WhisperWitch's Tactics For Mind Control, Version 2


Krya

 

Posted

WhisperWitch's Tactics For Mind Control

Version 2 Introduction
This version of my tactics guide has been expanded with much new material. In addition to new Mind and Force Field tactics, tactics using power pools are included as are tactics for Mind and Storm, Mind and Trick Arrow, Mind and Rad, and Mind and Thorny Assault. There are also PvP tactics. Some tactics are demonstrated using videos on YouTube. Tags have been added to the table of contents indicating if a tactic can be used solo or in PvP, or if there is a video of the tactic available. The tactics have been reordered in Alphabetical order within levels. The '@' character has been placed at the end of each tactic title in the body to make it easy to search through tactics. With this much new material the guide has been renamed to Tactics For Mind Control. Future versions of this guide will add tactics for other secondaries.

All of the old tactics, save one, have held up over the changes in the game since the original version was published. The one tactic that didn't survive was Solo AV which no longer works due to AV regen. A new solo AV tactic and Solo Multiple AVs tactic have been added.

Unless otherwise noted, all Storm tactics were contributed by Arouse, all Trick Arrow tactics were contributed by Dream Fae, all Rad tactics were contributed by Susan Day, and all Thorny Assault tactics were contributed by Love Lies Bleeding.

Original 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. Thanks to hilker for suggesting the Mind/TA Confused Hold Tactic.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Contents

Mind Control
___Level 1, Mesmerize, Levitate
______ Attack Chain Tactic Solo PvP
______ Detoggle Tactic Solo PvP
______ Disorient Player Tactic PvP
______ Divide And Conquer Tactic Solo PvP
______ Juggle Tactic Solo
______ Reverse Pull Tactic Solo PvP
______ Sandman Tactic Solo PvP
______ Taunt Tactic Solo
______ Wait Your Turn Tactic Solo PvP
___Level 2, Dominate
______ Divide And Conquer Tactic Solo PvP
______ Juggle Tactic Solo
______ Non-Stop Attack Chain Tactic Solo PvP
______ Pull Boss Tactic Solo
______ Safe Boss Hold Tactic Solo
______ Sandman Tactic Solo [/color] PvP
______ Solo Atta Tactic (CoH) Solo
______ Solo Hercules Tactic (CoH) Solo
___Level 6, Confuse
______ Break Free Proof PvP Pets Tactic PvP
______ Bubbleland Tactic Solo
______ Conserve Endurance Tactic Solo
______ Delayed Confuse Tactic Solo PvP
______ Find Enemies Tactic Solo
______ Full Attack Chain Tactic Solo PvP
______ Getting To Know You Tactic Solo
______ Left For Dead Tactic Solo
______ Multitasking Tactic Solo
______ Pets Tactic Solo
______ Preemptive Strike Tactic Solo
______ Punch Thru Tactic Solo
______ PvP Pets Tactic PvP
______ Red-Headed Stepchild Tactic Solo
______ Rock 'Em Sock 'Em Robots Tactic Solo
______ Safe Attack Tactic Solo
______ Safer Boss Hold Tactic Solo
______ Solo Captain Castillo Tactic (CoH) Solo
______ Solo Frostfire Tactic (CoH) Solo
______ Turn Back Baddie Tactic Solo
______ XP Buff Tactic Solo
______ Zombie Attack Tactic Solo
___Level 8, Mass Hypnosis
______ Delayed Sleep Tactic
______ No Aggro Tactic Solo
______ Safe Solo Tactic Solo
______ Sandman Tactic Solo [/color] PvP
______ Taunt Tactic Solo Video
___Level 12, Telekinesis
______ Corner Tactic Solo PvP
______ Double Bubbleland Tactic Solo
______ Go Away Tactic Solo PvP
______ Say Hello To My Little Friends Tactic PvP
______ Solo Barracuda Tactic (CoV) Solo
______ Taunt Tactic Solo Video
______ Temp TK Tactic Solo
______ Wall Of Protection Tactic Solo PvP
______ Walk The Pet Tactic Solo
______ Where Do You Think You're Going? Tactic Solo
___Level 18, Total Domination
______ 2 Bosses Tactic Solo
______ Sandman Tactic Solo [/color] PvP
______ Taunt Tactic Solo Video
___Level 26, Terrify
______ Sandman Tactic Solo [/color] PvP
______ Terrify Boss Tactic Solo
___Level 32. Mass Confusion
______ 2 Bosses Tactic Solo
______ Clump Tactic Solo
______ Controlled Confusion Tactic Solo
______ Mass TK Tactic Solo
______ Nuke Tactic Solo
______ Safe Attack Tactic Solo
______ Sandman Tactic Solo [/color]
______ Solo XP Buff Tactic Solo

Force Fields
___Level 1, Personal Force Field
______ Alpha Tactic Solo
______ Arrive Alive Tactic Solo PvP
______ Decoy Tactic PvP
______ Herd Tactic Solo
______ Hide In Plain Sight Tactic Solo PvP
______ I Can't See You, You Can't Hit Me Tactic Solo PvP
______ Mini-Tank Tactic
______ The Enemy Of My Enemy Is My Friend Tactic PvP
___Level 2, Deflection Shield
______ Scrapper Tank Tactic
___Level 4, Force Bolt
______ Lure Tactic Solo
___Level 6, Power Pools
______ Provoke Tactic
___Level 14, Power Pools
______ Hibernate Tactic Solo PvP
___Level 16, Detention Field
______ Can't Break Free Tactic PvP
______ Save For Last Tactic Solo
______ The Old Switcharo Tactic Solo PvP
___Level 20, Dispersion Bubble
______ Indomitable Will Tactic Solo PvP
______ Tank's Best Friend Tactic PvP
___Level 28, Repulsion Field
______ Corner Juggle Tactic Solo
______ Emerge Tactic Solo
______ Herd Tactic Solo
______ Line In The Sand Tactic Solo
______ Ring-around-the-Rosy Tactic Solo
______ Tank? We Don Need No Steekin Tank Tactic Solo
___Level 35, Repulsion Bomb
______ Alpha Tactic Solo
______ Chaos Tactic Solo Video
___Level 38, Force Bubble
______ Non-Stop Control Tactic Solo Video
______ Herd Tactic Solo Video
______ Slow Attack Rate Tactic Solo Video
______ Tank? We Don Need No Steekin Tank Tactic Solo

Mind Control/Force Fields
___Level 2, Dominate
______The Enemy Of My Enemy Is My Friend Tactic PvP
___Level 4, Force Bolt
______ Follow The Bouncing Ball Tactic Solo PvP
___Level 6, Confuse
______ Feed The Pet Tactic Solo
______ Walk The Pet Tactic Solo
___Level 8, Mass Hypnosis
______ Herd Tactic Solo
___Level 18, Total Domination
______ Herd Tactic Solo
______ Power Leveling Tactic Solo
___Level 26, Terrify
______ Farm Wisps Tactic Solo
______ Herd Tactic Solo
______ Power Leveling Tactic Solo
___Level 32, Mass Confusion
______ Farm Brutes Tactic Solo
______ Herd Tactic Solo
______ Power Leveling Tactic Solo
___Level 38, Force Bubble
______ Herd Tactic Solo Video
______ Non-Stop Control Tactic Solo
___Level 47, Epic Power Pools
______ Solo AV Tactic Solo
______ Solo Multiple AVs Tactic Solo Video
______ Tank AV Tactic
______ Tank Lusca Tactic Solo Video

Storm Summoning
___Level 1, Gale
______ Leaf Blower Tactic Solo PvP
___Level 6, Power Pools
______ Knockdown Tactic Solo
___Level 16, Freezing Rain
______ Buff Temp Powers Tactic Solo PvP
______ Caught In A Blizzard Tactic Solo PvP
______ Placate Tactic Solo
___Level 20, Hurricane
______ Corner Tactic Solo PvP
______ Eye Of The Storm Tactic Solo PvP
______ Herd Tactic Solo
______ Hibernate Tactic Solo PvP
______ Leaf Blower Tactic Solo PvP
______ Lure Tactic Solo
______ You Shall Not Pass Tactic Solo
___Level 28, Thunder Clap
______ Herd Tactic Solo
___Level 35, Tornado
______ Buff Temp Powers Tactic Solo PvP
______ Eye Of The Storm Tactic Solo PvP
______ Hibernate Tactic Solo PvP
______ Stun Boss Tactic Solo PvP
______ You Shall Not Pass Tactic Solo
___Level 38, Lightning Storm
______ Buffed Damage Tactic Solo PvP
______ Chaos Tactic Solo PvP
______ Corner Tactic Solo PvP
______ Eye Of The Storm Tactic Solo PvP
______ Herd Tactic Solo
______ Hibernate Tactic Solo PvP
______ You Shall Not Pass Tactic Solo
___Level 41, Epic Power Pools
______ Confused Pet Protection Tactic PvP
______ Eye Of The Storm Tactic Solo PvP

Mind Control/Storm Summoning
___Level 8, Mass Hypnosis
______ Snow Storm Whack-a-Mole Tactic Solo
___Level 12, Telekinesis
______ Stick The Landing, Beginner Tactic Solo
___Level 20, Hurricane
______ 4 Bosses Tactic Solo
______ Feed The Pet Tactic Solo
______ Hurricane at the OK Corral Tactic Solo
______ Stick The Landing, Intermediate Tactic Solo
______ Walk The Pet Tactic Solo
___Level 26, Terrify
______ Free Range Chicken Herding Tactic Solo
______ Hurricane at the OK Corral Tactic Solo
___Level 28, Thunder Clap
______ Thunderstruck Tactic Solo
___Level 32, Mass Confusion
______ Herd Tactic Solo
______ Hurricane at the OK Corral Tactic Solo
___Level 35, Tornado
______ 4 Bosses Tactic Solo
______ Will It Blend? Tactic Solo
___Level 38, Lightning Storm
______ Herd Tactic Solo
______ Stick The Landing, Expert: Super-Sticky Corner Of Doom Solo
___Level 41, Epic Power Pools
______ Herd Tactic Solo

Trick Arrow
___Level 1, Entangling Arrow
______ Ghetto Hold Tactic Solo PvP
___Level 20, Acid Arrow
______ Buff Temp Powers Tactic Solo PvP
___Level 28, Disruption Arrow
______ Buff Temp Powers Tactic Solo PvP
___Level 35, Oil Slick Arrow
______ Ignite Oil Slick Tactic Solo PvP
______ Slow Burn Tactic Solo PvP

Mind Control/Trick Arrow
___Level 1, Mesmerize, Levitate, Entangling Arrow
______ Containment Tactic Solo PvP
___Level 6, Confuse
______ Confused Hold Tactic Solo
___Level 10, Ice Arrow
______ Hold Sleepy Boss Tactic Solo PvP
___Level 20, Acid Arrow
______ Buffed Pet Tactic Solo
___Level 26, Terrify
______ Terrify Poisoned Baddies Tactic Solo
___Level 28, Disruption Arrow
______ Buffed Pet Tactic Solo
___Level 32, Mass Confusion
______ Buffed Mass Confusion Tactic Solo
___Level 35, Oil Slick Arrow
______ Herd Tactic Solo

Radiation Emission
___Level 2, Radiation Infection
______ Position Tactic Solo
______ Buff Temp Powers Tactic Solo PvP
___Level 10, Enervating Field
______ Position Tactic Solo
___Level 20, Lingering Radiation
______ Position Tactic Solo

Mind Control/Radiation Emission
___Level 6, Confuse
______ Stay Debuffed Tactic Solo
___Level 8, Mass Hypnosis
______ Safe Debuff Tactic Solo
___Level 10, Enervating Field
______ Safe Debuff Tactic Solo
______ Stay Debuffed Tactic Solo
___Level 20, Lingering Radiation
______ Safe Debuff Tactic Solo
______ Stay Debuffed Tactic Solo
___Level 32, Mass Confusion
______ Herd Tactic Solo

Thorny Assault
___Level 1, Thorny Darts
______ Buff Temp Powers Tactic Solo PvP
___Level 10, Impale
______ Ghetto Hold Tactic Solo PvP
___Level 28, Thorntrops
______ No Melee Tactic Solo

Mind Control/Thorny Assault
___Level 6, Confuse
______ Buffed Pet Tactic Solo
______ Buffed Punch Thru Tactic Solo PvP
___Level 28, Thorntrops
______ Portal Protection Tactic Solo
___Level 32, Mass Confusion
______ Buffed Mass Confusion Tactic Solo


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 1, Mesmerize, Levitate --------------------
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.

