The Unofficial Stategy Guide for Controllers


apple_eater

 

Posted

Just thought I should add my 2 cents on my Grav/Kin pre 32 (only 13 right now) strategy. Here are the powers avalible:

Lift
GD
Propel
CF

Transfusion
Repel
SP

Hover

When I solo, I can can take on 2 even mobs with ease. I know that isn't a lot, but I don't usually get hit at all. I'll start with a GD on one, which will agro the other. Then I'll SP the loose one to get some extra damage potential and then run what I like to call my triple combo. Lift->Propel->Lift. I can do those three in row with out the mob getting up. After the final Lift I'll GD him and start the combo on the first GD'd mob. I don't know if this is something everyone knows, but it's just how I like to play and seems to work great at the moment.

In a group I'll use CF and then GD the boss as it looks like most people do. Can't wait for GDF to use instead. Lift is great for stoping a running mob and to get the attention of the team mates to say, Hit This One. Obviously SP and Transfusion are good buff/heal/debuffs and when in a tight situation, repel sure does come in handy to knock that boss away.

:wq!
spidey


 

Posted

Pri/Sec: Ice/Empathy

Powers:
Persuasion (ie, convince my GF to play her scrapper)
Block of Ice
Frostbite
Chill
Ice Slick
Glacier
Heal Aura/Other
Fortitude
Clear Mind
Recovery Aura

Powers Seldom used
Ressurect

Basic Strategy:

Buffage:
Fortitude- Always goes to the scrappers first (they usually really like the added defense and offense), second to the tanks, next blasters, defenders and controller. With one RechRx I can usually keep two people Fort-ed.
Clear Mind - If there are stunners/holders, I try to keep everyone with at least one CM up. Certain enemy groups, I'll get lazier.
Recovery Aura - Since I haven't got slots for it yet, I usually save it for prolonged battles to give the much needed mid-battle-end-boost. Later on, I'll plan on rebuffing at the beginning of most battles.

Run-of-the-mill Spawns:
Let the Tank (or Tank substitute) take the Alpha strike
Lead with a single target hold when there is a priority target (ie holder/heavy hitter/annoying-[bleep] Sorceror).
Frostbite to keep the main target group held in place
Ice Slick under the majority of the group
Chill to slow everything down.
Toss out single holds at lietenants/annoying minions/things outside of aoe/things hitting me/those Lieutenant CoT ghosts because they look really neat when frozen.
Spot heal/rebuff as needed.
Be prepared to fire Heal Other, then Glacier, for when the trigger-happy blaster decides to pull a group other than what the rest of the team is arresting.

For big groups with nasty boss(es)
Let the tank take Alpha.
Follow on his/her heels with glacier/block of ice to the boss.
Aoe Immob/ice patch/slow/heal etc...


 

Posted

Grav/Emp Controller - Pre 32

Powers
-GD
-GDF
-Lift
-Manuevers
-CF
-Fortitude
-Hasten
-All heals

Basic tactics - No soloing...yet.
0) Fortitude up to 3 in group.
1) Let the tank SS into the middle, Provoke.
2) Cast GDF
3) GD on Boss
4) Tank kicks off Burn
5) Lift then GD on any not held
6) Heal tanker if necessary
7) Move to next group

With my particular build I can lift a guy and GD him before he gets back up.

Other Strat:
If no tanker and no ability to pull effectively. Eat acc insp and then kick off GDF. Move out of sight if possible. Let everyone clean up.


 

Posted

Ice/empathy, Pre 32 (at level 25 right now)

Powers:
Block of Ice
Ice Slick
Chilblain

Healing Aura
Heal Other
Clear Mind
Fortitude

Hasten
Grant Invisiblity

Strategy:
I prefer a smaller group, so most of this startegy is geared towards 2-3 in a team, tho I'm sure some or all of it can apply to larger teams too.

Basically, I start off as assuming the role of healer/buffer and then control as needed and allowed. Fortitude usually allows the alpha strike recipient (hopefully a scrapper or tank) adequate defense to hold out for an ice slick under him, immediately followed by a heal if he is being damaged (depends on who/how many you are fighting), after the heal(s) or if none are needed, next I like to put holds on any bosses (then lts.) which at the most take 2 applications, depending on who you're fighting. If it's a boss, I will try to keep him chain-held until dead, and then move to another or next toughtest guy. I reapply ice slick as needed...no harm in stacking it either if you have time.

