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Quote:Looks interesting. I'll take another look at it after I've had my morning coffee.Here's an idea:
Make it a mix of Sonic, FF, and Shield Defense.
1) Physical Solidarity - Passive, minor (5%) resistance to Smashing/Lethal
2) Force Shield - 15% defense to Melee, 15% resistance to Smashing/Lethal, Toggle
3) Energy Shield - 15% defense to Ranged/AoE, 15% resistance to Energy/N. Energy/Fire/Cold, Toggle
4) Dispersion - Protection from Hold, Sleep, and Stun, Toggle
5) Disruption Field - Taunt Aura, 10' radius -10% resistance to foes in range.
6) Resistance Field - Toggle, works like Invincibility (with no taunt effect, because it's elsewhere) but resistance instead of defense. 8' radius, +.75% resistance per foe in range up to a max of 10. The idea is it uses your enemy's proximity to cushion blows by dispersing kinetic energy through the crowd. Slotted would provide an extra 10% resistance or so to all when fully saturated.
7) Inertia Field - Passive KB/KD/KU/Immobilize protection. Slight slowing effect that can be counteracted with Sprint or an extra slot in Swift. 10% unenhanceable damage bonus. You become more difficult to move or prevent from moving, as a result your blows hit slightly harder.
8) Energy Wave - Effect akin to Foot Stomp or Shield Charge with lower damage. Using the animation of Irradiate, but slightly slower. 15' radius KD effect. 15% Chance for mag 2 stun. Power effect would look like a ripple on the ground expanding outward from your position, sort of like when you drop a large rock into a pool of still water.
9) PFF - As others have said, make it a crashless version of Hibernate where you can still move, +50% recovery/regen increase for 120 seconds, 1000s recharge (like other tier 9s) 25% defense, 25% resistance. You cannot attack through it, but you CAN taunt. Your taunt aura will still function as well, but the -res will not. The way it is set up, you can still keep your foe's attention, but cannot deal any damage or affect them in any other way.
It would be different enough from Energy Aura and Force Field to make it a unique set, while being similar enough to both to be effective and make sense.
I agree with what Sailboat said, there probably should be click-type timed defense armor. Would probably be best to keep it down to one or two. -
As dispersion bubble currently stacks with PFF for controllers/fenders/MM's, I'd certainly think those should still stack. I'd also think the steath should as well if it were to remain part of the idea. The others maybe. If one of the powers were to become an auto then that one certainly should. It would certainly be nice to do so to max out resists while you're in PFF for survivability.
I'm certainly not wedded to any specific power but do lean towards wanting to keep in the dispersion bubble, cloaking device and PFF. (I very much like the idea of the PFF being used as a pseudo hibernate, instead of a buff power with a crash.) Again this is a rough draft so any suggestions or thoughts would be great. -
Thanks to those that did reply. Funny, I was trying to come up with something that didn't resemble an existing armor set but somehow came up with something looking to others like Energy.
To DrMike2000: I'd chosen not to go the direction you did for a couple of reasons: A. it would have made the defensive/resist numbers very close to what Energy Aura might be if it comes blue side. B. as for the Force Bubble, I'm not overly fond of a lot of kb on a tank, and C. I think the change you're describing to PFF would make it too close to Hibernate, without Hibernates penalties... But that's from my perspective.
Part of the reason I'd gone with PFF for the tier 9 was to avoid the crash that a number of higher tier powers have, and not go the self rez direction either.
Again, thanks to those that replied. I guess it's time to go back to the chalk board. -
As I mentioned, if something like this was made the endurance costs would have to be looked at. You'd want at least one power as a passive to at least get it closer to manageable...
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Quote:I hear you. I was trying to come up with something that didn't look and act (defenses/resists) like any other set out there using existing powers. Un enhanced the brute energy armor has better defenses, but not as much in the way of resists for what I've got here.Although not exactly look-alikes, Energy Aura is basically a Force Field concept (energy barriers that protect you from harm via defense.)
Thanks for the feedback as always.
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Quote:I think it's telling that you asked for comparisons between Stone Armor and Willpower, and the answers you're getting are comparing Granite Armor and Willpower. Essentially people here are comparing a single power in the Stone set against Willpower. I understand why; Granite is very powerful and is also overused. I think it's worth considering the alternative.
