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I haven't updated my build in a while, and don't have the new AT IOs in it yet. My build also is a team-focused build with no defense. This character was actually made as part of a team of Fire/Rads to see how fast a team of Fire/Rads could blow through content. He was made before the Incarnate stuff came around, but took the Cardiac Alpha to further help with Endurance and greater Damage Resistance. He's got the Psi APP for mez protection . . . and this was done before Barrier was available.
Solo, he does pretty well. Yes, he takes some damage since he he doesn't have any defense. On a team of Fire/Rads? Simply awesome. Everything is controlled and dies in seconds. I love the Grav Anchor proc in Fire Cages, as it turns the power into a fast-recharging AoE Hold. It hits a LOT. The Lockdown proc in Choking Cloud also adds a lot, stacking mag in a power that already relies upon stacking mag.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
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Pyrophore: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), HO:Nucle(29), Dmg-I(29)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(21), GravAnch-Immob/EndRdx(23), GravAnch-Hold%(25), Posi-Dam%(25)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(33)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7), Achilles-ResDeb%(36)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(11), HO:Nucle(11), EndRdx-I(15)
Level 10: Super Speed -- Clrty-Stlth(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-ToHitDeb%(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), EoCur-Acc/Hold/Rchg(43)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Air Superiority -- HO:Nucle(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Bonfire -- Det'tn-Dmg/Rchg(A)
Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(34), Lock-%Hold(36), EndRdx-I(36)
Level 30: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(33)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), S'bndAl-Dmg/Rchg(48), S'bndAl-Build%(48)
Level 35: Fallout -- HO:Nucle(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
Level 47: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mental Blast -- HO:Nucle(A)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(40), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
Level 4: Ninja Run
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Conductive Aura
While this power is active, the air around you becomes charged with electricity, leaping out and shocking foes that get too close. Foes will lose some endurance, while you gain Recovery and Regeneration per target hit.
Level: 8
Accuracy: 1
Radius: 20 feet
Cast Time: 2.03
Recharge: 15
Endurance Cost -0-
Max Targets: 8
Attack type: AoE, Energy every 2 seconds
Endurance Drain: 10% every 2 seconds
Sets Containment?: No
Regeneration of +5% and Recovery of 3.125% per foe hit.
This is a PB Aoe Toggle endurance drain power that 'can' be a key power in the set if you focus on Endurance drain. It costs no endurance, drains 10% (or more if slotted) every 2 seconds and gives you some Regen and Recovery. Once foes are controlled or their aggro is focused on someone else, an Electric Controller can go into melee and slowly drain the endurance of a group. Once they are out of endurance, they can't do anything other than run away (which you can prevent with Electric Fences). Electric joins Ice and Fire as sets that provide PB AoE control that encourages you to be in melee.
This is a power that does little stuff that adds up, rather than one big thing. But once foes are drained of endurance, they are effectively controlled. If you slot up Conductive Aura and some other powers for Endurance Drain, you can drain foes dry pretty quickly. And equally important -- keep them drained. Static Field gives you the time to use Conductive Aura to drain foes continually so that the sleep+drained endurance provides continual control.
Slotting: Heal and Endurance Modification sets
SO Slotting: 1 acc, 2-3 EndMod.
Some folks slot the Efficacy Adapter or Performance Shifter sets.
Static Field
You can build up a Static Field at a nearby location. Any foes in the field may lose control of their muscles due to the static charge, and will shake violently. Foes may also be drained of some endurance, and some of that endurance may be transferred to nearby allies. Any attack will interrupt the effect temporarily and foes will re-gain control, although their movement and attack rates will be reduced. This effect can last for some time, and will continue to paralyze foes in the field.
Level: 12
Accuracy: 1
Range: 60
Cast Time: 2.03
Recharge: 40
Endurance Cost 15.6
Location Targetted AoE, 20 Ft Radius
Max Targets: 16
Duration: 25 Seconds
Sleep: 6.333 second Mag 3 Sleep every 4 seconds. 5% chance of an extra 4.843 second Mag 1 Sleep.
Slow: -40% Run, Fly Jump speed for 4.25 seconds
-40% Jump height for 4.25 seconds
-30% Recharge for 4.25 seconds
Endurance Drain: 50% chance for 3% drain every 4 seconds.
Sets Containment?: Yes
Static Field returns Endurance to any teammate in the patch, but the amount of recovery does not appear in City of Data. It appears to be some amount per foe in the patch.
Static Field is the most important power in the Electric Control set. Not too long ago, it would be hard to imagine saying that about a "sleep" power, but the pulsing Sleep is teriffic. What makes it so good? It is a location-targetted AoE "patch" power that usually puts everything less than a boss to sleep instantly. If you disturb them (such as by using Chain Fences or Jolting Chain), the next pulse will usually put the foes back to sleep. There's a chance to put bosses to sleep. It adds Slow and -Recharge and a good amount of endurance drain, and returns Endurance to the team as well.
The duration is 25 seconds, and the Recharge is 40 seconds, so it is really, really easy to make the Recharge fast enough so you can re-cast it before the last one runs out. This lets you provide continual control.
Static Field is a perfect "alpha" strike for groups of foes. Most of the time, the group will be put to sleep instantly. That lets you run in with Conductive Aura to drain the endurance of the group. You can use Chain Fences to make sure that any foes who are missed by the pulse stay in the patch to be hit by the next pulse (and drain more endurance). Chain Fences will wake up the foes, but they will go back to sleep when the next pulse hits.
Slotting: Sleep and Slow Movement sets
SO slotting: 2-3 Recharge, 1 acc.
The sleep sets are cheap. Once you have a little accuracy and enough Rech, then slot for set bonuses. I never found any need to slot for Slow since you can immobilize the foes. (Slow enhancements also only affect runspeed.)
Paralyzing Blast
Summoning a large amount of energy, you can completely paralyze a group of foes in cages of electricity for a short time. These foes may be drained of some endurance as well.
Level: 18
Accuracy: 0.8
Range: 80
Radius: 30
Cast Time: 1.67
Recharge: 240
Endurance Cost: 15.6
Max Targets: 16
Hold: 14.9 second Mag 3 hold, with a 20% chance for 11.175 second additional Mag 1
Endurance Drain: 7%
Set Containment?: Yes
Paralyzing Blast is a pretty standard Targetted AoE Hold, with the only unique aspect is the 7% endurance drain. Some folks skip it due to the long recharge and fairly short duration. I find it worthwhile to have an effective AoE hard control. It also takes several nice sets. Like other AoE Holds, it has a 20% accuracy penalty so it needs extra accuracy.
