telekinesis


Amber_V

 

Posted

this power can be could for solo, but whats it's job for team play?

*edit* well found one now (team mate dead, enemies all over, repel them away)


 

Posted

Or... Push enemies into a nice corner where they can sit and think about all the bad things they have done.

At least thats how I use it. Then I throw in the blaster.


 

Posted

Some see it as push some mobs you're trying to defeat into more mobs despite everyones endurance bar thinking "we could do with some recovery time here". It is a power for holding enemies back in dead ends or corners, to me, so situational. Or if like with Gale/Repel you have to protect yourself from melee then use it. I've had to ss with mine to timely deter the traffic away from compromising situations.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

An alternative use is if someone's in trouble with a boss bearing down on them, and they don't have the means to withstand it, fire Telekinesis --> Dominate. TK fires near instantly at 0.4 seconds, so that gets you an instant boss-hold in about a second. Can simply turn it off once the second Dominate's fired.

Telekinesis can be useful for pinning parts of a group against a wall to take up to 5 out of the fight while you cycle single-target mezzes at those not pinned, or for pushing a group back into a debuff field like Freezing Rain or Rad or Dark's anchor. Just best to be wary of turning it off before it pushes the anchors away in those cases.


 

Posted

TK is a situational power which can easily annoy your team mates. First of all as most KB and Repel powers it requires practice to use it effectively.

I keep TK on Psy for one reason other than very rare use of it, holding PFF using enemies (like big bad Nemesis robots).

(Still wish TK like X-Men Legends one tho', it is very fun to throwing enemies down to chasms with that power or tossing enemies each other )


 

Posted

Telekinesis is very handy if you're /kinetics, as you can ferry around a minion for health/endurance/speed/damage (solo, or on teams). It takes practice but it's pretty predictable once you get the swing of it.

Besides all of the other reasons mentioned, you can also use TK on something that resists it (say, an AV) and any minions/lts/bosses won't be able to get very close to the AV without being repelled, but the AV itself will stay put. Useful I guess if you want to keep an area safe, just watch out for the AV :P


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