Gremlins kind of underwhelming?


beyeajus

 

Posted

So my electric control/psi dominator turned 32 today and I picked up Gremlins the pet power. Bearing in mind that I didn't experience gremlins in the beta (fiddled with praetoria stuff mostly) I was uh... less than thrilled by their stats in practice.

Currently they've got approximately 700 hit points, and two total attacks: one from electric melee, and jolting chain. Their detailed info box claims they've got a pbaoe damage aura (that I've never seen tic) and some resistance to energy damage too.

Now, having seen jolting chain as a useful control power and a completely laughable attack from my own experiences, would it be possible to add a real ranged attack to the little buggers? I'm not suggesting anything OMG huge damage wise, but something on the order of charged bolts, maybe? It's not exactly blow the doors off damage, but it's a reasonably fast recharge and would supplement the otherwise lacking offensive capability of the Gremlins nicely without making them overpowered. I'd even be willing to trade in the "damage aura" that they claim to have, since as far as I can tell it doesn't actually exist.



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Posted

well, you did just hit 32, maybe after a set of Expediant Reinforcements they'll be better? I'm planning on slotting an end mod set in them to see how that goes, cause if their damage isn't great they can at least do some end sapping.


 

Posted

Well even at level 50 their base damage for the brawl attack is 50 and change, ED capped to 100ish. Jolting chain is base 11.12 damage, ED capped to 22.24 per target. I can sneeze on a mob at 50 for more than 22 damage, and there aren't enough +dam auras in the game to improve that. Long story short they don't do enough damage, the rest of the set delivers way more sapping than I could ever possibly need, and thus gremlins need some more damage going downrange. That's why I suggested adding charged bolts.



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Posted

Well, they do extra damage, even if it isn't huge. They add extra control. They have hit points and generate aggro to get attention. Plus *you* are the one doing most of the damage anyway.

So, I would think they'd be fine from that perspective.

Lewis


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Posted

I dont find them to be to terrible. There are only 2 of them so they are -1 level rather then i think imps are at -2 now are they not? So they hit more easily, they dont have thier damage nerfed as much. With 2 acc and 3 dam, my grems are hitting with something, assuming the melee power, for pretty decent damage. And as was mentioned have the thing with the pets is to take some agro from you. I would rather let a pet take a boss alpha then myself.

I think part of the issue is also that Electric animations have always been kinda underwhelming to watch. You dont get teh flash of fire, the knockdown or energy or earth, but i would say they are a combo are just as helpful to my elec dom as my walking turd was to my earth dom.


 

Posted

I'd hold onto the power anyway. Even if it's low, it's hands-free damage.


 

Posted

I too was hoping for more from my gremlins. My first controller was grav/FF so I am spoiled by the toughness and versatility of Singularity. I've since cared for fire imps, phantom army, mercenaries, and assorted arachnos flunkies given to me by patrons.

Gremlins have to be one of the most fragile. They are a lot like imps - not too tough but they get into melee and keep cycling their attack until the target is gone. Like Imps, they will also run after people and bring additional aggro.

That said, I did notice an increase in the speed of my taking down spawns when I got them. And I still notice the increase in aggro towards me when they go down. Their damage aura at 43 with a few slots tics at 8 points of damage and their brawl does 70 something. I don't remember how much damage their jolting chains does, but I love the chaos they cause with it. I'm also looking forward to getting surge of power so that I can look like a third gremlin.

I would not want them to have a ranged attack because then they might stay at range and do that instead of getting in close. But I do wish that their energy shield granted smash/lethal resistance in an amount equal to their energy resistance.


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Posted

Quote:
Originally Posted by Riley_Delacroix View Post
Well even at level 50 their base damage for the brawl attack is 50 and change, ED capped to 100ish. Jolting chain is base 11.12 damage, ED capped to 22.24 per target. I can sneeze on a mob at 50 for more than 22 damage, and there aren't enough +dam auras in the game to improve that. Long story short they don't do enough damage, the rest of the set delivers way more sapping than I could ever possibly need, and thus gremlins need some more damage going downrange. That's why I suggested adding charged bolts.
=/ the rest of the set doesn't deliver too much -recov.


 

Posted

they only seem to like throwing out jolting chains at the start of a fight, the rest of the time they love their melee attacks, and with chase runners with a reckless abandon ive quite simply never seen.

90% of my post 32 deaths can be attributed to the gremlins.


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Posted

Quote:
Originally Posted by Mega_Jamie View Post
they only seem to like throwing out jolting chains at the start of a fight, the rest of the time they love their melee attacks, and with chase runners with a reckless abandon ive quite simply never seen.

