Psionic Defense
Okay... Before anything else is said: I love the idea. the concept works wonderfully and it's almost an inverted Invulnerability, so it's Auto-win with me... at first.
Here are the changes I'd like to suggest.
Empowered Warfare. "Taunt" auras tend to have a 10 target cap, so drop the total targets and raise the bonus each gives you.
I'd change Self motivation... By adding Smashing/Lethal/Psi defense to it. Maybe 3-5%, but are you aware how littl 100% regen actually translates to? And a Tanker with only 35% base defenses is going to get chewed up if it's -all- he has for defense (The smashing/lethal resistance of Warfare will help, but not against fire/cold/nrg/neg)
I'd also keep Drain Psyche as the original power from the Dominator set.
I Love Mental Disruption, But I think Psionic Havoc is a poorly designed power. There are 3 "Defense" ATs, and only 1 focuses on tankiness. The other 3 focus on damage output. Putting a PBAoE Sleep Toggle in is bad news, if it's there for survivability. Especially considering how many PBAoE powers the various attack sets get. Instead I'll suggest a passive +Res to the exotics (including psi)
And I love the tier 9. =-3
-Rachel-
The power set probably needs another name. It sounds like it is referring to a typed defense as in s/l defense. The concept by itself is quite similar to willpower, although your proposed powers are quite different. My overall feeling is that you're designing your dream power set with defense, resistance, regeneration, recovery, and protection against various secondary effects. I'm not sure if the weakness against an AV is that bad if the character can soft cap defense.
Nice try. I think there can be more interesting new powers, and maybe make it more balanced.
Pardon me if anything like this has been posted before, but this is something that's kinda been floating around in my head for a while, and I just wanted to share the idea. This is right at the top of my list, along with radiation defense, of sets that would be fun to see.
Tier 1: Body Manipulation: You create a field of psychic energy around yourself, able to deflect away physical and psychic attacks from harming you or slowing you. This one is pretty simple. Basic Defense toggle, so 17% Smash/Lethal for tanks, base, along with a 20% Psionic Defense. Also provides some decent slow resistance.
Tier 2: World of Control: By controlling the world around you, you can push away the elements and energy from your body, stopping it from harming you or blurring your vision. Basic second shield toggle. Gives you 17% Defense to Energy, Negative, Fire, Cold, and another 20% defense to Psionic. Also gives a perception bonus.
Tier 3: Unbreakable: By having a superior control over your mind, you become highly resistant to knockback, sleep, hold, immobilize, confuse, fear, disorient, and repel, as well as defense debuffs. This is your basic mez protection toggle. Also comes with 30% defense debuff protection in it.
Tier 4: Empowered Warfare: You love to fight in the middle of enemies, because they empower you. By draining the speed and endurance of all enemies around you, your body becomes resistant to incoming physical attacks. The first enemy provides the strongest resistance, and each additional enemy after that adds to the bonus. This is your taunt aura toggle. It is a -recharge -endurance to everything around you (a small amount of each, granted, in order to preserve balance, maybe -5% recharge per pulse, and -2% endurance per pulse) and a +resistance to Smashing, Lethal, and Psionic for you. The first enemy grants the highest resistance bonus, somewhere along a base of 5%, then up to 16 enemies can contribute to the effect. Each one adds a 2% unenhanceable amount of resistance. The base resistance can be enhanced, however. This would put you somewhere around the 42% resistance mark fully enhanced in the middle of a 16 man mob. However, you're looking at a much smaller number 1-on-1.
Tier 5: Self Motivation: No matter how dark things may seem, you always find a way to keep yourself motivated. This provides you a significant regeneration boost as your hit points drop. You also are highly resistant to endurance drain. This power is a little different. First off, it's an auto power. Second, it's a growing regeneration rate boost as your hit points get lower. It's not meant to save you from the brink of death, but it's meant to make it easier to not die after a certain point. The cap of this is about 100% at 10% health, enhanceable to 200%, obviously. Growing to that point is along the lines of 25% at 75% health, 40% at 50% health, 75% at 25% health, and so on. This also will add a good amount of endurance drain protection, but no recovery debuff protection.
Tier 6: Drain Psyche: You drain the psyche of nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Drain Psyche from the Blaster Mental Manipulation pool, only with a 15 second duration and possibly a slightly longer recharge for balance.
Tier 7: Mental Disruption: By emitting a constant wave of mental energy, you can keep foes around you paralyzed and unable to move. You are also able to stop them from bringing your defenses down. Alright, for this one, think the Cloaks from Dark armor. This one is a very close PBAoE toggle group Immobilize. Mag 2, so only enough to take care of minions and lieutenants, but it is still useful for keeping mobs on you. Also provides another 30% of Defense Debuff Resistance.
Tier 8: Psionic Havoc: You can expend huge amounts of endurance to keep every foe around you asleep. Every four seconds, you send a pulse from your mind to put every foe around you to sleep. These foes will not wake up unless attacked, and are helpless while asleep. This one is probably the one that people will immediately look at and yell "SKIP!" However, it can be an extremely useful power, especially while soloing. It'd have some insane endurance consumption number on it, in the realm of 1.02end/s. However, it can essentially allow a single-target-based tank to destroy mobs. Keep in mind, though, that something like Drain Psyche, your way to keep your endurance afloat with the end-hogging toggle on, would wake up everyone in the group long enough for them to get an attack or two off before you put them to sleep again. It can be used for great things, but can also be a very bad power in certain situations.
Tier 9: Master of the Mind: You can dig deep within your mind in order to become nearly invincible. Your body is filled with power, and you become highly resistant to all types of attacks and cannot be held, stunned, confused, scared or knocked back. You also become highly resistant to defense and resistance debuffs, as well as slows, endurance drains, and teleportation. Using all of this energy, however, will wear off eventually, and leave you drained of health and endurance and unable to recover any for a short while. The tier 9... Basically, you hit this, and a large bubble appears around your head. You will gain +60% resistance to all damage types, 100% defense debuff resistance, and pretty much will not be mezzed, slowed, or drained during this time. It lasts for 2 and a half minutes, after which you crash. The crash is a 50% health hit and a 75% endurance hit. Basically, you can avoid your toggles dropping as long as you're monitoring it, but your regeneration and recovery rates will hit 0% for 10 seconds, meaning no amount of Drain Psyche will save you. It's meant to be a hard crash, especially if there's no healer around, but not enough to instantaneously leave you to die.
Well, there you have it. Sweet, simple, to the point. Defense-based with some strong regen and the ability to become quite resistant as long as you're in the middle of a mob. Basically, this type of tanker/scrapper/stalker/brute LIVES in the middle of mobs. "If you hit me in the first place, I'll absorb the damage because I have so many of you around me. If I feel threatened, I'll hit DP and gain a huge regen and recovery buff. If you still take my hit points lower, I'll continue to gain regen and be harder to kill. I'll also keep you immobilized and held while you're here." However, against an AV, this might not fare so well. You lose a large portion of your resistance, you lose a large portion of your DP enemies, you're basically hoping that your defense is enough to hold you upright after your Tier 9 drops. Hopefully that makes it balanced, right? At first look, this screams STF tanker, because it can burn through Arachnos and all their Psi damage. But Tanking Recluse might be a little difficult on this guy, eh? But hey, maybe you just found a tanker that loves Carnies!
Thoughts? Comments? Questions? Concerns? Flames?