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  1. From my understanding, your proposal boils down to "What if a controller could Overpower any mob?" I don't think there's anything in that which would shift the game balance overwhelmingly, particularly in the damage focused environment of the current game. The one thing I would also throw into consideration is the duration of the Overpower effects. Rather than making the chance for Overpower dramatically lower (I feel your original proposal is a bit too low), perhaps it should be shorter lived on harder targets. A mixture of a lower chance and a lower overall duration with the higher magn
  2. Perhaps it's a bit of jealousy, but every time I see some new tweak to blasters I wish a little more love would reach controllers and doms. I'd gladly take a control set with recycled animations and visual effects if it meant there was a new one to play. Wind Control isn't the lowest hanging fruit there (some kind of gadget/grenade set would probably be lower effort) but I'd certainly love to see it in some incarnation.
  3. Much of the dysergy in Dark is, in my opinion, an intentional decision made by the live devs. Dark's ability to stack handy amounts of -to hit debuff with nearly every ability means it offers a layer of protection beyond its mez alone. I think they wanted to disrupt that inherent synergy a bit to prevent Dark from being the premier control set. Even in doing so they compensated by giving Living Shadows a bit of bonus damage. As it is, it's a very powerful set that does everything well while not being the best in any area. The only thing in Dark that actually needs fixed is Haun
  4. Barrier's defense and resist buffs have the same duration; a huge buff up front that degrades after 10, 30, 60, then 120 seconds.
  5. Energy Font demonstrably does very little. Take it for spin time against some lower rank enemies and spam the AoE immobilize with Energy Font. Watch how many of the enemies are actually stunned. Against a spawn of about 10 Rikti in RWZ, I was spawning about two orbs at a time and they were able to control two minions. Against something -15 to my level I would expect they could keep even those minions locked down, but they can't. The stun was sporadic. Want to see how poor they are for damage? Slot it in Confuse, stand right next to your target and spawn them. They barely nibble at even
  6. It will proc one when you cast Singularity, but after letting Sing go to town on some practice dummies for about 3 minutes it didn't proc any.
  7. Mez magnitudes are additive in regards to magnitude. All mobs have some inherent level of mez protection (minions = 1, lieutenants =2, bosses =3, elite bosses = 4, AVs = 3/6 + 50 when purple triangles are up). As long as their mez protection is 0 or greater they can continue to act freely. So take a boss mob, for example, and hit it with Flashfire with a duration of 20 seconds. That reduces its mez protection to 0 for those 20 seconds (assuming even level), so it remains active. If an Energy Orb swoops in during that time and hits it with a mag 2 Stun for 5 seconds, the boss will be stunn
  8. My experience just doesn't match up with this even on teams. Minions and Lieutenants are wiped out in the volley of initial AoE. Where control matters is on the bosses that remaining standing. While some sets do benefit less, we see them all near the bottom in numbers for Doms. From the bottom up: Ice, Grav, Electric, Earth. Earth remains near the middle of the pack because its provides extensive control; both Earthquake and Volcanic Gasses can deal with bosses fairly effectively. Grav is a notable exception there but the explanation for its change in position is fairly simple; it trades
  9. The high recharge is nice on the control side of Dominators; it's also why many controllers chase it as well. However, when you begin to hit heavy diminishing returns on recharge in individual powers, the reason to keep pushing forward is perma-dom. For instance, I've been working on a Grav/energy build. If I drop all of the LotGs out of it, I can lose 37.5% global recharge. That makes a 3 second difference in how often I can cast Wormhole, but it drops me out of perma-dom by 10 seconds plus the time it takes to rebuild the domination bar. Additionally, Assault secondaries don't have many
  10. You are correct. It is a mag 2 stun, enough to overcome a minion's mez protection on its own. I'm unsure how it behaves in Blind, but I know the sleep in Blind has a very small radius. It's a pretty rare thing to see the sleep itself given how closely packed enemies need to be. As for TK, it can't even be slotted there.
  11. I have multiple issues with the controller ones and you've hit on one of them. Most put them in an AoE immobilize and spam that power. That, of course, isn't an option for Mind and Illusion. Plant and Fire, which already sit near the top of the pack for control sets, have bonus damage in those powers and this incentives their frequent use even more. For others it encourages a game play style that is somewhat detrimental to team play, often locking mobs in scattered formations because they've jumped to utilize those powers before enemies are neatly gathered. I also question why
  12. True, they are more damage, but they leave the application of it in your hands. Coming out of Hide, you've got the choice of single target heavy hitter or AoE or which enemy is the one that you really need to defeat. Likewise you'll be choosy with when you fire off your next Build up. The stalker ATOs, I would say, at least loop back into the decisions you're making as you play the AT and that's what makes them so enjoyable. If the controller ATO popped up a buff that told me I had increased mag for a few seconds, I'd most definitely slot it. While also improving the role I pla
  13. Late on Live Gravity received a pass that resulted in changes to Dimension Shift and Wormhole; Wormhole became aggro free and its radius was increased (IIRC), which helped a great deal. On HC the introduction of the kb > kd IO, Wormhole become much, much more orderly; instead of throwing targets randomly near your target, it drops them in a nice pile. Knockback, Teleport, and cage powers like Detention Field and Sonic Cage have variable magnitude which means they are reduced by level differences. (At one point, you could use Hami-Os to alter the magnitude of DF/SC in order
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