Telekinesis epic for defenders.....


Amy_Amp

 

Posted

Does anyone like it? It was the final power I picked up on my dark/mental blast defender. I've been living with it because I HATE respeccing and it irks me that I have to rechoose and reslot every single power just to change the very last one, but man, I'm just not feeling that power.

Does anyone use this? How? Under what circumstance? And if you only have a single slot assigned to it, what would be the best choice of IO for that slot?


Arc ID#30821, A Clean Break

The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens

 

Posted

Force Bubble is better.


 

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Force Bubble is better.

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Can't exactly respect into that with a Dark now can you? TK is highly skippable to me. It's the one power from Mind control that feels sort of meh.


 

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I like Telekinesis on all my Mind Control characters and my Empathy/Psi. However, Telekinesis is also one of those KB powers, so it takes so getting used to in order to see good situations for it and also knowing when it's bad to use it. However, for you it'll allow you to triple hold things, Pet. Gaze, Dominate, and Telekinesis. Allowing you to keep bosses held, and since Telekinesis is a target AoE, you can actually plausibly hold an entire group, in a corner, while debuffing stuff other than their to-hit, and defeat them faster with teams.

It just takes some playing around with the power and knowing when to and not to use it because of the KB component.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

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Force Bubble is better.

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Uh..... blueberry pie is better than Force Bubble. But it doesn't exactly have anything to do with Mind Control, does it?


Arc ID#30821, A Clean Break

The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens

 

Posted

[ QUOTE ]
I like Telekinesis on all my Mind Control characters and my Empathy/Psi. However, Telekinesis is also one of those KB powers, so it takes so getting used to in order to see good situations for it and also knowing when it's bad to use it. However, for you it'll allow you to triple hold things, Pet. Gaze, Dominate, and Telekinesis. Allowing you to keep bosses held, and since Telekinesis is a target AoE, you can actually plausibly hold an entire group, in a corner, while debuffing stuff other than their to-hit, and defeat them faster with teams.

It just takes some playing around with the power and knowing when to and not to use it because of the KB component.

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Could you give me some advice on what to do with my Telekinesis and its single slot, and how to use it effectively?


Arc ID#30821, A Clean Break

The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens

 

Posted

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Uh..... blueberry pie is better than Force Bubble.

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Lies! Force Bubble is very tasty!


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

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I like Telekinesis on all my Mind Control characters and my Empathy/Psi. However, Telekinesis is also one of those KB powers, so it takes so getting used to in order to see good situations for it and also knowing when it's bad to use it. However, for you it'll allow you to triple hold things, Pet. Gaze, Dominate, and Telekinesis. Allowing you to keep bosses held, and since Telekinesis is a target AoE, you can actually plausibly hold an entire group, in a corner, while debuffing stuff other than their to-hit, and defeat them faster with teams.

It just takes some playing around with the power and knowing when to and not to use it because of the KB component.

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Could you give me some advice on what to do with my Telekinesis and its single slot, and how to use it effectively?

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Well, I personally find the best way to one slot it is Endurance Reduction. That's because it takes a heck of a lot to use. However, if you wanted to more than 1 slot it, I'd probably suggest 2 Endurance Reduction, 1 Recharge Reduction.

As for using it, I'd say the best menatlity you can do is take a close to you member of the mob (preferably a ltn or boss), in roughly the center of the mob of the way you want to push them. That way, when they start getting repelled, they get pushed into more members of the mob and then holds more people. Then, focus on people of the mob that didn't get caught by telekinesis first before moving onto your trapped mob.

As far as KB/Repel is concerned, it's a note that EB/AVs don't usually get effected by this (can't think of one that does), and so that's just another Mag 2 Hold that's a toggle. The other thing with KB/Repel, is corners are your friend. Also, since the repel goes directly away from where you're standing, you can always push them into one wall, run to the right or left, and then push them into a corner. It takes some finessing but I find it quite useful to keep most of a mob caught.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

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Does anyone use this? How? Under what circumstance? And if you only have a single slot assigned to it, what would be the best choice of IO for that slot?


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Yes I use it on my ff/psi/psi def. The repel is a detriment but with practice there are techniques one can develop to minimize that (and even turn it into an unexpectedly decent tactic in the right situations).

One example where I use it is on the Statesman Task Force, on the 3rd (2nd?) floor of Aeon's tower (on the Cap map). The AV on that floor is in a sunken room with some nice geometry corners to repel all the minions against. I often combo TK with Force Bubble bursts in this case (to catch stragglers getting out of the corner).

Corners are the obvious tactic to use with TK. But there are other tactics that can give you combat advantage as well, so long as you're willing to put in the work to make it happen. I might suggest most players aren't willing to do that because in this case it seems to me the work required is disproportionally large when compared to the advantage gained, and CoH tends to be considered more as a game otherwise replete with much-more-easily-obtained rewards than that.

What I mean to say is, if you're really asking 'is TK a good choice for an I Win button?' The answer is no. But if you're asking 'is TK a decent power for a dedicated playstyle?' The answer is yes.

As to your other question, a single-enhancement TK likely requires a heavy emphasis on end redux, unless your build leverages an obscene amount of end boosts already. (My ff/psi/psi is currently built around maximizing Vigilance for example.) If you can get away with not slotting an end redux, then I would suggest a recharge redux is your next priority. Situations for TK may not come up often, but when they do, you often find TK useful for several things in a row, and that recharge time after it drops can be a significant problem to your tactics at that time.


 

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On my Sonic/Energy/Psi (build 1 [battle field control]), I use TK liberally when I am in offices or buildings that can't get NPCs caught in them easily. Usually, when the tank/scrappers start to run in, i get behind them and start pushing the enemies into the corner right before they grab the attention of everyone.

That's 5 less enemies hitting the Alpha Soaker with the first barrage, which can be really useful since I, in this build, do not have any ability to heal my teammates. I also find it useful for rounding up loose enemies in larger maps, i.e. last time I used it was in the mish where Malta are taking the Cim castle. We had a 5 man team and the enemies were sort of spread out. I used TK to push the enemies towards the Shield/ Tanker.

It can be useful to split up difficult spawns if you see your team losing health quickly and you can survive 5 pissed off enemies for a moment.

But fair warning, it takes practice and using it too much will anger teammates.

Yet with Sonic Repulsion and TK, I've gotten a lot of practice with mob manipulation on this character.

Yes, I have Sonic Repulsion on my Sonic/ENERGY BLAST/* defender.


 

Posted

I had it on my Dom ( TK comes from Mind Control ) and I hated it, I had to find corners and unless I was paired with a MM, Corr, Def the power sucked because it can cluster mobs into corners.

One use I did find for the power was an emergency power...I would activate the power and almost everything that was attacking me with be repeled.

Since this power has a repel and hold functionality in PvE it is a perfct "Oh crap" button, everyone affected by its anchor is held and pushed as far back as possible.


http://s305.photobucket.com/albums/n...stumes%202011/

 

Posted

The problem with taking it early on a Mind Control is that you don't have Stamina to help it with major endurance cost, and no SO/IOs do help either.

By the by, mine comes from 5+ Storm characters, and 2 38+ FF characters. KB is a tricky thing, but it you know how to properly utilize it, it's an amazing asset to any team.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

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Force Bubble is better.

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Yeah....love when you guys come to pvp...I cant get close to AS? Oh well, BU+Spirit shark.


 

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Whats nice on ff/psi/psi is you can one two punch a boss for a near instant hold with TK + Dominate. Hold the tk till dominate recharges and then dom him again to lock the hold and cut tk

Corners are your friend with TK too

It also makes a good "oh crap" button when unexpected adds come along. The fact that its auto hit and lasts as long as you can afford to maintain it coupled with a reasonable cooldown makes it a good power that requires little slot investment.


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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My ff/psi/psi is currently built around maximizing Vigilance for example

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You must use team teleport a lot.


 

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TK isn't the most useful power in the pool, but it definitely has its uses, and I personally find it a lot of fun to use. Here are a few of the things I do with it some useful, some...not so much:

1) Use it to rapidly stack hold magnitude on bosses and other mez-resistant targets. Applying TK and Dominate in quick succession can take a boss out of the fight very quickly. This is my favorite tactic when soloing Rularuu Overseers.

2) Use it to pin a spawn in a corner for optimum cone damage. In particular, I like to hit a spawn with Tenebrous Tentacles, then TK them into a corner--it makes them easy to corral. Then alternate Tentacles and Night Fall until they melt.

3) Drop it on Dr. Aeon's duplicates in the STF. It won't mez them, but if you position yourself well, the repel will shove most or all of them across the room, out of range of their powers. It makes the Aeon fight much less annoying. Make sure you get the Dark Miasma sucker in it.

4) Grab a Nemesis soldier with it and wander around PI, making citizens flee from the helplessly bobbing nebbish. It's like a parade, only with the drum major in the back.

5) Grab a lieutenant from somewhere in a city zone and float him back to an area where lower level characters hang out. Let them beat up the +3 or +4 mob. When they kill it, pass out some inspirations, and tell them they got some candy from the pinata.

Remember, a power's value is not strictly in its numbers.


The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.

 

Posted

I am all about psionic based powers and love um in my toons but telekinesis is one that i didnt like. I took it and respeced it out within a few days. It is good at getting large groups pissed off at ya lol and it can be useful to group together a bunch of baddies for other teammates in a jam. I would say with one slot go reduce endur. Or just make an active build and skip out of it if you dont want to respec.


 

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It's great for Kinetics/ as it helps you move your power-batteries to stupid blasters etc that don't understand your powerset but I would guess Dark/ has better tricks up its sleeve already. Swap for Mass Hypnosis or Dominate (stacks with Petrifying Gaze) maybe?


Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor

 

Posted

Some things to watch when using TK:
1) Blue bar. This power is a major end hog.
2) Mobs you missed on the initial firiring. If you miss one or two because they are outside the cone, they will attack as normal. If any of these attacks can cause toggle drops, you will die fast, as you have the aggro of the mobs in the TK wave.
3) Dropping mobs as the effect pushes them towards the wall/corner. Once they fall out of the effect, they don't fall back in. See #2.
4) Bosses. Bosses will be carried by the wave, but not held unless they are already under another holds mag, or if another hold hits them while they are in TK.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

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Just to elaborate on Snakebit: Some mobs resist the Repel 100%, Carnie Strongmen for EG. but if they are Lts. or below they will still be held, motionless, and all other mobs who don't resist Repel that come close to the Strongman will be pushed away from you as normal.


Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor

 

Posted

[blockquote]5) Grab a lieutenant from somewhere in a city zone and float him back to an area where lower level characters hang out. Let them beat up the +3 or +4 mob. When they kill it, pass out some inspirations, and tell them they got some candy from the pinata.[/blockquote]
Really, do you need any other reason than this?? Genius.

(On a serious note, if you took the ST hold from the pool as well, it and TK are a useful one-two lockdown of a boss. W/ Dark Miasma, you can also use this to Tar Patch a corner and TK spawns into it -- and keep them there.

I like the power on my Controllers/Dominators. It *is* an edurance hog (slot w/ an EndRed/Rech set IO or just an EndRed common IO) and it *does* take some practice, use, and failure. But you can do some nifty things with it. If you solo alot, you can play with it extensively, although Mass Hypnosis may be better for the dedicated solo-er.

In either case, enjoy.)


 

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My cold/rad/psi plans to make extensive use of it. With Heat loss up, I can toggle it with no fear of it dropping