magicj

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  1. More requests, this time for Mind/Trick Arrow and Mind/Sonic.

    I've played Trick Arrow up to level 10, which is enough to get the first four powers. Based on that and the power descriptions I've put together a sample build.

    Exported from version 1.5A of CoH Planner (and modified by me)
    http://joechott.com/coh

    Archetype: Controller
    Primary Powers - Ranged : Mind Control
    Secondary Powers - Support : Trick Arrow

    01 : Entangling Arrow Empty(01)
    01 : Mesmerize acc(01) dam(3) endred(17) dam(37) dam(43) dam(27)
    02 : Dominate acc(02) dam(3) endred(19) dam(39) dam(40) dam(50)
    04 : Levitate acc(04) dam(5) endred(5) dam(9) dam(9) dam(11)
    06 : Glue Arrow Empty(06) Empty(7) Empty(7)
    08 : Hasten recred(08) recred(11) recred(13) recred(13) recred(15)
    10 : Mass Hypnosis endred(10) endred(29)
    12 : Air Superiority acc(12) dam(17) dam(15) dam(40) dam(40) dam(46)
    14 : Fly endred(14) fltspd(19)
    16 : Swift runspd(16)
    18 : Health hel(18)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(25) endrec(25) endrec(29)
    22 : Acid Arrow Empty(22) Empty(23) Empty(23) Empty(34)
    24 : Confuse acc(24)
    26 : Terrify acc(26) dam(27) dam(31) endred(34) dam(34) dam(37)
    28 : Total Domination acc(28) endred(31) recred(31)
    30 : Stealth endred(30)
    32 : Mass Confusion acc(32) endred(33) recred(33) recred(33) recred(36) recred(37)
    35 : Grant Invisibility endred(35)
    38 : Phase Shift endred(38) endred(39) endred(39)
    41 : Oil Slick Arrow Empty(41) Empty(42) Empty(42) Empty(42) Empty(43) Empty(43)
    44 : Fire Ball acc(44) dam(45) dam(45) dam(45) dam(46) dam(46)
    47 : Fire Blast acc(47) dam(48) dam(48) dam(48) dam(50) dam(50)
    49 : Consume acc(49)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)
  2. As requested via a personal PM, here's a sample build using Mind/Kin. The build is similar to Mind/Storm. Again, feel free to modify things as you see fit.

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Controller
    Primary Powers - Ranged : Mind Control
    Secondary Powers - Support : Kinetics

    01 : Transfusion Empty(01)
    01 : Mesmerize acc(01) dam(3) endred(17) dam(37) dam(43) dam(27)
    02 : Dominate acc(02) dam(3) endred(19) dam(39) dam(40) dam(50)
    04 : Levitate acc(04) dam(5) endred(5) dam(9) dam(9) dam(11)
    06 : Siphon Power acc(06) recred(7) recred(7) recred(36)
    08 : Hasten recred(08) recred(11) recred(13) recred(13) recred(15)
    10 : Mass Hypnosis endred(10) endred(29)
    12 : Air Superiority acc(12) dam(17) dam(15) dam(40) dam(40) dam(46)
    14 : Fly endred(14) fltspd(19)
    16 : Swift runspd(16)
    18 : Health hel(18)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(25) endrec(25) endrec(29)
    22 : Speed Boost recred(22) recred(23) recred(23) recred(34) recred(36)
    24 : Confuse acc(24)
    26 : Terrify acc(26) dam(27) dam(31) endred(34) dam(34) dam(37)
    28 : Total Domination acc(28) endred(31) recred(31)
    30 : Stealth endred(30)
    32 : Mass Confusion acc(32) endred(33) recred(33) recred(33) recred(36) recred(37)
    35 : Grant Invisibility endred(35)
    38 : Phase Shift endred(38) endred(39) endred(39)
    41 : Fulcrum Shift acc(41) recred(42) recred(42) recred(42) recred(43) recred(43)
    44 : Fire Ball acc(44) dam(45) dam(45) dam(45) dam(46) dam(46)
    47 : Fire Blast acc(47) dam(48) dam(48) dam(48) dam(50) dam(50)
    49 : Consume acc(49)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)
  3. [ QUOTE ]
    [ QUOTE ]

    I hope this helps, Memphis1. I did see your request for some WarTroller builds. I'm not an Illusionist, so I don't feel qualified to post one for Illusion. But I will post one for Mind/Storm tomorrow. (I'd do it now but it's very late and I'm very tired, I hope you under stand ).

    [/ QUOTE ]
    NP at all...thanks! I'll look forward to it.

    [/ QUOTE ]

    Ta Da! Here's a sample build using Mind/Storm. Feel free to modify it as you feel best. One of the nice things about this build is the secondaty delivers extra damage in the form of Freezing Rain and Lightning Storm. And unlike the Rad version, there's room in the build for Levitate and we're able to take Total Domination much earlier.

    Also note that we take Hasten and slot it early. In I4 this is probably a bit too soon for a non-Rad build, as we don't really have the endurance to support Hasten before we get Stamina. But in I5 the double damage bonus means we use a lot less endurance and taking Hasten early will work just fine.

    If you want to squeeze another power into this build, you could drop Air Superiority and Fly and pick up Hover and six-slot it for speed.

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Controller
    Primary Powers - Ranged : Mind Control
    Secondary Powers - Support : Storm Summoning

    01 : Gale Empty(01)
    01 : Mesmerize acc(01) dam(3) endred(17) dam(37) dam(43) dam(27)
    02 : Dominate acc(02) dam(3) endred(19) dam(39) dam(40) dam(50)
    04 : Levitate acc(04) dam(5) endred(5) dam(9) dam(9) dam(11)
    06 : O2 Boost hel(06) hel(7) hel(7)
    08 : Hasten recred(08) recred(11) recred(13) recred(13) recred(15) recred(36)
    10 : Mass Hypnosis endred(10) endred(29)
    12 : Air Superiority acc(12) dam(17) dam(15) dam(40) dam(40) dam(46)
    14 : Fly endred(14) fltspd(19)
    16 : Swift runspd(16)
    18 : Health hel(18)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(25) endrec(25) endrec(29)
    22 : Total Domination acc(22) endred(23) hlddur(23)
    24 : Confuse acc(24)
    26 : Terrify acc(26) dam(27) dam(31) endred(34) dam(34) dam(37)
    28 : Freezing Rain endred(28) dam(31) dam(31) dam(34) dam(36)
    30 : Stealth endred(30)
    32 : Mass Confusion acc(32) endred(33) recred(33) recred(33) recred(36) recred(37)
    35 : Grant Invisibility endred(35)
    38 : Phase Shift endred(38) endred(39) endred(39)
    41 : Lightning Storm acc(41) endred(42) dam(42) dam(42) dam(43) dam(43)
    44 : Fire Ball acc(44) dam(45) dam(45) dam(45) dam(46) dam(46)
    47 : Fire Blast acc(47) dam(48) dam(48) dam(48) dam(50) dam(50)
    49 : Consume acc(49)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)
  4. [ QUOTE ]
    I see a lot of "herding" going on in the wartroller conversation, we ARE remembering that aoe's will be limited right? So if you catch too many... you'll be a floor hug-troller.

    [/ QUOTE ]
    LOL! You are correct Margs, safety first. And I did discuss the AoE nerf in the Tanking section on the WarTroller Guide. And AoE limits aside, you should always start small and work your way up when it comes to herding.

    However, I should point out that Mind has two AoEs, TK and Mass Confusion, that were not hit by the nerf. TK is a toggle hold that sets up for double damage and Mass Confusion is a nuke that buffs XP over time. In addition to that, Mind just flat out has a lot of AoEs it can throw at the herd.

    That, coupled with the massive nerfs done to Tanks, actually puts the WarTroller much closer to a real Tank in I5 than in I4.

    Edit: And I can say that even in I4 I enjoyed tanking with my WarTroller much more than tanking with my Khalidian.
  5. [ QUOTE ]
    So is the general idea that you can't make a WARTROLLER without Mind Control Primary? RRR

    [/ QUOTE ]
    I won't say you can't build a WarTroller unless you use Mind, but I will say it's the only way I've done it. If you want to build a WarTroller, here are some key questions you'll need to answer:

    1) How are you going to herd? Usually you'll use PFF or Phase Shift. But you could use Force Bubble and three Luck inspirations, or Radiation Infection and three Luck inspirations, or any other power that draws aggro, like Twilight Grasp, along with three Lucks.

    2) How are you going to lock down the herd? Mind Control has tons of ways to do this. But you don't have to use Mind. You could use Ice Slick, Radiation Infection, or anything else that prevents the baddies from hitting you and your team.

    3) How are you going to defeat the heard? Mind Control has a nuke in Mass Confusion that makes defeating most herds pretty easy. It also has an AoE attack in Terrify that can be set up to do double damage. It also has three single target attacks that can be set up to do double damage, plus any power pool attacks you may have, which can also be set up to do double damage. Plus at level 41 you can get Fire Ball and do double damage with that. And all of your double damage attacks can be buffed to go up to 100% over the damage cap. When it comes to doing damage, Mind is hard to beat. But, if your build has the firepower to defeat a herd single handedly then it will work just fine. If not, you'll need the help of a team to defeat the herd.

    4) How are you going to blast? Mind Control has three single target attacks and two AoEs that do damage. And all but Mass Confusion can be set up for double damage and buffed to go up to 100% over the damage cap. But other sets have damage dealing attacks as well. There's also the Epics, which are available to all Controllers.

    5) How are you going to control?
    Mind Control has perhaps the best set in the game for control, but control can be found in any of the Controller sets. Even some non-Controller builds, like Dark Defenders, have control.