Example: I was fighting with a same level (24) scrapper in TV against level 25-27 Lost mobs. I'd hit her with clear mind, grant invis, clear mind, fortitude, and clear mind, then maybe another clear mind...can't have too much She'd run into the mob and start wailing on a Pariah, gain all the mob's aggro after a couple of seconds (takes a tad longer since invisible), I'd throw an ice slick under her then start holding whatever she was fighting, and healing if needed, which it was not a lot. Now I would get held every once in a while, but she was by far their biggest concern, and I was soon freed and healing/buffing/holding again. This was great xp for us, and we never really got into too much trouble, even though they were big mobs (generally 8-10 in each group - ice slick and fortitude help a lot), and even though they were tough enemies (multiple bosses and lts. in each group, plus it's the Lost - fortitude protects against psionics). She doesn't have stamina, but still had enough for each mob. I always finished with close to full end. With ToHit buff on my fortitude along with her buildup, she was hitting a lot and for good damage.

Chilblain I use to pull down flyers and stop runners. Don't use for much else, although it's good for keeping big hitters out of melee range.

Clear mind is very useful when fighting certain enemies. I like to put several of these on when I have only one or two teamies, or at least one on everyone in a big group. You will curse the time involved with CM, but it is a must to keep teammates' toggles on and un-held against those <bleep> enemies that hold/mezz/stun/blah.

Grant Invis is nice for finishing timed mishes fast or just cherry-picking non-kill-all-mobs mishes. Especially nice if a teammate has tp other to continue the goal search should it take more than 2 minutes. I also use this in fights for my defenders/blasters/fellow trollers for extra defense. Then I just hope they watch my behind

Hasten is perma and allows me to heal and buff and hold that much faster. It's awesome.

Since respecing to fitness and hasten, I have been much more effective in group play. The fast recharges on block of ice and ice slick reduce the times my buddies get hit and the number of times I have to heal. Fortitude basically turns a scrapper (this is probably the best AT to team with, especially if they have stamina or you have RA or AM. Then you can fight non-stop) into a tank with tons of damage. That kind of defense on a scrapper allows you to put holds on the big guys after all aggro has been drawn. And ice slick keeps them healthy and up and fighting. I just can't wait to get Glacier and slot it so I can wedge myself into the battle, hold multiple targets, heal (mostly for me you understand), single hold, and then fly away to start my regular battle maintenance.

Funky Pink - 38 spines/sr
Split Wood - 27 axe/invuln
Purple Heart - 25 ice/empathy
Captain Hideous - 25 rad/rad
Legal Eyes - 10 katana/invuln
Grit Thunder - 10 assault/devices


 

Posted

[ QUOTE ]
Fire - Post 32

Powers used:
Fire Imps

Strategy:
Push Fire Imps button every time it becomes available.
Find large groups of same-level mobs.
Stand and watch Fire Imps decimate them.
Repeat until you are level 50.

[/ QUOTE ]

Why same lvl ombs? I have a lvl 50 fire/kinetics and i hunted 3+ mobs to get my xp. Even bosses 3+ the IMPS kill really fast...


 

Posted

[ QUOTE ]
Grav/Emp Controller - Pre 32

Powers
-GD
-GDF
-Lift
-Manuevers
-CF
-Fortitude
-Hasten
-All heals

Basic tactics - No soloing...yet.
0) Fortitude up to 3 in group.
1) Let the tank SS into the middle, Provoke.
2) Cast GDF
3) GD on Boss
4) Tank kicks off Burn
5) Lift then GD on any not held
6) Heal tanker if necessary
7) Move to next group

With my particular build I can lift a guy and GD him before he gets back up.

Other Strat:
If no tanker and no ability to pull effectively. Eat acc insp and then kick off GDF. Move out of sight if possible. Let everyone clean up.

[/ QUOTE ]

Now Post 32, 39 almost 40.

