Developer The Curator Posted Monday at 12:01 PM Developer Posted Monday at 12:01 PM Electric Control Static Field Converted into a true pseudopet. Domination should now work on this power even if activated when the patch is already out 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. Conductive Aura Target cap increased from 8 to 16. After the 8th target hit, the power will yield diminishing returns. 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. 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 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.
skoryy Posted Tuesday at 01:49 PM Posted Tuesday at 01:49 PM 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. Everlasting's Actionette, Street Ninja, and Sunflare Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!
WindDemon21 Posted Tuesday at 05:13 PM Posted Tuesday at 05:13 PM 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: 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. 3
Agorazium Posted Tuesday at 08:11 PM Posted Tuesday at 08:11 PM The power icon for Controller Tesla Coil is a different color than the rest of the set FYI! (at least in the character creator)
Auroxis Posted Tuesday at 08:29 PM Posted Tuesday at 08:29 PM (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 21 minutes ago by Auroxis
skoryy Posted Tuesday at 09:13 PM Posted Tuesday at 09:13 PM 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? Everlasting's Actionette, Street Ninja, and Sunflare Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!
skoryy Posted Tuesday at 09:30 PM Posted Tuesday at 09:30 PM 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? 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. Everlasting's Actionette, Street Ninja, and Sunflare Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!
skoryy Posted Tuesday at 09:42 PM Posted Tuesday at 09:42 PM 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. Everlasting's Actionette, Street Ninja, and Sunflare Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!
Nathic69 Posted Tuesday at 10:31 PM Posted Tuesday at 10:31 PM All good changes BUT Synaptic Overload, It'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 1 2
lemming Posted Tuesday at 10:44 PM Posted Tuesday at 10:44 PM 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)
Uun Posted Tuesday at 11:55 PM Posted Tuesday at 11:55 PM 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. 3 1 Uuniverse
Heatstroke Posted Wednesday at 02:28 AM Posted Wednesday at 02:28 AM (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 Wednesday at 01:54 PM by Heatstroke added more detail 2
Auroxis Posted Wednesday at 04:51 AM Posted Wednesday at 04:51 AM 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. 1
WindDemon21 Posted yesterday at 04:15 PM Posted yesterday at 04:15 PM Needs pointed out again as well, keep synaptic overloads target cap at 16. Just BS to lower those. 2 1
erragal Posted 23 hours ago Posted 23 hours ago (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 23 hours ago by erragal
Vanden Posted 22 hours ago Posted 22 hours ago 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. 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
KittyEater88 Posted 21 hours ago Posted 21 hours ago 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.
erragal Posted 19 hours ago Posted 19 hours ago 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!
Uun Posted 1 hour ago Posted 1 hour ago 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. 1 Uuniverse
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now