle in the thick of combat against the very worst enemies that can be thrown at you. Psionic shielding is a versatile multi-layered protective set that offers multiple means of ensuring survival as wel as optimal combat preformance. Its defense against psionic attacks and status effects is almost incomparable. However it struggles to deal with the extremes of temperature.  It also has rather substantial demands of endurance.

 

Scrapper/Brute/Tanker

 

T1: Telekine Barrier (Toggle. Typed defense to Smash/lethal, Extreme Psionic defense as a middle finger against Carnie Illusionists). 

T2: Biokinetic Resilience (Toggle. Resistance to Smash/Lethal/Toxic/Psionic damage.)

T3: Strength of Will (Toggle for general mez protection and typed defense to Energy/Negative/Toxic, not hugely interesting, moving on.)

T4: Energy Consumption (Toggle Resistance to Energy/Negative damage, much Smaller cold/fire resistance)

T5: Biokinetic Regeneration (Toggle for +regeneration and a chance for an absorbtion proc every 30 or so seconds while it's up)

T6: Psychic Conduit (Toggle for Taunt Aura, deals minor psionic DoT, gain +To Hit for every enemy surrounding you.)

T7: Telepathic Baffler (PBAoE, induces a significant to hit penalty and defense penalty on all enemies hit by it)

T8: Psychic Shockwave (As per Mental Manipulation/Psychic Assault. Lowered Damage Scale.)

T9: Omega Barrier (Self buff, Gives moderate resistance, defense, and absorb but doesn't crash; more comparable to Meltdown than MoG/Unstoppable.)

 

First, +1. Anyone that spends this much time and thought on a post deserves some recognition. Even if I have some reservations with it.

 

Second, I've always thought the idea of a set with strong Psionic protection would be nice. It's hard to tell without numbers, but I worry you might be making this one a little OP. Extreme defense in just one toggle is a bit much. Every typed armor set usually requires 2 or 3 power selections before reaching their peak in their damage type. Maybe spread the psionic defense out over a couple of other powers? I'm interested in seeing what the numbers would be on a tank with all powers taken and slotted for ED.

 

Some points of contention

— 6 toggles and no method for end recovery. Not a crime, per se, but you have a power called Energy Consumption that's a bit misleading if one of the sets weaknesses to be endurance use. If that's not an intended weakness, maybe make EC a bit like Ice Armor's Energy Absorption treatment, but less endurance return per target hit, and make the mitigation also based off of targets hit.

— I see telekinetic protection being based in physical and psychic attacks being resisted, and non-physical/psionic attacks being much less resisted. Doubling up on energy/negative defense and resists might not quite thematically fit. Maybe just defense for E/N/F/C?

— Speaking of thematics, I'm not sure absorb shielding fits either. Maybe Biokinetic Regen is +rec/+regen instead. Or just a slightly stronger +regen. If +rec/+regen, make it an Auto. And of course Omega Barrier would need a tweak too.

 

Some serious points of appreciation

— It looks like you really tried to prioritize the protections in proper order; S/L/Psi first, E/N second, F/C in a weak third. Thematically, I think that's spot on. I would have gone the same route.

— Love the sprinkle of utility you threw in. A nice little +to hit, some debuff, and a good offensive power. Anymore and it would definitely get OP.

— Ugh, again, HELL YEAH PSI ARMOR!

 

Anyway, solid post. I hope these read only as constructive suggestions. I would definitely love to see your suggestion for numbers on Tanks for this set.

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Adjusted with what you said in mind; shifting Toxic to have only toxic resistance (not even smash/lethal) and otherwise relying entirely on a mediocre regen/absorbtion mitigation and more uniquely; on inflicting -damage debuffs.

 

Remarkably efficient of you. 

 

  • Revised Psionic Shielding

Still no such thing as "toxic defense."  But I think you might've over-corrected a little on this set.  You can keep singles of any given mez -- it's stacking them that starts to cost you.  You also don't have to cost Sentinel armors the same way as Scrapper armors; I don't know exactly the development paradigm for them but I can gauge from the existing sets that they get a lot more leeway in trading in resilience (def or res) for sustain or mez.  ...And to be honest, I'm a little disappointed you took the safe route and didn't just redesign the set entirely around Drain Psyche.  Sure, you'd have to cobble together a working set out of some truly miserable numbers, but that's what makes life exciting!

 

  • Revised Mechanical Frame

Again, no "toxic defense," only resistance and zuul.  Radiation can be pure energy (e.g., Shivans) or a mix of energy/toxic (Radiation Melee, iirc Vazhilok barrels).  Most robots in-game have a Smashing weakness; I'd honestly do that over Cold, but nbd either way.  How do you see this set as comparing to Invuln numerically?

 

  • Revised Toxic Aura

I like it!  -Dam/regen set is genuinely viable, and not something we've done (my half-written proposal for a psi armor set works similarly, with an emphasis on -dam, -tohit, and -rech for its toggles and much less innate resilience).  If we're getting into intermediate setbuilding, the budget for s/l defense or resist is slightly cheaper than other types.  I'd kill the disorient on the first power -- I do see how it's thematic, but disorient is actually a handicap in an armor set -- as well as the -dam, and give it a smallish (~10%) amount of s/l Defense.  Click powers also get a better budget for the most part, so Poisonous Shield ends up as an effective "keystone" power that you can pile on a pretty good amount of -dam, most likely with a decent radius.  I'd also kill the damage on Malicious Clouds and give it a teensy-tiny (~3-5%) amount of defense-all.  Living Wasteland is a little redundant with the other powers in the set.  I'd suggest turning it into an Unrelenting/RotP style power that can be activated while standing or defeated.  If you're standing, it does a strong +regen and +dmg, and perhaps a bit of +def.  If you're downed, or go down during the power, it does a Rise of the Phoenix-style nuke and pops you back up with the bonuses, but after 30s you take a penalty to maximum endurance for a little while.

 

I wasn't sure which typical psionic defenses to go with and I thought that I may as well go with all of them in a mixed set as that'd be more unique than just going with telekinetic barriers, biokinetic augmentation, or other means of psychic defense. 

 

As for Mechanical Frame; it's not as good as a general resistance/defense set as invulnerability or shield defense. It has a cold and an energy hole and offers less good protection against Smashing which is obviously less than ideal given how common it is; but it lets you laugh at enemy attempts at CCing you; even normally irresistable CCs like patch slows and it also shrugs off some of the least resisted damage in the game. It's not as survivable and isn't meant to be, but it has its own niche. 

 

And swapped out Living Wasteland with Phosgene Phoenix. I thought that instead of a straight nuke it'd give you breathing space by applying some mean debuffs to your enemies and thus hopefully give you enough time to do what you need to do before their DPS returns to normal.

 

 

Yay for robots :> Though one thing -- when you say 'Dark,' do you mean 'Negative Energy?'

 

'Dark' is not a damage type XD

 

My mistake.

 

Psionic Shielding: You make use of your psionic abilities to protect and empower yourself and your gear to do battle in the thick of combat against the very worst enemies that can be thrown at you. Psionic shielding is a versatile multi-layered protective set that offers multiple means of ensuring survival as wel as optimal combat preformance. Its defense against psionic attacks and status effects is almost incomparable. However it struggles to deal with the extremes of temperature.  It also has rather substantial demands of endurance.

 

Scrapper/Brute/Tanker

 

T1: Telekine Barrier (Toggle. Typed defense to Smash/lethal, Extreme Psionic defense as a middle finger against Carnie Illusionists). 

T2: Biokinetic Resilience (Toggle. Resistance to Smash/Lethal/Toxic/Psionic damage.)

T3: Strength of Will (Toggle for general mez protection and typed defense to Energy/Negative/Toxic, not hugely interesting, moving on.)

T4: Energy Consumption (Toggle Resistance to Energy/Negative damage, much Smaller cold/fire resistance)

T5: Biokinetic Regeneration (Toggle for +regeneration and a chance for an absorbtion proc every 30 or so seconds while it's up)

T6: Psychic Conduit (Toggle for Taunt Aura, deals minor psionic DoT, gain +To Hit for every enemy surrounding you.)

T7: Telepathic Baffler (PBAoE, induces a significant to hit penalty and defense penalty on all enemies hit by it)

T8: Psychic Shockwave (As per Mental Manipulation/Psychic Assault. Lowered Damage Scale.)

T9: Omega Barrier (Self buff, Gives moderate resistance, defense, and absorb but doesn't crash; more comparable to Meltdown than MoG/Unstoppable.)

 

First, +1. Anyone that spends this much time and thought on a post deserves some recognition. Even if I have some reservations with it.

 

Second, I've always thought the idea of a set with strong Psionic protection would be nice. It's hard to tell without numbers, but I worry you might be making this one a little OP. Extreme defense in just one toggle is a bit much. Every typed armor set usually requires 2 or 3 power selections before reaching their peak in their damage type. Maybe spread the psionic defense out over a couple of other powers? I'm interested in seeing what the numbers would be on a tank with all powers taken and slotted for ED.

 

Some points of contention

— 6 toggles and no method for end recovery. Not a crime, per se, but you have a power called Energy Consumption that's a bit misleading if one of the sets weaknesses to be endurance use. If that's not an intended weakness, maybe make EC a bit like Ice Armor's Energy Absorption treatment, but less endurance return per target hit, and make the mitigation also based off of targets hit.

— I see telekinetic protection being based in physical and psychic attacks being resisted, and non-physical/psionic attacks being much less resisted. Doubling up on energy/negative defense and resists might not quite thematically fit. Maybe just defense for E/N/F/C?

— Speaking of thematics, I'm not sure absorb shielding fits either. Maybe Biokinetic Regen is +rec/+regen instead. Or just a slightly stronger +regen. If +rec/+regen, make it an Auto. And of course Omega Barrier would need a tweak too.

 

Some serious points of appreciation

— It looks like you really tried to prioritize the protections in proper order; S/L/Psi first, E/N second, F/C in a weak third. Thematically, I think that's spot on. I would have gone the same route.

— Love the sprinkle of utility you threw in. A nice little +to hit, some debuff, and a good offensive power. Anymore and it would definitely get OP.

— Ugh, again, HELL YEAH PSI ARMOR!

 

Anyway, solid post. I hope these read only as constructive suggestions. I would definitely love to see your suggestion for numbers on Tanks for this set.

 

Energy consumption is called what it is because it protects you by sucking up incoming energy. I might rename it something else to be a bit more indicative of the intent. But psionics requires your mind and body to be frequently active so I thought that having end issues would be fitting. I could be convinced of making it able to solve this issue innately though.

 

Temperature thematically; still affects you more because of convection and radiance which means that you still feel some of the heat or cold; while energy/negative attacks in game seem to be more of the "convection shmonvection" types where if you physically stop them before they make impact you're fine.  That was the thinking behind shrugging off E/N but not F/C. 

 

Absorb shielding represents typical video game shields that are basically a second set of hit points over your character. 

 

It also ties into my "Kinetic Barrier" defense set idea which is basically *all* about absorb as mitigation.

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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New Armour Set: Volcanic Armour

 

Design Intent: Do you like fire themed characters but think Fiery Aura is too squishy for you? Do you really like Volcanoes? Do you really, really just want to be Rodan? This is the set for you then! Volcanic armour is a durable and destructive set that while weak to cold and negative damage; does offer some degree of psi/toxic mitigation and while certainly not as killy as fire, you are basically a walking talking Volcanic eruption so you can still do a little something to make being near you unpleasant. 

 

Brute/Scrapper/Tanker

 

T1: Obsidian Hide: (Passive: Resist Smash, Lethal, Fire, Energy.)

T2: Pyroclastic Plume (Toggle for a -to hit penalty inflicted on enemies either attacking you or are within the PBAoE's radius of effect as they can't make heads of tails of where you are through the smoke, gives some extra fire/energy resistance while up too)

T3: Igneous Physiology: (Passive: Resist Psionic, Toxic, Smash, Lethal) 

T4: Hephaustus' Resilience (Toggle for mez protection, becomes stronger if you're not flying or otherwise not on the ground or if you were hit with fire damage. Using it inflicts an irresistable slow on you but it offers good slow resistance.)

T5: Magma Veins (Toggle; Any enemy that successfully hits you is inflicted with a proc that inflicts minor fire DoT as they get splashed with lava; enemies in melee a different longer lasting proc. Also gives some small additional fire/toxic resistance.)

T6: Lava Cauldron (Toggle Taunt Aura, deals minor fire/lethal damage as enemies are hit with flecks of magma and volcanic shards; every enemy makes your pyroclastic production increase, inflicting up to ten -to hit procs on them when you have ten enemies around you.)

T7: Magma Renewal (Toggle for +Regen, especially when you're on the ground or have been exposed to fire damage.)

T8: Magma Plume (TBAoE where you melt your way into the Earth and then appear beneath your enemies in an eruption of lava that deals knock up and smashing/fire damage.)