    I hope this helps, Memphis1. I did see your request for some WarTroller builds. I'm not an Illusionist, so I don't feel qualified to post one for Illusion. But I will post one for Mind/Storm tomorrow. (I'd do it now but it's very late and I'm very tired, I hope you under stand ).
  6. [ QUOTE ]
    Am I doing something wrong? whats the point of herding with FF, when you can only kill one at a time anyway?

    [/ QUOTE ]
    At level 8 it's going to be extremely difficult to kill off entire herds all by yourself. It's a at level 26, with Terrify supported by Mass Hypnosis, Total Domination, and the rest of your attack powers that you can start to defeat herds solo. And even at level 26 I'd recommend starting small to get a feel for just how much you're capable of. At level 32 with Mass Confusion you'll have no trouble and at level 41 with Fire Ball it just gets crazy how much damage all your powers used together can do.

    As you're finding out, herding baddies and defeating them are two different things. To herd them you only need Personal Force Field. To defeat them you need fire power and lockdowns. Both will come as you move up in levels. And yes, I've tested it on I5 and it will work once you get these powers.

    What you can do at level 8 is first get some practice herding (as I see you've already done ) and herd for a team and have them help you defeat the herd. And again, I'd recommend starting out small to see how well this works with the team you're on. At level 8, this will be delicate, as Mass Hypnosis is broken by attacks. At level 18 is becomes a bit more viable when you get Total Domination and can use it with Mass Hypnosis and the help of your team.

    I know that's not the "uber" answer you were hoping for. But I think you'll find that herding is actually a nice ability to have even at low levels. If nothing else, it will allow you to move a group that's in a crowded room to an area where you and your teammates can defeat them without worrying about aggroing other groups. And I can honestly say that learning how to move baddies around like that is a skill that's helped me in all my toons, even when I'm not herding, and even when the toon I'm playing doesn't have PFF.

    [ QUOTE ]
    I was playing around with some of these power, and I noticed (using herobuilder) that you could use boxing twice in the same amount of time you could use levitate once (and for the same end cost). Two hits from boxing is more damage than one levitate - other than range, is there a reason not to go this way?

    [/ QUOTE ]
    The advantages Levitate has over any of the power pool attacks is range, as you mentioned, the fact that you don't need to use one of your four power pools to get it, and that it can take down fliers, even from range. But if you feel the advantages of a power pool attack give you more of what you're looking for, there's nothing at all wrong with taking it.
  7. I didn't mind the new portals in FBZ, but I suppose that's a matter of personal taste. What's not a matter of taste and is a functonal issue is the Crash Site portal is so close to the FBZ portal that it covers up the FBZ entrance on the PI map when the map is zoomed out. You can't even tell the FBZ entrance is there. Can you please move the Crash Site portal far enough away from the FBZ portal so that you can see the FBZ portal on the PI map.
  8. [ QUOTE ]
    A VERY intruiging build! I have two quick questions though.
    Having never really run a Mind controller, is Mass Confusion really all it's cracked up to be?

    I've heard good and bad about it, and would like your opinion.

    Also, I think I'll be running the Mind/Rad variant, and if Mass C isn't all that great,
    would Lingering Radiation from the rad secondary be a suitable replacement?

    Thanks for your time and patience. :-)

    [/ QUOTE ]

    Some folks love Mass Confusion, and others don't. I absolutely do. I see it as a control nuke. It does a lot of damage to a lot of baddies in a short amount of time.

    But it also reduces the amount of XP you get per baddie based on the amount of damage the baddies do to each other. But the good news is the XP drops at a slower rate than the damage percentage. As an example, if you do 50% of the damage and a confused baddie does the other 50%, you get 75% of the XP. And it takes less time to defeat the baddies.

    With Mass Confusion the speed up is significant and you actually end up making more XP in a given amount of time if you're fighting back to back to back groups, as in street hunting or in missions. And with the herding technique available to the WarTroller you can defeat even more baddies in a given amount of time using Mass Confusion. So really what you're doing is buffing the XP you get in a given amount of time. And there's no other power in the game that can do that for you.

    Here's how I use Mass Confusion when I'm soloing:

    1) Herd up a few groups.
    2) Drop Mass Confusion on the herd.
    3) Lockdown any individuals Mass Confusion may have missed.
    4) Wait for them to damage each other by about 50% on average.
    5) Terrify the herd.
    6) Defeat the herd using various powers.

    In I5, you'll want to apply Mass Hypnosis or Total Domination before Terrify to get a double damage bonus. Using this method, you defeat several groups quickly with Mass Confusion as the main damage dealing attack. The herding part is nice because you'll defeat a herd of multiple groups in just a little over the time it takes to defeat one group without herding.

    As to the question of whether or not Lingering Radiation can replace Mass Confusion, I think the answer is no.

    In a solo situation, you'll really miss the damage Mass Confusion gives. No matter how much you debuf the herd, it will be signifigantly harder to defeat them without Mass Confusion. So I don't think LR can replace Mass Confusion in a solo situation.

    In a group situation, you can debuf the baddies with LR and have your teammates help you defeat them. In this case, your teammates' attacks make up for the damage lost by not using Mass Confusion. However, it would still be much safer to lock the baddies down using Mind Control powers than to slow them down using LR. And of course, many Mind Control powers set you up for double damage, whereas LR does not.
  9. [ QUOTE ]
    I was really upset about the I5 changes at first because I thought it would ruin my "pure" controller. I didn't want to delete him since he was my first toon so I was working on a scratroller build for my Earth/FF before I saw your post, but after reading yours it inspired me to work harder. I also wanted to point out that now on test, Dispersion Bubble provides Psionic Defense... I am testing my build later this week and will post the outcome. You truly had an excellent idea!!

    [/ QUOTE ]
    Thanks AB. I look forward to hearing how things go.
  10. [ QUOTE ]
    Last I knew, you only needed 4 SOs in AM to make it perma, assuming you also had perma-Hasten (which similarly only needs 5 SOs to be perma if you have perma-AM).

    [/ QUOTE ]
    Thanks for the heads up TopDoc. I'll check with the Controller Rad guys to see if this is true. There may be a difference between the Controller and Defender powers.

    Oh, and I love your Tank Mage Super Group idea. It's totally cool. Stars for you

    But the WarTroller can solo.
  11. [ QUOTE ]
    Have you verified on Test that Terrify does double damage? I thought it was a pet like Tornado or Freezing Rain so it wasn't doubled. I would love it if you are right but I just wanted to verify that you did test it.

    Thanks.

    [/ QUOTE ]
    It does indeed do double damage to held baddies.

    It doesn't set up other powers for double damage.

    Edit: I just got back from test to make double sure. Yes, Terrify gets the double damage bonus.
  12. Thanks for the compliments guys.

    I also want to thank ThePickle for pointing out that AM should have all six slots filled with recreds.
  13. [ QUOTE ]
    [ QUOTE ]
    one single target total control that stacks with one of the area controls.

    [/ QUOTE ]

    Mind has TWO single-target controls that stack with area controls; Mesmerize stacks with Mass Hypnosis (both are Sleeps) and Dominate stacks with Total Domination (both are Holds).

    [/ QUOTE ]
    And Confuse stacks with Mass Confusion.
  14. WhisperWitch's Guide To Building A WarTroller

    Introduction To The Blaster Tank Mage
    This guide provides instructions for building a character that is part Blaster, part Tank, and part Controller. The build is called a WarTroller because the Khalidian War Shade is also part Blaster, Tank, and Controller. The WarTroller is not an attempt to create a one-for-one correspondence between War Shade powers and Controller powers.

    Thanks
    I'd like to thank everyone who reviewed this guide and offered suggestions and encouragement. Special thanks goes to P_Dude, Burnard_McBurns, ZinePlex, Mystic_Amethyst, Spark_1, and Breville for their suggestions on how Force Bubble and Luck inspirations can be used to increase the number of groups you can herd. I'd also like to thank Merovingian_X, PurplePplEatr, MindmasterZero, hepheastus, FunkyWaltDogg, Erratic, and Ecliptus for helping me develop the Mind/Rad version of the WarTroller. My experience with Rad is extremely limited and I couldn't have done it without them. I'd also like to thank Chilly_Dog for prompting me about the idea of using a secondary other than Force Fields to build a WarTroller.

    Building Your WarTroller
    To build the WarTroller we use the Mind Control primary for its excellent control powers, good damage capabilities and it's Blaster-ish style of play, the Force Field secondary to allow us to manage aggro and herd, and the Fire Epic Power Pool to increase our damge capabilities even more.

    A sample build is using Mind/Force Fields/Fire followed by a sample build using Mind/Radiation Emissions/Fire is provided below. The reader can and should apply his own experiences and play styles to this build.

    Both builds includes slotting and power selection all the way to level 49. The two builds have different "feels". The Mind/Force Fields version is a true WarTroller by level 4. The Mind/Rad version does not get tanking abilities until level 38. Also, the Mind/Rad version does not depend upon any of the powers of the secondary for blasting and tanking, it uses Phase Shift to tank and Mind Control and Fire powers to blast. What this means is the reader can substitute the Rad information for any secondary he prefers and still build a WarTroller.

    A few notes follow the build information.

