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Posted

New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers)

psiarmor.thumb.png.5cb59ade4e06e9e492c34bd206cc2a2a.png

 

You use your psionic powers to shield yourself reducing incoming damage, as well as steal your foes own psyche and use it against them, be it by empowering your own regenerative powers, weakening their defenses or completely subduing their will!

 

image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall

  • Toggle: Self +Res(Smash, Lethal, Psionic)
  • You focus to create a psychic wall that dampens the smashing, lethal and psionic damage.

 

image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

  • Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain)
  • This power generates a psionic shield that dampens most energy and elemental damage types while also reducing the effect of endurance drain effects.

 

image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

  • Toggle: Self Res (Psionics, Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Knockback).
  • When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Knockback and Hold effects. Indomitable Will also grants moderate resistance to Psionic based attacks.

 

image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche

  • PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
  • Only available to Tankers and Brutes
  • You Consume the Psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.

 

image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

  • Cone Foe -Regen, -Heal, -Recovery; Self +Regen, +Recovery
  • Only available to Scrappers, Sentinels and Stalkers
  • You Devour the Psyche of foes in front of you, weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Although this power has a low recharge, each affected foe will increase its recharge by 8.5 seconds for a maximum total of 90 seconds.

 

image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

  • Auto: Self Def(Melee, Ranged, AoE, Psionic)
  • Precognition allows you to read your enemies minds, letting you see their attacks before they happen. This power is always on and costs no Endurance.
  • Fixed description typo.

 

image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier

  • Self, +Absorb, +Res(-Regeneration, -Recovery, -Recharge, -Endurance)
  • You can erect a temporary wall of crystalized psionic energy that will absorb a large amount of damage before breaking off. Psychokinetic Barrier will grant a moderate amount of absorption and reduce the effect debuffs have on you.

 

image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

  • Toggle: Self +DEF(All), +To Hit, Foe -Recharge
  • Only available to Tankers and Brutes
  • Impose your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.
  • Tankers and Brutes should now be able to slot taunt enhancements and sets on this power.
  • Tanker radius increased to 12ft.

 

image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

  • Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
  • Only Available to Scrappers and Sentinels
  • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
  • Fixed a bug where some of this power's defense buff was suppressing in combat.

 

image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

  • Toggle: PBAoE, Foe Confuse, Disorient, Sleep, Hold, Fear, DoT(Psionic), +Special
  • You emit a powerful psychic aura that causes the minds of those around you to become weak and distracted. Foes may be stunned, held, terrified or even confused in your presence, in addition to suffering a debuff derived from the applied control effect. Those that resist these effects will suffer damage over time. This power allows you to use your own Hit Points to keep enemies near you disabled. The power cost no endurance but can be dangerous to use.
  • Fixed description typo.
  • Tankers and Brutes should now be able to slot taunt enhancements and sets on this power.
  • Tanker radius increased to 12ft.

 

image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

  • Self Rez, +Max HP, Special
  • Terrify your foes projecting images of their own impending demise into their minds. Memento Memori inflicts fear on targets while healing you even if you have been defeated. Each affected foe will increase your maximum hit points and heal you. Although this power has a low recharge, each affected foe will increase its recharge by 29 seconds for a maximum total of 300 seconds. Using this power while defeated will always result in a 300 seconds recharge.


 

Tanker/Brute:

Psychic Wall

Psionic Shield

Impenetrable Mind

Consume Psyche

Impose Presence

Psychokinetic Barrier

Precognition

Aura of Insanity

Memento Mori 

Scrapper/Sentinels:

Psychic Wall

Psionic Shield

Mask Presence

Impenetrable Mind

Devour Psyche

Precognition

Psychokinetic Barrier

Aura of Insanity

Memento Mori 

Stalkers:

Hide

Psychic Wall

Psionic Shield

Impenetrable Mind

Devour Psyche

Precognition

Psychokinetic Barrier

Aura of Insanity

Memento Mori

Posted

Note for folks testing: Aura of Insanity might seem underpowered unless you're really building for the mez effects with slot investment and incarnate picks - or at least that was my experience. If you choose to make it a centerpiece of the set, it's actually pretty impressive.

  • Like 1
Posted
1 minute ago, StarkWhite said:

Note for folks testing: Aura of Insanity might seem underpowered unless you're really building for the mez effects with slot investment and incarnate picks - or at least that was my experience. If you choose to make it a centerpiece of the set, it's actually pretty impressive.

I'm confused by that a bit.  Does it just do a random mez from the list if it hits?  Or does it attempt to inflict all 5 (presumably at varying degrees to reflect their usefulness).  Because certainly sounds underpowered unless you're slotting with "buffs all Mez" HOs or something.  Which might be the point, I guess.

  • Developer
Posted
Just now, Groovy_Ghoul said:

No Build Up for Stalkers? How will this interact with the ATO Assassins Mark: Chance to Recharge Build Up?

 

This is an Armor set, not a Melee set, so Build Up would not be in it


Storyline/content developer

Creator of:  Your favorite mission arcs with far too many dialog trees (Bobby Curtin, Shauna Braun, Dr. Stribbling, Erin West, Robert Kogan)

Formerly Holymittens

 

 

Posted (edited)

Preliminary testing results from a STJ/psi scrapper and a  SS/Psi brute

 

1: Resists values are too low and the regeneration isn't high enough to compensate for it even with a fully saturated DP. This thing will buckle on a non-tank (because tank stats in general are just busted) to the actual threatening factions.

 

2: Memento mori should give you something for defeating enemies affected by it.

3: I don't like the pbaoe DP being only for brutes and tanks. If you insist on shoehorning that in, make it a choice like what other sets this patch have got. I do not like the cone at all.

 

4: I'm having difficulty getting value from insanity on higher difficulty levels, even with the mez juiced up to 11.

 

5: This set would be infinitely better if reworked from a resist set, to essentially being the defense version of dark armor.

Edited by ScarySai
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Posted

Why do Melee characters (Stalkers and Scrappers) get a Cone DP?

So let me play out the gameplay loop:
I am fighting in melee, but I need to refresh DP. So I leave melee to get to a good cone position and then go back into melee?

Yeah on its face I am never considering this set on a Scrap or Stalk.

 

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Posted

The majority of my testing was on a Scrapper and DP was fine (by far the most clicked power in the set). It has adaptive recharge; my aim did not have to be anywhere near perfect to keep full stacks of +regen/+rec.

Posted (edited)
2 hours ago, Super Atom said:

Is min/no-FX planned? Brain armor seems like it could be a set with min/no-FX

 

 

Strongly agree with this. Minimal/no fx options are sorely needed and it shouldn't be a simple port of the Mind Over Body shield effect from the Psionic Mastery set (which is also deeply in need of a minimal fx option because it is hideous). 

Edited by Sharkbat
  • Like 6
Posted
2 hours ago, ScarySai said:

 

5: This set would be infinitely better if reworked from a resist set, to essentially being the defense version of dark armor.

I really like this idea. Change the two resist toggles to defense and the defense auto to resist. 

  • Like 3
Posted
3 hours ago, LastHumanSoldier said:

Why do Melee characters (Stalkers and Scrappers) get a Cone DP?

So let me play out the gameplay loop:
I am fighting in melee, but I need to refresh DP. So I leave melee to get to a good cone position and then go back into melee?

Yeah on its face I am never considering this set on a Scrap or Stalk.

 

 

In practice it's not a big deal. The buffs refresh, so it's VERY easy to keep at max stacks.

Posted

I think increasing the strength of Precognition, or adding more All Positions/Defense All somewhere else in the set, could have a triple effect, (1) help shore up the squish factor of the set, (2) address the thematic complaint that the set should have more "telekinesis" in the form of defense, and (3) further differentiate the set from Dark Armor.

 

In fact, I might suggest increasing Precog +Def significantly, adding Defense Debuff Resistance, and making the power a toggle.

  • Like 4
Posted

First round of testing for me, I'll be comparing a Psionic/Psionic tank to a Willpower/Psionic Tank.  Both using nothing but SOs, except for 3 HOs each, Aura Of Insanity got 3 Acc/Mez HOs for the Psi armor and Dominate got 3 Dam/Mez IOs for the Willpower.

 

I took everything but Concentration and Boggle on the attack side, took every power from both sets on the armor side.  for APP went Psi mastery with Dominate, Harmonic Mind, and Psi tornado.  Also took fly, Tough, Weave, and Combat Jumping on both.  after faceplanting the first time on Psi armor, I opted to slot Agility Core Paragon for both toons.

 

the mission: Radio mission, +1x4 against Arachnos.

