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Dimension Shifting


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Dimension Shift is a really nifty power.  The problem is, people are too dumb and don't know what it does!  A swarm or ambush could spawn and start moving toward the team while they are fighting.  Me being the Grav guy, I'm usually Wormhole'ing stuff to the team and usually get the drop on ambushes.  After cleaning up what's left and push forward, what's the first thing you do when you see a mass of mobs standing still with "Dimension Shifted" floating over their heads?  You use all your ranged AoEs on it of course!  Luckily, I can choose to turn it off and salvage some of the AoEs.

 

You can also Dimension Shift your allies so that the ambush can't attack you until they are in range your team.  Problem with that is, there will be that one guy who rushes at the ambush with *their* "oh crap" button and try to neutralize it.  Hopefully, Wormhole rechages soon so I can pull that mob to the team or more mobs to that ambush that the team is about to pounce on.

 

Like I said, it's more that people don't know what the power does therefore they don't know how to use it as a layup opportunity and instead dribble around until you have to shut it off.

On 12/6/2019 at 7:19 PM, Erratic1 said:

Of course I was once on a pickup where the nitwit with DS used it on every pull. As I was on a ranged character I bit my tongue and quit asap.

Why was the Gravity Control user not pulling?  I guess it was before level 26?

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Dimension Shift is a tool for dividing and conquering.  You will need to communicate with your team about HOW you are using it

 

Picked it up and tried it out last night in a +3 FrostFire team.  I was very happy with the results.  DS saved the group on multiple occasions, breaking up battles that would have been more than the group could chew.  I often threw it on troublesome bosses that were separated from the main group and used it as a "This enemy group is on deck" tool.  It seemed to help keep the momentum going without needing to stop and rest.  I NEVER used DS on the main group the Brute was working on, that would just be stupid.  At one point, the Brute grabbed a group in a hallway corner and didn't see the additional group in the conference room right behind it (you know the one).  I tossed DS against the back wall of the conference room and it held them in place (bosses included) until the corner group was dead.  The Brute would have died if this didn't happen.  I found it best to drop the center of DS a little behind the troublesome targets, using the inside edge of the circumference to lock them in place.  This also avoids phasing the targets that the team is currently attempting to dispatch.  I found myself leading the team with the brute, systematically marking and pacing his next batch of enemies.  In the Frostfire room, I locked 3 Lead Scorchers in a corner for 20 seconds with DS.  The DS immobilize is a mag 20 and always hits.  That division helped immensely, as all of us were on the edge of death in there.  We killed Frostfire, then DS dropped and we handled the bosses.

 

I'm sure it's usefulness will drop off at higher levels, but I'm keeping it and will continue to use it wisely until that happens.

 

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On 11/26/2019 at 11:32 AM, Display Name said:

Does it stack?  Are there any interesting strategies that two people with Dimension Shift can use to torment their teamma...  Whoops!  I meant "defeat their enemies!"

I would say yes, but the only thing effected would be the magnitude of the immobilize.  The mag of 1 DS for controllers is already 20.  20 is more than enough to stop any AV in it's tracks, so 2 DS stacked on top of each other won't really make much of a difference.  With DS enhanced with recharge, it should come back in 20 seconds, so 2 grav controllers and a group of melee players could keep 1 DS active permanently by alternating and the melee players would only fight inside it's area of effect.  Sounds fun actually lol!

 

When used properly, DS is a great pacing tool that doesn't need enhancements. Range is already nice, doesn't cost much endurance (it's only active for 20 seconds), can't extend the immob duration (did I mention it turns off after 20 seconds?), 100% accuracy.  Throw in a lethal damage proc from an immob set or add a recharge IO and call it a day.

 

The best feature of this power is that you can deactivate at will, which is different from other single target "phase shifting" control powers where you have to wait the duration.

 

Can anyone confirm how many enemies DS effects?

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5 hours ago, Falcon Strike said:

I would say yes, but the only thing effected would be the magnitude of the immobilize.  The mag of 1 DS for controllers is already 20.  20 is more than enough to stop any AV in it's tracks, so 2 DS stacked on top of each other won't really make much of a difference.  With DS enhanced with recharge, it should come back in 20 seconds, so 2 grav controllers and a group of melee players could keep 1 DS active permanently by alternating and the melee players would only fight inside it's area of effect.  Sounds fun actually lol!

Thinking about a scenario this would assist: a boss on a platform surrounded by turrets on the walls that spammed attacks and TAoE -def patches on the platform.  The solution would be buffs that give +def debuff resist, bring only Shield, EA and Super Reflex users, buff player def into the sky, just have crazy buffs, resists and heals or just dimension shift.

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