Psionic Aura Power Set
Very nice set i must say, although 2 aint right for tankers, the Word of Confusion. Confused = not tauntable, bad for tankers who need to keep agro.
Also, the selfrez is afaik the least used power of most sets, maybe something in style of a PBAoE attack? (more offensive like fire?). I rather see that as a auto SL resist/acc bonus, your mental insight power increase your accuracy of the attacks.
Most sets that have a non-dmg aura will gain something of it. Shield does -dmg, willpower -acc, inv give +def, ice has -slow/-dmg.
So for word of confusion, it has to be the taunt aura, either a dmg aura or something that gives like a -recharge (wich is the main secondairy effect of psi) and maybe a very tiny -resist debuff. (2-3%?)
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I think your mez defense/resist is too high up the power chain - maybe at 4 instead? Personally, I detest click mez resists *because anyone with any sense sets them on auto, they're a pain for Brutes (who usually want Brawl/Boxing on auto for Fury generation) and can be an annoyance for everyone else, so I'd think about just sticking in Indomitable Will instead.
WoC won't work in lieu of a damage aura, and as stated upthread would actively work against Tanks, so maybe a -recharge aura (more like /Stone's Mud Pots, but leveraging Psi's -rech secondary effect rather than applying a movement slow) would be better there? Though that could work against Brutes (less incoming hits = less Fury generated) instead of tanks, sigh...
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I think your mez defense/resist is too high up the power chain - maybe at 4 instead? Personally, I detest click mez resists because anyone with any sense sets them on auto, they're a pain for Brutes (who usually want Brawl/Boxing on auto for Fury generation) and can be an annoyance for everyone else, so I'd think about just sticking in Indomitable Will instead.
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I believe inv also have it very late in the set, tank afaik 12 and brute even 16. (like regen integration). tier5 i believe is lvl8 or 12, so i say its pretty good.
And SR/shield already have clicky, so its not that bad having it as clicky (i still dont like clicky, since -recharge can remove it from perma - tanker is doomed).
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Sin - the -rech effect essentially dooming you (unless you've stocked BFs) is exactly what I was alluding to. I know that other powersets have their problems, but the toggle/click mez difference has always seemed rather unfair to me, as toggles can't be messed with (short of END drain, which also affects every other aspect of "click" mez-protect armour sets).
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True, but that pretty much apply to every tank that lacks end or recharge resist. Dark getting too much -recharge or -acc is doomed, fiery armor for -recharge.
However, both Shield as SR, having clicky, rely on defence location based. Apart from the toggles (storm?) there is a way way smaller chance to be hit by powers that does -recharge, unlike dark/fiery armor. Although i'm still not sure every psi attack now ignore location-defence, and need specific psi defence.
So in that line, if the set would be mainly resist base i would agree making it a toggle, perhaps with some secondairy effect to it. But that would be way too much toggles.
So i follow inv-style, make tier2 (WoC) a auto SL/acc and make UW the inv-style taunt-aura with mez-protection (unyielding?) with some -recharge and possible some extra stuff -res or such.
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Very nice set i must say, although 2 aint right for tankers, the Word of Confusion. Confused = not tauntable, bad for tankers who need to keep agro.
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They'll still be Taunted once the confuse wears off won't they? It's just an alternative to a Stun aura (like Dark gets). IE the Taunt will still be on them, but the Confuse will take precedent. The tank can taunt them while they are confused and once the Confuse wears off they'll shoot the tank.
I'd have said it's bad for Brutes (since they won't be attacking them and helping to generate Fury) but not for Tanks.
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Toggle: +Def (all but Psionic and AoE)
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Given the "OR" nature of Defenses doesn't this really mean they'll have the defense boost vs everything bar AOE Psi and Non-positional Psi? For example if someone flings Fireball at them the Fire Defense from this power, along with the Fire defense from Telekenitic Shield will count against being hit.
*Edit : forgot to add I like the concept and implementation, just not sure about all the +Defense (All) and (All but AOE & Psi). Normally defense goes positional or typed, not both. I suppose the devil is in the details really (ie the values).
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Very nice set i must say, although 2 aint right for tankers, the Word of Confusion. Confused = not tauntable, bad for tankers who need to keep agro.
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They'll still be Taunted once the confuse wears off won't they? It's just an alternative to a Stun aura (like Dark gets). IE the Taunt will still be on them, but the Confuse will take precedent. The tank can taunt them while they are confused and once the Confuse wears off they'll shoot the tank.
I'd have said it's bad for Brutes (since they won't be attacking them and helping to generate Fury) but not for Tanks.
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Why does a tank need to keep aggro on them? They don't usually - they just need to keep aggro off the rest of the team.
And a confused opponent isn't attacking the rest of the tank's team - job done.
