The Brute forum told me to post my Psi Melee Psi Armor idea here so.......


Leo_G

 

Posted

I'm not concerned with that old (-recharge is bad for fury argument there are other powersets that are counterproductive to that end so let's leave that out of this)



REFINED a bit from suggestions 12-11-10 3:30pm EST

Psi Melee

1. Mind Tap -minor single target damage (smash/psi) -recharge
2. Mind Probe-moderate single target damage (smash/psi) chance for stun -recharge
3. Brain Wreck -high single target damage (Psi) mag 2 or 3 stun
4. Psi Absorption- "Soul Drain" type power to buff Only your Psi Damage
5. Psionic Microburst-Cone power that would be applied like Jacob's Ladder but would Knock UP with moderate smashing damage (Psi dmg) a microburst is a small confined tornado
6. Taunt
7.Blinding Thoughts- a PbAoE Debuff of either -to hit or -perception
8. Psy Tornado-High Damage short ranged targeted AoE power similar to Psi tornado with knockup (Psi/Smash)
9.Psychic Shockwave-PbAoE high chance for mag 2 Stun (PSI DMG)

Psi Armor-an emphasis on protection from non physical mez effects such as Fear/Confuse

1. Mind Over Body - Smash/Lethal/Psi ResistanceTOGGLE
2. Psi Shards - PbAoE psionic damage TOGGLE
3. Elemental Fortitude- Fire/Cold and lesser Energy/Neg Energy resistance TOGGLE
4. Indomitable Will- click mez protection Stun/Sleep/Confuse/Fear/Placate CLICK
5. Drain Psyche - +Regen/+Recovery adjusted for AT modifiers, of course
6. Clairvoyance- Auto +Perception +Psi Resistance (like 5% base depending on AT) {again probably a mule for an IO here)
7. Precognition - +Recharge + Run Speed AUTO
8. Visualization - Click +to hit +Perception TO Team (PBAoE) CLICK
9. Out of Body Experience- CLICK 30% Defense to all +50% recharge, when activated and when crashing there will be a period of intangibility occuring of approx 3-5 secs as you're leaving and re-entering the body.



The way the mez protection is built you'd have to go elsewhere for Knockback, Hold and Immobilize protection. I know Psi damage isn't that prevalent, but there are many other sets that have alot of one type of resistance that isn't all over the place.

Any thoughts on this are much appreciated, not that this'll ever happen but it COULD be pieced together like the did with electric control and electric assualt.


 

Posted

Quote:
Originally Posted by lmt1979 View Post
I'm not concerned with that old (-recharge is bad for fury argument there are other powersets that are counterproductive to that end so let's leave that out of this)



REVISED 12-10-10 7pm EST

Psi Melee

1. Mind Tap -minor single target damage (smash/psi) -recharge
2. Mind Probe-moderate single target damage (smash/psi) chance for stun -recharge
3. Brain Wreck -high single target damage (Psi) mag 2 or 3 stun
4. Psi Absorption- "Soul Drain" type power to buff Only your Psi Damage
5. Psionic Microburst-Cone power that would be applied like Jacob's Ladder but would Knock UP with moderate smashing damage (Psi dmg) a microburst is a small confined tornado
6. Taunt
7.Blinding Thoughts- a PbAoE Debuff of either -to hit or -perception
8. Psy Tornado-High Damage short ranged targeted AoE power similar to Psi tornado with knockup (Psi/Smash)
9.Psychic Wail-PbAoE mini nuke in the vein of the VEATS that get it, no crash just high to superior damage long (cooldown) (PSI DMG)

Psi Armor-an emphasis on protection from non physical mez effects such as Fear/Confuse

1. Mind Over Body - Smash/Lethal/Psi ResistanceTOGGLE
2. Psi Shards - PbAoE psionic damage TOGGLE
3. Elemental Fortitude- Fire/Cold and lesser Energy/Neg Energy resistance TOGGLE
4. Indomitable Will- click mez protection Stun/Sleep/Confuse/Fear/Placate CLICK
5. Drain Psyche - the same from the other sets
6. Clairvoyance- Auto +Perception +Psi Resistance (like 5% base depending on AT) CLICK {again probably a mule for an IO here)
7. Precognition - +Recharge + Run Speed AUTO
8. Visualization - Click -to hit -Perception TO ENEMY (PBAoE debuff) CLICK
9. Out of Body Experience- CLICK 30% Defense to all +50% recharge, when activated and when crashing there will be a period of intangibility occuring of approx 3-5 secs as you're leaving and re-entering the body.

