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Posted

Force Field getting DDR and the Force Field player getting some Endurance Drain Resistance are way up on my list.

 

More generally, if we want to expand Force Field's role as the "premier defensive set," giving it resistance to some additional debuffs would be a good place to start. Resistance to -Perception, -Regen, -Healing, -Recharge etc are all justified by the idea that Force Fields insulate the protected person from negative effects. 

  • Like 2
Posted (edited)
9 hours ago, OmegaOne said:

DR for FF

They're talking about DDR rather than DR.

 

This is resistance to defense debuffs, which would allow forcefield to remain relevant even against heavy defense debuffs.

Edited by Onlyasandwich
  • Thumbs Up 1
Posted
15 hours ago, Onlyasandwich said:

They're talking about DDR rather than DR.

 

This is resistance to defense debuffs, which would allow forcefield to remain relevant even against heavy defense debuffs.

Hah thought it was typo - I get it now! Then yes the set definitely needs some of that.

  • Like 1
  • 1 month later
Posted
On 5/30/2021 at 2:20 PM, Asymptotic said:

My main is a FF/Rad bubbler.

 

I find my bubbler to be quite useful for nearly all of the game.  Nowadays, I mostly use him to run TFs.  With pickup groups, at least some of your team will be characters with suboptimal builds or without IO sets.  With the defense buffs, plus tactics, plus the rad def-debuffs, the team is safer and able to hit more reliably.  This allows me to safely run TFs at one level higher than I could with other classes.  Even then, the TFs go more smoothly.  I find this applies both on the low end, (I consistently run posi +2, and yin at +3), and at the higher end, (I've repeatedly run MC at +3 with never a wipe.  I don't do +4 solely for speed reasons.)

 

As for the endgame TFs or itrials, his usefulness is diminished but he's still useful.  Endgame non-melee classes can usually attain only partial defense soft-caps.  For example, blasters, dominators, and some defenders can only soft cap smashing, lethal, and ranged damage.  And it is in itrials when you start encountering strong AoE or typed damage.  It is only when people spam the Barrier Incarnate does the bubbles become inconsequential.  And in practice, people are sloppy in keeping the Barrier buff up.

 

As for playstyle, it is best to think of a FF bubbler as as SR sentinel that can share his shields with his team.  Applying bubbles is not very intensive, so you'll be spending most of your time blasting.  Also, FF defenders are quite sturdy and provide more slots for your secondary than many other defender classes.  As a defender, they benefit quite a lot from procs, so I recommend you go proc-heavy with your blasts.

 

I just got mine to 50 do u have a build for it?

Posted

Sure.

 

This is a team and AoE focused build.  And it has some quirks.  For example, I took both hover and TP.  This because I like to hover within missions and to TP between missions.  Also, I've had hover+TP on him since live, and I've become emotionally attached to it.  And I didn't take hasten.  I don't need it.

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Asymptote v8: Level 50 Science Defender
Primary Power Set: Force Field
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3)
Level 1: Neutrino Bolt -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(5), SprVglAss-Acc/Dmg/EndRdx/Rchg(5)
Level 2: Force Bolt -- SuddAcc-KB/Acc(A)
Level 4: Irradiate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Rchg/KDProc(15)
Level 6: Insulation Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(17)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), Flight-I(19), ShlWal-ResDam/Re TP(19)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(21), RedFrt-EndRdx/Rchg(21), RedFrt-Def/EndRdx/Rchg(23), RedFrt-Def(23), RedFrt-EndRdx(25)
Level 12: Dispersion Bubble -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-EndRdx/Rchg(27), Rct-Def/Rchg(27), Rct-Def/EndRdx/Rchg(29), Rct-ResDam%(29)
Level 14: Teleport Target -- Acc-I(A)
Level 16: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(31), StnoftheM-Dmg/ActRdx/Rchg(31), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(33)
Level 18: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 20: Teleport -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(34), BlsoftheZ-Travel/EndRdx(34)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34)
Level 26: Repulsion Bomb -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(36), SprVglAss-Rchg/+Absorb(36), PstBls-Dam%(36), FrcFdb-Rechg%(37)
Level 28: Cosmic Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(37), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(39), SprDfnBst-Rchg/Heal%(40)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(40), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(42), RedFrt-EndRdx(42)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Neutron Bomb -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(43), OvrFrc-Dam/KB(43), PstBls-Dam%(43), TchofLadG-%Dam(45), ShlBrk-%Dam(45)
Level 38: Atomic Blast -- Arm-Dmg(A), Arm-Dmg/Rchg(45), Arm-Dam%(46), TchofLadG-%Dam(46), ShlBrk-%Dam(46), Obl-%Dam(47)
Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(47), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(49)
Level 47: Aim -- RechRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Vigilance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(7)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), EndMod-I(9)
Level 49: Quick Form 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run 
Level 50: Agility Radial Paragon 
Level 50: Rebirth Radial Epiphany 
Level 50: Robotic Drones Core Superior Ally 
Level 50: Ion Core Final Judgement 
Level 50: Support Radial Embodiment 
Level 50: Diamagnetic Radial Flawless Interface 
------------

Posted
On 5/26/2021 at 6:46 PM, 00Troy00 said:

I'm coming back after a long absence, and I was thinking of making a FF defender, but I look through the forums, and I don't see much discussion about them. Are they no longer any good for a team?   

 

Yes, Defense is always wanted at majority stages of the game.  Also with FF, this allows you to focus more on some attacks, like say Dark Blast to offer more -Acc to enemy.

 

Gives you more options to tool around with and not needing to spend a ton of slots on your Primary power. It's very user friendly entry to Defenders.

Posted (edited)

Beat the 16x agro cap by having the entire team go pull and draw things to the tank/focal point person.
 

When the team is softcapped, everyone can pull 16 mobs at once from everywhere to a single point. Then count past 16, and burn down the entire pile.

Force bubble is great to pull mobs with, however the bubbler should be prepared to take a few hits while doing it. Dispersion bubble prevents most mez though I get slept time to time.

Mixing 1 LOTG 7.5% + 5 Shield Walls is my goto slotting for most +def abilities. I find the extra resistance and HP is helpful on defensive builds for balancing out when the hits happen.

 

Edited by nethod
  • Like 1
Posted

Force fields is fine. The things that it provides, defense and mez protection, are extremely valuable, to the point that people devote entire billion-inf IO builds and incarnate slot choices towards chasing them.

 

FF is very specialized. It shines in the low levels before player defenses and controls have fully matured, and on teams with poorly-geared players, and that's fine. Not every powerset has to be a generalist that buffs, debuffs and heals; it's alright to have some sets that shine in certain kinds of teams, just as some sets and AT's are more suited to team or solo play.

 

The proposed changes to give FF bubbles defense debuff resistance and absorb are poorly-justified:

  • Nobody ever complained that FF bubbles are not protective enough. They are among the best defense shields in the game, and one of the few that can be power boosted, so why further increase their protective value by giving them absorb and debuff resistance? Is taking people to the incarnate softcap not good enough for you? FF's role is to protect the team, not make them invulnerable.
  • Defense is common, easily gained, available in larger amounts than resistance, and is not capped by AT mods. In exchange for these tremendous advantages, it is easily lost (except on specialist defense-focused armors) and countered by tohit. Allowing FF to apply defdebuff resistance risks further unbalancing the softcap meta by making extremely durable softcapped characters even more tough. If they want defdebuff res, make them take ageless radial and give up their precious barrier they depend on to softcap.

The stated rationale for these changes is to make FF more attractive to players already decked out in set IOs. But we've already established that not all players are stuffed to the gills in IO sets, so why does it matter what they think?

 

FF's only issue is that it has too many gimmicky powers with extremely niche uses. If you really want to make some changes to FF:

  • Vastly increase the DPA of force bolt - it should be among the best Defender blasts
  • Increase the DPA of repulsion bomb
  • Make Detention Field a toggle so you can detoggle it, to release the affected enemy to be killed when it's safe (no need to wait for it to fall off just to avoid leaving a dangerous enemy at your back, or stragglers in a defeat all)
  • Add pulsing damage to Force Bubble
  • Rework PFF: remove only affects self, reduce resistances or change to absorb instead - make it a defense that's practical for the bubbler to use under heavy fire, that doesn't compromise their ability to defend the team or reduce them to thumb-twiddling

These would actually benefit FF by removing mechanics that force them or the team to wait around doing nothing, and add blasting as an alternative gameplay style for when defense shields are less needed.

  • Like 1
Posted
7 hours ago, Magical said:

"Force fields is fine......
FF's only issue.....too many gimmicky powers with extremely niche uses."


Gimmicky powers are what make the set viable to controllers/masterminds in some cases that I like to build characters around.


I use some gimmicks conceptual builds like Elec/FF controller with repel field/knockdown + that aura that drains endurance.

 

I would be upset if they were drastically changed if the concepts I played with for years no longer worked properly,

 

but not so sour about it if they worked 'better' than they do currently.