T9: Yellowstone: (A Fake-MoG whose benefits to your resistances and your -to hit debuffs at first seem disappointingly small; then you realise that it's actually a temporary toggle for a nasty damage aura with the moderate resistance and -to hit buffs just being a nice bonus. You crash out afterwards though.)

 

New Melee Set: Volcanic Melee

 

Design Intent: While Fire Melee is strangely, a single target based set in defiance of every other fire based damage set in the game, Volcanic Melee is about bringing the wrath of Volcanoes upon your foes. It's also a more mixed damage type set than fiery melee is, because volcanoes aren't just about heat, but also the physical crushing effects of hot rocks launched out like meteors, superheated mud, toxic fumes, and extremely sharp shards of volcanic glass slicing through you.  Volcanic Melee may leave you wondering about how the hell you aren't considered a threat to society by just existing, but trash mobs will fear you.

 

Special Effect: Magma Pressure. As you gain stacks of Magma Pressure you get a progressively larger recharge boost as releasing your magma becomes easier and easier. You gain stacks of magma pressure by fighting and they decay over time. At ten stacks of magma pressure you start taking self damage and upon defeat or after thirty seconds of holding in magma pressure 10 have passed; release a heavily self damaging PBAoE that does fire and smashing damage called "eruption" and are reset to zero stacks of Magma Pressure as you forcibly vent all the magma inside.  If you are not defeated, you are reset to zero stacks of Magma Pressure.

 

(As always, I design the brute version first as Brutes are essentially the "middle of the road" melee AT.)

 

T1: Magma Punch (Moderate smashing/fire damage (Both would be considered minor on their own, but together they become moderate), minor fire DoT.)

T2: Erupting Smash (Narrow Cone, does the video game thing where you punch the ground so hard a line of magma erupts. Minor Fire and Moderate Smashing damage, minor Fire DoT.)

T3: Vulcan's Fury (Melee Cone , smash the ground and release a wave of eruptive power directly in front of you. Minor Fire and Smashing damage, minor fire DoT.)

T4: Magma Build-Up (Gain a stack of magma pressure, instantly triggers eruption if at ten stacks)

T5: Magma Crush (Use the handclap animation to box someone's head into hot gooey paste. Superior Smashing/Fire damage, moderate fire DoT, disorients. Does minor fire AoE centered around the target from the radiant heat.) 

T6: Taunt

T7: Pyroclastic Ash (Short Cone, Moderate Lethal/Fire damage, lethal/fire DoT, has a chance to inflict a magnitude 1 hold proc.)

T8: Vulcan Piledriver: (Double hammer fist animation, smash the enemy into the ground King K Rool/Donkey Kong Style to inflict a hold proc and superior fire/smashing damage with moderate fire DoT)

T9: Pele's Power (PBAoE that leaves a patch behind that inflicts slow, minor smashing, toxic, and lethal damage over time; but high fire damage over time as lava consumes the ground.)

 

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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These are still great...+1 again...

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

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As for Mechanical Frame; it's not as good as a general resistance/defense set as invulnerability or shield defense

 

Okay but like, give some numbers, here.  I've got a laundry list of a dozen set lists and most of a few EATs, but 'list of powers' only gets you so far.  I'd love to see you pick one of these sets and start statting it out.  You might find this interesting.

No-Set Builds: Tanker Scrapper Brute Stalker

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As for Mechanical Frame; it's not as good as a general resistance/defense set as invulnerability or shield defense

 

Okay but like, give some numbers, here.  I've got a laundry list of a dozen set lists and most of a few EATs, but 'list of powers' only gets you so far.  I'd love to see you pick one of these sets and start statting it out.  You might find this interesting.

Formatting's next to unreadable to me but I tried to parse what I could.

 

As basic numbers for a brute (again; being used as the "middle of the road" here; esp since IIRC, Scrappers, Sentinels and Stalkers share the same magnitude for defensive set numbers, Brutes can just get to 90% resist.)

 

 

T1: Inorganic Composition: (High amounts of Res to Lethal and Fire, moderate resistance to Smash, and Dark, superior resistance to Psi and extreme resistance to Toxic. Passive.)

 

L: 7.5%

F: 7.5%

S: 5%

N: 5%

P: 15%

T: 20%

 

T2: Reinforced Chassis: (High Lethal and Fire Defense, Moderate Smash and Dark Defense, extreme defense against Psi. Passive.)

