Most Underrated Power?
Eclipse.
Because no matter how awesome people think it is, it's not enough.
More seriously:
Soul Transfer and Rise of the Phoenix, specifically for tanks. It is a rare breed of tanker that can hold his aggro through defeat.
Where to now?
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I'd vote for Rise too.
I think Sleeps in general are pretty underappreciated. In massive, messy AoE-fests they don't offer much, but on small teams, duos, and solo they are crazy powerful.
Eclipse is the kind of power that is so awesome it makes me worried it'll get nerfed. I really hope that never happens.
I never disliked self-rezzes as much as most people. I always pick them up and find them quite handy. And it sure is fun on my Dark Tanker to run into a group that is a bit more than I can handle, tank them until I die, and immediately get back up and continue tanking them. The stun from Soul Transfer usually means that what's left of the group is something that I now can handle.
Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!
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Sleeps are very underrated.
Leadership Buffs, while hot on the forums, are not so well understood by many in-game players.
Combat Jumping, another power that helps you out, but because it's doing it's job you never really notice =D.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
Repel and Repulsion Field. Neither will completely change your world but I try not to skip either. They are victims of the "if its a toggle it must mean it has to stay on 24/7 or else its useless" mentality. Missing the fact that both are autohit, and neither causes run speed suppression (more important on Force Field than Kin).
I agree about Rise of the Phoenix. I think people miss the point when they say "if it killed me once, it will kill me again." The point is you can take on enemies that you normally have maybe a 70% chance to beat, with absolutely no care in the world. When it's recharged on my Scrapper it's such an open invitation to complete recklessness, with an easter basket made of fire and stuns if things happen not to work out.
Being underrated in game is quite different to being underrated on the forums.
In game, support outside of heals is underrated because there's a significant amount of players that are terrible, and even in a team filled with cold/ & FF/ defenders would still thank the Empath for the heals and believe that to be the truth.
On the forums people are a lot more educated so here's my list:
Fearsome Gaze & Howling Twilight.
Every single dominator APP.
Fortitude
ROTP for sheer fun
I would say To-Hit buffs.
Folks think To-Hit is just another way to say accuracy but they don't realize that the formula is: To-Hit * (1 + Accuracy as a Decimal).
Basicly To-Hit not only increases your chance to hit by the stated amount but increases how much accuracy affects your chance as well.
Thats why I run tactics on any character that can afford the power slot and endurance cost.
Heals are easily the most overrated in game and most underrated at the boards.
A game is not supposed to be some kind of... place where people enjoy themselves!
I recently had an eye-opener myself: web grenade. Stops running AVs in their tracks AND recharge debuff.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I immediately thought of knockback powers.
Repulsion Field/Repel are up there. Like Tex says, they're autohit.
Keeping a +5 boss off his feet is pretty cool.
I'd also add Bonfire as a vastly underrated power. Used anywhere indoors it can keep the chosen enemies both unable to attack and cause them a lot of damage. It can be a click round the corner no-risk defeat for some troublesome types.
My Fire Blaster loves it.
Smoke Grenade
Let's say the goal is to click all 3 glowies without having to fight that mob. A stalker can't do it with Hide. Hide is going to suppress and that stalker is gonna get seen. A steath IO thrown into Superspeed isn't gonna get at all three glowies. That steath is going to suppress. That Master Illusionist is going want to know what you're doing in her boxes.
Smoke Grenade is going to add the value of a stealth IO to that mobs perception. Smoke Grenade brings an even level minions perception to 8ft. That allows access to all three glowies without the Master Illusionist knowing about it. Even if you don't have any stealth at all.
Now a whole lot of people aren't ever going to be the postion of having to click all three glowies, or tping the team to the last room, or even speed running tip missions to get as many A-merits as they can. If this are activities you do participate in, Smoke Grenade is a very valuable tool.
Full Auto. Yes, it does less damage than most of the other set powers. But it also has the best recharge and has crazy range. I love it and so should you.
Let's say the goal is to click all 3 glowies without having to fight that mob. A stalker can't do it with Hide. Hide is going to suppress and that stalker is gonna get seen. A steath IO thrown into Superspeed isn't gonna get at all three glowies. That steath is going to suppress. That Master Illusionist is going want to know what you're doing in her boxes.
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Jump Kick
Fast recharge and ok activation with knockup melee attack!
Which means it can be slotted with knockback damage proc and a slew of other melee damage procs...turning it into a pretty dangerous spamable attack (with a soft control)!!! Put in the purple melee damage proc and suddenly you have a very fast recharging monster on your hands.
Mew
i think confuse powers are highly under-rated, confuse is one off the best control types out there
Yeah, knockback in general is also unfairly demonized.
It can be an annoyance to some players and especially to melee archetypes, but it really is a good bit of mitigation. An enemy flying through the air and taking a while to pick themselves up is not attacking you. It takes a little attention to not overuse it, but used well it is quite awesome.
I took Jump Kick as a joke on one character, and I was surprised that it wasn't bad, as I'd assumed. Animation is a bit longish though, and I'm not sure what the strange puff of air effect after it's done is supposed to be.
Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!
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Thunderclap. It gets dissed because it only stuns minions. That still means a whole lot of minions are stunned. It recharges very fast and can take some really spiffy IO's.
Tornado. People just see the knockback and miss the damage, stuns, and debuffs.
Force Bolt. Doesnt do much damage, it does recharge fast and keep just about any one to two targets off of you.
Force Bubble gets a lot of hate, makes my MM uber.
Serum for Mercenaries. In combination with Noxious Gas on my Mercs/Poison, I can make my Commando run up to an AV and tank them while debuffing the crap out of 'em.
Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!
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Rest. Everyone uses it. Nobody seems to appreciate it.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
Air Superiority, I love this attack on brutes. Works really well on Freaks. Fast recharge, good damage, and I like watching baddies do the flip!
Steamy Mist/Arctic Fog Yeah you see most players take it, but few really appreciate just how much it really does in the form of an AoE Buff. Its like if they gave maneuvers more defense, stealth for everyone including caster, resistance to fire/cold/energy (30% Slotted!) and slow protection.
2 X tornadoes out with dmg procs in them hitting foes that have -KB from an AoE Immob (AKA X/Storm Controllers) Makes hotfeet look kinda slow for damage, but requires you to have the survivability to always lead with an AoE Immob (Or they will scatter everything)
Siphon Power, it gets redundant after you get Fulcrum Shift, but running around with a 50-75% damage buff all the time for yourself and anyone smart enough to play near you is pretty nice from 1-32. Also late game, great with FS to near completely damage sap an AV. Double stacked FS and triple stacked SP means they aren't hitting all that hard anymore.
i think anything that has to do with the bane spider. But mainly Surveillance. to my knowledge, it's the only power that gives full details on an enemies specific stats. and the debuffs are amazing to top it off.
Not sure what caused me to think of this but what would you consider to be the most underrated power in the game? Off the top of my head I'd have to say gale. The smart people know how to use it amazingly well, and the stupid people essentially remove it from their trays. So which power, whether it be for lack of use, misuse, or any other reason would you choose?
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