Trickshooter's Magnetism
Disruptor Field has the wrong tag on it.
Hmmm...I'd rather see more Debuff in the set myself.
Not sure how it will hold over to have a Hold and a Stun in it that the trollers could stack with their Primary.
BrandX Future Staff Fighter

The BrandX Collection
Both sets you presented in this thread and the other are very well presented - great job! I will leave it to the numbers people to comment though, I just play for fun!
Nice work Trickshooter. I don't know that I would play this powerset as much as the Probability Powerset you presented earlier, but this one seems well thought as well.
Not as much feedback on this one, other than to say I am not a big fan of Ally Toggle powers and this one seems alot like Sonic Resonance, which (to me) is underpowered (solo especially).
Since the Dispersion type power really only offers status protection, You might consider it having all the protection that Sonic Dispersion and Dispersion bubble gain. So everything but sleep protection. That would work well IMO. Overall though, this set would be superior to Sonic Solo, but more defensive on a team. I like it.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
While I like this idea, personally I feel we need an Electrical Buff/Debuff set, and Magnetism or Metal Armor is something that we don't currently have in the game. I've always felt Magnetism was more Control anyway, like Gravity Control. So I think this is more something that needs to be introduced with a whole bunch of Magnetism-based Power Sets.
OTOH, as a base for an Electromagnetic Buff/Debuff set, it might be nice. I think I would make Magnetic Barrier the physical shield, and then an Electrical Field to block Energy and Negative Energy. Strip Armor is nice, but Melt Armor is a Tier 9 power, and while you've made this weaker, it's not THAT much weaker, and it damages and knocks back robots as well. I also have an issue with being able to disrupt the armor of a foe that isn't wearing metal armor, but I guess you could say it works on the trace amounts of metal even in leather or stone armor, or even in the human body.
I also think a single target hold is out of place, despite Trick Arrow, but I like Disruptor Field as an AoE psionic/mez defense. That's also much more an electrical effect than a magnetic one, if you assume that psionics is manipulating the electrical impulses in the brain. You've also effectively got 3 Tier 9s here, although I do agree that they could be made to work. Perhaps the -Def/-Res effect in Strip Armor could be added to Bombardment, and Strip Armor could be made just a cone knockback, like Gale. (Or perhaps a minor -Def, like 5%, with Bombardment getting the -Res)
I will add that if you do add protection to Disruptor Field as Biospark suggests, I would like to see it fill the Sleep hole in FF and Sonic, while leaving a hole that FF and Sonic would fill for it. So perhaps Hold, Slow, Sleep and Immobilize, with no Stun protection. It also neatly fills Sonic's Psi res hole. For that reason, perhaps it should be +Def instead of +Res overall. (It can be somewhat weaker than Dispersion Bubble since this set offers a mix of +Def and +Res)
While I like this idea, personally I feel we need an Electrical Buff/Debuff set, and Magnetism or Metal Armor is something that we don't currently have in the game. I've always felt Magnetism was more Control anyway, like Gravity Control. So I think this is more something that needs to be introduced with a whole bunch of Magnetism-based Power Sets. |
OTOH, as a base for an Electromagnetic Buff/Debuff set, it might be nice. I think I would make Magnetic Barrier the physical shield, and then an Electrical Field to block Energy and Negative Energy. Strip Armor is nice, but Melt Armor is a Tier 9 power, and while you've made this weaker, it's not THAT much weaker, and it damages and knocks back robots as well. I also have an issue with being able to disrupt the armor of a foe that isn't wearing metal armor, but I guess you could say it works on the trace amounts of metal even in leather or stone armor, or even in the human body. |
I also think a single target hold is out of place, despite Trick Arrow, |
but I like Disruptor Field as an AoE psionic/mez defense. That's also much more an electrical effect than a magnetic one, if you assume that psionics is manipulating the electrical impulses in the brain. You've also effectively got 3 Tier 9s here, although I do agree that they could be made to work. Perhaps the -Def/-Res effect in Strip Armor could be added to Bombardment, and Strip Armor could be made just a cone knockback, like Gale. (Or perhaps a minor -Def, like 5%, with Bombardment getting the -Res) |
I will add that if you do add protection to Disruptor Field as Biospark suggests, I would like to see it fill the Sleep hole in FF and Sonic, while leaving a hole that FF and Sonic would fill for it. So perhaps Hold, Slow, Sleep and Immobilize, with no Stun protection. It also neatly fills Sonic's Psi res hole. For that reason, perhaps it should be +Def instead of +Res overall. (It can be somewhat weaker than Dispersion Bubble since this set offers a mix of +Def and +Res) |
Was looking at this again today, and I'm worried it might be a little weak. Anyone agree? Was thinking maybe I'd reduce the recharge on Bombardment down to 120-150 seconds.
The more I look at it, the more I think I need to work on the whole set more. >_>
Was looking at this again today, and I'm worried it might be a little weak. Anyone agree? Was thinking maybe I'd reduce the recharge on Bombardment down to 120-150 seconds.
