Telekinesis
Telekinesis is a low-magnitude, autohit, toggle hold. You can use it to stack with your other holds, if you need a few moments of extra control. If you want a power that does a lot of damage while flinging enemies away, you might want to try a blaster or defender with Psychic Blast and pick up Telekinetic Blast. You could also make a controller with Gravity Control and pick up Propel (which flings large objects at enemies).
Edit: ...of course, the obvious thing I should have said is that, if you're a Mind Controller already, try Levitate. The names of those two powers are almost reversed... Telekinesis floats the enemies into the air and then away from you. Levitate flings them up, then lets them flop down, dealing damage, which is more like the kind of telekinesis attack you're thinking of.
I team with the Repeat Offenders.
Telekinesis is one of two toggle holds in the game (the other is Choking Cloud). To keep from being overpowered, both of these toggle holds have high endurance cost and quirks about how they work. Those quirks make them both quite optional in most builds.
Mind already has three single target damage powers and a cone. While your concept of Telekinesis makes sense, your suggested change would not fit in to the set.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
The 'quirks' of telekinesis makes it extremely situational, and very skippable considering the rest of mind control. I really wish it could get a looking at from the devs.
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Telekinesis is a low-magnitude, autohit, toggle hold.
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of course, by low magnitude, you mean Mag 3, the same as controller ST and AoE holds.
No
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I think you underestimate our fools, sir.
Why /duel is a bad idea
Thanks for the answers. It has helped me to make the decision to leave it out. Think I'd much rather have a healing power or extra power in place of this one.
I find telekinesis to be invaluable on my mind/ff controller. Being able to hold a boss (and maybe some of his cronies in the process) right off the bat with a stacked tk/dominate makes bosses very easy for mind.
If you take the time to get creative with corners you can use Tk to herd up a few guys for some aoe dmg action (such as terrify + power pool aoe like psionic tornado or dominator's psychic scream)
Whats nice about the power is that its auto hit... has a relatively short cooldown compared to other aoe holds and it requires little in the way of slotting to be effective (again unlike many aoe holds)
Slap an end reducer or two in it and its prob good to go for what you'll use it for. It's not something you'll leave toggled on for a long time no but it can really make for a great panic button when other controls are recharging and you need something NOW.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
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Telekinesis is a low-magnitude, autohit, toggle hold.
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of course, by low magnitude, you mean Mag 3, the same as controller ST and AoE holds.
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Huh. I always misremember that.
I team with the Repeat Offenders.
yeah, if it wasnt for the insane end cost, I'd say that TK is overpowered.
No
Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo
I think you underestimate our fools, sir.
Why /duel is a bad idea
What is telekinesis? What does it do besides push people very slowly away? Does it do anyother damage? If not I would love to see that power changed. Huge heroes fan and when sylar or peter use it they could do a lot of damage. Like throwing people into walls, using it to throw objects, choking people, and even flipping vehichles.