Electric Themed Defender Primary


Memphis_Bill

 

Posted

I got a little bored at work yesterday, and decided to put a little time and thought into something I've always wanted to see: an electric themed defender primary. The biggest concern I had was that it needs to bring something to the table other defender primaries don't, while not allowing too much repitition with controller primaries. While I'm sure electric themed powersets have been suggested, I'm hoping mine isn't completely unoriginal.

So, here's what I came up with.

Charged Shield Surround your allies with a charged shield that provides resistance to Smashing, Lethal and Energy damage.
Duration: 2 Mins. Does not stack from same caster. Targeted AoE buff.
+ 20% Res to S/L Damage
+10% Res to Energy Damage

Energize Other You send an electric charge to your ally, recovering health and increasing regeneration.
Duration: 30 Seconds. Does not stack from same caster. Single Target heal.
+20% Caster base HP on ally
+100% Regeneration

Conductive Shield Surround your allies with a conductive armor that provides resistance to Fire, Cold, Energy and Negative Energy.
Duration: 2 Mins. Does not stack from same caster. Target AoE buff.
+20% Res to F/C/E Damage
+10% Res to NE Damage

Galvanize You galvanize your team mates, stimulating their minds and protecting them from Stuns, Holds, Sleeps, Fears and Psionic Damage.
Duration: 90 Secs. Targeted AoE buff. Resistance only affects target, and last 2 Mins. Does not stack from same caster.
+10 Stun, Hold, Sleep and Fear
+20% Psionic Damage.

Charge Up You send a surge of energy through your ally, boosting the recharge of their powers.
Duration: 90 Secs. Does not stack from same caster. Targeted AoE buff.
+30% Recharge

Ionize Other You ionize air around your team mate, allowing them to deliver electrical shocks to their foes.
Duration: 2 mins. Base Recharge: 60 seconds. Does not stack from same caster. Single target buff.
Ally recieves 50% chance to do Energy Damage (think IO proc) and 50% chance to drain a small amount from foe endurance and recovery, and to transfer endurance to self.
The Reactive Interface shows that this kind of thing can be done, so hopefully it wouldn't require much more additional coding (but what do I know)

Alternate Current When an ally is in trouble, you can quickly alternate a current between you and them. This allows you to transfer some of your hit points to them, while giving yourself a recovery boost as well.
Duration of buff: 30 seconds. Recharge: 30 seconds. Single target heal. Self buff stacks duration only.
+40% Caster base HP on ally
+200% recovery rate on self
-10% Base HP of caster

Feedback You create an electrical grid with nearby allies, creating a positive feedback loop that creates a lightning strike at their location, striking foes in their vicinity. You will drain a fair amount of your own endurance as a result of the feedback loop.
Recharge: 2 Mins
I'll need number help on this, so that it maintains some balance with powers like Fallout. Basically, up to 4 allies near you (maybe 30 ft. radius) become AoE attacks (probably 10 ft. radius) up to 5 foes for each (16 target cap). And you will lose 30 endurance.

Surge You create a surge of power through an ally, increasing their resistance to damage, and increasing their recovery and recharge.
Duration: 90 seconds. Recharge: 180 seconds. Single target buff.
+15% Res to all. +30% Recharge.
+50% Recharge
+200% Recovery

So, does it sound balanced? Would you play a set like this? What would you tweak/relace/rename?


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Hmm, I like the concept however there's something about the set that just doesn't sit right with me. Firstly as an electric set, I'm surprised that you didn't include more -recovery to foes as that seems to be electric's niche.

Secondly, the set leans heavily on buffing teammates and little debuff, mitigation, or any sort of interaction with foes, which gives it absolutely zero solo possibilities. Last and foremost, with every single power being a buff, can you imagine giving all 9 of those buffs to single scrapper? Good Lord!

*Cowers in corner*


- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own

 

Posted

Quote:
Originally Posted by Rowdy View Post
Hmm, I like the concept however there's something about the set that just doesn't sit right with me. Firstly as an electric set, I'm surprised that you didn't include more -recovery to foes as that seems to be electric's niche.

