Why Repulsion Field?
It's rather redundant when you get something that's more affective and costs less later in your career. The only plus I can see for it is that it will actually knock the enemies back, providing some mitigation, unlike force bubble which only provides repel(with a chance for KB if they manage to get in the bubble.
Other than that, yeah, rather useless.
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I prefer Repulsion Field over Force Bubble due to the KB it provides. It allows a greater ability to take mobs out of the equation than Force Bubble. It also allows for set slotting, whereas Force Bubble does not. Its mainly personal preference, and trying both in many situations, I prefer RF.
The point is FF is one of the loosest builds in the game. Plenty of skippable powers, and you can still softcap your d00dz. FF is also the most boring secondary in the game. Sonic is slightly more entertaining. Slightly.
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I find FF a very fun and active secondary, however, I'm not a bubbling buffbot. I'll bubble everyone, but I use KB powers, my PPPs, and others to stay very active.
Well, I guess I'll put Repulsion Field off until I have nothing else to take. I can always respec later if I'm not happy.
I wasn't really planning to use Force Bubble for mitigation, though. More to pin things against walls and into corners to maximize the Assault Bot's potential damage. We'll see how that goes when I actually take the power.
For what it's worth, though, from the limited experience I had with Repulsion Field on my Energy/Energy/Force Blaster, I HATED HATED HATED it. It had the tendency to do "Now watch me make all of your endurance disappear!" and it knocked enemies, like half a mile away. Funny to watch, but at that cost, just... Horrid.
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Why is it there you ask?
Among other things its because some critters will get past that Force Bubble with almost no problem but get hurled away from Repulsion Field. Getting smacked around by Warwolves for instance is a fast way to appreciate having the knockback toggle as the doggies laugh at that repel bubble
Well
Between near-defence-soft-capped robots and myself hiding behind two shields and Bodyguard, it's rare that anything short of a really big boss or an elite boss can actually get past my defences and do some meaningful damage. I can certainly understand them mitigation potential of a knockback toggle, but I don't see... The need, I suppose I could say. Mitigation isn't really one of the things I lack, and against the few things I actually lack, knockback isn't really going to work. Experimenting with Force Bolt has shown me that much.
I'm not actually looking at force bubble as a form of mitigation so much as a tool over the control of positioning. I actually don't WANT to keep things 50 feet away from me, because that would mean my darling Assault Bot wouldn't get to use his Flamethrower much Not that he uses it much now anyway, stupid bot.
If only it didn't cost quite as much...
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Well, having tried Repulsion Field, I have to say it's good at what it does, but man that cost! I may, at some point, be able to slot it in such a way that it's usable, but for now... I can't use it. And besides, I still don't have Force Bubble to play around with.
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I'll keep this to a simple question - what is the point of Repulsion Field from Forcefields? Specifically, what is its point when Force Bubble appears to do pretty much the same thing for half the cost and five times the AoE range? I mean, I can see what use the power may have for a Mastermind - keeping enemies from coming into melee range of you, but it seems like Force Bubble does that even better and doesn't cost as much?
So what's the point to taking Repulsion Field?