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Controller
    Primary Powers - Ranged : Mind Control
    Secondary Powers - Support : Force Field

    01 : Personal Force Field defbuf(01) defbuf(39)
    01 : Mesmerize acc(01) dam(3) endred(7) dam(9) dam(21) rng(21)
    02 : Levitate acc(02) dam(3) endred(5) recred(9) dam(11) rng(23)
    04 : Dominate acc(04) dam(5) endred(7) dam(11) dam(19) rng(23)
    06 : Deflection Shield endred(06) defbuf(39)
    08 : Confuse acc(08) rng(46)
    10 : Mass Hypnosis endred(10) endred(13)
    12 : Hasten recred(12) recred(13) recred(15) recred(15) recred(17) recred(17)
    14 : Super Speed runspd(14) runspd(40)
    16 : Recall Friend rng(16)
    18 : Total Domination acc(18) endred(19) recred(40)
    20 : Swift runspd(20)
    22 : Health hel(22)
    24 : Stamina endrec(24) endrec(25) endrec(25) endrec(36) endrec(36) endrec(37)
    26 : Terrify acc(26) dam(27) dam(27) endred(29) acc(29) dam(34)
    28 : Dispersion Bubble defbuf(28) endred(37) defbuf(37) defbuf(39)
    30 : Teleport rng(30) endred(31) rng(31) rng(31)
    32 : Mass Confusion acc(32) endred(33) recred(33) recred(33) recred(34) recred(34)
    35 : Assault endred(35) endred(36)
    38 : Force Bubble endred(38) endred(43) endred(40)
    41 : Fire Ball acc(41) dam(42) dam(42) dam(42) dam(43) dam(43)
    44 : Fire Blast acc(44) dam(45) dam(45) dam(45) dam(46) dam(46)
    47 : Fire Shield damres(47) endred(48) endred(48) damres(48)
    49 : Consume acc(49) recred(50) dam(50) recred(50)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)

    Notes
    The first four powers of the build set the tone for the entire build. Personal Force Field will be our tool for tanking by managing aggro and herding. Mesmerize, Levitate, and Dominate will be our blasting attack chain. Mesmerize and Dominate will provide control. Mesmerize, Levitate, and Dominate are all slotted for damage.

    At level 6 we take Deflection Shield. This power is not required by the WarTroller concept. However, it is common practice for Force Fielders to take this power to support their teams.

    At level 8 we take Confuse, and at level 10 Mass Hypnosis. These powers strengthen and diversify the control aspect of the WarTroller.

    At level 12 we take Hasten, at level 14 we take Super Speed, and at level 16 we take Recall Friend. None of these are required by the WarTroller concept. They are simply powers that are generally useful.

    At level 18 we take Total Domination. For many Mind Controllers this is a key power. For the WarTroller it will not be. It will be used to hold us over until we get Terrify at level 26. After that it will be used, alternating with Mass Hypnosis, as a power to use immediately before Terrify in order to double the damage done by Terrify. The reduced role of Total Domination is reflected in its reduced slotting as compared to standard Mind Controller builds. Similarly, Terrify is given more slots than is seen in many standard builds.

    At level 20 we take Swift, at level 22 we take Health, and at level 24 we take Stamina. Swift and Health must be taken in order to take Stamina. Stamina is considered to be a required power by most Mind Controllers, and so it is with the WarTroller. We six-slot this key power.

    At level 26 we take Terrify. With this power, the WarTroller's capabilities show their first signs of maturing. At this point Total Domination becomes a backup power and a power used to support Terrify's damage capabilities. Using Personal Force Field along with Terrify, Mesmerize, Levitate, and Dominate, the WarTroller can begin herding and defeating groups single-handedly. Play style begins to shift from mainly control with some damage to the WarTroller looking for ways to do as much damage as possible, with control used to protect himself and his team while doing the damage.

    At level 28 we take Dispersion Bubble and at 30 we take Teleport. Both are good powers, but neither is required by the WarTroller concept.

    At level 32 we take Mass Confusion and the WarTroller becomes a legitimate war machine, especially when soloing missions. With only Terrify and the earlier attack powers, it was difficult for the WarTroller to single handedly beat the groups he herded. Now it is easy. Mass Confusion is cast on the herd and they are allowed to damage themselves for anywhere from 50% to 75% percent of their full health. The WarTroller then uses Terrify, Mezmerize, Levitate, and Dominate to not only defeat the herd, but to buf his XP gained in a given amount of time.

    At level 35 we take Assault to further increase our damage dealing capabilities.

    At level 38 we take Force Bubble. When used with 3 Luck inspirations, Force Bubble allows the WarTroller to herd larger areas.

    At level 41 and 44 we take Fire Ball and Fire Blast and, when combined with the double damage dealt to held opponents and all the other damage powers taken previously, the WarTroller is decimating his opponents.

    At level 47 we take Fire Shield and at level 49 we take Consume. These powers are not required by the WarTroller concept, but do add some nice features in the form of extra protection and endurance recharge.


    And now for the Mind/Radiation Emmisions/Fire version. This version demonstrates how to build a WarTroller without taking the Force Fields secondary.

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh

    Archetype: Controller
    Primary Powers - Ranged : Mind Control
    Secondary Powers - Support : Radiation Emission

    01 : Radiant Aura endred(01) hel(5)
    01 : Mesmerize acc(01) dam(3) endred(17) dam(37) dam(43) dam(27)
    02 : Dominate acc(02) dam(3) endred(19) dam(39) dam(40) dam(50)
    04 : Radiation Infection endred(04) defdbf(5) defdbf(34) defdbf(36) defdbf(36)
    06 : Accelerate Metabolism endred(06) recred(7) recred(7) endred(9) recred(9) recred(11)
    08 : Hasten recred(08) recred(11) recred(13) recred(13) recred(15)
    10 : Mass Hypnosis endred(10) endred(29)
    12 : Air Superiority acc(12) dam(17) dam(15) dam(40) dam(40) dam(46)
    14 : Fly endred(14) fltspd(19)
    16 : Swift runspd(16)
    18 : Health hel(18)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(25) endrec(25) endrec(29)
    22 : Enervating Field endred(22) endred(23) endred(23)
    24 : Confuse acc(24)
    26 : Terrify acc(26) dam(27) dam(31) endred(34) dam(34) dam(37)
    28 : Total Domination acc(28) endred(31) recred(31)
    30 : Stealth endred(30)
    32 : Mass Confusion acc(32) endred(33) recred(33) recred(33) recred(36) recred(37)
    35 : Grant Invisibility endred(35)
    38 : Phase Shift endred(38) endred(39) endred(39)
    41 : EMP Pulse acc(41) endred(42) hlddur(42) recred(42) recred(43) recred(43)
    44 : Fire Ball acc(44) dam(45) dam(45) dam(45) dam(46) dam(46)
    47 : Fire Blast acc(47) dam(48) dam(48) dam(48) dam(50) dam(50)
    49 : Consume acc(49)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)

    Notes
    This version of the WarTroller will be a standard controller for much of his career. While the blasting capabilities closely follow the Mind/Force Field version, tanking capabilities do not appear until level 38 with Phase Shift. In return, this version of the WarTroller has a nice variety of capabilities not seen in the Mind/Force Fields/Fire version. I played this build up to level 20 just to make sure everything worked correctly.

    The Radiation Emissions powers themselves are not directly used for blasting or tanking. Blasting comes from Mind Control and Epic Fire Pool powers. Tanking comes from Phase Shift. If desired the reader could replace Radiation Emissions with any secondary whatsoever and still build a WarTroller.

    A few different power selection and slotting strategies were discussed when working on this version. The final build presented here borrowed from all these strategies. The reader should feel free to modifiy them to fit his own play style.

    Before getting Fly at level 14, the WarTroller can use Sprint and Accelerate Metabolism together as a poor man's Super Speed. Accelerate Metabolism also helps out as a poor man's Stamina at low levels.

    Hasten is taken early, but without Stamina it's use is limited at lower levels to tougher fights such as soloing Luteniants.

    Blasting With Your WarTroller
    The mindset of the WarTroller is significantly different from that of the standard Mind Controller. The WarTroller seeks to defeat his enemies. Control is used only to prevent them from defeating him and his teammates. In this regard, the WarTroller is very much like the standard Blaster with the added capability of preventing his opponents from fighting back.

    The WarTroller begins blasting at level 1 and never stops. All the way up to level 44 we grab ever power we can to supplement the capability and we slot all appropriate powers for damage. Mesmerize, Levitate, and Dominate are our blasting powers at low levels. Confuse also adds to our damage output in its own unique way. Terrify and Mass Confusion are added at mid levels. Fire Ball and Fire Blast complete the blasting capabilities at high levels.

    Mesmerize, Dominate, Mass Hypnosis, and Total Domination allows us to apply holds before blasting in order to double our damage. For those who choose to take Telekinesis, it can also be used to double our damage.

    Hasten, six slotted with recharges, allows us to double our blasting attacks and Stamina, also six-slotted, allows us to fire off blast after blast without ever having to stop.

    Finally, Assault is used to raise our damage even higher.

    The following table lists the powers in the Mind Control and Fire Epic Power Pool and provides information on if the power sets up another power for double damage and if the power causes double damage.

    Power ___________Sets Up Double Damage__________Causes Double Damage
    Mesmerize_______ Yes___________________________ Yes
    Levitate__________ No ___________________________ Yes
    Dominate ________ Yes __________________________ Yes
    Confuse _________ No ___________________________ No
    Mass Hypnosis ___ Yes __________________________ No
    Telekinesis _______ Yes __________________________ No
    Total Domination __ Yes __________________________ No
    Terrify ___________ No ___________________________ Yes
    Mass Confusion ___ No ___________________________ No
    Fire Ball _________ No ___________________________ Yes
    Fire Blast ________ No ___________________________ Yes
    Fire Shield _______ No ___________________________ No
    Consume ________ No ___________________________ Yes

    Tanking With Your WarTroller
    Tanking with your WarTroller means aggro management and lockdown.

    Unlike a true Tank, the WarTroller cannot allow the baddies to beat on him in order to keep his team safe. Instead, the WarTroller uses his Mind Control lockdowns to prevent the baddies from making any attacks at all. In the build provided in this guide Mass Hypnosis, Total Domination, Terrify, Mass Confusion, Mesmerize, Confuse, and Dominate are the tools used to provide this lockdown. Telekinesis is another option available to the WarTroller.

