Defense Set: Vampiric Defense
No idea what I is in the Resists, but if I may suggest based on what you gave...
1) Unbreakable (Auto) S/L/T Resist Knockback Protection
2) Old Soul (Toggle) S/L/C/E/N/T Resist
3) Life Steal (Toggle) Percentage of life done returned as self-heal (percentage would have to be determined)
4) Heightened Reflexes(Toggle) +Defense All Positions
5) Mental Awareness (Toggle) Psi/Confuse/Fear/Stun/Hold/Immobile/Sleep Resist/Protection, +Perception
6) Drain (Click) Moderate-High Damage ST +Health/+END
7) Impervious Skin (Auto) C/E/N/T/End Drain/-Regen Resist
8) Healthy Fear (Auto) +Defense All Positions/+HP
9) Feeding Frenzy (Click - Cone) +Defense (Duration = Length of Animation + 3-5 Seconds), +Health/+Regen/+End/+Dmg (minor END Crash on the level of SoW or OWtS). Uses the same tech as Vorpal Judgement.
Not sure if I'd call this list any better or OPed or what...but I did think it could be done a bit differently than what you proposed, especially considering you put in 2 S/L Resist Auto powers.
I also, went with a general vampire feel (because of the suggested name of course), which is why there's no Fire Resist (it's hole!), and if you put KB Resist in the Auto Power, it's likely to be weaker than other sets with KB Resist in a toggle, or have some catch to it like Grounded.
Also, I moved Life Steal to Tier 3, as it seems more like a Taunt/Damage Aura.
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3) Life Steal (Toggle) Percentage of life done returned as self-heal (percentage would have to be determined)
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or perhaps a PBAoE foe -recharge, self-heal.
However, balancing the power to heal from a person's damage out-put sounds exceedingly difficult to balance. It would definitely be a stronger power on a brute than a tank.
/signed because the concept is sweet but needs to be modified to be more similar to other sets. I see it being too much defense strong for a Resist Type build.
6) Drain (Click) Moderate-High Damage ST +Health/+END
Too much damage for a Self heal and End power on a "armor" set. Minor I would say. For example I think Siphon Life on Dark Melee is High damage and that's the Melee side. I would say No damage if you keep it HP/End. Minor damage if you take away the /End (similar to Dark Regeneration)
Personally i don't like the +Dmg on the Tier 9 that BrandX suggested but it all depends on the percentage that is chosen.
Overall i like the idea. Needs to be fine tuned but great.
It is all subject to change of course.
Thorns - Spines/Willpower Scrapper (1366 Badges)
I think the easiest thing to do is to make it a damage aura/self-heal toggle.
or perhaps a PBAoE foe -recharge, self-heal. However, balancing the power to heal from a person's damage out-put sounds exceedingly difficult to balance. It would definitely be a stronger power on a brute than a tank. |
I like it as a toggle but the damage would have to be so small to make it balanced. It's definitely something to test though because i don't know if we can find a "middle ground" just by talking about it.
Thorns - Spines/Willpower Scrapper (1366 Badges)
Interesting concept. I would suggest playing around with Entropy related words instead of Vampiric as it would be so tied to bloodsuckers that way. Perhaps Entropic Shielding/Armour or Entropy Affinity/Manipulation.
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That would overlap with Entropic Aura in the Energy Aura set though, might be confusing for some people.
Also, the life drain via doing damage thing would have to work like Fiery Embrace does - Every single power available to any AT that gets Fiery Embrace has an extra damage effect coded into it that only triggers when that power is active. Which is a lot of powers, and thus a lot of effort to put in a similarly coded heal effect that only triggers when this life drain power is active. And for balance reasons it'd have to ignore damage buffs, which is mechanically easier to do. I haven't seen any of the game's code and likely never will but even I can see a huge pile of things that could be broken by trying to get a heal effect to scale off damage bonus. So, probably not worth the effort required on the part of the devs to make it happen. It's a cool idea though, one I'd love to see in a powerset if the time could be found to do it.
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Made changes ... let me know what you think
Defensive set: Vampiric Defense ("Vampiric" is just a word to infuse a viual concept, not a final name.) please respond as such.
I've always felt that Vampires were more resistance based because they tend to let their foe hit them and then just smile and take the health back by way of drinking their blood (life steal)
1 Life steal: [toggle] 10% (can be changed to not be OP) of all damage done returns as a self-heal. The only coding (I imagine) this would take is a check on what damage was dealt by player, then the heal %. It's not like fiery Embrace, it has no effect on indevidual powers. This power would be less effective against res based opponents.
2 Unbreakable: [auto] res s/l/c/e
3 Old soul: [auto]status resistance, res s/l/n/psy (special: 50% of psy damage taken is returned to attacker.)
4 Healthy fear: [toggle] def s/l/f fear res
5 Dark will: [Toggle] PBAoE minor psy damage -regen confuse
6 Wisdom of ages: [toggle] def s/l/f confuse res
7 Mental awareness: [toggle] PBAoE team +perception, res confuse, res psy, def fire
8 Impervious skin: [auto] res s/l/c/e/n/toxic
9 Feeding frenzy: [click] PBAoE def all(per target), res all(per target), regen(per target), recovery(per target), DoT damage. Crash: -50% end/health
1 is something I think would be fun.
Pls: comment on concept and practicality in 2 separate thoughts/paragraphs if possible.
No comments on "names" unless you have a replacement recommendation.
The final numbersfor tank
s/l def: about 10%
fire def: about 25%
s/l res: about 75%
c/n/e res: about 50%
toxic res: about 40%
How's the new concept?