Some electric powers might need some buff
I agree that Tesla Cage is too long. It was suggested by many during beta that they change to Shocking Bolt... They didnt...
Synaptic Overload actually recharges quite quickly IMO. It should be available pretty much every mob after some decent recharge is in it. Electric control is about the combination of soft control powers. Sleep them first.. then control them... easy....
The pets do leave much to be desired. I wish they had a simple electric blast and charged brawl and havoc punch. Their jolting chain often creates knockback which can be annoying. Their damage aura cant be made too big because it would draw much aggro as well as negate the sleep more than it already does.
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-
Cutting telsa cage activation time a little would be nice, not sure if halved is nesisary, maybe just reduce it by say 15-25%?
Synaptic overload seems fine to me.
Have yet to train Gremlins, but based on what I've read and seen with others using them, I'd say they could use some extra powers as well. I'd like to see any/all (can always hope) of the following added: Havoc punch, shocking grasp (great damage and added hard control), A damage-less version of short circuit (would make them huge contributers to sapping effort) and maybe conductive aura as well (increase thier survivabilty a bit, and again increase sapping). Charged bolts might be useful, although I've never seen them produce knockback and I do like to spam chain on unslept things to keep them flopping.
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
IMO the set is fine. It could possibly use some small tweaks but I would go about them differently than what's been suggested.
- Change knockdown in Jolting Chain to knockup to prevent lower level enemies from being flung backward
- Instead of a damage power, give Gremlins Thunderclap from Storm Summoning. There would be a small chance they'd stun bosses occasionally but the 45 second recharge pretty much ensures they'd only do it once per group. Not sure if pet AI can handle it, but hopefully coded so they'd only use it when more than 4 or 5 enemies are around. This would restore some of the stun capabilities Electric lost during beta test and make it pair somewhat better with Storm Summoning itself.
I would not buff Synaptic Overload. It's an AoE confuse with no alert component on the same recharge schedule as Seeds of Confusion that has much better odds to hit an entire group at its high end (about 95% versus 46% from Seeds or Mass Confusion.) The chance of critical failure is real but this is why you have an AoE hold too. The power already recharges four times faster than the only other non-notify AoE confuse.
Tesla Cage's activation time is only a tenth of a second longer than Earth and Plant Control's hold. (That's not in Arcanatime but IMO if you're worried about whether a power is .132 of a second faster or slower you're overanalyzing it.)
Gremlins "not being able to tank well" means they are on par with every other standard lvl 32 pet. The only outlier is Earth Control.
What? No Illusion on that list?
i'd rather gremlins get eletric fenses, charged brawl, and havoc punch, and drop the damage aura.
This way, they have 2 melee attacks (which they favor melee anyways) 1 ranged, and they won't break static field as much. Jolting chains, and their damage aura breaks static field ALOT, even with the pulsing mechanic.
Hi:
After playing electric controller to 4x, my opinion that some electric control powers might need some buff.
1. Tesla Cage : I would like to see the activation time halved, it's currently too long.
2. Synapse Overload : The duration is shortest among all single/multiple confuses,
And with a really long cooldown, if you miss the first time, the entire power misses,
and the jumping distance seems short, not to say jumping takes time,
it cannot be used in emergency well.
For those disadvantage, I suggest to cut the cooldown half, and
make the duration the same as most confuse power.
3. Gremlin : the pets dont' deal good damage, and cannot tank well (only resists energy)
and they like to chase mobs far away instead of mobs near, their brawl
has a long cooldown, and AoE aura only hits 3 with long tick.
(Note : most of the time if they are at melee range of mobs, they would forget
to use Jolting bolt too )
The pets to me are just a bit underpowered, but because of the low damage
of electric control, we might still need any source of damage from the pets.
I suggest to double the pets' damage and adds more resistance to the pets,
including status resistance, and increase the aura's limit from 3 to 8,
then would make the pets decent.