 

Psi really struggled to keep up with this.  I was popping Consume Psyche and Psychokinetic Barrier on cooldown.  I used Memento Mori several times throughout the mission as well to stay on my feet.  I face planted against the first group almost immediately, subsequently slotted an alpha and things got a little better, but for a tank I felt pretty weak.  I had to use some strategies that I don''t usually find myself using on tanks.  I had to use Dominate on Mu targets and focus down the one or two that were not held before moving on to anything else or I would bottom out on endurance (yes, even with PKB's -end resistance)

 

Willpower was chosen because it is a pretty good "middle of the road" set.  in the mission I did, my health never dropped below 70%, endurance only almost bottomed out once (fighting 4 mu and I didn't prioritize them at first) but most of the time it was a comfortable, easy ride.  I did not use Strength of Will at all.

 

So... to me Psi armor feels pretty weak, and here's my thinking.  You're layering too many different mediocre mechanics together in hopes that they will stack well.  At a bare minimum, I'd like to see the Smashing/Fire/Cold resists brought up to the level of the other resists in the set.  Probably want to add AoE defense to Impose Presense, maybe even do some front-loaded defense on it like Invincibility gets.  I'd also like to see some of the debuff resistances increased in Psychokinetic Barrier.

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What this team needs is more Defenders

Posted

Question because this is pretty nonstandard: Is Psychic Wall supposed to give roughly 50% more Smashing and Psionic resistance than Lethal?  I know there's been a push to get more...creative with power effects but this is in defiance of basically every other armor set out there, and typically when sets do this sort of thing in doubling up against their "favored" element (like this does by putting Psionic resistance into multiple toggles), it's the doubled up ones (that is, Psionic here) that give less per toggle but more when stacked.  I could see Lethal being conceptually intended as a weakness, or something, but I feel like that's so irregular that it should probably be somewhere in the description blurbs, if not for the set itself (like Invulnerability noting its lack of Psi protection), then maybe at least in the Psychic Wall power description?
 

...that said, I could also see this as two damage types getting flagged backwards in a database setup, or something.  So some clarity would be nice, regardless.

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Posted (edited)

  

2 minutes ago, StarkWhite said:

10 Brutal Wolverine Kills You Won't Believe Marvel Printed – Page 3

 

Like I said...I could see that being the intent, yes.  But I also think that should be clearly stated, in-game, if it is.

(It's also, admittedly, gonna kinda sour me on the set if so...it already feels a little like "We have Dark Armor at home.", but even moreso if it's got a hole to the most common type of damage.  But I fully admit that's a 'me' thing.)

Edited by Lazarillo
Posted
2 minutes ago, Lazarillo said:

  

 

Like I said...I could see that being the intent, yes.  But I also think that should be clearly stated, in-game, if it is.

 

Not a dev, but yeah, CPH said in closed beta it was intentional (that example was all mine, though).

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Posted (edited)

The lethal/smash thing has a funny story behind it.

 

The first version of Psi Armor had much lower Psi resists than it does now, which lead to several people saying that it was weird for the titular Psionic Armor to be countered by its own theme/element (compared to most other armors which counter their own element, i.e. Electric Armor counters electrical based attacks). I made some jokes about how a lethal weakness would make more sense than a Psi weakness because Jean Gray gets killed by Wolverine all day every day, and Cap Powerhouse apparently wanted to have an armor set with unequal smash/lethal res for a long time. In my joke, she saw an opportunity to do that and thus reallocated a portion of lethal resist to beef up the Psi resist. 

 

So you can partially blame me on this one since I made the Jean Gray joke, but in my defense it also just so happened to line up with an old idea that CPH had (most of my other ideas never get anywhere, i.e. I also thought that Psi Armor should've been more defense based instead of being a regen set).

 

Also, to play devil's advocate for a second, it is kinda weird how smash/lethal were previously always identical to each other when all the other elements are decoupled. Energy/Neg, Cold/Fire, and Psi/Tox are very commonly unequal but Smash/Lethal were always 1:1 until now. I'm not saying this was the best place to do it, but I think that having it somewhere makes sense. 

Edited by FupDup
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.

 

Posted
8 hours ago, ScarySai said:

5: This set would be infinitely better if reworked from a resist set, to essentially being the defense version of dark armor.

 

This, please. When one thinks of psychic armor, they typically think of Psylocke. Psychic armor should be primarily defense, absorb, and max HP.

 

Too bad this isn't happening.

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