Info on Electric Control


Airhammer

 

Posted

From the Razer Q&A session, we've learned the names and effects of two new powers as well as the pets in the Electric Control set.

Jolting Chains - a knockdown power that arcs from foe to foe
Static Field - a placeable Sleep patch
Gremlins - "little electric guys who throw bolts of lightning"

For some the presence of the sleep may be a bit disappointing, but it sounds like it may be similar to Volcanic Gasses. I think that alone could greatly increase it's value to many. Jolting Chains sounds like it may offer up some interesting proc'ing opportunities.

If the set follows the standard order for Control sets...

lvl 1: Single target hold
lvl 1: Single target immobilize
lvl 2: AoE immobilize
lvl 6:
lvl 8:
lvl 12:
lvl 18: AoE Hold
lvl 26:
lvl 32: Pets

That leaves room for two more new and unique powers. I'm quite stoked to see what they have in store.


 

Posted

Quote:
Originally Posted by ketch View Post
From the Razer Q&A session, we've learned the names and effects of two new powers as well as the pets in the Electric Control set.

Jolting Chains - a knockdown power that arcs from foe to foe
Static Field - a placeable Sleep patch
Gremlins - "little electric guys who throw bolts of lightning"

For some the presence of the sleep may be a bit disappointing, but it sounds like it may be similar to Volcanic Gasses. I think that alone could greatly increase it's value to many. Jolting Chains sounds like it may offer up some interesting proc'ing opportunities.

If the set follows the standard order for Control sets...

lvl 1: Single target hold
lvl 1: Single target immobilize
lvl 2: AoE immobilize
lvl 6:
lvl 8:
lvl 12:
lvl 18: AoE Hold
lvl 26:
lvl 32: Pets

That leaves room for two more new and unique powers. I'm quite stoked to see what they have in store.
Can you provide a link to the announcement please? Thanks!


 

Posted

http://www.facebook.com/notes/city-o...50225446005301

i posted that also on the dom board

Q5 “Could you tell us a little more about Electric Control? I'm especially curious about the top tier power, is it another petless set? If not, could you tell us what the pet is? How is it different from the other control power sets?”

C! : Electric Control has a few very interesting power. Jolting Chains, is a Knockdown power that can go through a spawn and knock them all down, one after another. It's pretty amazing to watch. Static Field is a placeable Sleep power. Now, I know what most players think of Sleep effects, but our closed Beta testers really seem to like it, with comments like "This is the first Sleep power I consider worth it." The Tier 9 is Gremlins -- little electrical guys who toss out bolts of lightning.


Nocturbo dark/kin corr
Thermonuk fire/rad corr
Forrest Phyre spines/fire scrap

 

Posted

Quote:
Originally Posted by Avlorik View Post
http://www.facebook.com/notes/city-o...50225446005301

i posted that also on the dom board

Q5 “Could you tell us a little more about Electric Control? I'm especially curious about the top tier power, is it another petless set? If not, could you tell us what the pet is? How is it different from the other control power sets?”

C! : Electric Control has a few very interesting power. Jolting Chains, is a Knockdown power that can go through a spawn and knock them all down, one after another. It's pretty amazing to watch. Static Field is a placeable Sleep power. Now, I know what most players think of Sleep effects, but our closed Beta testers really seem to like it, with comments like "This is the first Sleep power I consider worth it." The Tier 9 is Gremlins -- little electrical guys who toss out bolts of lightning.
Sweet deal! Thanks


 

Posted

The sleep is adissapointment, I dont care if people are saying they may use it in Beta, I imagine played with very heavy secondaries it will be left out, and hardly missed.

I think in the idoc i saw a stun effect swirling around an enemy, this may mean a stun power, which is more how i envisage elec working instead of -end.

I'm still hoping for a TP Lighting-Rod Esque power, but Im glad we got a chain.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Here's that video for folks that haven't seen it yet: http://www.youtube.com/watch?v=tJCeF58nmAo

We see electric control in action from around 0:25 to 0:31. It seems to show Static Field, an as of yet unknown PBAoE power, and Jolting Chains.