Powers
-GD
-GDF
-Lift
-CM
-CF
-Fortitude
-Hasten
-Healing Aura
-Heal Other
-Stealth
-Super Speed
-Hover
-Fly
-Recovery Aura

Basic tactics - Group

0) Fortitude someone every 20 seconds. Players first, then pets.
1) Let the tanker herd mobs. Keep him healed if necessary. (Probably not.)
1a) Just before the tanker gets back with the herd. Gather for Recovery Aura.
2) Cast GDF
3) GD on Boss
4) Tank kicks off Burn. Blasters and Scrappers go to town.
5) Crushing Field to keep them close.
6) Release the fun balls by SS to the other side of the group.
7) Concentrate GD on any bosses.
8) Heal entire group.
9) Rinse repeat.

Solo:

0) Fortitude Sing's every 20 seconds.
1) SS+Stealth past the group I'm going to take.
2) Sing's take the Alpha Strike.
3) Cast GDF.
3) GD on Boss
4) Crushing Field to keep them close. Let my Sing's kill everthing.
7) Concentrate GD on any bosses.
8) Heal myself if necessary. (Usually not)
9) Rinse repeat.

I can take a groups of about 15 +1 con mobs with a single boss 42(+6) in the middle. I can keep him chain held for the duration. Just takes awhile to finally finish him off.


 

Posted

Pre 32 Illusion/Force field Controller

Powers used in strategy:
- Deceive
- Phantom Army
- Group Invisibility

Strategy: The greatest problem with defeating Sky Raiders and Devouring Earth, are their pets. The moment they are agroed, they place a Shield Generator or Eminator which very few solo Controllers can ever hope to counter. I have found a way around this problem. It is as simple as it is devious.

First, use Group Invisibility on yourself. This will let you sneak relatively close to the enemies. Don't get too close or their AoE's (especially for Devouring Earth Fungus) will rip you a new one.

Second, deceive the creator of said pet (i.e. the Engineer, Herder, etc.). They should immediately create a pet... but here is where it gets interesting. The pet will be friendly toward you. Run inside the range of the shield/healer and enjoy it's benefits.

Finally, drop a group of Phantom Army and start spamming Deceive across all the villians. You get the majority of the experience if just a single Phantom hits. If someone else drops an eminator/shield, or the one you are using goes bad, just deceive it! Deceive works on them like anything else; they will give youtheir benefits!

Nothing feels better than watching Sky Raiders trying to hit you through one of THEIR OWN Shield Generators or watching Devouring Earth try killing you while you are standing next to a Tree of Life healing like a Regen Scrapper!

Oh, and you don't even want me to start in on what Deceive can do to a Crey Paragon Protector or a Malta Titan who are in the middle of a large group... or even better: A MALTA SAPPER!

I have also noticed, though I need to test it more as I was in the presence of someone with group confusion, that a Deceived Rikti Communications Officer will create a portal that friendly Rikti will come out of. I am unsure if it was the group confusion or if I found a wonderful explot for those annoying Rikti missions/Crash Site, but please let me know.


 

Posted

ice controller pre 32 ... few people seem to realize that arctic air has both a fear (now potent post i3) and confuse component, and coupled with periodic blasts ofrom shiver nearly stops mobs from attacking. this tactic is best used with a well slotted fire blaster or spines ally, and stacks well with snow storm for ice/storm.

also to note, a well slotted single target hold can allow you to juggle 3-5 mobs simultaneously (i recomend 2 acc, 2hold duration, 1-2 recharge). this tactic has allowed me to solo missions as a grav/kin with the help of lift and air superiority... both of which are effective to reduce damage sustained from mobs that are standing back up as well as reasonably damaging for a controller. while this tactic is time consuming (and increasingly difficult at levels over 20), a good blaster ally will speed things up immesurably.

perhaps what i should be saying is that controllers make better guards or "defenders" at lower levels than most defender sets... especially when dealing with the also fragile blaster class.


 

Posted

[ QUOTE ]
Pri/Sec: Ice/Empathy

Frostbite to keep the main target group held in place
Ice Slick under the majority of the group


[/ QUOTE ]

Frostbite gives knockback resistance and will negate the knockdown effect of Ice Slick.

Sailboat


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Ahh the joys of mass chaos!

So far Mind/Storm:

Goal: Mass Chaos

Powers: Confusion, Mass confusion, Telekinesis or a freezing rain.

Panic Power: Thunderclap

Tactics:

So far I open up with a healthy blast of max slotted Mass confusion, the follow up with the stacking of Confusion for any bosses. During that chaos, team rushes in and wipes floor with mobs with little risk. Freezing rain is used to soften up bosses, or those resistant to confuse. Telekinesis is used to push away the second group of incoming (if your mass confuse is not refreshed).

If, by some rare chance the players get a tad excited in the killing spree (happens a lot) and draw tons of unwanted aggro, one well placed thunderclap will stun everything to give you enough time to confuse/tele hold anything else.


This is a new tactic, but so far its working wonders. It may not be the most XP friendly, but there have been 0 Deaths so far, and the extra damage from the Mobs attacking each other means we blow through missions quickly.

Favorite mobs to deceive:

Sorcerers - can you say insta-empath defender?
FF Generators - insta-bubbler defender
Ruin Mages - earthquakes everywhere!! (But not on you)
Storm Shamans - Heh, just plain funny to watch!

I could go on and on, but confusing those huge enemy buffers to work for your team makes a huge difference in battles.


 

Posted

Ill/Rad

Post 32:

Powers Used:

Accelerate Metabolism
Blind
Enervating Field
Flash
Group Invisibility
Lingering Radiation
Phantasm
Phantom Army
Radiation Infection

Strategy ("The Razzle Dazzle"):

- Find Appropriate Mob (up to +3, lots of minions, maybe a lt. or two, and one boss)
- Summon Phantasm x2 (or more if you're slotted for recharge, though most illusion controllers will have 1 or 2 out at all times anyway)
- Cast Accelerate Metabolism
- Cast Group Invisibility
- Target Boss
- Summon Phantom Army (into the middle of the mob)
- Cast Enervating Field, Radiation Infection, and Lingering Radiation at Boss (while PA keeps them occupied)
- Cast Blind at Boss
- Run in and Flash

The Cool Part: When you run in to Flash, your Phastasms will of course follow you in therefore bringing them into attack range. Because of the lengthy animation time for Flash, right about the instant Flash goes off, your Phantasms should all be launching their Energy Torrents so that it makes your Flash look more like Nova instead. *grin*

Disclaimer: Yes, I'm one of those people who are easily amused. Trust me though, this is quite fun to pull off.


 

Posted

*/Force Field- Level 1

Powers used:
Personal Force Field

Mini-Tank Strategy:
1) Have team gather a safe distance from a powerful mob.
2) Pass out bubbles to everyone (optional, but recommended if you have them).
3) Raise Personal Force Field and head to powerful mob. Stand right next to a mob 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 mob members will follow you.
5) Team defeats all mob members that follow you.

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

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

Personal Force Field will protect you from harm from at least to +3 baddies. I've read claims that it will protect from up to +7 baddies.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
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Posted

*/Force Field- Level 1

Powers used:
Personal Force Field

Hide In Plain Sight Strategy:
1) Raise Personal Force Field. Walk through mission looking for hostages, bombs, what have you.

This strategy 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.

The Hide In Plain Sight strategy is also an excellent way to travel to and from missions at lower levels where the Controller does not yet have a travel power and the missions are deep in an area that has baddies several levels higher than the Controller.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
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Posted

Mind Control/*- Level 1

Powers used:
Mesmerize

Divide And Conquer Strategy:
1) Mesmerize a member of a mob.
2) Back up as his fellow mobmates come after you. Continue backing up until there is a good distance between the Mesmerized member and his team mates.
3) Repeat this process until the size of the un-Mezed mob is managable.
4) Defeat un-Mezed mob.

Once mob members are seperated by enough distance, they will not come to the aid of their fellow mobmates who are being attacked.

This strategy is a useful way to break up mobs 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.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
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Posted

Mind Control/*- Level 1, Level 2, Level 8, Level 18, Level 26, Level 32

Powers used:
Mesmerize, Dominate (Level 2), Mass Hypnosis (Level 8), Total Domination (Level 18), Terrify (Level 26), Mass Confusion (Level 32)

Sandman Strategy (Level 1):
1) Mesmerize each member of a mob once.
2) Walk to next mob.
3) Repeat for each mob in the mission.

This strategy 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 strategy, the MC can employ the Divide and Conquer strategy posted previously.

Sandman Strategy (Level 2):
1) As the Level 1 strategy, but also uses Dominate.

Sandman Strategy (Level 8):
1) As the Level 2 strategy, but also uses Mass Hypnotise.

Sandman Strategy (Level 18):
1) As the Level 8 strategy, but also uses Total Domination.

Sandman Strategy (Level 26):
1) As the Level 18 strategy, but also uses Terrify.

Sandman Strategy (Level 32):
1) As the Level 26 strategy, but also uses Mass Confusion.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
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Posted

Mind/Emp

Currently at lvl 46, I still cannot solo anything without getting bored at how long it takes. Curses for starting with a blaster, where battles lasted seconds, not minutes.

So, I am always teaming. I usually go in for the alpha strike, because I am cocky and like to live on the edge. It usually goes something like this:

Total Domination
Dominate anyone I may have missed.
Terrify [slotted with two acc debuffs + other junk]
Look and see if anyone needs a heal [rarely]
Total Domination again for the ultra-lock.

If any other mobs get aggro'd, I usually hit them with Mass Confusion and let them take care of themselves. I don't waste it, for me, it's more of an "OH SH!&" power.

I also like to levitate the boss repeatedly, just because it's fun.


 

Posted

Mind Control/*- Level 6

Powers used:
Confuse

Find Enemies Strategy:
1) Confuse a baddie that seems to be standing alone, but a mob chould be just out of sight (around a corner for example).

This strategy is useful while soloing. A baddie seems to be alone, but may be part of a mob that's hidden around a corner or otherwise out of sight.

If the baddies is part of a mob, casting Confuse on him will cause him to run to his mob 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.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Mind Control/*- Level 6

Powers used:
Confuse, Mesmerize, Dominate

Preemptive Strike Strategy:
1) Confuse the toughest baddie in a mob.
2) Spam said baddie with Mesmerize and Dominate until he is defeated.

This strategy 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 mob.

Using this strategy 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.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
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Posted

Mind Control/*- Level 2 (Level 4 optional)

Powers used:
Mesmerize, Levitate, Dominate (optional)

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

This strategy is useful for soloing.

By employing this strategy, the MC can control and defeat an entire mob 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.

Once the MC has Dominate it can be added to the cycle like so:

1) Mesmerize a baddie in a mob.
2) Dominate the next baddie in a mob.
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 mob. From time to time you may need to stop an attack on an indivdual baddie and Mesmerize or Dominate other mob members to keep them locked down.

If a mob is encountered that is too large to use this strategy the MC can form smaller mobs from it using the Divide And Conqure strategy posted previously.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
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Posted

Mind Control/Force Field- Level 4

Powers used:
Levitate, Force Bolt

Follow The Bouncing Ball Strategy:
1) Knockback baddie with Force Bolt.
2) Lift and drop baddie with Levitate.
3) Repeat as needed.

This strategy 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 resistent to sleeps and holds.

It is also useful when you or a team member are 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 strategy 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.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

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Posted

*/Force Field- Level 4

Powers used:
Force Bolt, Personal Force Field

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

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

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


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
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Posted

Mind Control/* - Level 8

Powers used:
Mass Hypnosis

Delayed Sleep Strategy:
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 strategy of teammates to hit a mob with an AoE attack, completly undoing your Mass Hypnosis.

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

A variant of this strategy is used with the Confuse/Mass Hypnosis or Confuse/Total Domination or Confuse/Terrify powers. 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.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Mind Control/*- Level 6

Powers used:
Confuse, Dominate

Rock 'Em Sock 'Em Robots Strategy:
1) Confuse two baddies in the mob 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 the 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 strategy is useful when soloing.

Use this strategy to severely weaken two members of a mob 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 stategy during the "down time" of waiting for teammates to arrive in a mission. It's even more entertaining than the Boombox.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

*/Force Field - Level 2 (Level 10 optional, Level 20 Optional)

Powers used:
Deflection Shield, Insulation Shield (Optional), Dispersion Bubble (Optional)

Scrapper Tank Strategy:
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 strategy 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 strategy 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 strategy can also be applied to Tanks, to enable them to herd larger numbers of baddies or higher levels of baddies.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Mind Control/*- Level 6

Powers used:
Confuse

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

This strategy is useful while soloing.

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


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage