Choosing the Controller that's Right for You
I'd have to say, Gravity should be put on the list for best area control, if for the ability that wormhole can reposition monsters where they most need to be. That is an alternative to mass confusion if you get them together so blasters can blast WITHOUT exp and inf penalty. Certainly great! I'd say better or equal area control than mind, since we got our phase which can be used like the AoE sleep. Grav should also be one of the best single target control because the pet spams holds too. YOU CAN make the pet attack what you want with Team Teleport.
Grav should also be a contender for Best Single Target Control becasue the holds get spammed like crazy with combination of Singularity.
I looked at slowest speeds. I am Grav / ff (more phase shift, yay) Grav is ranked slowest levleing... so if FF. Oh boy, good thing I don't RP on Virtue.
OH, hey. Oddly enough, I saw you (your toon, or a toon named perplexed pansy, at any rate), yesterday on Virtue. Boy is that dood goofylookin.
Anyhow, all those "best..." categories are sort of ill-defined. I definitely know what you mean re: wormhole being ubar. I'm a fan of it myself.
Also, probably Mind should NOT be on the best Area Control list, or have a "maybe" prefixing it, on account of both terrify being softer than the typical faster-recharge area controls in other sets (Stalagites/Wormhole/Flashfire/Arctic Air).
However, lots of sets have area control at least equivalent to Grav's-- Fire and Earth have both AoE holds and AoE Disorients. Ice has an AoE Confuse/Slow and an AoE hold. Mind and Illusion both have AoE Holds plus AoE Terrifies (or pseudopets that terrify). So you see with just those powers alone, most sets roughly rival Grav for area control. From there, Mind also has Mass Confusion + TK, Illusion has PA, and Ice and Earth have pulsing Knockdowns.
Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters
I think you need to add Ice/Rad to the descriptions, as it is a very viable power combo.
Ice/Rad:
Ice Slick + Arctic Air + Radiation Infection provides one of the best combos for team and solo play. The mobs are knocked down on Ice Slick when they move, which is initiated via AA, and any mobs outside the Slick or AA can be RI'd and debuffed so they still can't hit you or your team. Ice/Rad provides some of the best area control you can get with Rad's multiple debuffs, and provides very varied playstyle no matter your build. You can support the backlines using Shiver instead of AA, or move around in melee range slowing and freezing/immobilizing everything for your tankers and scrappers. The one downside to this combos is it is VERY toggle heavy, especially if you take AA. Stamina is a MUST as well as Hasten. Radiant Aura is one of the best area heals in the game as it is PBAoE, so it can be used on both the backline players and melee party members. Ice also has very visible animation compared to other sleep-based power sets like Mind. Overall, Ice/Rad provides some of the best area control you can get via targeted debuffs, PBAoE heals/slows, and AoE knockdowns.
I noticed that the last comment was from 08'. There are 2 new Troller powers now. I would like your thoughts on Electric , and Plant trollers. A full list. I really liked the rest of your guide, as it was "Redunkulusly" amazing. There have also been new secondarys added, like: Dark and Cold Domination. I really would like your take on all the new additions to the Troller AT. Thx again for your info. I will be using several of your ideas. I think my 1st 50 will be a Troller.
I noticed that the last comment was from 08'. There are 2 new Troller powers now. I would like your thoughts on Electric , and Plant trollers. A full list. I really liked the rest of your guide, as it was "Redunkulusly" amazing. There have also been new secondarys added, like: Dark and Cold Domination. I really would like your take on all the new additions to the Troller AT. Thx again for your info. I will be using several of your ideas. I think my 1st 50 will be a Troller.
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That said, I hope you do enjoy whatever 'troller you decide to play. If I may make a suggestion, Plant/Kin is a relatively simple combo with some great synergy.
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I noticed that the last comment was from 08'. There are 2 new Troller powers now. I would like your thoughts on Electric , and Plant trollers. A full list. I really liked the rest of your guide, as it was "Redunkulusly" amazing. There have also been new secondarys added, like: Dark and Cold Domination. I really would like your take on all the new additions to the Troller AT. Thx again for your info. I will be using several of your ideas. I think my 1st 50 will be a Troller.
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As for Electric and Plant: Electric is a low damage set with a variety of control powers that layer for effective control. It has the most effective AoE Sleep power in the game, Static Field. It also has a PB AoE endurance drain aura, a ranged, chaining knockdown power and a ranged, chaining confuse power. The AoE Immob does not prevent knockdown -- the only other controller primary similar is Gravity.
Electric can be interfered with by other players with AoE damage over time powers. Also, the endurance drain takes a while to have much of an impact. In my experience, this is significant to make the set less effective. The set works best on small teams. Electric control works well with the Radiation secondary, because Choking Cloud adds another PB AoE layer of control.
Plant is probably the second highest AoE damage control set, mostly because Roots, the AoE Immob, does twice the damage as the Immobs from other sets. At level 8 it gets Seeds of Confusion, a cone confuse power that makes Plant compete for the best AoE controller in low levels. The main weakness for Plant is somewhat weak single target damage and foes who resist confuse and Immob.
Plant works very well with several secondaries. I have Plant/Rad and Plant/Kin at 50, and I'm working on a Plant/Storm -- I can highly recommend all three, although I would rank Plant/Rad slightly lower on damage but higher on safety.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
It's exciting to read about new controller options in your own guide to all controller options. Haha! If I actually get the chance to play enough to have anything meaningful to say about the new combos, I surely will!
Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters
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WB Enant, because of one of your guides I decided on my first toon and she was my most played one (took a 1.5 year break so I'm playing mostly lowbies now in Praetoria, GR is new to me), my mind/emp was the toon I made still on trial, has gone through several respecs and I spent about 2 bil on her. Your guide made me decide to roll the combo and she's the toon I loved the most. But boy is a mind/emp busy.... She's by far the most tiresome toon to play, having to watch the team's buffs and health bars, my crowd control, my (good for an emp) damage because of the ST chain mind gets early, contained terrify and the epics later...
Any thoughts on Ill/FF as a combo? I know it's been done, but there's nothing that I can find for builds or guides. My initial thought is that it might be end heavy with all the casting, just not sure. I've played Ill/ and /FF seperately but never together.