Metal Armour
Yeah, mainly to make up for the fact you won't have all the toggles till lvl 26. Also the toggles build up on each other.
Not to mention you only have 15% smashing and lethal resist untill tier 6.
Now I could moves some of the resists to the other toggles, (which I may do). But at the moment I just feel that 10% auto makes the set more suvivable in the early levels.
Its been suggested many times before. My own feeling is that metal armour is to close to Invulnerability to be worth it. There just isn't a "hook" in the above set to make it interesting or novel to play.
Im not saying its bad, its just there are more novel concepts out there which would add more to the game (adaptive armour, reflective effects, absorbtion etc)
As far as novel goes. Toggles giving back half of their end cost, and also giving you regen. Not to mention the toggles build upon each other to offer the full resists to each type of damage (not been done in any other set as far as I know).
As pointed out above the auto gives the most res of all the powers. It may not be a hook but all of these differences will seperate it from the other sets play wise.
As far as being too much like invun, the above set has no def power apart from the tier 9 which is more like granite armour than anything in the invun set. Invun uses res and def, this is just res. Also the look of the set would set it apart from the other sets up to this point.
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Yeah, mainly to make up for the fact you won't have all the toggles till lvl 26. Also the toggles build up on each other.
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I'd suggest looking at existing powers then, before trying to design your own. Auto powers never give large amounts of anything and they certainly should not give more resist than toggles. Your concept is deeply flawed if you think you need that.
It's also flawed in the idea of adding +recover to overcome the toggle-heavy nature of the build. Take Dark Armour: it is toggle-heavy and the way you deal with that is to slot up Stamina and don't run all the toggles at the same time. It requires thought and some skill.
And why should having metal armour make you recover endurance faster? Thematically it makes no sense. If anything, wearing big sheets of metal will make you get tired faster.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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Now obviously the +recovery and +regen is going to be pretty much nothing, because otherwise it would be overpowered. So I was thinking the recovery aspect to be about ½ to ¾ of the end cost of all the toggles.
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Wait... basic toggles eat 0.26end/sec, so you're saying each toggle would add 0.13 to 0.19 end/sec recovery? That's like 1/3 to 1/2 of unslotted stamina. For each toggle. Not going to happen. Ever.
Basically that would mean that 2 slotting each toggle for end reduction would make them virtually endurance free.
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Resists un slotted:
Energy: 40%
Psionic: 40%
Smashing / Lethal: 30%
Cold: 30%
Toxic: 30%
Fire: 25%
Negative energy: 10%
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Slotted with 3 SOs that would become:
Energy 58%
Psionic 58%
S/L 47%
Cold 47%
Toxic 47%
Fire 36%
Negative 16%
What I'm looking at here seems like dark armour on steroids (admittedly, no OG/CoF and other utility powers) with the weakness to energy swapped for weakness to negative energy.
As much as I like the concept I think you still need to think about the powers and especially the +recovery/+regen part of each toggle.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
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Yeah, mainly to make up for the fact you won't have all the toggles till lvl 26. Also the toggles build up on each other.
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I'd suggest looking at existing powers then, before trying to design your own. Auto powers never give large amounts of anything and they certainly should not give more resist than toggles. Your concept is deeply flawed if you think you need that.
It's also flawed in the idea of adding +recover to overcome the toggle-heavy nature of the build. Take Dark Armour: it is toggle-heavy and the way you deal with that is to slot up Stamina and don't run all the toggles at the same time. It requires thought and some skill.
And why should having metal armour make you recover endurance faster? Thematically it makes no sense. If anything, wearing big sheets of metal will make you get tired faster.
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DA is indeed toggle heavy. However only 3 of them toggles are dam resists.
With this set it is 5 toggles for dam resists, 6 if I turn the auto into a toggle.
Because of the way the toggles work turning 2 or 3 off in a battle is not a good idea. Slotting could easy the problem but not by much.
As for the +recovery, I did give a short explanation about it, which I am assuming you saw.
The main idea behind the set is each toggle builds upon the resistance from the toggle before and adds new resists. Indeed the idea needs alot of work, but isn't that one of the reasons for this section of the forums?
Not just to shoot down peoples idea with "oh that's flawed, look at other powers, learn to play dark armour". If this set has big holes suggest a way around then.
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Because of the way the toggles work turning 2 or 3 off in a battle is not a good idea. Slotting could easy the problem but not by much.
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Not being able to turn any off without compromising your character does not make it a good idea.
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As for the +recovery, I did give a short explanation about it, which I am assuming you saw.
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And as others, more learned than I have pointed out, you have set your set up to be virtually free on endurance usage after all that +recovery. You can't have your cake and eat it, there needs to be a downside and there seems to be little or none.
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Indeed the idea needs alot of work, but isn't that one of the reasons for this section of the forums?
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Indeed, but you seem to be complaining when people point out that it does need work or may be inviable as a set.
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Not just to shoot down peoples idea with "oh that's flawed, look at other powers, learn to play dark armour". If this set has big holes suggest a way around then.
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Fine, I'll rephrase: take a look at the other sets which have the same form of game mechanic as this and learn from them. This will indicate to you the areas where your set is flawed, and also it will indicate the essential points that Cryptic used and NCNC probably now use when designing power sets.
If you look, for example, you'll see that powers rarely build up additional levels of protection, aside from toggles stacked on autos. Rather, different powers provide different types or classes of protection.
Also, you seem to have built a set around a mechanism for protection, and then given it a theme (metal armour) which does not fit with that mechanism. As I said, metal armour should, if anything, result in higher endurance consumption. Armour is heavy, stuffy and a pain to wear, but because you have built the set around the concept of running all the toggles at once, you have had to add in the idea of +recovery on each toggle so that you can actually support the combined endurance load. Perhaps if you had gone for an force field effect instead it would make more sense, a field which provides overlapping protection effects, and also draws energy from the surrounding area.
Or add in a single toggle that provides +recovery and protection against energy effects. The energy hitting the shield being diverted to the user to power the toggles.
That better?
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
Actually, Yes ^_^
However I will still argue it isn't flawed but different. Cryptic may not have used toggles like this, doesn't means it's flawed just different.
As for your other gripes with the set, namely the +recovery and theme for the set. I can see your point and I sort of agree. As you suggested a +recovery toggle would be a good way to solve the end problem and my new build of the set reflects that.
The original idea was more metal skin than armour(aka colossus).Basically you form really thin, small layers of metalic armour like skin. These layers help absorb some of the damage thrown at you. Maybe forcefields would work better, not sure on that.
Metal Armour:
The idea behind this set is to make a toggle heavy set which provides good damage resistance. The first problem with a toggle heavy set is endurance issues, while I could just add a quick recovery style power, Scragic (A SG friend) came up with a better suggestion. Give each toggle a +recovery and maybe even a +regen. This was a very interesting idea and could easily be explain, the armour absorbs some of the damage. This absorbed damage is converted into usable energy and used to increase the heroes energy and health. Now obviously the +recovery and +regen is going to be pretty much nothing, because otherwise it would be overpowered. So I was thinking the recovery aspect to be about ½ to ¾ of the end cost of all the toggles. The regen rate I am not sure about was thinking of maybe having it equal an un slotted health.
Below is a list of powers. However I have yet to think of names for them so just the effects are shown.
(All figures are based on this being a primary power set for a tank).
Tier 1:
Auto: Self +res (All),
Your have a very thin metal covering below the top few layers of skin.
(Un slotted: 10% res to all damage types)
Tier 2:
Toggle: Self +Res (Smashing / Lethal), +recovery, +regen,
You cover yourself in a thin sheet of metal which absorbs some of the damage done against you.
(Un slotted: 5% res to Smashing /Lethal)
Tier 3:
Toggle: PBAOE, Minor (DOT Lethal), (this is the tanks and brutes taunt aura).
You cover your armour in spikes of various sizes. Hitting anyone that comes into range.
Tier 4:
Self Heal, -regen, -recovery,
Your metallic armour repairs itself. However while repairing and for a short time after, it will not be able to channel any of the damage being dealt to you into usable energy.
(Basically using this heal will remove the +regen and +recovery bonus of all the toggles for 10 seconds. This means you will be back down to your basic regen and recovery, Stamina and health will still count)
Tier 5:
Toggle: Self +res (Hold, Sleep, Disorient, Knock back, End Drain, Immob), +regen, +recovery.
Tier 6:
Toggle: Self +Res (Smashing / Lethal / Energy/ Fire / Cold), +recovery, +regen,
(Un slotted: 5% res to Smashing /Lethal)
(Un slotted: 10% res to Energy)
(Un slotted: 5% res to fire / Cold)
Tier 7:
Toggle: Self +res (Smashing / Lethal / Energy / Fire / Cold / Toxic), +regen, +recovery.
(Un slotted: 5% res to Smashing /Lethal)
(Un slotted: 10% res to Energy / Toxic)
(Un slotted: 5% res to Fire / Cold)
Tier 8:
Toggle: Self +res (Smashing / Lethal / Energy / Fire / Cold / Toxic / Psionic), +regen, +recovery.
(Un slotted: 5% res to Smashing /Lethal)
(Un slotted: 30% res to Psionic)
(Un slotted: 10% res to Energy / Toxic / Cold)
(Un slotted: 5% res to Fire)
Tier 9:
Self +Def (All), Self -SPD -Recharge, -Toggles, -end.
You combine all of your armours into on thick armour which will block any attack thrown against you. However because of the hulking mass of the armour your speed will be reduced. Also all your armours have been melded together so you loose any benefit you gained from them. When the armours finally separate it retracts back into your skin, leaving you defenceless and without any endurance. However you will have normal recovery and can reactivate the armour as soon as your feel strong enough.
Resists un slotted:
Energy: 40%
Psionic: 40%
Smashing / Lethal: 30%
Cold: 30%
Toxic: 30%
Fire: 25%
Negative energy: 10%