Fulcrum Shift Confusion
You can use it from range, but then you'll miss the big boosts that radiate from the mobs, and only get the small boost from around the caster. If you use it at melee range you'll get much bigger DMG boost
Thanks for the fast reply Max.
You mean I myself will, or my teammates? because if I run into melee range, then the casters will get nothing at all.
Edit: Beginning to think this is down to party makeup, in a scrapper heavy team what you said makes perfect sense, but in a blaster heavy team for instane, or a balanced team...
as you're aware, many of the kinetic powers work best in melee range. you'd probably do well to set up a bind saying that you're about to fulcrum shift in a few seconds so that back-line toons know to cram in around you for it.
Its sort of a Ranged AoE. All enemies within a certain radius of the target will get -Dmg and all teammates within a certain radius of the target and all affected enemies will get +Dmg.
I find its best used after a Tank herds all the enemies together (so they are close) then the rest of the team charge in and fulcrum shift is fired off. Anyone in the middle gets the full effect and anyone further away gets less.
If used from range, the melee types will get full effect apart from the 50% buff you yourself radiate, and any casters near to you will get the 50% buff...
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
Ranged AoE Debuff, you will only get the buff from the radiated fulcrum (not the Siphon power style one) if you are in melee, maybe a bit more, range of them.
1 Fulcrum shift
1 Enemy
If you cast it away from the enemy, you get one buff (I believe it's 25% dmg buff). The enemy will lose 25% dmg as well.
If you cast it, when you are next to them, you will get the 25% buff from the buff which is PBAoE, and the buff which is Targetted AoE, giving a total of 50%.
If there is a mob of 9 enemies, and your team is standing within range of all of them, they will get 225% Dmg buff, and each enemy will lose 25% dmg. If you are in the mob with them, your teammates in range of you will get an extra 25% buff from your PBAoE.
So yes, in a way it is better to do it in close, especially if you attack, but it's not essential.
Thanks for the replies guys.
Having played with it more now (and got some acc in it, which helps immensely of course), I've found it does work how I thought and how various peeps have commented, but it depends on the group.
I had one group last night that was tilted in the favor of melee chars, in which case I ran in so that they got the buff from me as well, but any ranged chars got nothing.
The second group was mainly ranged, and they didn't run in anywhere near melee range during combat, so I stayed back with them, allowing them to get the buff from me, and the melee chars to get whatever they got from the mobs.
I myself don't have many attacks right now (until 35/38 and a spec rethink), but when I do, I appreciate I'll need to be in melee range if I want the big buffs
Thanks again.
If you're willing to run in every time and warn people you're going to be using it, it would give ranged characters a chance to get the full benefit of the buff - it's a fantastic buff for Blasters, and a shame when they miss out on the (often huge) enemy-based part of it. My two Blasters tend to stick close to the enemies anyway, thankfully, but plenty of people play Blasters who work mainly from range.
When I say 'warn', even letting teams know at the beginning of how it works, rather than saying every time, would probably be enough - I used to team a lot (on a Controller alt of mine) with a Kineticist who would just warn her teams every-so-often that if they wanted buffs and heals, they needed to get in close and stay there. We all did, and we powered through mobs with few deaths on most teams she ran. It can be hard to convince some people they're really safer and better off standing toe-to-toe with the mobs, but it works.
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When I say 'warn', even letting teams know at the beginning of how it works, rather than saying every time, would probably be enough - I used to team a lot (on a Controller alt of mine) with a Kineticist who would just warn her teams every-so-often that if they wanted buffs and heals, they needed to get in close and stay there. We all did, and we powered through mobs with few deaths on most teams she ran. It can be hard to convince some people they're really safer and better off standing toe-to-toe with the mobs, but it works.
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Thanks, good point.
I designed a bind to warn I was going to unleash it, then realised with 3 recharge SO's in and having Hasten/Siphon Speed running a good portion of the time i'd be spamming it
every 20 seconds (with hasten) or 30 or so without - mega annoyance.
I've already got binds saying "Please tell me if you DON'T want Speed Boost (+spd, +recharge, +recovery) or if you DO want Increase Density (resist knockback, hold, immob, disorient, resist energy/smashing dmg)." and "$target is centrepoint of Transfusion, please stay near him/her to take advantage of it." so it wouldn't be hard for me to adapt it to warn about Fulcum.
Thanks
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I had one group last night that was tilted in the favor of melee chars, in which case I ran in so that they got the buff from me as well, but any ranged chars got nothing.
The second group was mainly ranged, and they didn't run in anywhere near melee range during combat, so I stayed back with them, allowing them to get the buff from me, and the melee chars to get whatever they got from the mobs.
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That's exactly the way I use it, adjusting tactics to keep the teams damage output as high as possible.
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I myself don't have many attacks right now (until 35/38 and a spec rethink), but when I do, I appreciate I'll need to be in melee range if I want the big buffs
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Yep but be prepared to go splat now and again, especially to mobs with lots of AoE damage - Nemesis are one that spring to mind.
Oh and FS and your nuke (if you decide to take it) is really quite good fun
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
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My two Blasters tend to stick close to the enemies anyway
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Quick derailment - ain't it great how kinetics seem to pick up a small group of players that adapt completely to the kinetics playstyle? Speed Boost is an addiction...
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
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My two Blasters tend to stick close to the enemies anyway
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Quick derailment - ain't it great how kinetics seem to pick up a small group of players that adapt completely to the kinetics playstyle? Speed Boost is an addiction...
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Yes, but it always makes me a bit sad when someone just doesnt get it.
Quick semi-related question. What is the damage cap for defenders? I'm kinda fearing it'll be annoyingly low so slotting damage enhances on top of FS will be useless.
