Supernatural Technology is considered both a Supernatural (for effects like Supernatural Power) and a Technology (for effects like Targeting Computer). Suggested changes for implementation:
- Your own effects are always shown first on the status bar of your target, with the option to highlight them to distinguish.
New status effects:
1) Passive Nanites - stacks up to 5 times, does nothing on it's own, but can be used for effects described below.
2) Needle Nanites - upgrade from Passive Nanites, stacks up to 5 times, deals escalating Penetrating damage. Duration cannot be refreshed.
3) Vampiric Nanites - upgrade from Passive Nanites, stacks up to 5 times, deals escalating Piercieng damage and stores healing for every point of damage dealt. Upon direct attack (not effect damage) has a chance to transfer to the attacker, healing them for the amount stored.
4) Berserk Nanites - upgrade from Passive Nanites, stacks up to 5 times, forces the target to switch attack targets randomly every 2 seconds by consuming 1 stack. This effect will force to target allies, cannot be overridden by manual targeting and cannot be refreshed.
5) Melting Flames - upgrade from Passive Nanites + Clinging Flames, deals +50% damage every second, has greater chance to jump to other targets, returns +25% energy to the original owner of Clinging Flames through Thermal Reverberation.
6) Bipolar Ions - upgrade from Passive Nanites + Negative Ions, deals damage every 0.5 second and every tick has a chance to Interrupt and briefly Stun the target.
7) Corrosive Poison - upgrade from Passive Nanites + Deadly Poison, deals escalating Toxic damage every 0.5 second and every tick reduces target's Damage Resistance by 1%
8) Phobia - upgrade from Passive Nanites + Fear, stacks 1 time, upon activation has a chance to scare the target so much it will randomly run around in terror. Duration cannot be refreshed.
9) Impede - upgrade from Passive Nanites + Stagger, stacks 1 time, the target will be Stunned for half the remaining duration of Stagger upon activation. Duration cannot be refreshed.
10) Violated - upgrade from Passive Nanites + Shredded, +50% more effective and has a chance to briefly stun the target upon an effect that would take advantage of Shredded.
11) Arterial Bleed - upgrade from Passive Nanites + Bleed, does +50% damage and reduces target's Damage Resistance by 1% per stack.
12) Knockout - upgrade from Passive Nanites + Disorient, +50% more effective, gives a small chance for the attacker to lose all aggro from the target.
13) Highlight - upgrade from Passive Nanites + Illumination, Mend becomes +50% more effective.
Note: Any upgrades are also treated as their original powers.
Energy Builder: (50 feet, single target Slashing damage) Warden's Lash The player extends a biosteel whip from his arm to lash out at his foe.
Every attack has a chance to apply Passive Nanites.
Combo: (50 feet, single target Slashing damage) Warden's Whip The player extends a biosteel whip from his arm to lash out at his foe.
Every third attack will deal double damage and apply Passive Nanites. Advantages:
The attack deals 25% less damage, but every attack has a 50% chance to apply Passive Nanites. [2 points]
Slotted Support Passive: Warden's Stance
Sets your Dodge Chance to 50%(R1), 75%(R2) or 100%(R3) and Avoidance to 0%(R1), 25%(R2) and 50%(R3) ignoring any other effects of your own. Increases effectiveness of your effects on others. You cannot be defeated by direct attacks or by the effect of Protect! if your health is 1% or less (at the start of the damage tick). If a target is defeated while having any Nanite effect applied, it will cause a burst of energy with 25 feet range, dealing slight Dimensional damage and distributing the Nanites randomly among targets caught in the blast. Any Nanites distributed by this effect become Passive.
Attack 1 (click): (100 feet range, no target required) [30/25/20 second cooldown] Needle Morph You command your Passive Nanites to go on the offensive.
Turns any Passive Nanites within range into Needle Nanites.
Attack 2 (click): (100 feet range, no target required) [30/25/20 second cooldown] Vampiric Morph You command your Passive Nanites to go on the offensive.