Secondly, the set leans heavily on buffing teammates and little debuff, mitigation, or any sort of interaction with foes, which gives it absolutely zero solo possibilities. Last and foremost, with every single power being a buff, can you imagine giving all 9 of those buffs to single scrapper? Good Lord!

*Cowers in corner*
/these.

While there are powersets that are "more powerful/useful in teams," they ALL have some solo utility. (I know, I dual-build a lot of them.)

Thermal - the tier 1, 8 and 9 powers are all either self usable or enemy debuffs.
FF - For a "team" set, there's a lot of solo utility.
Sonic - Same, team heavy, yes, but a fair bit of buffing and debuffing that helps you out even solo.

... and so forth, up to sets like Rad or Dark which are pretty close to "Always take every power, solo or teamed."

So, something like Galvanize, I'd turn from (essentially) Clear Mind to something more like Dispersion Bubble - Mez protection, +EndDrain resist (and possibly some +recovery,) enemy -recov/drain, PBAOE toggle. Or having Feedback return END/Recov to your team while chaining and debuffing enemies. That sort of thing. The T1 in pretty much every set is usable solo, regardless, as well.

Bit of tweaking needed, but otherwise, why not?


 

Posted

Quote:
Originally Posted by Rowdy View Post
Hmm, I like the concept however there's something about the set that just doesn't sit right with me. Firstly as an electric set, I'm surprised that you didn't include more -recovery to foes as that seems to be electric's niche.
I considered making suggested powers for -recovery, but since this would be a Controller secondary set, there would be a lot of overlap with what Electric control offers. I did think the debuff proc in Ionize Other would be a good way to implement the -recov.

Quote:
Secondly, the set leans heavily on buffing teammates and little debuff, mitigation, or any sort of interaction with foes, which gives it absolutely zero solo possibilities. Last and foremost, with every single power being a buff, can you imagine giving all 9 of those buffs to single scrapper? Good Lord!

*Cowers in corner*
Well, I'm completely open to suggestion for good debuffs to help in solo situations, but I don't think the heavy buff oriented method is much different from Empathy and FF. And not EVERY power is a buff. There is one attack in there. Changing the second heal to a debuff would probably be a good idea though. Suggestions?


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
So, something like Galvanize, I'd turn from (essentially) Clear Mind to something more like Dispersion Bubble - Mez protection, +EndDrain resist (and possibly some +recovery,) enemy -recov/drain, PBAOE toggle.
I think doing all of that but the -rec/drain would work. Imagine a controller with 2 -rec/-end PBAoE powers. I think Galvanize should still offer the Psi Res. Not many defender primaries provide it, and it is part of electric defensive sets.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post

Well, I'm completely open to suggestion for good debuffs to help in solo situations, but I don't think the heavy buff oriented method is much different from Empathy and FF.
Well, let's look at Empathy (as a defender, since a controller can take the team buff powers for their pets.)

Solo, you can still use Healing Aura (T1) as well as the two RAs (for recovery and regen.) 1/3 of the set. That's about the same as for Thermal (though it goes with the T8 and T9, which give debuffs as opposed to buffs, as well as the T1 heal aura.)

FF? Force field's actually got a bit more utility solo -
- Personal Force Field (obviously.)
- Force Bolt
- Dispersion bubble
- Detention Field
- Force Bubble
- Repulsion field
- Repulsion Bomb

The only powers you can completely ignore solo (again, as a defender, a controller or MM would take them) are the two ally-targeted bubbles. (This ignores if you *want* Detention Field or Repulsion field, for instance - they're still usable, possibly moreso, solo.)

Most sets are somewhere in between these - 3 seems to be the minimum for "any occasion" powers, IE, usable solo or teamed. And they all have *something* affecting you (a heal, a buff, shields, etc.) Just so you have a point for comparison.