The way the mez protection is built you'd have to go elsewhere for KB and Immobilize protection among others..

Any thoughts on this are much appreciated, not that this'll ever happen but it COULD be pieced together like the did with electric control and electric assualt.

It's ok.

I'd say remove Psychic Wail and replace it with a high end single target attack.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
It's ok.

I'd say remove Psychic Wail and replace it with a high end single target attack.
Really? More single target damage, there are 3 attacks I just still have a bad kinetic melee taste in my mouth.
I'm looking for soft control/mitigation in -recharge and knock up but ehh this'll never be made, we'll be lucky to EVER see new powersets in this game until the servers shut down if you ask me.

If anyone else has any input it'd be much appreciated.


 

Posted

Quote:
Originally Posted by lmt1979 View Post
Really? More single target damage
It's because you've got only 3 single target attacks, one of them being minor damage. Looking at the rest of the set which has a Soul Drain-esque power, a cone and 2 AoE attacks along with an AoE debuff, you're going to be hard-pressed defeating a single tough foe with just 2 good chainable attacks. That or you'll run yourself dry spamming AoEs on 1-2 targets.

You're not selling me the armor either, as it seems very similar to Willpower (it's a mix of resist, defense and regen, even with the same mez shield) not to mention you're putting a PBAoE -ToHit power in both sets which seems quite redundant.

For Psi Armor, we really already have a means to make it: Willpower is an easy sell for psi defense, SR can be precongnition and Energy Aura can be telekinetic repulsion.

That isn't to say a new armor with psionics in mind would never work, but you gotta make it pretty unique in how it plays to make it a worthwhile project, IMO.

I still dream of a set with mostly passive powers like my old psychic armor suggestion. Among other differences, it'd provide some interesting build options.


 

Posted

your armour set also has both a knockback hole, easily covered. But a Hold hole not so easily patched.

is it an oversight, or an intentional hole? I could see it being both of those.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by lmt1979 View Post
Really? More single target damage, there are 3 attacks I just still have a bad kinetic melee taste in my mouth.
I'm looking for soft control/mitigation in -recharge and knock up but ehh this'll never be made, we'll be lucky to EVER see new powersets in this game until the servers shut down if you ask me.
Try to take out bosses with just your first three attacks at lvl 50. Have fun whittling away.

Also, we get new powersets all the time. We just got 4 new sets.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
Try to take out bosses with just your first three attacks at lvl 50. Have fun whittling away.

Also, we get new powersets all the time. We just got 4 new sets.
What was the last new powerset we got before these last 4? Shield defense and Pain Domination was 2 years ago back in Issue 13.

Anyway back to this proposed set

Take a look at Electric Melee, it has 3 single target attacks none of those are more than moderate damage.

Electric Melee
tier 1 Charged Brawl - Minor Damage
tier 2 Havoc Punch - Moderate Damage
Chain Induction - Moderate Damage with a chance to jump to other targets

Does that powerset just whittle away at bosses? It has other AoE heavy hitters and I actually have fun playing Electric Melee.

Spines is another good example: it really only has a few "single target" attacks as well...the rest are cones.

Barb Swipe and Lunch- Single target minor and moderate damage, again. Ripper and Throw Spines are both cones, again one is melee and one is ranged, something I've included or at least attempted to include

I've never heard people say, man I really like Spines and Electric melee but those darn bosses really hold me back.


