An idea for a Tank Armor(Tech-based)


Airhammer

 

Posted

My suggestion: Powered Armor

Tier 1: Toggle. Armored Exoskeleton. +25% resistance to Lethal/Smashing, .24 endurance per second.

Tier 2: Auto. Insulated Underlay. +15% resistance to Toxic, 10% resistance to Fire/Cold/Energy/Negative.

Tier 3: Toggle/Taunt aura. Magnetic Overlay. +300% taunt(same as WP), + 5% resistance to Lethal/Smashing. 10% resistance to Energy/Negative. +5% defense to Lethal/Smashing/Fire/Cold/Energy/Negative/Psionic. .52 endurance per second.

Tier 4: Click/Mez protection. Hydraulic Aid. +40% strength(damage) to Lethal/Smashing, +20% strength(damage) to Fire/Cold/Energy/Negative/Toxic for 120 seconds. 10000% Resistance to Knockup, knockback, repel. -12.975 to stun, held, sleep, immobilize for 120 seconds. 20 endurance per cast, recharge time 240 seconds.

Tier 5: Toggle. Filtration System. +25% resistance to Toxic, +10% resistance to Energy, +15% resistance to runspeed, -endurance, recharge, recovery, and regeneration debuff. +20% strength to regeneration. .26 endurance per second.

Tier 6: Auto. Impervium Reinforcement. +5% resistance to Fire/Cold/Energy/Negative/Toxic(Unenhanceable). +10% resistance to Psionic(Unenhanceable). +5% defense to Smashing/Lethal/Fire/Cold/Energy/Negative. +10% Defense to Psionic. +Max HP. +20% resistance to defense debuff(Unenhanceable).

Tier 7: Ranged attack. Chassis Blast. 100-115 damage(energy) to target. 50% chance for mag. 2 stun. -10% defense to target for 10 seconds. -15% to all damage/resistance for 10 seconds, after cast(to self). 20 endurance per cast, recharge time 60 seconds.


Tier 8: Auto. Endoskeletal Augmentation. +20% to Flight Speed, Run Speed, Jumping Speed. +15% resistance to recharge, runspeed, -endurance, recovery, and regeneration debuff. +20% resistance to defense debuff(Unenhanceable).

Tier 9: Click. Limiter Removal. +30% defense to Lethal/Smashing/Fire/Cold/Energy/Negative/Psionic for 120 seconds. +100% to Regeneration(Unenhanceable) for 120 seconds. +40% to Recovery(Unenhanceable) for 120 seconds. +40% strength to all damage for 120 seconds. -21.625 to stun/sleep/hold/immobilize for 120 seconds. +80% resistance to -Endurance for 120 seconds. +50% strength to recharge for 120 seconds. +1000% resistance to knockup, knockback, and repel. After 120 second duration, -100 endurance, and special damage to self, leaving 100 Hit Points. -40% to all damage for 20 seconds, after 120 second duration.


 

Posted

Too origin specific IMO.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

you lost me @ click mez protections.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

The great thing about our costume options combined with our powersets is that you can easily make a tech looking hero whose powers are derived from technology. Could be Invulnerability, Willpower, even Fiery Aura.

I think it probably works out better than having such a specific powerset.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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Posted

Quote:
Originally Posted by Airhammer View Post
you lost me @ click mez protections.
I just had to log and quote this for truth


 

Posted

Quote:
Originally Posted by untoldhero View Post
And stone armor isnt?
It isn't.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by untoldhero View Post
please explain how Tech Armor can be more origin based than Stone Armor?
Tech Armor=Technology origin, relying on technology for your powers.

