Psychic Mastery: Telekenisis
Well, TK works as the following:
1. It´s a toggle, so you can use other powers but TK costs very much endu
2. If you stack up with Dominate you can held more then 1 opponent
3. TK has a repel component, so if you use it all mobs in range of it will just fly away....against regular mobs imho a no-go, even against Romulus in the ITF it should not be used, he also flies away.
I got TK on my kin deffer, but i do not use it often, maybe against some AVs that´s all.
I would personally recommend to take any other power but TK
Ah I forgot about the repel part, that confirms my fears then so I will just drop it and pick up Freeze Ray to stack with Dominate.
Edit: Thank you
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You´re welcome
TK is a hard power to learn and harder to master in my opinion and I will happily admit I haven't (yet) on my Mind Controller.
Its very good if you have a corner you can group them into as otherwise the repel can actually push foes out of the field of effect.
There are some YouTube videos which try and teach you how to use it but Im at work at the moment so can't look them up, sorry!
If you wanted to experiment with it you could always take the power at lvl 49, slot it with two endurance reductions and that frees up two slots for other powers right at the end.
I have been looking at a build for my Cold/Ice defender (Which will probably end up on another post soon) and am considering taking Telekenisis from the Psychic Mastery pool and would like some opinions.
At first I just though it was just an incredibly quick activating single target hold so dropped both Freeze Ray and Bitter Freeze Ray in favour of Dominate and Telekenisis, now I have realised it is actually an AoE hold.
So my question is this: How good does it work out in practice? Can it be used to hold most of a mob? And while it is active can I still use other powers?
British by act of union, English by grace of God, Northern by pure good fortune!