Most Underrated Power?


Adeon Hawkwood

 

Posted

Chilblain. A healthy dose of it in your attack chain will typically reduce bosses to hapless xp/inf ATM machines.

Many people overlook its potential and put it on the shelf after they get a hold power. Often those are the same people who spell it with an extra l.


 

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Fearsome stare is a big one. It's a pretty handy hold type power, but the debuff is very very effective and there is no really 'flashy' animation that lets your team even know it's there (since mobs taking damage will still attack). It's one of those things that a team might not even notice until it's gone, at which point everyone is wondering 'why are these things so much harder than they were a few minutes ago?'.

Also, unlike a sleep power where the mobs are hunky dory once they are woken (is woken a word? maybe 'awoken'. Waked up? Heck I don't know, you get the idea) the debuff persists.

Howling twilight is a big one too. It's a power that can dramatically turn a horrible wipe into a triumphant victory with one click.

Many kheldian powers are underrated (eclipse, stygian circle, sunless mire, etc). I also think confusion powers (especially 'seeds of confusion' due to the fast recharge, wide cone, and the early level you can get it) are underrated. Confusion powers can make even the most horrible mob of arachnos/malta/longbow critters beat and debuff themselves senseless while you 'arrest' them with impunity.


 

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Fallout. "Oh, but it's too morbid!" "But it requires a dead ally!" Silly excuses, we all know the Blaster is going to face plant anyway! Besides, have you ever had someone volunteer to be your portable bomb? Who cares if you're short one person when every other mob is going to either die instantly or be debuffed to uselessness? Toss in Aim, Vengeance, and Power Build Up or Soul Drain and you'll soon find yourself cackling maniacally! Also recommend Recall Friend for maximum positioning.


 

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Quote:
Originally Posted by TwilightPhoenix View Post
Fallout. "Oh, but it's too morbid!" "But it requires a dead ally!" Silly excuses, we all know the Blaster is going to face plant anyway! Besides, have you ever had someone volunteer to be your portable bomb? Who cares if you're short one person when every other mob is going to either die instantly or be debuffed to uselessness? Toss in Aim, Vengeance, and Power Build Up or Soul Drain and you'll soon find yourself cackling maniacally! Also recommend Recall Friend for maximum positioning.
Fallout, meet Rise of the Phoenix


 

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Quote:
Originally Posted by Liz Bathory View Post
Can you say three minions constantly trying to get up while being forced in the corner of the room against the wall. With a brute or scrapper or a Lightning Storm next to them..?
Not exactly "amazing" nor needed for 3 minions with a brute or scrapper. And hopefully, they didn't blow them down a hallway just to get to the corner.....for everyone's amazement.

Didn't appreciate the OPs idea that somehow if you didn't use gale, you are somehow an idiot. Especially when I could have pinned those three minions with hurricane (in the same storm set) AND debuffed them.


 

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I'd go with caltrops. They're a life safer in the early levels, especially if you solo. You can block a door with them if you need to run (yeah, I've plays stalkers). They auto-hit. Combine them with a knock-down power and that guy or guys aren't going anywhere. You can stand in the middle of them and keep melee'ers at bay (my Fire/Traps Corr barely got touched when I was taking down Black Scorpion).

And yet I've seen builds that suggest not taking them. This may just be my personal play style though.


 

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Quote:
Originally Posted by _Brick_ View Post
Not exactly "amazing" nor needed for 3 minions with a brute or scrapper. And hopefully, they didn't blow them down a hallway just to get to the corner.....for everyone's amazement.

Didn't appreciate the OPs idea that somehow if you didn't use gale, you are somehow an idiot. Especially when I could have pinned those three minions with hurricane (in the same storm set) AND debuffed them.

Gale would be like 1 million times better if it did what it's description says and was knockdown instead of back. Might even elevate Storm up to Cold levels.


 

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It's certainly not amazing, but I think Spirit Tree is very underrated in-game. The regen is quite noticeable, and if you're fighting a stationary battle you can have two out simultaneously and surpass the regen you get from emp's healing aura.