Posted

How to fix force fields has been discussed to death before.  Just search the Suggestions forum for topics by Philotic Knight and Apparition.

 

My stand is that force fields should only be tweaked, not overhauled.  This is mainly due to practical reasons.  The HC dev team is small.  Large changes will take a lot of time and will be difficult to balance. 

 

My recommended tweaks are:

  • Increase Force Bolt damage to be slightly less than a defender's T1 blast
  • Add a 1s -Fly de-buff to Force Bolt.  I use force bolt to keep mobs off balance, and its not useful on fliers.
  • Make Detention Field a toggle, like Gravity's Dimension Shift
  • Get rid of the per-mob end cost of Repulsion Field.
  • Reduce the activation time for Repulsion Bomb from 3s to 2s.
  • Decrease the size of Force Bubble from 50 to 25, (that is, the same size as Dispersion Bubble.)

Concerning Force Bubble, its main problem is that it is just too large.  Some time back, I tried to make a "keep away" build.  For this build, I would run either Repulsion Field or Force Bubble 100% of the time.  The idea was that I would provide a safe haven for ranged classes.  I would position myself so that the tank and clustered mobs would be just outside the Force Bubble.

 

It did not work out at all.  Force Bubble was just too large.  To keep from affecting the melee classes and scattering mobs, I had to stand about 60-70ft away.  This meant that  not only could the tank/melee classes be affected by Dispersion Bubble, (which I expected), they wouldn't get affected by my leadership toggles either.  Additionally, ranged classes, which typically stand about 15-30ft away from the tank, wouldn't get covered by Dispersion Bubble either.  I also had problems hitting some of the farther mobs, since my ranged attacks had a range of 80.

 

Another issue I had was that when you run both Dispersion Bubble and Force Bubble, you can't see the edge of Force Bubble.  So, you can't easily gauge how far you should be.   That's why I recommend that you make Dispersion Bubble and Force Bubble have the same range. 

 

 

  • Like 1
Posted

They're better than people give them credit for.

 

When I say that I mean something very specific.

Some people say FF is good at One thing only, Defense.

This is not true. It's good at Defense, Mez Protection, and Mob Placement.

Few players actually learn to become good at mob placement, but you can and it can be fun and useful, even at high levels.

  • Thumbs Up 3
Posted (edited)
53 minutes ago, Asymptotic said:

Concerning Force Bubble, its main problem is that it is just too large.  Some time back, I tried to make a "keep away" build.  For this build, I would run either Repulsion Field or Force Bubble 100% of the time.  The idea was that I would provide a safe haven for ranged classes.  I would position myself so that the tank and clustered mobs would be just outside the Force Bubble.

 

It did not work out at all.  Force Bubble was just too large.  To keep from affecting the melee classes and scattering mobs, I had to stand about 60-70ft away.  This meant that  not only could the tank/melee classes be affected by Dispersion Bubble, (which I expected), they wouldn't get affected by my leadership toggles either.  Additionally, ranged classes, which typically stand about 15-30ft away from the tank, wouldn't get covered by Dispersion Bubble either.  I also had problems hitting some of the farther mobs, since my ranged attacks had a range of 80.

 

Another issue I had was that when you run both Dispersion Bubble and Force Bubble, you can't see the edge of Force Bubble.  So, you can't easily gauge how far you should be.   That's why I recommend that you make Dispersion Bubble and Force Bubble have the same range. 

 

 


Force bubble's strength is how big it is.

 

It is an agro-magnet that can pull lots of mob groups at once, on the return trip the agro has to be transfered to the rest of the team to pull above the cap.

 

*Its the opposite of what you think it should be.*
When you have a
1. Dispersion bubble for anti mez, on you and team

2. Forcebubble active/deactivated in a controlled toggle as if it were a taunt aura

3. Team buffs that'll not only softcap, but  hardcap potential for the entire team, for 4 whole minutes the shields are active.

 

....all of these factors, the "style" of the FF set for even having pbaoe toggles that knockback or a personal force field that makes it tank strong to take the return hits easier...

 

Alll that given---.....Force bubble Is not nessesarily for a ranged safehaven. its designed differently than that. Forcefield defenders can tank better than tanks in endgame, even have an "oh shit" PFF field for it. Think about a force fielder in terms of a late game team buffing psuado tanker, and everything changes when thinking about other synergies that are possible with other secondaries that do Pbaoe well.

