Stalker/Scrapper set: Phantom Aura
No KB resist, no sale. Not to me, anyway. I hate getting knocked down in melee that much.
Okay, what if -KB was in Phase Mastery?
Hmm... an interesting idea, and I would like to see an armor set incorporating these ideas, but I'd have to see numbers on it, because it seems to have a LOT of defensive measures. It seems almost like SR meets Dark Armor meets Invuln. It has defense toggles from SR/Ninjitsu, resistances to everything, and increased HP. The only reason I say I'd need to see numbers is because it seems to have a lot of what Shield Defense has (a little of everything, but no heal and no regen), and then some. Shield Defense is so solid because it covers so many bases with it's smaller buffs and debuff to allow for a pleasant overlap. This one has all of that overlap, but also regen, phase, fear, enemy phase, and stealth. It risks being overpowered with this many bonuses.
That being said, I think a set with a concept like this has a lot of potential, it just needs balanced fairly. I think if it had smaller than Ninjutsu but still acceptable defenses, but acceptable resistances, I think the overlap alone from those two would make it pretty solid, not to mention the phasing and regen allowing for adequate survival methods without the need for a God Mode. Avoiding combat while regenerating is kinda what MoG does, and this is a different way to accomplish a similar tactic, so I like that.
Anyway, "no sale, at least not to me" meant just that - that's the one hole in a defensive set I'm not willing to tolerate (I'm looking at YOU, Dark Armor), but I don't care if other people are. I just won't take it.
Okay, firstly, I'm not opposed to giving the set -KB. It can fit conceptually (how do you knock around a ghost-like entity?) and honestly, I hate following a formula all the time. Knockback holes have been done already, I'd love a different kind of hole for uniqueness sake. Sleep wouldn't be that bad seeing as it doesn't drop toggles and the set has no offensive toggles that would turn off.
It seems almost like SR meets Dark Armor meets Invuln. It has defense toggles from SR/Ninjitsu, resistances to everything, and increased HP. |
Basically, I was thinking the set would have defense between SR and Nin (not much room between but it doesn't need to) and equivalentish resistance to SR, when you're phased that is.
This one has all of that overlap, but also regen, phase, fear, enemy phase, and stealth. It risks being overpowered with this many bonuses. |
Depending what others think about phasing would probably determine how the def/res are balanced.
Looks interesting.
It's pretty easy to raise def using IO bonus, therefore ninjutsu-level defense practically means soft-capped defense. Depending on the amount of resistance, it maybe a bit too good to have both well-rounded defense and resistance.
Thematically, I think typed defense fits phantom/ghost more than positional defense. Positional defense is about agility and dodging. From your description, phantoms are hard to hit because of their nature, not that much about them dodging really fast. I understand that players like positional defense more, but you can think about it. This is probably arguable.
I'm not sure if +Max HP fits phantom shadow that well. In the context of ghost, you can say that ghost don't feel pain, which effectively increases its hit-point. I would put +Max HP in ghost essense because phantom shadow is more about illusion.
I prefer a tier 9 like the one in Will power if you don't want to give phantom aura a real god mode. There is nothing wrong with having a tier 9 passive, I just feel that a passive doesn't make people feel excited.
I guess the main feature is the phase shift powers. Actually, I don't use phase shift much in game. Can you fight while phase shifted? I vaguely remember that you can fight phase-shifted players in pvp. From your power description, it seems like you can fight phase-shifted mobs in pve and take phase-shifted mobs back to reality.
The phase shift powers are certainly interesting. But I bet people will simply skip the 3 powers in pve game play, because the game overall is more towards killing faster, there are not much problems with survival. Phase shifting mobs just make players kill slower, in particular at high levels. I hope that the phase shift mechanics can be designed differently.
It looks like there are advantages to players with phantom aura to fight in alternate dimension. Do you think it would be better if team mates can get certain buff when going through the phantom gate? It may give the team some incentive to fight phase shifted. I have some concern about the "magnitude" of the phantom gate. In an AV fight, it would be funny if you put it at the feet of an AV, and all the melees are on the other side of the gate phase-shifted but the AV resists the effect.
