Mike_Fury

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  1. [ QUOTE ]
    Does anyone have experience with Singularities and Group Fly or Group Teleport? Are these viable solutions to keeping them with you? Long recharge time, so it seems like a pain to leave them behind....


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    Ok, went through Respec mission the other day so I was able to go to the test server with Dr. Mentiac (lvl 35 Grav/Emp) and try out Group Fly and Team teleport. I also tried Fear out of the Presence Pool (was just curious).

    Group Fly - This does NOT help Singularites! They fall behind very quickly (like immediately) and as soon as they fall out of the Group Fly Sphere they are at their original slow speed. I had Group Fly 3 slotted with Fly SO's. I played with this for a while and was disappointed. Just not viable.

    Group Fly was pretty neat otherwise though. If they had a toggle for team members that did not want to fly when you had this on, it would be pretty cool. I was teamed with a lower level blaster in Kings Row (he was hunting Paladin) for a while and with him SKed and me on auto-follow on him, he was able to zip around with me in tow and no one fell. If there were just a way to guarantee no one would fall with a larger team. Like maybe if you had to travel at the speed of the slowest member? With that and a toggle for those that didn't want it.....I could see uses, especially in missions.

    Team Teleport - I was excited about this one. I already use Teleport friend regularly on elevators in missions to get my sings to the next floor (sometimes going back down and back to grab more than one). Wishlist - If we had a Pet window similar to the team window, all this would be so much easier. I could easily pick a sing to teleport even across the map. You could also tell which one needs another boost of fortitude! Oh well, I digress. Back to Team Teleport.

    In a nutshell.....disappointing.

    The range is very short. You can forget those daydreams of flying halfway across the zone and instantly teleporting your sings to you. Try more like 50 yards or so. I may be exaggerating, but not by much. The range is really short. Also, the power seems very buggy. I read somewhere on here that someone said it sometimes only works when you are in a team or have been on a team in the zone or that session or something. That may have been what I saw. I wasn't teamed up when I tried this. What happened was that sometimes it only grabbed one sing, even when I had 3-4 out. I thought it was a range thing, but sometimes I could see the sings and they weren't that far away! Not sure what the deal was......but it didn't really help at all. Rather than fool with this it is just easier to fly past mobs and bring them into range. Unless this worked on missions with getting sings up elevators (without the bugs!) I don't think it is any use. Couldn't reccomend it.

    Fear - I was curious about Fear as a fill in for the "control gap". My conclusion was this might be useful for lower levels. At higher levels (like after you get your sings) I think it is more trouble that it's worth. You will be busy casting, positioning, and buffing your sings. I didn't slot it up much and I was able to "hit" a Council 3 levels higher with it. I think I just had 2 Fear enhancements in it. It did work. So for a single target hold at lower levels it might be useful although now that I think about it at lower levels you have even less power slots to "waste" on misc. power....so it might not be a viable solution to a control gap. I was just curious. I like to experiment with some of the lessor known powers.
  2. Mike_Fury

    Tanker Update

    Wow! Thanks for responding so quickly on the Tanker problems, Statesman!

    Magma Man (lvl 11 Fire/Fire Liberty) might have to come out more often.