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Posted

 


Electric Control

ElectricControl StaticField.png Static Field

  • Converted into a true pseudopet.
  • Domination should now work on this power even if activated when the patch is already out

 

ElectricControl JoltingChain.png Jolting Chain

  • This power has been turned into a real chain.
  • Damage increased from scale 0.3 to scale 1.2 against primary target.
  • All jumps now take full advantage of caster inherents.
  • Endurance drain is now auto hit.

 

ElectricControl StunningAura.png Conductive Aura

  • Target cap increased from 8 to 16.
  • After the 8th target hit, the power will yield diminishing returns.

 

ElectricControl SynapticOverload.png Synaptic Overload

  • This power has been turned into a real chain.
  • All jumps now take full advantage of caster inherents.
  • Recharge increased from 60s to 90s.
  • Endurance drain is now auto hit.
  • Max Target Cap 10.
  • Domination now reliably works on this power.
  • Cast Time lowered from 2.37s to 2.0s.
  • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

 

image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

  • Power renamed to Tesla Coil.
  • Creates a pseudopet that continuously holds enemies over 45 seconds.
  • Can now do damage over time, accepts damage enhancements and sets.
  • Now a location based power.
  • Added missing true pseudopet flags
  • Increased duration from 45s to 60s, set stacking to replace

 

ElectricControl Gremlins.png Gremlins

  • Pets now spawn as even level.
  • Gremlins have been given a new attack.
  • Gremlin's Jolting Chain power is now a true chain.
  • Damage resistances against non-smash/lethal/energy increased.

 

Quote

Design Notes:

Paralyzing Blast is getting a complete makeover as a static pet that constantly chain-zaps enemies near its area, as well as inflict damage to held enemies.

 

The chain powers have been adjusted with an auto-hit component that should make the powers immune to critical failure where the chain dies on its first target.

 


 

Posted

Well, I had plans for this morning but they're on hold while I take my Elec/Time over to beta for some testing and cackling with glee.  First glance, between this and the Containment changes, oh hell yeah.

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Posted
On 5/26/2025 at 8:01 AM, The Curator said:

 Gremlins

  • Pets now spawn as even level.
  • Gremlins have been given a new attack.
  • Gremlin's Jolting Chain power is now a true chain.
  • Damage resistances against non-smash/lethal/energy increased.

For the LOVE OF GOD please fix their jolting chain so the mag is like .0001 so you're not FORCED to use the OF Proc in them so their jolting chains don't stack causing knockback.

 

While were at it, FIX the aoe immobilize in this and gravity control to finally have the -kb they should have like the other aoe immobilizes have!

On 5/26/2025 at 8:01 AM, The Curator said:

Synaptic Overload

  • This power has been turned into a real chain.
  • All jumps now take full advantage of caster inherents.
  • Recharge increased from 60s to 90s.
  • Endurance drain is now auto hit.
  • Max Target Cap 10.
  • Domination now reliably works on this power.

No. this is the only real consistent hard every mob control power the set has. Keep it and seeds at 16 targets! This should also keep the shorter recharge especially since it can fail if it misses the first target.

 

On 5/26/2025 at 8:01 AM, The Curator said:

image.png.5f6c36ddaac0e823a3f496a9990bb5f6.png Paralyzing Blast > Tesla Coil

  • Power renamed to Tesla Coil.
  • Creates a pseudopet that continuously holds enemies over 45 seconds.
  • Can now do damage over time, accepts damage enhancements and sets.
  • Now a location based power.

The location aoe holds are really not as advantageous as they seem. they lack the initial bump hold that these powers should have. The others get that scaling recharge, but the problem is and has always been the max recharge of the aoe holds. They should be on 120s rech timers, not 240, and not be above that.

  • Like 4
Posted (edited)

@WindDemon21

 

Regarding Tesla Coil, its damage is comparable to Blizzard so a high recharge is warranted. Maybe not 240s or 120s, but somewhere in between.

 

Edit: This is no longer the case as the damage was halved and chains deal less damage. Also the target cap is 5

Edited by Auroxis
Posted

I'll need a little help on this one, because I'm not seeing where I'm getting 801 damage out of the effects listed.  If I get 45 instead of 12 ticks?

teslacoil2.png

teslacoil.png

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Posted
14 minutes ago, skoryy said:

I'll need a little help on this one, because I'm not seeing where I'm getting 801 damage out of the effects listed.  If I get 45 instead of 12 ticks?

teslacoil2.png

teslacoil.png


I decided to try some testing on a pylon and found:

  • The 'tesla lightning' effect every few seconds, which leans into it being 12 ticks over 45 seconds.
  • When I set the AoE between two pylons, the tesla lightning only hit one pylon.
  • I can't tell how much damage its doing, no numbers pop up over the pylon or show up in the combat log.  I did see an 'Overpower' over the pylon at one point.