Turns any Passive Nanites within range into Vampiric Nanites.
Attack 3 (click): (100 feet range, no target required) [30/25/20 second cooldown] Berserk Morph You command your Passive Nanites to go on the offensive.
Turns any Passive Nanites within range into Berserk Nanites.
Attack 4 (click): (100 feet range, no target required) [30/25/20 second cooldown] Metamorph You command your Passive Nanites to go on the offensive.
Each Passive Nanite within range consumes 1 random effect, among those that can be applied on the target, an upgrades it.
Buff Form: Warden's Will
Passively grants you stacks of Protect! per rank. You will also receive additional stacks of Protect! every time you upgrade a Nanite. Protect! will lower the damage you take, and affect teammates within 50 feet of you, causing some damage they take to be taken by you instead.
Heal (maintain, toggle): (50 feet, can target self) Warden's Grip You use the vast potential of your body to heal or deal wounds.
A biosteel whip latches onto a teammate, providing escalating healing, or onto an enemy, dealing escalating damage. Has a 100% chance to transfer at least 1 Vampiric Nanite 1st and 4th tick. Advantages:
This power becomes a toggle instead. [2 points]
Block: Warden's Shielding Activating this just before an enemy attack hits will cause the enemy to take the damage for you.
For 0.5 seconds after you begin blocking, the first attack will be fully reflected upon the enemy. This effect has a 9.5 second cooldown.
AoE (maintain): (50 feet, 360 degrees) [lasts 2 seconds, 15 second cooldown] Warden's Scheme
The player spins around, releasing 1(R1), 2(R2) or 3(R3) whips from each hand, dealing 2(R1), 4(R2) or 6(R3) ticks of damage. The second whip from every hand deals double damage, the third deals triple damage and will also Knock Down affected targets. Advantages:
This power will last twice as long, but the cooldown becomes 25 seconds. [1 points]
The third strike will also Stagger affected targets, but the cooldown becomes 35 seconds. [1 points]
RAoE (charge): (50 feet, 15 feet around main target) Warden's Sentence You send many biosteel spikes through the ground to attack your enemies from below.
This attack has a 50-100% to Knock Up and cause Bleed to the main target, and 0-50% (50-100% while Protect! is active) to Knock Back and Bleed additional targets. Advantages:
This attack will gain a 50% chance to cause an extra Bleed [2 points]
Crowd Control (requires full charge): (50 feet) Warden's Prison
You surround an enemy with biosteel, preventing them from acting until they break free. Any damage will reduce the duration of this power.
Attack 5 (click): (50 feet) [60/50/40 second cooldown] Extraction You attach nano-strings to all your Nanites and pull them out of their target, forcing their effects in an instant. Needle Nanites will cause all the damage they would've caused over time instantly + bonus from the rank of this power. Vampric Nanites will cause all the damage they would've caused instantly, gaining any healing they would've gained + bonus from rank of this power, and applying it to teammates. (according to how damaged they are) Berserk Nanites will put the target to Sleep for the remaining control time. Advantages: Berserk Nanites will Stun the target instead [3 points]
Maintain 2: (50 feet, 3 foot cylinder) [lasts 4 seconds] Warden's Execution You create a spinning lance of biosteel, shredding your foes.
Creates a lance that deals escalating Piercing damage every 0.5 seconds and has a chance to Shred affected targets and apply Passive Nanites to them. Advantages:
Every tick increases you chance to Shred or apply Passive Nanites [2 points]
Ultimate (requires full 4 second charge): (50 feet, 360 degrees) Warden's Sacrifice Your ultimate technique will leave none standing.
The energy cost of this power is always equal to your current energy.
When you start charging you gain 50% Damage Resistance. Upon full charge the attack will damage you, leaving you with 1% of your hit points, and dealing this as base damage to all targets around you +0.5%(R1), +1%(R2) or +2%(R3) extra damage for every point of energy used by it. Targets that survive this attack will be left with up to 5 stacks of 1 random upgraded effect. After 2 seconds, you will regain health lost from this attack over 8 seconds.
The Warden.
Role: Support Primary Super Stat:Presence Secondary:Ego, Constitution
Well I'll be, I actually did something of this scale, a complete basic powerset with an entire archetype laid out. So, now I expect some constructive criticism.
The reason for it being Supernatural is that is can benefit from Supernatural Power to make an offensive build.
Changelog 1.0.1:
- Renamed Reconstruct to Warden's Grip, updated it's effects.
- Updated the advantages of Warden's Scheme.
- Updated the Power Tree, makes much more sense now.
when i saw WARDEN, i thought of the Warden's from the Dresden File book series. they were Wizard enforcers that weilded silver swords and all wore grey trenchcoats. if your not familiar with them look them up or better yet, read the series. some of the BEST books i've ever read. all 15 of them but well worth it. oh...these guys/gals were full blown magic throwing wizards too.
That's all? Wouldn't it be less complicated (and more thematic) to just add a new energy unlock power instead?
Nope. The entire theme of this powerset is a combination of magic and science, and you can't squeeze an energy unlock into the archetype without nerfing it greatly, it doesn't need it with support role anyway. And freeforms can use Supernatural Power.
Well, nanobots and biometal are not magic in my book.
But as a matter of fact; you can't dance on two weddings at once. This set could be either Technology or Supernatural, not both. And in my personal oppinion, it being Technology would make more sense. Supernatural could have an organic variant, maybe...
1) Aside my feeling that "Supernatural Technology" is outright minmaxing, does this mean, then that if I take a power from the Warden set, it counts as a power both in Technology and Supernatural when I'm looking for higher-tier powers? In other words, I take a Tech power and two Warden powers, now I'm eligible for the next tier of technology powers?
2) I think the five-deep passive nanite structure seems overly complex in terms of trying to code it, not to mention much too mutable and powerful. Aside from Berserk Nanites requiring 5 charges to switch targets, I think it'd be better with a passive / enhancement break (passives being what change, and enhancements being what greatly increase effects) with one or two stacks apiece.
3) How long does the Nanite effect last? Passive seems like the kind of status that has a short duration, to force the player to be active with it, while activated nanites (Vampiric et al) would have longer durations. Is it safe to assume that the stacks are consumed when transformed / activated? If an enemy has activated Nanites, is it then capable of being reinfected by passive Nanites while the active effect is on? (i.e. If I have Needle Nanites on me, can I then be infected by Passives while suffering the Needles?)
4) *all* nanites in 100 ft get transformed? I can see all stacks being transformed but why is this range longer than the range for delivery of said Nanites (being 50 ft.?)
5) No AoE distribution for Nanites? If this is a core mechanic of the power set, it seems unusual not to have something that doesn't necessarily damage, but puts out a short-range cloud of these micro-machines to infect everyone in an area ...
6) Stance seems wildly overpowered; Rank 3 (which you can achieve at 12) gives 100% dodge chance and 50% avoidance? Also, you mention that it "Increases effectiveness of your effects on others," but the power makes no mention of that. It simply makes you much more difficult to kill and makes defeated enemies go nanite-kaboom; Speaking of which ...
7) The nanite kaboom on defeat of infected enemies, why "Dimensional" damage when nothing else in the set indicates dimensional? Additionally, nanites are "distributed randomly," does that mean that only a number of enemies have the potential to be infected based on the stacks of nanites on the target? Or that enemies are randomly infected regardless of stacks? Does it count *all* nanite stacks?
8) Vampiric Nanites, the description seems to imply that for every point of damage dealt, it also 'stores' a point of healing. That seems a little powerful; It'd probably be better as a fraction of the damage, but if it was a very low damage, it'd be OK for one-for-one, I think. Again, though, this is a power where it's important to know if the stacks increase healing, duration of the power, damage, etc.