Thematically, I think typed defense fits phantom/ghost more than positional defense. Positional defense is about agility and dodging. From your description, phantoms are hard to hit because of their nature, not that much about them dodging really fast. I understand that players like positional defense more, but you can think about it. This is probably arguable. |
I'm not sure if +Max HP fits phantom shadow that well. In the context of ghost, you can say that ghost don't feel pain, which effectively increases its hit-point. I would put +Max HP in ghost essense because phantom shadow is more about illusion. |
Eh, might be a good idea to switch the resistance from Ghost Essence to Phantom Shadow and the HP from PS to GE.
I prefer a tier 9 like the one in Will power if you don't want to give phantom aura a real god mode. There is nothing wrong with having a tier 9 passive, I just feel that a passive doesn't make people feel excited. |
I guess the main feature is the phase shift powers. Actually, I don't use phase shift much in game. Can you fight while phase shifted? I vaguely remember that you can fight phase-shifted players in pvp. From your power description, it seems like you can fight phase-shifted mobs in pve and take phase-shifted mobs back to reality. |
The phase shift powers are certainly interesting. But I bet people will simply skip the 3 powers in pve game play, because the game overall is more towards killing faster, there are not much problems with survival. Phase shifting mobs just make players kill slower, in particular at high levels. I hope that the phase shift mechanics can be designed differently. |
Again, I can see a stupid amount of ways Phantom Gate could be used, it's almost broken. Like, for instance, your Corruptor died and is right next to the mob and you don't have recall. You can drop phantom gate down ontop of him, he uses an awake only to be instantly phased. The enemies turn and shoot in vain then charge. Either the corruptor waddles out of the gate as the foe runs in or at least gives the corr time to use a breakfree. All the while, you killed 3-4 guys.
The fact that only so many foes can fit in an 8ft space instantly nullifies any other foes outside that space. Really, it's such a broken power, I actually consider it more appropriate for a control primary.
But the set-up for this set is that it's a seek and destroy set. You target a foe and you kill it. It shouldn't specifically slow you down as, even though the foe you targeted is phased, you're still attacking it. It may be better in the hands of a Stalker than a Scrapper...but is that a bad thing?
It looks like there are advantages to players with phantom aura to fight in alternate dimension. Do you think it would be better if team mates can get certain buff when going through the phantom gate? It may give the team some incentive to fight phase shifted. I have some concern about the "magnitude" of the phantom gate. In an AV fight, it would be funny if you put it at the feet of an AV, and all the melees are on the other side of the gate phase-shifted but the AV resists the effect. |
As for AVs resisting it, that's something I wasn't thinking of. What is their resistance to phase powers anyway?
Anyway, the way I see the power working is, you set down a pet that, every 2-3 seconds or so pulses an AoE that applies an auto-hit and self stacking mag of intangibility that would last like 8 seconds. This means if you step out of the circle, you'll stay phased for 8 seconds after that but if you stay inside you only receive the initial phase mag as any followup pulses cannot affect someone who's already phased. If the target has any kind of resistance to phase, the pulsing mez will eventually stack a few times. They may not stay phased while inside but they will phase in and out.
I like the concept, but it needs work imo.
Keep the Stealth/Hide (for Stalkers)
Tier 9 should be Phase Shift only better.
I like that it gives you the ability to Phase Shift out a target. Send the target out of phase to give you breathing room from them, or to just take them on one on one, while the other enemies surround you.
Keep the set a mix of Defense and Resistance. Make the whole in the set, the lack of any Energy Resistance. None at all.
Positional Defense can cover the pure energy attacks, but when they do hit, they hit hard. This fits imo seeing as how ghosts have -resist to energy.
I'd keep in all the special resists, add in KB (you're intangible, you shouldnt be knocked back), but no END Drain Resist.
I'd replace the AOE phase shift of target, and just keep to the single target one for enemies.
Replace the AOE Phase SHift with a Quickness/Lightning Reflexes style power. You're a phantom/intangible type theme set...should be lighter on the feet.
