world of confusion... talk to me


Another_Fan

 

Posted

I've read in a few posts that this power stinks. I'm curious why? Tell me about the specific mechanics of this power, and what the drawbacks are.

Thanks


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

It ticks on a 4 second cycle to produce 1.5 seconds of mag 2 confuse. It has a base accuracy of 75% and the confuse has a further -25% to it happening.

Using it as pbaoe confuse gets you very little, but you can proc it out or use it as a set mule


 

Posted

I have it on my Elec/MM and I love it. It gives that extra bit of defense to let me survive untill all my attacks get off. The proc damage doesn't hurt either.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

It requires a large investment in Enhancements to make it worth the Endurance it uses as defense. Unslotted it almost looks like it does nothing.

Slotted its melee range mitigation.

The rest of the set doesn't provide enough defense to use to really make it survive the aggro it produces.


 

Posted

excellent set mule power, that's about all I got out of it. I rarely ever turn it on because the pace of a blaster doesn't have me standing still long enough for it to tic in most places.

Looks kinda cool though.


 

Posted

Most of what the other posters have said is true.

The Contagious Confusion proc IO is actually better than this entire power, aside from the chance for the proc to fire.

One nice thing about this power is that you don't really need to slot any end red in it. It only uses .13 end/sec which is where most toggles are after you have them slotted for end red.

These are the ways that I have seen/used/slotted this power and how effective I rate them from top (most useful) to bottom (least useful).

1) Set bonus mule. This is the most effective use of the power. Once you hit 50 this is the place for the purple set. 5 slots if you are a recharge focused blaster (skip the confuse/rech) all 6 if you are slotting for ranged defense.

Prior to level 50 running the power even after you have it slotted as a set mule is a play style choice. If you find your self in melee alot then it's probably worth running other wise it's not.

2) Proc mule. You can slot 5 damage procs and an Accuracy in this power. If you spend a lot of time in melee you can actually rack up a decent amount of damage with this power.

3) As intended. A power to shed minion damage when you close for Drain Psyche. One SO enhancement's worth of confusion duration is all you need here. Just enough to make the duration longer than the cast time of DP.

4) As a passive minion only mitigation tool. It's not even really good for this. Any minion that closes to melee range gets their attack off anyway. Usually the duration is only long enough to get them to switch targets long enough to change attack types before it wears off and they go back to smackng you around.

Technique 1 is always useful whether you are teamed or solo.

Technique 2 is more useful on a team when you have a tank controlling aggro or a controller using AoE hard controls and can be useful solo if you went with Ice Epic and slotted up lots of defense.

Technique 3 is not so useful on teams but can be helpful solo if you play a suicidal blaster that likes to jump into minion swarms. This isn't really necessary since you can easily wipe out all the minions from range as an AoE focused blaster and you only need 1 target for unenhanced DP to give you as much recovery as 3 slotted stamina PLUS Miracle and Numina uniques.

Technique 4 is a n00b trick. Most minions will be dead before they get into melee range unless you are playing a low AoE damage primary like Psi or possibly Ice and you fight without moving from your start spot.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I consider it to be one of the most useless blaster powers in the game, until you get either a crapload of dmg procs into it or Contagious Confusion. At that point, it'd be worth taking; the Contagious Confusion proc makes this power actually useful as a confuse aura.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

My thoughts on World of Confusion is that I like it. It has saved me a ton of times because it will makes those minions turn around and attack others.

Its not as powerful as other confuse powers, but its not supposed to be, its main use is to momentarily keep mobs off you, at least that is how I use it.


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Fallout Fae 50 Rad/Rad Defender
Cosmic Static 50 Elec3 Blaster

Reparative 50 EM/EA Stalker
Poseur 50 Mind/Psi Dom