EDIT: And Speed Boost is the best thing since sliced bread. It required restating.
Defenders, Controllers and Tanks all have 400% cap.
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Defenders, Controllers and Tanks all have 400% cap.
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One of these days I'll label you the City of Numbers Encyclopedia.
Thanks!
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My two Blasters tend to stick close to the enemies anyway
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Quick derailment - ain't it great how kinetics seem to pick up a small group of players that adapt completely to the kinetics playstyle? Speed Boost is an addiction...
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You have SB? GIMMEEEEEEEEEEEEEE
Stone tanks are the easiest victimes of SB addiction!!! but it's so true I've actually made it a part of my toons background fluff!!!
I'm anxious to get this power and I'm close to level 30... is there any secondary power from the sonic attacks pool you would suggest to use together with this?
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I'm anxious to get this power and I'm close to level 30... is there any secondary power from the sonic attacks pool you would suggest to use together with this?
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your nova at lvl 38!
run in to mob. Fulcrum Shift. Explode!
You will have amazing fun
Saying that I imagine the AOE powers from sonic will work nicely with fulcrum shift.
Run in to mob. Fulcrum Shift. Howl! Shockwave! Sirens Song! One dead mob
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I'm anxious to get this power and I'm close to level 30... is there any secondary power from the sonic attacks pool you would suggest to use together with this?
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Ummmm, any.
My highest corruptor is sonic/kin and as long as I don´t run out of enemies I don´t run out of fulcrum shift. It´s screamtastic!
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
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I'm anxious to get this power and I'm close to level 30... is there any secondary power from the sonic attacks pool you would suggest to use together with this?
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The buff lasts long enough (and can be made to stack ) that you can run through your entire attack chain a few times.
As Kin/Son, Once you hit 38 try Siren's Song to put them all to sleep, then run into the middle and hit Fulcrum Shift. This will not wake them. Then use Amplify, and hit Dreadful Wail. The combination of -res from Song, +Dam from FS, and extreeeeme damage from Wail should put everything under, and give you some HUGE orange numbers.
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
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I'm anxious to get this power and I'm close to level 30... is there any secondary power from the sonic attacks pool you would suggest to use together with this?
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The buff lasts long enough (and can be made to stack ) that you can run through your entire attack chain a few times.
As Kin/Son, Once you hit 38 try Siren's Song to put them all to sleep, then run into the middle and hit Fulcrum Shift. This will not wake them. Then use Amplify, and hit Dreadful Wail. The combination of -res from Song, +Dam from FS, and extreeeeme damage from Wail should put everything under, and give you some HUGE orange numbers.
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Siren's Song doesn't do -res. The Sonic Blast's only -res powers are Shriek, Scream, Howl, Shout and Screech. The Hero Builder is wrong. However it is still a valid tactic.
@Unthing ... Mostly on Union.
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your nova at lvl 38!
run in to mob. Fulcrum Shift. Explode!
You will have amazing fun
Saying that I imagine the AOE powers from sonic will work nicely with fulcrum shift.
Run in to mob. Fulcrum Shift. Howl! Shockwave! Sirens Song! One dead mob
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This is one of the best things about this power set. I had Rad as my secondary so it was grea t as a starting de-buff...
...follow the tank in, shift, fire of your nuke, pop a CaB, hit Transference and your ready to mop up whatever is left.
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The buff lasts long enough (and can be made to stack )
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And this is also what makes this power great, nothing is better then when you see a line of little blue circles right across your screen when you hit a couple of great Shifts. As for the diference in ranged/ mele. Up to your style. The big diference is you average 2 buffs at range and in mele it goes from there.
Ah, well should be ace even without -res.
Sonics is lucky, it gets around the evil conundrum that I faced with Kin Def epics - Power for Buildup (And evil transference) or Psychic for aggro-less FS?
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
OK, I'm officially confused (some will say "nothing new here" ).
Got fulcrum shift last night, and took it to be as the description ingame and in the hero builder describes - target enemy in group, fire Fulcrum, enemy debuffed, all enemies in range of him radiate +DMG to chars in range, I radiate +DMG to chars in my own range.
However, a controller on our team insisted that it was a Melee range attack, and that I was using it wrong. When I said "but, the description says 'ranged'..." he said basically "Look, I've got a high level kinetic char myself".
Can someone elaborate, am I missing something important or was the guy just wrong.
Copied the skills description ingame and in the char builder below:
Ingame:
Ranged (Foe AoE), Foe -DMG, Team +DMG
Fulcrum Shift drains the power of a targetted foe and all foes nearby, transferring it to all adjacent allies, the caster, and those near the caster. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power your allies recieve. Fulcrum Shift can dramatically turn the tide of a melee battle.
Hero Builder:
Click | Target | AoE (30 Ft)
Rng: 60
Fulcrum Shift is the crowning power of Kinetics and delivers upon its' promise of "dramatically turning the tide of battle". This power acts as a mass Siphon Power. The target of this power and enemies within the AE get hit with a Damage Debuff. Each affected enemy then radiates an AE damage buff for you and any allies near that enemy. You also create an AE buff that is centered around you as well. Just a small cluster of enemies can easily add 100% damage to those in melee range and if you hit the right clusters its possible to stack icons from one side of the screen to the other. This power's effect also stacks with those of Siphon Power. This power can make every member of your team hit the +damage cap for their powers. Fulcrum Shift provides one +25% damage buff per enemy affected by this power. In addition the user of this power radiates an AE buff that provides a +50% damage buff. Each target affected by Fulcrum Shift suffers a 25% reduction in his damage dealing. The target's damage cannot be reduced to less than 10% of his original damage. This effect scales with the relative level of the mob.