Imagine Stone Armor without the tier 9 power. It's a typed set with defense for S/L/E/NE/P and resistance for S/L/F/C. It has a significant amount of regeneration in its status protection toggle, and a click +hp/heal power. With just SOs, and Health, Tough and Weave these are the values:
Resistance:
S/L/F/C: 39%
Defense:
S/L/E/N: 32.8%
P: 46.8% (!)
F/C: 7.8%
Regen at 50: 29.2 HP/s
and Earth's Embrace.
This is a potent starting point. It would be trivially easy to softcap S/L defenses, and still easy relative to other sets to softcap E/N. P is already softcapped. F/C will remain a weakness, but the defense can be improved with set bonuses if desired.
Beyond this, I can only speculate. My Stone and WP characters are in their late 30s, so I can't speak from experience to the late-game advantages of either one. But seen this way, Stone is a strong competitor with WP, with the advantage of a far-superior tier-9. Seen this way, one doesn't need to spend IO set bonuses mitigating the drawbacks of Granite. Spend a few mitigating Rooted's runspeed penalty, a few more soft-capping S/L and maybe E/N (which also reaps dividends in Granite), and then you've got room to play with other set bonuses. In this sense, it seems to me that Willpower is the easier set to play. It's more of a fire-and-forget sort of secondary, where you have buckets of endurance to play with and all you have to worry about is toggling on when you log on. Granite is fussier, requiring management of two states (granite and non-), a click heal (used proactively or reactively?), and some knowledge of what you're facing (psi damage? Ditch Granite. F/C damage? Hit Granite. A lot of S/L? if you can handle it, stay out of Granite). On the other hand, Granite has a wider scope, allowing a relatively faster mode which is tough enough for most situations but an immobile peerless, crashless, sustainable god mode for those tough encounters.
My experience also jives with the other comments about Mud Pots being a much more effective aggro magnet than Rise to the Challenge.
Scrap
Once I finish IO'ing my Stone/Stone tank I'll be sitting at 46.9% s/l defense in Rock Armor. That doesn't include tough/weave in the build. Depending on the makeup of the team I'm on I will use Granite Armor as my CYA power if things are falling apart. If needed I'll run in Granite. I do agree that it's still disappointing that my tank in granite looks like everyone elses tank in Granite, but customization in i16 will hopefully cure that.
As for Granite vs. Willpower. Both have their pluses and minus'. It really comes down to what you want to do with the toon, even in the end game, and your play style. -
A few months ago someone made a passing comment about tanking a mission with a Force Field toon. (I believe it was a defender but I couldn't find the post to confirm) It got me thinking; what would a tank force field armor set look like, and would it be viable in this game? Since I couldn't get the idea out of my head, I spent a bit of time looking at the base numbers of the current armor sets and the force field like powers currently in the game already and came up with a set of ideas. I apologize if someone has already mentioned an idea like this; a couple of days looking through the forums didn't result in my finding anything similar.
Along the same lines of what looks to be happening with the new Earth Assault set, I grabbed powers from a number of existing sets. In coming up with the final numbers for some of these powers I looked at how the defensive number differences between primary and secondary powers have been set up in CoH with their 100% vs. 75% effectiveness. If the power I'm grabbing was originally a secondary power I bumped up the defensive numbers to reflect it now being a primary power, with one exception that is noted below. I'm going to use the original names of the powers I'm grabbing just to make it easier for both myself and the reader to find the powers I'm talking about. If this set were to be made, I imagine the names and animations would be updated to reflect the new armor set. These numbers are based off MIDS ver. 1.4 so if I'm off base, sorry. (I'm not as good with the COH numbers as others in this forum and will certainly never claim to be.) These are also un-enhanced numbers. I'm thinking this maybe a bit overpowered where it stands, but figured it might be a nice starting place for a very rough, rough 1st draft. So, with those quantifications, here goes:
Tier 1:Peacebringer-Shining Shield/ Warshade-Gravity Shield: .26 end/sec. 30% smashing/lethal resistance.
Tier 2: Brute Electric Armor-Lightning Field: .52 end/sec. Minor DOT, small -end on target. Taunt/damage aura. (obviously you wouldn't want the animation for this the be the same, but it's what the power does that I'm looking for.)
Tier 3: Warshade-Penumbral Shield: .26/end/sec. 30% fire/cold resistance, 20% toxic.
