Developer The Curator Posted Monday at 12:07 PM Developer Posted Monday at 12:07 PM Mind Control Terrify Accuracy increased from 0.9 to 1.0. Total Domination This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Mass Confusion Accuracy increased from 0.8 to 1.0. Endurance cost reduced from 26 to 8.528. This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. Quote Design Notes: Total Domination and Mass Confuse recharge are being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power. 1 1
ScarySai Posted Wednesday at 04:57 AM Posted Wednesday at 04:57 AM Would like to see total dom get the damage some of the other sets got this patch. None of the adaptive recharge changes seem detrimental to mind in my testing, so thumbs up for all of this. 1
Uun Posted Wednesday at 10:21 PM Posted Wednesday at 10:21 PM Tested this on my lvl 50 Mind/Psi dominator. Obviously the increased accuracy is an improvement, but I really like Adaptive Recharge. With Hasten plus 96% global recharge, recharge of Total Domination and Mass Confusion is about 65-70s on the live servers. On beta, running solo at x4, recharge is about 30-35s if I hit a full spawn (about 10-12 foes). It's a game changer to have an AoE hard control available for every spawn. 2 Uuniverse
Vinceq98 Posted Wednesday at 11:42 PM Posted Wednesday at 11:42 PM THIS pushed Mind control to S tier at the cost of plant control's life. Mind CONTROLLERs are eating up the containment bonus with their new deep sleep and terrify powers. I no longer need to hold telekinesis for more than a few seconds because i still get containment damage from all my controls. Opening is Mass hypnosis -> Telekinesis to clump the mobs up -> DEALERS CHOICE TOTAL DOMINATION(34 sec CD) OR MASS CONFUSION(34 sec CD) -> Terrify for double damage -> Levitate for the AOE damage -> EPIC AOE/Secondary power AOEs. While plant suffers from lack luster mob control now Mind has a plethora of spawn shutting powers that all recharge VERY VERY QUICKLY. 10/10 change at the price of gutting one control set.
Mezmera Posted yesterday at 12:42 AM Posted yesterday at 12:42 AM (edited) 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. Edited yesterday at 12:44 AM by Mezmera
Mezmera Posted yesterday at 02:09 AM Posted yesterday at 02:09 AM (edited) 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. Edited yesterday at 02:11 AM by Mezmera 1
Vince Posted yesterday at 02:15 AM Posted yesterday at 02:15 AM MC feels great from the changes. Ship it. 1
Seldom Posted yesterday at 02:21 AM Posted yesterday at 02:21 AM Just did a +3x8 on my "Main," a fully incarnated full +recharge mind/psi dominator, not trying to do anything 'sweaty', just rolling through a Circle of Thorns mission. Honestly, with the improvement to telekinesis and the improved AoE control have made what used to be a much more deliberate pace far faster, far safer. This was eye-opening to see how much faster everything came up, and how easy it was to group them, lock them down, soak up all that lovely regen/recovery via drain psyche and damage/+tohit via soul drain. I have been in the habit of holding certain powers in reserve, but found the control powers at hand when I needed them. It was glorious. The last time I felt this much improvement was back when the damage was decoupled from Domination. Much love for the buffs, I can't wait for this to go live! 💜 1
Vinceq98 Posted yesterday at 03:06 AM Posted yesterday at 03:06 AM (edited) If Mind Control ships like this, You are setting yourself for the new standard in controls. Also Illusion is a sleeper with FLASH recharging at 33 secs for a perma phantom army high recharge build. And terrify is now allowing it to do containment damage is just busted. Guess we know a dev loves Illusion control. Edited yesterday at 03:06 AM by Vinceq98
ScarySai Posted yesterday at 05:08 PM Posted yesterday at 05:08 PM (edited) Need someone else to verify if envenomed blades causes tk to break sleep early. It is the martial assault build up. Edited yesterday at 05:08 PM by ScarySai
csr Posted 23 hours ago Posted 23 hours ago 2 hours ago, ScarySai said: Need someone else to verify if envenomed blades causes tk to break sleep early. It is the martial assault build up. A quick test using Envenomed then Mesmerize then TK did not wake the slept foe. 1
schrodingercat Posted 22 hours ago Posted 22 hours ago As a mind dom, this felt very mage-y and powerful as a set with sleep actually being more than a light snooze. Fire dots do not cause anything to break early.
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