Slotting: Hold
SO Slotting: 2 Acc, 2 Rech, 2 Hold.
Often slotted with 4 Basilisk's Gaze and with an extra Acc/Hold/Rech, but can be slotted with the AT IO set or the purple Hold set.
Synaptic Overload
This power can subtly scramble the synapses of any target affected, causing hallucinations and confusion amongst foes. The electric charge lasts for some time, and will jump slowly to other opponents causing wide spread confusion. Foes may not be aware that this has happened, and will not be alerted to your presence. You will also not receive experience for any damage dealt by confused opponents.
Level: 26
Accuracy: 1
Range: 80
Cast Time: 2.37
Recharge: 60
Endurance Cost: 8.528
Confuse: 27.938 second Mag 3 Confuse, with a 20% chance for 11.175 second additional Mag 1
Endurance Drain: 10%, -100% Recovery for 8 seconds
Set Containment?: No
Summons a Chain Confuse Jump 1 after 1 sec delay, and another after 2 sec delay.
Chain Confuse Jump 1 does 22.35 second Mag 3 Confuse with a 20% chance for 14.9 second Mag 1 Confuse, and summons Chain Confuse Jump 2 after 2 and 4 seconds
Chain Confuse Jump 2 does 22.35 second Mag 3 Confuse with a 20% chance for 14.9 second Mag 1 Confuse, and summons Chain Confuse Jump 3 after 4.1 and 8.1 seconds
Chain Confuse Jump 3 does 22.35 second Mag 3 Confuse with a 20% chance for 14.9 second Mag 1 Confuse.
Synaptic Overload is one on my favorite powers in the Electric Control set. It is a chaining confuse power that DOES NOT DRAW AGGRO. Much like Illusion's Deceive and Mind's Confuse and Mass Confusion, this power is a perfect alpha attack because you can take foes out of the fight before it begins. Unlike Confuse and Deceive, you can't stack it to control bosses.
Just like Plant's Seeds of Confusion, it recharges in 60 seconds, so it can be up almost every group. Unlike Plant's Seeds of Confusion, it does not draw aggro. Unlike Seeds of Confusion, as a Chaining power, if it misses the first target, it will fail. But that's not so bad because you have your other controls to make up for it. Plant relies heavily upon Seeds, while Electic has other options.
It is an AoE confuse that recharges much faster that Mind's Mass Confusion (60 seconds vs. 240 seconds). It is much less "reliable" due to the chaining, but the chaining also lets it go around a corner or stretch out over a long line of foes. Remember that you may want to target a lower level foe as your initial target so that it doesn't miss.
Slotting: Confuse sets
SO Slotting: 2 Acc, 2 Confuse, 2 Rech. It doesn't really NEED 2 Acc, but the consequences of a miss are frustrating.
This is a good power to slot the inexpensive Confuse sets. Because Synaptic Overload does not draw aggro, you do not want to slot a damage proc. If possible, go for the purple Confuse set. The Contagious Confusion proc is great in Synaptic Overload and gives it a much higher chance of stacking mag to confuse bosses over the 20% "Overpower" chance.
Gremlins
Mastery over electricity allows you to create almost sentient elementals of lightning. These elementals are mischievous in nature, and enjoy creating havoc and interfering with electronic equipment or magical cantrips. They also never work alone, where there is one Gremlin, there is often another nearby.
Level: 32
Accuracy: 2
Range: 60
Radius: 30
Cast Time: 2.03
Recharge: 240
Endurance Cost: 26
Duration: Until defeated or despawned.
Summons Two Level 49 Gremlins. Each Gremlin can do
Electric Brawl, 27.81 Smashing, 22.24 Electric Damage with a 7% Endurance Drain;
Jolting Chain for 0.66 knockdown, 13.35 Enegy damage and -10% Endurance Drain;
Shock, a PB AoE Energy damage aura that does 6.67 damage every 2 seconds to up to 3 foes within 7 feet of the Gremlin;
40% Resistance to Energy, 30% Resistance to Smash/Lethal and 60% runspeed buff.
The Gremlins are the best damage for an Electric Controller, but they are not all that impressive. The Gremlins do moderate damage, but more than any other attack you have. They look pretty cool. They tend to aggro a lot. And when up against low level foes (well below your level), that Jolting Chain attack will send foes in KNOCKBACK flying all over the place. (I found that to be a real pain when hunting low level foes to get Tip Mission drops.)
Overall, I wish that the Gremlins did more damage. Oh, well. When playing solo, the level of control in Electric is good enough that you can usually control foes continually, so if the Gremlins take longer to kill stuff, you can wait it out. On teams, the Gremlins contribute some damage but mostly they draw aggro.
Slotting: Pet and Recharge Intensive Pet sets
SO Slotting: 1 Acc, 3 Dam base slotting.
If you are slotting for Recharge, then the Expediant Reinforcement set is good. If you are slotting for Ranged Defense, then Blood Mandate or a full set of Expediant Reinforcement is good. Notice that the Gremlins have some Resistance -- adding the two +10% Resistance Pet Procs may help them survive S/L and Energy damage longer.
Overview and Strategy:
Electric Control is a high control, low damage set. It has a nice variety of hard and soft control, with Hold, Immobilize, Sleep, Confuse, Endurance Drain and Knockdown. There are no "worthless" powers, and everything in the set can be taken and used. Whether you actually want to take and use all of the powers depends upon your wants and needs.
I would consider Tesla Cage (ST Hold), Static Field (patch sleep), Synaptic Overload (chaining confuse) and Gremlins (Pets) to be essential, 5-star powers. Conductive Aura (Toggle PB AoE endurance drain) is key if you want to drain endurance, so it would be a 4 to 5-star power. Paralytic Blast (Ranged AoE Hold) us useful as an AoE Hold. Chain Fences (Ranged AoE Immobilize) is useful to keep foes, especially confused foes, from wandering around. I would consider Paralytic Blast and Chain Fences to be 3 to 4-star powers.