 

Edited by nethod
brain damage makes it hard to structure full thoughts
  • Like 1
Posted (edited)

Although I have used force bubble to taunt or herd mobs, I don't do so very often.  The problem is that it is usually unnecessary with 8 man teams.  Tanks do a better job at taunting and can pack them in tighter.  And teams kill mobs so quickly that it is slower for them to wait for you to herd them up for them.  Also, given force bubble's size, herding mobs can be difficult for indoor missions where movement is restricted.

 

Concerning force bubble's size, a good comparison point is Storm's Hurricane.  In what ways is Force Bubble better than Hurricane?

 

As for my "Keep away" build, admittedly that was an attempt on my part to find a use for Force Bubble and Repulsion Field, given that neither taunting, nor herding, nor pinning mobs to corners seemed too useful.  In the end, I resigned to the fact that Force Bubble was a highly situational power.  If you can argue otherwise, I'm glad to hear about it.

Edited by Asymptotic
  • Like 1
Posted
38 minutes ago, Wavicle said:

They're better than people give them credit for.

 

When I say that I mean something very specific.

Some people say FF is good at One thing only, Defense.

This is not true. It's good at Defense, Mez Protection, and Mob Placement.

Few players actually learn to become good at mob placement, but you can and it can be fun and useful, even at high levels.

 

Wav-burger-sensai, we meet again 😄 . (Xalus)

  • Haha 1
Posted (edited)
29 minutes ago, Asymptotic said:

Although I have used force bubble to taunt or herd mobs, I don't do so very often.  The problem is that it is usually unnecessary with 8 man teams.  Tanks do a better job at taunting and can pack them in tighter.  And teams kill mobs so quickly that it is slower for them to wait for you to herd them up for them.  Also, given force bubble's size, herding mobs can be difficult for indoor missions where movement is restricted.

 

Concerning force bubble's size, a good comparison point is Storm's Hurricane.  In what ways is Force Bubble better than Hurricane?

 

As for my "Keep away" build, admittedly that was an attempt on my part to find a use for Force Bubble and Repulsion Field, given that neither taunting, nor herding, nor pinning mobs to corners seemed too useful.  In the end, I resigned to the fact that Force Bubble was a highly situational power.  If you can argue otherwise, I'm glad to hear about it.


To get the most out of FF, it can be utilized like "team of tanks" where everyone pulls from everywhere and converges onto one point-tank. Team with HARDcap defense can do that, the bubbler can make the team capped out on defense---its a beautiful thing to see in action.

this gets past that pesky 16mob agro cap, you see? Like Octopus Arms

Edited by nethod
Posted

First of all, I want to make clear that the two of us aren't arguing whether FB is good or bad.  Although, I had problems determining a good use for it, I'm not arguing to remove it.  It is our capstone power, after all.  Instead, we are arguing whether a smaller or larger FB is better.

 

Your main use of FB is to aggro and pack together multiple mobs.  I would argue that a larger FB only benefits aggroing.   A smaller FB is better for herding, as long as that FB is large enough to herd an entire spawn without affecting other spawns.

 

Given that a single player can only aggro 16 enemies and that a single spawn is about 10-12 enemies, you personally can only aggro at most 1.5 spawns.  So, I would argue that a FB larger than a single spawn is not particularly useful, especially if it is so large that it may touch adjacent spawns.

 

 

Posted (edited)
24 minutes ago, Asymptotic said:

First of all, I want to make clear that the two of us aren't arguing whether FB is good or bad.  Although, I had problems determining a good use for it, I'm not arguing to remove it.  It is our capstone power, after all.  Instead, we are arguing whether a smaller or larger FB is better.

 

Your main use of FB is to aggro and pack together multiple mobs.  I would argue that a larger FB only benefits aggroing.   A smaller FB is better for herding, as long as that FB is large enough to herd an entire spawn without affecting other spawns.

 

Given that a single player can only aggro 16 enemies and that a single spawn is about 10-12 enemies, you personally can only aggro at most 1.5 spawns.  So, I would argue that a FB larger than a single spawn is not particularly useful, especially if it is so large that it may touch adjacent spawns.

 

 


the mobs pause from being At agro Cap - I know it.

 

to overcome the pause on the return trip after touching them with force bubble, the agro "transfers" to teammates after buffing them. The team takes on the agro as a whole after buffing teamates.

The whole cycle is run/fly into several mobs, FB toggled.-- come back and buff team. mobs will run in for the whole team. turn off FB~

Edited by nethod
Posted

I was under the impression that when you buff/heal someone, the aggro is generated on the caster, not the targets.

