Why I wish for a new defensive powerset
How about this for a gimmick for a new armor set: a slow pulsing knockdown aura that also applies a damage debuff.
Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR
"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno
I'd love to see Ninjitsu ported over (use the Caltrops in place of a taunt aura)
Sonic Armor would be interesting (with a -resist aura)
I'd also like to see a defensive set based on Gravity Manipulation or Telekinesis... something less like armor or force fields, and more like "I'm manipulating the environment to make your attacks useless"... Build with effectiveness on par with Ice, some defenses, some resists, and to top it all off, a taunt aura that causes negative knockback, where you center the power of a black hole on yourself and knock your enemies off their feet and pull them in closer to you like a little katamari ball. There's a herd power
I'd also love to see more "Blapper" themed Blaster secondaries... all the ones they have aside from devices are all elemental-ish. I'd like to see some martial arts or dual blades themed blaster secondary sets.
It's also about time for some new Mastermind sets. I'd love to see a Knights set making use of shields on the minions, maybe some "staff fighting" spearmen Lts. and a warhorse riding jouster boss now that they have a 4-legged rig... With crossbow attacks for the MM itself.
I'd also love to see some MM sets using existing factions, like PPD, Arachnos, Longbow, IDF, Family, and so on...
EDIT: I use the word "also" too much, but am momentarily too lazy to feel all that inclined to fix it.
Dear NCsoft, if you go through with this shutdown you've guaranteed you'll not see another dime from me on any project you put out, ever.
http://xx-starhammer-xx.deviantart.com/
Would love to see scraps get ninjutsu as for defense I can't think of anything at the moment
Like many threads on the forums, this one has some ideas worth merit and some not. Let's try to focus on the positives:
1) Sonic Armor is good. It can use animations similar to existing ones to cut down on Dev time. It's also a general Resist set like Invul as opposed to an elemental set like Fire or Ice. The Taunt aura/damage aura can provide a small -Resist for a different mechanic. Instead of a self-heal click what about a click that adds self-heal based on incoming attacks (incoming sounds heals the caster)?.
2) Radiation Armor is a cool idea because you can do a lot with the theme and it's very different from existing sets. I can see this as having lots of different mechanics as mentioned above like -To Hit, -Damage and so on. Maybe not as effective vs ranged attacks and better in melee.
3) Grav Armor would rock as a theme but would have to be built from scratch. I can see Def from ranged (as the Grav field bends attacks away) and Resist from melee (the Grav field soaks up momentum and energy close in). The idea of pulling mobs in instead of shoving them away is nice too IMHO. Maybe a -Damage aura as well for something really different.
4) I'd like to see Absorbtion as some sort of defensive set. Some basic Resistances but with the ability to get bonus Regen/Heals from incoming attacks along with maybe a -Damage component. It would be better against lots of mobs than a really hard AV.
We never get the things we don't wish for...
"Comics, you're not a Mastermind...you're an Overlord!"
This is not true. Blaster's have at least the same discrepancy between available primary and secondary powersets.
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While blasters do have more primaries than secondaries, you would also want to roll up a few corruptors and defenders if you're going to try out all the powersets. You'd need to save a few ranged powersets for those, so you couldn't use all the ranged powersets on blasters alone.
There are more than enough support powersets to pair up the remaining ranged powersets with, even after you've rolled up one blaster for every manipulation secondary powerset. Melee powersets, however, can only be combined with defensive powersets, so you're more limited there.
10joy
Please note that I wasn't talking about archetypes but playstyles. Ranged powersets can be combined with manipulation powersets (blasters), and support powersets (defenders and corruptors).
While blasters do have more primaries than secondaries, you would also want to roll up a few corruptors and defenders if you're going to try out all the powersets. You'd need to save a few ranged powersets for those, so you couldn't use all the ranged powersets on blasters alone. There are more than enough support powersets to pair up the remaining ranged powersets with, even after you've rolled up one blaster for every manipulation secondary powerset. Melee powersets, however, can only be combined with defensive powersets, so you're more limited there. 10joy |
I would love to see some new defensive set, possibly something that's not elementally themed.
I'd also be on board for radiation, sonic, and ESPECIALLY gravity armor.
Nothing would feel more tank-like than being able to manipulate gravity as a defense
Aside from that:
Another new powerset that would be appreciated is a NATURAL oriented secondary for blasters. As of now, the only option is /devices. The rest are all elemental, aside from Mental Manipulation. If i want to make a natural blaster it's either Archery/Devices, AR/Devices, and Beam/Devices...
Some sort of "Weapon" power would be nice. It could have sword or dagger type attacks. ?
I've come up with past ideas for lots of sets including armor sets that'd be somewhat unique.
-Long ago, I suggested a type of 'Psionic Armor' which had a couple of toggles a click and the rest were passive powers. It's only mez protection was a moderate duration, short recharge 'Break Free' click. Several special things I suggested for it
---The tier9 was like Granite (with transparent psionic armor covering you) that wouldn't suppress while mezzed (the idea was before they made suppressing toggles when mezzed).
---The passives gave moderate buffs (one to def/res, another to def and another to regen/recover) but multiplied greatly while mezzed.
---The 'Break Free' mez protection casts a PBAoE *special mez* on all nearby foes depending what you got mezzed and if it overcame your magnitude protection while granting you short term resistance and protection. Got a low mag 2 sleep cast on you? It'd cast a mag 3 sleep to all around you. Got confused? It'd cast a mag 3 confuse + a mag 2. Got immobilized, stunned and have a sleep mag on you that got broken? You'd cast a mag 3+2 immobilize, a mag 3+2 stun and a mag 3 sleep. This was balanced around the fact you have no passive mez protection except the click with the break free duration.
-I still want my idea for 'Bone Armor' to be looked into by a dev. The concept of that armor was basically 'breakable' or 'ablative' armor. It'd have several standard +def/res armor toggles, some passives and a click.
---The armor itself would provide great defense to many types including psionic but not fire but once the armor 'breaks' (below a high % of HP) the defense lowers.
---The armor itself would provide great resistance to many types including fire but not psionic, *however* it only provides this great resistance when the armor is broken/fractured (in the low % of HP) and only a bit while HP is high.
---The click basically shifts the point at which the % kicks in or gives out (so the resists are present at a higher % and the defense keeps trucking at a lower %) while improving base HP.
---The tier 9 is a toggle that would be a 'Bone Golem' or 'Bone Puppets', summoning a pet (or pets depending how the set goes/is balanced) that will take some of your damage for you a la Mastermind Body Guard. The pet(s) wouldn't do anything else or be targetable and only be there to take some of your damage but the endurance cost to maintain them would quickly ramp up the longer you kept it(them) around. (if there are multiple pets, each would have a certain amount of HP more than the others, so as you share damage, they fall apart 1 at a time so you go from taking 1/4 dmg to 1/3 dmg then 1/2 dmg until all pets expire) The toggle itself would have a long recharge.
---Beyond all that uniqueness, it has a special damage aura that does no damage when at 100% and begins to ramp up the damage as your HP gets lower, doing more damage than any dmg aura power when at something around 20% HP.
---Lastly, a passive that, upon catastrophic armor failure (death), you go 'nova' and explode in a wave of bone/armor fragments, dealing great amounts of damage to anyone in range. This power would suppress for 30sec after being rezzed.
---The visual theme should be something like what Spines/Thorns has: a visual for bone/spines, a visual for wood/thorns, a visual for crystal and a visual for metal.
-I also had a concept for a 'Goo Armor' set that used a special enemy toggle power. The toggle would stack small mags of holds and immobilizes on the target and while you had it toggled, it'd improve your regen and recovery. The concept was, you encased the target in goo and was leeching off of them. Powerful, because even if the foe wasn't held you get high regen/recovery, but the downfall is it has a short 10-15ft range (slottable to something like 25ft) to simulate someone escaping from your goo.
-Another was a type of 'Intangibility Defense' with the concept being 'Ghost Aura' or if you were a type of character that was a spectre or ghost or even just an extra-dimensional character. Problem with this set is, it'd require reworking of the phase mechanics. You'd need the 'phased attacks phased' mechanic that is in PvP to be implemented into PvE, do something (like remove) the 'no phase' period of phase shifting powers, NPCs that currently say they phase but are actually 'untouchable' (Carnie Illusionists etc) would need to be changed to simply phase shifted and the ability to use certain powers on phased targets would need to be worked into the game as well as more overall use of phase shifting powers (yeah, a lot of work). But the idea of the set was, it'd have powers to phase shift a target or targets (the initial idea had a settable AoE pseudo-pet that if you walk on it, can phaseshift any that didn't have protection to intangibility, NPC or ally player) while you yourself could shift in and out of phase. While unphased, you'd have a bit of defense and regen but while phased, you'd be more resistant, more defensive, higher regen and do more damage. Basically, if you can manage to phase a target, you'd be very hard to beat but while unphased, you're not much to worry about...except you can phaseshift on command, nullifying attacks completely.
I've got others but it's been a while and those are the ones that have specific new mechanics that aren't present in the current game yet.
A few random ideas for signature armor powers:
- A reverse or "siphon" toggle. The caster has buffed resistance or defense as long as the enemy target remains alive (ie as opposed to the target being debuffed). |
- A set with a teleport/leap/charge that boosts your defense each time you port. (Possibly in a "Speed" set.) - Version 2 of above: A power based on Jolting Chain, but with a caster-teleport at each hop. Caster gains defense for each enemy that is bowled over. |
But multiple 'hops' may not be possible if you're not doing the targeting yourself. This was stated back when Shield Defense and things were being coded. The devs, I believe, wanted SC to simply teleport your character a distance forward and hit everything on the way (or maybe it was TPing to a foe you had targeted) but there'd need to be a determining stop point on 3 axes which requires player input to not TP you into a box or wall.
- A "teleport all enemies within a certain radius on top of me" power. (IE reverse shield charge, or PBAoE Wormhole). |
- A set with low mag AoE mezz protection for teammates. - A set that focuses mostly on -Damage instead of +Resistance. |
As for the both of them, I'd prefer an AT that is simply a buff/debuff melee AT to fill that void.
- A reverse or "siphon" toggle. The caster has buffed resistance or defense as long as the enemy target remains alive (ie as opposed to the target being debuffed).
- A "teleport all enemies within a certain radius on top of me" power. (IE reverse shield charge, or PBAoE Wormhole).
A gravity set that pulled your foes to you would be a great set. I would have 2 versions of this - a click that teleported or pulled people to you, and a toggle that kept pulling them toward you (the opposite of repel)
And the siphon toggle could give you a buff based on the target you hit with it - minion, lt, boss, eb, av. So it scales - fight an AV and you are much tougher.
it would be the opposite of several tanker sets where you want minions around you so you get buffs from them being near while you take down the boss. With that set you would want the boss to stay up until the end