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Ratch_

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  1. With 3 procs and two +5 dmg IOs it's a bit faster. However it's also within the margin of error - getting about 20-30 seconds faster with this so I do think it's better. Nothing game changing though
  2. Clear video comparison on the same AE mish. First clip is live, second is beta server. Plant control now has increased versatility, the damage has taken a hit though. Creepers is slotted with procs in both vids. Last slot is purple +5 acc/rech
  3. I watched it and your seeds is hardly even doing anything. You basically confused nothing at 3:00 and cleared at similar speeds when you confuse mobs. You have too much knockdown to get much use out of the confuse, it's a very small portion of contribution compared to the tree/spore/storm powers.
  4. Creepers obviously isn't what it used to be but I think it's still worth taking and mobs groups quite well.
  5. Tree is pretty tanky, fly trap is definitely a larger risk. I'll say though that I never had fly trap die in my runs when I'm using my buffs and control powers. More just demonstrating the tree here
  6. I've been vocal about wanting 16 target cap back and have went and spent some time doing a few runs of mobbing on my plant controller. The consistency of confusing entire mobs and bosses is definitely not what it used to be, mainly because the proc helped stack mag high enough that you can consistently CC the bosses (dominators I imagine won't experience this woe often). Now the power feels way more inline with Flashfire in that it will CC large packs, but bosses will not always be controlled. I included all plant powers in my build and felt they all had good use, which is also another glaring difference from what I had on live. Spore burst can be nifty as it can help a bit more with some quick notice shut down - and help detoggle enemies. Spirit Tree feels insanely more useful now that you can have it up more often. The taunt is neat. Creepers with containment on vines is competitive enough where I don't feel plant loses it's niche in being fairly great at AoE dmg, but ST is lacking. With this iteration of changes I have no complaints and am certainly happy with the direction the feedback has gone this round of beta testing. For diehard fans of seeds+creepers being hard carries of the set you definitely lose some of that power fantasy, but enough of it is maintained for me to still enjoy my controller and internally can still get that this feels like plant control. I'm unsure if more iterations will take place, but with these most recent changes I'm content and would be completely happy having these changes be the ones that make it to live.
  7. Also, proc dmg doesn't go down in effectiveness with overcap mechanic? 3531.428781 vs 3450.314 Since most mobs are 10-12 without herding I'll compare the 12 max it's like a 2.5% increase if the tanker hits 12 and the brute hits 10. In practicality I don't think this is that concerning at all now that I weigh it out more in my head. Biggest advantage is less overcap and more that they get bigger AoE QoL. Being stuck at 8ft on some powers just sucks so much.
  8. Seeing the brute at dmg cap being ~18% lower vs tanker is pretty sad to see ngl
  9. Noticed this as well on Throw Spines, I presume these are just special cases for these powers as I haven't found any other exceptions. (They both still get the radius/range increase)
  10. Creepers with 5pc rag has been fine, and seeds with 6pc contagious confusion is doing it's job for the most part. I still think spore + spirit tree followed by seeds is the safest opening you can do which is interesting. Containment on vines now does definitely soften the blow from proc cascade reduction. I can understand being weary of seeds competing with Mind's T9, though I still think a 90s control power should retain it's 16 target cap in some form. Could be 10 target confuse and 6 target sleep or some other minor effect.
  11. Adaptive Recharge + Containment on terrorize has helped mind control a lot which is very nice change for controllers. Not quite clearing solo as fast as plant (which has been slowed down quite a bit with the recent changes) but I could see mind control being much leaner to run in teams since you don't need to wait for pet AI to play along. Mind is excessively strong in the ST confuse department since Mass Confuse acts as another duplicate of Confuse in the set now with adaptive rech in ST so you can essentially stack them back to back for crazy high mag/duration (especially if you pick up power boost). It definitely retains that niche
  12. /late But my only concern is that Shockwave standard target cap is *10*. It's 10 on all melee ATs, on tanker it should have overcap on 11-16. If you are seeing reduction past 5 that sounds like a bug to me?
  13. The only thing I really want from the current build is increased target cap, ideally back to 16 as the reduction to 10 was a ridiculous choice to begin with. With the adaptive recharge set at 8s, if you 6pc slot coercive persuasion then you now have a ~15.8% chance to proc contageous confusion. It's a nice bonus but far from a reliable measure/fallback
  14. I definitely noticed it's power in comparison to other control sets doing solo content but it never really mattered when it came to teaming. Honestly my secondary and creepers always provided more to the team than seeds. (granted if the creeper patch could catch up 😅)
  15. I don't disagree, but even on live seeds of confusion doesn't necessarily move the needle on the overarching game state of speed and mow downs mobs that is too fast for many control sets that rely on pet damage to feel valuable as often compared to bringing a damage or -res support archetypes. (+ plus tank) I'm aware some of this is looking to be addressed content wise through critter updates which is a good sign, just might be awhile.
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