90% of my post 32 deaths can be attributed to the gremlins.
I recommend three things based on my experience with fire imps.

1) Lock the enemy down so runners only happen rarely.
2) I'll often pull if two spawns are close and I don't feel I can handle aggroing spawn two (although electric control is pretty adept at multi-spawn aggro management).
3) Have a bind to dismiss the Gremlins and don't be afraid to use it.

A fourth thing I suggest trying, but I do not have much experience here yet, is to drop a Static Field under spawn two if you see a runner heading that way. That has helped me a few times when a teammate has chased a runner.


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Posted

Gremlins are just awful. Weak as heck, and not all that different from Beta (no damage aura).


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
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Posted

While they don't deal a whole lot of damage, they add a bit more controls and they have surprisingly high health or Dominator's health is that low? lol

I am lvl 33 and I was looking at numbers and I think each Gremlin has about the same health as I am (I think a bit more?)! I know it isn't saying much but think of it as having two "meatshields" when you solo.


I like having two pets. One is lonely and three is too squishy. Two is PERFECT!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I recommend three things based on my experience with fire imps.

1) Lock the enemy down so runners only happen rarely.
2) I'll often pull if two spawns are close and I don't feel I can handle aggroing spawn two (although electric control is pretty adept at multi-spawn aggro management).
3) Have a bind to dismiss the Gremlins and don't be afraid to use it.
2 and 3 are very important. Gremlin and imp AIs are both coded to prefer un-mezzed targets. So they will run away from your locked enemies to cause aggro elsewhere.


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Posted

The damage aura wakes up all the slept enemies needlessly, the gremlins themselves love grabbing extra aggro, their jolting chains stack to KB!, and they generally mess up all my careful controlling.

Then if I am on a team that needs my damage more than my control they just plain die.

I respecced out of them and won't put them back in. I would far prefer 2 voltaic sentinels or something that didn't have an active aggro presence.


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Posted

Get Mu mastery and have Voltaic Sentinel and a Mu that heals!


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

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Posted

Its kinda funny i dont have a problem with them at all. Yes damage could be nicer, but i think its ok for what it is, and when you consider you have two of them doing damage rather then say the stone pet, jack, plant, grav all only having one pet. So when you figure power recharge times and such really you double those damage numbers and compare them to the sets with only one pet i am betting they are comparable as to DPS, it just feels weaker since they are not always going to be attacking the same target to see a major drop in HPs in chunks like other pets.

So to multi agro, i also dont feel its to bad of an issue, with 2 AOE controls on short relative timers and soft control from fences i dont have that big of an issue. My norm on facing close mobs is to drop the confuse before i agro anything, let it spread, then drop the sleep under the second close mob and fence them in place.


 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
Gremlins are just awful. Weak as heck, and not all that different from Beta (no damage aura).
Uh, what?

Gremlins most certainly do have a damage aura. There's no visual cue for it, but it is there. It ticks every 2s.


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
Uh, what?

Gremlins most certainly do have a damage aura. There's no visual cue for it, but it is there. It ticks every 2s.
They didn't in Beta.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
They didn't in Beta.
Yeah.

Sorry, I wasn't sure what you meant with that oddly placed "(no damage aura)" bit.


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Posted

Wait what? Gremlins have "damage aura"? mmmm, I need to pay more attention tonight then. lol


They don't deal crazy damage but they add control and most importantly, they are meatshields. If Gremlins suck on a large, so are the Imps.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
I would not want them to have a ranged attack because then they might stay at range and do that instead of getting in close. But I do wish that their energy shield granted smash/lethal resistance in an amount equal to their energy resistance.
Maybe Thunderstrike then. Better damage and some Aoe, but not too much to be OP.


 

Posted

Quote:
Originally Posted by Jibikao View Post
Wait what? Gremlins have "damage aura"? mmmm, I need to pay more attention tonight then. lol
You will probably miss it!

Quote:
Originally Posted by Jibikao View Post
They don't deal crazy damage but they add control and most importantly, they are meatshields. If Gremlins suck on a large, so are the Imps.
Gremlins and Imps are not even in the same ball park...there is a chance that Imps can take down whatever they agro...there is a stronger chance that if you lock down the second mob they will take them out before you can deal with the original grp. Gremlins on the other hand will still be slowly trying to bore the second grp to death while u finish of the first grp


 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
They didn't in Beta.
Yes, they did. It was added towards the end of closed beta.


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Posted

I really like the Gremlins. Decent damage and good mitigation with Jolting Chain.

My solo game improved a lot with them.