 

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Originally Posted by Mega_Jamie View Post
your armour set also has both a knockback hole, easily covered. But a Hold hole not so easily patched.

is it an oversight, or an intentional hole? I could see it being both of those.
I thought of that and I thought the armor should be able to avoid (with it's mez protection) most NON PHYSICAL mez effects. Stuns/Disorients and Knockbacks and Immobilizes can be considered physical while Sleep,Confuse, Fear etc are all non Physical type mez types.

I put in place some Auto Resistance powers that could be place holders for knockback IOs or +Defense IOs or you could just go with Leaping for Hold and Knockback Protection.


 

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Originally Posted by Leo_G View Post
It's because you've got only 3 single target attacks, one of them being minor damage. Looking at the rest of the set which has a Soul Drain-esque power, a cone and 2 AoE attacks along with an AoE debuff, you're going to be hard-pressed defeating a single tough foe with just 2 good chainable attacks. That or you'll run yourself dry spamming AoEs on 1-2 targets.

You're not selling me the armor either, as it seems very similar to Willpower (it's a mix of resist, defense and regen, even with the same mez shield) not to mention you're putting a PBAoE -ToHit power in both sets which seems quite redundant.

For Psi Armor, we really already have a means to make it: Willpower is an easy sell for psi defense, SR can be precongnition and Energy Aura can be telekinetic repulsion.

That isn't to say a new armor with psionics in mind would never work, but you gotta make it pretty unique in how it plays to make it a worthwhile project, IMO.

I still dream of a set with mostly passive powers like my old psychic armor suggestion. Among other differences, it'd provide some interesting build options.
I think you should remember that Willpower took it's Mind Over Body power from a Psychic Mastery set in the first place. The devs cobbled together a set that borrowed from Regen and Psychic Mastery among other things. Let's just say Energy Aura was a mistake from the get-go.


 

Posted

Quote:
Originally Posted by lmt1979 View Post
Psi Melee

1. Mind Tap -minor single target damage (smash/psi) -recharge
2. Mind Probe-moderate single target damage (smash/psi) chance for stun -recharge
3. Brain Wreck -high single target damage (Psi) mag 2 or 3 stun
4. Psi Absorption- "Soul Drain" type power to buff Only your Psi Damage
5. Psionic Microburst-Cone power that would be applied like Jacob's Ladder but would Knock UP with moderate smashing damage (Psi dmg) a microburst is a small confined tornado
6. Taunt
7.Blinding Thoughts- a PbAoE Debuff of either -to hit or -perception
8. Psy Tornado-High Damage short ranged targeted AoE power similar to Psi tornado with knockup (Psi/Smash)
9.Psychic Wail-PbAoE mini nuke in the vein of the VEATS that get it, no crash just high to superior damage long (cooldown) (PSI DMG)
Okay, while I dislike the idea of a melee Psy set ("I can melt your brain with the power of my mind! I... just need to get within 5 feet to do so....") I'll take a stab at this.

The main issue here is that your sacrificing a power attack in your single-target attack chain, for either a short-range AoE, or a non-damaging PBAoE of dubious value. (-Perception does nothing if you already have the enemies agro, as once that happens, they ignore perception. And -to hit isn't likely to be significant on its own, but there's nothing else in the set to stack it with.)

The second issue I see is the lack of alternate damage types. With the roadblock like robots and Carnies in the way of psychic damage, this set should have no more than 2 or 3 pure psychic damage attacks. Everything else should have an alternative component. (Probably Smashing, but I could see arguments for Lethal or Fire, as well.) As it stands, you've only provided 3 such attacks (one of which doesn't make any sense), and I just don't think that will go over well.

Here's a quick redesign...

1. Mind Tap - minor single target damage (smash/psi) -recharge
2. Mind Probe - moderate single target damage (psi) -recharge
3. TK Burst - Melee cone; Moderate Smashing/Psi damage, with a good chance for a Knockup, -Recharge.
4. Pyrokinesis - single target attack, high Psi/Fire damage, with a fire DoT chance rather than a -recharge.
5. TK Smash - Short range cone (or targeted AoE), Moderate Psi/Smashing damage, Knockdown, -Recharge
6. Taunt
7. Mind Spike - Single target, Superior Psi/Lethal damage, and -Recharge
8. Psychic Vortex - "Soul Drain" type power; The more targets it, the stronger the +Damage, +To Hit boost; Instead of doing damage, Vortex applies a -recharge, -damage, -to hit debuff on the targets. (Maybe a low magnitude stun as well/instead?)
9.Psychic Roar-PbAoE high Psi damage, with a long (cooldown), Mag 3 stun and -Recharge.

...looking at it on paper, it's probably a bit overpowered, now. Hmmm... someone with better numbers knowledge would have to go over it, I think.

Quote:
Originally Posted by lmt1979 View Post
Psi Armor-an emphasis on protection from non physical mez effects such as Fear/Confuse

1. Mind Over Body - Smash/Lethal/Psi ResistanceTOGGLE
2. Psi Shards - PbAoE psionic damage TOGGLE
3. Elemental Fortitude- Fire/Cold and lesser Energy/Neg Energy resistance TOGGLE
4. Indomitable Will- click mez protection Stun/Sleep/Confuse/Fear/Placate CLICK
5. Drain Psyche - the same from the other sets
6. Clairvoyance- Auto +Perception +Psi Resistance (like 5% base depending on AT) CLICK {again probably a mule for an IO here)
7. Precognition - +Recharge + Run Speed AUTO
8. Visualization - Click -to hit -Perception TO ENEMY (PBAoE debuff) CLICK
9. Out of Body Experience- CLICK 30% Defense to all +50% recharge, when activated and when crashing there will be a period of intangibility occuring of approx 3-5 secs as you're leaving and re-entering the body.

The way the mez protection is built you'd have to go elsewhere for KB and Immobilize protection among others..

Any thoughts on this are much appreciated, not that this'll ever happen but it COULD be pieced together like the did with electric control and electric assualt.
Okay, I have to ask what your plan is with Psi Armor? Right now, it looks like a resist based set, that has a lot of holes in it. As it stands, no one is going to go for a defense set that does not provide Hold protection. (Remember, Acrobatics is the only other source in the game for reliable hold protection, and it only provides 2 points.) And, once again, -Perception does nothing once you have the enemies' agro!

Okay, as I see it, Psychic armor should provide absolute superior protection from Psychic attacks, high smashing/lethal protection, and moderate protection to Fire/Cold/Energy/Negative Energy. Leaving mez protection has to at least contain Stun, Sleep, and holds; Fear, Confuse, and Placate would be appropriate. If you want to leave a Knockback and/or immobilize hole... well, I'm not sure how well that will go over these days, but sure.

I like Drain Psyche, but I'd throw in a Dull Pain clone. And I have no idea what your God Mode is supposed to be...

I also don't really care much for Click Mez protection. I did like the concept of spreading it out among toggles, though...

Let's See...

1. Mind Over Body - Smash/Lethal/Psi Resistance; Stun, Sleep protection toggle
2. Psi Shards - PbAoE psionic damage toggle
3. Biofeedback - Dull Pain clone
4. Neurofeedback - Smash/Lethal/Psi Resist Auto; Fear Protection
5. Indomitable Will - Fire/Cold/Energy/N. Energy/Psi Resistance, Hold, Knockback and Confuse protection Toggle.
6. Drain Psyche - PBAoE click, increases the character's Regeneration and recovery rate per target hit, while each target has a -Regen, -Recovery debuff placed.
7. Precognition - +Recharge + Run Speed AUTO
8. Psychic Shield - Large Psychic Defense, minor defense to all other types, Immobilize, and Placate protection toggle
9. Mental Juggernaut - Basic resistance-based God Mode, The crash will drain away most of the character's Health and Endurance, drop all toggles, and inflict an 8-10 second stun.

If I could figure out how to make this a more balanced hybrid resistance and defense based set, I would, but I'm not that good. My thoughts here are that a slotted Psychic Armor Brute/Scrapper should have at least 70% Psychic resistance in the end, with maybe 35% Smashing/Lethal, Fire/Cold/Energy/N. Energy will all be in the 20s. They should also have about 20% Psychic defense, with they other damage types being around 5%. Toxic will be an obvious hole, but the overall numbers for a lot of damage types is low.