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Posted
8 minutes ago, skoryy said:


I decided to try some testing on a pylon and found:

  • The 'tesla lightning' effect every few seconds, which leans into it being 12 ticks over 45 seconds.
  • When I set the AoE between two pylons, the tesla lightning only hit one pylon.
  • I can't tell how much damage its doing, no numbers pop up over the pylon or show up in the combat log.  I did see an 'Overpower' over the pylon at one point.


Further testing on a spawn of lower-level Malta and having a 'oh that's how it works' moment: The tesla lightning hits one held target in the AoE but will chain to another in the AoE and then another until it runs through everyone held.   I do see numbers pop up but still nothing in the log.  I'm still not sure where it gets 801 damage total out of it.

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Posted

All good changes BUT Synaptic OverloadIt's a very important skill and one we need to have that we can cycle pack to pack with in combo with static field its our bread and butter so to speak, please revert the target cap change back to 16 and leave its CD back at 60 seconds, it doesn't play well without Synaptic as it was

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Posted
1 hour ago, skoryy said:


Further testing on a spawn of lower-level Malta and having a 'oh that's how it works' moment: The tesla lightning hits one held target in the AoE but will chain to another in the AoE and then another until it runs through everyone held.   I do see numbers pop up but still nothing in the log.  I'm still not sure where it gets 801 damage total out of it.

I noticed that there was a lot not being put out to the logs.  (Still working out what)

Posted

 

Static Field: not really noticing a difference

 

Jolting Chain: damage increase is very nice and improvement to chaining is quite noticeable

 

Conductive Aura: not really noticing a difference

 

Synaptic Overload: The improvement to chaining is MASSIVE. Didn't see any complete misses and the spread is much faster.  With 97% slotted recharge and 42.5% global recharge (excluding Hasten), Synaptic Overload recharges in 37s vs. 25s previously. I think this is fine. 

 

Tesla Coil: didn't respec to add this power

 

Gremlins: Most noticeable improvement is the level shift, increasing both damage and durability. Seems like their brawl attack was changed to a 2-handed attack (ala Bonesmasher), but don't know what the change in damage is.

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Posted (edited)

The biggest issue to me with Conducive Aura is not its target cap. Its the area of effect. I tried the set out on my Electric/Storm Controller. Didnt use any of the storm powers and the set does seem be performing better.  I did seem to have some issues with Tesla Coil showing as being recharged but when clicking on it, it wouldnt fire at all. maybe the timer and the animation are slightly out of sync. I also think since two of the main control powers are now patches, if you could remove KB from the Gremlins that would be nice to stop them from knocking foes out of patches. 

 

Edited by Heatstroke
added more detail
  • Like 2
Posted
7 hours ago, skoryy said:


I decided to try some testing on a pylon and found:

  • The 'tesla lightning' effect every few seconds, which leans into it being 12 ticks over 45 seconds.
  • When I set the AoE between two pylons, the tesla lightning only hit one pylon.
  • I can't tell how much damage its doing, no numbers pop up over the pylon or show up in the combat log.  I did see an 'Overpower' over the pylon at one point.

FYI on pylon this power won't deal damage, the damage is conditional on the target being held.

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Posted (edited)

As a longtime Elec Control (Dom) enjoyer, I tend to agree that the target cap is very punishing; I understand it's to try and tone down the aoe confuses and comes alongside the Plant nerf as well; I personally think the recharge nerf is enough. Even with the other buffs to Elec (and they look quite exciting, I hope this hits live soon) Synaptic still can completely fail if it misses the first target unlike all of the other aoe confuse powers. The recharge nerf seems more focused on bringing the aoe confuses away from an every single spawn use rate in group content to like 1.5 spawns per use and I can at least understand that philosophy thought it's still going to sting for solo Doms.

 

 

Edited by erragal
Posted
1 hour ago, erragal said:

Synaptic still can completely fail if it misses the first target unlike all of the other aoe confuse powers

 

It actually won't do this any more; that's what the "real chain" in the patch notes refers to. In this video, you can see it continues to jump from target to target, even though it must have missed some of them, seeing as how they were +19 to me.

 

 

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Posted

On build 1, I didn’t notice Domination affecting Static Field as mentioned. 
 

I do wish the cap on Synaptic was still 16. While the chain effect is much better and consistent, I’m finding mobs that have wandered away from the main cluster to be just out of range of the jump, so I’d at least like to have the rest mezed.

 

I’ve tried slotting Tesla for both control and damage and not seeing a huge difference as a Dom. This may be more apparent for Controllers. 
 

Not seeing a huge difference on Jolting or Conductive but the Gremlins are absolutely cranking. Still a tad squishy but not a total skip anymore.

Posted
2 hours ago, Vanden said:

 

It actually won't do this any more; that's what the "real chain" in the patch notes refers to. In this video, you can see it continues to jump from target to target, even though it must have missed some of them, seeing as how they were +19 to me.