Tier 4: Brute Energy Armor-Entropy Field: Status protection- .26 end/sec, MAG 10 vs. kb/ku and repel. 10.4 vs sleep, stun, held, immob. 10000% resist kb/ku/repel. Defense debuff resist: 17.3%
Tier 5: Blaster Devices- Cloaking Device: .26 end/sec. 2.25% defense all. 35ft. Stealth. (this is the one power from a secondary that I would lower the defensive numbers. I'm thinking that with the tier 8 power I've included having this at 5% un-enhanced would make this set too over powered. Even going lower with the defensive numbers might be needed.)
Tier 6: Warshade-Quantum Shield: .26 end/sec. 30% energy/negative resistance.
Tier 7: Brute Energy Armor-Energy Drain: 13 end/click. +25% end, 3% health/Target. 13.5 sec. duration, 60 sec. recharge. Second taunt aura. (this will certainly help with the over all endurance cost of the set)
Tier 8: Defender Force Field-Dispersion Bubble: .52 end/sec. +10% defense all. (I'd reduce the AoE of this from a 25 ft. radius down to a 5-8 ft. radius, similar to Shield's Phalanx Fighting.)
Tier 9: Defender Force Field-Personal Force Field: .26 end/sec. 75% defense all, 40% resist all but toxic. 120 sec. duration/120 sec. recharge making it just like ice armor's hibernate. (Like the other PFF's, you can still move, but you can't affect/attack the outside world. As per the minimum to hit chances, they can and will still hit you.)
I'm sure one of your first thoughts as you've looked at this was probably Man, that's even more endurance heavy then dark armor! and you'd be correct. Even if one of the armors was changed to an auto it would still be more endurance/second than the dark armor set running all of it's auras. I'm thinking/hoping the Tier 7 power:Energy Drain, helps greatly with this. Endurance costs for the powers would probably need to be tweaked anyway. Of course people may choose not to get some of the powers, similar to how some choose not to get the resist energy/elements from invincibility or all the aura's from Dark Armor. Again, this is a first rough draft.
In return for the high endurance cost, you've got a base for an armor that sits with defenses in the Invincibility range. Although not as good as Ice Armor's or Shields primary areas of defense, it gives a wider range of coverage which would allow for greater flexibility for IO bonus enhancement choices. It is fairly close to Willpower primary defensive numbers, but lacks WP's regeneration and recovery numbers. It shouldn't step on the toes of Granite armor's defensive numbers. Resistance wise, the closest comparison would be to Dark Armor's resistances without the higher psionic/negative and lower energy/toxic numbers.
There you have it. What do you think? How would you tweak it? Would you play an armor set like this if it existed in the game? Does it look as overpowered as I think it might be, or is this workable? -
Snipe Hunter: You've killed enough Crey Snipers to fill 4 cargo trailers.
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Interesting. According to the wiki my lvl 43 dark/dark tank damage should cap at 400%, but I hit blue at 300%.....
Thinking the wiki needs an edit to make it clear what the damage bonus number will show up as.
nvm. I need to read slower. -
Changes being proposed really need to follow the "KISS" theory. If something like this was to be included it should be designed along the lines of the Kheldian "buffs". No need to worry or think about it, it just happens. Just like most if not all inherent effects.
As for endurance, the cost for the same power across tanker/scrapper and brute sets (with a few minor exceptions) are the same. For example: Death Shroud costs the same 1.04 end/s for all of them so it's more a matter of the results you're getting for the same end cost. You guys know this so I'm not telling you anything new. Changing endurance costs for tanks alone doesn't follow the "KISS" theory for me.
If anything, there should be a consideration of making the lower tier powers less endurance heavy. Then adding the end. back in the costs for the higher tier powers when your able to manage the endurance better with SO's and IO's. With power proliferation I'm not sure if that would be easily worked as some powers that are lower tier for some AT's are higher for others.
Just my 3 cents worth....
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Which leads me back to my suggestion of another Safeguard/Mayhem. It's not a freebie. You'd know what you're going for to get the +rec, just like most new players are directed to get the temp travel powers asap via safeguard/mayhems. It adds a minor amount of content and I suspect would be incredibly easy to set up with minimal investment of time and resources. (although I could be wrong about that) If not a safeguard/mayhem, a short low end arc that gives the +rec as a temp power upon completion. That would certainly get folks out of the MA for a smidgen of time.