    Lockdown works best when applied to baddies that are all clumped together. This allows the WarTroller to make maximum use of his AoE lockdowns. The WarTroller has aggro management skills that are in effect similar to a Tank's Taunt skills. Lacking Taunt, however, the WarTroller relies on Personal Force Field to allow him to walk right up to baddies and draw their aggro. He uses this process on several groups of baddies, and then heads around a corner to cause the baddies to clump around him. Once the baddies have clumped, he drops his Personal Force Field and uses his AoE lockdowns to control the baddies and protect himself and his team. Once our Blaster Tank Mage reaches level 38, Force Bubble can be used to increase the area that can be herded.

    This section provides a rough sketch of herding with Force Fields. Additional details on herding using Personal Force Field and Force Bubble can be found in WhisperWitch's Guide To Herding With Force Fields.

    A word of caution: As of Issue 5, Mind Controller AoE lockdowns have been given a limit of 10 baddies maximum that they can effect. While Mind has several AoEs, allowing the Mind Controller to bypass this limit of 10, make sure that you don't herd more baddies than you can handle, especially when soloing. Start with a single group and only increase the numbers herded when you feel comfortable doing so.

    Controlling With Your WarTroller
    By building our WarTroller around the Mind Control set, we have what is probably the best set for control in the game. Of the 9 powers in the Mind Control set, 8 are about control, 3 provide single target control, and 5 provide AoE control. It provides knockdown, sleeps, holds, fears, and confuses. It is well equiped for handling large numbers of baddies in both a team and a solo situation and controlling everything from minions to AVs. The following table summarizes these skills.

    Power ___________Single Target/AoE _____Lockdown Type
    Mesmerize_______ Single Target _________ Sleep with damage
    Levitate__________ Single Target _________ Knockdown with damage
    Dominate ________ Single Target _________ Hold with damage
    Confuse _________ Single Target _________ Confuse
    Mass Hypnosis ___ AoE ________________ Sleep
    Telekinesis _______ AoE ________________ Hold
    Total Domination __ AoE ________________ Hold
    Terrify ___________ AoE ________________ Fear with damage
    Mass Confusion __ AoE _________________ Confuse

    In addition to simply using the powers for the basic effects, the powers can be used in a wide variety of tactics. For more information on these tactics see WhisperWitch's Tactics for Mind Control and Force Fields.
  15. WhisperWitch's Tactics For Mind Control and Force Fields

    Introduction
    This guide provides an extensive set of tactics for use by Mind Controllers and Controllers with the Force Field secondary. There are three sections to the guide, one for Mind Control, one for Force Fields, and one for Mind Control/Force Fields. Each tactic is categorized in one of these areas and ordered by level. This allows players to check what new tactics are available to them as they move up in levels. All of the tactics provided here have been used in actual combat.

    The contents section lists each tactic provided in this guide.

    Thanks
    I'd like to thank everyone who reviewed this guide and offered suggestions and encouragement. Special thanks goes to P_Dude, Burnard_McBurns, ZinePlex, Mystic_Amethyst, Spark_1, and Breville for their suggestions on how Force Bubble and Luck inspirations can be used to increase the number of groups you can herd.

    Contents

    Mind Control
    ___Level 1
    ______ Divide And Conquer Tactic
    ______ Sandman Tactic
    ______ Juggle Tactic
    ______ Attack Chain Tactic
    ___Level 2
    ______ Divide And Conquer Tactic
    ______ Sandman Tactic
    ______ Juggle Tactic
    ______ Non-Stop Attack Chain Tactic
    ___Level 6
    ______ Find Enemies Tactic
    ______ Preemptive Strike Tactic
    ______ Delayed Confuse Tactic
    ______ Rock 'Em Sock 'Em Robots Tactic
    ______ Turn Back Baddie Tactic
    ______ Multitasking Tactic
    ______ Pets Tactic
    ______ XP Buff Tactic
    ______ Getting To Know You Tactic
    ______ Safe Attack Tactic
    ______ Solo AV Tactic
    ___Level 8
    ______ Sandman Tactic
    ______ Delayed Sleep Tactic
    ___Level 12
    ______ Walk The Pet Tactic
    ______ Wall Of Protection Tactic
    ______ Corner Tactic
    ___Level 18
    ______ Sandman Tactic
    ______ 2 Bosses Tactic
    ___Level 26
    ______ Sandman Tactic
    ___Level 32
    ______ Sandman Tactic
    ______ Solo XP Buff Tactic
    ______ 2 Bosses Tactic
    ______ Safe Attack Tactic
    ______ Clump Tactic

    Force Fields
    ___Level 1
    ______ Mini-Tank Tactic
    ______ Hide In Plain Sight Tactic
    ______ Arrive Alive Tactic
    ______ Decoy Tactic
    ___Level 2
    ______ Scrapper Tank Tactic
    ___Level 4
    ______ Lure Tactic
    ___Level 28
    ______ Line In The Sand Tactic

    Mind Control/ Force Fields
    ___Level 4
    ______ Follow The Bouncing Ball Tactic
    ___Level 6
    ______ Walk The Pet Tactic
    ______ Feed The Pet Tactic
    ___Level 8
    ______ Herd Tactic
    ___Level 18
    ______ Herd Tactic
    ______ Power Leveling Tactic
    ___Level 26
    ______ Herd Tactic
    ______ Power Leveling Tactic
    ___Level 32
    ______ Herd Tactic
    ______ Power Leveling Tactic
    ___Level 38
    ______ Herd Tactic

    Mind Control
    -------------------- Level 1 --------------------
    Divide And Conquer Tactic
    Powers used: Mesmerize

    1) Mesmerize a member of a group.
    2) Back up as his fellow group-mates come after you. Continue backing up until there is a good distance between the Mesmerized member and his group mates.
    3) Repeat this process until the size of the un-Mezed group is manageable.
    4) Defeat un-Mezed group.

    This tactic is useful when soloing.

    Once enough distance separates group members, they will not come to the aid of their fellow group-mates who are being attacked.

    This tactic is a useful way to break up group that are too large to handle into more manageable sizes. It's useful when soloing, especially at lower levels or in areas like intersections where there are a large number of baddies.

    Sandman Tactic
    Powers used: Mesmerize

    1) Mesmerize each member of a group once.
    2) Walk to next group.
    3) Repeat for each group in the mission.

    This tactic is useful when soloing.

    This tactic is a useful way to "stealth" mission at low levels. The MC can walk through the mission looking for bombs, glowies, hostages, and what have you. Only baddies guarding these items need to actually be defeated. All others are put to sleep and then left alone.

    In areas where there are too many baddies to effectively use this tactic, the MC can employ the Divide and Conquer tactic posted previously.

    Juggle Tactic
    Powers used: Mesmerize, Levitate

    1) Mesmerize a baddie in a group.
    2) Levitate and Mesmerize (in that order) the next baddie in a group
    3) Repeat step 2 until all baddies are sleeping.
    4) Repeat steps 1 - 3 until all baddies are defeated.

    This tactic is useful for soloing.

    By employing this tactic, the MC can control and defeat an entire group while being in very little danger himself.

    If at any time the MC runs low on End he can simply turn around, walk away, recharge, return, and begin the cycle again.

    If a group is encountered that is too large to use this tactic the MC can form smaller groups from it using the Divide And Conquer tactic posted previously.

    Attack Chain Tactic
    Powers used: Mesmerize, Levitate

    1) Spam ranged attacks on baddie until he is defeated.

    This tactic uses the MC powers like a Blaster. Ranged attacks are repeated on a baddie until he is defeated. The Controller's ranged attacks do less damage than a Blaster's, but are safer because they are also holds.

    -------------------- Level 2 --------------------
    Divide And Conquer Tactic
    Powers used: Mesmerize, Dominate

    This tactic is like the level 1 Divide And Conquer Tactic, but also uses Dominate.

    Sandman Tactic
    Powers used: Mesmerize, Dominate

    This tactic is like the level 1 Sandman Tactic, but also uses Dominate.

    Juggle Tactic
    Powers used: Mesmerize, Levitate, Dominate

    1) Mesmerize a baddie in a group.
    2) Dominate the next baddie in a group.
    3) Repeat step 1 and 2 until all baddies are sleeping or held.
    4) Use Mesmerize, Dominate, and Levitate (in that order) to defeat individuals in the group. From time to time you may need to stop an attack on an individual baddie and Mesmerize or Dominate other group members to keep them locked down.

    This tactic is useful for soloing.

    By employing this tactic, the MC can control and defeat an entire group while being in very little danger himself.

    If a group is encountered that is too large to use this tactic the MC can form smaller group from it using the Divide And Conquer tactic posted previously.

    Non-Stop Attack Chain Tactic
    Powers used: Mesmerize, Levitate, Dominate

    1) Spam ranged attacks on baddie until he is defeated.

    This tactic uses the MC powers like a Blaster. Ranged attacks are repeated on a baddie until he is defeated. The Controller's ranged attacks do less damage than a Blaster's, but are safer because they are also holds.

    When combined with Stamina from the Power Pool, the MC can spam these attacks non-stop for as long as required.

    There are times when this tactic is useful, and even required. But if you find yourself using this tactic almost exclusively, you should review some of the other strategies for the MC or consider that you may be happier with a Blaster AT.

    The Juggle tactic posted previously is a specialized version of the Non-Stop Attack tactic.

    -------------------- Level 6 --------------------
    Find Enemies Tactic
    Powers used: Confuse

    1) Confuse a baddie that seems to be standing alone, but a group could be just out of sight (around a corner for example).

    This tactic is useful while soloing.

    A baddie seems to be alone, but may be part of a group that's hidden around a corner or otherwise out of sight.

    If the baddies is part of a group, casting Confuse on him will cause him to run to his group and start attacking. If he is alone he will simply stand there.

    Based on how the baddie reacts to Confuse, the MC can form a plan of attack.

    Preemptive Strike Tactic
    Powers used: Confuse, Mesmerize, Dominate

    1) Confuse the toughest baddie in a group.
    2) Spam said baddie with Mesmerize and Dominate until he is defeated.

    This tactic is useful when soloing.

    Confused baddies can be attacked with Mesmerize and Dominate and they will not draw aggro until they are defeated. DO NOT use Levitate as it will alert the rest of the group.

    Using this tactic takes the toughest baddie out of the fight before it has even begun.

    The MC can also rest in between Mesmerize and Dominate in order to have full End by the time the toughest baddie goes down.

    Delayed Confuse Tactic
    Powers used: Confuse and any AoE lockdown

    1) Perform your AoE lockdown (Mass Hypnosis, Total Domination, or Terrify).
    2) Find a baddie unaffected by the lockdown and Confuse him.

    This tactic is useful when soloing.

    If you Confuse a baddie and then cast a crowd control lock down power there's a good chance you'll effect the baddie you confused, undoing your own work. Instead, cast Confuse after the crowd control power on a baddie that was unaffected.

    Rock 'Em Sock 'Em Robots Tactic
    Powers used: Confuse, Dominate

    1) Confuse two baddies in the group that are standing next to each other. Usually the two confused baddies will start fighting each other.
    2) Allow the confused baddies to fight each other until one of them is down to about 25% health.
    3) Cast Dominate on the healthy baddie.
    4) Allow weaker baddie to continue beating up the healthy baddie until the healthy baddies is down to 25% health.
    5) Cast Dominate on the baddie that is not currently dominated.

    This tactic is useful when soloing.

    Use this tactic to severely weaken two members of a group before the fight has even begun.

    Optionally, once you have the two weaken baddies locked down with Dominate, you can cast Confuse on a 3rd baddie just before the team attacks to have him help in the main fight.

    Everybody loves watching Rock 'Em Sock 'Em Robots. You can use this tactic during the "down time" of waiting for teammates to arrive in a mission. It's even more entertaining than the Boombox.

    Turn Back Baddie Tactic
    Powers used: Confuse

    1) When a baddies has moved away from his group and toward yours, cast Confuse on the baddie.

    This tactic is useful while soloing.

    This tactic causes the wandering baddie to return to his group, allowing your party to remain undetected.

    Multitasking Tactic
    Powers used: Confuse

    1) Confuse a baddie in a group.
    2) Move on to another group. Apply various strategies to defeat it.

    This tactic is useful when soloing.

    The multitasking tactic enables the MC to engage two or more groups at the same time with the intent of defeating them, not just locking them down.

    An individual baddie is confused and allowed to soften up a group while the MC directs his attentions to another group.

    With practice, the MC can combat 3 or 4 groups simultaneously.

    Pets Tactic
    Powers used: Confuse

    1) Confuse a baddie in a group allowing him to apply damage to his fellow baddies.

    This tactic is useful when soloing.

    While the Confuse power is technically a confuse class spell that does no damage, there is no question that a confused baddie in many ways acts like a pet. A War Wolf swiping away at the Council you're fighting certainly feels like a pet, and a pretty good one at that.

    Differences Between Confused Baddies And Pets
    1. A pet can draw the aggro from the group the party is engaging, acting as a defense for the rest of the group by increasing the number of targets the baddies have to choose from. Confused baddies act as a defense by reducing the number of baddies attacking the party.

    2. A pet can draw the aggro of groups the party did not mean to engage, often with disastrous results. A confused baddie draws no team aggro at all.

    3. Pets usually last for more than one encounter and follow the caster around the mission. Confused baddies last for only one encounter.

    4. A pet is always the same type of pet, no matter how many times the spell is cast. Fire Controllers always get Fire Imps, for example. The MC can select from a wide variety of baddies to turn into pets, including inanimate objects such as force field generators and summoning portals.

    5. No "To Hit" roll is required to create a pet. A "To Hit" roll is required to Confuse a baddie.

    6. Pets incur no XP penalty. Confused baddies incur the XP penalty of Confuse. However, by using the XP Buff tactic, a confused pet can actually increase the XP awarded in a given amount of time.

    7. Pets are attacked by baddies, while a confused baddie is not. The players must defeat a confused baddie.

    Determining Which Baddie To Confuse
    With so many different types of pets to choose from, determining which to select is a skill in itself.

    1. Ensure that you can confuse the baddie quickly enough to be useful.

    2. Ensure that the results of the confuse are acceptable to you and your team. For example, you may have the option to Confuse a Boss and have him wipe out his minions for you. In situations where the team is weak compared to the group, this may be acceptable. In situations where the team feels they can defeat the group themselves, the loss of XP may be unacceptable.

    3. Remember that by confusing a baddie, you effectively gain 100% defense from that baddie. If Malta Sappers are weakening you team, by confusing them they are not attacking your team. Knowing what powers you want to take away from the group is fundamental to selecting the right baddie to confuse.

    4. Remember that by confusing a baddie, you effectively gain an ally in fight the group. Once confused, the baddie is basically a teammate. This means that baddies that aid their teammates will be aiding you. Tsoo Sorcerers healing the team and Sky Raider Force Field Generators giving the team bubbles are classic examples.

    5. If you've read about a neat Confuse tactic that you'd like to try, make sure you test it in a safe environment first, if possible. The tactic may be flawed, or perhaps the game has been updated and changed since a guide was released, perhaps you've misunderstood the guide, or perhaps the results were not what you were expecting. Always have real life experience with confusing a baddie in a safe environment before using it in a situation where the stakes are high.

    The Dangers Of Confuse
    Confuse is often thought to be a risk-free action. This is not true. Here are a few of the dangers to be aware of when using Confuse.

    1. You can aggro the group if you move too closely to it to before casting Confuse. While it's common sense not to do this, you will almost certainly do it at least once.

    2. Confused baddies can create "runners", baddies who run around after their health gets to a certain low level. If more than 1 baddie is confused, one of the confused baddies may be a runner. A runner who comes near you will draw aggro. Confused runners near you will draw aggro if their Confuse wears off. Eventually the runner will return to his original location. If you're still there when that happens you're subject to a surprise attack by the returning baddie. To make it even worse, the returning baddie may bring another baddie from another group with him.

    3. Knockback attacks by a confused baddie can land an unconfused baddie right at your feet, drawing aggro.

    XP Buff Tactic
    Powers used: Confuse

    1) Confuse a baddie in a group allowing him to apply damage to his fellow baddies.
    2) When the damage dealt by the confused baddie is 50% - 75% of a baddies health, defeat the confused baddie.

    This tactic is useful when soloing.

    The Confuse power has a tradeoff. Using Confuse lowers the XP you get for defeating a baddie, but also lowers the amount of time it takes to defeat a group. This tactic uses these features to maximize the XP you're awarded in a given amount of time.

    The table below shows the relationship between the amount of damage done by a confused baddie to another baddie, the XP awarded based on that damage, and the time it takes the player to defeat the baddie.

    Confused Damage________XP Awarded__________Time To Defeat
    75%___________________57% of normal _________25% of normal
    66%___________________66% of normal ________33% of normal
    50%___________________80% of normal ________ 50% of normal

    For example, if the confused baddie does 50% of the damage to a defeated baddie and the players do the other 50%, the players get 80% of the normal experience, but only took 50% of the normal time needed to defeat the baddie.

    When confusing a single baddie in a group and attacking the rest of the group, the damage done by the confused baddie is usually minor and causes very little loss of XP. In this case, the XP will be near 100% and the damage done by the confused baddie simply speeds up the process.

    For more information on the relationship between Confuse, XP, and time, see cForce's Guide To Confuse.

    Getting To Know You Tactic
    Powers used: Confuse

    1) When encountering a type of baddie you have never seen before, cast Confuse on it.

    This tactic is useful when soloing.

    The Getting To Know You tactic allows the MC to learn about a new type of baddie without enduring great personal risk. Using this tactic you'll learn:

    1. If you can Confuse the baddie.
    2. How long your Confuse will last.
    3. The powers and fighting style of the new baddie.
    4. The damage done by the baddie.

    Solo AV Tactic
    Powers used: Confuse

    1) Confuse a member of an AV's party, preferable a Boss.
    2) Repeat step 1 until confused baddie defeats AV.

    This tactic is useful when soloing.

    Using this tactic the MC can defeat an AV by himself. The MC casts Confuse on a member of the AV's group and lets that baddie attack the AV. The confused baddie must be powerful enough to damage the AV consistently.

    MCs at any level can use this tactic to defeat baddies that are too tough for the team to defeat without enduring great risk.

    The author used this tactic during the Mole Point Charlie TF in Shadow Shard against Ruladak the Strong. Using this strategy Ruladak was taken from 100% health down to 5% health. At that point the rest of the TF defeated Ruladak.

    This tactic is a special case of the Pets tactic, posted previously.

    -------------------- Level 8 --------------------
    Sandman Tactic
    Powers used: Mesmerize, Dominate, Mass Hypnosis

    This tactic is like the level 2 Sandman Tactic, but also uses Mass Hypnosis.

    Safe Attack Tactic
    Powers used: Confuse, Other attacks as usual

    1) Apply Confuse to a baddie.
    2) Attack the baddie as usual.

    This tactic is useful when soloing.

    Applying Confuse before attacking a baddie provides safety from return attacks by the baddie. When the baddie does manage to get off an attack they will attack each other.

