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SaddestGhost

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Posts posted by SaddestGhost

  1. 6 hours ago, Peacemoon said:

    One thing we haven't touched on yet but I mentioned above, what about a max duration for TK, like 30 seconds? The advantage of a max duration is you could potentially ramp up the effects it has, and lower the end cost? Just a thought.

    Also I like the idea of it having roughly a similar uptime to the AoE stuns, which have 90s base recharge. So 30s duration +60s cooldown and we're at 90s. With the option to cancel early of course.

    In regard to a fixed duration, your suggested numbers would easily overshadow Mass Domination (if they shared a target cap).  With 2 level 50 IOs MD's duration is still shy of 30 seconds and it takes a good deal of recharge to reduce its cooldown to near 60 seconds.  Something similar I had in mind was an accelerating endurance cost to effectively cap its duration, but allowing some flexibility if someone chose to build for end. reduction/recovery to leverage it longer.

     

    Swapping trains of thought for a moment: how many consider Telekinesis as Mind's signature power or feel that it should be?  I definitely would like to see it improved to something more functional, but I'm wary about making it a keystone of the set.  Doing so, I think, would change the feel of the entire set as many of us know it.   As I consider these suggestions, I'm thinking about how the KB > KD IOs have altered Bonfire.  A power that was once skipped more often than not became a highly recommended choice.  Honestly, I'm not sure if it was a good change as it allowed Fire to utilize more control with even more damage.

  2. On 4/11/2020 at 10:21 AM, Blackfeather said:

    What did you think of the Dizzied! mechanic from my original post? That is, causing enemies woken up by Levitate/Terrify when they're put to sleep by Mass Hypnosis/Mesmerize to wake up disoriented (mag 3 stun), with the duration of the stun based on a fraction of the remaining time of the sleep effect?

     

    Basically, the Dizzied! mechanic was thought up with two things in mind: providing Mind Controllers with more opportunities for Containment, and dynamically strengthening the effects of their Sleep powers in groups that seldom require them - fast, explosive teams with lots of damage that easily wake enemies up without meaning to. It also lends itself nicely to some fun combinations, taking into consideration my other proposals. For example:

    • Telekinesis > Mass Hypnosis > Levitate
      • Group a bunch of enemies together, before putting them to sleep
      • Levitate lifts all enemies affected by Telekinesis into the air, dealing Containment damage
      • Enemies are left stunned by the Dizzied! mechanic for a fraction of the Sleep duration
    • Mass Hypnosis > Terrify
      • Put a group of enemies to sleep, then jolt them awake with overwhelming Fear, dealing Containment damage
      • The Dizzied! mechanic kicks in, leaving them awake but disoriented
    • Mesmerize > Levitate
      • Basic one-two designed to disorient a single opponent

    It's taken me a while to solidify my thoughts on your Dizzied mechanic but I've finally put my thumb on why it doesn't sit well with me.   In many situations, it seems like it would fundamentally alter Mass Hypnosis from being a Sleep to simply being a short-duration Stun.  On teams, for instance, it's almost forgone that Sleep will be broken.  The other issue is that without some alteration to Levitate or Terrify the ability to set up AoE containment doesn't mean much.  As it currently stands, Mass Hypnosis only has a slightly longer recharge than Terrify.  In most cases, I'll simply wait a few seconds in order to cast MH before Terrify in order to  benefit from the containment.  Your Dizzied mechanic does add a bit of forgiveness when teaming, but without a fairly long duration it won't maintain containment for a second casting of Terrify.  The added utility in Mass Hypnosis would certainly be an improvement but on the list of changes I'd implement I'd hope to see Fear and/or Confuse added to containment first.

    • Like 1
  3. 2 hours ago, Apparition said:

     

    No.  It's a combination of inertia and one sidedness.  "There's a lot more heroes than those stinky villains, so let's force them to come to us."

     

    Edit: I don't understand it myself.  The Abyss is a much better looking zone than The Hive.

