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New Power Set: Interrupt


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Posted (edited)

I look at the Interrupt power set as a Corruptor/Defender power set.

 

The concept of the power is to "Interrupt Powers" as in get them to stop working, but can be re-activated by the victim next turn, not a permanent interrupt.

 

1) Resistance, it turns off a random resistance power of the victim

2) Defense, it turns off a random defensive power

3) Status, it turns off a status effect protection power

4) Protection, it turns off MoG, and other similar abilities like forcefields, etc.

5) Resistance Area, same as 1 but treated as a Target AOE and multiple enemies affected

6) Defense Area, same as 2 but treated as a Targeted AOE and multiple enemies affected

7) Status Area, same as 3 but treated as a Targeted AOE and multiple enemies affected

8) Protection Area, same as 4 but treated as a Targeted AOE and multiple enemies affected

9) master Interrupt, poor victim gets the first 4 interrupts all at the same time

 

Only a thought, might make the game a bit more sporting...

 

Sue

Edited by MsSmart
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Soooooo.... a controller or dominator. But without turning off their ability to attack you, so a worse controller/dominator.

 

First, what if your target doesn't *have* powers like that? Or they're autopowers? "I've turned off minion's status protect power!" "What status protect power?" You've just wasted END.

 

Second, how does this work with the current mag/mez system? Are you going to be spamming status protection/defense/etc. at an AV but still do noting until you hit a certain point? Are these stacking WITH mezzes somehow or are they totally different?

 

Third, what does this do in PVP? (Zone and arena.)

 

Sorry, this ... honestly doesn't look particularly promising.

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This sounds like it would be a great powerset for PvP only, especially if each of these powers places Containment on the target.

 

In PvE I can't see it having much effect unless the entire powers system is rewritten. For example, how would #1 just deactivate an auto power? It's my understanding that NPC auto powers can't just be shut off, they have to be countered by debuffs, which are affected by the Purple Patch. If #1 just ignores the Purple Patch and shuts off the power entirely, especially if that power is otherwise not affected by debuffs, that would make this far and away the most powerful debuffing powerset in the entire game.

 

/powercreep

Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.

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6 hours ago, Luminara said:

Okay, but every animation has to be Kanye West jumping in and saying, "Imma let ya finish, but..."

BugsNO.gif.e7b1c15e7e499e22820f5a9ef324d8e7.gif

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Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.

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In PVE, most of the mob resistance and defense are auto powers that can't be interrupted. Most of the status protection is inherent in mob rank. Those that aren't are clicks, not toggles, and can't be interrupted once activated.

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5 hours ago, Uun said:

In PVE, most of the mob resistance and defense are auto powers that can't be interrupted. Most of the status protection is inherent in mob rank. Those that aren't are clicks, not toggles, and can't be interrupted once activated.

There are toggles that can be suppressed, but yeah, by and large everything about the mobs are auto-powers. So the OP would be useful against Tsoo Sorcerers, Spectral Demon Lords, and others with auras that can be disrupted, but you can already do that with existing powers/power sets.

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