9) How many stacks of Protect! can you have, and what is the rate of damage resist? How often can you get stacks from upgrading Nanites, and do you get multiple stacks from upgrading multiple Nanites at once (so, if you upgrade a stack of five, does that grant you five Protect!?) Also, your passive grants significant dodge / avoidance, and this grants *stacks* of damage resist on top of that?
10) Protect! also provides DR for teammates by shunting damage to you? That sounds like a quick trip to defeat if you're being attacked by multiple AoE attackers; maybe Constitution should be your primary stat instead of Presence.
11) Warden's Sacrifice is a little confusing; I don't like how the energy cost is "always" your current energy, but I understand the reasoning because of the damage; Adding 50% DR, on top of that insane Dodge and Avoidance, on top of however much Protect! gives may be OP. As far as the damage goes, I'm reading it as 1% of your HP is the base damage, modified by an additional percentage based on how much energy goes into the attack, so at Rank 2, assuming you have 4000 hp and 50 energy, the attack will do ([8000/10]*[1+{Energy*0.01}] or 600 damage, with a lovely parting gift of a random stack of upgraded nanos. After that you have 2 seconds of nigh-invulnerability (thanks to Warden's Stance rendering you unkillable from direct attack or damage-sharing at 1% or less hp) and then regain your HP over 8s.
12) Berserk Nanites needs some sort of effect other than confusion due to the fact that Confusion usually doesn't work on bosses etc. Also, as-written, Berserk lasts 10s? That's longer than most fights and seems particularly directed at PvP opponents by taking them out of the game for a full 10s (or until killed, since they can't fight back.)
Anyway, I like some of the ideas in here, don't like the AT (doesn't seem iconic enough for an AT to me) but I think on the whole it needs a lot of polish and refinement.
dynamech, now this is what I call constructive criticism.
1) If you're looking at it as a shortcut for high-tier powers be my guest, but it would make all Warden powers very weak, they are not meant to support pure offensive high tier powers. You will be stuck with 2-3 useless powers, is it worth it?
2) Berserk Nanites require 1 charge to activate, confusing the enemy for 2 seconds per stack. And it doesn't necessarily take them out of the fight, the targeting is random with the range of one's longest offensive power (be it a direct attack or a lunge). Even if it's a team 5 vs 5 the chances to target your teammates are still quite high.
3) Passive last longer, the others last about the usual duration for those kinds of effects, 15-30 seconds. (I'm deliberately not specifying times, I'm leaving this up to the devs.)
Stacks are consumed when transformed, so if you have 5 Passive, it will consume them, and apply 5 Needles. Then you can again be stacked with Passives, but you won't suffer from Needles for at least 20 seconds while the power is on cooldown.
4) The long range in this case is a disadvantage actually, 100 feet makes it much harder to separate enemies into areas of the power's effect.
5) That's actually a very good idea, I simply haven't though of it. However, now that I think about it, a power of that kind may make this powerset too powerful, giving you the ability to easily distribute and morph a large quantity of nanites in a very short time.
6) Yes, it gives you 100% dodge, but only 50% avoidance, and you can't increase these values on your own (basically if you choose this power you will be stuck with 50% avoidance for good as long as it's active, NOTHING except this power will have any effect on your dodge and avoidance.). And the Nanites are not that strong on their own, Needles for instance would do around 150 base damage on their highest tick with R3 of this support passive on level 40.
7) Why dimensional? no special reason I guess. It counts how many stacks the target had at the moment of death and distributes it randomly. It may attempt to apply more than 5 stacks too, which obviously will be wasted. (so for example let's say the enemy had 5 Passives and 3 Vampiric when he died, with 2 enemies within 25 feet of him. This gives us 8 stacks to distribute randomly among 2 targets. All 8 will be applied, but to who?)