On top of that, if you don't feel you need the temp power you can skip the mission(s) completely.
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I have an idea for a different solution. Add in a new safeguard mission: Galaxy City . Reward: +recovery. Make the range 5-15.
I always thought it was amusing that we get the endurance increase bonus from the lvl 30-35 safeguard at a time when most folks should have their endurance issues figured out. There's my two cents worth. -
I have no issues maintaining/controlling aggro on my fire/fire or my dark/dark tanks without taunt. Definately needed it on my stone/stone and am planning on getting it on my SD/SS as I think he will need it. Some tanks need it. Others can do fine without. YMMV.
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Interesting idea. Still mulling it around in my head. I agree the focus should be on single target attacks.
Personally I still think that it shouldn't be an instant 20-25% damage to the target with the flag, or even the +30% mentioned for AVs/higher cons. I still think the damage should be ramped up the longer you fight against the flagged target as you " unleash" your might against the more difficult target. (again a pseudo rage "like" mechanic?) Maybe a +% damage buff per single target attack against the flagged target that's capped at 25% or so.
So according to Castle making the "tag" a personal thing is extremely hard to do, but would making it an AT specific thing be feasible? In that case two tanks attacking the same flagged target would get to the damage cap that much quicker and help maintain the +damage to the single target. It would give having a second tank on the team a nice plus. -
If I'm not working I'll do my best to be there.
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I think every team/situation is different. For me personally: I've been on teams as a second fire tank. We leap frog'ed each other on alphas and carnage ensued. I've been the second stoner and dropped out of granite since two tanks in granite wasn't necessary, and I could do more damage out of granite. I've also been the second tank where the lead tank couldn't take the alphas/hold aggro where I could so I ended up taking over the lead tank position.
Personally, I don't care.
Well, I sort of take that back. I hate being a dead tank. That means I'm not doing my part to be a good member of the team. -
Creative use of Brawl and the Kinetics. Endurance recovery looks even better when you account for accolades. Interesting build.
Sigh. Gonna have to take another look at my current plan.....
/em OpenMids -
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wut da hell, three justice tanks posting on the same thread?! :P
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I'll make it four justice tanks....
I've gotten my DA/DM tank to lvl 43. I keep fiddling with mids to try and find the best setup for my play style. I don't have what I would call a perfect answer yet, which is why I haven't contributed much to the thread yet. IF I can get everything I'm thinking of, my tank would be sitting around 31% s/l def, 70% s/l resist, end rec. at 3.52/s with end usage at 1.38/s.... But knowing me I'll change my mind tomorrow.
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I suspect this is going to further open up the hornets nest that is currently going on in this thread. I'm also pretty sure that this has been discussed before and apologize if this is old news/info. But anyway, here goes.
Out of curiosity I opened up Mids (1.401) to look at a few things.
<ul type="square">
[*]end usage per power between tanker/scrapper sets that have been ported to both: primaries and secondaries
[*]percentage difference between the tanker primary def/res power vs. scrapper secondary def/res.
[*]percentage difference between the tanker secondary dmg vs. scrapper primary dmg.
[/list]
So. The results were interesting to say the least.
Endurance usage: with a couple of minor fluctuations they were same for tanks and scrappers for both primary and secondary powers. (siphon life was one where the endurance costs were different.)
Defensively: Pretty much across the board Scrappers def/res were 75% of the same power in tanks, with a few items being rounded up 1/2 percentage.
Damage: Again, pretty much across the board Tanker damage was ~65% of the same power in scrappers, with a few items being rounded up/down by a small percentage. (This doesn't include criticals)
Mind you, I didn't take the time to look at secondary effects etc. This is solely based on the current version of Mids and looking at powerset comparisons. Personally I think this shows that scrappers defenses need to be nerf'd a little./em hides.
Make of it what you will. -
So, the taunt/gauntlet effect. Does it continue on your target(s) when you're slept/stunned/dead until the effect time has worn off or does it "shut off"?
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Darn that was pointed on the first repply and I missed it, too late to edit!!!
That should teach me to stop posting from my iphone, whoever designed it's spellchecker and autocomplete should be shot.
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Which is why I turned it off on my iphone...
I'm interested to see what they will bring to the table with customization. Could be great, could be meh. -
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For your second point we already have a graphical queue when Gauntlet doesn't work ... the Blaster's health bar
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LOL