BrandX Future Staff Fighter
The BrandX Collection
Tier 9 should be Phase Shift only better. |
Keep the set a mix of Defense and Resistance. Make the whole in the set, the lack of any Energy Resistance. None at all. Positional Defense can cover the pure energy attacks, but when they do hit, they hit hard. This fits imo seeing as how ghosts have -resist to energy. I'd keep in all the special resists, add in KB (you're intangible, you shouldnt be knocked back), but no END Drain Resist. |
I'd replace the AOE phase shift of target, and just keep to the single target one for enemies. Replace the AOE Phase SHift with a Quickness/Lightning Reflexes style power. You're a phantom/intangible type theme set...should be lighter on the feet. |
Biggest hurdle I have to wonder about is How does this set handle Phase Supression?
Particularly Phantom Gate where it's possible to move in and out of the phased area.
Do powers from this set not trigger suppression?
How does this interact with the Pool Phase Shift powers?
What are the recharge/duration of the various Phasing powers?
If this powerset doesn't trigger phase suppression, would it be possible to be permanently phased via chaining Planar Shift and Phantom Gate?
How would you address the problem of wasting attacks on targets that are in the incorrect phase?
So you're trying to un-nerf Phase Shift and promote it to a full powerset?
Would have loved this back when I thought we might get Pistol Scrappers - I wanted to play a Hong Kong style ghost cop - but today? Meh.
My characters at Virtueverse
Faces of the City
Kinda is. It makes you better with *any* phase including the ones in the set.
I can see that. Makes perfect sense too. We'll go with that. Need more of a reason to change that other than "just do it", especially if you're replacing it with such a plain vanilla power. And I don't think being intangible means being light on your feet. Not in the same way SR and Elec armor would be, that's for sure. |
However, my reasons for getting rid of the AOE phase shift, is simple. People tend to hate it in PvE. Team gets bubbled in the Phase Shift, the blaster outside it, sets down a Rain Power (or even the Defenders/Trollers/Whoever)...and it doesn't effect them.
Same problem as the single target enemy phase powers.
BrandX Future Staff Fighter
The BrandX Collection
Looking over your set Leo (I love the idea of it)...here's how'd I'd do it.
1) Hide
*Special: For Scrappers replace with Phantom Mask, a non-suppressing Stealth, miving it to Tier 4 spot, moving Illusionary Aura to Tier 1, Phantom Shadows to Tier 2, Ghost Essense to Tier 3*
2) Illusionary Aura (Toggle, Self +Def Melee/Range, Defense Debuff Resistance)
3) Phantom Shadows (Toggle, Self +Def AOE, Defense Debuff Resist, +HP)
4) Ghost Essense (Toggle, Self +Resist All except Energy, Hold, Sleep, Stun, Knockback, Repel, Fear)
5) Phase Mastery (Passive, Self +Resist Immobilize, Teleport, Enemy Phase)
*Special: When Phased +Damage*
6) Planar Shift (Toggle, Self Intangibility)
*Special: +Resist All except Energy*
7) Ethereal Manipulation (Ranged Single Target, Put Target into Intangible State, or Pull Target from Intangible State)
*Special: Can be used on the unphased when phased and the phased when unphased*
8) Phantom Body (Passive, Self +Speed/+Slow Resist/+Perception)
You've become accustomed to living in and out of phase.
9) Realm Ruler (Click, Self Rez, Intangibility, +Resist All except Energy, +ACC, +DAM)
You've become a master of the incorporeal, nothing can keep you out for good, not even death.
Hide
5.6% Defense All, 39.4% Defense AOE when Hidden
1.88% Defense All when Unhidden
Phantom Mask
3.75% Defense All
Illusionary Aura
12.6% Defense Melee/Ranged
Phantom Shadows
12.6% Defense AOE
15% +Hit Points
Ghost Essense
7.5% Resist All except Energy
Phase Mastery
+80% Damage
Planar Shift
11.3% Resist All except Energy
Phantom Body
+25% to Speed
+25% Slow Resist
Realm Ruler
+20% Resist All except Energy
+ACC/+DAM same as Resurgence
*NOTE: Thinking about it, I'd replace the Positional Defense with Typed Defense. But replace Energy Defense with Psi Defense. Make Energy the real "OMG KRYPTONITE" to this set.
It's different from Shields, yes. But making it Positional Defense seems to make it 1) Alot like Shields and 2) I want to have a set that's easier to softcap!
Also note, Phantom Body doesn't give any +RCH.
