2 questions: Telekinesis AND Repel


BCastro

 

Posted

Is Telekinesis in the Mind Control power set useful? It seems to be a waste with only thematic use.

And how about Repel in the Kinetics power set? Again, seems like it could be useful, but on the right teams and played right, fairly unnecessary compared to other options.


 

Posted

Telekinesis can be very useful (mag 3 toggle AoE hold + repel), but it is a power that requires some practice. You need to learn to use walls and geometry. Check the Controller Guides section. Somebody posted a video guide on youtube recently.

I've never found much use for Repel.


 

Posted

it's an amazing power when you have walls or corners to pin mobs against. check on youtube for the video it's very informative. Because of that video I'm now leveling a mind/rad and a mind/ff troller.


 

Posted

Telekinesis can theoretically be useful if you practice and can tolerate the repel effect. However, it's my belief that Mind is more than capable of keeping groups locked down without it, and it's more hassle than it's worth, especially with the awful end cost.


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Posted

I love TK, it's situational, but I can usually find a use for it every couple of missions, even if it's just for mob re-positioning to use for other controls.

Repel is far more situational due to the nature of kinetics. That being said, if you know how to use it correctly it can be an excellent source of damage mitigation, something kin doesn't do very well.


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Why /duel is a bad idea

 

Posted

I have heard of, but never tried, using Telekinesis and putting Detention Field/Sonic Cage on the anchor. For those 30 seconds you'll have a small pulsing AoE hold without the repel.


 

Posted

Not that I've tested it, but I don't believe that would work. If the repel were a power granted to the anchor (it's most decidedly NOT), then that would work splendidly, but both the repel and hold are just an AoE originating from you. The anchor wouldn't be repelled, but the guys next to him still would. Until they got out of range of the anchor, and then they'd top repelling... and stop being held, too.


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Posted

Quote:
Originally Posted by Dispari View Post
Telekinesis can theoretically be useful if you practice and can tolerate the repel effect. However, it's my belief that Mind is more than capable of keeping groups locked down without it, and it's more hassle than it's worth, especially with the awful end cost.
On my Mind/Storm, I find that I don't use Telekinesis on a regular basis, but I do keep it around. If a boss absolutely has to be held right now, or if I need to take everything out of the fight for a moment to give the team breathing room, I'm glad I have it.

Repel might be useful on a kin/energy defender, or maybe an illusion/kin controller, in that there's already a bunch of knockback inherent in some of the other powerset, and Repel would provide fairly controllable additional knockback. I don't tend to see people using it, though; if that's the sort of thing you want to do, Storm is, in my opinion, better suited for it.


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Posted

Telekinesis is fairly situational but can be rather useful. You can never have too many forms of control. Also, it can be fun if you enjoy knocking mobs off of buildings/cliffs.

Repel I hardly ever use and will respec out of (though it can be fun to go Repel bowling or use on mobs in a very small room). Most Kinetics powers require you to be close to the mobs so a power that knocks them back is usually counter-productive. I will be making a PvP build that will definitely have Repel, however.

Edit: My toon is a 50 Mind/Kin and I currently have both powers.


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Posted

Quote:
Originally Posted by Fleeting_Whisper View Post
Not that I've tested it, but I don't believe that would work. If the repel were a power granted to the anchor (it's most decidedly NOT), then that would work splendidly, but both the repel and hold are just an AoE originating from you. The anchor wouldn't be repelled, but the guys next to him still would. Until they got out of range of the anchor, and then they'd top repelling... and stop being held, too.
Well, you're quite right on that Fleeting. I rolled up a Mind/Sonic to give it a quick test. Enemy mobs were pushed back and out of the effective area of Telekinesis. It was not the pulsing little AoE I had imagined, but still a good control if they endurance cost weren't so heavy.

When you cage your TK anchor you can set up a small area of repel/hold. As long as you keep the anchor between yourself and the enemy they will move toward you and be caught in its effect, pushed back a small distance (not the maximum distance of TK, which is quite long), then come charging at you for another round in the TK field. To me, it was a good bit easier than manipulating mobs around especially on open maps.

For Forcefields this tactic is overshadowed by Force Bubble, but Sonic might be able to make good use of it.