Forcefield Armour
Just a quick thought...the main toggles you have listed as smash/lethal/melee def (for example). Not finding fault with your ideas, but all the current Def sets are either typed, or positional, not both. Unless it was your idea to HAVE both..in which case, fair enough.
The current Forcefield bubble buffs have them all, so I didn't want to break continuity.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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The current Forcefield bubble buffs have them all, so I didn't want to break continuity.
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Reason being that outside buffs need to increase both in order to be equally effective whether buffing an Energy Aura character or a Super Reflexes character. Personal armor sets don't buff both (except some individual powers such as Cloak of Darkness), they focus on one or the other.
Ultimately I think that Energy Aura is essentially Forcefield Armor (they could "simply" add bubble FX options to the set), and EA is going to serve as a large hurdle for any push to add a unique FF armor set.
Yeah FF and Cold buffs have them to both..ALLY buffs. If you look at say..shield def and energy aura..it is one or the other. Haveing both would be very strong, perhaps even OP in some cases.
Like with EA..its all typed, meaning theres a bit more of a psi 'hole' than shield which can get coverage via positions.
Just a quick thought...the main toggles you have listed as smash/lethal/melee def (for example). Not finding fault with your ideas, but all the current Def sets are either typed, or positional, not both. Unless it was your idea to HAVE both..in which case, fair enough.
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The current Forcefield bubble buffs have them all, so I didn't want to break continuity.
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Castle looked over the powers, and decided to leave all self buffs as just one (with a few exceptions, like [Weave] or [Combat Jumping]), and converted all ally buffs to both, using the same pairing that was used on IO defense bonuses (though he didn't apply the halving of bonuses to the secondary defense type, the way it was done for IOs).
If this set were to be done, the self buffs would be one or the other - probably Positional, to match the old Force Field buffs. And that would make this so close to Super Reflexes, Shield Defense and Ninjitsu that one wonders if it would really be necessary.
@Roderick
Then I stand corrected, I'll edit it to positional defense to keep things easy.
As for it just being another Energy Aura/Shield Defense/Super Reflexes, note the lack of self heal and passives. There's a +hp, but that doesn't come with a heal. The set relies on soft control and backing up the defense with temporary shields (absorb) and protection from catastrophic failure (Defense Debuff Resistance through clicks). I think that best describes how superior self protection through forcefields works with the ingame mechanics, either it stops things completely or you concentrate a lot harder to stop it temporarily. The PBAoE knock effects adding an offensive element to it too.
I see this closer to Regen and Fiery Aura than I do to any existing defense based sets, it's about the timing to maximise survivability.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Scrapper, Stalker and Brute secondary, Tanker primary. Combining mostly defense, absorb and soft control with a unique ally help mechanic for aggro management. The Stalker version features a reasonably short recharge teleport debuff, similar to Shield Charge in it's use/radius. I think the defense amounts through toggles should be similar to Shield Defense, with the DDR and absorb in the clickies going a long way to filling out survivability holes. With knockdown with every click too, it would suggest a more paced use rather than saturated spamming of the click powers to make the most of the soft control.
Deflection Field: Toggle self +def (Melee), +res (defense debuff)
Radial Pulse: Toggle PBAoE smashing damage, chance for foe knockdown
Insulation Field: Toggle self +def (Ranged), +res (defense debuff, -recovery, -speed)
Dispersion Field: Toggle self protection, res (Hold, Sleep, Immob, Stun, Repulsion, Knockback), PBAoE ally +defense (Ranged, Melee, AoE)
Reinforce: Click self +absorb, res (defense debuff), 40 second recharge, 10 second duration
Shield: Toggle ally +def (AoE), res (defense debuff), AoE Taunt to self (Very low magnitude and duration if Scrapper), high endurance drain
Greater Radial Pulse: Click PBAoE knockdown, self +absorb per enemy hit, 60 second recharge
Fortification: Click self +hp, +absorb, res (defense debuff), PBAoE foe knockup, 360 second recharge, 120 second duration
Superior Personal Forcefield: Click self +defense (all), +resistance (all), 1000 second recharge, 180 second duration
Stalker changes:
Radial Pulse - Hide
Shield - Defend: Click ally +defense (Ranged, Melee, AoE), res (defense debuff), ally PBAoE knockdown, doesn't break Hide, 120 second recharge, 30 second duration
Greater Radial Pulse - Force Charge: Targetted self teleport, PBAoE foe knockdown, -tohit, 40 second recharge, 15 second duration
I tried to keep this as short as possible while putting details out there, if you've any more ideas to add to such a concept then go right ahead. Numbers are based on existing powers but are of course subject to balance, I just put them here for how I feel it should be.
Thanks for reading.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc