Radioactive Aura Primary? (cross-posted)
The only serious issue I see with this suggested set is that it would have difficulty tanking AV's due to the way AV's resist debuffs so much.
Raditaion Armor/Aura and Radiation Melee keep coming up over the years. Last time there was an open Q&A about it (a few months back) I asked about Rad Melee and was told they looked at it but it didn't make it to the top of their list for sets to develope. Although Rad Armor wasn't specifically mentioned at that time, I'm guessing it's in the same boat.
I'd love to see both Rad Armor and Rad Melee (see sig) as power sets, but it doesn't look we'll see them anytime soon.
As for your concept it looks interesting and I agree it probably wouldn't be that ideal of a set for a Tank. I think you'll find it crosses the line a little too much into the level and range of debuffing that other AT's currently have. So, there might be some issues there, other than that, nice work, interesting concept.
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Interesting set! I would like to see something like this but have it rely mainly on enemy debuffs for it's protection against S/L and Psychic and have fairly high defense to E/NE/F/C backed up by good regen. Perhaps even add a mechanic that increases the effect of the debuff (in magnitude or range) as the character's health drops. In order to separate it from other sets you could make it the only set with passive mez protection.
Range would be a definite weakness for a set like this but that shouldn't be too much of an issue as a tanker set.
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
I think suggestions are great especially if they're given interesting names that are relative to the type of set however if a power adds defense say, then it's best just to say it adds defense rather than just throwing some figures in there. Whatever a Dev does, they'll have to work through the figures so immense detail, going 22% this or that is possibly over work. I have no doubt that with proliferation etc that they're looking at getting new power sets where needed, asap.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I've been toying with an idea for a while and figured I'd finally suggest it for feedback. There are tons of comics characters/monsters/villains/heroes whose powers are based on radiation exposure, etc. This would be a defensive powerset that fits that concept, and offers a very unique form of protection. It only offers a mild mix of defense and resistance, and instead relies heavily on weakening your surrounding enemies with radioactivity to remain alive, and heal whatever damage they do do. Ive included suggested numbers for each power, as well as a running total at the bottom. These totals are assuming an unenhanced, complete set of the powers. I also included comparable totals from a couple of other defensive primaries for comparison.
This would primarily be designed as a Brute Secondary/Tanker Primary, though I'm sure scrappers and stalkers could find a way to make it work as well.
So have at it! Sound interesting? If so PM a Dev and let them know! ;-p Also feel free to suggest changes to number values, etc. This is definitely a rough draft. I know having the damage aura as one of the first two choices seems unusual (I think only Dark Armor does that right now) but because it's also a damage debuff, it felt "right" for this powerset.
Radioactive Aura:
Your body oozes with radioactive energies. These energies mutate the cells within you, healing you and giving you mild protection from several types of damage, while at the same time weakening enemies around you. Unlike other tanker primaries, Radioactive Aura relies heavily on its ability to weaken the enemies around to protect yourself and your teammates.
Ionizing aura: Ionizing particles seep from your body at high levels, weakening the bodies of your foes. In addition to causing minor burns to your enemies, their attacks are weakened while affected. PBAoE Minor DoT (fire), -DMG. (ticks of 5points of fire DMG, -10% DMG) Foe Taunt. (This would be less damaging than other damage auras because of its debuffing affect.)
Polymerization: The radiation within you ignites a chemical reaction which hardens your skin by forming a strong chemical bond. This polymer can deflect damage or lessen its effects. This power grants you Resistance to smashing and lethal damage and defense to Area of Effect attacks. (+ RES (Smash/Lethal 10%), + DEF (AoE 10%)
Infrared pulse: You emit pulses of infrared radiation which allow your body to heal faster then normal. Each pulse heals you slightly and grants you resistance to toxic damage. Self Periodic Heal. (ticks of 5% heal, + 25% RES Toxic)
Absorptivity: The bond your body has with radiation has given it an incredible ability to absorb various forms of energy and increase the damage you can withstand. As such, you've gained resistance to fire, cold, energy, and negative energy attacks and a boost to your maximum health. This power is always on and costs no endurance. (+Res 8%, + Max Health 15%)
Immunity boost: Your radioactive energies have boosted your body's immune system. This hyperactive immune system heals your body and grants you resistance to sleep, hold, disorient, and toxic attacks as long as you keep this power active. (+Regeneration 60%, + RES Sleep, Hold, Disorient, Toxic, immob, sleep, confuse Mag 7)
