Spine Defense


Kirsten

 

Posted

<[Remember everyone, look at the concept, I would have no say in what the final numbers and dynamics of the set, that would be the Devs]>

Spine Defense

1 Ridged spines
smash/lethal def/res 20% base
The potruding spines from your body can slow and even defect physical attacks

2 toxic buffer
auto +10hp +regen 50% +toxic res 12%
The thick toxin just under your skin adds to your HP and increases your healing rate

3 spine stance
KB protection, +ToHit smash/lethal res 14%
The spines potruding from your legs protect you from being knocked back and the steadiness of your stance improves your chance to hit

4 toxic discount
auto endurance discount
The toxin pumping through your muscles cause you to require less effort to perform tasks

5 toxic release
Status protection PBAoE (ally) status resistance
The toxin in your body gives you protection from hold, immoblize, sleep, stun, disorient, terrorize. Also it grants teammates in 20' radius resistance to the same affects

6 toxic resistance
toxic/energy res 12% negative 6%
The toxin in you body becomes non cunductive therefor reducing the effects of normal and dark energy

7 laced barbs
PBAoE damage minor DoT slow and dam debuff effect
the laced spined flung from your body cause pain and reduced strength in your opponent reducing their damage

8 coolant
toxic/fire/cold res 12% slow/end resistance
The toxins in your body thicken to the point they protect you from severe cold and heat, along with resistance to slow and endurance drain effects

9 Spine Flurry
PBAoE Damage, extremeDoT -dam 50% -ToHit 50% slow
The sher volume of spines causes the apponent to be weakend and blinded, therefor reducing their chance to hit and the damage they can do. Also slows there movement and does damage over time The ammount of effort required forces you to be left exausted of half your endurance
[updated]The -damage it a part of the DoT. it does -.2 and lasts 20sec ... so if all hit, it takes 20 sec to have the full -50 effect (assuming they all hit).

I always wanted a set like this ... it seems balanced to me Let me know how you like it.


 

Posted

I think this is an interesting set idea, but I wonder if it would have issues with the Spines Melee set. They would either have to change the effects to play nicely with it or suppress it. or make the sets mutually exclusive. I'm sure the SCR would apply here.


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If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

Posted

Quote:
Originally Posted by Kirsten View Post
I think this is an interesting set idea, but I wonder if it would have issues with the Spines Melee set. They would either have to change the effects to play nicely with it or suppress it. or make the sets mutually exclusive. I'm sure the SCR would apply here.
All they would have to do is make the 2 spine sets require the same color and spine type ... that's the only limitation there would/should be


 

Posted

i dont really see much issue with it, the current spine melee set can have multiple types of spines for the animations (although adds lot of redraw)

the easiest way to make it compatible with spine melee would be to just have different animations on the powers than the spine melee set


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
i dont really see much issue with it, the current spine melee set can have multiple types of spines for the animations (although adds lot of redraw)

the easiest way to make it compatible with spine melee would be to just have different animations on the powers than the spine melee set
Agreed ... not all that complicated


I'm surprised move of the vet players don't want this, most of them don't take the tier 9 ability anyway, This would be similar to having SS rage on a armor set.


 

Posted

Quote:
Originally Posted by Twigman View Post
Agreed ... not all that complicated


I'm surprised move of the vet players don't want this, most of them don't take the tier 9 ability anyway, This would be similar to having SS rage on a armor set.
the concept of the set is sound but i think your numbers need to be balanced some, -50% tohit is massive, the only thing that i know which can do that much at once is powerboosted blackstar (dark blast nuke), powerboosted darkest night may also be able to reach that for short duration


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
the concept of the set is sound but i think your numbers need to be balanced some, -50% tohit is massive, the only thing that i know which can do that much at once is powerboosted blackstar (dark blast nuke), powerboosted darkest night may also be able to reach that for short duration
It's high ... but let me clarify how it works [updated post]

It also has a HUGE hole in the power ... no ranged buff/debuff effects.