 

L: 7.5%

F: 7.5%

S: 5%

N: 5%

P: 15%

 

T3: Determined to Terminate: (Toggle for protection to most forms of Mez (particularly terrify and disorient), also rather uniquely resistant to slows like caltrops and extra debuff resistance to get across that terminator like feel of implacability)

 

Most protections at Magnitude 6.  Terrify and Disorient protection at magnitude 12. Slow resistance of 50% proccing even against caltrops/glue/vines etc.

 

T4: Component Shielding: (High Lethal and Fire Resistance, moderate Smash and Dark Resistance, superior Psionic Resistance, Extreme Toxic Resistance. Minor Energy and Cold resistance.)

 

L: 12.5%

F: 12.5%

S: 7.5%

N: 7.5%

P: 20%

T: 25%

E: 5%

C: 5%

 

T5: Deflector Shields: (High Lethal and Fire Defense, moderate Smash and Dark Defense, extreme Psionic defense. Toggle.)

 

L: 10%

F: 10%

S: 7.5%

N: 7.5%

P: 20%

 

T6: Combat Overclocking: (Taunt aura, your attacks inflict a small damage extra damage proc with another stack of said damage proc being inflicted on each attack you successfully land for every enemy in the aura's range up to ten.)

 

Overclock Proc: 0.2 Brawl Index

 

T7: Self Repair (Ghetto Dull Pain, moving on)

Increase max HP by 10% and heal about 1/5th of HP at base.

 

T8: Dynamo Leech: (Passive Recovery bonus, and when you're attacked you have a small chance to get small infusions of endurance as you absorb the energy of the attacks into your core functions.)

 

1.5 endp/s. 

5% chance of 5 endurance upon being attacked.

 

T9: Implacable Terminator: (Toggle to irresistably slow yourself down to gain a regeneration bonus as you shift energy into repairing your functions regardless of what's thrown at you, also adds resistance to debuffs and immunity to any further slows such as glue or caltrops. Playing the Terminator theme is optional.)

 

Speed: -25%

Debuff resistance: 30%

Regeneration: 15 hp/s.

Slow immunity. 

 

 

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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Resist		T1	T4	Totals
Lethal		7.5	12.5	20
Smashing	5	7.5	12.5
Fire		7.5	12.5	20
Cold		0	5	5
Energy		0	5	5
Negative	5	7.5	12.5
Psionic		15	20	35
Toxic		20	25	45

Defense		T2	T5	Totals
Lethal		7.5	10	17.5
Smashing	5	7.5	12.5
Fire		7.5	10	17.5
Cold		0	0	0
Energy		0	0	0
Negative	5	7.5	12.5
Psionic		15	20	35

 

So this looks to be a Defense set -- in particular, it looks a fair bit like Ice Armor.  It probably doesn't have enough overall resilience to stand up with these numbers without a self-heal or a strong Regen component, particularly with that gaping Energy hole.  I see you have both regen and a click heal elsewhere in the set, but I've got some questions about those.  On the upside, it does have pretty strong S/L Defense (even with the weaker Smashing aspect).  You'll also need DDR somewhere in the set to keep it going.

 

Most protections at Magnitude 6.  Terrify and Disorient protection at magnitude 12. Slow resistance of 50% proccing even against caltrops/glue/vines etc.

 

Standard protection is 10 for Brute/Scrapper; you generally can include a handful of nonstandard protections in-theme for the set without 'paying' extra, so you're probably fine to throw Terrify protection and about 30% -rech/-movespeed protection in as well.

 

If the effect is flagged to ignore resistances, there isn't a version of "resist that ignores ignoring resistances."  There might be a way around it but it wouldn't be as clean as 50% resist.

 

Speed: -25%

Debuff resistance: 30%

Regeneration: 15 hp/s.

Slow immunity. 

 

For similar reasons as above, debuff immunity on players isn't going to happen cleanly or easily -- particularly within a power that also wants to impose the same effect the player is ostensibly specially immune to.  Regen is measured in % because it works on your HP total; is that 15 hp/s after Self Repair?  For that matter,

T7: Self Repair (Ghetto Dull Pain, moving on)

Increase max HP by 10% and heal about 1/5th of HP at base.

 

That's a pretty anemic version of Dull Pain, so I'm guessing this is intended to be a shorter-recharge power.  What's the recharge?  Does the maxhp stack with castings?