Photodisintegration: You emit extremely high levels of gamma energy, decaying the atomic particles around you. Enemies within range find their bodies decaying, weakening their damage and their damage resistance and have their movement and attack rates slowed. (PBAoE Foe -DMG, -RES, -Spd, - RCH.) (-25% DMG, -20% RES., -15% Spd. and recharge)
Photofission: The gamma rays in your body can split a nucleus, releasing nearly limitless amounts of energy. Your recovery and recharge rates are greatly increased as your become almost inexhaustable. (Self + Recovery 40%, + Recharge 20%)
Spectral Pulse: Spectral radiation emits from your body in chaotic ways, making it difficult to see you directly. Foes using ranged attacks are more likely to miss, and foes in melee range will have difficulty focusing. While difficult to see directly, you are still visible and will alert foes with your presence. (+Def Ranged 15%, Foe -Tohit 7% melee)
Black Body Radiation: Your body becomes both the ideal emitter and absorber of all thermal radiation. As such, you reflect no light and become nearly impossible to see and hit, increasing your defense drastically. This power also grants you strong resistance to fire, cold, energy, and negative energy based attacks. When this radiation fades, your recovery and recharge rates will be severly hampered for a brief time, though your regeneration rate will be greatly increased as your body attempts to heal any damage done. (Stealth, +Def, + Res (Fire, energy, neg energy.) (+72% Defense (all types), +72% Resist (Fire, Cold, Energy, Negative Energy) (+120% Regeneration for 60s, -200% Recharge and recovery for 60s)
Enemy debuffs:
-35% DMG Foe
-7% Tohit Foe (melee)
-20% Res Foe
-15% speed Foe
-15% Recharge Foe
Self buffs:
+10% Resist S/L
+8% Resist Fire, Cold, Energy, Neg Energy
+Mag 7 Resist Sleep, Hold, Disorient, confuse, immob,
+75% Resist Toxic
+15% Ranged Def
+10% AoE Def
+5% Heal every 2 seconds
+60% Regeneration
+15% Max health
+40% Recovery
+ 20% Recharge
Comparison to totals from unenhanced Shield Defense
Enemy debuffs:
-7% damage
Self Buffs:
29% melee def
29% Range Def
29% AoE Def
15% Resist S/L, Cold, energy, neg, fire, toxic
+10% Max Health
Mag 12 Resist Disorient, hold, immob, sleep, fear, confuse, repel, knockback, defense debuff
+10% DMG
+1 Superior Attack instead of damage aura
Comparison to totals from unenhanced Willpower
Foe Debuffs:
-3.5% Tohit Melee
Self buffs:
+7.5% Resist all damage
+29.5 Resist S/L Psionics
+100 (or more)% Regen (more if fighting more than 1 foe in melee range)
+10% Def Psi
+ Res Mag 13 Sleep, Confuse, etc.
+ 30% Recovery
+ 20% Max Health
Comparison to totals from unenhanced Dark Armor
Foe Debuffs:
-5% Tohit (melee)
Mag 2 Fear (melee)
Mag 2 stun (melee)
Mag 30 Stun (self Rez)
Self Buffs:
+ 30% Resist Smash/Lethal, fire, cold
+20% Resist Energy, Neg Energy, Toxic, End drain
+Mag 13 resist Psi, Sleep, Disorient, Hold, Fear, Immob
+30% Self heal
+5% Defense all
+35ft Stealth
+60% Perception
Special Self Res
This powerset also has 2 minor damaging powers and the self rez does damage and has a Mag 30 stun.
As you can see, other sets are more directly "protective" (shields offers much greater defense, Willpower offers much greater regeneration and resistance to several types of damage, and dark armor offers greater resistances to all damage as well as a small self heal. What Radioactive Aura offers that would make it unique is the ability to debuff the incoming damage. This may not benefit the tanker directly as much as innate resistance or defense, since alpha strikes would hurt more. This is a costly fact, but once the debuffs kick in the tanker would become much more survivable and so would his teammates, as enemies are actually damaging them less as well. The self heal and regeneration boosts would be designed to help the tanker survive long enough for the debuffs to kick in to their full effect. Once the debuffs kick in, enemies will be doing much less damage with each attack, be slightly less likely to have their attacks hit, and will be attacking less due to a mild recharge rate reduction. This will, in the end, make the tanker even out with others for personal survivablity but will give an increased level of protection to his teammates.
Likewise, the tier 9 is unique in that it has a "crash" that hurts, but won't be as likely to get the tanker getting killed as, say, the tier 9 from Invulnerability. When Black Body Radiation wears off he essentially becomes unable to attack, with little end and his recharge rate floored, but can still take heavy damage due to his drastically increased regeneration. Again, this makes him much more useful for teams as he can still hold aggro even though, at that point, he can't dish out much damage. Popping blues won't help as, even though he could fire off a few attacks using them as a source of end, the powers won't be recharging fast enough to use them. As such, I felt that there was no need to worry about making this "unaffected by recharge rate boosts" since most people would hate the idea of being unable to attack for 60 seconds unless in a battle with a very heavy hitter. I toyed with the idea of getting rid of the end crash altogether, allowing him to keep all of his defensive toggles on, and having all of his non-defensive powers become disabled for 90 seconds, but wasn't sure if that was too drastic.
So, what do you all think?