    I never realized that the Abyss was co-op.  I think I've only ever visited it to snag some badges, actually.  But it does make me scratch my head and wonder "Why not make the Hive co-op as well?"

  4. You'll find what you're looking for in a Plant Dominator.  Seeds of Confusion has a ridiculously good ratio of down time to duration.  While the base duration outside of Domination is shorter than a controller's, Domination boosts the portion of the power that is only 3 magnitude to longer than a controllers and adds an extra 3 magnitude (to one shot confuse bosses) to half of that.  On top of that many Dominator secondaries offer Power Up which can further boost secondary effects and controls.

     

    However, if  your interest is support rather than just control, a controller's secondary can provide significant means to support the team even in situations where control can fail them.

  5. 55 minutes ago, Hjarki said:

    For Electric Control chain effects, they are a series of pseudo-pet summons at delays. Whenever the power takes effect on the target, it locks out the bounces for 5 secs. However, the powers themselves take a lot longer than 5 sec to resolve. So while your two enemy example won't work, a 10-enemy spawn will almost certainly have targets that are double-stacked (unfortunately, you can't control which targets other than the first).

    Well, color me pleasantly surprised.  I jumped into AE to test this myself and you are quite correct.  It took a few attempts before I could see it occur on a specific mob with the power analyzer but it did stack mag 6 confuse.

     

    27 minutes ago, Peacemoon said:

    Containment should really apply to all mezz powers, fear and confuse. I feel like it’s only thematically based on the wording that it doesn’t (because mobs aren’t so... “physically contained”?).

    But the principle feel, thematically and gameplay is that controllers are more lethal when attacking mobs that are controlled, so I think that absolutely should stretch to fear and confuse as well. Too much emphasis is put on ‘physically contained’ and not enough on ‘mentally contained’ in my view! And for a set like Mind, the distinction is massively important.

    Absolutely.  The in game description of Containment even makes mention of the controller's will.  That certainly applies to the mental aspect as well as physical.

    • Like 2
  6. 4 minutes ago, Hjarki said:

    Single target Confuses have a ~80% proc rate. Synaptic Overload doesn't make particularly good use of Contagious Confusion due to the peculiarities of its mechanics. However, it is inherently 'contagious' in that it can bounce back to previously Confused targets and self-stack

    I'm fairly certain that this is not the case.  If I recall correctly, back on Live, some of us questioned if this could happen and the devs stated the chaining powers flag an enemy after they've been hit to prevent the chain from looping back.  It should be fairly easy to demonstrate if you find an isolated group of two enemies, the chain should never jump back to the first.

  7. 1 hour ago, r0y said:

    I'm not sure how easily they can tag fear/terror as containment, but that would solve at least half the problem.  The other half would be to lock them in place for AoE damage (from teammates, etc).  Also, Terrify comes too late, it would have to be moved up and more "spamable" (less recharge, less damage, etc).  It could work, though.

    Adding Fear to Containment isn't terribly complicated, especially if limited only to Mind.  Basically every damaging controller power has this line:

    If (target.kImmobilized > 0) or (target.kHeld > 0) or (target.kSleep > 0) or (target.kStunned > 0) or target.hasTag?(IncarnateBoss)

    A find and replace could easily alter or add to it.

     

    As for Terrify's damage some adjustment could be made, but it's worth noting Terrify's damage per endurance (1.47 damage/end) is only slightly better than Roots (1.41 damage/end) .   I wouldn't expect it to be as spammable as AoE immobilizes because of the mitigation it provides, but a 15-20 second recharge is similar to damage powers from APP/PPPs.   Having its damage bloom later might be unappealing, but Mind does have excellent control options early on.  It would be like the inverse of Gravity (early damage, later control).

    • Like 3
  8. 2 hours ago, The_Cheeseman said:

    Well, if that’s the case, it’s still functionally equivalent, so it’s cool with me!

     

    EDIT: Upon further testing with your explanation in mind, I am inclined to agree with your assessment. It doesn’t substantially change how I use the power, but it does make more sense from a technical standpoint.