The two most skippable powers (2-star powers) are Electric Fence (ST Immob) and Jolting Chain (Chaining Knockdown). Electric Fence is useful if you want to do some damage, and is pretty much essential if you want to solo. Jolting Chain is an interesting power, fun to use and provides some short-term mitigation. Some folks feel that Jolting Chain is useful in lower levels, but skippable once you get into the upper levels. Personally, I like Jolting Chain to disrupt entire groups to allow teammates to draw aggro. The knockdown can disrupt attacks, reducing the damage taken by teammates.
Once you have Static Field, the core strategy is pretty simple. Throw Static Field under a group, and they all fall asleep. Run in with Conductive Aura running to drain endurance. You can hit them with Chain Fences to immobilize the group and drain a bit more endurance. You may want to hit the group with Jolting Chain, and then Chain Fences -- Jolting Chain will have a good chance to prevent foes from attacking when they wake up from an application of Chain Fences. Pick individual foes to hold (and damage) with Tesla Cage and Electric Fence. Let the Gremlins follow you in to kill things. If I'm feeling lazy, I'll just Static Field, run in with Conductive Aura and stand there to let the Gremlins kill stuff.
As for Secondaries, I played Electric/Rad because of the synergy with Conductive Aura with Choking Cloud. Draining Endurance while sleeping, immobilizing and holding worked very well. Also, Electric Control returns some endurance, making it easier to run Choking Cloud and the Rad debuffs. It was not fast to solo, but fairly safe as long as I paid attention.
As for other secondaries, I invite others to comment about their experiences. I can see some synergy problems with Storm and the knockback. I can see that Electric may work with Kinetics pretty well. I can see Electric/Time being pretty good with two PB AoE auras. Maybe Electric/Dark. I'm not convinced there is much benefit to other secondaries such as Sonic, Therm, Emp, FF, Poison.
I have found that Electric Control works very well for Dominators. Since there is such a variety of controls that recharge quickly, you can get the foes under control before beating on them. I have an Elec/Earth Dominator who has been fun to play.
I am not posting builds with this guide at this time, as it is intended to only cover the primary of Electric Control. I also have not discussed use of the AT IO sets or IO set builds or even goals. However, I invite folks who have Electric Controllers to post their builds and explain what they like (and don't like) about them. -
A (Quick) Local Guide to Electric Control
Since there were no guides to Electric Control, I decided to write one. (This is a rough draft and may be supplemented.) I would not consider myself to be an "expert" on Electric Control, but I have leveled up an Electric/Rad to Incarnate levels and have a couple of Electric Dominators in the works. So, this is just intended to be a quick guide for folks unfamiliar with the powers in Electric Control.
Electric is all about endurance drain. I consider it to be the second lowest damage controller primary (after Ice), but it has a good mix of types of control. It has the ability to perma-control foes through Sleep and Endurance Drain, with a very good Confuse power and a unique chaining knockdown, plus the usual holds and immobilize powers. Electric Control makes the most effective use of Sleep in the game. You can drain a good amount of endurance fairly quickly with standard-type slotting. I haven't tried going nuts on the EndMod slotting, but you could probably drain foes dry very quickly if you slotted heavily for EndMod in all of the powers that do endurance drain -- but you might have to give up some control, damage or recharge to do it. It is interesting to note that although 5 of the 9 powers will take EndMod IO sets, all 9 powers will accept EndMod enhancements.
Electric Control is one of the three control sets with a PB AoE control power that encourages you to play in melee. The others are Fire (Hot Feet) and Ice (Arctic Air). Each of these sets have a up-every-group ranged control power that lets you control foes before running in with the PB AoE power -- but Electric actually has two in Static Field and Synaptic Overload.
Electric Control may be the best set in the game for providing continual control. The combination of Static Field, which recharges much faster than its duration one some Recharge is slotted, and Conductive Aura lets you combine the pulsing Sleep Patch with endurance drain to keep foes controlled continually. You can also handle groups with Synaptic Overload. Since Conductive Aura also provides Regen and Recovery and Static Field provides Recovery, you don't run out of endurance. But it will take a while to kill off those controlled foes because the damage is so low. Solo, I found that I relied heavily on the Gremlins for damage -- which isn't great because the Gremlins aren't all that great. But it works.
Electric control has some significant weaknesses. Low damage when solo. Slow animations. Two chaining powers that are wasted if they miss the first target. No -Knockback in the AoE Immob (which can be good and bad). The biggest problem I had on teams was when I had teammates with lots of AoE Damage over Time. AoE DoT powers disrupt the pulsing Sleep of Static Field, making it mostly useless. And then an AoE Immob with -Knockback makes Jolting Chain worthless. (I hated teaming with Fire Controllers or any other controllers who would spam their AoE Immob with DoT!)
My personal opinion is that Electric Control is great as the only controller on a smallish team, as long as you don't have someone with a lot of AoE DoT powers. It is wonderful on a team of 2 or 3, where the others are melee fighters. But when you get on large teams, the weaknesses of the set really manefest. On larger teams, I found myselt trying to run ahead of everyone else, just to have a chance to use Synaptic Overload before someone else came in to mess up the groups. Endurance drain takes a while, and usually large teams kill foes too quickly. And if anyone on the team has an AoE Immob with DoT (most of them) or a Rain-type damage power, it decreased the benefit of Static Field.
Electric Control works great on a Dominator playing solo or small team. Many of the Dominator secondaries have many single target attacks. Electric Control is great for keeping a group controlled while you focus on taking foes down one-by-one. However, this guide was really intended to be for Controllers, so I'm not going to go into the whole Domination thing.
Here's a quick run down of the Electric Control powers:
Electric Fence
Surrounds and Immobilizes a single target in an Electric Fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay and bringing down fliers.
Level: 1
Accuracy: 1.2
Range: 80
Cast Time: 1.67
Recharge: 4
Endurance Cost 7.8
Immobilize: 27.938 second Mag 4 Immobilize, with a 20% chance for a 18.625 second Mag 1 "overpower" Immob.
Damage: 5 * 6.12 Energy damage every 2 seconds over 9.2 seconds, doubled with Containment
Endurance Drain: 4 * -2.8% Endurance every 2 seconds over 6.2 seconds
Sets Containment?: Yes
Most Controller sets have a single target Immob, and this one is pretty similar to the others. Since it is Mag 4, it will immobilize bosses. In a low-damage set, Electric Fence is one of your few sources of damage. But there is one unusual consideration: Static Field is a pulsing Sleep power which will be disrupted by a Damage Over Time power. As long as you use your single target hold first, there's no problem. But if you use Electric Fence on a foe sleeping in Static Field, you will probably wake him up to allow him to attack. I wish this had been set up with up-front damage rather than Damage over Time.
