Radiation Melee and Armour


CBeet

 

Posted

This has come up a few times in the past but i figured i would revisit it since I'm board at work and i would still love a proper radiation brute

Radiation Melee

this should work pretty well for Brutes, scrappers, and Tanks and pretty much follows the standard Melee sets with a good number of strait forward punching the only ones that brake from this are Irradiation which is a cut and paste of the defender version then there's X-Ray blast at No.8 a shorter range more powerful version of X-ray beam it just didn't feel right not to have X-Ray in there in some form and finally there's Ground Zero as the Tier 9 its kind of 2 powers in one the first part is a strait forward Mini nuke causing energy damage with a side order of fire DoT the second half is a PBAOE which comes into play after the first part is fired this leaves the user with a damage aura of energy damage for a few seconds.

1. Contaminated Strike(Melee Moderate energy/smashing Damage, chance of Knock Down, Foe -Def)

(strait forward punch style attack just add glowy green goodness)

2. Radiant Brawl (Melee Minor energy/smashing damage, chance of Knock Down, Foe -Def)

(again another strait forward punching attack could use brawl animation with added green glow)

3. Radioactive Smash (Melee High energy/smashing damage, Foe KD, Foe -Def)

(air superiority stile animation with green glow)

4. Build Up (+dmg +To-hit)

(use the Radiation blast Aim animation)

5. Irradiate (PBAOE Moderate DOT damage, Foe -Def)

(just cut and paste the defender animation)

6. Taunt

(strait forward come get me taunt animation as used by the other non weapon animation sets)

7. Atomic Smash (Melee High AOE energy/Smashing damage, Foe Disorientate, Foe -Def, Foe KD)

(use the same animation as Thunder strike/Total Focus with added green glow and maybe a little mushroom cloud)

8. X-Ray Blast (short ranged heavy energy damage, Foe -Def)

(same animation as X-Ray Beam but make it brighter to show its higher power)

9. Ground Zero (PBAOE Superior energy damage with minor fire DOT damage -Def -Res) (leaves the user mildly radioactive and the well cause minor energy DoT damage to any foe in range for X seconds)

(big explosion with nice large mushroom cloud and also add in expanding ring of flame to outer edge)



Radiation Armour.

Went for something different than the standard armours here lots of debuff which could step on the toes of defenders a bit. Also added defence to most of the toggles the idea being that they would have similar SFX to there defender counterparts (big fluff clouds of radiation goodness) and so would grant defence to attacks made from range and a melee as well as energy based attacks (some what redundant i Know) this has meant that as a set it delivers a rather huge amount of ranged melee and energy defence with a small smidgen of resistance to smashing lethal and energy but I'm not sure if that plus some improved HP Regen and a self heal would be anuff to offset the lack of defence or resistance for the other damage types. Also there's no KB protection.

1. Radiation Absorption (toggle, +HP +Regen +Res to smashing/lethal/energy)

(should be pretty sutl maybe just a slight green glow to the character)

2. Infectus Radiation (PBAOE toggle))(Foe -Def -To-hit)(self +Def Melee/Ranged/energy)

(Use the same animation as the defender Radiation Infection but instead have it centered on the player should have lower debuff values than defender/corrupter version)

3.Radioactive (PBAOE toggle)(Minor DoT energy damage Foe -Def)

(another subtle one was thinking some greenish circles emanating at ground lvl from the player)

4.Enervating field(PBAoE toggle) (foe -dmg -Res)(self (self +Def Melee/Ranged/energy)

again same as defender version but centered on the player should have a lower debuff than defender/corruptor version)

5.Accelerated Metabolism (click) (self +spd +recharge +recovery +Damage +Res (Immobilize, Hold, sleep, Disorientate)

(similar animation to the defender version this should be permeable pretty easy perhaps with 1 or 2 SOs so buffs should be adjusted to take this into account)

6.Radioactive Healing (click) self heal (similar recharge to healing flames maybe slightly longer as this set has a +recharge power)

(again basic heal animation as used by the like of dull pain, reduce debuff slightly so as to make a defender or corrupter still a better choice for the debuffs))



7. Lingering Radiation (click) (foe -speed, -recharge, -Regen) (self +def melee/ranged)

(should have a burst/explosion animation to show you firing of a load of radiation and should also leave some kind of cloud effect on player to show duration of defence buff, Debufs should also be less than those delivered by defender/corruptor)

