[b] kinetic armor set is finally here!! [/b]
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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So no positive OR negative feedback?
Should I take that as "this idea is so perfect and obvious it doesn't need comment"? ;-)
I can neither confirm nor deny that allegation. . . .
Seriously, it doesn't do anything for me, but I don't see anything wrong with it.
ok...so not -officially- yet, but it will be soon if you all support this idea.
You could call it Kinetic Defense or Matter Manipulation. It's NOT an Energy Aura rip off, since Energy Aura only has one power that really deals with "kinetic" energy. This is a very unique suggestion for a defense based set, taking some cues from the kinetics defender set, from dual pistols, from kinetic melee, and a few others. It really does reflect what someone with control over matter and kinetic energy might be able to do for self protection.
Description:
Kinetic Defense or Matter manipulation: You are a master of matter and kinetics, able to control, absorb, deflect, and redirect the kinetic energy around you. You use this to survive even the toughest of fights, often using your enemies own attacks as a source of strength.
Powers:
Density control: You are able to control the density of your skin, weakening any incoming physical damage.This ability is natural to you, and as such is always on and costs no endurance.(Auto +res 10%)
Kinetic absorption: You are able to absorb incoming kinetic energy, granting you resistance to most forms of damage. (Toggle: +Res 22% Smash/Lethal, +8% Fire/Cold/Energy/Negative Energy, +Special)
Power transfusion: You are able to absorb the energy used for regeneration from nearby enemies and use it to add to your own regeneration rate. (Toggle: Melee Foe -Regen, Self + Regen)
Speed Syphon: You can absorb the kinetic energy of nearby foes, slowing their movement and attacks while increasing your own. (PBAoE Click, Foe -rch, -spd, +rech/spd self, recharge 30 seconds, duration 20)
Variant Mass: Breaking Newton's laws, you can increase or decrease your total mass at will. This ability to altar your mass to fit the situation gives you incredible resistance to conrolling effects like Knockback, Repel, Disorient, Hold, Sleep, and Immobilization. It also adds to your defense and resistance to defense debuffs. (Toggle, Mag 10.5, 200s recharge, 120 second duration, +5% defense)
Power alteration: Your mastery over the basics of physics allows you to alter your syphoning powers. With Power Alteration active, Power Transfusion can change from affecting regeneration to affecting recovery. It can also alter Fulcrum Burst, allowing it to affect your non-physical attacks like energy, fire and cold. This power also permanently changes Kinetic Absorption, adding a small -dmg affect to foes, allowing you to store the absorbed kinetic damage for Fulcrum Burst. (When activated, this power changes the secondary affect of Power Transfusion from +regen to +recovery. It permanently adds a secondary affect to Kinetic Absorption, and adds the Fulcrum Burst affect to fire/cold/energy and negative energy based attacks.)
Momentum shift: You are able to control the momentum of those moving around you and shift it, offsetting their center of balance. The shift in momentum has a strong chance to knock down enemies in melee range, and can leave all nearby enemies dizzy, increasing your defense to all attacks. (Toggle, + Def 7.5% all, melee 15% chance Foe Knockdown)
Fulcrum Burst: After reaching a critical absorption point, your body releases the stored kinetic energy from Kinetic Absorption, allowing you to experience a massive fulcrum burst of power. The damage to all of your smashing and lethal attacks is greatly increased for quite a while. Kinetic Absorption must be taken before selecting this power. When coupled with Power Alteration, the damage from your other attacks is increased as well. This power's recharge rate cannot be enhanced, since you do not begin reabsorbing kinetic energy until your fuclrum burst has dissipated. Recharge 90 seconds, duration, 20 seconds. (Self +special)
Focal Acceleration: You channel your complete control over kinetic energy into a focal point within. You become a nearly unstoppable force as all of the kinetic energies around you fuel your own body, making your highly resistance to all forms of damage. This drains all foes who enter melee range of some of their damage, speed, and recharge rates, and increases your own regeneration, recovery, and damage output as well. Your ability to control this much power is limited, however, and it wears off in a burst of concussive force, knocking back your foes and leaving you exhausted, unable to recover endurance or regeneration for a short time. Note that this power is unaffected by recharge rate enhancements. (Self +Res all, +regeneration, + Recovery, + Dmg, Foe -dmg, -speed, -recovery. (+ mag 3 knockback after 120 seconds.) Recharge 420 seconds.
A few notes: While the 1st two powers are fairly standard, and the third may SEEM like a Rise to The Challenge clone, Power Alteration is where the set begins to shine in a unique way. It allows you to decide whether you'd like Power Transfusion to boost your regeneration rate or recovery rate, but NOT both at the same time. Like Swap Ammo this can be changed quickly, but allows you to adapt given the situation, the enemy you face, or your own play style.
Power Alteration also triggers a secondary affect for kinetic absorption that needs to be explained. When you take Fulcrum Burst, it doesn't "recharge" like a normal power. It works similar to Domination in that it builds over time and when it's charge you are THEN able to activate Fulcrum Burst. The "build" ideally would be based on the damage "stored" by Kinetic Absorotion. This could be cosmetic, based simply on a timer, or it could be based on actual incoming damage. The damage absorbed wouldn't "expire" like it does with fury or domination, so you don't have to run from mob to mob, but it ensures that fulcrum burst can't become perma. Unlike Domination, this wouldn't begin to recharge from incoming damage until the affect from the previous cast wears off. This same result could happen simply by making Fulcrum Burst timer based, unaffected by recharge rates, but that breaks the illusion that this is "absorbed" kinetic damage that you're unleashing. This has a few mechanics Im still thinking through (what happens if it wears off between mobs? Does it not start building again until you're attacked? That could be a pain. Do teams affect its building, etc.) but the idea is that the timer to fulcrum burst is tied to the secondary affect of kinetic absorption iin theory, since its that stored kinetic damage that you're now releasing into your own personal fulcrum shift. Whatever the best way to create that illusion, while preventing this from becoming anything close to a perma power, is fine with me. It shouldn't be perma because this should be a MASSIVE boost to damage; higher than rage or fiery embrace or Against All Odds. It's a tanker's personal fulcrum shift, on a smaller scale. After all, we all know FS is what makes kinetics really shine.
This set isn't "uber" and could be tricky. You don't have incredibly high resistance OR defense levels in this set, both a lower-average range, but instead trade those higher levels for a boost to regeneration and recharge, and speed. You also trade a damage aura for your PBAoE knockdown chance and defense boost in Momentum shift. At higher levels you begin to counter those weaknesses. You couple your increased attack rate with a -dmg aura, and regeneration a recovery boost, and a massive damage boost every 2 mins. You're trading the ability to stand and take a beating with little worry while others kill for the ability to survive taking a beating as you dish out one of your own.
The tier 9 is slightly unique in that it, like shield defense and willpower, can't be affected by recharge boosts. This is because it not only grants you increased recovery and damage, it debuffs the damage and speed of enemies around you. I dont know of another tier 9 defense power that functions as a buff via debuffing power, meaning this would be a very helpful tier 9 for AVs, which is when most use their tier 9 anyway. Thats why I still included the "crash" at the end of this. To make the crash more tolerable I added in a knockback affect when it wears off. Since this set has a +regen or +recovery aura, the knockback affect should allow a tanker to take a few seconds, then get back in the game.
So go ahead and /sign below. You know you want to! :-)