BrandX Future Staff Fighter
The BrandX Collection
Funny thing is, /SR originally had a Phase Shift clone as a Tier 9. The devs changed that for a few obvious reasons.
"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict
Funny thing is, /SR originally had a Phase Shift clone as a Tier 9. The devs changed that for a few obvious reasons.
|
And the set would be interresting. Different playstyle that's for sure.
BrandX Future Staff Fighter
The BrandX Collection
Do powers from this set not trigger suppression? How does this interact with the Pool Phase Shift powers? What are the recharge/duration of the various Phasing powers? If this powerset doesn't trigger phase suppression, would it be possible to be permanently phased via chaining Planar Shift and Phantom Gate? How would you address the problem of wasting attacks on targets that are in the incorrect phase? |
The phantom gate wouldn't cause suppression because it's a pet casting it on you. I'm not sure how the rules work in PvP but it'd work the same as if someone used detention field on you.
As for wasting attacks on phased/unphased targets, I guess if the graphics were visible indications of them being phased then it's on you if you're wasting attacks.
However, my reasons for getting rid of the AOE phase shift, is simple. People tend to hate it in PvE. Team gets bubbled in the Phase Shift, the blaster outside it, sets down a Rain Power (or even the Defenders/Trollers/Whoever)...and it doesn't effect them. |
1) Hide *Special: For Scrappers replace with Phantom Mask, a non-suppressing Stealth, miving it to Tier 4 spot, moving Illusionary Aura to Tier 1, Phantom Shadows to Tier 2, Ghost Essense to Tier 3* 2) Illusionary Aura (Toggle, Self +Def Melee/Range, Defense Debuff Resistance) 3) Phantom Shadows (Toggle, Self +Def AOE, Defense Debuff Resist, +HP) 4) Ghost Essense (Toggle, Self +Resist All except Energy, Hold, Sleep, Stun, Knockback, Repel, Fear) 5) Phase Mastery (Passive, Self +Resist Immobilize, Teleport, Enemy Phase) *Special: When Phased +Damage* 6) Planar Shift (Toggle, Self Intangibility) *Special: +Resist All except Energy* 7) Ethereal Manipulation (Ranged Single Target, Put Target into Intangible State, or Pull Target from Intangible State) *Special: Can be used on the unphased when phased and the phased when unphased* 8) Phantom Body (Passive, Self +Speed/+Slow Resist/+Perception) You've become accustomed to living in and out of phase. 9) Realm Ruler (Click, Self Rez, Intangibility, +Resist All except Energy, +ACC, +DAM) You've become a master of the incorporeal, nothing can keep you out for good, not even death. |
It's different from Shields, yes. But making it Positional Defense seems to make it 1) Alot like Shields and 2) I want to have a set that's easier to softcap! |
I suppose there would be suppression in the toggle phase, maybe not the 30sec(?) suppression but something like 15?
The phantom gate wouldn't cause suppression because it's a pet casting it on you. I'm not sure how the rules work in PvP but it'd work the same as if someone used detention field on you. As for wasting attacks on phased/unphased targets, I guess if the graphics were visible indications of them being phased then it's on you if you're wasting attacks. The reason I put it in is for those exact reasons. If an enemy is phased and a teammate wants to attack that phased target, you have a power to help them do that. And if they don't want to stay phased, they can simply move away from the gate. Interesting alteration there, BrandX. Seems solid but I'm not sure how balanced it'd be phasing enemies and them not being able to do anything about it. It seems you could pretty much say phased forever and just pull the enemy 1-by-1 to you without retaliation from the others. Kinda pushes it toward Energy Aura as typed defense too. And worse off, the concepts would begin to clash. EA is a stealthy defense set with some resists too and the FX are basically pulsing auras of energy. |
I figure the phasing of enemies would be much like the phase powers in the game already. You could use it to fight a single target at great +Resists/DAM...ect to yourself, or remove a target from hurting you.
I also don't know if it would be all that great of a team set, not sure.
It would be different however.
Yeah, it might be closer to EA, however, it would lack the +END (and Energy Defense) of EA however.