8.chocking cloud (PBAOE toggle) foe hold(mag 1)(self +def Melee/ranged)

(Same animation as defender version should probably have a slightly lesser lower Acc and shorter Mezz duration than defender version)

9. Mutation (click self resurrection +Dam +To Hit +Recovery +Speed) (Foe PBAOE extreme damage (energy) -To-hit -Def)

(rise of the Phoenix stile res with large mushroom cloud type explosion and a effect similar to positrons overload power while the buffs are in effect)


 

Posted

[ QUOTE ]
8.chocking cloud (PBAOE toggle) foe hold(mag 1)(self +def Melee/ranged)

[/ QUOTE ]This will only be strong enough to hold Rikti Monkeys and other Underlings. The Mag 2 version Defenders/Corruptors/Controllers get is already unpopular.


 

Posted

[ QUOTE ]
[ QUOTE ]
8.chocking cloud (PBAOE toggle) foe hold(mag 1)(self +def Melee/ranged)

[/ QUOTE ]This will only be strong enough to hold Rikti Monkeys and other Underlings. The Mag 2 version Defenders/Corruptors/Controllers get is already unpopular.

[/ QUOTE ]

Yea i know but this version gives +Def which is somthing that the defender version dosent do also i figured it being able to hold minions would be bad Vs fury generation perhaps change it to a mag2 stun but give it a lower Acc.


 

Posted

Last time we looked at this idea, a couple of problems came up.

1) Debuffs do not scale well with level. You would be in the same position as def sets before they changed the way the to hit calculation was done: good against lower level, weak against higher level.

2) Who needs a squishy defender when you can have an unkillable one?

3) Stacked debuffs = invincible superteams (unless you had the powers affected by diminishing returns).


These considerations make it unlikely that the devs would go for a mostly debuff defense set.


I really should do something about this signature.

 

Posted

1) Ah yes the scaleing thing i remeber that now i suppose thats where the defence would come in to play

Pluss as the likely hood of facing higher toon only really comes up when moving the dificulty of heroic its less inportanty because those other dificulties are supposed to represent a chalange.

2. This was my major reason for saing the debufs should be lower than those given by a defender also theres no team acelerate Metabalism or EMP or heal so the dfefender still has tricks in its arsnel. the defender can also do its thing from range where the tank/brute/scrapper is gona be in the thick of things so more chance of death and suden stopage of debuff. and i think its fair to say the sets pretty far from unkillable.

3) thats hardly a sole point of this set the same go's for any "superteam" that consists of a few very focused ATs/Powersets just look at the good old fire/kin troller teams or the Rad/rad corruptor/defender teams even teams of sheild scrappers/tankers/brutes oh and lets not forget the veats they almost call out to be teamed togeather. So another set that achives this is hardly game brakeing

So to recap

1) a important consideration but as it doesn't rely on pure debuff for defence its not gonna brake the toon if it comes up against a debuff resistant Mob

2) the debuffs would be lower than the equivalent defender and the defender brings more than just its debuff auras to the team. Also there's no such thing as a unkillable brute/tank/scrapper

3)stacked anything often results in a "invincible team" if the devs were against this we would have never seen Veats or Shields.


 

Posted

Radiation Melee looks good, perfect even, it's just Radiation Armour that needs a tweak (as stated beforehand). It's a sound idea, just needs tweaks.

Accelrate Metabolism: Considering what it is, it might be overpowered on a Tank. I'd say move it to #8, turn it into a click with a recharge time similar to the original and take away the mez protection. For numbers, would say.. +20% run speed, 15% recharge, 25% recovery, 10% damage and throw in 15% resistance to end drain, -recovery, -recharge and -speed.

Choking Cloud: Underpowered, no reason to take it, you already have debuffs so it's not needed as a taunt aura, so how about;

Atomic Balance: Toggle protection to hold, stun, immob, sleep and repel, +resistance to energy (10%), +defence to energy (5%).

As for the rest of it, it'd just depend on the debuff numbers, at a glance would say about 5-10% debuff for each number, if possible having it scale with enemy rank (7% debuff to Minion, 9% to Lietenant, 12% to Boss, 15% to Elite Boss, 20% to AV, 30% to GM)

Good job, you got some great ideas there.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Posted

oo i like Atomic Balance.