Temporal Armor


Aett_Thorn

 

Posted

A little history first. Before Time Manipulation, I had my time manipulating scrapper, who instead subconsciencely focused it on herself versus the team wide buffs of Time Manipulation. This was basically the idea of a nice mix of Regeneration and Super Reflexes, which I've pulled off for concept using Ninjitsu, Willpower, Regeneration, SR, what have you...but with the new Time Manipulation set, I thought "Hmmm..."

Now a few things first, my idea isn't to create some uber set, but I do like the idea of keeping it in line with the top defense sets, hopefully I've done that, and hopefully feedback can keep it from being to powerful if it is.

This is a set for all Melee ATs (Brutes, Scrappers, Stalkers and Tankers). It's a combination of Defense (Positional) and Healing with +RCH thrown in, and very little actual +ENDREC (but it has a bit).

This set lacks Knockback Protection. This is intentional, as it has a few ways to avoid being hit (Defense and -ToHit) in the first place, and also lacks DDR (Defense Debuff Resistance) which is also intentional, as the -ToHit in one toggle (also an aggro toggle) takes the place of having DDR. True, enemies that stay at range hitting you with -defense will thusly laugh at the -ToHit, thusly, it's up to you (with the use of an aggro aura) to want them to get in close.

These two things I think provide some weakness to the set, not to mention no ENDDRAIN resistance outside of just not getting hit with it (back to the +Defense).

All numbers given in the set, are for Brute/Scrapper/Stalker Armor numbers, and the Tanker numbers would of course be higher.


Temporal Perfection
Auto: Self, +Regeneration, +Recovery, Accelerated

Regen: 15% (Self)
Recovery: 10% (Self)

You are one with the time stream, as such you are able to regenerate and recover energy at a faster rate. You are also in a constant state of Acceleration, allowing any Time Manipulating team members to cast stronger buffs on you without having to Accelerate you themselves.


Temporal Mending
Click: Self Heal, Heal over Time

End Cost: 10.4
Recharge: 60s
Duration: 6s
Heal: 24.99%

Mend wounds to yourself and immediately continue to heal for half the amount over the next 6 seconds.


Bullet Time Vision
Toggle: PBAOE Foe (-Damage, -Speed, -Tohit)

End Cost: 0.52/s
Recharge: 10s
Duration: 1s
Radius: 8ft
ToHit: -9.75% (Tgt)
DamBuff: -12.5% (Tgt)
SpdBuff: -12.5% (Tgt)

You are able to react to those around you as if they are moving slower, allowing you to dodge more easily and take less damage.


Quick Response
Toggle: Self +Res (Hold, Sleep, Disorient, Immobilize, Psionic, -Regen, Slow, Teleport), +Speed, +Recharge

End Cost: 0.21/s
Recharge: 4s
Duration: 0.75s
Res: 15%
ResEffect: 25%
+Recharge: 20%
+Speed: 20%

Your attunement with the Time Stream allows you to avoid mez effects, while keeping your mind constantly shifting, providing a small resistantance to psychic foes.


Temporal Cloak
Toggle: Self Stealth, +Defense (All)

End Cost: 0.26/s
Recharge: 20s
Duration: 0.75s
Defense: 3.75%

By bending time around yourself, you can become partially invisible. While cloaked you can only be seen at very close range. If you attack while cloaked, you will be discovered. Even if discovered, you still maintain a Defense bonus to all attacks. There is no movement penalty, however this ability doesn't stack with Stealth or Invisibility from the Concealment Power Pool.


Future Sight
Toggle: Self, +To-Hit. +Defense (To All Positions), +Perception

End Cost: 0.26/s
Recharge: 10s
Duration: 0.75s
Radius: 25ft
Defense: 8.75%
ToHit: 6%

You're able to get brief glimpses of the future and what is to come. This allows you to increase your chance to dodge enemy hits, while increasing the chance to land your own.


Slowed Response
Click: PBAOE, Foe -Defense, -Resistance

End Cost: 15.6
Recharge: 90s
Accuracy: 75%
Duration: 30s
Radius: 10ft
Defense: -7.5% (Tgt)
Res: -9.75% (Tgt)

You can manipulate your own Temporal Energies to cause those around you to become slowed and sluggish. This causes them to have decreased defense and damage resistance.


Rewind Time
Click: Rez, Special

Recharge: 300s
Duration: 60s
Heal: 50%
End: 50%
Regen: +200% (Self)
Recovery: +75% (Self)
Pecharge: +25% (Self)
Speed: +25% (Self)
Defense: +25% (Self)

When defeated you are able to rewind time, while keeping yourself more attuned with the time stream, allowing for heightened Regeneration, Recovery, Speed and Defense.


Chrono Phase
Toggle: Self Intangible, +Recharge, Heal, +End, Heal over Time

Initial End Cost: 20.8
End Cost While Toggled: .65/s
Recharge: 360s
Duration of Added Effects: 30s for Heal Over Time, 90s for +Recharge
Duration for Toggled Phase Shift: 30s
Recharge: +50% (Self)
End: +15% (Self)
Heal: 35% (Self)

You can allow yourself to slip through the time stream seamlessly, even managing to remain intangible for a limited time if so desired. The Heal over Time is equal to the initial heal, spread out over 30 seconds.


...


Now there's the powers. As you can see with the first power, it gives the character the Accelerated State. I thought this would fit nicely with the Time Manipulation set, and provide a unique synergy between Temporal Armor users and Time Manipulation users. I kept the +Regen/+Rec lower than Physical Perfection because of this added perk, and because I think if it got to high on the added +Rec, it might take away from some of the sets other set backs.

Temporal Mending is almost a Reconstruction Clone, however it replaces the Toxic Resist with the HoT. Also it lacks the Slow/-Regen Resists of the Time Manipulation set, since I put that in the Mez Protection toggle. I think this keeps it pretty inline with self heal powers.

Bullet Time Vision as you can see is the aggro aura, a clone of Time's Juncture except for it's radius which stays in line with the other aggro auras radius of effect.

Quick Responce is a typical Mez Protection toggle. A couple exotics thrown in that I feel go with the theme of time manipulation.

Temporal Cloak is pretty much like Stealth from the Concealment Power Pool, except the defense doesn't cut itself in half when the enemies target. This power would be moved to Level 1 for Stalkers, and have the typical Hide characteristics.

Future Sight. This is one, I think people might be going "OMG OP" on, with it have all the +Defense locked into one power. However, if you look at the numbers on it, it has a higher cost a second than other toggles (.26 vs .21) and comes later in the build than some others. It also lacks DDR as previously mentioned in this post.

Slowed Response, is a melee centered clone of Slowed Response from Time Manipulation, with much weaker numbers and smaller radius. Is it a good power to grab or skip? Truthfully, I don't know. I kept the ENDUSE on it equal to the Time Manipulation version of the power (which is a targetted AOE), I think it might be a good teaming ability, but not so sure on solo end of things. Might be worthwhile to click it before releasing the AOEs. Not sure, but I thought it was a good ability to put in none the less.

Rewind Time...my idea here is take the set gives you, and then amp them up for 60second after rezzing. The +Defense it grants you, is my hope that one can use it as an actual battle rez (which Revive and Resurgence lack). Some might say it's to powerful compared to Revive and Resurgence, to which I say, buff those two powers so they're worth using when defeated in battle.

Chrono Phase. Now this one I think is unique. A combination of Chrono Shift and Phase Shift. A get out of danger ability, mixed with added offense (+RCH) and survival (+RCH, Heal, HoT, phase shift state).

Now much like the Time Manipulation version of this power, it can be made to give the user a Perma +50% Recharge. However, it does come with a drawback for doing so...you'll have to remember to click it off as soon as you click it, as it's a toggle phase power. The +RCH, HoT effect continues whether phased or not, but it still phases you as long as it's toggled (which is limited just like all self phase abilities are).

So yes, with enough +RCH you can perma it, but if you put it on auto, you'll have to remember to click it off as soon as it hits. Could be okay, could be annoying, either way, I think it makes for a unique tier 9 power.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

So I got to thinking. What about the animations for this set? And I thought, they'd be simple ports.

Temporal Perfection is a passive so none needed.

Temporal Mending I was thinking the same as Reconstruction, but the Defender/Corr/Troller/MM animation of Temporal Mending could just as easily be used.

Bullet Time Vision can be just like Time's Juncture.

Quick Response I was thinking to look like Intergrations alternate animation.

Temporal Cloak, standard Stealth animation.

Future Sight, it could go with Farsights animation, but going with something a bit simpler like SR or WP's toggles seems like a good idea as well.

Slowed Response, something akin to Consumption, Energy Drain, Dark Consumption I think would be best.

Rewind Time, I was thinking something like RotP in terms of how the avatar itself acts, but obviously lacking the flames. Rise, float off the ground a bit, arms outstretched. With voice tech, I wouldn't mind hearing "I LIVE...AGAIN!" but that could totally break it for some people who might even consider taking a rez power So maybe keep it to some simple "Time Lines" what you see in Chrono Shift, but not as fancy.

Chrono Phase, totally see Chrono Shift's animation for this one.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I don't see any "OMG OP!" in this set. I think it's actually very underpowered when compared to other sets. The reason for this is that a decent amount of it's protection comes from the Time's Juncture clone, which means that it depends on debuffs for basic protection. There are a couple of problems with this:

1) Debuffs degrade against high-level enemies. Unlike a +Def or +Res shield, this power would get a double-wammy hit on it for a melee AT against higher level enemies. Not only does the enemy hit harder, but the debuffs are weaker, meaning that you get hit even harder still (meanwhile, with personal shields, the enemies only have the level increase to damage applied, not the resistance to your shield).

2) Unless it tics really fast, you can get hit with an alpha strike before the -ToHit and -DMG go into effect, meaning that you take a higher proportion of the alpha strike than a similar +Def or +Res shield would take, where their protection is constantly on. This would be especially important for lower-level characters, who would be relying on this for their entire protection scheme.


Given that, I'd say that you need more protection in some of the other powers, at least to S/L damage or something.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
I don't see any "OMG OP!" in this set. I think it's actually very underpowered when compared to other sets. The reason for this is that a decent amount of it's protection comes from the Time's Juncture clone, which means that it depends on debuffs for basic protection. There are a couple of problems with this:

1) Debuffs degrade against high-level enemies. Unlike a +Def or +Res shield, this power would get a double-wammy hit on it for a melee AT against higher level enemies. Not only does the enemy hit harder, but the debuffs are weaker, meaning that you get hit even harder still (meanwhile, with personal shields, the enemies only have the level increase to damage applied, not the resistance to your shield).

2) Unless it tics really fast, you can get hit with an alpha strike before the -ToHit and -DMG go into effect, meaning that you take a higher proportion of the alpha strike than a similar +Def or +Res shield would take, where their protection is constantly on. This would be especially important for lower-level characters, who would be relying on this for their entire protection scheme.


Given that, I'd say that you need more protection in some of the other powers, at least to S/L damage or something.
Whew. That's actually nice to hear! I was a bit worried that it might seem OPed.

I find on my Dark and Time Corrs/Defenders/MMs, that Defense with -ToHit seems to work okay, I didnt notice to much of a degrade...is that on higher level enemies than +2?

Note: I dont recall their performance on +4, I just recall them on +2 being okay.

Could add S/L Resist to Quick Responce. Gives people a reason to Slot it up, which I find on quite a few builds people tend to ignore slotting up the PSI resists.

But then, putting S/L Resist might be going to far on the set when people fully IO it out? Not to sure on that. Could increase the -tohit some, so it's not as degraded perhaps?

To Von: Yes, I believe it was, but then I believe it was the last new Defense Armor created for Melee ATs, wasn't it?

I also think besides the name of the set, this set could work for a variety of concepts. Not just "I manipulate time"

I was worried on it stepping on Ninjitsu's toes, but I think it's different enough not to. With Ninja being close to what it is, but with more toys.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

What Archetype are these numbers for?

Edit: Ah, I see now, it's the secondary set, rather than the primary.

Hm.


 

Posted

Quote:
Originally Posted by MajorDecoy View Post
What Archetype are these numbers for?

Edit: Ah, I see now, it's the secondary set, rather than the primary.

Hm.
Yes, I wasn't quite sure what the difference between Tanker Sets and everyone else's sets would be. So I left them as the Secondary set numbers.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Yes, I wasn't quite sure what the difference between Tanker Sets and everyone else's sets would be. So I left them as the Secondary set numbers.
Temporal Perfection would be identical.


Temporal Mending would also be identical. Terminology for it is a 2.5 Scale heal. Followed by 10 ticks of 0.125 Scale, firing off every 0.6 seconds.


A perfect clone of Time's Juncture on a Scrapper would be:
-8.75% Tohit
-24% Speed
-14% Damage

Adjusted to use Melee modifiers it would be:
-9.375% Tohit
-24% Speed (It's identical for Melee and Ranged slows)
-15% Damage

On a tank using Melee modifiers this would translate to:
-8.75% Tohit
-24% Speed
-14% Damage

Yup, it comes out worse for the Tank if you don't fiddle the numbers.


Quick Response would give a Tanker +20% Psi Resistance. You don't want Mez Resistance (lowers duration), you want Mez Protection, which does not come in percents, it comes in points. Typically a Mez shield provides Scale 30 Mez Protection, which translates into 12.95 points for a Tank and 10.38 points for a Scrapper.

Recharge and Runspeed boosts would be identical.


Temporal Cloak would give a tank 5% defense.


Future Sight's number are off. It ought to be 8.25, 9, or 9.75. Scrapper defense is always a multiple of .75. That would translate into 11, 12, and 13% defense for a Tank.

The 6% Tohit buff would remain the same.


A straight up clone of Slowed Response for a Scrapper would be:
-14% Def
-19.5% Res

Converting it to Melee would make it:
-15% Def
-22.5% Res

Which I don't think is overpowered. If it's worth taking an in a Scrapper's secondary, it ought to be just was worthwhile as it would be in a Corruptor's secondary.

With the full powered numbers on a Tanker:
-14% Def
-30% Res

Corruptors get:
-20% Def
-22.5% Res


Rewind Time would be identical for everything except Defense. On a Scrapper, once again Defense is a multiple of 0.75. So 22.5% which is a Scale 3 buff, sounds about right.

That would give the Tanker 30% defense.


Chrono Phase would also be utterly identical.


Hope this helps!


Quote:
Originally Posted by reiella View Post
Until I see something that states to the contrary, going to assume VK is right .

 

Posted

Hmmm...I was thinking the -Def/-Resist in Slowed Response might need to be lower for Melee, but I was basing a lot of that off of Melt Armor and it's numbers.


BrandX Future Staff Fighter
The BrandX Collection