Stone Armor

1. You are born of an alien race that can control the earth.
2. You were caught in the middle of a scientific accident that fused your body with the elements of the earth.
3. You were given mythical control over earth and nature by the gods.
4. You were born with a more rigid skin than others and as you grew up, learned your skin is as hard as stone.
5. You invented a machine that enables you to control minerals around your body at will.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

1. You found/created a power suit that has given you god like stregnth and defends against harm

2. You are part of some crazed scientists plan to try and create a symbionic machine

3. All though you were born with the power to harness (insert secondary here) you realized your body was still vunrable to harm and so seeked special armor that could help you harness your power better.

4. by using magic you were able to ibune simple steel into a special power suit, giving you tremdouse power....

5. You come from an alien race that are techno-biorganisms (transformer style) although you look like machine you still have human instincts

I think there are ways to make it work, just like stone?


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

I think it's an interesting idea. I dunno if I'd actually enjoy running it, but I'd definitely give it a shot. Some comments:

1. I feel like the added Toxic res is kinda wasteful, since there doesn't seem to be much Toxic damage coming in after the lowbie levels.

2. Is Magnetic Overlay a single bonus, or is it influenced by the number of enemies around you? With an end cost as high as it is, I sure hope so. At the same time, I wonder if the res bonuses are too generous. Say it has a max 10 targets. That's +50% S/L res, +100% E/N res, and +50% typed defense. That sounds broken. (Of course, this is all just speculation since the OP doesn't really mention how it works. I just wonder.)

3. Hydraulic Aid's damage bonus seems a bit much, especially for 2 minutes. Of course, the end cost/rech make up for that... I feel like it could work well on its own just as a mez protection power...

4. Like MO, are the bonuses given by Impervium Reinforcement based on the number of allies within AoE range, or are they set? I realize that some are mentioned to be unenhanceable, but what about those that aren't?

5. I don't understand why Chassis Blast has such a high end cost, especially due to the -dam/-res to self.

6. You totally stole the tier 9 power's name from YuGiOh. I have never been a fan of these types of powers from any powerset, so I can't really say much about this power.

All-in-all, it seems overpowered in some respects while underpowered in others. From my understanding, it doesn't sound like it would be that great, but who's to say based off of rough numbers lol. I definitely like the idea, though.


 

Posted

I'd certainly like some kind of metal looking techy based defence/resistance set, but, in my opinion the three that stand out for me in the tanker primaries are:

Invulnerability
Shield Defence
Willpower

Reason being they don't have the word "Armor" in them. Which may sound petty as hell, but with all the others being armours, it feels as though it doesn't, "come from within" if you see what I mean.


 

Posted

So, if the power set is Powered Armor, would running the toggles dictate what your character looks like, similar to Granite and Kheldian forms?

If so, instant deal-breaker right there.

If it's just toggles, and you're wearing jeans and a T shirt, it it breaks the set's theme of being powered armor. If it changes your character to a different model while you run the toggles it kills costume customization. If it limits your costume choices to only the pieces that look like armor, it'd be even worse.

I don't play Stone Armor for the precise reason that the best power in the set makes my costume completely irrelevant. I wouldn't play any set that replaces my costume with powered armor, especially if I can't decide what that armor looks like.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

@ Auroxis/Grey Pilgrim
Too origin specific IMO.

The great thing about our costume options combined with our powersets is that you can easily make a tech looking hero whose powers are derived from technology. Could be Invulnerability, Willpower, even Fiery Aura.

I think it probably works out better than having such a specific powerset.

-I can understand that. As another poster mentioned though, Granite Armor could be viewed in the exact same fashion. I don't feel the necessity to post all of my ideas about the armor(Maybe it's a magical gift from the Well?), but there are plenty of possibilities.

@ Airhammer
you lost me @ click mez protections.

-Shield Defense actually has a click Mez protection. The bonus damage tied in would actually make it overpowered as a toggle, in my opinion. And if it were, the Endurance cost would need to be very high, and this is an already Endurance-draining concept. I also didn't want it to be possible to double stack, hence the long recharge--not sure on exact numbers, though.

@ Davonyx
I think it's an interesting idea. I dunno if I'd actually enjoy running it, but I'd definitely give it a shot. Some comments:

1. I feel like the added Toxic res is kinda wasteful, since there doesn't seem to be much Toxic damage coming in after the lowbie levels.

2. Is Magnetic Overlay a single bonus, or is it influenced by the number of enemies around you? With an end cost as high as it is, I sure hope so. At the same time, I wonder if the res bonuses are too generous. Say it has a max 10 targets. That's +50% S/L res, +100% E/N res, and +50% typed defense. That sounds broken. (Of course, this is all just speculation since the OP doesn't really mention how it works. I just wonder.)

3. Hydraulic Aid's damage bonus seems a bit much, especially for 2 minutes. Of course, the end cost/rech make up for that... I feel like it could work well on its own just as a mez protection power...

4. Like MO, are the bonuses given by Impervium Reinforcement based on the number of allies within AoE range, or are they set? I realize that some are mentioned to be unenhanceable, but what about those that aren't?

5. I don't understand why Chassis Blast has such a high end cost, especially due to the -dam/-res to self.

6. You totally stole the tier 9 power's name from YuGiOh. I have never been a fan of these types of powers from any powerset, so I can't really say much about this power.

All-in-all, it seems overpowered in some respects while underpowered in others. From my understanding, it doesn't sound like it would be that great, but who's to say based off of rough numbers lol. I definitely like the idea, though.

-Thank you for the compliments. I kept the Endurance costs relatively high to simulate the "Power Core" using its energy. The reason for the Toxic resistance is because I feel like more Toxic will be emerging soon, if the Apex TF is any indication of the future. The high Toxic res would definitely set it apart from a lot of other sets. I didn't really consider the stacking effect of Magnetic Overlay. To be honest, I completely forgot about the stacking bonuses from taunt auras; but I didn't plan on it stacking--at least not for that power. Hydraulic Aid's damage boost may seem like a lot, but with it being unenhancable, it is still less than a saturated AAO from SD. It's also tied in with the Mez protection. Chassis Blast is a very damaging single target power, using energy. I kept the endurance cost high because it is essentially a blast straight from a Power Core. The fact that the damage is enhancable, as well as the recharge, and endurance cost, made me want to add a considerable drawback. The tier 9 was taken from Yugioh and Armored Core, actually; and it seemed fitting.

@ ClawsandEffect
So, if the power set is Powered Armor, would running the toggles dictate what your character looks like, similar to Granite and Kheldian forms?

If so, instant deal-breaker right there.

If it's just toggles, and you're wearing jeans and a T shirt, it it breaks the set's theme of being powered armor. If it changes your character to a different model while you run the toggles it kills costume customization. If it limits your costume choices to only the pieces that look like armor, it'd be even worse.

I don't play Stone Armor for the precise reason that the best power in the set makes my costume completely irrelevant. I wouldn't play any set that replaces my costume with powered armor, especially if I can't decide what that armor looks like.

Honestly, I can't remember what my ideas were regarding the costumes, when I originally thought this up. I didn't want a pre-formatted suit to dictate character themes--that I do know. Either I was thinking that the costumes would remain in their standard format(like everything but Dwarf forms/Granite), or there would be certain templates like Crab/Wolf Spider. Regardless, I didn't want to nullify a player's personal touch to the armors.


 

Posted

Quote:
Originally Posted by GI Justice View Post
I also didn't want it to be possible to double stack, hence the long recharge--not sure on exact numbers, though.
It's mez protection; it shouldn't take more than two recharge SOs to have it permanent.

If you don't want it to double stack, then tag the bonus as "Does not stack from the same caster."


 

Posted

Speaking as someone who has a high level character with powered armor (Metal-Man on Virtue), I'd have to say that I don't see this as neccessary. I've been content with Inv as my primary however I wouldn't complain if they implemented this and might even try it out with an alt. Although I think metal spikes would be cooler for the taunt aura power, not like icicles but like the projectiles of a spines scrapper.