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Please explain what good Nailed to the Ground does...

bitloader#0640 bitloader Posts: 18 Arc User
edited July 2013 in Power Discussion
I was casually looking through the Fire powerset looking for ways to improve my L14 Inferno when I spot an advantage named "Nailed to the Ground". On reading the description I was thinking: "cancels and locks out Travel Powers"...on who? Me or my target?
Because if it cancels and locks out my Travel Powers, what kind of advantage is that?

So, can someone explain the effect of this advantage to me?
Roster: Gemstone (L7; the Inferno)
former CoH veteran
Post edited by bitloader#0640 on

Comments

  • gamakytegamakyte Posts: 106 Arc User
    edited July 2013
    For your opponent.
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  • thebuckeyethebuckeye Posts: 818 Arc User
    edited July 2013
    basically if you're fighting somebody that flies (in pvp or pve) and you have a power that has that advantage on it and you hit them with it....they don't fly anymore...at least until the debuff wears off...

    Yes there are mobs in pve that make use of travel powers (mostly flight). Granted most of them are either in Vibora Bay or Monster Island...however there are a few in Canada and the Desert...and lets not forget Viper X is back causing trouble in Millennium City. What this advantage does is helps keep them on the ground and in the threat zone of the non-fliers...
  • ashensnowashensnow Posts: 2,048 Arc User
    edited July 2013
    bitloader wrote: »
    I was casually looking through the Fire powerset looking for ways to improve my L14 Inferno when I spot an advantage named "Nailed to the Ground". On reading the description I was thinking: "cancels and locks out Travel Powers"...on who? Me or my target?
    Because if it cancels and locks out my Travel Powers, what kind of advantage is that?

    So, can someone explain the effect of this advantage to me?

    This advantage is very useful in PvP and for pure melee combatants because it locks out your target's travel power.

    'Caine, miss you bud. Fly high.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited July 2013
    It shoots [The Giant Nail] from the sky which skewers you to the ground.
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  • thearkadythearkady Posts: 337 Arc User
    edited July 2013
    To add to what's been said so far: no, unless you do PvP, you don't really need it on a fire toon. I mean, if you can actually hit the target with it, it's in range of your ranged attacks, which in PvE is totally good enough.
  • bitloader#0640 bitloader Posts: 18 Arc User
    edited July 2013
    thearkady wrote: »
    To add to what's been said so far: no, unless you do PvP, you don't really need it on a fire toon. I mean, if you can actually hit the target with it, it's in range of your ranged attacks, which in PvE is totally good enough.


    Agree, but still nice to be able to shoot a target out of the sky and see them plummet to the ground. :biggrin:
    Roster: Gemstone (L7; the Inferno)
    former CoH veteran
  • flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
    edited July 2013
    IMO, the only reason to use it in PVE is to put it on your lunge in you're pure melee and don't fly.

    In PVP, it has far more applications.
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  • thearkadythearkady Posts: 337 Arc User
    edited July 2013
    On a pure PvE toon, the plummeting isn't usually worth the points that could be better spend on something that helps soloing instances :rolleyes:
  • bitloader#0640 bitloader Posts: 18 Arc User
    edited July 2013
    thearkady wrote: »
    On a pure PvE toon, the plummeting isn't usually worth the points that could be better spend on something that helps soloing instances :rolleyes:

    Any tips on that? What advantages I should definitely have to make my Inferno uber-kill-everything-in-it's-path-and-solo-every-mission-up-to-40-while-killing-mega-bosses powerful?
    Roster: Gemstone (L7; the Inferno)
    former CoH veteran
  • thearkadythearkady Posts: 337 Arc User
    edited July 2013
    You mean Inferno as in the archetype? Sorry, no can do. With the slotted passive it has, it's a glass cannon type build that can't really solo 5 man instances like Doctor Destroyer's factory.

    Have to admit I've only done freeform ffire builds and never really looked at the Inferno AT much, because I consider REC the worst possible primary super stat of the On Alert era. END would be superior by far thanks to better specs (Readiness, Hardened), and I don't approve of Cryptic intentionally gimping the AT by giving it the wrong primary.
  • themightyzeniththemightyzenith Posts: 4,612 Arc User
    edited July 2013
    ...................................................nvm
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