     

    In any case, any hard control power that enables me to defeat entire spawns in perfect safety is cool with me, whatever may be happening under the hood!

     

    I’d also like to draw attention to the fact that, when two people treat one another with respect, even when you’re proven wrong, you can thank that person for teaching you something valuable. Everybody wins!

    Taking it back to the original point though, as long as a Plant controller beats the enemies while they're confused Seeds is essentially aggro free as well.  I'm not discounting Mind's aggroless powers though as I do find utility in them.  I generally "soften" an unaggro group with Mass Hynposis before hitting them with Terrify/Mass Domination.  In that case anything that isn't hit by those doesn't immediately begin firing back.

     

    48 minutes ago, r0y said:

    I agree with @Coyote in that what controllers need is a SPAMABLE AoE containment: thus, aoe immob.  Still no amazement needed, I think we all know this.

     

    I would only be "continually amazed" if someone were to think otherwise in this discussion.

     

    People will use whatever the CHEAPEST, QUICKEST most effective method of containing the most mobs with as little effort as possible.  Period.  THAT is aoe containment for a controller.  A efficient one, anyway.  If I get a HOLD TOGGLE that is cheap and up all the time?  Damn straight I'm using it.  Since we don't have that (and probably should not), I'll stick with the ever-spamable AoE immobilizes.  Even the cones. 😉

     

    Redo Mind as follows (in proposed tier order):

    1. Mesmerize (fine as is)
    2. Dominate (fine as is)
    3. AoE immob (formerly TK) and just call it "Containment" as an adage to the many pleas over the years!
    4. Levitate (increase damage and cost to T4 levels or make a small melee sized TAoE, like Psi Melee, but targeted)
    5. Confuse (either T5 or swap with Levitate if it becomes small AoE)
    6. Terrify (maybe reduce recharge a bit and move it up from T8 spot)
    7. Mass Hypnosis (possibly T6, swap with Terrify)
    8. Total Domination
    9. Mass Confusion (fix acc, & rech.)

    Done.

    I agree with the general direction of your suggestion but feel it should be done in a different way.  If we add  containment to Fear (whether in general or for Mind alone), and reduce the recharge on Terrify to  around 15 secs, it becomes a power that can be leveraged for damage much easier.  That alone would do wonders to address Mind's damage problem.    I would still like to see buffs to Mass Confusion and TK after that, but I think a containment/Terrify change is a good starting point.

    • Like 4
  9. 27 minutes ago, The_Cheeseman said:

    Finally, it’s just plain incorrect to claim that dealing any damage instantly negates the benefits of non-aggro confuse. Confused MOBs don’t register aggro, which means that you can drop Mass Confusion on a spawn and kill/pull away any other MOBs nearby, and the ones that were confused won’t aggro after confusion wears off. You can also nuke any of the confused MOBs without aggro, as long as there aren’t any non-confused MOBs in aggro range, and they won’t even notice. I have personally used Mass Confusion on a spawn, tossed fireball right into, let the MOBs kill each other, gotten exp for those kills, and none of the survivors ever aggroed me.

    See above how this is just flat-out wrong.

    This isn't entirely correct.  You do generate aggro.  However, it is for a limited time.  What you are seeing is aggro expiring before the confuse duration.

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  10. 1 minute ago, Hjarki said:

    Stacking eleven billion Confuse mags on an AV isn't actually all that useful in most cases because you're just using Confuse as a budget Hold in that scenario - and any level of Confuse you could hit is also a level of Hold any Controller could hit.

    It is somewhat easier to stack Confusion on an AV on account of its longer duration and aggro-less nature.  When you're attempting to stack that magnitude of any mez, activation times and duration really come into play, and Confuse does activate faster than some single target holds (Fossilize and Tesla Cage). Dominate and Char do provide some advantage in that scenario because of their very short activations. But really the scenario of trying to outright control an AV is so infrequent most people don't even consider it.  One of the most common scenarios for it rises in the ITF when a team can't out damage the healing Nictus, but if we've reached that level of desperation people tend to quit before having the patience to watch a controller build mag on an AV.

    13 hours ago, Hjarki said:

    Honestly, I think this is an issue with the Controller archetype as a whole - Mind is just the most clear example of it. The fundamental issue is that the notion of support is obsolete. Being able to cripple a spawn on a long recharge is of minimal use when everyone else is able to kill it more easily.

    I disagree with this... to a degree.  The end game has definitely diminished the value of support.  The availability of Incarnate powers in regular content is the primary factor there, in my opinion.  Inventions, particularly with the availability of defense options, are the other factor.  But that still leaves a great deal of the game (for those that play it, rather than powerlevel through it) where controls are still relevant.  Just the other day I participated in a disastrous Penny Yin that had no support or control ATs.

     

    On 4/9/2020 at 2:35 PM, 5099y_74c05 said:

    Mind Control is a decent set and won't require many tweaks to make it a great set IMO. Whatever fixes are applied should be ported to the Dominator version too. The most effective changes will probably rely on fixing TK and tweaking MC. From an overall set design I think having compelling power choices is great; I'm not a fan of skip powers. Sets should have at least one set defining choice, most have two such choices that are likely to break your build if you skip them. From a design standpoint, I  think TK and MC were intended (at the time of introduction) to be the set defining choices.

    I quite agree that parity between the controller and dominator versions of Mind controller should be maintained.  However, I don't think fixes to TK (and it should be fixed for both ATs) will address the primary issue with Mind for controllers: damage.  For that we need to look to Containment and Terrify, Mind's only source of AoE Damage.  In Blackfeather's suggestion thread, I propose lowering the recharge and duration of Terrify so that it can be better utilized as a damage power.   Couple a lower recharge with Fear-triggered containment and Mind may become competitive for controllers again.

     

    On 4/9/2020 at 2:35 PM, 5099y_74c05 said:

    The lack of secondary side effects in the powers could be something else to consider but not likely to have a huge impact; I was under the impression Mind/ had increased accuracy or discounted endurance as such an effect but I'm not seeing that in any of the numbers. I suggest this with reservation since I'm not a big fan of -Rech Psi powers typically have as a side effect.

    Mind doesn't seem to have a blatant accuracy advantage, but it does have the advantage in that most of its powers only have the tag of Psi.  Without the tags of ranged or AoE most enemies will have no defense against it.  Force Field Generators, for instance, provide no defense against Psi so they can easily be confused and turned against their owners.   Unfortunately, when you get to the late game psi defense does become more common with enemies like the Carnies, Arachnos, and the IDF.

    • Like 2
  11. 2 hours ago, The_Cheeseman said:

    Also, comparing Mass Confusion to Seeds of Confusion is a bit misleading. On paper, Seeds seems to be superior, just due to the recharge. But you really shouldn't underestimate the fact that Mass Confusion is essentially a spawn delete button that doesn't even cause aggro. Seeds is a great every-spawn control power, but it's not in the same league as Mass Confusion. Mass Confusion's recharge is entirely justified, I believe. You can already get it down to around 60 seconds--much lower than that and you seriously risk trivializing the entire game.

    I'm a bit baffled by what you mean here.  MC has a larger area than Seeds and is easier to aim, but other than that the end result is the same.  The lack of aggro is only really relevant when you want to put a mob on hold, otherwise you're attacking them and generating aggro anyway. 

  12. 2 hours ago, 5099y_74c05 said:

    This is fair criticism. MC should probably be compared to tier nine pet powers(and their general capabilities); this would justify greater uptime (availability) and would require a lower duration in exchange. Possibly consider an AoE or target reduction. As it stands its available every two to three engagements.

    In my opinion (as I detailed in the thread on the controller boards), it is a valid comparison.  There are a number of factors to consider that would prevent Mass Confusion from working as well as Seeds.  There are synergies within Plant that work with Seeds and conflicts in Mind that would prevent it from rising to that level, but it basically boils down to a) lack of containment, b) Terrify slows down confusion damage, and c) Roots' above average damage synergizes with Seeds.  Synaptic Overload, despite its peculiarities as a chain power, is a probably a better model of how MC would behave on the same cool down with Static Field simulating the effects of Terrify.

     

    While I understand Vanden's assertion, I think the concern is a bit excessive.  Looking back at my past builds, I see Flashfire, Stalagmites, Wormhole, etc. all with longer duration than cool downs.   On dominators, it's even possible to sustain a mag 6 stun for as long as it takes Wormhole to recharge. The whole fear of City of Statues from the Jack Emmert era never came to be even after inventions helped ease the beating that AoE controls took.  If anything we're living in the age of Nukes where controls contribute even less.

    • Like 1
  13. For controllers Mind is really lacking in AoE damage, but not entirely due to Containment.  It is, in part, due to the lack of a spammable AoE.  We have Terrify on a significantly longer cool down, which also conflicts with leveraging Mass Confusion for damage.  By comparison, Plant can confuse enemies every spawn and hit them with an immobilize that does higher than average damage without loosing the benefit of confuse while still setting Containment. 

     

    We bounced around a lot of ideas on how to address this in the suggestion thread from mechanics to improve Mind's containment setting ability to adding some synergies between Levitate and TK.  More feedback is always appreciated.  Also, an issue we discuss is TK's excessive endurance cost, currently the most costly toggle in the game.

    • Like 2
  14. 2 hours ago, Artex4232 said:

    I have never played a Dominator, and it seems to me in reading the musings of my fellow citizens of Paragon and the Isles, that the Dominators are happy with the way Mind Control works for them. So what if we start there, what makes Mind Control so much more groovy for their play or that toon class? Maybe its not that, maybe is solo vs. group, I am merely suggesting we zoom out, look at what is working well so much that those folks will advocate strongly for it to stay the same. Focus on the bright spots so to speak, then from there see if we can find a way to have some of that success propagate to the Controller side of the equation.

     

    Thanks

    As I briefly mentioned, it comes down to what each AT uses the primary for.  Controllers use their primary for damage and control; Dominators, with an entire secondary to provide their damage, use it for control.   That creates some key differences in how they utilize and slot different powers.  For instance, a dominator, with better options for damage per endurance in their secondary, reasonably only casts their AoE immobilize while mobs are free to move.   Controllers, on the other hand, often cast their AoE immobilize to contribute to damage.   So the damage disparities between control sets is a much greater factor for a controller than it is a dominator.  (Sets that debuff resistance widen that gap for between control primaries.)

     

    As for why Dominators are more satisfied with Mind, by virtue of the increased magnitude and duration of controls under Domination, they're simply better at controls.  Dominators can rely on those controls affecting bosses.  So when you need to shut down those incoming adds Mass Hypnosis for a Dominator will stop the bosses; a controller might stop them (with the increased 50% chance to overpower).  Need to put an elite boss in time out?  Dominators can do it with Mesmerize.  Controllers need to stack Mesmerize in with Mass Hypnosis.  Trying to hold an AV, Dominate > TK > Dominate > Total Domination builds 24 mag in less than 10 seconds.   Mind is in a peculiar position in that 8 of its 9 powers benefits from Domination.  Earth, by contrast, doesn't benefit from Domination on Volcanic Gasses, Earthquake, Quicksand, or Animated Stone.

     

    I suppose one take away from that is Containment needs to be part of the solution.  If, as Redlynne proposed, Mind triggered it on Feared opponents it would buff Controllers without affecting Dominator performance.

    • Like 1
  15. Looking at some of the March numbers on Controllers and Dominators reinforces some of my thinking on the matter of Mind Control.  At level 50 Mind is in last place for controllers, but in second place for Dominators.  Why?  Trollers rely on their primary for damage; doms do not.  Struggling with containment, a much longer recharge on Terrify vs. AoE immobilizes, and no pets contributing to damage all contribute to the issue.  While Mass Confusion, in theory, helps with the damage contribution its role in doing so is in conflict with leveraging Terrify for damage.  (Plant doesn't suffer the same problem.)

     

    So what if the cool down and duration of Terrify were reduce?  I would propose a recharge of 15 seconds with a duration of of 10 seconds, close to its current recharge/duration ratio.  Naturally damage and endurance cost could also be altered.  From my understanding there is a formula that dictates the ratio between damage, endurance, and recharge.  However, Terrify's current damage/end ratio (1.47 damage/end) is only slightly better than Roots (1.41 damage/end.)  Even with this alteration in place Mind would lag a bit behind due to unreliable containment.  This, however, would come at a slight disadvantage to Dominators who would need to cast Terrify more often to maintain it.

     

    (Side note: What the hell, Plant?  An endurance discount on its AoE immobilize, Seeds with a better up-time/duration rate than any other AoE mez, then let's throw Creepers in there for a bonus. )

     

    On 4/6/2020 at 10:49 PM, Redlynne said:

    If the Repel HAS TO BE THERE (I'm not convinced it does, but work with me here) ... then I'd want to have a way to conditionally engage and disengage the Repel component being added into Telekinesis.  The simplest solution to this particular problem that I've been able to conceptualize, while keeping Telekinesis (relatively) self-contained so it doesn't create dependencies with other powers, is to go the "Mystic Fly" route and have Telekinesis get broken out into two powers ... the "main" toggle power that does the AoE Hold function just like normal ... and a "sub" toggle power that enables the Repel function in the main power.

     

    Essentially the way it would work is to key the Hold toggle to enable a Repel function if the sub-power toggle is affecting the caster of Telekinesis.

    Toggle on both the Hold and the Repel enabling toggles and you have exactly the same functionality as Telekinesis has right now since the max targets nerf.

    However, you would be able to toggle Hold both with and without Repel being active ... but the reverse would not be true (you couldn't Repel toggle without the Hold toggle being active) ... due to the dependencies.  All the programming would need to do is check to see if the Repel toggle is toggled on on the caster in order to enable the Repel function in the Hold toggle affecting the anchor $Target and all of the other $Targets within the AoE (up to the max targets limit).

     

    Basic idea would be that the Hold toggle (without Repel) would cost 2.08 end/s and the added Repel enabling toggle would cost 1.04 end/s to run ... for a total of 3.12 end/s for running both (unchanged from current power) when both toggles are running.  That then gives the Player the option of when to "push" with Telekinesis and when to merely "hold" with Telekinesis so the power isn't a self-defeating (in the absence of useful terrain) power that scatters what it ought to gather.

    I think this implementation would be the most likely.  The tech exists, it doesn't alter the function of the power, and it addresses some of the endurance issue.  Simply being able to pause the Repel effect while you reposition your character would also dramatically improve the ease of use, requiring less of the constant repositioning that it takes now. 

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  16. 3 hours ago, Blackfeather said:

    The reason why I decided to use Mastermind-esque controls was to maintain the use cases that Telekinesis currently has of moving enemies around, while also allowing it to function as an AoE toggle-based hold. I wouldn't be surprised if some people take plenty of enjoyment in the whole herding aspect of the power - I know I do at least, so I wouldn't want it to go away.

    I always found it frustrating to use TK, especially opposed to Hurricane, when herding.  If enemies are caught at different ranges in TK's path, changing your position has a greater change in the angle of repel for closer targets.  If the ends is to clump enemies together I'd much rather have a means to do so without fighting against the power itself.

  17. 3 minutes ago, Blackfeather said:

    Any thoughts on the implementations I proposed in the original post along with the one I made some time afterwards after some feedback?