Still, if you want to solo or contribute damage, this is a pretty important power. Just lead with Tesla Cage first. On a team-only I-don't-care-about-damage controller, however, it is skippable. It can also be skippable in upper levels when you have APP damage powers. I took it on my Elec/Rad because he soloed a lot.
Slotting: Immobilize, Endurance Modification and Ranged Damage sets.
SO slotting: 1 Acc, 3 Dam. Maybe EndMod.
Slot this for damage. Some folks might choose to slot the Enfeebled Operation set if you need S/L Defense, but you will be giving up the damage. You can use Decimation for Recharge, or Thunderstrike for Ranged Defense.
Tesla Cage
Tesla Cage confines the target in an electrical prison. The target is overwhelmed by the electrical charge and is left helpless and can be attacked. The target is drained of some Endurance and some of the Endurance is transferred back to you.
Level: 1
Accuracy: 1.2
Range: 80
Cast Time: 2.17
Recharge: 8
Endurance Cost: 8.528
Hold: 22.35 second Mag 3 hold, with a 20% chance for 16.763 second Mag 1 "overpower"
Damage: 30.59 Energy damage, doubled with Containment
Endurance Drain: 7%
Set Containment?: Yes
All Controller sets have a single target hold, and they are pretty much all the same . . . except Tesla Cage has the longest animation of any single target hold. It is an essential power for single target control. It can also contribute some much-needed damage -- almost as much as Electric Fence and it is not damage over time.
Slotting: Hold, Endurance Modification and Ranged Damage sets.
SO Slotting: 1 Acc, 1 Hold, 2 Dam, 2 Rech.
It depends on your build and your goals whether you slot for Hold, Damage or both. Many people slot the single target hold with 4 Baz Gaze alone, but they are missing out on slotting this for damage as well. I like the 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage, but there are other options.
Chain Fences
You can immobilize multiple foes in a chain of electricity, dealing minor damage to all foes in range and draining some endurance. This power also reduces Flight capacity in targets.
Level: 2
Accuracy: 0.9
Range: 80
Cast Time: 1.17
Recharge: 8
Endurance Cost 15.6
Targetted AoE, 30 Ft Radius
Max Targets: 16
Immobilize: 27.938 seconds Mag 3, 50% chance for an extra 18.625 second Mag 1
Damage: 9.18 Energy damage, doubled with Containment
Endurance Drain: -10%
Sets Containment?: Yes
Chain Fences is a fairly standard AoE Immob power. However, there are three important aspects of Chain Fences: It does not have -knockback, it drains a base of 10% endurance, and the Damage is up front instead of over time. The lack of -Knockback lets it work well with Jolting Chain. The endurance drain can be enhanced for even faster EndDrain. The up front damage lets it work well with Static Field . . . since the damage is up front, it only wakes foes up once and then the pulsing sleep will put the foe back to sleep.
There are mixed opinions on whether to take Chain Fences. I like to take it for several reasons. It keeps foes in Static Field and in range of Conductive Aura. It provides a great contribution on endurance drain. It keeps foes who have been confused by Synaptic Overload from wandering around. Chain Fences can also be used for several damage procs.
Slotting: Immobilize, Endurance Modification and Targetted AoE Damage sets.
SO slotting: 2 Acc, 0-2 Rech, 1 EndRdx. Maybe 1-3 EndMod depending upon build.
There are lots of slotting options for Chain Fences. It has a 10% accuracy penalty, so it can use extra Accuracy. The damage is low, so you will get more damage from damage procs than slotting this power for damage. Slotting it with the Posi Blast, Trap of the Hunter, AT IO damage proc plus the Gravitational Anchor Chance for Hold proc is pretty nice. Slotting for some EndMod is pretty nice, too.
Jolting Chain
You can send a bolt of electricity through multiple opponents, causing a muscle spasm and dealing minor damage. Each foe is knocked down, and the electric charge can fork several times, jumping to several opponents rapidly.
Level: 6
Accuracy: 1
Range: 80
Cast Time: 2.07
Recharge: 8
Endurance Cost 10.4
Max Targets: 16
Damage: 9.18 Energy damage, doubled with Containment
Endurance Drain: 10%
Sets Containment?: No
Knockdown of 0.66 mag, then summons a Chain Jolt 1 after 0.25 sec delay, and another after 0.50 sec delay.
Chain Jolt 1 does 11.12 Energy Damage, doubled with Containment, 0.66 knockdown, and summons Chain Jolt 2 after 0.5 and 1.0 seconds
Chain Jolt 2 does 11.12 Energy Damage, doubled with Containment, 0.66 knockdown, and summons Chain Jolt 3 after 1.0 and 2.0 seconds
Chain Jolt 3 does 11.12 Energy Damage, doubled with Containment, 0.66 knockdown.
Jolting Chain is one of the really unique powers in Electric Control. It is a chaining knockdown power with a small amount of damage and some endurance drain (but the drain only affects the first foe hit). Jolting Chain can be effective for disrupting a group for a short time, stopping a group from running away, or short-term control. I will sometimes use it as an alpha attack when Static Field is close to recharging. Knockdown will sometimes work as a control power when other control powers don't work.
It is important to note that if the first attack misses, it never spawns the "chain jolts" -- so if it misses, the entire chain misses. However, if you hit the first foe, the chain jolts appears to be autohit (although they are listed as standard accuracy). Blue Fenix pointed out to me that this may be due to the effect of the "streakbreaker" system in the game and that under some situations, the chains will miss. In any event, you may want to aim for a lower level foe who is easier to hit. The foes also need to be fairly near to each other. Each chain can go about 15 feet, but because it jumps from foe to foe, the group does not need to be tightly bunched.
There are a few things that keep Jolting Chains from being a really effective control power. When you miss the target foe, you get nothing other than some aggro. The duration of the "control" aspect from knockdown is very short. The cast time is fairly long. It is frequently skipped in upper levels when folks feel that they have better control options. Personally, I like the power and think it is a lot of fun. I enjoy turning a group of foes into a pile of popcorn. I find that it will sometimes knock down high level foes who can't be controlled with other powers. But it is one of the more skippable powers in the Electric Control set.
