Kinetic Armor
Well, it has a few issues at first glance. If I read it right, then fully enhanced, you'd have approximately 30% defense to all positions, and 40% resistance to all types. For a point of comparison, an invulnerability tanker with saturated invincibility would have around 30% defense to all types, around 70% smashing/lethal resistance, and around 30% resistance to everything else except psionics.
Although you don't give numbers, there are several powers that debuff recharge, so that would also help mitigate things a good bit, and a couple powers that debuff damage some as well.
The amount of recharge boosts for both yourself and the team is way over the top. It looks like you could get around 100% recharge buff for yourself, and maybe 50% or so for your teammates.
My suggestions for improvement would be to do the following:
Tone down either the base resist or defense numbers just a bit. Replace one of the recharge buffs with an endurance recovery power similar to consume or dark consumption. Replace another of them with a self-heal similar to dark regeneration.
I like the idea. Firespray said pretty much anything I would have said. And I am HUGELY proactive towards getting matching powersets across primaries and secondaries. That being said, I think the problems would arise when animating this set. The animations that exist in Energy Aura already look very kinetic-like, and even share some of the same animations/sound fx as other in-game Kinetics powers. And since Energy Aura has yet to be brought to blue side characters, I think there is a good chance that Energy Aura tankers could be just over the horizon. But don't quote me though
@Winter. Because I'm Winter. Period.

I am a blaster first, and an alt-oholic second.

I think there is a good chance that Energy Aura tankers could be just over the horizon. But don't quote me though
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Not likely.
Basic problem is that there have been some murmurs on a defense rework. The developers have flat out stated they never intended for so many different types of avatars to be able to reach a soft-capped defensive state with Invention Origin Enhancements, and that the creative usage of pool powers and proc-sets to reach defensive caps was something they had not envisioned.
Until the developers finalize what their long-term plans are going to be to lessen the importance of defense as a combat mechanic, they aren't likely to do anything to or with pure defensive sets such as Energy Aura.
As to the original post, I'm with Firespray's call
Tone down either the base resist or defense numbers just a bit. Replace one of the recharge buffs with an endurance recovery power similar to consume or dark consumption. Replace another of them with a self-heal similar to dark regeneration. |
So I doubt I get any points for originality, but I'm bored and tired and want a new tanker primary... So I thought I'd give making up a set a try. Sorry in advance if what I suggest has already been suggested before and that I'm not good at making up names...
My aim in this is to make something that is practical and unique:
1) Toggle - +Melee defence (10-15%) - +Resistance to slows - +Resist All (5-10%)
"You reduce the speed of incoming melee attacks making them easier to avoid, also has a side effect of reducing the energy of all incoming attacks slightly"
2) Toggle - +Range, AoE defence (10-15%) - +Resist All (5-10%)
"You reduce the speed of incoming ranged and area attacks making them easier to avoid, also has a side effect of reducing the energy of all incoming attacks slightly"
3) Click - 75% base accuracy - Melee Range - Foe -Recharge(15-20%) - Self +Recharge (15-20%) Stackable 2-3 times
"You siphon some of the speed out of a foe increasing their recharge times and decreasing yours"
4) Toggle - +Resistance Knockback, Sleep, Hold, Disorient, Immobilize, Defence Debuff, Slow, All Damage (5%)
"You infuse yourself with kinetic energy, slightly going out of phase with reality and causing powers to have less effect on you"
5) Toggle - Taunt Aura - Foe -Recharge -Damage - Team (But not self) +Recharge +Damage
"You drain the energy of nearby foes decreasing their recharge and damage and increasing your teams"
6) Auto - +Recharge (20%) - +Runspeed (30%)
"You have infused yourself with a permenant increase in speed, increasing running and recharge speeds"
7) Auto - +Defence (Melee, Ranged, AoE) (5%) - +Runspeed (30%)
"After long periods of siphoned kinetic energy you have increased your runspeed and reaction times allowing you to dodge incoming attacks"
8) Click - 75% base accuracy - Targeted AoE - Foe -Recharge, -Speed - PBAoE +Recharge +Speed
"You siphon the speed from a targeted foe and all nearby foes reducing their recharge and movement speed and increasing yours and nearby allies"
9) Toggle - Special
"When you are hit you siphon the energy of your foes attack increasing your damage for a short while" (When you get hit, you get +damage for 5 seconds)
Well... That was... Different.
I'm guessing I probably made a mistake with the about of +recharge and -damage in this set... But anyways, what do y'all think?