This tactic is useful for soloing.
This tactic is useful for PvP.

Detoggle Tactic @
Powers used: Mesmerize

Applying Mezmerize to a baddie detoggles the baddie. The toggles stay down until they recharge even if the baddie is awoken by an attack. Armored villians, such as Outcast Bricks, and villians with AoE toggles, such as Murk Eidolons, are particularly good targets for this tactic.

This tactic is useful for soloing.
This tactic is useful for PvP.

Disorient Player Tactic @
Powers used: Levitate

In PvP, Levitate causes the enemy's camera to go up and back down while he's levitated. This is very disorientating to the real life player playing the toon.

This tactic is useful for PvP.

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.

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.

This tactic is useful for soloing.
This tactic is useful for PvP.

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.

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.

This tactic is useful for soloing.

Reverse Pull Tactic @
Powers used: Mesmerize

1) When encountering a small group, Mezmerize one of the baddies and then draw the aggro of the group. You can do this by walking up to the group.
2) If possible, duck around a corner to have baddies chase you. This draws the baddies away from the sleeping baddie.

This tactic allows the MC to ignore one baddie from a group while defeating the rest of the group.

This tactic is useful for soloing.
This tactic is useful for PvP.

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 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.

This tactic is useful for soloing.
This tactic is useful for PvP.

Taunt Tactic @
Powers used: Levitate

If you want to pull an entire group rather than just one or two individuals in the group, use Levitate against one of the group members. Levitate almost always aggros the entire group.

This tactic can be used to reposition a group when several groups are near each other, such as during the Atta mission.

This tactic is useful for soloing.

Wait Your Turn Tactic @
Powers used: Mesmerize

Apply Mesmerize to a baddie and defeat other baddies in the group. The sleep lasts a long time, allowing you to focus your attention on the rest of the group. On teams, it's often best to apply this to a baddie away from the center of the group to avoid having the baddie awakened by AoE attacks.

Mesmerize can sleep a boss in a single application.

This tactic is useful for soloing.
This tactic is useful for PvP.

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

This tactic is like the level 1 Divide And Conquer 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.

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.

This tactic is useful for soloing.
This tactic is useful for PvP.

Pull Boss Tactic @
Powers used: Dominate

1) Hit a boss in the group with Dominate
2) Duck around a corner.
3) When the boss arrives, hit him with Dominate again for the hold.

This tactic will often pull just the boss from a group.

This tactic is useful for soloing.

Safe Boss Hold Tactic @
Powers used: Dominate, Mezmerize, Levitate (optional)

Apply the attack chain Dominate, Levitate (optional), Mezmerize repeatedly to safely hold a boss. If you miss with Dominate the boss will still be put to sleep with a single shot of Mesmerize.

This tactic is useful for soloing.

Sandman Tactic @
Powers used: Mesmerize, Dominate

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

Solo Atta Tactic (CoH) @
Powers used: Levitate, Dominate, Mesmerize, Hasten (Speed Power Pool)

1) Wait until Hasten charges up.
2) Pop 3 Lucks. Pop 3 Rages. Have 2 Respites and 2 Catch a Breaths in tray.
3) Dominate Atta. Mezmerize Atta. Levitate Atta. Repeat as needed.

Atta is the second Elite Boss you'll meet in the Hollows. Atta doesn't have pets, but is much tougher than Frostfire in terms of hit points. You'll need the Rages and the extra damage from Mezmerize to defeat him.

Levitate, Dominate, and Mezmerize each had 3 Accuracy Training Enchancements in them when this was done.

The numerous trolls in the tunnels of the Atta mission can be easily dealt with using the tactics in this guide, particually the Conserve Endurance Tactic.

This tactic is useful for soloing.

Solo Hercules Tactic (CoH) @
Powers used: Levitate, Dominate, Mesmerize

1) Attack Hercules from range using various attacks.
2) Keep Hercules at range by jousting (jumping from place to place).

Hercules has devastating melee attacks, but his ranged attacks are average. Keep him at range by jumping away from him while you attack.

This tactic is useful for soloing.