    Delayed Sleep Tactic
    Powers used: Mass Hypnosis

    1) Allow teammates to perform AoE attacks.
    2) When the effects of the AoE attacks are complete, Mass Hypnotize the baddies.

    Mass Hypnosis can be a frustrating power because any attacks on a sleeping baddie cause him to wake up. When playing teams it is a common tactic of teammates to hit a group with an AoE attack, completely undoing your Mass Hypnosis.

    Using this tactic, the MC waits for the AoE attacks to complete before sleeping the group. This allows the group, or at least most of the group, to be held while your teammates' AoE attacks recharge.

    -------------------- Level 12 --------------------
    Walk The Pet Tactic
    Powers used: Confuse, Telekinesis

    1) Save the last baddie from a defeated group. Confuse the baddie.
    2) Use Telekinesis to push baddie into the next group located nearby.

    This tactic is useful when soloing.

    Sometimes when you've defeated a group your confused pet is still alive. Rather than spend time defeating it, use a Telekinesis to push him to a nearby group and continue fighting. You must be careful not to push him too close to the group, or you will agro the group.

    Walking your pet for long distances is usually not practical.

    Wall Of Protection Tactic
    Powers used: Telekinesis

    1) When a group has an inanimate object with it that is placed in the middle of the group, cast Telekinesis on the inanimate object.

    This tactic is useful when soloing.

    Casting Telekinesis on an inanimate object prevents baddies from passing beyond the inanimate object. This tactic was originally presented in Hedon's Guide to Mind control and Telekinesis.

    Corner Tactic
    Powers used: Telekinesis

    1) Cast Telekinesis on groups of baddies, ultimately pushing them into a corner.

    This tactic is useful when soloing.

    Once baddies are pushed into a corner using Telekinesis it is very difficult for them to escape. While held in the corner they are basically at the mercy of the player and his party. This tactic was originally presented in Hedon's Guide to Mind control and Telekinesis.

    -------------------- Level 18 --------------------
    Sandman Tactic
    Powers used: Mesmerize, Dominate, Mass Hypnosis, Total Domination

    This tactic is like the level 8 Sandman Tactic, but also uses Total Domination.

    2 Bosses Tactic
    Powers used: Dominate, Total Domination

    1) Cast Dominate on a boss.
    2) Cast Total Domination on the group
    3) Cast Dominate on a 2nd boss.

    This tactic is useful while soloing.

    Using this tactic, the MC can lock down 2 bosses using just 3 steps. As a bonus, all the other baddies with the bosses are locked down as well. The tactic works against any set of baddies that require 2 applications of domination.

    The key to this tactic is the fact that Dominate stacks with Total Domination.

    -------------------- Level 26 --------------------
    Sandman Tactic
    Powers used: Mesmerize, Dominate, Mass Hypnosis, Total Domination, Terrify

    This tactic is like the level 18 Sandman Tactic, but also uses Terrify.

    -------------------- Level 32 --------------------
    Sandman Tactic
    Powers used: Mesmerize, Dominate, Mass Hypnosis, Total Domination, Terrify, Mass Confusion

    This tactic is like the level 26 Sandman Tactic, but also uses Mass Confusion.

    Solo XP Buff Tactic
    Powers used: Mass Confusion, Confuse (optional), Dominate (optional), Total Domination (optional), Terrify (optional)

    1) Cast Mass Confuse on a group of baddies.
    2) Cast Confuse on any baddies you missed (optional).
    3) Wait, allowing baddies to damage each other for 50% - 75% damage.
    4) If one or two baddies in the group are doing a disproportionate amount of damage, Dominate them (optional).
    4) Cast Terrify or Total Domination on the baddies (optional).
    5) Defeat baddies

    This tactic is useful when soloing.

    This tactic can be used on a team, but is really one of the best ways to solo with an MC. Using this tactic the MC can solo at a very good pace, as he only needs to do 25% - 50% of normal damage to the entire group.

    See the level 6 XP Buff tactic for details about the relationship between Confuse, XP, and time.

    2 Bosses Tactic
    Powers used: Confuse, Mass Confusion

    This tactic works like the level 18 2 Bosses Tactic, except that it replaces Dominate with Confuse and Total Domination with Mass Confusion.

    Safe Attack Tactic
    Powers used: Terrify, Mass Confusion

    1) Apply Mass Confusion to a group.
    2) Apply Terrify to a group.

    This tactic is useful when soloing.

    Applying Mass Confusion before Terrify provides safety from return attacks by the feared baddies. When the baddies do manage to get off an attack they will attack each other.

    Note that if a Tank has aggro over a group it is safe to apply Terrify directly.

    Clump Tactic
    Powers used: Mass Confusion, Total Domination (optional), Terrify (optional)

    1) Cast Mass Confuse on a group of baddies.
    2) Allow baddies to clump together in a ball as they attack each other.
    3) Cast Total Domination or Terrify on the group (optional).
    4) Defeat baddies

    This tactic is useful when soloing.

    Mass Confusion can cause a group to clump together in a nice ball. This allows more efficient usage of AoEs that do not have Mass Confusion's wide area of effect.

    Force Fields
    -------------------- Level 1 --------------------
    Mini-Tank Tactic
    Powers used: Personal Force Field

    1) Have team gather a safe distance from a powerful group.
    2) Pass out bubbles to everyone (optional, but recommended if you have them).
    3) Raise Personal Force Field and head to powerful group. Stand right next to a group member until you have their attention. Your Personal Force Field will protect you from harm.
    4) Walk slowly back to team. Only some of the group members will follow you.
    5) Team defeats all group members that follow you.

    This tactic is effective for pulling off small groups from a large powerful group. Teammates can defeat the smaller groups one by one until the original group is dwindled down to a manageable size.

    This tactic differs from a real Tank's herding in that goal is to pull smaller groups of the group rather than pulling many large group.

    Personal Force Field will protect you from harm from at least to +3 baddies.

    Hide In Plain Sight Tactic
    Powers used: Personal Force Field

    1) Raise Personal Force Field and walk through mission looking for hostages, bombs, what have you.

    This tactic is useful when soloing.

    This tactic is effective way to "stealth" a mission. The Controller is safe from the baddies inside his Personal Force Field. He can walk around the mission looking for key objects, such as glowies or hostages, without engaging with the mission baddies. They will attack him, but few of the attacks will hit the Controller inside his PFF.

    Also note that the Controller can interact with objects like doors and glowies without having to lower the PFF.

    Arrive Alive Tactic
    Powers used: Personal Force Field

    1) When traveling to missions and when entering and exiting missions, raise your personal Force Field.

    This tactic is useful when soloing.

    In many zones the act of traveling to the mission is often more dangerous than the mission itself. Traveling with Personal Force Field up greatly reduces the dangers of traveling through such zones.

    Similarly, when first entering a mission or going up an elevator there is often a group waiting very near the door. Having Personal Force Field up before open the door or going up the elevator can be a real lifesaver.

    Finally, when exiting a mission, there may be an ambush waiting. Having Personal Force Field up before exiting the mission protects you against any surprise attack.

    Decoy Tactic
    Powers used: Personal Force Field

    1) When wounded or otherwise unable to take part in battle, raise Personal Force Field.
    2) Stay in the battle zone and draw aggro from as many baddies as you can while you recover.

    This tactic enables the caster to heal and draw baddies away from teammates at the same time. Properly done, you can draw the attention of a large portion of the baddies away from your team. Simply walk to any baddie not engaged with a teammate. This will draw their aggro.

    Your teammates need to know they should not attack the baddies you have attacking you.

    -------------------- Level 2 --------------------
    Scrapper Tank Tactic
    Powers used: Deflection Shield, Insulation Shield (Optional), Dispersion Bubble (Optional)

    1) Cast Deflection Shield and optionally Insulation Shield on a Scrapper.
    2) Scrapper herds like a tank, protected by the bubbles.
    3) Optionally, wait at the herd location with Dispersion Bubble turned on to offer extra protection when the Scrapper arrives.

    This tactic helps a Scrapper herd like a Tank. It gives him extra protection against the large number of baddies. When used with a good Scrapper, the Scrapper can herd just as well as a Tank.

    This tactic will not magically enable a Scrapper who doesn't know how to herd to herd. A lot is based on the capabilities of the Scrapper.

    This tactic can also be applied to Tanks, to enable them to herd larger numbers of baddies or higher levels of baddies.

    -------------------- Level 4 --------------------
    Lure Tactic
    Powers used: Force Bolt, Personal Force Field

    1) Have team gather a safe distance from a group.
    2) Pass out bubbles to everyone (optional, but recommended if you have them).
    3) Approach group to within distance of your Force Bolt and fire.
    4) Raise Personal Force Field to protect you from the Alpha Strike of the pulled group. Once the Alpha Strike is complete, lower your PFF.
    5) Team defeats all group members.

    This tactic is useful when soloing.

    This tactic will pull an entire group. It is useful for when the team wants to battle the group in a certain area and there is no Tank.

    I've used this tactic to pull a powerful boss down from steep steps to an open flat area, and to pull a group out of a room full of groups in order to avoid accidentally drawing the other groups into battle.

    -------------------- Level 28 --------------------
    Line In The Sand Tactic
    Powers used: Repulsion Field

    1) Stand near a door or other small area that has baddies on one side and your team on the other.
    2) Activate Repulsion Field to prevent baddies from entering the area where your team is.

    This tactic is useful while soloing.

    This tactic uses Repulsion Field to draw a "line in the sand" between your team and the baddies. This gives your team a safe area from which to attack or rest.

    The tactic works best near a door, such as those found in the sewers.

    Mind Control/Force Fields
    -------------------- Level 4 --------------------
    Follow The Bouncing Ball Tactic
    Powers used: Levitate, Force Bolt

    1) Knock back baddie with Force Bolt.
    2) Lift and drop baddie with Levitate.
    3) Repeat as needed.

    This tactic is useful when soloing.

    This tactic is useful for taking out a baddie from the battle. Using only these powers the baddie will never have time to attack the team.

    It is especially useful for baddies who are resistant to sleeps and holds.

    It is also useful when you or a team member is getting the worst of it from a powerful baddie. It really can be a lifesaver in these situations.

    The cycle can be repeated for as long as needed, and it really is a blast to watch the baddie being pushed and tossed around the room totally helpless for an entire fight.

    The downside to this tactic is it consumes the Controllers time completely while doing it, so you'll probably want to get back to your other duties once the baddie has been pushed a safe distance away.

    -------------------- Level 6 --------------------
    Walk The Pet Tactic
    Powers used: Confuse, Force Bolt

    1) Save the last baddie from a defeated group. Confuse the baddie.
    2) Use Force Bolt to push baddie into the next group located nearby.

    This tactic is useful when soloing.

    Sometimes when you've defeated a group your confused pet is still alive. Rather than spend time defeating it, use a Force Bolt to push him to a nearby group and continue fighting.

    Walking your pet for long distances is usually not practical.

    Feed The Pet Tactic
    Powers used: Confuse, Force Bolt, Personal Force Field

    1) Save the last baddie from a defeated group. Confuse the baddie.
    2) Use the Lure tactic, posted previously, to bring a group to your pet.

    This tactic is useful while soloing.

    Sometimes when you've defeated a group your confused pet is still alive. Use the Lure tactic, posted previously, to bring a new group to your pet for him to fight.

    -------------------- Level 8 --------------------
    Herd Tactic
    Powers used:
    For herding: Personal Force Field
    For lockdown: Mass Hypnosis, Dispersion Bubble (optional).

    Part i, The Herd
    1) Examine mission layout. Find a corner that has no groups and is not in the line of sight of groups. If you are on a team, let them know where the herding location is. Also ensure they stay far enough away from it so as not to draw aggro.
    2) Raise Personal Force Field.
    3) Walk to group and draw aggro.
    4) Repeat step 2 for as many groups as desired.
    5) Walk to a corner, breaking line of sight with the groups, so all groups follow you.

    This tactic is useful while soloing.

    As a Mind/Force Field Controller you have the ability to herd and lockdown groups in a manner very much like a Tank.

    The herding process consists of simply walking up to groups and drawing their aggro, protected by your Personal Force Field, then walking to the next group and so on. Once you have the number of groups you want, walk to a corner that breaks line of sight with the groups. This will draw all groups in to the corner.

    It is important that teammates stay far enough away for the herding location as to not draw the aggro of the baddies you herd.

    For more information on herding with force fields see WhisperWitch's Guide To Herding With Force Fields.

    Part ii, The Lockdown
    1) Raise Dispersion Bubble and any other protections you have that allow you to attack while they're in use. Stealth is an example, as would be the various shields that come in the Epic Power pools.
    2) Target a baddie in the group.
    3) Lower your Personal Force Field.
    4) Lock down group with Mass Hypnosis

    This is the delicate part of the operation. Once you lower your Personal Force Field you will be exposing yourself to some risk. You can try to time this with a lull in attacks by the baddies, if one exists. The use of defenses that allow you to attack while in use are helpful here.

    The lockdown keeps all groups in place. After lockdown you can defeat the baddies one by one, or simply walk away, moving on to another part of the mission.

    -------------------- Level 18 --------------------
    Herd Tactic
    Powers used:
    For herding: Personal Force Field
    For lockdown: Mass Hypnosis, Total Domination, Dispersion Bubble (optional).

    This tactic is like the level 8 Herd tactic, but follows Mass Hypnosis with Total Domination. This allows the herd to be safely attacked with AoEs.

    Power Leveling Tactic
    Powers used:
    Before Power Leveling starts: Deflection Shield (Optional), Insulation Shield (Optional)
    After the herd has been gathered: Total Domination, Dispersion Bubble (optional).

    1) Cast Deflection Shield and Insulation Shield on the team's Tank (optional). Raise Dispersion Bubble (optional).
    2) Tank herds large number of baddies to a pre-defined location.
    3) When the Tank gives signal, lock down baddies with Total Domination
    4) Team defeats locked down baddies.

    This tactic can be used while soloing (honest).

    Power Leveling is a term that refers to a high level character using his skills to rapidly advance a much lower level character. Serious players generally frown upon power Leveling. However, the underlying tactic used is sound and extremely useful during serious play.

    Using this tactic, the Tank will herd large numbers of baddies into a corner. Once he has them where he wants them, he'll let the rest of the team know. The second step is for the Mind Controller to lock down the baddies using Total Domination. The third step is to let Scrappers and Blasters defeat the locked down baddies. A player with healing skills is present to heal as needed.

    The Mind/Force Field Controller gives bubbles to the Tank before he herds to allow him to grab larger herds. Once the herd is in place, the Mind/Force Field Controller locks down the group.

    The XP gained from this tactic is impressive and missions are cleared at a very fast rate.

    -------------------- Level 26 --------------------
    Herd Tactic
    Powers used:
    For herding: Personal Force Field
    For lockdown: Mass Hypnosis, Terrify, Dispersion Bubble (optional).

    This tactic is like the level 8 Herd tactic, but follows Mass Hypnosis with Terrify. This allows the herd to be safely attacked with AoEs as well as causing damage to each individual in the herd.

    Power Leveling Tactic
    Powers used:
    Before Power Leveling starts: Deflection Shield (Optional), Insulation Shield (Optional)
    After the herd has been gathered: Terrify, Dispersion Bubble (optional).

    This tactic is like the level 18 Power Leveling tactic, except that Terrify is used instead of Total Domination.

    -------------------- Level 32 --------------------
    Herd Tactic
    Powers used:
    For herding: Personal Force Field
    For lockdown: Mass Confusion, Terrify, Dispersion Bubble (optional).

    This tactic is like the level 26 Herd tactic, but replaces Mass Hypnosis with Mass Confusion. This causes the herd to begin defeating itself. For greatest effect wait a few seconds before casting Terrify.

    Power Leveling Tactic
    Powers used:
    Before Power Leveling starts: Deflection Shield (Optional), Insulation Shield (Optional)
    After the herd has been gathered: Mass Confusion, Dispersion Bubble (optional).

    This tactic is like the level 18 Power Leveling tactic, except that Mass Confusion is used instead of Total Domination.

    -------------------- Level 38 --------------------
    Herd Tactic
    Powers used:
    For herding: Force Bubble
    For lockdown: Mass Confusion, Terrify, Dispersion Bubble (optional).

    This tactic is like the level 32 Herd tactic, but replaces Personal Force Field with Force Bubble. This allows for larger herds to be gathered, but requires the player to use at least 3 Luck inspirations before beginning the herding process.
  16. [ QUOTE ]
    No, Ishtar's stating the most important case here and you're missing it. And that's DPE. I know for a Fact that a MindController can NOT solo Bosses without LOTs of CaBs when their Attack Chain lacks Melee powers and Confusing. Mez_Dom_Lev may chainhold the boss with just TO's and do good damage, but it's not an efficient and sustainable Pure-Damage Source and it won't defeat the boss before your endurance hits Zero

    As such, I'd also say you're ingraciating the truth here quite a bit about going without Stamina on a MindController.

    [/ QUOTE ]

    I think with a six-slotted Stamina an MC can certainly defeat a Boss without running out of Stamina. And I certainly know I've beaten Bosses without using Confuse or a Power Pool attack.

    As to what was said, this is a quote from the guide:

    Power pool melee attacks at levels 6 and 8 are also critical as they need to be well slotted to be effective and as such must be taken early.

    For a Mind Controller this is simply not true. You don't need Power Pool attacks at 6, at 8, or at any other level ever.

    As to Stamina, if you go back and re-read my post you'll see that I recommended 6 slotting it.
  17. One more small nit-picky point in regards to Hasten and Stamina.

    You don't need Hasten at all on Mind. At level 50 I don't have it and never did. I also dislike having Speed Boost cast on that toon. All my other toons love it, but for my MC it's just not needed. So get Hasten on your MC if you want it, but it's not a must have.

    For an MC I would definitly recommend six-slotting Stamina. Perhaps with Hasten it only needs three, but that's an extra power and three extra slots compared to a six-slotted Stamina-only build.
  18. A wonderful guide Ishtar, and gratz on going 50 levels solo with any character.

    I only have a few small nit-picky things to add.

    The template lists level 6 as when a Controller gets their first attack power. I just wanted to point out that a Mind Controller can have 4 attack powers at that point (Mez, Dom, Lev, and Confuse). For Mind, there is no need to dip into the power pools to get a combat power.

    The Force Fields section of important powers does not list Personal Force Field. This is perhaps the best power of the entire set, and certainly for soloing will play a key role.

    Again, gratz on 50, gratz on soloing it all the way, and thank you for a wonderful guide.
  19. WhisperWitch's Guide To Herding With Force Fields

    Introduction
    This guide explains the process of herding using Force Fields. It is primarily aimed at Controllers with the Force Field secondary. In particular, the Mind/Force Field combination was used to develop these strategies and proved itself well equipped to both herd and quickly defeat several groups single handedly. In addition to Controllers, any build with an AoE lockdown can perform these techniques. Also, Phase Shift can be used in place of Personal Force Field for builds that do not have Force Fields.

    To successfully herd using Force Fields, the player performs the following steps.

    <ul type="square">[*]· Examine the area to be herded, building a plan on how the herd will be carried out.[*]· Position your team so that they do not interfere with the herd. Indicate to them the herding location and the signal you will use when it's time for them to attack.[*]· Herd the groups[*]· Lockdown the herd[*]· Defeat the herd[/list]
    The techniques described in this guide have been used frequently in actual combat.