8) each stack of Vampiric will receive a portion of healing, based on how much damage they all did so far divided by the number of stack. In theory, you can keep the enemy Vampired at all times, but in practice it's very hard to do, since your teammates will occasionally draw them off. And the healing they apply every second is about as much as R2 Bountiful Chi Resurgence with 4 stacks on you, and a bit more with 5, it's only their duration on you that changes based on how much healing they stored.
9) You can have 8 stacks of Protect!, at 7 stacks it will be as strong as R3 Aura of Radiant Protection. (with the same ratios if you're in Hybrid or Support role)
The stacks will be applied no more than once every second, 1 stack each time you upgrade Nanites (regardless of how many you upgrade).
Basically in hybrid role with R3 slotted passive + 8 stacks you will be about as tough as a R3 Invulnerability without the flat damage reduction.
10) The slotted passive prevents you from dying by direct damage or the effect of Protect!. I need to clarify here. Let's say you have a total of 10,000 hit points. Once you are reduced to 100 or less the effect kicks in, and you can only be killed by DoTs. But, if you have 101 health, you can still die from an effect of Protect! that would inflict 102 or more damage to you in one tick, or by a direct attack for more than 102 damage.
11) This extra 50% defense is only while you charge. You can spam charge-cancel of this power for extra 50% defense, but if you do you will be far less useful to your teammates, and this will not reduce damage from Protect!, only direct attacks/DoTs on you. And I should update my description if that's the case, the base damage is 99% of your HP, not 1%. If you have 10,000 HP, and you activate this power at 100 energy it will do 19,800 base damage at rank 3. Seems a bit insane, but you can only use this power once every 94 seconds, being an ultimate. And don't forget you can still die of you have Bleed or another DoT on you.
12) Like I said in answer 3, Berserks don't necessarily neutralize the enemy completely. Against a lone alert boss for example it won't take him out of the fight, in fact it may even cost you the entire alert if he decides to smash 1 squishy player after another by chance. (However, if he does kill his target before the switch time he won't be able to attack directly (he can still spring non-targeted AoEs) until the next switch, but how long will it be? half a second?)
Oh god you have a change log. I have the feeling that this one might end emotionally. Don't try too hard to be proffesional about this... the end result is an abandoned thread getting pushed further away from page 1... just like all the others.
Champions Online: Be the hero you wish you could be in a better game.
Comments
But I don't think a power set can be in two categories. What would be the point of it being Supernatural anyway?
Changelog 1.0.1:
- Renamed Reconstruct to Warden's Grip, updated it's effects.
- Updated the advantages of Warden's Scheme.
- Updated the Power Tree, makes much more sense now.
[SIGPIC][/SIGPIC]
That's all? Wouldn't it be less complicated (and more thematic) to just add a new energy unlock power instead?
Nope. The entire theme of this powerset is a combination of magic and science, and you can't squeeze an energy unlock into the archetype without nerfing it greatly, it doesn't need it with support role anyway. And freeforms can use Supernatural Power.
[SIGPIC][/SIGPIC]
NOTE: I underlined the reasons why we won't be seeing these in game.
Champions Online: Be the hero you wish you could be in a better game.
[SIGPIC][/SIGPIC]
But as a matter of fact; you can't dance on two weddings at once. This set could be either Technology or Supernatural, not both. And in my personal oppinion, it being Technology would make more sense. Supernatural could have an organic variant, maybe...
1) Aside my feeling that "Supernatural Technology" is outright minmaxing, does this mean, then that if I take a power from the Warden set, it counts as a power both in Technology and Supernatural when I'm looking for higher-tier powers? In other words, I take a Tech power and two Warden powers, now I'm eligible for the next tier of technology powers?
2) I think the five-deep passive nanite structure seems overly complex in terms of trying to code it, not to mention much too mutable and powerful. Aside from Berserk Nanites requiring 5 charges to switch targets, I think it'd be better with a passive / enhancement break (passives being what change, and enhancements being what greatly increase effects) with one or two stacks apiece.
3) How long does the Nanite effect last? Passive seems like the kind of status that has a short duration, to force the player to be active with it, while activated nanites (Vampiric et al) would have longer durations. Is it safe to assume that the stacks are consumed when transformed / activated? If an enemy has activated Nanites, is it then capable of being reinfected by passive Nanites while the active effect is on? (i.e. If I have Needle Nanites on me, can I then be infected by Passives while suffering the Needles?)
4) *all* nanites in 100 ft get transformed? I can see all stacks being transformed but why is this range longer than the range for delivery of said Nanites (being 50 ft.?)
5) No AoE distribution for Nanites? If this is a core mechanic of the power set, it seems unusual not to have something that doesn't necessarily damage, but puts out a short-range cloud of these micro-machines to infect everyone in an area ...
6) Stance seems wildly overpowered; Rank 3 (which you can achieve at 12) gives 100% dodge chance and 50% avoidance? Also, you mention that it "Increases effectiveness of your effects on others," but the power makes no mention of that. It simply makes you much more difficult to kill and makes defeated enemies go nanite-kaboom; Speaking of which ...
7) The nanite kaboom on defeat of infected enemies, why "Dimensional" damage when nothing else in the set indicates dimensional? Additionally, nanites are "distributed randomly," does that mean that only a number of enemies have the potential to be infected based on the stacks of nanites on the target? Or that enemies are randomly infected regardless of stacks? Does it count *all* nanite stacks?
8) Vampiric Nanites, the description seems to imply that for every point of damage dealt, it also 'stores' a point of healing. That seems a little powerful; It'd probably be better as a fraction of the damage, but if it was a very low damage, it'd be OK for one-for-one, I think. Again, though, this is a power where it's important to know if the stacks increase healing, duration of the power, damage, etc.
9) How many stacks of Protect! can you have, and what is the rate of damage resist? How often can you get stacks from upgrading Nanites, and do you get multiple stacks from upgrading multiple Nanites at once (so, if you upgrade a stack of five, does that grant you five Protect!?) Also, your passive grants significant dodge / avoidance, and this grants *stacks* of damage resist on top of that?
10) Protect! also provides DR for teammates by shunting damage to you? That sounds like a quick trip to defeat if you're being attacked by multiple AoE attackers; maybe Constitution should be your primary stat instead of Presence.
11) Warden's Sacrifice is a little confusing; I don't like how the energy cost is "always" your current energy, but I understand the reasoning because of the damage; Adding 50% DR, on top of that insane Dodge and Avoidance, on top of however much Protect! gives may be OP. As far as the damage goes, I'm reading it as 1% of your HP is the base damage, modified by an additional percentage based on how much energy goes into the attack, so at Rank 2, assuming you have 4000 hp and 50 energy, the attack will do ([8000/10]*[1+{Energy*0.01}] or 600 damage, with a lovely parting gift of a random stack of upgraded nanos. After that you have 2 seconds of nigh-invulnerability (thanks to Warden's Stance rendering you unkillable from direct attack or damage-sharing at 1% or less hp) and then regain your HP over 8s.
12) Berserk Nanites needs some sort of effect other than confusion due to the fact that Confusion usually doesn't work on bosses etc. Also, as-written, Berserk lasts 10s? That's longer than most fights and seems particularly directed at PvP opponents by taking them out of the game for a full 10s (or until killed, since they can't fight back.)
Anyway, I like some of the ideas in here, don't like the AT (doesn't seem iconic enough for an AT to me) but I think on the whole it needs a lot of polish and refinement.
[SIGPIC][/SIGPIC]
====================================
Dominus Drake Primus Database ,Also @Pyromasher ingame
1) If you're looking at it as a shortcut for high-tier powers be my guest, but it would make all Warden powers very weak, they are not meant to support pure offensive high tier powers. You will be stuck with 2-3 useless powers, is it worth it?
