Shield Defense Power Descriptions


British_Beetle

 

Posted

Again nicked from the Open bit of the closed beta (ie the Character Creation screens on US Test).


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Deflection: Your mastery of the shield allows you to easily deflect melee attacks, and attacks that do get through your iron clad defenses tend to do less damage. While Active Defense is active the user will gain defense to Melee attacks and some minor resistance to lethal and smashing damage. Recharge: Fast


Battle Agility: Your incredible reflexes allows you to position your shield to deflect incoming ranged damage. While deflection is active you will benefit from increased ranged and aoe defense as well as some moderate protection from Defense debuffs. Recharge: Fast.


Phalanx Fighting (Woo!) Fighting near your allies allows you to deflect attacks much easier. You will gain a small bonus to your melee, ranged and area of effect defense this bonus grows for each ally near you. This power is always on and costs no endurance.

-Feedback, punctuation missing between defense and this bonus.


Active Defense: When you activate this power it grants you protection from Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold and Defense Debuff effects for a short duration. Recharge: Very long

Feedback: ...isnt repel and KB the same thing?


Against All Odds: The harder pressed you are in combat the greater your offensive abilities become. Each enemy that stands toe to toe with you in combat will grant you a damage bonus. THe first foe you engage in melee grants the highest damage bonus, and up to 10 foes can contribute to this effect. Each foe in melee also suffer from reduced damage as your sheild deflects a portion of their damage. Recharge: Slow


Grant Cover: You are able to use your sheild to defend nearby allies. Any teammates who remain nearby gain a bonus to their defense. (NOTE: The defense bonus from this power is only applied to nearby team mates, but not yourself.) Recharge slow

-Feedback, is it teammates or team mates?


Sheild Charge: You can throw all of your might behind your sheild and charge through ranks of foes in the blink of an eye. Using this power allows you to teleport to a selected area to deal significant smashing damage to all foes in a long cone in front of you, most foes that are struck by your sheild charge will be knocked down. Damage: Superior Recharge: Very Long

True Grit: Your intense training has left you tougher than even the hardiest of heroes. You gain additional hit points and resistance to fire, cold, energy, negative energy, and toxic damage sources. THis power is always on and costs no endurance.


One witht he shield. When you activate this power, you gain strong resistance against most types of damage and also to Disorient, Immobilization, Hold, Knockback, Repel and Sleep effects. One with the Sheild costs little endurance to activate and increases your recovery and maximum hit points for its duration, but when it wears off you are left exhausted, and substantially drained of endurance. Note:That One with the Shield is unaffected by Attack Rate changes. Recharge:Very long


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Posted

afaik repel and KB are different.

Active Shield, wrong tooltip? (short duration, long recharge, for a mez prot skill)

Also, tankers getting location based defence? Afaik no other set has this (apart from global, like inv), but no specific ranged/melee/aoe.

And against all odds, bonus damage! That i sooooo love.

Its like the inv set, but nicer

Hmm. grant cover and Phalanx are party based, dont like
Oh well, more space to get extra pools (leadership) powers


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Posted

Well looks like I'm finally going to be making a tank
Now i just need a complementary secondary...


 

Posted

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afaik repel and KB are different.

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Oh I know that.

The OP in the US server didn't I just copy-and-pasted their post over here for discussion.

Reading through it again it seems Shield toons will be a bit of a force multiplier with their "Allies grant extra defense" power & "Grant Allies extra defense" power coupled with their "extra enemies grant a damage bonus" power.


 

Posted

screenshots


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Posted

[ QUOTE ]
Sheild Charge: You can throw all of your might behind your sheild and charge through ranks of foes in the blink of an eye. Using this power allows you to teleport to a selected area to deal significant smashing damage to all foes in a long cone in front of you, most foes that are struck by your sheild charge will be knocked down. Damage: Superior Recharge: Very Long


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I so hope we see our character "charge" through the enemies when doing this

Love the shields btw, the combat aura shield looks just . . . . . .. wow


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Posted

I wonder if the 'allies grant extra' type powers will be capped at 7 (party based), only from party members (still party based) or if they will have a higher cap, say ten, like other similar powers in other sets and will be from all allies in range...

I hope for the last as it will really benefit from mother-ship or hami raids, but expect the second.


 

Posted

It says max targets = 7 in the veiw details on Phalanx Fighting.


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Posted

Hmm, will be interesting to see how these sets work out in play. I just can't stop giggling about one of the powers being called "true Grit"


 

Posted

OK so it looks like the numbers are "roughly" (for brutes/scrap/etc.):

deflection: 11.25% melee, 3.75% s/l res, 11.25% psi res, +x/x with active defense
battle agility: 11.25% range/aoe toggle, +x/x from deflection
phalanx fighting: .75% def all per ally, 7 max
active defense: mez prot 3m20s rech, 2m duration
against all odds: taunt, +dmg per melee target
grant cover: 8.4% def all
shield charge: 60 cone
true grit: 3.75% f/c/e/n/t res, 112.44 hp @ 50 brute
one with the shield: 2x% res, 6m20s rech, 2m duration

What I didn't see in the screenshots was how much of a boost deflection & BA get from the synergies...hopefully at least 4% def unslotted.

All in all, I think it looks interesting at the least, and worthy of a few super teams.

I don't really think Shield Charge belongs in a defensive set but hey, like others have said, it will make elec/shield VERY amusing.