 

Overclock Proc: 0.2 Brawl Index

 

Ah, yeah -- sorry, the brawl index specifically is obsolete; I linked you to that thread to get an idea of the kind of modifiers that apply to e.g. "Brute powers" or "Scrapper powers."  And yeah the formatting is a bit broken after all this time, but you can fix it up into a spreadsheet or html table.  (Unfortunately, the actual spreadsheet link from that page is broken.)

No-Set Builds: Tanker Scrapper Brute Stalker

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Resist		T1	T4	Totals
Lethal		7.5	12.5	20
Smashing	5	7.5	12.5
Fire		7.5	12.5	20
Cold		0	5	5
Energy		0	5	5
Negative	5	7.5	12.5
Psionic		15	20	35
Toxic		20	25	45

Defense		T2	T5	Totals
Lethal		7.5	10	17.5
Smashing	5	7.5	12.5
Fire		7.5	10	17.5
Cold		0	0	0
Energy		0	0	0
Negative	5	7.5	12.5
Psionic		15	20	35

 

So this looks to be a Defense set -- in particular, it looks a fair bit like Ice Armor.  It probably doesn't have enough overall resilience to stand up with these numbers without a self-heal or a strong Regen component, particularly with that gaping Energy hole.  I see you have both regen and a click heal elsewhere in the set, but I've got some questions about those.  On the upside, it does have pretty strong S/L Defense (even with the weaker Smashing aspect).  You'll also need DDR somewhere in the set to keep it going.

 

Most protections at Magnitude 6.  Terrify and Disorient protection at magnitude 12. Slow resistance of 50% proccing even against caltrops/glue/vines etc.

 

Standard protection is 10 for Brute/Scrapper; you generally can include a handful of nonstandard protections in-theme for the set without 'paying' extra, so you're probably fine to throw Terrify protection and about 30% -rech/-movespeed protection in as well.

 

If the effect is flagged to ignore resistances, there isn't a version of "resist that ignores ignoring resistances."  There might be a way around it but it wouldn't be as clean as 50% resist.

 

Speed: -25%

Debuff resistance: 30%

Regeneration: 15 hp/s.

Slow immunity. 

 

For similar reasons as above, debuff immunity on players isn't going to happen cleanly or easily -- particularly within a power that also wants to impose the same effect the player is ostensibly specially immune to.  Regen is measured in % because it works on your HP total; is that 15 hp/s after Self Repair?  For that matter,

T7: Self Repair (Ghetto Dull Pain, moving on)

Increase max HP by 10% and heal about 1/5th of HP at base.

 

That's a pretty anemic version of Dull Pain, so I'm guessing this is intended to be a shorter-recharge power.  What's the recharge?  Does the maxhp stack with castings?

 

Overclock Proc: 0.2 Brawl Index

 

Ah, yeah -- sorry, the brawl index specifically is obsolete; I linked you to that thread to get an idea of the kind of modifiers that apply to e.g. "Brute powers" or "Scrapper powers."  And yeah the formatting is a bit broken after all this time, but you can fix it up into a spreadsheet or html table.  (Unfortunately, the actual spreadsheet link from that page is broken.)

I generally tried to undertune the numbers to err on the side of caution since it's easier to start low and work up than start high and work down.

 

Oh the brawl index is dead? Hrm...gonna have to figure out another way to stat out the damage proc. It's meant to be an all at once proc like assault radial rather than an over time proc like well...most damage procs, not sure how that'd affect it since usually damage over time is considered strictly worse than doing the same amount of damage up front.

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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EDITED:

Neat. Hope Im not to critical, but your Volcanic Armour could use more work, as the whole set incentivized on combining damage and utility but you left out resistances to cold.

 

You could add Cold resistance, and add another utility for sonic damage. (Imagine a block of ice meeting hot conditions) and cold melting before even it touches you. (theme wise)

  Or the fact that Cold hardens lava, so being cooled by Ice can further increase smashing and lethal damage.

Lightning would probably have a hard time striking to something as grounded as thick heavy magma/lava, so I think the power set would benefit from having defense against energy instead of resistance.

I don't know about psionic mitigation, on the theme level, but I am pretty sure glass/crystals have been known in superhero genre to reflect mez/psionic.

 

By far, Volcanic Armour is my favourite. So much utility.

Here's an ambitious idea. Lets just take Atlas City, replace Atlas with our Lord and savoir Recluse, tint the map evil and call it a day?

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I'm also feeling some ideas for some pool sets as well.  It'll be a bit before I come out with them but the ideas I feel most strongly are oriented around single pistols and martial arts attacks.

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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