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Mezmera

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Mezmera last won the day on March 10 2023

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  1. So Plant is doing quite well then is your summation eh? Even my Mind dom has trouble with Cims.
  2. I find it peculiar to test control sets against critters with a vicious amount of control resistance like those you find in an ITF when those Cimerrorans use Shout. The only good controls on a regular ITF run were slows and knockup. If you're looking to test your survivability for when controls fail then sure ITF is a way to go. Otherwise how about testing Plant control on some of the new arcs there's a diverse group of targets to test on in them. Edit: This is done in jest I know Apollo, I'm using this to encourage better test structure
  3. Mass Confusion is borderline OP already I would never want them to alter it. Giving it Adaptive Recharge, an endurance reduction and reverted the accuracy feels like I'm gorging on too much cake. Can't imagine what it must feel like to be disappointed to have a similar power with objectively better stats.
  4. Give the Plant players what they are asking for. 16 targets with 240s recharge with Adaptive Recharge seeing how they think it's cool to have Mind Control's best ability at t5. Though seeing how the power does allow you to sprinkle in some damage doing so more frequently would be preferred I'd think. 10 targets with a 90s recharge along with a smattering of damage and Adaptive Recharge sounds so much better than Mind Control's signature power. How about you meet them in the middle 8 targets at 120s and Adaptive Recharge should be the equivalent if you were looking to shave some recharge for more usage.
  5. Yes Adaptive Recharge is a buff to aoe controls for certain. When you're down to 3-5 targets some boss level you'll want to get them under control fast. Rather than targeting each one individually you can now just hit them all in one fell swoop to catch them all then go about your business of clearing them, imagine the time that saves targeting and animations for each ST control on top of saving your bacon. Then that aoe control will be recharged easily before you get done with those stragglers. It makes aoe controls highly versatile. Yes the procs are getting nerfed in aoe holds sadly but Adaptive allows for tons better usage of the power for what it is intended to be used for. I ended up stripping my aoe hold down to the 5 purples, if the proc fires cool. I do think though this'll make you look at your ST controls sideways now because they mostly will be used as set mules since you have to take some of them. Maybe at a later time the devs can alter some of the ST controls so they don't feel as redundant as they now do.
  6. Yeah I'd never play a Sentinel so I was kind of alluding to the Tanks, Brutes and Scrappers of the world. But sure I'd advocate that small +absorb for Sents as well.
  7. Gave this a go on a Stalker. Neat set it feels very Bio-Lite. The similar powers you may want to proc on Bio have Adaptive Recharge on Psi so that kind of limits the power to a set mule instead. Aura of Insanity is a novel if not crazy idea. I slotted mine for confuse and it does that job well but it is annoying to see targets run off from the fear component. My biggest gripe would actually be from the Memento Mori specifically to Stalkers. I think the +HP portion is a novel idea for the other ATs but on Stalkers with their 400 hp less cap than Scrappers for example I know I have to be getting much less out of the unique aspect of it. The power feels like Parasitic Aura with a few nuanced alterations but at least with PA that extra +absorb feels like you're getting good use on all the ATs. Maybe the Stalker version can get some small +absorb as well since at 1700 hp built in I never see myself less than the 2088 cap whenever I use Memento.
  8. That's true only being able to slot a few confuse dmg procs doesn't outweigh slotting it with the purple set.
  9. Gave this another go. I respec'd back in the Glittering Column, it did feel like a distraction opener and mid fight refresh, decent little semi-situational power I'll give the -tohitt suggestion a try. Fighting those new Blackwing +4x8 Pyro actually felt like I was clearing the mobs a little faster than my Mind dom with the primary being different but pretty much everything else matching. That's pretty impressive considering I haven't trained the best deployment of the CC powers quite yet. Although it does feel a lot looser and a good deal less safer than my Mind dom which is a fine tradeoff, also those new Blackwing are rough too. I do still think it may use a little bit too much endurance otherwise yeah it feels good to play. I also agree about the ranged aoe hold fx it looks funny superman punching the ground when the targets are far away and seems more appropriate if the targets are surrounding you. All in all yeah this is cool I'd play it.
  10. Yes Plant won't be a head above the rest of the controls but it's not getting such a shellacking people are making it out to be. Other controls are being brought up and I don't see any indicators that Plant won't still be with the top of the pack, just not dominating over them. Honestly the initial Seeds change was completely adequate. You were getting to confuse 10 targets with a sprinkle of damage every 90s enhanceable. Okay how about we make it 6 more targets and add in 150s more? Plus it's still adding in your own damage. They added in that nice Adaptive Recharge function and still it's not good enough at 10 targets?! Wild. For what it's worth the dev team did quite well with this (minus the admitted oversight on Creepers). I don't envy having to deal with the tsunami of criticism for tuning lingering objectively OP powers while leaving them still really great powers to use and yet still get pissed on for it.
  11. A direct heal you receive from others you would get 25% of its value that you would normally receive. Stalkers would receive 15% of a heal from others. So things like kin and nature heals will be of lowish value along with direct heals from things like heal other from Empathy when under these effects. BUT Empathy does get a full heal out of Absorb Pain along with that one from Pain Domination. Their intention for this is pretty well written out in their Design Notes.
  12. Okay yeah this is real good. Its subtle but pretty drastic compared to what I'm used to. Mass Confusion and Total Domination are in much easier reach of use on my bar through practice. Once I got used to the faster recharge and I had like 2-3 bosses left on me rather than dig deep into my tray for a ST hold or confuse and target each individually I was just able to hit my easier accessible aoe control and get them all and not be worried that I wasted its use for the next fight since it recharged much quicker. Then fighting Carnies I got hit with their wicked -tohitt debuff as I was using Mass Confusion and didn't hit a single target and it was so nice to have it recharge almost instantly so I could adjust for that -tohitt on me and then blast them with Mass Confusion again. Adaptive Recharge is a keeper proc rates be damned. Though I don't think it should be baked onto everything in the game as a fix-all but I do like what it does for the aoe controls and their intended use.
  13. I haven't tested this yet but I'd have to say these changes seem real nice, Adaptive Recharge theoretically comes off more user friendly for what that power is actually intended to be used primarily for. Too bad about getting lower proc values out of the aoe holds, which I had been trained to save for big mobs so a couple surefire procs in there was getting some decent damage on the side. I'd usually have the purple proc and a psi proc in there at least so I guess I'll take off the extra slot. I'm not sure adding a damage component would be needed, sure it'll add more consistency to the power instead of relying on procs but I think Adaptive Recharge on both Total Domination and Mass Confusion goes a long way already plus the small accuracy buff on a few of the powers is bonus dessert. Also that endurance cost reduction is bonkers too. Quality stuff gonna see how my dommie handles right now.
  14. Pretty strong set you have here. I found myself skipping Sparkling Cage and Glittering Column, although I did give the taunt pillar a try it's pretty handy in spurts but is just on the edge of usefulness and I needed the power elsewhere though I didn't like to lose it. This is a top damage control set though the hard control felt a little lacking so that's the tradeoff. It does feel like a bit of an endurance hog even for a dom which are notorious for sucking endurance, usually I can live well on the edge but I found it hard to do on this set even with using some of my go-to endurance management. This may be also because I was leading a lot with 2 of the aoe control powers either Explosive+Missiles or Chain+Hypnotizing. Plus I was also doing the new Kalisti villain arc and there's a lot of -endurance enemies and those new Blackwing are rough with their trip mines. My synopsis: Good showy set. Top tier damage, above average control. I'd look to maybe massage the endurance consumption a bit.
  15. Yeah I can see it having positive feedback its a neat idea for those longer recharging aoe controls. I was wondering too about how procs would be impacted. Since holds can slot a lot of damage procs and there is a long recharge on an aoe hold this made for some good extra damage on the sly. Were people finding at the full 16 targets hit procs were firing as before, less, more? Were procs over or under-firing on less targets?
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