-------------------- Level 6, Confuse --------------------
Break Free Proof PvP Pets Tactic @
Powers used: Confuse

Enemy players can use break frees to undo the work of the PvP Pets tactic. To counter this, cast Confuse on the pets themselves, rather then the pet owner. When the pet owner pops break frees, his pets are still confused.

This tactic is useful for PvP.

Bubbleland Tactic @
Powers used: Confuse

On missions with Sky Raider force field generators, do not destroy the generators (it's ok to confuse them though). You can use tactics such as Lure to bring baddies to the force field generators. Confuse the force field generator and defeat the baddies.

This tactic is useful for soloing.

Conserve Endurance Tactic @
Powers used: Confuse

1) Confuse a member of the group you're fighting.
2) Continue to defeat the rest of the group as normal, allowing the confused baddie to assist you.

This tactic lets the MC defeat a mob while using less endurance. The tactic can be used once the MC begins to run low on endurance, or at the beginning of a fight to prevent endurance from running low. The author was able to solo the tunnels of the Atta mission without ever having to stop for an endurance recharge using this tactic.

This tactic is useful for soloing.

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.

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.

This tactic is useful for soloing.
This tactic is useful for PvP.

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).

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.

This tactic is useful for soloing.

Full Attack Chain Tactic @
Powers used: Dominate, Confuse, Mezmerize, Levitate

Using Dominate, Confuse, Mezmerize, Levitate gives the MC their full attack chain, making maximum use of the single target powers will keeping endurance usage at a minimum.

This tactic is useful for soloing.

Getting To Know You Tactic @
Powers used: Confuse

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

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.

This tactic is useful for soloing.

Left For Dead Tactic @
Powers used: Dominate, Levitate, Mesmerize, Confuse

This tactic is useful when stealthing missions as a method getting a little extra XP without sacrificing too much time.

Using this tactice the MC locks down one baddie with Dominate and confuses a second baddie with Confuse. The MC then damages the locked down baddie to about 50% to 25% health. After this, the MC continues with the mission, leaving the locked down baddie at the mercy of the confused baddie. In some cases the confused baddie will finish off the locked down baddie, giving the MC some XP.

This tactic is useful for soloing.

Multitasking Tactic @
Powers used: Confuse

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

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.

This tactic is useful for soloing.

Pets Tactic @
Powers used: Confuse

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

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.

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

This tactic is useful for soloing.

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.

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.

This tactic is useful for soloing.

Punch Thru Tactic @
Powers used: Confuse, Dominate (optional), Sands Of Mu (Temp Power or Veteran Reward)

Sands of Mu has the ability to hit more than one target at a time, but it is often difficult to properly position the baddies to get this effect. To get the proper positioning easily, perform the following steps:

1) Confuse a baddie.
2) Dominate the baddie the confused baddie is attacking (optional, but recommended)
3) Wait for confused baddie to move into melee range (almost always happens)
4) Position yourself so there's a straight line between you and the two baddies.
5) Use Sands of Mu on the two baddies.

This tactic is useful for soloing.

PvP Pets Tactic @
Powers used: Confuse

1) Confuse an enemy player that has pets out. This includes controllers with pets (including */Storm and Dark/*), Masterminds, or anyone else with pets.

The pets will begin attacking their owner and each other.

This tactic is useful for PvP.

Red-Headed Stepchild Tactic @
Powers used: Dominate, Confuse

Using this tactice the MC locks down one baddie with Dominate and confuses a second baddie with Confuse. The MC and the Confused baddie work together to defeat the dominated baddie.

This tactic is useful for soloing.

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.

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.

This tactic is useful for soloing.

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

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

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.

This tactic is useful for soloing.

Safer Boss Hold Tactic @
Powers used: Dominate, Confuse, Mezmerize, Levitate (optional)

Apply the attack chain Dominate, Levitate (optional), Confuse, Mezmerize repeatedly to safely hold a boss. If you miss with Dominate the boss will still be confused (after the 2nd application of Confuse) and can still be safely attacked. If both Dominate and Confuse miss the boss is put to sleep with a single shot of Mesmerize.

This tactics is particularly useful against bosses that are difficult to hold, such as Carnie Master Illusionists.

This tactic is useful for soloing.

