Guide to Annoying Powers
Pretty much the entire Storm set, when used improperly.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I don't think I've ever seen anyone actually take this power, but you're missing Sonic Repulsion. Its Repel toggled on an ally, but you get tagged for the end drain
Also, Solar Flare. Its Foot Stomp for Peacebringers, but it does knockback instead of knockdown. Invariably used just before the Kin hits Fulcrum Shift or the blaster nukes.
How could you miss Tornado? Nothing is more annoying than a poorly used Tornado. It not only scatters the spawn you're fighting, but wanders off and brings back another spawn (or two).
Also, Group Fly/Group Energy Flight.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
I'll agree on Group Energy Flight. While it could be useful for carrying teammates around, I once was on a pick-up group with a Peacebringer who actually used it in combat. Now keep in mind Group Energy Flight debuffs accuracy in exchange for a third dimension of movement, which, being less experienced than I am now, only added to my confusion.
Also, as for Tornado, how would you describe a well-used one? I have a Mercs/Storm Mastermind who'll probably be getting it, and an Energy/Energy/Leviathan Stalker who'll probably be getting Water Spout.
Currently published Mission Architect arcs:
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I don't think I've ever seen anyone actually take this power, but you're missing Sonic Repulsion. Its Repel toggled on an ally, but you get tagged for the end drain
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You've met someone
See how I use in my guide to MoSTF below
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V
Level 53: Arrows/Devices/Munitions Blaster
....and hopeless Science-Natzi.
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Also, as for Tornado, how would you describe a well-used one? I have a Mercs/Storm Mastermind who'll probably be getting it, and an Energy/Energy/Leviathan Stalker who'll probably be getting Water Spout.
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Many consider Water Spout to be superior to Tornado because it does knockup instead of knockback, meaning mobs are still unable to do anything while they're flying through the air, but they land near or at where they took off from. Tornado's random knockback will send mobs flying everywhere unless they're locked down or have some geometry keeping them in place - it's useful on a Controller who uses his AoE immobilize (which prevents knockback, except in the case of Gravity Control), for keeping enemies pinned in a corner, and against KB-resistant mobs, but other than that... not so much.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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I don't think I've ever seen anyone actually take this power, but you're missing Sonic Repulsion. Its Repel toggled on an ally, but you get tagged for the end drain.
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Does Disruption Field (toggle on an ally) also make the targeted ally an agro-magnet (or at least it originally did)?
Capt. Obvious: Telling it like it is since 2004
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I don't think I've ever seen anyone actually take this power, but you're missing Sonic Repulsion. Its Repel toggled on an ally, but you get tagged for the end drain.
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Does Disruption Field (toggle on an ally) also make the targeted ally an agro-magnet (or at least it originally did)?
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No, that was changed sometime between I12 and I13, I believe.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Any other player's power can be "annoying" if it disrupts what you personally intended to do.
As a team game, we need to learn to play together and share the fun and let others play the way they see as fun. Not label player power choices as annoyances.
Therefore this thread is full of epic phail.
We do not need a guide telling people to skip certain powers.
Have fun, people, playing the way you personally see your characters develop, not the way some forum post tells you to do.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
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Any other player's power can be "annoying" if it disrupts what you personally intended to do.
As a team game, we need to learn to play together and share the fun and let others play the way they see as fun. Not label player power choices as annoyances.
Therefore this thread is full of epic phail.
We do not need a guide telling people to skip certain powers.
Have fun, people, playing the way you personally see your characters develop, not the way some forum post tells you to do.
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QFT.
For instance, I keep hearing people calling Telekenesis either useless or annoying... until they get on a team with me, and I shove stuff back into debuff patches, or runners back into a brute, and then *turn it off.*
It's not the powers that are annoying. It's the people who misuse them.
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We do not need a guide telling people to skip certain powers.
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This isn't a guide to skipping powers. In fact, the OP clearly outlines powers that are annoying when used improperly but also outlines how useful the powers are.
Capt. Obvious: Telling it like it is since 2004
Thanks for the support and adding powers to the list everyone! This was my first post, I hope it helped.
It's not the powers that are annoying. It's the people who misuse them.
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Which is why I made this guide, to help the people use them better. Isn't that what all guides are for? I'm not telling people to skip these powers. Why would someone make a guide if they didn't think it would help people?
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Thanks for the support and adding powers to the list everyone! This was my first post, I hope it helped.
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Beware fan bois! :P
I thought your post was funny. It's not an insult as long as names are not thrown around.
Capt. Obvious: Telling it like it is since 2004
What about burn?
Nothing like having a /fire scrapper lay down a burn patch right when the tanks gets a nice tight mob around him. Even worse when the tank does it himself.
Burn
Cons: Sends baddies running all over the damn place
Pros: Great power when a troller has a mob pinned down
Lots of powers can be annoying when used improperly..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
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It's not the powers that are annoying. It's the people who misuse them.
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Which is why I made this guide, to help the people use them better. Isn't that what all guides are for? I'm not telling people to skip these powers. Why would someone make a guide if they didn't think it would help people?
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In that case, be sure to include All Master Mind Pets.
If you're in a different room than your pets, while your team is fighting in yet another room... you're doing something wrong. And when they start getting murdered because they wandered off on their own to the wrong room, don't recall them and the three spawns they aggroed to the rest of your team who is busy with a spawn of their own.
detention field is pretty amazing on the stf...
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We do not need a guide telling people to skip certain powers.
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This isn't a guide to skipping powers. In fact, the OP clearly outlines powers that are annoying when used improperly but also outlines how useful the powers are.
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Thats what I remember reading.
(blaster) energy torrent
Shadow Fall/Steamy Mist...
For christ's sake...PLEASE turn it off in the tailor! I'm begging you! xD
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Also, Group Fly/Group Energy Flight.
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I was helping someone with a Patron Mish where you had to defeat some AVs in a cave full of some baddies that use Tornado. I was playing a Rad/Rad corr that normally is ONLY played on an SG team with real life friends, so his powerpicks were deviantly min/maxed for the specific team. He had group fly and another team mate had team tp, so that we could cart the team around (the other two ppl didn't have travel powers).
Any rate, the fight was going poorly because we couldn't sustain DPS on the AV, and he was summoning summons that summoned tornados, and everything non-tough was getting knocked silly. People started dying and it looked like we were going to fail. Then I thought, "hey I can turn on group fly and mitigate a ton of this kb", so I threw the idea out there, and the team leader liked it. I enabled group fly, and basically stopped attacking (due to the horrendous end consumption), and the team regrouped and quickly overcame the AV. The end result is that Group Fly was totally key in defeating that foe, given our party composition. I was pleasantly surprised.
Add me to the Group Fly fanclub. Have a friend who's got Team Teleport, and we take folks on the Grand Tour of the Shard pretty regularly... But yeah, 99% of the time, it's a "kick me from the team" power.
Once I hit it right as a blaster was firing his snipe for a pull, and he missed. Stream of consciousness misspelled curses erupted forth, quickly followed by my getting booted. A pretty extreme reaction, but in a way it's typical. Group flight diserves to be on the list.
All that is planned fails. All that is born dies.
All that is built crumbles. This will always be true.
But memories remain, And that is beautiful.
annoying powers?
Hasten is the most annoying power to me. The noise it makes on activation is strange and kinda painful and the hand-glows don't go with many characters.
... OH! You mean annoying to _others_. i see. I vote for that kin power that flings dumpsters at enemies, thereby altering line of sight and blocking smaller hallways occasionally.
You're thinking of Grav Control's Propel. Kinetics does not throw anything at anyone.
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[u]Why make this guide?[u]
Yesterday, I saw an interesting question in the Help channel: "What's the best team debuff?" This immediately peaked my interest. Ignoring the lingering question "Why would he want to debuff his own team?" I decided to get to work on a build for team debuffs.
[u]Builds[u]
There are many builds that you can use for this matter, so I chose to list some powers from different power pools.
Gale
Ahh, Gale. The infamous power you're forced to choose if you took storm summoning as a secondary, or maybe you chose it anyways as a defender. This is a great power for annoyance if you want to run through the sewers blasting away Vahzilok from tanks, scrappers, and other melee-oriented archtypes. But, like good things can be used for evil, evil things can be used for good. For example, if you have a flight power, Gale automatically becomes a knockdown power. But, if you don't have any flight powers, use this to blast away foes from squishy blasters or defenders, or maybe a scrapper in over his/her head.
Whirlwind
Behold! The might of Whirlwind, the almighty Endurance draining, loud, knockbacking, and pretty much useless power. All you have to do with this little gremlin is fill up your inspiration tray with endurance boosts, resist/defense boosts, a few respites, and jump into a mob! I can't really see a redeeming quality in this, but feel free to disagree.
Repel
Aha! That tempting power in the Kinetics pool. Don't do it! It might not drain as much endurance as Whirlwind, but the accuracy is awful, and you won't be needing the knockback anyways.
Black Hole
And we move on to Foe Intangibles. This can be very annoying if you are on a team that isn't getting murdered, but very useful if your team is getting murdered. Just warn the blasters before they try to nuke the affected, or should I say "Unaffected" foes. Use the same strategy for other AoE foe intangibles.
Detention Field
This barely made the cut for this Hall of Infame. Sure, a tanker might get freaked out when their fully slotted for Acc powers don't work on the boss you just "bubbled", but this is a very useful power for defense.
The End
Feel free to post more powers that make you smash your keyboard like an angry German!