Saturn_Knight

Apprentice
  • Posts

    11
  • Joined

  1. Powers that Hold, Sleep, or Disorient will all turn off your toggles if they overcome your mez resistance.
    Immobilize will only prevent you from moving, but will not affect your toggles.
    Knockback will... well, knock you back. But it also will not affect your toggles.

    There are some powers that have a small percentage chance to knock off a single toggle, such as Brawl. This is especially prevelent in PvP.
  2. One note on the singularity, while it cannot be healed directly, it can be buffed.
  3. Here's an interesting one...
    Chest Detail: Chains or Wires are showing the background in the transparent areas if you are wearing certain chest combinations. e.g. Buckled Leather (but only with the Buckled Leather pattern selected as well). The Reptilian chest has the same problem.
    Here is an example.

    Please save us SexyJay, you're our only hope!
  4. I've been using the new wormhole quite a bit, and it seems rather useful. I hope they finally get disorient enhancements working, as that's an annoyance. Primarily, I am frustrated by the "free shot" everyone gets at you when you use the power. As others have mentioned, if we miss someone with the wormhole they obviously can shoot all they want, but not people flying out of a dimensional rupture upside-down. Apparently it's not just us that are being affected by this since I4, however, as other controllers have been complaining about their disorients also causing aggro before the status effect is applied.
  5. It looks like Issue 4 will address the low benefits from Assault...

    [ QUOTE ]
    Increased the Damage buff of Leadership/Assault and Vengeance by 50%.

    [/ QUOTE ]
  6. [ QUOTE ]
    [ QUOTE ]
    (though I can't for the life of me figure out why anyone would -want- knockback)

    [/ QUOTE ]
    You have a level 50 Illusion controller but can't figure out why knockback can be good?
    A power like wormhole that allows you to position enemies, and then destroys your positioning with knockback it just the silliest thing ever (next to mobs who will stand in a burn patch but flee in terror from Freezing Rain).

    [/ QUOTE ]

    Umm, I'm pretty sure he was saying he couldn't understand why anyone would want knockback on Wormhole specifically, a concept you seem to be in agreement with. Unless you're smiley meant something other than what I took it for...
  7. Now that this is an "official" thread, I'm wishing I had made a more useful initial comment... Unfortunately I won't be up for my last respec for a while, and I don't currently have any of the powers that were adjusted. So I'm living vicariously through you guys...

    Even without testing it personally, I second all the comments about increasing the disorient duration of wormhole and making the knockback optional. If wormhole is meant to help close the control gap, then it needs to be a bit more "controlling".
  8. Oh yes, it means I'm making sure to have both Wormhole and DS. I've been happy with my grav controller, but now we are uber! We now have 3 AoE control powers with different effects, so we can rotate through them in the arena. Also, no insp to break free from the DS... we might just be in high demand...

    I just tested out my perma-hastened/Siphon speed build on Test. Sings are 4 slotted for recharge, 2 damage. I was able to get 4 sings out for over 20 seconds with siphon speed going.
  9. Sings are faster and have higher damage resistance. Propel does more damage.

    WORMHOLE IS AOE DISORIENT! Recharge time was increased to compensate. Man I wish I had a respec available to try this out, I'll have to wait til I hit 44 and get my next power selection.

    I'm a Grav/Kin controller, and they gave Kinetics some loving too. I am one of the few that took Siphon Speed, but now everyone will It reduces foes attack rate and buffs your own (personal speed boost... woot!) Transfusion takes even more end from the enemy now, and reduces their recovery rate.
  10. I'm in the level range for the trial, and a few level 50s in my SG wanted to do it, so I did some recruiting and we went to town.

    Our team consisted of:
    Grav/Kin Controller (myself)
    Ill/FF Controller (recruit from friends list)
    Ill/Rad Controller (recruit)
    Eng/Eng Blaster(recruit)
    Fire/Fire Tanker (recruit)
    Inv/SS Tanker (SG)
    BS/Inv Scrapper (SG)
    Fire/Fire Blaster (SG)

    We had no problems on this one at all, though the Fire Tanker worried us a few times with his zealousness.

    Our strategy at the doors was: My SG attacked the door while I buffed and use Transfusion to recharge their End. The rest of the team herded and dealt with all the Boulders and Fungi/Devoured that showed up as we attacked the doors. This began happening the moment we touched the door, they just started erupting from the ground. Force Bubble kept them away from the door squad and Dispersion Bubble kept us from being mezzed.

    The only downside was that all the knockback from one of the blasters, Force Bubble, and Phantasms kept my Fulcrum Shift from being very effective against the hordes of Crystal DE. But it went very well, no deaths throught the entire trial. Unfortunately, the blaster from my SG dropped just before fighting Titan, so we'll be going to do it again before I outlevel it, i"m sure. The guide was very helpful, thanks.
  11. [ QUOTE ]

    Depending on build, a controller can start a fight with a group and never get hit... sometimes even keep your whole group from getting hit. By using an AoE Immobilize, one can potentially freeze up a group for an entire fight, far more likely if there are two immobilize AoE's in the group. Sometimes it's the best idea for a controller to hit em first... the rest of the time it might not be the BEST idea, but it usually works decently with the right controller and the right person behind the controls of said controller.

    [/ QUOTE ]
    As a gravity controller, I would like to make a clarification on this point. An AoE Immobilization and an AoE Hold are two different animals. Immobilized mobs can still attack you at range, and will. Even then, tanks (invulnerable in particular) like the opportunity to herd before controllers lock anyone into place. So I generally will allow a tank or scrapper to make the first move. AoE holds have an accuracy penalty compared to single target holds, so be sure to slot it with an extra accuracy enhancement if you're going to make the initial strike.

    Another point I did not see mentioned relates to following a runner. If you hit the F key you will run at the speed of the runner, even though you may be faster. I kept wondering why the runner would slow down AND SO WOULD I! I thought it was lag or a bug, but it's just literally following in their footsteps. So use follow to get going the right direction, but then press the forward key to close the gap.