 

Posted

and it looks extremely sexy






" I don't let me kids play on the Freedom Server" -Oya

 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
The sleep is adissapointment, I dont care if people are saying they may use it in Beta, I imagine played with very heavy secondaries it will be left out, and hardly missed.
I wouldn't judge it too quickly. Remember it's been described as a patch. I imagine the mitigation it offers is something like the on and off mitigation of a knockdown patch like Ice Slick when the team is attacking, but with the benefit of setting up containment, and a solid sleep like those found in other sets if people leave the enemies alone. Speculation, of course... I'm eagerly awaiting my chance to see it in action.


 

Posted

I just hope the sleep isn't considered the set's quick recharge AoE control like Flashfire or Stalagmites.


 

Posted

Ill be rolling one as soon as it goes live !!!!


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

The chained knockdown makes me wonder if it will have an AoE cage power at all. Although both Ice and Earth have knockdown/anti-knockdown conflicts so maybe it will anyway. The standard Electric Fence power is anti-kb so I assume the AoE one would be too.


 

Posted

Mastermind's Poison Gas Trap is a placeable Sleep AoE, and almost universally reviled from what I've heard.

Hopefully the better numbers make a difference here. I certainly think its an interesting idea for a power mechanism if done right.


 

Posted

The difference is the pulsing frequency from what I gather... Sounds like it's more like bonfire but with sleep instead of KB and no dmg.

At least that's what I HOPE. I'm one of those folks that LIKES sleeps, but that's largely 'cause I'm an old Mind/Kin and nothing goes better with FUlcrum Shift than a Mass hyp ;-)


 

Posted

Quote:
Originally Posted by ketch View Post
I wouldn't judge it too quickly. Remember it's been described as a patch. I imagine the mitigation it offers is something like the on and off mitigation of a knockdown patch like Ice Slick when the team is attacking, but with the benefit of setting up containment, and a solid sleep like those found in other sets if people leave the enemies alone. Speculation, of course... I'm eagerly awaiting my chance to see it in action.
If it worked like VG, and did not apply damage, just kept reapplying sleep affect every x seconds of its duration it owuld be good. The main (generally) problem with sleep is not the person using it, but the team the person is on. And the general lack of noticable affect.

Tho saying that last night I did a TF with a mind troller who keep casting Mass Hypnosis on the enemies in the blasters RoF, so sometimes its the user.

Being the most fragile of the hard mez's (or would it be soft mez, or borderline?) makes it less desirable by default, but yes I wouldnt rule it out necessarily on its own, but I may have trouble trying to fit it in


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Here's what I predicted for the set back in April

Quote:
Originally Posted by Frosticus View Post
elec fence
telsa cage
elec fences
unique power
unique power
frequent aoe hard mez (ie aoe stun)
telsa cages
unique power
2 electric gremlins

-1 of those unique powers will likely be an aoe sleep
-Another will likely be a heavy sapping click power w/ secondary effects
-Another could conceivably be a modified version of blaster lightning field, so large aoe damage aura, end drain, and probably have a chance to sleep/stun added.

I doubt we are going to see another set as unique as illusion myself, but here's hoping the set is indeed more "unique" than I've listed (not that what I just drew up would be bad at all, it would perform very well).
edit: 0:28 looks like the lightning field animation (though powersink uses this one too, the effect looks bigger than PS's and the mobs don't respond like they are being PS'd). Though I'm guessing (as above) it does a bit more than just drain/damage.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Mastermind's Poison Gas Trap is a placeable Sleep AoE, and almost universally reviled from what I've heard.

Hopefully the better numbers make a difference here. I certainly think its an interesting idea for a power mechanism if done right.
Actually, Poison Gas Trap is a placeable Hold and I have heard quite a different opinion of it from the Defender's perspective. The Lockdown proc helps with its poor duration and magnitude, but it is mostly loved for the huge -regeneration debuff.

Anyway, back on topic, has there been more than one image of the Gremlins released? I've been assuming there are only two, but I'm don't know if that presumption is based on a single source at this point.


 

Posted

Quote:
Originally Posted by ketch View Post
Actually, Poison Gas Trap is a placeable Hold and I have heard quite a different opinion of it from the Defender's perspective. The Lockdown proc helps with its poor duration and magnitude, but it is mostly loved for the huge -regeneration debuff.

