No-aggro powers and Procs
Now that I think about it a little more, I've realize that the recharge on Mass Confession is completely insane.... 240s just cause it's a Targeted AoE... Mass confuse is indeed better, but it's recharge needs halved... it's over half the time of a t9 on a buff set.... oh and don't forgot that its base acc is 15% less than other confuse powers not in t9 slot as well... very nicely balanced game....
As for the procs, I don't use procs in smoke, flash arrow or any power that has a no aggro flag pinned to it. World of confusion, Mass Confusion, Seeds, all confuse powers get that special proc from the confuse IO set on my toons.
Edited:
Before some of you say something about AoE holds being 240s or how I can't compare confuse powers, I'm going to stop you here.
AoE holds are on a whole different lvl, they can and will stop a baddie from attacking and moving. Where as confuse, doesn't immobilize, stop from attacking, or keep the same exp you get from the baddies.
And All confuse powers do hold one thing in common... they confuse a group or single enemies.
Now that I think about it a little more, I've realize that the recharge on Mass Confession is completely insane.... 240s just cause it's a Targeted AoE... Mass confuse is indeed better, but it's recharge needs halved... it's over half the time of a t9 on a buff set.... oh and don't forgot that its base acc is 15% less than other confuse powers not in t9 slot as well... very nicely balanced game....
As for the procs, I don't use procs in smoke, flash arrow or any power that has a no aggro flag pinned to it. World of confusion, Mass Confusion, Seeds, all confuse powers get that special proc from the confuse IO set on my toons. |
Given that setting, having an AoE Confuse as a T9 power was a huge thing. It can single handedly destroy a whole spawn in one application. It was hugely powerful back then when the game was much harder. In my opinion, it still deserves its 4 minute cooldown. For Mind Controller's these days who have good global recharge, it is easy to get Total Domination and Mass Confusion down to a 90s recharge, and then its not often you don't have one or the other available.
What I do think however is over time the Devs have forgotten how powerful Confuse really is. If you called it "Charm" it would perhaps get the credit and fame it deserves. You aren't just taking an enemy out of the fight, you are making them think you are their ally and that their friends are actually their enemy. They then use their potentially powerful powers to either aid you (I had 6 stacks of Accelerate Metabolism the other day, fun) or destroy whatever you are fighting. It also lasts a lot longer then holds and stuns in any power it features, and almost as long as sleeps. Which in my head is strange because it is so obviously more powerful then them. I always felt the only reason Mass Confusion was allowed to be so powerful and have such a long duration was because it was a T9 power that was placed instead of a pet. I know that this game isn't exactly known for being perfect with numbers, but I honestly feel that someone forgot all these facts when they went to make other confuse powers.
So my response to "Mass Confusion has too long a recharge" is actually that Mass Confusion has very perfect and balanced numbers considering where it is and the set as a whole. It is other powers which have unreasonably overpowered numbers for what they do. Numbers that were taken without much thought in my opinion. "Confuse has a longer duration then stuns and holds...just because it always has."
Of course I am not going to start the "Why is confuse overpowered?" debate because I think that boat has long since sailed, and I would hate for one of my favourite control sets to be caught in the crossfire if the devs ever go gunning for Seeds. Still, as a logical man, and with the assumption that Confuse > Hold > Stun > Immobilize, the numbers just don't make sense to me and never had.
I know this going slightly off topic but I believe we answered the original question anyway. :-)
Edited:
Before some of you say something about AoE holds being 240s or how I can't compare confuse powers, I'm going to stop you here. AoE holds are on a whole different lvl, they can and will stop a baddie from attacking and moving. Where as confuse, doesn't immobilize, stop from attacking, or keep the same exp you get from the baddies. And All confuse powers do hold one thing in common... they confuse a group or single enemies. |
Confused enemies for all intents and purposes are held. Okay, they may not be immobilized which can possibly be problematic, but by confusing them you are still completely disarming them. A confused boss will stand there and take a beating and not retaliate. If you are lucky, he might even buff/heal you while you do so. If you are luckier, he will have 3-4 pets/pseubopets which will all be confused as well.
The only thing that holds have that confuse does not is that it offers containment and like you already mentioned, immobilizes the enemy. :-)
I think you are seriously wrong here.
Confused enemies for all intents and purposes are held. Okay, they may not be immobilized which can possibly be problematic, but by confusing them you are still completely disarming them. A confused boss will stand there and take a beating and not retaliate. If you are lucky, he might even buff/heal you while you do so. If you are luckier, he will have 3-4 pets/pseubopets which will all be confused as well. The only thing that holds have that confuse does not is that it offers containment and like you already mentioned, immobilizes the enemy. :-) |
But there is one little pin popping your bubble...
5%
You will miss 5% of the time, and get NOTHING from SynOver. Quick casting time for the win, but it still a face-to-desk moment when it does happen.
On teams if you are needed to mitigate the alpha then you still have Static Field.