Still, I wouldn't want to take this set PvE. There just aren't that many psychic dealing enemies to warrant a set designed around protection from psychic damage...


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Quote:
Originally Posted by lmt1979 View Post
Barb Swipe and Lunch-
I have yet to defeat anyone with my lunch, or keep Barb from swiping it from the fridge in the breakroom.

>.>

As for the ideas...

I'm not really sold on Psi Melee. (Not least because of something mentioned above - resistances.) I *think* you mostly want an exotic damage type, in which case I'd suggest a rework of the Armor to add a Fiery Embrace-style "Click for damage buff/add Psi damage component." Psi's big thing, other than damage type, is the slow/-rech part of it, which we can get in Ice (admittedly, no Scrappers or Brutes get Ice armor.)

The -perception would... eh, help a Stalker more, I think, but by the time you get in range for it, you've probably got aggro already, and it wouldn't affect things like Snipers (just because of the range.) Now, if you wanted to say you're "playing with their ability to see, and thus hit, you," a little -tohit I think would be more effective in achieving the same thing.

Armor-wise, I don't mind the click mez protection - if I end up drained of END somehow (see also Sappers,) I know my mez protection's up, and it doesn't take much to have it overlap typically. (Yes, I go with 3 Rech in there.)

I can't think of a single melee set that doesn't provide Immob protection somehow (Dark gets it in Cloak of Darkness, Fire gets it in Burn - late, comparatively, but it is there.) Not having it... yeah, not fond of that. I'm not worried as much about lacking KB protection (I play a *lot* of fire,) but I can see others complaining about it.


 

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Quote:
Originally Posted by OneWhoBinds View Post
Okay, while I dislike the idea of a melee Psy set ("I can melt your brain with the power of my mind! I... just need to get within 5 feet to do so....") I'll take a stab at this.

The main issue here is that your sacrificing a power attack in your single-target attack chain, for either a short-range AoE, or a non-damaging PBAoE of dubious value. (-Perception does nothing if you already have the enemies agro, as once that happens, they ignore perception. And -to hit isn't likely to be significant on its own, but there's nothing else in the set to stack it with.)

The second issue I see is the lack of alternate damage types. With the roadblock like robots and Carnies in the way of psychic damage, this set should have no more than 2 or 3 pure psychic damage attacks. Everything else should have an alternative component. (Probably Smashing, but I could see arguments for Lethal or Fire, as well.) As it stands, you've only provided 3 such attacks (one of which doesn't make any sense), and I just don't think that will go over well.

Here's a quick redesign...

1. Mind Tap - minor single target damage (smash/psi) -recharge
2. Mind Probe - moderate single target damage (psi) -recharge
3. TK Burst - Melee cone; Moderate Smashing/Psi damage, with a good chance for a Knockup, -Recharge.
4. Pyrokinesis - single target attack, high Psi/Fire damage, with a fire DoT chance rather than a -recharge.
5. TK Smash - Short range cone (or targeted AoE), Moderate Psi/Smashing damage, Knockdown, -Recharge
6. Taunt
7. Mind Spike - Single target, Superior Psi/Lethal damage, and -Recharge
8. Psychic Vortex - "Soul Drain" type power; The more targets it, the stronger the +Damage, +To Hit boost; Instead of doing damage, Vortex applies a -recharge, -damage, -to hit debuff on the targets. (Maybe a low magnitude stun as well/instead?)
9.Psychic Roar-PbAoE high Psi damage, with a long (cooldown), Mag 3 stun and -Recharge.

...looking at it on paper, it's probably a bit overpowered, now. Hmmm... someone with better numbers knowledge would have to go over it, I think.



Okay, I have to ask what your plan is with Psi Armor? Right now, it looks like a resist based set, that has a lot of holes in it. As it stands, no one is going to go for a defense set that does not provide Hold protection. (Remember, Acrobatics is the only other source in the game for reliable hold protection, and it only provides 2 points.) And, once again, -Perception does nothing once you have the enemies' agro!