Anyway, back on topic, has there been more than one image of the Gremlins released? I've been assuming there are only two, but I'm don't know if that presumption is based on a single source at this point.
*Poison Trap from the Poison set is a "tiny chance to sleep per tick" patch and basically reviled. PGT is initially a Hold and then a "Chance to force anm animation" power, with lots of -regen and pretty decent.

It really depends on the implementation really. If it's something like a Choking Cloud / Volcanic Gases, where ToHit checks are made every X seconds it could be alright (basically it'll end up a bit like a Placable Fear patch with the bonus of setting up Containment for you). It it's implemented similiarly to Poison Trap with a 2% chance of a sleep per second it'll be laughed at and reviled.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
*Poison Trap from the Poison set is a "tiny chance to sleep per tick" patch and basically reviled. PGT is initially a Hold and then a "Chance to force anm animation" power, with lots of -regen and pretty decent.

It really depends on the implementation really. If it's something like a Choking Cloud / Volcanic Gases, where ToHit checks are made every X seconds it could be alright (basically it'll end up a bit like a Placable Fear patch with the bonus of setting up Containment for you). It it's implemented similiarly to Poison Trap with a 2% chance of a sleep per second it'll be laughed at and reviled.
Well, there's an understandable bit of confusion. They really should rename the power in Poison since it functions so differently from the Poison Trap found in Traps.

Anyway, I've got my fingers crossed for something more like Volcanic Gasses than Poison Trap.


 

Posted

They should rename the one in Poison to Poison Crap.


 

Posted

Poisonous Crap Trap?


 

Posted

Quote:
Originally Posted by BlackSly View Post
Poisonous Crap Trap?
That would only trap poisonous crap. How much of that did you want to catch?


 

Posted

...This set makes me nervous...I will roll one anyway if it sucks...so I can complain about it and tell everyone how leet I am for enduring it :P.

Just joshin'. I don't do it with Gravity and I surely will not do it with this set...brag that is.



 

Posted

Quote:
Originally Posted by Frosticus View Post
Here's what I predicted for the set back in April


edit: 0:28 looks like the lightning field animation (though powersink uses this one too, the effect looks bigger than PS's and the mobs don't respond like they are being PS'd). Though I'm guessing (as above) it does a bit more than just drain/damage.
It does share the same animation with both those powers. The electric effect seems more like the one used in the Brute and Scrapper version of Lightning Field than the Blaster version. (The blaster version seems to lack the concentric circles from what I can tell in the costume creator.) Perhaps, hinting at higher endurance drain values?


 

Posted

Quote:
Originally Posted by ketch View Post
From the Razer Q&A session, we've learned the names and effects of two new powers as well as the pets in the Electric Control set.

Jolting Chains - a knockdown power that arcs from foe to foe
Static Field - a placeable Sleep patch
Gremlins - "little electric guys who throw bolts of lightning"

For some the presence of the sleep may be a bit disappointing, but it sounds like it may be similar to Volcanic Gasses. I think that alone could greatly increase it's value to many. Jolting Chains sounds like it may offer up some interesting proc'ing opportunities.

If the set follows the standard order for Control sets...

lvl 1: Single target hold
lvl 1: Single target immobilize
lvl 2: AoE immobilize
lvl 6:
lvl 8:
lvl 12:
lvl 18: AoE Hold
lvl 26:
lvl 32: Pets

That leaves room for two more new and unique powers. I'm quite stoked to see what they have in store.
Yes, i've thought of the Static Field, MANY times, even came up with the name upon many iterations of what I thought would make a good electric control set for years now. Of course, mine was a stun, with slow, not a sleep ... This is getting more and more disappointing the more I find out about electric control . The set can easily have a sleep power, but not in this type


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

That knockdown sounds pretty cool, but what if you're just facing 1 opponent? Would it just be gone after applying it once?

Also, I don't think this "new" knockdown is anything special. It's practically Earthquake with a new animation, since Earthquake continually knocks 1-2 mobs down at a time as well. The Dev's could have simply added the "jumping" animation and call it a new power. However, it would be lame if it can't "bounce" from 1 mob to another if you're just fighting 1 mob, since Earthquake still works with just 1 mob.