Soloers have 2 options for powers to skip - it's always good to have options!

detail pics:
http://s234.photobucket.com/albums/e...liado/Shields/

I dont know, no heal, no regen, very very little resist, mainly defence but no 'extra' migation (such as ice slow), while tier9 is a resist (so SR beats that).


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Posted

[ QUOTE ]
Grant Cover: You are able to use your sheild to defend nearby allies. Any teammates who remain nearby gain a bonus to their defense. (NOTE: The defense bonus from this power is only applied to nearby team mates, but not yourself.) Recharge slow

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I like this, but find it odd that it only applies to teammates, do they think it would be overpowered otherwise? It doesn't seem to make logical sense unless you turn around with your back to the enemy hold the shield in front of your friends...

There's a similar shield teammate defense power on my Orc tank in WAR, I can stand there doing nothing but holding my shield with my head down, giving any teammates who are standing behind me a defense boost - but it boosts my defense too, it depletes energy so you can't keep it up long.

Generally though, I still remain uninterested in the Shield powerset; hopefully now they've finally got it out of the way, they'll be able to work on something that interests me more.


 

Posted

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I like this, but find it odd that it only applies to teammates, do they think it would be overpowered otherwise? It doesn't seem to make logical sense unless you turn around with your back to the enemy hold the shield in front of your friends...

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If you consentrate on holding you shield in fromt of your ally, you are not consentating in holding it in front of yourself.

And yes, it would be overpowered, or have to give such a small buff it wouldn't be worth bothering with.


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Posted

Probably worth mentioning that thier is a very stong synergy for Sword+Shield scrappers, because of Parry.

Shield tankers are going to want Tough and Weave I think. (superteems excepted).


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Posted

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Probably worth mentioning that thier is a very stong synergy for Sword+Shield scrappers, because of Parry.

Shield tankers are going to want Tough and Weave I think. (superteems excepted).

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i go scrapper
(only broadsword was going 1handed, katana not right?)


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Posted

No self heal, no regen bonus... Looks like all the fantasy concepts goes out the window then, not gonna be playing a medieval toon that has to use a supermarket goods scanner after each fight to heal himself.


 

Posted

Repel resistance not in a panic button? I can see this being popular I guess.

I'd like to know figures cause I'd like a kite shield now, but I have a feeling both tough and weave will be a must and AoEs are going to hurt


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
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spider, brilliant!"

 

Posted

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No self heal, no regen bonus... Looks like all the fantasy concepts goes out the window then, not gonna be playing a medieval toon that has to use a supermarket goods scanner after each fight to heal himself.

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"All" fantasy concepts? Can't immediately bring to mind any fantasy tales (mythic or modern) with self-healing or regen-type shields in them.


 

Posted

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"All" fantasy concepts? Can't immediately bring to mind any fantasy tales (mythic or modern) with self-healing or regen-type shields in them.

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True.

But with the current set, i really dont see much survival in a tanker without big support of a team. Even ice as defence based has several powers that lower their damage drastic (-30% aura, hibernate, HP boost, end recovery).

With no panic (numbers i gave prob be higher for tankers) smashing through defence will hurt, alot.


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Posted

Against all Odds is -DMG aura.


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Posted

[ QUOTE ]


Also, tankers getting location based defence? Afaik no other set has this (apart from global, like inv), but no specific ranged/melee/aoe.



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Well there's Super Reflexes - OK not a tanker set but still applicable to those that will be able to take this


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and lots more on Pinnacle,Union and Defiant

 

Posted

Possitional defence is great when you have all possitions covered. I'm not seeing AoE in that, I might have missed it, but AoE is fairly important from the 30s onwards.


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

The second toggle has Ranged AND AoE.

And did anyone SERIOUSLY expect a SHIELD set to have a self heal or regeneration in it? Seriously?


 

Posted

Against all odds
http://s234.photobucket.com/albums/e...nstAllOdds.jpg

Wow? 25% bonus dmg per mob? We're talking 250% raw bonus damage to every single attack with 10 mobs. Add buildup and enchancements and we're going 450%ish?

Added, i dont see the -dmg part in it. Oh well

I agree, aid self really wont fit the theme if you go medival, only dark would suffice as 'heal' (well..).


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Posted

[ QUOTE ]
[ QUOTE ]
No self heal, no regen bonus... Looks like all the fantasy concepts goes out the window then, not gonna be playing a medieval toon that has to use a supermarket goods scanner after each fight to heal himself.

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"All" fantasy concepts? Can't immediately bring to mind any fantasy tales (mythic or modern) with self-healing or regen-type shields in them.

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Problem for me is that i can see Aid Self being mandatory for a solo scrapper, and while i like aid self game wice, animation dont fit with a non-modern concept.

As for a heal/regen fitting with a shield concept... I cant recall any comicbook character who uses flames for protection that can heal themself either. I.e. dont look how it have been implemented traditionally, make it fit for the concept in CoH.

... Or just do as been suggested before and make aid self animation dependent on origin...

Note, i will still play Shield set, i will just do it with a flashy grren shield and sword instead of honest steel.


 

Posted

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The second toggle has Ranged AND AoE.

And did anyone SERIOUSLY expect a SHIELD set to have a self heal or regeneration in it? Seriously?

[/ QUOTE ]All those people who think Trik Arrow has a healing arrow did.


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