PvP Telekinesis
Defender epic telekin was the one that was bugged and as far as I can tell it was fixed in i17 patch.
PFF is still great defense, average toons will prob be shooting 10-20% tohit without additional tohit/ac buffs.
I am PL in RL.
Freedom- Magnet Man, Hott Sauce, Stand-Up Comic
What about the controller version of TK though? This still a perma hold + repel?
No. TK now does no repel and shuts off either after six seconds or when the target takes damage. In other words, they took a power that was already really good and made stupid good provided you can leverage it.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Sorry you confused me there... how does this change make its stupidly good?
If it no longer repel's and shut off after 6 seconds, it kinda seems exactly the same as any other hold but with as a toggle that gets knocked off on damage, which seems just like a sleep power instead of a hold.
It's because they can't do anything to prevent the hold. Think of it as a toggle autohit cage.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Yeah but defence doesnt do much anyway in pvp now
Im guessing the 6 seconds still gets reduced by any resists to hold?
No.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Ahh in that case I can see why its good lol.
Hmmm...Not so fast Sun.
Keep in mind it is a mag 3 hold, and the endurance count is 3.12/s which is one of the highest endurance expending pwrs in the game. Endurance is a precious commodity to a Controller despite some nice bonuses available now to reduce it. However, you have to think of how often will you be able to use it in a zone of multiple targets, along with how often can you afford to use it, without limiting your ability to use other powers?
I used to love using TK once upon a time ago, but it's not worth it now. Especially when you can't slot unique IO's in it for bonuses and reduction.
Just a thought to consider.
Hmmm...Not so fast Sun.
Keep in mind it is a mag 3 hold, and the endurance count is 3.12/s which is one of the highest endurance expending pwrs in the game. Endurance is a precious commodity to a Controller despite some nice bonuses available now to reduce it. However, you have to think of how often will you be able to use it in a zone of multiple targets, along with how often can you afford to use it, without limiting your ability to use other powers? I used to love using TK once upon a time ago, but it's not worth it now. Especially when you can't slot unique IO's in it for bonuses and reduction. Just a thought to consider. |
Slot a couple end redux so it costs 11.25 end (over 6 seconds) instead of 18.75. Could go hogwild and do three. Base end cost of mezmerize is about 8 end in one second.
Should be able to get the recharge down to 20 seconds pretty easily.
Its still pretty useful for setting someone up for a spike or getting them out of a fight. Not a lot of other powers which will autohit and shelve someone for that long.
Quartermaine is correct ( I did that last time I used TK), but also is pointing out the disadvantage. You are looking at 2-4 slots solely for end reduction and rechargeon a situational pwr. Skip the recharge, which would be cool based on how often you would use the power and it does have it advantages as Quart and Mac pointed out. Again, these 2-4 slots cannot use bonus IO's.
Ultimately, to each his/her own. It's been 2 yrs, maybe I will test it and see what if feels like in todays pvp.
Well I ended up going with 2 end reductions and 2 recharge IOs, which leaves me set up pretty nicely when i need to heal, since I use this, then I use aid self so I dont get interupted then stick dominate on top of that and continue to attack.
Way I see it is as an autohit sleep power, not a hold. It also works wonders vs defence based charecters, hit TK then hit dominate over top and there dead meat
It is definately useful, I wouldnt say its overpowered, but I would say it makes up for not having a pet when its combined with the fear power later in the set too... Fear is vastly under rated particularly in this new system.
Nice feedback...I LOVE FEAR...and few AT's has much resistance to it. I've kept it on my build for years now. Different ways to slot it, but definately slot some damage in it.
Sleep instead of hold, huh? Hmm, let me give this puppy a whirl again.
thx
Hmmm...Correction, TERRORIFY, not FEAR. :-)
Defender TK is still broken.
Quartermaine is correct ( I did that last time I used TK), but also is pointing out the disadvantage. You are looking at 2-4 slots solely for end reduction and rechargeon a situational pwr. Skip the recharge, which would be cool based on how often you would use the power and it does have it advantages as Quart and Mac pointed out. Again, these 2-4 slots cannot use bonus IO's.
Ultimately, to each his/her own. It's been 2 yrs, maybe I will test it and see what if feels like in todays pvp. |
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Is this still as OP as it used to be?
Meaning your enemy carries on floating back until you run out of endurence or does it detoggle after so long now? If so how long is the timer?
Also its been stated PFF isnt worth it anymore, if stacked with other defence powers, is it still pointless? Im getting a total on mids of 117% defence with PFF on, thinking DR will hit is heavily but will still be over 45% softcap, which should be just as good as elude still?