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Thanks for the feedback guys
I think I was looking at Shield set when I was thinking of the click mez resist power, but it has it earlier on and then checking Invulnerability its 5th power is a toggle mez resist. I originally made it a click because provided resistance to more mezzes plus the def to Psi. So maybe just changing it to either a higher than average endurance toggle or maybe reduce the types of mez it protects from could be a way to go.
I can definitely see now how WoC would not work for Brutes because of the Fury issue. I kind of envisaged it working how Carnifax and Dave describe it and from my experience of it on my blaster foes tend to get confused for a second and then come running straight back so they seem to still be agro'd. I think it would be a very chaotic way of keeping agro though from a team though.
My original thought for the 8th power was a clone of the Fortuna mental training that provided a auto boost to rechare, so maybe include that instead of the rez. Or possibly turn it into a second agro aura called something like Psychic Leach where foes around you suffer -recharge, while you gain a small +recharge for each foe effected. Actually thinking about it, I quite like that idea!
EDIT - oh and I can see what you mean Carnifax about the except AoE defence thing, I think I was caught up in the concept of it to notice the hole in the logic!
I like but seems odd that a Psionic Armour set doesn't give Psionic defence on a lot of the powers.
I can kind of see what you mean Pyro although four powers do provide either some defence or resistance to Psi (Mind over Body, Unbreakable Will, Mind Link, Astral Form). But three of these are clickies (unless UW was changed as suggested above).
Also with Astral Form there is only one other 'god mode' which provides Psi resistance (will power) and two which provide def bonus (super reflexes and ninjitsu).
I think the easiest way you could add some is to telekenetic shield as long as it was balanced properly not to make it to powerful
I'm with Pyro needs more Psionic protection tho will need to be careful not to step on dark armours toes.
I have been thinking that there are some powers, from various powersets, in game that lend themselves nicely to become a new shield set for Tankers, Scrappers, Brutes and (possibly with tweaking) Stalkers called Psionic Aura.
Now I will say now that not all the powers are original and I have noted where some have been copied from.
But let me know what you think!
1. Mind over Body (Toggle: +Resistance (Lethal, Smashing, Psionic))
While this power is activated you embower your body with the strength of your mind and increase your resistance to Lethal, Smashing and Psionic damage
[As per Willpower/Psionic Mastery]
2. World of Confusion (Toggle: PBAoE, Foe Damage (Psionic), Confusion)
This toggle powers allows you to cause psionic damage and cause confusion within a group of foes, creating chaos. The chance of confusing an enemy is lower than the chance of damaging them, and it may take multiple hits to affect stronger opponents. All affected foes within the area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies.
[As per Mental Manipulation]
3. Telekenitic Shield (Toggle: +Def (all but Psionic), +Resistance (all but Psionic)
While this power is activated you create a shield of telekenitic energy around your body which will deflect incoming attacks. If an attack does get through its impact will be reduced and will cause less damage.
4. Drain Psyche (PBAoE, Foe: -Regen, -Recovery, Self: +Regen, +Recovery)
You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own.
[As per Mental Manipulation]
5. Unbreakable Will (Self: +Resistance (Hold, Immobilise, Fear, Sleep, Disorientate, Confusion, Knockback), +Def (Psionic))
When you activate your mental will becomes so powerful you become highly resistant to status effects and Psionic attacks for a short while.
[A tweaked Indomitable Will from Psionic Mastery]
6. Telepathic Prediction (Toggle: +Def (all but Psionic and AoE), -Resistance (Psionic))
While this power is activated you are constantly scanning the mind's of those around and are able to predict their next attacks making you harder to hit. However, you are still vulnerable to AoE attacks as they are not necessarily targeted at you and leaving your mind open makes you less resistant to Psionic attacks.
7. Mind Link (PBAoE, Team: +To-Hit, +Def (All), +Res (Psionic))
Your Mind Link Power will enable you to link the minds of all your teammates who are near you for the next 90 seconds. This shared link improves your teams chances to hit foes, your defensive abilities and dramatically reduces psionic damage.
[As per Fortuna Team work]
8. Psychic Rebirth (Self Rez, Special)
When you fall in battle you reach out with your mind to your allies to give you strength to be reborn. The more allies nearby the more health and endurance is restored to you. Additionally allies used to resurect yourself gain a small boost to their recovery and regneration for a short time due to the psychic energies shared. This power will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds. There must be at least one conscious ally nearby to fuel the transfer and revive yourself.
[A kind of opposite to Soul Transfer from Dark Armour]
9. Astral Form (Self: +Resistance (all Damage types, Hold, Immobilise, Fear, Sleep, Disorientate, Confusion))
When you activate this power your entire body is consumed by psychic energy and you become a being from the astral plain. For a short while you become highly resistant to all forms of damage along with some status effects. Astral Form costs very little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance.