focus defense set. choose your mastery


Dr Harmony

 

Posted

Focused Defense:
The damage types are separated as follows: (Physical), {elemental}, and <mental>. The effects will be adjusted by the "adjust focus" toggles “like” DP fire/ice/chem.
Powers in between these “0><0” I’m open to suggestion, meaning I’m not sure what a fair number is.

1) Focus Defense: [toggle] (10% def to S/L) {10% def to E/N/F/I} <5%def TO PSY>
Example: if (Physical) was selected then the new numbers would be (20% def S/L) {5% def
E/N/F/I} <0% def psy>

2) Focus resistance [auto] (20% res to S/L) {20% res to E/N/F/I} <10% res to psy>

3) Focus fitness: [auto] (10% regen) {10% end} <5% HP>

4) Adjust focus.
a) (physical) takes 50% {elemental} and 100% <psy> and adds it to (physical)

b) {elemental} takes 50% (physical) and 100% <psy> and adds it to {elemental}

c) <mental> takes 50% of both (physical) and {elemental} and adds it to <psy>.

5) Focused taunt: [toggle] (10% damage buff per target) {10% recovery per target} <5% dam debuff on targets>

6) Focused clarity: [auto] (6 mag protection to: hold, immobilize, stun, disorient, defense DE buff, KB) {6 mag protection to: recovery DE buff, to Hit DE buff, perception, recharge, movement, endurance} <3 mag protection to: sleep, confuse, fear, taunt, placate, TP>

7) bring balance: [toggle] (20% resistance to S/L/F/I) {20% resistance to S/L/E/N} <10% resistance to psy/E/N/F/I>

8) Focused attack: [click] PBAoE. (50 damage) {0> recovery DE buff<0} <0>regen debuff<0>

9) Pure clarity: [click] 40% res to all but toxic, 30% def, capped HP. (100% damage bonus) {100% regen bonus} <50% recharge bonus> ((end drain of 50 and not effected by recharge))

Thanks for reading let me know if it needs any clarifying.


 

Posted

Some updates made.


 

Posted

I do like the idea of a defensive set with different modes that you switch between during combat. However, I don't think that changing resistances or defence is the way to go.

At best, this makes you change once per mission. Say you're doing Croatoa, you'd switch to Fireproof mode to fight a map full of pumpkins, then S/L mode to fight the Tuatha, then E/N mode to fight ghosts.
At worse, you end up covering your bases as best you can - Say S/L mode with Freakshow and then maybe switch to Energy mode if you're cleaning up one last Super Stunner.

Dark Armor used to be like this I believe, with mutually exclusive toggles (before my time) and it got changed because it was no fun.

What might work, and this is just a germ of an idea, is a switch between offensive and defensive modes.

Say you have a toggle that can be a shield or a damage aura, but not both. You'd start each fight in defensive mode, and then work out the safe time to swicth to offence, giving you some good risk vs reward decision making in combat.

Or a long recharge shield toggle (say 40 second recharge) that creates a decent splash damage when its turned off. Once again, by using this attack you risk being vulnerbale for a bit afterwards.

Similarly, your Focussed Attack power could act as a safety power (eg a debuff or hold) or as an offensive power (damage or -Res) depending on your mode.

I like where you're going with this and your Psi aura idea, but I think its worth thinking about what decision the player would have to make mid combat, and how to make that fun. Risk vs reward seems like the obvious one there.