Seekers
Seekers are a named combat ability in Control Resonant. The ability summons a volatile telekinetic entity that attacks enemies independently and can also be thrown and detonated as a heavy single-target attack.
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Seekers are one of Dylan Faden's named supernatural combat abilities in Control Resonant. The ability summons what Remedy describes as a volatile telekinetic entity that attacks enemies of its own accord once Dylan deploys it. Like other Resonant combat abilities, Seekers is paid for out of Dylan's Combat Ability resource, which is replenished by landing melee hits with the Aberrant.

Autonomous attacker: deployed Seekers move on their own and continue engaging enemies in range without further input, which is the main way the ability fits into a forward-pressure combat loop.
Thrown bomb: Dylan can also launch a Seeker directly at a target as a heavy single-hit option for opening a fight or punishing a stagger window. The trade-off is the same as for any heavy strike: the ability cost has to be paid up front.
Seekers is one of the named abilities Dylan can equip from his pool of unlocked combat abilities. The pool itself grows by defeating Resonants, and which ability the player keeps from a given Resonant fight is permanent on a first playthrough. That makes Seekers an opt-in for builds that want autonomous damage on the field, similar in role to Mold Turret summon-style options described on the Mold page. A heavier melee-pressure build that wants to spend its meter on stuns and executions might not run Seekers at all; a more tactical build that wants to control space frequently does.
The exact damage values, cooldowns, range, and number of simultaneously deployed Seekers have not been disclosed publicly. The talent-tree modifiers that can amplify the ability are likewise not detailed in pre-launch press. This page will be updated as more is shown.