Okay, as I see it, Psychic armor should provide absolute superior protection from Psychic attacks, high smashing/lethal protection, and moderate protection to Fire/Cold/Energy/Negative Energy. Leaving mez protection has to at least contain Stun, Sleep, and holds; Fear, Confuse, and Placate would be appropriate. If you want to leave a Knockback and/or immobilize hole... well, I'm not sure how well that will go over these days, but sure.

I like Drain Psyche, but I'd throw in a Dull Pain clone. And I have no idea what your God Mode is supposed to be...

I also don't really care much for Click Mez protection. I did like the concept of spreading it out among toggles, though...

Let's See...

1. Mind Over Body - Smash/Lethal/Psi Resistance; Stun, Sleep protection toggle
2. Psi Shards - PbAoE psionic damage toggle
3. Biofeedback - Dull Pain clone
4. Neurofeedback - Smash/Lethal/Psi Resist Auto; Fear Protection
5. Indomitable Will - Fire/Cold/Energy/N. Energy/Psi Resistance, Hold, Knockback and Confuse protection Toggle.
6. Drain Psyche - PBAoE click, increases the character's Regeneration and recovery rate per target hit, while each target has a -Regen, -Recovery debuff placed.
7. Precognition - +Recharge + Run Speed AUTO
8. Psychic Shield - Large Psychic Defense, minor defense to all other types, Immobilize, and Placate protection toggle
9. Mental Juggernaut - Basic resistance-based God Mode, The crash will drain away most of the character's Health and Endurance, drop all toggles, and inflict an 8-10 second stun.

If I could figure out how to make this a more balanced hybrid resistance and defense based set, I would, but I'm not that good. My thoughts here are that a slotted Psychic Armor Brute/Scrapper should have at least 70% Psychic resistance in the end, with maybe 35% Smashing/Lethal, Fire/Cold/Energy/N. Energy will all be in the 20s. They should also have about 20% Psychic defense, with they other damage types being around 5%. Toxic will be an obvious hole, but the overall numbers for a lot of damage types is low.

Still, I wouldn't want to take this set PvE. There just aren't that many psychic dealing enemies to warrant a set designed around protection from psychic damage...
My thoughts weren't a set that is designed to be a psychic handling juggernaut, there isnt' that much around for it to be a concern, but there are many other Exotic power sets that give ridiculous amounts of resistance to say Fire or Energy in fiery aura or Electric Armor. My numbers aren't set I just am looking for general guidelines.

My only problem with including a Dull Pain type power would be there would be a huge heal/+hit point buff AND the +Regen/+Recovery you'd get from Drain Psyche, that seems over powered.

Just like with almost EVERY melee'er I've made or seen you would sure up your Smash/Lethal Resistance with Tough and most likely take Weave for immobilize protection which my mez protection lacks.

My "god-mode" as you put it would make you intangible as it's activated and as it crashes, effectively making you worthless when it crashes and potentially saving you when it is activated, just trying to shake things up a bit, maybe it should have a +Hit Point that goes along with the +Defense buff as the rest of the set is Resistance based.


 

Posted

Quote:
Originally Posted by lmt1979 View Post
My thoughts weren't a set that is designed to be a psychic handling juggernaut, there isnt' that much around for it to be a concern, but there are many other Exotic power sets that give ridiculous amounts of resistance to say Fire or Energy in fiery aura or Electric Armor. My numbers aren't set I just am looking for general guidelines.
???

Okay, so... you don't want a set called "Psychic Armor" to be primarily about psychic defense? What? I think your explanation if going about ten feet over my head.

WHAT is the purpose of your set, then? Because, looking back at the original, is seemed to have a low defense values, a lot of clicks that provide little to moderate survivability boosts, and a pretty serious mez hole.