Slotting: Ranged Damage, Endurance Modification and Knockback sets
SO Slotting: 1-2 Acc, 1-3 Rech. Maybe some damage, but the damage is pretty weak.
Your only real choice for IO sets is Ranged Damage. The endurance Drain only affects the first foe hit and does not travel along the chain. Slotting Knockback sets will increase the mag, turning the handy knockdown into KNOCKBACK, which sends foes all over the place.
Consider slotting Jolting Chain with the Devastation Chance for Hold proc, as the proc chance travels with the chains. Muon_Nutrino suggested that this is one of the few powers where the Tempest: Chance of Endurance Drain proc might be useful. I haven't tried it yet, but it sounds good. -
Quote:Yeah, you are probably right . . . I think my problem is that I just don't like Empathy. With some work and imagination, you can come up with a theme for any powerset combo. I was thinking about Earth/FF, and you could even say that it is based upon some kind of planetary magnetics basis.Local,
I think Earth/Empathy is thematic. There are lots of associations one can make between life forces and the earth. Stonehenge, ley lines, channeling the life essence of the earth to heal those who depend on it, etc. tribal shamans, Chinese healers or earth dragons, druids, elemental spirits, etc .... all kinds of themes exist here.
Lewis -
One place where Origin really matters:
The Trick Arrow set has Oil Slick Arrow, which requires an Energy or Fire attack to light the Oil Slick. Depending upon your other powerset, you may need your Origin power to light the Oil Slick. Magic and Tech Origins have an origin power with Energy damage. As a result, you may want to make sure that your Trick Arrow Character is Magic or Tech Origin unless his other powerset includes Energy or Fire damage.
My Illusion/Trick Arrow Controller had to rely upon his Tech origin power to light the Oil Slick (for levels 35-40) until I hit level 41 and took Fireball from the Fire APP set. -
Earth and Rad certainly go together easily (and if you roll one up, take a look at my Earth/Rad Guide, linked in my sig!). Radioactive ores from the Earth is easy to imagine. Earth/Rad is one of the very best team support and control characters in the game, with great AoE control and debuffs. You can easily be the only controller on a full 8-man team.
Earth/Storm is a great combo. Mine took the Fire APP, to go with an "Earth, Wind and Fire" theme. Her name is "Ella M. Ental." (For you "Chuck" fans out there, it could just as easily be "Earth, Wind, Fire and Rain.") One nice part of this combo is the added damage to a low damage control set. My Earth/Storm is one of my favorite controllers.
Clearly Earth/Therm matches theme-wise in the tropics or volcanic, and the additional Resistance makes Rocky very hard to beat. If you want to be more of a Healer, I would go with Earth/Therm rather than Earth/Emp, which really has no theme basis.
Earth/Cold can just as easily be based upon an Antarctic or Mountaintop theme. Cold has great buffs (defense and endurance) and debuffs, but lacks a self-heal. It is a very strong secondary.
There is an older guide that recommends Earth/Sonic as part of a Seismic/Earthquake theme. And that was before you could take Seismic Smash as an APP power. I like the theme, but I've never liked Sonic.
I know Earth/TA is a great combo, but theme-wise, I find it a bit tough. Maybe an American Indian theme, but that doesn't really fit with Trick Arrows. Earth/TA may have more control than any other combo, but it is hard to theme. (My Illusion/TA has a theme of a stage magician who uses Bow and Arrow in his act. That works pretty well, I think.) -
Quote:Nice! I love to come up with names that fully or partially describe the powersets in a joking or unexpected way. Most of my character names are puns or jokes of some kind, with some of them kind of personally amusing even though nobody else will get it. Yours certainly fits that mold.Love it! That's a good one...
I thought of the *perfect* Dark/DAff name too... Alas, too late as I'd already created Shadow Fallen and she's up to 45 now with her backstory fully fleshed out.
Daffy Dark. Darkwing duck themed character.
Arg
For example, when Time was announced, I knew I wanted to make an Ill/Time. Immediately, a line from Hitchhiker's Guide to the Galaxy came to mind which spoofs Albert Einstein's famous quote: "Time is an Illusion . . . Lunchtime doubly so." So the character became "Time is an Illusion," with the battle cry, "Lunchtime doubly so!" -
Quote:I couldn't resist. In honor of Edward George Bulwer-Lytton, the author of the most famous phrase of bad writing ever known, I wanted to see if "Dark and Stormy Night" was taken on Guardian . . . and it is one character too long. I tried to use an ampersand (&) but it would not take it. The only punctuation allowed is hyphen (-), apostrophe (') and oddly enough, question mark (?). So I came up with some variations:I was going to ask for opinions on Dark/Storm vs [new] Grav/Storm, but I think you've answered here. :P
Dark Stormy Night --> Taken
Dark-n-Stormy Night -->Taken
Dark andStormy Night
Dark n Stormy Night
Dark n Stormy Knight
Dark-n-Stormy Knight --> Taken
Dark n'Stormy Knight
Dark and StormyNight
Dark Stormy Knight --> Taken
I reserved "Dark n Stormy Knight" and made a level 1 character in full mideaval armor, but . . . . what do y'all think? Any other variations?
And if you have never read the entries to the "Bulwer-Litton" contests, they are hysterically funny. It is an annual competition where the worst writing wins awards. -
Your very first statement, that Gravity/Time is hopeless for solo, is where you went wrong. Gravity is a pretty good single-target damage controller, and it is a bit weak on AoE control.
Look at Gravity: Crush does single target damage. GD does single target damage. Lift does single target damage. Propel does single target damage. That's four of your nine powers do single target damage with single target damage the main purpose for two of them (Lift and Propel). Most controllers only have two or three powers for single target damage.
Your AoE control consists of the usual AoE Immob and AoE Hold, plus Wormhole and Dimension Shift. Even with the changes, I'm not convinced that Dimension Shift is worth taking. Wormhole is a fun power, but a bit on the situational side. Wormhole was made MUCH better with the recent change.
I don't have time right now, but this build needs some major work in my opinion. I'll try to give some suggestions later.
EDIT: The various builds being posted are all level 50, fully IO'ed out builds. Personally, I think folks need to learn the basics before having a fully IO'ed out build. There are a lot of personal choices based upon playstyle. Learn to play the character and learn your preferred playstyle before you make a "final" build.