It won't ever make you a primary healer, but on a defense/buff&debuff based team it can help smooth out the times the RNG goes against you.


 

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Quote:
Originally Posted by TwilightPhoenix View Post
Fallout. "Oh, but it's too morbid!" "But it requires a dead ally!" Silly excuses, we all know the Blaster is going to face plant anyway! Besides, have you ever had someone volunteer to be your portable bomb? Who cares if you're short one person when every other mob is going to either die instantly or be debuffed to uselessness? Toss in Aim, Vengeance, and Power Build Up or Soul Drain and you'll soon find yourself cackling maniacally! Also recommend Recall Friend for maximum positioning.
As long as you have mutation I'll happily be your human bomb anytime. Mmmmmmm +100% recharge and +50% damage.


 

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Quote:
Originally Posted by Chompie View Post
Hmm. A few things I think deserve additional mentioning-

Mass Hypnosis. For reals, this power is amazing, so long as you know how people work. There are SO MANY maps where a second or third group of enemies is pretty much inevitable.. well, people tend to aim at the first thing they see. Let folks attack the visible group, Hypnosify the ones squinting at you from that side hallway.
Fighting rather high-level or high-defense foes? Mass Hypnosis gets even better. It has naturally high accuracy- if you open with this power, aiming at the back of the spawn, you can sleep a LOT of foes. Again, since the melee and ranged both will be AoEing the front of the spawn, they'll hit target or range caps without breaking too many sleeps, and there's a good chance any stray AoE's will still miss half the sleeping fools in the back. Very, VERY nice to have on a team with few debuffs.

Mesmerize: Particularly on a Dominator- Hits as hard and fast as a t1 straight-up attack power, has higher-than-normal accuracy, and the sleep, no matter how soon it gets broken, will detoggle the target.. Ruin Mages just aren't that scary. Also stops a boss from pummeling you or another squishy for a few precious seconds. Never underestimate the power of a solid spammable attack with a Mag 4 sleep attached.
Yes, yes, yes! I've heard and seen so many skip either or both of these powers and I just couldn't do it. I like when someone's worried about ambushes or patrols in ITF. If I'm on my MC Dominator, then they are no threat at all. They're too busy snoozing off or attacking each other.

I just wanted to add to what you have here that they are not positionally typed! There's plenty of types of enemies that will quickly make Mesmerize into your highest damaging attack, because it will hit that much more often. Of course others have good psi defense so the opposite can happen as well :P.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

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/devices as a whole. Talking to people, you'd think the set's only two powers are "Place Fifty Trip Mines And Take Forever" and "Conspicuous Lack Of Build Up".

Almost any power that people call "useless in groups" when they actually mean "you can't spam it into the center of the fight".


 

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Quote:
Originally Posted by Shaya Sera View Post
Must say Hover. Too many still think of it as the bad version from 5 issues ago. It has had many good buffs to it ^^.
I adore Hover, and not just on Ranged characters. The Hover/follow bug where you end up stopping just outside of melee range is a little annoying, but never ever ever having to worry about that x4 Knives of Artemis spawn and their 10-stack of Caltrops is glorious. Plus you get defense, and these days Hover is actually pretty quick (my hovering characters tend to be around 38mph). The fact that you can run Hover and CJ at the same time for even MORE defense makes slipping a couple of extra LotG +rech into a build easy, too.

Besides, playing a Dark/Dark hoverscrapper lets me float up to enemies, gesture menacingly at them, and watch them fall over. It's awesome.


 

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The two that I think are the most unappreciated and under-utilized are
Air Superiority and Caltrops.

If I make a melee character - any melee character, they get Air Superiority.

It *is* that good.

Caltrops is arguably one of the best ambush mitigators in the game.

Got some inbound? Drop these little gems, and you're golden. They're also
quite nice in conjunction with Tp Foe (another pick for Underrated) for
splitting groups.

Even with the 50% chance of aggro, the guy I ported is dead before the
others arrive, and when they do, they spend their time hopping around
in the trops while I pick them off...


Regards,
4


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Light is faster than sound - that's why some people look smart until they speak.
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there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

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I've seen a vote here already for Leadership, but I'm gonna specifically say Vengance. I see it get a lot of bad press, since it requires a player character death. Consider that it basically turns a bad Stalker or Blaster into a halfway decent Empathy Defender for one fight. It's good with just the base slot, and keeps getting better with every slot you can spare on it.

Almost every character I have picked up Leadership in exchange for their Fitness almost solely for that power, only saving the toggles for when someone tosses out Recovery Aura or there's a competent Kin in the group.


All that is planned fails. All that is born dies.
All that is built crumbles. This will always be true.

But memories remain, And that is beautiful.

 

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I have to say WORMHOLE, you just dont see it often enough to respect how great it is. It could be the best control power in the game (hello teleporting/stunned mobs from behind a corner to the location of your choice). Also whoever thought to teleport an entire spawn over your PUG on the first fight after joining while emote/singing "It's raining men!" Made me laugh so hard I might have peed my pants, I made one just so I can do that and I still get a kick out of it .


I also like Touch of Fear, used to get a lot of respect but you dont hear much about it nowadays with the high defense late games build making it redundant, but for leveling wow this power is insanely awesome.


 

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Howling Twilight.

Take a large group pull them to a corner with Darkest Night, Drop Tarpit, fear them and them stun all the minions and make all the Bosses and Lts try to run through molasses while they all die and no one on your team gets hurt.

Had a tank quit the team because they had 3 groups wipes fighting Carnies, I joined the team and no one died and we started steam rolling. When he quit we picked up another blaster

Howling Twight is one of the best debuffs, slows and stuns that can even rez that teammate who jumped in prior to you using it


 

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Quote:
Originally Posted by warden_de_dios View Post
Smoke Grenade
Quote:
Originally Posted by _Zep_ View Post
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.

These are my picks. Smoke Grenade because it not only is a big perception debuff but also because the -ToHit stacks with all the +Def out there. On a Widow, that's a big thing.

Force Bolt because it's as good as a permanent single target hold as long as the KB isn't resisted. Will permanently remove most bosses or EBs from a fight.

Force Bubble is tougher to play. The secret is to use it to herd the mobs into a corner or some other place, and then you have to NOT MOVE. It's running around with that on thing running that causes scatter and problems. If you can set up and hold one spot, you'll keep sending mobs into the same spot. More show up and they'll get tossed onto the same corner, and any trying to escape are repelled back to where they started. Hurricane a.k.a. Herdicane is similar.


 

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Quote:
Originally Posted by Ben_Arizona View Post
/devices as a whole. Talking to people, you'd think the set's only two powers are "Place Fifty Trip Mines And Take Forever" and "Conspicuous Lack Of Build Up".

Almost any power that people call "useless in groups" when they actually mean "you can't spam it into the center of the fight".
I've got a draft of a /dev guide in the Blaster forum, feel free to comment or suggest improvements.


 

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Quote:
Originally Posted by JamMasterJMS View Post
Wormhole.


/end thread
I don't think anyone underrates Wormhole. It's the general low opinion of Gravity that damns it to some level of obscurity. Hell, a power that lets you move Hamidon in the LGTF? Nobody can think that's lame.

As for the thread topic... Cage powers. Though to be fair, their good uses are absurdly situational as to be meaningless. And this only really refers to the single-target ones slotted with a certain HO.

Quote:
Originally Posted by Oedipus_Tex View Post
Gale would be like 1 million times better if it did what it's description says and was knockdown instead of back. Might even elevate Storm up to Cold levels.
Actually, just giving it real accuracy instead of a penalty would probably make all the difference it would ever need. As it stands, you have to practically devote yourself to making it worth the time and even then? It's still not a plausible power until you get to SO-level enhancement numbers. For such an early power, it really shouldn't have such drawbacks.


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

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For me it is the humble Jab.

It does decent damage for it's end, it's stun effect can stack with teammates, but it's fast on the recharge. With i18 it got better, for Tankers anyway, with the addition of Bruising.


 

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It's all about Combat Jumping.


The more people I meet, the more I'm beginning to root for the zombies.