Quote:
My only problem with including a Dull Pain type power would be there would be a huge heal/+hit point buff AND the +Regen/+Recovery you'd get from Drain Psyche, that seems over powered.
Maybe. I just know that I hate having to rely on enemies being close by when I need a boost. And, I figured since the set would have lower resistances to most of the damage types in the game, it would need some extra help. But if the psynergy is too much, then oh well.

Quote:
Just like with almost EVERY melee'er I've made or seen you would sure up your Smash/Lethal Resistance with Tough and most likely take Weave for immobilize protection which my mez protection lacks.
Weave gives Immobilization resistance, not protection. Combat Jumping gives Immobilize protection. But Immobilizes aren't really the issue. Your original set had no HOLD protection. And leaving a hole to a hard mez like Holds is simply not acceptable.

Furthermore, no set should be balanced around the idea that the players need to take pool powers X or Y to work. That is just a bad design to begin with, and while some legacy sets can get away with it, new sets should not.

Quote:
My "god-mode" as you put it would make you intangible as it's activated and as it crashes, effectively making you worthless when it crashes and potentially saving you when it is activated, just trying to shake things up a bit, maybe it should have a +Hit Point that goes along with the +Defense buff as the rest of the set is Resistance based.
...

Yeah, I'm still not seeing it. If you want to go that route, then it should be a variation of Hibernate. Because right now, here's what it sounds like:

You trigger Out of Body Experience -> Character goes intangible for 3-5 seconds -> Suddenly is impervious to damage for X period of time -> Becomes intagible again, JUST as they crash (likely losing all End and a lot of HP in the process,) conveniently allowing them to escape without consequence from their crash.

How is that, at any point an "Out of Body Experience?" It makes no sense, it mitigates its own crash, and simply does not strike me as a feasible design.


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Posted

We're getting mighty nit picky here, Shield Defense is pretty terrible without set bonuses as far as numbers go..and this is a RESISTANCE not DEFENSE based set with a PbAoE +regen/+recovery power. How many people actually play Shield Defense without using set bonuses to sure up their set AND tough and weave. Remember how they had to change the other Resistance based set and give it a heal, Electric Armor. I don't really see this being a problem with it outlined the way it is. A few number and AT modifier adjustments would make this work.

If the Tier 9 in the armor is such a terrible design what would you suppose? More Unstoppable or a Clone of Power Surge, that's just boring to me to do the same thing over and over again. The player isn't only impervious to damage they can't affect anything, it's not just an invincilbility mode.

I'm not a game designer just a fan of the game looking for new ideas other than what we currently have. Appreciate the feedback, though


 

Posted

Quote:
Originally Posted by lmt1979 View Post
I think you should remember that Willpower took it's Mind Over Body power from a Psychic Mastery set in the first place. The devs cobbled together a set that borrowed from Regen and Psychic Mastery among other things. Let's just say Energy Aura was a mistake from the get-go.
What's your point? Willpower has *one* powers borrowed from Regen and that's Quick Recovery...hell, Regen doesn't even get defense outside of its tier 9 and only an ignorable amount of resistance outside of its tier 9. The only concept borrowed from Regen is an HP buff (which is a passive rather than a click) and lots of regen which comes in a completely unique fashion. Psychic Mastery isn't an armor set, so that it used powers from it only means that it was a means to create a unique set built upon the concept of a character that is extremely strong-minded (or impossibly bull-headed) which can cover the concept of a melee that uses their mind.

I wouldn't say Energy Aura was a mistake. It is a great functioning set if you bother to use its tools. It's not the most defensive of sets, but it does provide some good utility abilities.

I'm not downing on your set, like you said, the melee set is AoE focused which isn't horrible but considering it is doing mostly psi damage, you're going to have a *TOUGH* time fighting Zeus Titans, council boss robots, carnie bosses and pretty much the majority of difficult foes that pose a moderate challenge to everyone...except x20. But that set is passable and I could see myself playing it anyway.

But the armor set does have some holes and, honestly, it's pretty cookie-cutter. It just looks so interchangeable, IMO. How much would it matter if you were playing Psi Armor or Willpower? Except one gets higher regen, damage and resists in exchange for a weakness to immobilizes and holds?

Just a selfless plug of a suggestion I made...*checks post* over 3 years ago:

Power Set Name: Psychic Armor
Primary/Secondary/Pool: Secondary
Arch-Type: Scrapper

1. Telepathic Aura- (passive +def vs melee, +res vs defense debuff)
You cover yourself with an aura of telepathic waves that reach into the future, giving you the ability to predict the attacks of nearby foes and giving you the time to dodge their attacks. This power is always on and costs no endurance.

2. Telekinetic Waves- (passive +def vs range, +res vs defense debuff/slow/-movement)
You send out telekinetic waves that alter the path of projectile attacks. This power is always on and costs no endurance.

3. Strong Minded- (passive +def vs psionic/AoE, +res vs psi/energy/neg energy/def debuff)
You reenforce your mind with psychic training to protect yourself from other psychics that try to invade your mind. Also, your strong mind allows you to disperse certain energies with telekinesis. You get good defense and resistance to psychic damage and a slight resistance to energy and negative energy. This power is always on and costs no endurance.

4. Psychic Chainmail- (Toggle +res vs smashing/lethal)
You create a powerful armor of telekinetic energy that decreases damage from weapons and bullets but takes much concentration to maintain. This toggle gives good +res to leathal and smashing but has a high endurance cost and very long recharge.

5. MindÂ’s Eye- (passive minor +def all, +perception, *special* +def all, +res vs def debuff/ToHit debuff/-perception)
When you sleep or are in some way incapacitated, the psychic eye of your mind opens, giving you a chance to react even without consciousness. This power gives you a small amount of +def to all forms of attack but while asleep, stunned, immobilized or held you gain a very large bonus to defense. This power is always on and costs no endurance.

6. Mirror of the Mind- (Click +protection/res vs hold, immobilize, sleep, stun, fear, confuse, knockback, *special*)
You use your strong psychic powers and powerful mind to break away from the pains of any form of suppression and reflects it upon your enemies. This power removes mez effects from the user and places it on those in an AoE around you(of the same magnitude that it was on you). This is a click power that can be used while under status effects like a Break-Free and also leaves you resistant to such effects for a time. The duration and recharge or moderately short, however.

7. Diligent Mind- (Passive +regen/recovery, *special* +regen/recovery, +res vs -regen/-recovery/endurance drain)
Any form of power that attempts to enslave your mind and body will trigger your hidden power, increasing the rate at which you heal and recover. This power increases your regeneration and recovery rate but gives you a much larger bonus to regen and recovery while immobilized, slept, held, confused or feared. This power is always on and costs no endurance.

8. Swift Thoughts- (Passive +rech, +recovery, +res vs mez, protection vs knockback/repel)
You are more intune with your psychic abilities, allowing you to think more quickly and more clearly. You gain a bonus to your recharge times and recovery rate as well as a slight resistance to immob, sleep, hold, fear, stun, knockback and disorient. This power is always on and costs no endurance.

9. Telekinetic Armor- (Toggle +def vs all, +end *special, self endurance hindrance)
You create a set of plate armor made of psychic energy that deflects most attacks. Any energy, negative energy, fire, ice, electric or psychic attacks you receive damage from will restore a small amount of endurance. This armor is a toggle and only costs a moderately high amount of endurance, but is still a hindrance on your mind. All other powersÂ’ endurance costs are increased. *This power does not suppress under mez effects*

Note: Think a cross of Stone Armor and...well...okay, it's a new take on Stone Armor. It's full of passives that provide only moderate survival boosts but are always on and costs no endurance, have high resistance to debuffs attached to each making you half-immune to altering effects and a tier 9 that can make you quite survivable compared to other armor sets, yet will drain you. You'll also have the added benefit of flipping mezzes you're suffering from onto your enemies (that'd be an interesting fulcrum shift when fighting Ghost Widow or just popping an awake if you face plant).


 

Posted

Quote:
Originally Posted by lmt1979 View Post
like Spines and Electric melee but those darn bosses really hold me back.

You haven't talked to enough people.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.