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Vinceq98

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Everything posted by Vinceq98

  1. Pyro and trick arrow is really great. I made a pyro and poison on the test server but sadly trick arrow is better. It gets it's debuffs out way faster and safer than poison does. Weaken and envenom on hard targets is great and all but disruption arrow and flash arrow are so quick it lets me get to spamming my pyro powers more so I can get as many blast offs and interceptor procs as possible. With poison I have to cycle between mobs if I want to make sure my debuffs are being spread out. Controllers do double dmg to CCed mobs and not to ones that are just debuffed. My opener is flash arrow then disruption arrow. These don't alert the group and it allows me to get glittering column in position which is then followed up by hypnotizing lights and then brilliant barrage. Then I just start spamming dazzle and sparkling cage/chain until mobs are dead. It's been such a powerhouse that I prefer pyro on controllers more than dominators. Just because of the blast off and interceptor proc gameplay.
  2. Ice ministrels set of 5 with the proc and then impeded swiftness proc. The highest dmg in my testing.
  3. pretty silly not to get it. its been amazing as an opener. from my experience i love pulling 2 groups that are kinda close to each other. I place spirit tree in between and wait in stealth as they try to beat it up. then i lay all the controls, spore burst, seeds and vines and for am rewarded for the effort of using spirit tree first then waiting a bit for the mobs to start moving towards it.
  4. Would love this to come true along side the thugs and beasts revamp.
  5. Can confim was noticing this in the Open Beta playing on a Electric Controller and Electric Dominator. Its a real shame because IT can be electric controls sustain but unfortunately doesnt do anything at this time.
  6. Took out elec dominator and plant controller and the AOE holds are definately working, Would love a CD reduction (200 sec is a good compromise) still, but at least the ability works and does a good job at shutting down an area with the initial hold + pulsing aoe holds.
  7. I really hope they scrap the pseudopet patch for holds. It's antiquated and no one needs 60 secs of shutdown when death is also perfectly acceptable for of CC that the game offers too. Mind control, ice, illusion, symphony all came up winners from this patch.
  8. Vines is now horrible. Tesla Coil and GDF are in the same shitiness boat. MAKE AOE HOLDS GREAT AGAIN. Please go back to 180 sec recharge.
  9. I just tested Tesla Coil on level 54 and lower mobs and I am not getting it to do any form of CC at all. I think I saw ONE instance of a held character inside. Now with increased recharge its a power that doesnt even work. Really sadge about this. After watching the video the yellow con minions are breaking free from my stun that has 5 set bonus of unbreakable restraint in less than a second. So much for being an unbreakable restrain hahaha
  10. Man really sad about the Vines, Gravity Distortion Field and Tesla Coil changes. Once again the powers are back to 240 secs and back to being set mules or powers to forget to use.
  11. Marines damage is from shifting tide and it's procs. Each time a player or pet does damage it can activate the cold damage proc of shifting tides. Plant has carrion creepers frequently attacking and thus frequently activating the cold dmg proc. Whitecap with a fury of the gladiator proc can reduce res by up to 33.25. finally tidepool and shifting tide can increases damage% of you and your pets significantly. It's very offensive power set.
  12. Excited to hear what adjustment you have planned. I love the feel of the chains now. Feels powerful and also unique. Took a new elec/poison controller and was having NO problems soloing 54x8 mobs.
  13. pretty sure it was because it was bugged. Elecs chains were behaving like TAOE. It feels more like the power description now and it says it does less damage each jump. Its a thumbs up from me.
  14. Ty for buffing Seeds lol. It has a base of 6 sec recharge and ignores adaptive recharge penalties. Just kidding please fix this. Electric Control Feels really really good. I love the new chain. It doesnt feel like an TAOE attack anymore and actually takes a little bit of time for the chain to make its way to a pack. The jump distance is unfortunate at 15ft but its just something to be aware of. Synaptic Overload feels great now and a straight up buff to the live version. The KB in elec control really feels bad especially if the mobs you confuse also have KBs. Jolting Chain is great to use but can end up scattering mobs because of your Gremlins using it aswell, sucks when mobs are KB away from you 2 AOE CC Fields. Another inconvenience that I can swallow since all the changes to Elec Control has made it feel so great to play.
  15. New build out and they broke Seeds of Confusion. 6 sec base recharge and is bugged. Does not take adaptive recharge. It is a spammable power with now. This issue wont make it live for a long long time.
  16. Thanks for listening to my feedback to elec control synaptic overload. I played a bit last night when I saw a new update and I'm feeling more and more comfortable/confident with the new changes to elec control. I'm so excited to fire up new characters on live now. However can we get an explanation why Seeds of Confusion and Synaptic Overload have to be different targets caps? Why was seeds target cap reverted from all the yelling and complaining of others but synaptic overload wasn't? Now both sets have identical control patterns except one plays significantly safer and from range while the other has to be in melee range and requires good power usage in order to yield shutting down a mobs alpha.
  17. Y'all must be doing something wrong. My plant storm controller was steam rolling MALTAs at 53x8. I never did that on live because if I had a critical failure from seeds I was dead from the mobs. Spirit tree , spore burst and seeds I was cruising along and killing so damn fast. I made a video of my test character just deleting spawns on the open beta build 4 thread.
  18. it needs to be max damage. get a purple TAOE set for the set bonus. The cold dmg proc is very much worth investing. Even a few damage procs can lead to increase benefits. Every attack your minions do can proc the shifting tide damage proc so you want to max that
  19. 16 target cap on seeds and a trade off is lower duration but still able to make it perma confusion is crazy. This patch was supposed to be about the new power set but plant has taken reign of the discussion. Honestly I'm not even joking when I say you made plant control too strong . . . My plant/storm controller is tearing through the dangerous mobs with ease and is clearing faster than blasters or scrappers can. All because the mobs are CCed to impunity and now I get the damage back from seeds mass confusing the group.
  20. Yeah this power is recharging way way quicker. It is not respecting the adaptive recharge at all. I am able to use the power every 5-10 seconds. It is using the first target hit and doesnt account the fact that it has to chain still and so I can now keep everything perma confused. No way you are shipping the patch like this.
  21. Theres no way you just GIGA BUFFED Seeds of Confusion by lowering its recharge AND increasing its targets affected? AND THE COST?? a measly duration nerf that means nothing when its perma confusion because of purple sets and high recharge. but SYNAPTIC OVERLOAD is still 10 targets?? ALSO has WORSE recharge??? WHATTT????? Theres no way this is real?? Like now PLANT has EVERTHING??? it has the best opener with Spirit tree and Spore burst and now the best CC with 16 target cap CONFUSION AND HOLD??? AND IT HAS DAMAGE?? I CANNOT BELIEVE THIS. Theres just no way. I logged on immediately and am clearing WAY WAY FASTER
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