Powerset Idea: Armored Defense


Chymerus

 

Posted

I've had this powerset concept in my head for a while, so I finally decided to sit down and put it to paper. The powerset is a set it and forget it type defense powerset that's made up of passive powers. The Idea behind the set being good defense, good offense, but little control over the set with the likelyhood of effect saturation in powers. Of course I'm not going to be the most objective individual, so I got it to the point where I'm happy with it and want to see what other people think of it.

Armored Defense (Tanker Values):

Quote:
T1 (auto power): Layers

Resist damage (all): 30%, +MaxHP: 20%, Endcost .2
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T2 (auto power): Angles

Defense (all): 10%, Endcost .2
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T3 (auto power): Mobility

Taunt mag4 13.5s, +rech 20% +5% per enemy (max 10), Endcost .2
Quote:
T4 (auto power): Re-enforced

Status effect resistance 10/12.98/1000, Endcost .2
Quote:
T5 (auto power): Conditioned

+Maxend 10%
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T6 (auto power): Inspiring presence

Taunt mag4 13.5s, 10% debuff resist +10 per teamate, mag 1 status resist to team +.5 per enemy (max 10), +10% resist to team (If mobility)
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T7 (click): Endure

Self rez
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T8 (auto power): Extra weight

Add firey embrace damage scale (smashing) to offensive powers, +20% endcost to all powers
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T9 (auto power): Hardening

+10% Res (If layers), +5% def (If angles), +75% end drain resist (if conditioned), +10% health (If re-enforced), Endcost .2
Obviously, pros of the set include a lack of any real holes, with the ability to buff your team, and some offensive improvement.

My question is, are the cons good enough? One of the biggest disadvantages I tried to give, was a strong likelyhood that a player would run out of endurance, adding incentive to act in ways that bleed endurance, if they didn't pay close attention. Adding the attempt to make a set that will eat power and enhancement slots.

Does the fact that players, cant turn a power off to conserve endurance, need to choose between larger numbers of effects when slotting, are unable to manage the taunt auras, need to manage +recharge combined with endurance penalties, and need to take nearly every power to be at the targeted efficency help balance the swiss army nature of the set?

What might need to be changed, what's good, whats ugly?


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Seems like a cool idea, and obviously you've put a lot of thought into it.

I like that one would have to actually put thought into slotting and use of their primary (or secondary) powers to actually manage their endurance instead of just turning off powers. One question though.

When you say .2 endurance cost for certain powers, what do you mean? If you mean that as an auto power it is constantly draining .2 endurance, what happens if the player DOES run out of endurance, they are auto powers, so, they can't stop the end drain in order to recover their endurance. Unless obviously they slot enough IO set bonuses to counteract it, which is fine because there are plenty of recovery bonuses in game, but what about before they actually start slotting for said bonuses (i.e. low low levels)?


 

Posted

Quote:
Originally Posted by Chymerus View Post
Seems like a cool idea, and obviously you've put a lot of thought into it.

I like that one would have to actually put thought into slotting and use of their primary (or secondary) powers to actually manage their endurance instead of just turning off powers. One question though.

When you say .2 endurance cost for certain powers, what do you mean? If you mean that as an auto power it is constantly draining .2 endurance, what happens if the player DOES run out of endurance, they are auto powers, so, they can't stop the end drain in order to recover their endurance. Unless obviously they slot enough IO set bonuses to counteract it, which is fine because there are plenty of recovery bonuses in game, but what about before they actually start slotting for said bonuses (i.e. low low levels)?
You are correct. They are auto powers with endurance costs like toggles. The advantage of being auto powers is, that if they do hit zero endurance (which I hope would be likely) the defenses stay active. They won't, however, be able to use any of their other powers, making them a nicely armored paperweight. Though it occurs to me that players would still be able to use Taunt.

Also, I'm positive, minus any /very/ low level exemping (haven't checked so I can't say for sure), those powers alone wouldn't kill a player's recovery. Perhaps when added to maneuvers/tough/weave/CJ, but that's just another way to make people think more when using a fire and forget set than they might expect to, and as I look I see I forgot to add the endurance cost for Re-enforced and Hardening. I'll have to edit them in.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.