Sidious Posted October 9, 2019 Posted October 9, 2019 the jump travel power from it is basically the same as normal superjump. The secondary boost ability makes jumping a bit farther, also knocks down opponents. Apart from that the abilities of Fow are more range based than the melee based Leaping. I haven't gotten the final buff power from it yet to make a determination.
Seigmoraig Posted October 9, 2019 Posted October 9, 2019 (edited) I was kinda disappointed with the Force of Will travel power. I was thinking the secondary power was something akin to Super Speed, like the way Sorcery gets Fly and Teleport. Turns out its more like.... Accelerated Metabolism level of speed boost - noticeable but not that hot Edited October 9, 2019 by Seigmoraig
Cutter Posted October 9, 2019 Posted October 9, 2019 I tried out the leaping power on a lowbie (L4) last night, and was likewise disappointed. Same speed/height as Super Jump, no problem there, but the secondary "Takeoff" ability was painfully underwhelming. Toggled on in the middle of a pack of +0 Hellions in AP and hit Takeoff. Only half the spawn was knocked down, and I honestly didn't notice the speed increase. (I forgot to check my stats to see what the actual increase is.) For a power on a 2-minute timer, I was hoping for at least a guaranteed KD, or maybe a smidge of damage, or... something. @Cutter So many alts, so little time...
Dahkness Posted October 9, 2019 Posted October 9, 2019 (edited) Let me just say I like FoW. The animation time for the attacks are painfully slow. The cone not as bad as the single target. And I just picked up my two range attacks through my epic power. Im enjoying mighty leap I just wish stomp was changed to a “res-jump +jump speed”. the stomp is so awkward. I won’t go deep into my build just what I did to make FoW work for me. FoW: •weaken(2/3 slots) 1 Rech and 1 Acc with -res proc. “I’m focusing on the -res this has cause I have everyone with power boost fort and non of the io sets offer recharge” I use this for mainly bosses and up! I might change it to just 1 acc and 1 -res proc. DON’T GO THINKING YOU CAN USE THIS ON ENTIRE MOBS! Animation time is a little long if you try to use it on more then 1. It’s a focus 1 and move on power. •mighty leap (1slot) Stomp effects work on combat jumping. It’s something’s fun to swap over to in missions. Little jumping bean ❤️ •unleash(6 slots) I got it to a 1 min and 20 second cool down. I use this with power boost when I’m healing a heavily AoE fight with AVs. Super Jump •jump kick (5slots purple filler) •combat jump (1 slot) acrobatics (1 slot) leadership •assault (1 slot) (Flex for SS or Veng if you want) •maneuvers (6 slots) •tatics (5 slots) Speed •hasten (1 slot) Perma with 1 slot i use this power pool set up my ill/emp so I can afford to make this work with having invis available from my powers. I have a recharge build. I am able to get two Power boost forts within 13/12 seconds Edited October 9, 2019 by Hops Kill Most ITFs! Defender Tank! dahkness11 - Twitch
myyth Posted October 9, 2019 Posted October 9, 2019 (edited) 1 hour ago, Cutter said: I tried out the leaping power on a lowbie (L4) last night, and was likewise disappointed. Same speed/height as Super Jump, no problem there, but the secondary "Takeoff" ability was painfully underwhelming. Toggled on in the middle of a pack of +0 Hellions in AP and hit Takeoff. Only half the spawn was knocked down, and I honestly didn't notice the speed increase. (I forgot to check my stats to see what the actual increase is.) For a power on a 2-minute timer, I was hoping for at least a guaranteed KD, or maybe a smidge of damage, or... something. I also tested it and found takeoff very weak. It is also clunky to use because the super jump power must be active. You have to click the jump power and then click the takeoff power. Otherwise it would be too much of an end drain to keep the superjump power active all the time. Edited October 9, 2019 by myyth
Cutter Posted October 9, 2019 Posted October 9, 2019 19 minutes ago, myyth said: I also tested it and found takeoff very weak. It is also clunky to use because the super jump power must be active. You have to click the jump power and then click the takeoff power. Otherwise it would be too much of an end drain to keep the superjump power active all the time. Yes, "clunky" is a great way to describe it! Would have been better if the super jump was a clicky (like Inertial Reduction from Kin) and Takeoff was active while the click power was active. At least that way it would have a minor utility to it. @Cutter So many alts, so little time...
Oneirohero Posted October 9, 2019 Posted October 9, 2019 Since I used it with my Controller, I can say the T5 is a bit like the counterpart to Sorcery's Rune of Protection. It's a minute long boost to Regen/Recov and Defense with no crash. If you can find use in the other powers in the pool it's useful for any Defense-oriented character much in the way RoP is good for Resist types. I would say it could do with maybe 30 seconds more duration or something because with a 10 minute cooldown, it has less uptime than even RoP at this point. • Increase Size/Scale Cap for Players
LiquidBandage Posted October 9, 2019 Posted October 9, 2019 These are the baseline stats on my Scrapper: TAKEOFF Activation time: 2.10s Recharge: 2min Endurance: 6.50 Accuracy: 1.00x Type: AoE 10ft radius (10 targets) 0.67 mag knockback +151.14% jump speed for 30sec 1.00 max jump speed for 30sec WEAKEN RESOLVE Activation time: 2.0s Recharge: 30.0s Endurance: 7.80 Accuracy: 1.00x Type: 80ft range; ranged/psionic -9.75% resistance (all) 15sec -7.00% defense 15sec -3.50% toHit 15sec PROJECT WILL Activation time: 2.07s Recharge: 5.00s Endurance: 7.54 Accuracy: 1.00x Type: 80ft range; ranged/smashing/psionic 11.70 smashing 11.70 psionic 5.00% chance for 23.40 psionic 25.00% chance for 0.67 mag KnockBack WALL OF FORCE Activation time: 2.50s Recharge: 10.00s Endurance: 13.00 Accuracy: 1.00x Type: 40ft range; cone 90deg arc (10 target); AoE/smashing/psionic 6.50 smashing 6.50 psionic 5.00% chance for 13.01 psionic 33.00% chance for 0.67 mag KnockBack I don't have the last power yet 😕
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now