 

Are you certain it is not due to some other mechanism?  For example, your FB causes weak aggro, but once the team attacks the incoming mobs, that causes strong aggro and takes over.

 

In that case, is a better description of what your doing is "feeding the beast"?  All you are doing is grabbing 16 mob spoonfuls to feed the ravenous maw. 🙂

Posted (edited)
7 hours ago, Asymptotic said:

I was under the impression that when you buff/heal someone, the aggro is generated on the caster, not the targets.

 

Are you certain it is not due to some other mechanism?  For example, your FB causes weak aggro, but once the team attacks the incoming mobs, that causes strong aggro and takes over.

 

In that case, is a better description of what your doing is "feeding the beast"?  All you are doing is grabbing 16 mob spoonfuls to feed the ravenous maw. 🙂

Yes~the 500 vet level FF defender is mine from the other thred.

The threat/agro generated seems to "pull" everything in right after buffing teamates. There is a connection between FB tapping mobs, buffing teamates, and agro "flags" i regularly exploit to do it. Its a strange effect, like they "wake up" suddenly and come running in.

 

edit: I feel like when this comes up it resembles similar times from years ago.

I don't want to be like "yo, i'm right, check out my lvls", that's dismissing to your input in a way.

 

I believe we've seen similar tactics which makes explaining easier.

 I have seen the "trickle in" vs the full pull. all that buisness where the agro gets a little wonky, mobs stand around untill "the maw" chews more from the head group. I'm not exactly positive why the buffing blankets the team with agro from other mobs, or if it were to extend the timeframe agro persists.

i think its a matter of timeframe its all done in that keeps the threat generated until it is transfered over to the team. That part I have yet to track down, i can't see the server backend of what happens and i'm not that smart anyway.

You are not wrong, I may be explaining the version i see poorly, but I sincerely wish to see others make attempts with similar FB-tappin-mob sweeping tactics just so more input about the style can be seen, and drive away the elitisim behind trying out new things. I appreciate the input greatly, if you end up trying the style of play out I would love to see more than one bubbler capable in sweeping maps as a duo or trio among a full team.

 

Edited by nethod
brain damage makes it hard to structure full thoughts
Posted

Once the live devs moved from the original view of FF as a ranged tanker ( pre-release, bubblers could shoot through PFF, there were 3 small bubbles on 2 minute timers) to FF as a buff set with soft controls, the devs were caught in a bind. In some groups, FF is overpowered in ways no other defender primary is. While, in others, it's underpowered. But the aggregate performance is fine. 

 

Anyway ...

 

The big thing that rankles me is that Bonfire can use the KB to KD proc and then leverage damage procs for pretty good safety and damage. Meanwhile, Repulsion Field still has, IIRC, an end cost of 1 / mob and can't take KB or damage sets.

 

Force Bolt could also do with something ... anything ... to make it useful against AVs that tend to be immune to Detention Field, KB, and repel.

  • Like 1
  • Thumbs Up 2
Posted (edited)
19 minutes ago, BurningChick said:

Once the live devs moved from the original view of FF as a ranged tanker ( pre-release, bubblers could shoot through PFF, there were 3 small bubbles on 2 minute timers) to FF as a buff set with soft controls, the devs were caught in a bind. In some groups, FF is overpowered in ways no other defender primary is. While, in others, it's underpowered. But the aggregate performance is fine. 

 

Anyway ...

 

The big thing that rankles me is that Bonfire can use the KB to KD proc and then leverage damage procs for pretty good safety and damage. Meanwhile, Repulsion Field still has, IIRC, an end cost of 1 / mob and can't take KB or damage sets.

 

Force Bolt could also do with something ... anything ... to make it useful against AVs that tend to be immune to Detention Field, KB, and repel.


I had got around the end drain with pairing electric control/FF controller's aura. not a fender, but there are ways to make repel field work

 

Edit: Oh...yes it takes KD/KB conversion, tried that too of course~ Sudden Acceleration set

Edited by nethod
Posted (edited)

 

1 hour ago, Wavicle said:

 

I agree with most of the issues you raised, but just for clarity, Repulsion Field DOES take KB sets.


I agree with most of the uncapitalized letters in your post. un guarde! /s 😄

Edited by nethod
  • Confused 1
Posted
17 hours ago, Wavicle said:

 

I agree with most of the issues you raised, but just for clarity, Repulsion Field DOES take KB sets.

Thanks for pointing that out! It didn't on live, at least while I was subbing. One of my beefs with FF when inventions went live was that FF had powers that didn't take any sets.

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