The more I look at it, the more I think I need to work on the whole set more. >_> |
Overall, this set would be better solo than Sonic Resonance, but not sure by how much. For a team, it would probably offer less than Sonic because it is more defensive oriented than Sonic. Sonic's only saving grace is that it does really well on a team, to offset its horrible solo-ing ability.
Some thoughts that I had were:
Lower the recharge to 16s on Strip Armor
Change Magnetic Barrier to Defense instead of resistance and Metal Coating to Resistance (not defense).
This would make the set unique with Metal coating as a Resist Buff and Magnetic as a Defense buff.
Or you could do it the other way around (Metal Coat +DEF, and Magnetic as +RES).
Change the Dispersion to include the same status protections as FF and Sonic. I believe that the "Sleep" weakness should be removed from these types of bubbles. None of the sets have any form of healing, so status protection is a great side-benefit.
I also agree with your assessment of Bombardment. 300sec is a long time. Perhaps instead of an AOE power you could have it be a High Damage single target attack similar to Propel. The recharge could be drastically lowered and this would seperate the set more from Forcefield (Repulsion Bomb). This would create some wonderful opportunities for sets like Electric Blast and Dark Blast that lack a decent T3 attack.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Hm... the more I look at the set, the more I'm not sure what it's supposed to be. In any case, a couple of bothersome points:
+10 Repel on Repulsion Sphere. That's the same size as Force Bubble. Pretty big. Maybe reduce a bit to just +5? Also, a bubble that big easily makes this sound ripe for griefability.
Rech on EM Burst is too short. Its Earth Control analogue, Stalagmites, has a 90s Rech. Either case though, at 45s Rech, the duration (for Controllers at least) makes it perma with just SOs.
The END Cost and Rech on Bombardment seem really high. They're even higher than the closest similar power, Oil Slick Arrow, despite having a shorter duration and doing less damage.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize

I think you just want an excuse to mess with a certain icon creating tool.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

Hm... the more I look at the set, the more I'm not sure what it's supposed to be. In any case, a couple of bothersome points:
+10 Repel on Repulsion Sphere. That's the same size as Force Bubble. Pretty big. Maybe reduce a bit to just +5? Also, a bubble that big easily makes this sound ripe for griefability. ![]() |
Rech on EM Burst is too short. Its Earth Control analogue, Stalagmites, has a 90s Rech. Either case though, at 45s Rech, the duration (for Controllers at least) makes it perma with just SOs. |
Lightning Clap has a shorter recharge and duration, but is also perma-able with just SOs and has the extra Mag 1 chance.
The END Cost and Rech on Bombardment seem really high. They're even higher than the closest similar power, Oil Slick Arrow, despite having a shorter duration and doing less damage. |
/Signed. This is an excellent idea for a set, it seems well balanced, and it would make a perfect support set to go with Electric blast.
Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.
I like. Make it so. Always felt like something was missing in this game powerwise, ahhh, magnetism. Do it!
I had mostly forgotten about this set, but updated it the other day to make it more able to... well, actually support. Moved some effects around, added a little more buffing and debuffing power, which included dropping the ally repel bubble, which is sad but it was just too limited in it's usefulness, even if it was thematic, and added a new power in it's place.
Hopefully now it looks less weak.
To me this set has elements of Sonic/FF/Cold/Time and takes the weaker of the debuffing from them. Lemme preface this by saying my Fire/Time Corruptor is my favorite toon since Time was released, BUT the one area it lacks is a truly good -regen.
To me this set lacks in the -regen department which is useful against AVs etc. It kind of reminds me of TA - Jack of all trades but master of none, but TA has a good -regen (albeit at a very short duration and heavy end recov debuff).
To me this set has elements of Sonic/FF/Cold/Time and takes the weaker of the debuffing from them. Lemme preface this by saying my Fire/Time Corruptor is my favorite toon since Time was released, BUT the one area it lacks is a truly good -regen.
To me this set lacks in the -regen department which is useful against AVs etc. It kind of reminds me of TA - Jack of all trades but master of none, but TA has a good -regen (albeit at a very short duration and heavy end recov debuff). |
The set does lack -Regen, but I'm still among the support players that say Regen is overrated. :P If I were to add it anywhere, though, it would be to EM Burst, since that is intended to be similar to EM Pulse or EMP Arrow, but much more toned down in order to be used more often. Probably at around -150% to -200%.
Well, I have a lot of experience with TA and I can tell you that this set as designed is much more powerful than TA (at defending a team, anyway; nothing in this set can touch OSA's offense, though).
The set does lack -Regen, but I'm still among the support players that say Regen is overrated. :P If I were to add it anywhere, though, it would be to EM Burst, since that is intended to be similar to EM Pulse or EMP Arrow, but much more toned down in order to be used more often. Probably at around -150% to -200%. |
Alright, now this is the second time I'm doing this. But still, be gentle.
Strip Armor
Magnetism
You are a master of magnetic fields. This gives you a powerful ability to manipulate metals and electromagnetism in a variety of ways, such as protecting your allies with shields or wreaking havoc on enemies foolish enough to come at you while holding or wearing metal. Many Magnetism powers will even do bonus damage to electronic foes who are vulnerable to your electromagnetic assaults.
Cone Foe -Defense, -Resistance(All), Knockback vs. Robots, Damage(Energy) vs. Electronic
You send a short, but powerful wave of magnetic energy in an arc in front of you, stripping away some of your foes armor, effectively reducing their defense and damage resistance. Additionally, Strip Armor will do some bonus damage to electronic foes and will send them flying back.
Type - Click
Accuracy - 1.2
Range - 20ft
Recharge time - 20s
Endurance cost - 10.4 (13 MM)
Attack types - Energy_Attack, AOE_Attack
Effect area - Cone
Radius - 20ft
Arc - 45 degrees
Max targets hit - 5
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
Single Target Ally +Defense(Smashing, Lethal), +Resistance(Fire, Cold, Toxic, Energy)
You surround an ally in a protective, metal shield that may deflect smashing and lethal attacks, and will absorb some of the damage from fire, cold and toxic attacks. The magnetic field you use to hold the metal in place also offers your ally some resistance to energy attacks.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 2s
Endurance cost - 7.8 (9.75 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Always
Single Target Ally +Resistance(Energy, Negative Energy, Knockback)
You surround an ally in a magnetic barrier that disrupts energy and negative energy attacks, and also makes it more difficult for foes to knock them off their feet.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 2s
Endurance cost - 7.8 (9.75 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Always
PBAoE Foe -ToHit, Minor DoT(Lethal), Minor DoT(Energy) vs. Electronics
You fill the area around you with constantly revolving metallic shards, reducing nearby foes ability to aim as well as causing them some minor lethal damage. Electronic foes will suffer additional energy damage as long as they remain within this field.
Type - Toggle
Accuracy - 1
Range - -
Recharge time - 10s
Endurance cost - 0.39 (0.4875 MM)
Attack types - AoE_Attack, Lethal_Attack
Effect area - Sphere
Radius - 25ft
Arc - -
Max targets hit - 16
Entities affected - Foe
Entities autohit - -
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Single Target Foe Hold
You violently force metal up from the ground and ensnare your foe with it. Vice Grip can be used on flying enemies if they're close to the ground.
Type - Click
Accuracy - 1
Range - 70ft
Recharge time - 16s
Endurance cost - 7.8 (9.75 MM)
Attack types - Smashing_Attack, Ranged_Attack
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
PBAoE Ally +Resist(Psionics, Energy, Slow), +Protect(Immobilization, Hold)
You surround yourself and nearby allies in a field of electromagnetic energy that weakens psionic and energy attacks, and disrupts the effects of Immobilizations and Holds. Disruptor Field also increases your resistance to attacks that slow your movement and actions.
Type - Toggle
Accuracy - 1
Range - -
Recharge time - 15s
Endurance cost - 0.26 (0.325 MM)
Attack types - -
Effect area - Sphere
Radius - 25ft
Arc - -
Max targets hit - 255
Entities affected - Friend
Entities autohit - Friend
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Location AoE Foe -Speed, -Recharge, -Resistance(All), -Fly, -Jump, Electronic Damage vs. Robots
You create a powerful magnetic field at a target location that weakens foes' armor and makes it harder for foes to pick their feet up off the ground, effectively lowering their resistance to damage and slowing their movement and actions. Additionally, robotic foes will slowly take bonus energy damage as the electromagnetic field disrupts their electronics.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 90s
Endurance cost - 18.2 (22.75 MM)
Attack types - -
Effect area - Location
Radius - -
Arc - -
Max targets hit - -
Entities affected - Caster
Entities autohit - Caster
Target - Location
Target visibility - Line of Sight
Notify mobs - Always
PBAoE Foe Stun, Energy Damage vs. Robots
You release a short-range electromagnetic burst that disrupts the motor functions of your foes. Most enemies will be stunned for a good while after being subjected to this attack. Additionally, robotic foes will take moderate energy damage.
Type - Click
Accuracy - 0.8
Range - -
Recharge time - 45s
Endurance cost - 15.6 (19.5 MM)
Attack types - Energy_Attack, AOE_Attack
Effect area - Sphere
Radius - 20ft
Arc - -
Max targets hit - 16
Entities affected - Foe
Entities autohit - -
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Location AoE Foe High Dam(Smashing/Lethal), Knockup, Knockdown, Summon Metal Shards
You turn a target location in to a volatile field of electromagnetism. Large pillars of metal will be immediately and violently forced up from the ground, dealing good damage and knocking many enemies in to the air. Afterwards, smaller pillars will continue to be forced upwards, continously knocking enemies down and potentially scattering sharp, metal shards that will damage and slow your foes.
Type - Click
Accuracy - 1
Range - 60ft
Recharge time - 300s
Endurance cost - 23.4 (29.25 MM)
Attack types - -
Effect area - Location
Radius - -
Arc - -
Max targets hit - -
Entities affected - Caster
Entities autohit - Caster
Target - Location
Target visibility - Line of Sight
Notify mobs - Always