    Picture of two groups of Carnies that have been herded together. Personal Force Field is up and the character has jumped out of the corner used to herd and into the front of the herd.

    Picture of the same two groups after being locked down with Mass Confuse. Personal Force Field is down and Stealth is up.

    Examining the area
    The first step to herding is to examine the area you're in. You'll want to build a plan for how you're going to herd. This means you'll want to know in advance what groups you're going to herd and where you're going to herd them.

    Because you'll be herding without Taunt, groups will only follow you for a short distance before dropping off and heading back to their original location. The exact distance they'll follow you depends on their level, your level, and other factors, but in general plan to have about 25 yards to work with. Also, plan to be able to herd no more than three groups, although the author has herded as many as five groups at once. If you have Force Bubble and at least three Luck inspirations you can herd a larger area.

    Once you have an idea of which groups you'll be herding, decide where you're going to herd them. You need a location that is within the distance the groups will stay on you and also breaks the line of sight with all the baddies in the herd. Usually you'll want to find a corner that's nearby the groups you'll be herding, but anything that breaks the line of sight, such as trees, can be used to collect the herd. Breaking the line of sight with all baddies in the herd is critical to successful herding.

    As an introduction to the general techniques of herding, see the herding section of the excellent Tank guide written by Venar here. Venar's guide will give you are strong understanding of the techniques used during herding in general.

    Positioning Your Team
    Once you have a plan for your herding, you need to position the team so that they stay out of the way during the herd. They need to know the location you'll be herding to, which is usually the corner that breaks line of sight with the groups. The team needs to be far enough away from this location to not draw aggro away from you while you herd.

    They also need to know when its ok to attack your herd. Tell them ahead of time what the signal will be. The signal could be you sending a team message of 'Now', or it could be you using your lockdown power on the herd. Whatever the signal is, make sure the team knows it and can easily tell when it's time for them to attack.

    Naturally, if you're soloing, you can skip this step.

    Herding
    Now that the preparations are complete, you can begin to herd.

    Getting Aggro
    Raise your Personal Force Field and visit each group of baddies you wish to herd. Stay close to the group until you have the attention of each member, then move on to the next group. If needed, revisit wandering baddies to again grab their attention.

    If you have Force Bubble and at least three Luck inspirations you can herd a larger area, limited only by the area you can travel and return to the herding location before the inspirations wear off.

    Clumping
    Once you have the attention of all the groups, move to the herding location. Wait for all of the baddies to catch up with you. If you're using a corner, you really don't need to do anything more other than wait. If you're using a tree to break line of sight, you may need to slowly circle around the tree to ensure that all the ranged baddies move in to the clump.

    Lockdown
    Once you have the groups clumped together at the herding location, they need to be locked down so they don't attack the team. An AoE hold, fear or confuse should be used. This step is critical to successful herding without Taunt or its related powers.

    To perform the lockdown, activate any defensive powers you may have. These include powers such as Dispersion Bubble, Stealth, or any other power that aids in your defense while also allowing you to use other powers.

    Next, select a single baddie in the middle of the herd, lower your Personal Force Field, and use your AoE lockdown on the herd.

    Powers that can be used for this step include a Mind Controller's Mass Confuse or Terrify, an Ice Controller's Ice Slick, a Dark Defenders Fearsome Stare, or any other power that prevents the baddies from running around and attacking the team.

    If you don't plan on actually defeating the herd you can use an AoE sleep on them, such as a Mind Controller's Mass Hypnosis. In this case, you would simply continue on with the mission after sleeping the herd.

    After the lockdown is complete, signal to the team that it is safe to attack the herd.

    Defeating the herd
    Defeating the herd simply consists of having the team attack the herd. If any individuals in the herd were not locked down attack them first, or lock them down individually.

    Note that the Mind Control powers Terrify and Mass Confuse will both lock down the herd and begin the process of defeating them.

    Sample Build
    A sample build suitable for herding with Force Fields is provided below. The build uses Mind Control and Force Fields. Notes on the build are also provided. While the author believes the Mind/Force Field combination makes the best build for herding with force fields, other builds are certainly possible. Any build that includes Personal Force Field or Phase Shift and at least 1 AoE lockdown can be used.

    Level 1 : Mesmerize
    Level 1 : Personal Force Field
    Level 2 : Levitate
    Level 4 : Deflection Shield
    Level 6 : Hover
    Level 8 : Dominate
    Level 10 : Confuse
    Level 12 : Mass Hypnosis
    Level 14 : Fly
    Level 16 : Swift
    Level 18 : Total Domination
    Level 20 : Health
    Level 22 : Stamina
    Level 24 : Insulation Shield
    Level 26 : Terrify
    Level 28 : Dispersion Bubble
    Level 30 : Stealth
    Level 32 : Mass Confusion
    Level 38: Force Bubble

    Hover provides extra safety when the character drops their Personal Force Field in order to lockdown the herd. Dispersion Bubble and Stealth are included for the same reason.

    Mass Hypnosis can be used to put an entire herd to sleep and move on to another part of the mission.

    Total Domination will hold the herd and allow it to be attacked.

    Terrify will fear the herd and cause damage to each individual in the herd. When Terrify is applied, members of the herd may attack the caster. Applying Mass Hypnosis or Mass Confusion before Terrify prevents this.

    Mass Confusion will cause the herd to begin defeating itself. The caster can let this go on until the confusion expires, or can stop the process at any time using Total Domination or Terrify.

    Using Mass Confusion can actually increase the XP awarded in a given amount of time. For more information on this, see cforce's Guide To Confusion

    Using Force Bubble and at least three Luck inspirations you can herd a larger area.

    Frequently Asked Questions
    Why should I herd?
    Herding allows you to make more efficient use of your AoE attacks. You can usually defeat herded groups faster than non-herded groups. It also allows you to collect baddies into a single location where the team can focus their efforts, rather than having baddies scattered around an area.

    Is herding this way safe?
    Yes. With Personal Force Field the herder is in very little danger while herding. Once the herd is collected the herder turns on protective powers, turns off Personal Force Field, and casts a lockdown. There is some danger of getting hit once or twice here, but not nearly as much as you would think.

    Will I be able to replace a Tank?
    No. Tanks perform many duties other than just herding, and are far better at herding than a Force Field Controller or Defender will ever be. This method is best when soloing or on a team with no Tank.

    How big of an area will I be able to herd?
    Without Taunt you will be limited in the area that baddies will follow you once you have their aggro. Experience will give you a good feel for this limit, but plan on having about 25 yards to work with. All the groups you plan on herding and the herding location must be within this area. Usually this limits you to 2 or 3 groups, but you may get more than this on some maps.

    If you have Force Bubble and at least three Luck inspirations you can herd a larger area, limited only by the area you can travel and return to the herding location before the inspirations wear off.

    What does 'Breaking line of sight' mean?
    Breaking line of sight means a baddie cannot see you. Going around a corner or standing behind a tree are common ways to break line of sight with baddies.

    Do I really need to break line of sight when I herd?
    Yes. If you do not break line of sight, baddies with ranged attacks will stay at range and not clump.

    Are there groups that I shouldn't herd?
    Yes. Groups that mez should be avoided unless you have reliable protection against it. Any group that you cannot lockdown most of its members with a single AoE lockdown should be avoided. Baddies that can attack you through your Personal Force Field, such as Rularuu eyeballs, should not be herded.

    Thanks
    I'd like to thank everyone who reviewed this guide and offered suggestions and encouragement. Special thanks goes to P_Dude, Burnard_McBurns, ZinePlex, Mystic_Amethyst, Spark_1, and Breville for their suggestions on how Force Bubble and Luck inspirations can be used to increase the number of groups you can herd, to Greyhame on the importance of stressing that not all types of baddies can be herded using this method, and to Anglican for making sure the Guide was correct from a Tank's perspective.
  20. Mind Control/*- Level 6, Level 32 (optional)

    Powers used:
    Confuse, Mass Confusion (optional)

    Safe Attack Strategy:
    1) Confuse a baddie in a group (at level 32 you can optionally use Mass Confusion).
    2) Attack mob as usual.

    This strategy is useful when soloing.

    Applying Confuse to a baddie before attacking it means that even when the baddie is able to return the attack, he will attack his own teammates. In particular, applying Mass Confussion before Terrify provides safety from return attacks by the feared baddies.
  21. Mind Control/*- Level 18, (Level 32 optional)

    Powers used:
    Dominate, Total Domination, Confuse (optional), Mass Confusion (optional)

    2 Bosses Strategy:
    1) Cast Dominate on a boss. (at level 32 or higher you can use Confuse instead)
    2) Cast Total Domination on the mob (at level 32 or higher you can use Mass Confusion instead)
    3) Cast Dominate on a 2nd boss. (at level 32 or higher you can use Confuse instead)

    This strategy is useful while soloing.

    Using this strategy, the MC can lock down 2 bosses using just 3 steps. As a bonus, all the other baddies with the bosses are locked down as well. The strategy works against any set of baddies that require 2 applications of domination or confusion.

    The key to this strategy is the fact that Dominate stacks with Total Domination, and that Confuse stacks with Mass Confusion.
  22. */Force Field- Level 1

    Powers used:
    Personal Force Field

    Decoy Strategy:
    1) When wounded or otherwise unable to take part in battle, raise Personal Force Field.
    2) Stay in the battle zone and draw aggro from as many baddies as you can while you recover.

    This strategy enables the caster to heal and draw baddies away from teammates at the same time. Properly done, you can draw the attention of a large portion of the baddies away from your team. Simply walk to any baddie not engaged with a teammate. This will draw their aggro.

    Your teammates need to know they should not attack the baddies you have attacking you.