 

 

 

Definitely improves the consistency of the power.  Nice to see!

Posted
18 hours ago, KittyEater88 said:

I do wish the cap on Synaptic was still 16.

The live version of Synaptic Overload can technically hit up to 15 targets, but I've never seen it happen. I'm not sure I've ever seen it hit 10. The 1st jump creates 2 entities, the 2nd jump creates 4 and the 3rd jump creates 8. Each entity has a 15 ft AoE with a 1 target cap. A miss by one of the 1st jump entities will eliminate the succeeding 6 entities in that branch. On top of this, each jump is delayed by an increasing amount (1-2s for the 1st jump, 2-4s for the 2nd jump and 4-8s for the 3rd jump). As a result it takes 13-14s for the last 4 entities to spawn. I don't think anybody is waiting around that long to start fighting. Converting this to a real chain is resulting in far more targets being affected.

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Posted

I was testing these changes on a level 50 Electric Control/Storm Summoning controller through various missions and enemies in Kallisti.  So far, I really like most of these changes.

  • Static Field feels mostly the same in use now that it's a "true pseudopet"
  • Jolting Chain is now a serious damaging power on it's primary target, benefiting much more from Containment
  • Conductive Aura more strongly rewards me for getting into melee range, which stacks nicely with the rest of my kit.
  • Synaptic Overload seems to jump more, or at least, hit more targets.  I'm not sure whether it's the result of being a "true chain" or taking full advantage my inherents. I don't mind that it has a lowered target cap.  But, I dislike that it has been given adaptive recharge:  the few procs I had slotted in it have been rendered pointless, and I'd rather that the power sped up it's recharge if it critically missed rather than taking more recharge for functioning normally.
  • Gremlins are still little chaos monsters, but now at even level, they get a fair number of damaging hits in before they inevitability die.  And, as a bonus from containment, I enjoy that I can direct them to stand-by while I lay down controls rather than jumping into the fray.
  • Paralyzing Blast > Tesla Coil change has taken a bit to get used to, but it has been neat to stack it under the Static Field/Tornado/Freezing Rain.  It feels like I exert a good amount of control in the "battlefield" now.

Besides my issue with the change to Synaptic Overload as an adaptive recharge power, I very much like the other changes made to the set.

Posted
On 5/26/2025 at 6:01 AM, The Curator said:

ElectricControl JoltingChain.png Jolting Chain

  • This power has been turned into a real chain.
  • Damage increased from scale 0.3 to scale 1.2 against primary target.
  • All jumps now take full advantage of caster inherents.
  • Endurance drain is now auto hit.

 

While I appreciate the bumps and chain changes...

 

It takes about 3-5 times longer to go through a full spawn. If using this power for control, this is a straight-up nerf in my eyes.

Posted
9 minutes ago, brass_eagle said:

It takes about 3-5 times longer to go through a full spawn. If using this power for control, this is a straight-up nerf in my eyes.

Please explain. Not sure how its taking you longer to defeat a spawn if your damage and controls were all buffed. What do you consider to be a nerf?

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Posted (edited)
15 minutes ago, Uun said:

Please explain. Not sure how its taking you longer to defeat a spawn if your damage and controls were all buffed. What do you consider to be a nerf?

 Please see the quoted post:

28 minutes ago, brass_eagle said:

If using this power for control, this is a straight-up nerf in my eyes.

 

EDIT--Ah. Uun. I never said defeat. The power is quite literally -slower- chaining through the spawn. This is my feedback from 3 missions of testing. The control aspect was nerfed. Not buffed. That is my personal testing feedback.

 

Pointed questions benefit everyone rather than just "explain".

Edited by brass_eagle
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Posted

I can confirm that Jolting Chain is taking longer to work its way through a spawn on Beta. I think I prefer the faster chains, it just feels better.

 

Also on the subject of aesthetics, neither Jolting Chain nor Synaptic Overload have any lighting particle effects shooting between the targets as it chains on Beta, though they do on Live. I hope that's just a bug. Even on live, Synaptic Overload has no lighting particles that go from the caster to the first target, it would be great to see that added.

  • Like 1
Posted

I moved my Elec/Elec from Live onto the Beta 

Gremlins are really good and the fact we can control them now means they're not that hyper-aggressive duo that was hard to work with for some players. 

 

Static Field nothing felt different

 

Jolting Chain, I prefer the faster chains. The only reason I spec'd out of it because I wanted to use Ball Lightning. They kinda align now so it's based on taste and building logic. 

 

Conductive Aura, I somewhat noticed it. When fighting BWI and they do that whole "Targeted" and they mob you.

 

Testa Coil, I'll miss the raw aspect of that pop from the blast yet now it's just better for fighting stronger mobs since it now keeps checking for that hold. 

Synaptic Overload, I really didn't notice any difference besides the adaptive recharge changes.

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