Group Fly on a Ninjas/Dark MM


AllYourBase

 

Posted

How bad is the -25% ToHit penalty? Is it too severe to make the power useful? I'm just looking for solutions because I've noticed that my Jounin are basically powerless against flying/hovering enemies, and I'm not sure I want to take Mace Mastery just to be able to put them on the ground (with the immobilize power from that set, which inflicts fly protection.)

Are there any better solutions?


 

Posted

You know, for the longest time I reviled Group Fly as one of the most useless powers in the game. Then on my mercs/storm I found myself on a narrow ledge in Oroborous with my pets knocking demons and thorncasters out into the open air and jumping down after them. One by one they were isolated and killed.

On a lark I burned a freespec and took Group Fly, and the next time I was in that situation I used the power to great effect! Situational? Yep youbetcha. But when you need it it's gold.

Like Master Tsun said: "Those skilled in attack move in the highest reaches of the Heavens."

With regard to the -25% ToHit penalty, remember Supremacy gives 10% ToHit, so take tactics and slot a Kismet +6% ToHit and call it a day.

EDIT - except I'm an idiot. Obviously the Kismet would only affect you. That's what I get for posting in the middle of the night. Still, for the situations where you'll need group fly, the less than 10% ToHit net debuff (tactics and supremacy) that you'll have will hardly be noticed if you're inclined to go the group fly route.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Teleport Foe ?

I don't even get why they have a accuracy penalty to group fly. No one likes it. Everyone in a group who remembers it has a accuracy penalty will get mad if you have it on. I just don't get it.

Devs in a room thinking up new powers...
HEY guys great idea.. Lets make a group power that cost lots of endurance for the player.. Has limited use and give it a accuracy penalty to boot.

Everyone cheers.

I compare it to putting a tax on tax..

I've said it time and time again.. Make it a group only buff that the player can dole out as he wishes. Make the player owning it responsible for the endurance use and if the MM gives it to his pets the MM then pays for the endurance. And remove the accuracy penalty. This way your giving actually giving someone a reason to pick up a third power from the flight pool. Further remove that distance cap on it that makes everyone fall.

Nutshell You have to give someone a reason to use this power. Otherwise what is the point when you can pick up a temp flight from Gandville for the jetpack. Or buy a IO on the market.

I mean really this is something I almost find petition-able it is such a horrendous power.


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Posted

Quote:
Originally Posted by plainguy View Post
I don't even get why they have a accuracy penalty to group fly.
To my understanding, vanilla Fly used to have an accuracy penalty so they probably put it on Group Fly as well but neglected to remove it when they removed it from Fly.


 

Posted

Quote:
Originally Posted by Zamuel View Post
To my understanding, vanilla Fly used to have an accuracy penalty so they probably put it on Group Fly as well but neglected to remove it when they removed it from Fly.
They removed the accuracy penalty from fly? I missed that! When did that happen?


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Whenever it was, it had to have been before I14 since that's when I joined the game and it wasn't on Fly then. I really hope Group Fly gets a buff at some point. The end cost is soul crushing enough as it is and it's a little messed up that the strongest non resistable accuracy debuffs affects your own team.


 

Posted

They removed the -toHit debuff from Fly when they instituted travel power suppression. It was originally intended to reduce "Jousting" by making your attacks more likely to miss. Instead, now you simply slow down to the point where you can't get away for a few seconds.


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Posted

Which brings up another fun point. Pets in Group Fly don't seem to get travel suppression. Another way to help get past the to hit debuff is to call in the airborn rangers. Mercs throw out -Def like fairy tales hand out morals. You can even take Burst yourself to help start the -Def cascade. Group Fly is still very situational, but knowing when to use a power well is half the fun for me.


It's not how many times you get knocked down that count. It's how many times you get up.

 

Posted

Quote:
Originally Posted by ImpulseKing View Post
Which brings up another fun point. Pets in Group Fly don't seem to get travel suppression.
I was under the impression that neither Group Fly nor Hover had suppression for the user. It's just that both are slow (and GF eats endurance like candy).


 

Posted

Group Fly may eat endurance like children with candy ... but by the same token since you're most often using more like a Group Hover than a Group FLY power, it's perfectly acceptable to slot it up with only two common 50 Endurance Reduction IOs and consider the power fully slotted. That means it's a relatively "cheap" power to slot ... unless you want to put Fly Enhancement into it. Odds are though that you won't be using Group Fly as your Travel Power, so there's no pressing "need" to slot it for Flight Speed.

And as already pointed out, Mercs would most likely derive the greatest benefit from a MM using Group Fly by virtue of their plentiful Def Debuff attacks which counter the Group Fly accuracy penalty. Might be something to seriously consider ...


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Posted

Quote:
Originally Posted by ImpulseKing View Post
Which brings up another fun point. Pets in Group Fly don't seem to get travel suppression. Another way to help get past the to hit debuff is to call in the airborn rangers. Mercs throw out -Def like fairy tales hand out morals. You can even take Burst yourself to help start the -Def cascade. Group Fly is still very situational, but knowing when to use a power well is half the fun for me.
This. Slotted, Tactics gives @10% ToHit and Supremacy gives 10% ToHit. The def debuffs in mercs (and I can't believe I'm actually going to say something in favor of def debuffs ) is a huge benefit here, so long as you realize you're not going to be zooming around and fighting. Too far in any direction, and your mercs end up out of its radius and drop from the sky. Round a corner, and they end up out of its radius and drop from the sky. Sneeze, and they somehow end up out of the radius and drop from the sky.

However, using it to hover up to a ledge or balcony - or just up out of melee range - for a tactical advantage is awesome with a slice of bacon on top!


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies