Repulsion Bomb and Containment
I wasn't sure, so I just logged my old Ill/FF and tested. Repulsion Bomb does NOT benefit from Containment. Force Bolt, Power Blast and Spectral Wounds do. I can only assume this is WAI Seems like it should be changed though, I mean what are the devs worried about really, that FF will do too much damage? *boggle*
Edit: let me also say that it is still a fun power. If you are looking for a set to give awesome buffs to teammates and still do reasonable damage/etc take a look at Cold and Time. Both can do very good defense buffing (Time can be boosted by Power Boost/BU) and other useful stuff besides.
If I remember correctly, when it was changed from an ally targetted kb power to an enemy centered damage +kd power they gave it significantly more damage than the typical aoe and for that removed containment.
(I could be totally wrong it was so long ago. It could be some kind of pet produced that won't allow containment or something. So if someone else remembers feel free to correct me.)
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
If I remember correctly, when it was changed from an ally targetted kb power to an enemy centered damage +kd power they gave it significantly more damage than the typical aoe and for that removed containment.
(I could be totally wrong it was so long ago. It could be some kind of pet produced that won't allow containment or something. So if someone else remembers feel free to correct me.) |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Not like having containment on it would be game breaking... Force characters can really put out damage!
The power's cast time is also total bleh...
Which ties into Force's main theme!
Issue 24 PPM Calculator // The Great Makeover: The Vindicators
Crap... Thanks for the help, guys.
Repulsion Bomb sucks. That's what you mainly need to know.
The main reason to take it is there isn't much else to pick from. The power might be okay with reasonable cast time. But it takes forever to cast, does low damage, doesn't even deal a guaranteed stun to Minions, and has a recharge way higher than a typical AoE blast. It's also only a 12 foot radius.
On paper, the power deals the same damage as an Tier 1 AoE blast. It would be just about the worst AoE blast in the game tho for its recharge, cast time, projectile speed, and radius. I guess that's better than nothing but it's certainly not better than a decent debuff or control power that actually works.
I have an SS/WP/Mu Brute who solo'd the LGTF before Incarnate Powers. I did the Rikti Warzone Challenge when only scrappers were doing it. I have an Ill/Dark Troller who can perma-softcap a team, take alpha, heal, debuff, and (with decent IOs) probably solo GMs... This character isn't one of those. It's a character I want to play purely for the concept. As a number cruncher, I know Force Field sucks for damage. Was just hoping to get some insight as to a build which doesn't completely fly in the face of how I envision the character. Worst case scenario... Elec/Devices/Force Blaster is looking pretty close to what I picture.
The damage would be fine if it's recharge weren't so high. The activation could use a little speeding up as well. I'm not aware of attacks receiving a recharge penalty from the normal formula for having additional effects, but the recharge is way off for what it does.
It can be a useful mitigation tool knock effects are very underrated for what they actually do. And it does have an accuracy bonus which is nice. I'm just not sure if those things and the chance to disorient is worth the much higher recharge, at least as far as Defenders are concerned.
For Controllers, it's pretty near the damage of fire ball with a slightly lower end cost and recharge, but with added mitigation for additional soft control if that is desired in the build.
I've got an Elec/FF controller in his early 40's.
Gremlins protected by your shields are quite powerful and unkillable. I use repulsion bomb as an agro grabber when I corner pull while soloing.
Ive added Sands of Mu and Air Superiority to give myself so melee attacks so I can stand with the gremlins and kill with them. I like my concept and will play him to 50 and beyond. He is fun for me. Of course I have always liked unpopular combinations.
I have 2 of the most unpopular corruptors combos still running, Energy/Traps and Dark/ Poison.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
I have a Fire/FF that runs kind of the same way (except that I use Jump Kick). Bubbled Imps are pretty tough.
Dispersion bubble keeps Hot Feet toggled on even in a mezzing environment and Fire Cages keeps every thing in Hot Feet radius.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Repulsion Bomb sucks. That's what you mainly need to know.
The main reason to take it is there isn't much else to pick from. The power might be okay with reasonable cast time. But it takes forever to cast, does low damage, doesn't even deal a guaranteed stun to Minions, and has a recharge way higher than a typical AoE blast. It's also only a 12 foot radius. On paper, the power deals the same damage as an Tier 1 AoE blast. It would be just about the worst AoE blast in the game tho for its recharge, cast time, projectile speed, and radius. I guess that's better than nothing but it's certainly not better than a decent debuff or control power that actually works. |
It has a chance to stun, so although it doesn't do containment damage, it can help set it up. Thus it's a good opening attack against a group (especially in itrials).
It does knockdown, so it's helpful for damage mitigation.
It takes Force Feedback / Chance for Recharge, which procs often and does quite a bit for my recharge times.
It also takes Ragnarok--five slotted, that's another 10% recharge.
It does decent damage!
Force Field could use some major help, but I'd start by improving Repulsion Field, Force Bubble, and Force Bolt before any further changes to this power.
Lady Deacon, 50 ill/ff
Cinder Imp, 50 fa/wm
and many more!
You know that old egg... "If you could have any super power in the world, what would it be?"
Well, for me... it's Force Fields. My first 50 and original main was an FF/Elec Defender. His damage was subpar, but he could make a team unstoppable! Now, I want an Elec/Force Field Controller who can take advantage of Containment to really get some good damage via Force Fields.
Now, my plea for help....
According to Mids, Repulsion Bomb does not benefit from Containment... is this true...? Is my dream already shattered?! I've changed my Mids to show that it does (assuming this is a bug) but if this is by design, I want to scrap the character before I get any further.
Second, Procs or Sets? It has a horrendous base recharge, so I'd be willing to invest in some PPMs, permitting they're worth their weight.