    The aspect that I really like is the proposed synergies with Levitate.  I think that addresses one of Mind's biggest problems: damage.  Of the two alterations to TK, I prefer the first though it I think the implementation of a pet controls might be a little clunky.  If vectored repel does become possible, I think a fairly simple solution would be a location based toggle.  That doesn't offer the same level of control, but I think it would be easier to implement and  for users to grasp. Drop it and all affected enemies are drawn to the center.  The second proposal has some problems with it.  If only immobilized/held enemies are repelled it would have the effect of moving lts. and minions, separating mobs (at least for controllers and outside of Domination).

  18. 2 hours ago, Wavicle said:

    I agree with a lot of this, perhaps not all but that's ok.

    I should point out that Mind Control DOES get a 16 target AoE Hold already, and perhaps not having TWO such powers is actually good design.

    Other sets effectively have that via stun+immobilize or confuse+immobilize.  In my experience with Mind/Rad, even having the a third hard control in the form of EMP Pulse wasn't enough to compare with the every spawn control you find in other sets.  For a set that sacrifices a great deal in terms of damage (lack of containment, slower charging AoE damage power, and no pet), more control should at least be the compensation.  Other sets have been buffed through a few changes (reducing knock back protection in the AoE immobilizes, the knockback > knockdown IO) that have allowed them to leverage their controls for more damage. 

  19. 30 minutes ago, Blackfeather said:

    Hmm...on the one hand, it does make sense, but on the other, it does make you wonder what Fortunata Hypnosis' proc of placating is supposed to do, if anything, hahah.

    To my knowledge, it doesn't work.  I've tried it against some Nemesis Jaegers and never saw a break in their attacks.

  20. Radiation sets are in a weird place.  Looking at the original sets, you'll see lots of -def and some disorients.  Radiation Melee and Assault use Contamination to spread around some damage.  Then Atomic Manipulation is out there by itself with the charged particle mechanic.   I'd probably dismiss the charged particle mechanic as trollers and doms are going to pick targets based on what needs to be controlled at the moment and an added layer of complexity wouldn't work well there.  

     

    For a pet, I have a few ideas. I'd call it Reactor. Ball of Light from the Animus Arcana enemies could be used for visuals.  Give it a DoT aura, some -def, and a chance to disorient with a recharge and duration comparable to Carrion Creepers, perhaps with heavy resist so it doesn't die too easily.

  21. Years ago on Live, I played around with TK and Sonic Cage (because it came earlier than Detention Field).  If  you caged the anchor, it continued to repel the other targets until the reached the range limit of TK.  They'd drop out, maybe fire back, or run back into the TK.  It wasn't very useful.  I'd imagine TK remaining on a defeated enemy would produce the same effect unless the body slides across the floor.

     

    I may be wrong, but I though Repel, Whirlwind, etc. got an endurance reduction in a recent pass through. TK is left as the most expensive toggle left.  Heck, Forcefields can run Force Bubble, Repulsion Field, and Dispersion Bubble at the same time for cheaper.  You can run Enervating Field, Radiation Infection, AND Choking Cloud at the same time for cheaper. Storm can run Snow Storm, Steamy Mist, and Hurricane for cheaper.   Tactics, Maneuvers, and Assault all together run for cheaper.  The more I look at it the more I realize TK isn't just a skippable power; it's broken.

  22. Steering this conversation back to something constructive... of all the alterations people have suggested what are the favorites/priorities for people?

     

    • The first is reducing Mass Confusion's recharge.  90-120 sec is the range I'd like to see.  This would provide Mind with a solid every mob hard control.
    • The second is a global change to Sleep powers.  My preference is for a chance to reapply sleep after some period, a lingering drowsy effect, though it doesn't fit Salt Crystals thematically.  Barring that I would support a chance for stun upon waking (unenhancable, 3-4 seconds duration).
    • Telekinesis... In this order: up the target cap, reduce the endurance cost (possibly an additional cost per target similar to Repel), implement some control over the repel.
    • Levitate synergizing with TK for some AoE damage.  Perhaps a small AoE with a cap of 5 or so.
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