Some folks feel that a build MUST have capped defense. Others feel that a good team-focused build is better because it will help the team kill stuff faster . . . and why do you need Defense when teammates are drawing the aggro while you control groups? I tend to be in the latter group, but acknowledge that a high-defense build can be good, too. -
I doubt it since it is not a control power. Arctic Air takes Confuse, so it certainly can go there. It could probably go in Choking Cloud.
I'm trying to think of other "continual" toggle powers it could be used in. Telekinesis? It uses Hold. Not Hot Feet or Conductive Aura, as those have no "control" powers (other than Slow).
Of course, I'm just guessing. I haven't tried to put it in any of those powers. -
Quote:Yes, it is very tempting, but you give up the fast-recharging single target blast. There are a lot of benefits to having that fast Blind-SW-Blast-SW attack chain. It lets you kill minions and Lieutenants very quickly, so you don't lose the Illusory damage from SW, PA and Phanty's Decoy. Also, by wiping out those low level foes quickly, you can concentrate your pets on tougher foes.I seriously considered going for a Patron pet. It was a very tempting idea.
The patron pet may add damage, but you can't direct it. My opinion is that you will get more overall benefit by chosing the quickly recharging blast (especially Fire or Ice Blast, but Primal and Psi work almost as well). -
I have a Demons/Poison MM . . . and I find the poison set to be very disappointing. When the best power in the set is a cone slow, then it's not a very good set. I don't enjoy a set focused on a single target heal, two single target debuffs, a trap, etc. The animations are pretty blah. I just didn't find it to be much fun.
I know that the single target debuffs became AoE debuffs with Controllers, but I just haven't been tempted to try it for Controllers. -
Quote:If you change your attack chain to Dom-Mez-Lev, you would not have to worry about Containment on the single target attack chain. If Domination hits, both Mez and Lev get Containment. Even if Domination misses, Mezmerize will still set up Containment for Levitate.Well as a mind/ff controller my primary attack chain would consist of Mesmerize, Dominate and Levitate. My aoes would consist of Terroize (slotted for damage), and Psionic Tornado. I was considering Repulsion Bomb as another aoe but it doesn't benefit from containment so I am iffy on that one and even if I did take it the spectral interface's immobilize effect wouldn't help for that power.
But the three single target powers I listed would all be cycled relatively quickly. When fully IO'd out the recharge time for each of those 3 attacks would be 1.76s, 2.13s and 1.56s respectively. With the two aoes having 10.31s recharge time for Terrorize and 5.67s for Psionic Tornado.
I'm figuring since containment basically doubles my damage its a bigger benefit than the -res debuff from reactive, especially since I have no pets (not counting lore pets) as a Mind controller.
As for AoEs, when playing solo I use Mass Hypnosis before Terrorize to set containment. Since Mass Hypnosis does not draw aggro, you can use that as your Alpha. I usually do that on teams, too, but it is less effective when teammates are letting loose with AoE powers themselves . . . but then they will kill the foes much faster than I will. That's not going to help with Psi Tornado, but oh, well.
Just changing your attack strategy may be better than the Alpha slot.
(I have a Mind/FF too. I have Repulsion Bomb and find it to be pretty underwhelming. I'm not sure why you went with the Psi Pool for APP. Since Mind/FF has partial mez protection, you don't need Indomidible Will all that much. IW is the main reason to take the Psi Pool. I went with the Primal Pool because Mind/FF has soooo many powers that will benefit from Power Boost. Power Boosted Mass Confusion is very nice. Torrent is a cone like Terrorize, so it is easy to use. My second choice would be Ice for the Defense-based shield and two AoE attack powers. Earth would be a good choice if you like to stay in melee range. Or go for the Mace PPP, which is very tempting.) -
Quote:Make or Break? Probably not. Move along faster because the team has more endurance and health? Yeah, it can do that.Well that's the beauty of CoX, different slotting for different play styles/mindsets. One slot... two if you're desperate; slotted for you're individual need.
From my standpoint with everything else a Dark/Dark Controller does, if the buffs from SA make or break the team... well then something else is wrong.
Making sure that the ATs that can deal damage quickly and/or draw the aggro while taking less damage have plenty of endurance and health certainly can help a team plow through content more quickly. Too many people underestimate the benefits of a good controller who buffs the team in addition to throwing out controls and/or damage. -
Oh, lord. The bloody Respec trial again. Blue side, that is sooo boring.
And has anyone noticed that the last time that the Lady Grey TF was the WTF was LAST AUGUST? Why hasn't this TF been the WTF since then, since the salvage is needed for many Alpha options? -
New Update March 30, 2012
Official Guide Post Editor for the update was Local_Man
This thread is for posting Guide or FAQ links for Controllers. Please create your guides in the "Player Guides" forum (since posts in that section do not roll off) and link the thread here. Also, do not post your guide in this thread - only the link to your guide. For non-Controller guides, check the master list of all Guides in the Guide to Guides. DO NOT POST QUESTIONS OR REQUESTS FOR GUIDES HERE.
Failing any clear identifier from the poster, we will go by the original post date vs. Issue releases:
I-1: 6/30/04
I-2: 9/17/04
I-3: 1/5/05
I-4: 5/5/05
I-5: 9/1/05
I-6: 10/28/05
I-7: 06/06/06
I-8:11/28/06
I-9: 5/1/07
I-10: 7/24/07
I-11: 11/28/07
I-12: 6/20/08
I-13: 12/2/2008
I-14: 4/8/2009
I-15: 6/29/2009
I-16: 9/15/2009
I-17: 4/28/2010
I-18: 8/16/2010
I-19: 11/30/2010
I-20: 4/5/2011
I-21: 9/13/2011
I-22: 3/6/2012
I:23: 5/31/2012
e.g., if it was posted in March/05, it is an I3 Guide.
Guides appearing here were gleaned from links posted in one of the "Guide to Guides" threads (the Controller GtG or the GtG threads in the "Player Guides" forum). We cannot sift through the hundreds of individual threads to find a posting, so be sure to 1) place your guide in the "Player Guides" forum, nowhere else and 2) post a link to it in a "Guide to Guides" thread!
A few important notes: When some changes were made in the forums, authors were able to go back to their previously posted guides and edit posts. Guides that show any "edit" after the original post date will be designated as "Updated" and then the issue that matches the update date. The author may or may not have fully updated the guide through that issue.
City of Heroes has gone though a lot of changes. Early guides may have some useful information, but will not include many of the changes in the game. Some changes were to the game as a whole, while other changes apply specifically to controllers. In particular, the early guides will not take into account Enhancement Diversification, Invention Origin enhancements or Containment. Middle guides may not include inherent Fitness, AoE Team buffs or the addition of Patron Power Pools to the Ancillary Power Pools. There have been a few changes to powers.
CONTROLLER (Be sure to check the Defender guides for your secondaries! Also, Dominators share most of the same primaries, so Dominator guides may be helpful but Dominators have some significant differences including a damage secondary and Domination.)
GENERAL
Choosing a Controller Build, V2 (Enantiodromos) [I-15]
Splatroller: An Overview (Enantiodromos) [1-15]
The Splattroller Field Guide (Omniverse) [I-14]
WhisperWitch's Guide To Controller Primaries Damage Vs 1 Target (magicj) [I-14]
WhisperWitch's Video Guide to Telekinesis (magicj) [I-14]
Arcane Controller Primary Powers FAQ (Enantiodromos) [I-12] Updated in [I-16]
Comparative Analysis of PBAoE and Ranged AoE Holds (Mystic_Amethyst) [I-8]
Controller Damage Overview (Enantiodromos) [I-6]
Choosing the Controller that’s Right for You (Enantiodromos) [I-6]
CONFUSION AND XP/TIME (v2) (Enantiodromos) [I-6]
Guide to being a Healer (Enantiodromos) [I-8] Updated [I-15]
Guide to the word \Necessary\ (Enantiodromos) [I-8]
A guide for solo controllers (Ishtar) [I-4]
cforce’s Guide to Confusion v.1.0 (cforce) [I-3]
5 Best Solo Controller Builds (Pilcrow) [I-2]
The Unofficial Strategy Guide for Controllers (Ubah_Weasel47) [I-2]
Magnitude – or, why Johnny can’t hold Dr. Vahzilok (GlaziusF) [I-1]
DARK CONTROL
Guide to Darkness Control and Dark Assault for Dominators and Controllers (Blue_Fenix) [I-22]
ELECTRIC CONTROL
A (Quick) Local Guide to Electric Control (Local_Man) [I-22]
EARTH CONTROL
Leveling Up an Earth/Storm Controller (GGG247) [I-14]
Local Guide to Earth/Rad Controller (Local_Man) [I-10] Updated [I-17]
Eternal_Wilting Earth/Empathy (Eternal_Wilting) [I-8]
Guide to Earth/Storm Controllers V. 2 (KokopelliJoe) [I-8]
C_dog’s I7 Guide to Earth Control/Force Field Controllers (C_Dog) [I-7]
I Feel the Earth Move- A Guide to the Earth/Sonic (HotButteredSoul) [I-7]
Kaigame’s Guide to Earth Controlling V2.0 (Kenshin) [I-4]
FIRE CONTROL
Striking the Match, a Fire/Kin’s Guide (Star_Sentinel) [I-11]
Elemental Chaos The i10 Guide to Fire/Storm (Eldandil) [I-10]
Fire Blaster’s Guide to Fire/Rad Controllers (LivingHellfire) [I-9]
Fire/Rad PvP Guide (Choff) [I-8]
Guide to soloing a fire/rad (Switchgear) [I-7]
Fire Control, Storm Summoning, and synergies (DaemonDivinity) [I-7]
Eldandil Tauro’s I7 guide to the classic Fire/Storm/Fire Troller (Eldandil) [I-7]
Fire/Storm Splattroller Build Guide (Enantiodromos) [I-6]
Ardent Emissary Torches the World: A Fire/Rad Guide (vI6.1) (Funky_Pink) [I-6]
Foxmaiden’s Ultimate Fire Control Guide (Sakura_Kitsuki) [I-6]
Brimstone Gale’s Guide to Fire/Storm Controllers (BrimstoneGale) [I-3]
Slotting Fire Pimps (Booom) [I-2]
GRAVITY CONTROL
Quantums Arrows i10 Guide to Grav/Trick Arrow (Carnifax) [I-10]
A Guide to the Gravity/Radiation Controller (FunkyWaltDogg) [I-10]
Eddy’s in the Space/Time Continuum- Grav/Kin (husdonsmith) [I-9]
Controlling Time and Space-Grav/FF (Bunny_Man) [I-9]
Grav/Storm Guide 3.0 (Reinman) [I-8]
Quick Guide to Gravity/Trick Arrow (anachrodragon) [I-7]
Ubiquity's Guide to Gravity/Empathy Controllers, (Baryonic_Cell) [I-6]
The Guide to Gravity Control [v1.20051101.0] (Arinara) [I-6]
Gravity/Storm Controller Guide (Zloth) [I-3]
Gravity/Force Field Controlling: Zen and the Art of Knockback (Doctor_Gravity) [I-1]
ICE CONTROL
Ice/Storm - Looking at Jack Frost and the sets.... (Adam_Amp) [I-14]
Craigen’s Guide to the Ice/Kinetics Controller (Craigen) [I-11]
Frost Storm’s Guide to Ice Control/Storm Summoning (EmeraldRain) [I-7]
Frost’s I6 Ice Control, Empathy, and Kinetics Guide Revision 2 (Frost) [I-6]
Purple Heart’s Guide to Ice/Empathy, VI6.1 (Funky_Pink) [I-6]
Lopp Syded Ice/Radiation Emission Controller Guide V3.0 (PurplePplEatr) [I-4]
Snowlock’s Ice/Storm Controller Guide V2.0 (Snowlock) [I-1]
ILLUSION CONTROL
A Local Guide to Ill/Rad Controllers (Local_Man) [I-15] Updated [I-21]
A Blinding Empowered Light - The Illusion/Kinetics/Primal Controller (Nalrok_Athzim) [I-18]
Thriving on Chaos as an Ill/Rad Controller (Extor_Prime) [I-13]
Illusion Control/Radiation Emission Guide (Ishtar) [I-12]
Lady Lumi's I12 Guide to Illusions and Empathy (_Blu_ ) [I-12]
Issue 9 guide to Illusion Control (Energy_Aura) [I-9]
The selfish Illusion/Sonic controller (CaptainSpud) [I-9]
Lights and Sounds- Illusion/Sonics (3rd times a charm) (Muad Dib) [I-9]
Mogura’s guide to Illusion/Kinetics (Mogura) [I-9]
Smoke and Mirrors- Illusion/Storm Guide (Tal_N) [I-8]
Illusions/Kinetics for PvP (Dubya) [I-8]
Illusions/Kinetics for Solo and Team Success. (Zombie_A_Go_Go)[I-7]
Tanzier’s Guide to an I6 Illusion/Storm Controller (Tanzier) [I-6]
The Illusion Control and Empathy Synergy Guide (TIEDestroyer) [I-6]
Tom’s Foolery, Guide to Illusion/Rad solo in I6 (Q_Arkhan) [I-6]
Pilcrow’s Phantom Army (PA) Guide (Pilcrow) [I-4]
Desyncher’s Post-I3 Illusion/Radiation Guide 0.5 (Trinary) [I-3]
Uberness, Thy Name is Illusion! Illusion/Kinetics Guide V2.0 (Spectral_Ops) [I-3]
MIND CONTROL
WhisperWitch's Intro to Canonical Mind/FF/Primal (magicj) [I-20] (link to videos)
Katerinae's Guide to Mind/Storm Control (Katerinae) [I-13]
WhisperWitch’s Tactics For Mind Control, Version 2 (magicj) [I-11]
No Pet? Suck it up! A Mind/Kin Guide (EmperorSteele) [I-11] Updated [I-18]
Mind/Storm guide (Azoth_WindMage) [I-8]
Mind w/ Radiation and Empathy v 2.3 (Entantiodromos) [I-8]
cforce’s Guide to Mind Control/Storm Summoning (cforce) [I-6]
WhisperWitch’s Guide to Building a WarTroller (magicj) [I-5]
WhisperWitch’s Tactics for Mind/Force Fields (magicj) [I-5]
Hedon’s Guide to Mind Control/Telekinesis (Hedon) [I-3]
PLANT CONTROL
The Plant/Cold/Stone Controller - Death from All Sides [I-16]
Plant/Thermal Controller Guide (Coldmed) [I-12]
Plant/Rad Splattroller Build Guide (Enantiodromos) [I-12]
SECONDARIES
Silas Plays Support and So Can You! (Silas) [I-16], Updated [I-20]
Playing Kinetics on Large Teams (Amberyl) [I-15]
Empathy – How to Buff (Psyonico) [I-11]
Trick Arrow Enchiridion (Luminara) [I-11]
Controllers and Defender Primaries : A Guide to Playing with Other People’s Toys (Blueeyed) [I-6]
WhisperWitch’s Guide to Herding with Force Fields (magicj) [I-4] -
Roots is a key damage power for a Plant controller - it would be hard to slot it for anything other than damage. The AT-IO set enhances control, other than the proc. I would consider putting 5 of the AT-IO set in Vines or, if you take it and slot it, Spore Burst. You need 6 if you are seeking the Ranged Defense bonus, but if you can give that up, then put the proc in Roots and the set maybe in Vines (unless you want to slot the purple set there.
Another option might be Strangler. I use Strangler as an important single target damage power in addition to the Hold, but you might get by with 5 of the AT-IO set and then a damage in the 6th slot. -
Quote:The Spectral Interface adds a chance for Immobilize to damage powers (only 4% chance for a 2 second Immob) . . . but Illusion has no AoE damage powers, so Spectral Interface won't add AoE Containment to Illusion. Maybe to your AoE damage power from your APP set, but not to Illusion.
-
For Information on Illusion, I suggest you take a look at my Illusion/Rad guide, linked in my sig below. Even though the guide is specifically for Ill/Rad, there is a ton of information on Illusion including strategy and use suggestions. Deceive is discussed extensively, and I also have sections on how to take best advantage of the Illusory damage in Spectral Wounds, Phantom Army and Phanty's Decoy.
As for Ill/Time, I would say that Time Stop is one of the more skippable powers. (I also find Temporal Selection to be skippable. I'm not a fan of single target buffs. I currently have it, but I may drop it.) Having a second single target hold is OK, but once you get up to higher levels a get some good global recharge, Blind comes back so quickly that you really don't need Time Stop (unless you are using it as a set mule for a Baz Gaze set). I would wait until you have all the stuff you need first before taking Time Stop. Distortion Field is definitely better -- I use DF on almost every group since Illusion is laking in AoE control.
TheFaux's outline is pretty good, but I like having Flash in my build eventually. I would take it at 22, 24 or 30 -- I think I took it at 24 in my build. Flash is Illusion's only "hard" AoE control, and you can go invisible to step into the middle of a crowd to use it. It can be used while leveling up for when PA are recharging. Eventually, it can also set Containment for your AoE damage power from your APP set. Flash is the only way to set AoE Containment in Illusion. -
I have posted an update to the Controller Guide to Guides in the Guides thread, linked HERE. This is the first update since 2009. I went through the Controller guides thread, and then through much of the Forum Section on Guides . . . and was surprised at how few updates there were. Us controller folks haven't been very prolific guide-writers.
It is likely that I missed a few. If you know of any I missed, please let me know here, and I will edit my post with the additions.
At this point, I did not see any guides on Electric Control from a controller's point of view. I think there was a Dominator specific guide, but I didn't list that one. If anyone wants to write one quickly, I'll be happy to include it. If not, I may write a simple one myself. We should have at least one guide for each powerset.
If you have any corrections or suggestions on the update, please let me know. Zwillinger told me a while ago that when I finished the update, he would post it at the head of the thread, but I may have a few days before he does that, so get those corrections, additions or suggestions to me as soon as possible. -
Quote:Howling Twilight is a good way to start adding some -Regen, but because the recharge is a bit long, you can then back it up by spamming Twilight Grasp, which has -50% Regen for 20 seconds and stacks. Plus, you are healing yourself and your teammates.The thing to bear in mind is that in fighting GMs regeneration debuffs go a long way. Many people overlook that Howling Twilight deals -500% regen and only use it for the rez. That coupled with -res in Tar Patch and additional damage from dark's pets means dark/dark has a lot going for it versus a GM.
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Quote:Only one? That shouldn't stop you!I'd make a dark/storm too except I'm in the process of leveling a bots/storm
Actually, Storm with a Mastermind plays a very different role than Storm as a controller secondary. While the powers are mostly the same, the way they are used is different.