And after liking the idea of this sets hole being Energy Damage (which can be worked around with Smashing/Lethal Defense for the energy attacks the aren't straight Energy, not to mention IOs/Weave/Set Bonuses/Manuevars...what have you).
And I did notice your AOE Phase and how it worked, I still see people complaining about it.
Blasters not liking to get in so close, and maybe I read it wrong, but it looked like you put a chance for a hold or something on the enemies in the AOE Phase field.
BrandX Future Staff Fighter
The BrandX Collection
*NOTE: Thinking about it, I'd replace the Positional Defense with Typed Defense. But replace Energy Defense with Psi Defense. Make Energy the real "OMG KRYPTONITE" to this set.
|
Outside of those two things it's a good suggestion!
How cool would something like this be from a thematic standpoint when coupled with Kinetic Melee? A Phase/KM or KM/Phase! The true masters of the energies of the universe!
>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
Another for fun set. This time, an armor set.
Phantom Aura
By some scientific or magical method, a user of the Phantom Aura is capable of using illusions, holograms, barriers and/or forcefields to dissuade enemy attacks or the user can outright alter the fabric of reality and his enemies are just his playthings.
1. Hide
2. Illusionary Aura (Toggle, self +def melee/range; +res vs -def) A cloud of illusions surround the user, creating a mirage effect that makes it difficult for the enemy to see where or *if* you are. [animation would basically be a mirage 'wave' that travel up the body that would be make your character completely invisible on the 'wave' part but visible on the non 'wave' part]
3. Phantom Shadows (Toggle, self +def AoE; +res vs -def; +MaxHP) As you move, phantom forms of yourself follow in your path giving the illusion there is more than one of yourself. This makes it difficult to aim multi-target attacks properly. [A color tintable 'trail' with the shape of your body size that would fade the further it got from you]
4. Phase Mastery (Passive, self +res fire, cold, psy; +protection immobilize, teleport; +res vs foe phase; *Special*) As a phantom, you have greater control of your corporeal consistency. This gives you the ability to shrug off some of the effects of elements and psionic assault as well as enemy restraints and attempts to teleport or phase you. Also, while in a phased state, you get a moderate damage bonus to your attacks.
5. Ghost Essense (Toggle, self +res/protection hold, sleep, stun, fear; +res smashing, lethal, fire, cold, psionic) Similar to a ghost, it is difficult to pin you down or affect you with earthly or mental means. [a color tintable aura that would pulse slightly around the contours of the character + a slight bit of transparency like Shadowfall]
6. Ethereal Manipulation (Ranged Single Target foe intangible; -ToHit) With mastery over corporeal forms, you can shift a foe closer to the side of ghosts and phantasms, effectively making them a ghost without control of their form. Similarly, you can make a phased ghost's form physical.
7. Planar Shift (Toggle Self intangibility; +res smash, lethal, energy, neg energy, fire, cold, toxic) Shift your form to that of a pure intangible form/ghost so you can only affect or be affected by others in the same state. [animation would be a phase shift clone]
8. Phantom Gate (Pet immobile summon, phase all; foe -ToHit, fear) Any foe or ally that sets within this 8ft circle is put into an intangibility state but enemies will be jolted by the sudden state change. [Thinking a tintable glowing circle you place on the ground]
9. Realm Ruler (Passive, +res smash, lethal, energy, neg energy; *Special*) The alternate state you put yourself and enemies in may be closer in effect to transporting to an alternate dimension. In whatever state or reality you shift to, you have much better control of your corporeal form there. This gives you an unnatural innate resistant to physical attacks but when phased, you also regen at a much higher rate.
Overview: +def vs melee/ranged/AoE
high +res vs smashing/lethal/fire/cold and moderate +res vs psi while phased
moderate +res vs smashing/lethal/fire/cold/energy/neg energy and minor +res vs psi/toxic all the time/while not phased
+MaxHP
Foe phase + ToHit debuff and fear
Self phase
Ally phase
+regen while phased
+dmg while phased
For Scrapper, remove Hide, replace it with Phantom Mask and shave off the Ranged +def from Illusionary Aura and put it in Phantom Mask along with more +res vs -def and stick a non-suppressing Stealth on it too.
Set weakness is only /Ninjutsu lvl defense, no self heal, no -KB, and no real God Mode.