2) Berserk Nanites require 1 charge to activate, confusing the enemy for 2 seconds per stack. And it doesn't necessarily take them out of the fight, the targeting is random with the range of one's longest offensive power (be it a direct attack or a lunge). Even if it's a team 5 vs 5 the chances to target your teammates are still quite high.
3) Passive last longer, the others last about the usual duration for those kinds of effects, 15-30 seconds. (I'm deliberately not specifying times, I'm leaving this up to the devs.)
Stacks are consumed when transformed, so if you have 5 Passive, it will consume them, and apply 5 Needles. Then you can again be stacked with Passives, but you won't suffer from Needles for at least 20 seconds while the power is on cooldown.
4) The long range in this case is a disadvantage actually, 100 feet makes it much harder to separate enemies into areas of the power's effect.
5) That's actually a very good idea, I simply haven't though of it. However, now that I think about it, a power of that kind may make this powerset too powerful, giving you the ability to easily distribute and morph a large quantity of nanites in a very short time.
6) Yes, it gives you 100% dodge, but only 50% avoidance, and you can't increase these values on your own (basically if you choose this power you will be stuck with 50% avoidance for good as long as it's active, NOTHING except this power will have any effect on your dodge and avoidance.). And the Nanites are not that strong on their own, Needles for instance would do around 150 base damage on their highest tick with R3 of this support passive on level 40.
7) Why dimensional? no special reason I guess. It counts how many stacks the target had at the moment of death and distributes it randomly. It may attempt to apply more than 5 stacks too, which obviously will be wasted. (so for example let's say the enemy had 5 Passives and 3 Vampiric when he died, with 2 enemies within 25 feet of him. This gives us 8 stacks to distribute randomly among 2 targets. All 8 will be applied, but to who?)
8) each stack of Vampiric will receive a portion of healing, based on how much damage they all did so far divided by the number of stack. In theory, you can keep the enemy Vampired at all times, but in practice it's very hard to do, since your teammates will occasionally draw them off. And the healing they apply every second is about as much as R2 Bountiful Chi Resurgence with 4 stacks on you, and a bit more with 5, it's only their duration on you that changes based on how much healing they stored.
9) You can have 8 stacks of Protect!, at 7 stacks it will be as strong as R3 Aura of Radiant Protection. (with the same ratios if you're in Hybrid or Support role)
The stacks will be applied no more than once every second, 1 stack each time you upgrade Nanites (regardless of how many you upgrade).
Basically in hybrid role with R3 slotted passive + 8 stacks you will be about as tough as a R3 Invulnerability without the flat damage reduction.
10) The slotted passive prevents you from dying by direct damage or the effect of Protect!. I need to clarify here. Let's say you have a total of 10,000 hit points. Once you are reduced to 100 or less the effect kicks in, and you can only be killed by DoTs. But, if you have 101 health, you can still die from an effect of Protect! that would inflict 102 or more damage to you in one tick, or by a direct attack for more than 102 damage.
11) This extra 50% defense is only while you charge. You can spam charge-cancel of this power for extra 50% defense, but if you do you will be far less useful to your teammates, and this will not reduce damage from Protect!, only direct attacks/DoTs on you. And I should update my description if that's the case, the base damage is 99% of your HP, not 1%. If you have 10,000 HP, and you activate this power at 100 energy it will do 19,800 base damage at rank 3. Seems a bit insane, but you can only use this power once every 94 seconds, being an ultimate. And don't forget you can still die of you have Bleed or another DoT on you.
12) Like I said in answer 3, Berserks don't necessarily neutralize the enemy completely. Against a lone alert boss for example it won't take him out of the fight, in fact it may even cost you the entire alert if he decides to smash 1 squishy player after another by chance. (However, if he does kill his target before the switch time he won't be able to attack directly (he can still spring non-targeted AoEs) until the next switch, but how long will it be? half a second?)
[SIGPIC][/SIGPIC]
Champions Online: Be the hero you wish you could be in a better game.