Solo Captain Castillo Tactic (CoH) @
Powers used: Confuse, various attack powers

1) Using the Bubbleland tactic, clear out the floor where Captain Castillo is located. The force field generators will be used to give you added protection if Captain Castillo runs.
2) If a Raider Engineer is with Captain Castillo, confuse him so that he summons a force field generator.
3) If a Raider Engineer is not with Captain Castillo, confuse Captain Castillo so that he defeats his minion. Confuse a force field generator. Lure Captain Castillo to you.
4) When Captain Castillo drops his force field generator, confuse it, giving you two force field generators for protection.
5) Defeat Captain Castillo using standard attacks. Every time Confuse is up, confuse a force field generator, alternating between them.

It's helpful to have Confuse slotted with a confuse duration enhancement when using this tactic.

This tactic is useful for soloing.

Solo Frostfire Tactic (CoH) @
Powers used: Confuse, Levitate, Dominate, Mesmerize

1) While Frostfire is surrounded by his minions, cast Confuse on him. Repeat this until he becomes confused.
2) Once FrostFire is confused, he will bring out his pets.
3) Once he has his pets out, cast confuse on the pets rather than FrostFire.
4) Allow pets to defeat FrostFire, or at least reduce his health greatly.
5) (optional) To finish off FrostFire yourself, wait till his pets are gone and attack using Dominate, Levitate, and Mesmerize.

This tactic is useful against any Elite Boss With pets.

This tactic is useful for soloing.

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

This tactic is useful for soloing.

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.

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
90%___________________31% of normal ________10% of normal
75%___________________57% of normal ________25% of normal
66%___________________66% of normal ________33% of normal <--- Best XP/Time
50%___________________80% of normal ________50% of normal
25%___________________92% of normal ________75% of normal
10%___________________97% of normal ________90% 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.

This tactic is useful for soloing.

Zombie Attack Tactic @
Powers used: Confuse, Mesmerize

There are times when you confuse a zombie and it just stands there, refusing to attack. To "wake up" the zombie, hit it with Mesmerzie after Confuse. The sleep effect lasts less then a second and the zombie will then begin attacking his fellow baddies.

This tactic is useful for soloing.

-------------------- Level 8, Mass Hypnosis --------------------
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. The tactic is most effective at lower levels, when players do not have lots of AoEs and Mass Hypnosis is one of your only AoE control options.

No Aggro Tactic @
Powers used: Mass Hypnosis

While getting ready to engage a group, cast Mass Hypnosis on the group. This prevents accidental aggroing of the group. Using Mass Hypnosis this way is basically the MC's version of a Fire Controller's Smoke power.

This tactic is useful for soloing.

Safe Solo Tactic @
Powers used: Mass Hypnosis, Mesmerize, Dominate, Levitate, Confuse

While getting ready to engage a group, cast Mass Hypnosis on the group. This allows you to safely apply your other single target controls to the group.

This tactic is useful for soloing.

Sandman Tactic @
Powers used: Mesmerize, Dominate, Mass Hypnosis

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

Taunt Tactic @
Powers used: Mass Hypnosis, Levitate, Confuse (optional)

This tactic allows you to safely aggro a group.

1) Cast Mass Hypnosis on a group
2) Optionally, confuse a member of the group (this will provide extra safety when the sleep wears off).
3) Levitate one of the members of the group (but not the confused baddie).
4) Break line of sight with the group by running around a corner.

When taunting using this tactic, the levitated baddie will follow you around the corner. Once Mass Hypnosis wears off, the rest of the group will follow.

An example of this tactic in use is available on YouTube.

This tactic is useful for soloing.

-------------------- Level 12, Telekinesis --------------------
Corner Tactic @
Powers used: Telekinesis

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

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.

This tactic is useful for soloing.
This tactic is useful for PvP.

Double Bubbleland Tactic @
Powers used: Confuse, Telekinesis

1) On missions with Sky Raider force field generators, use the Bubbleland tactic to get at least two force field generators.
2) Confuse one of the generators and use Telekinesis to move it to another generator's location. As long as the generator stays confused, it will stay in its new location.
3) Confuse the other force field generator.
4) Use tactics such as Lure to bring baddies to the two generators.
5) Defeat baddies, keeping generators confused.

This tactic is useful for soloing.

Go Away Tactic @
Powers used: Telekinesis

When encountering a powerful group that threatens the MC or team, hit the back half of the group with Telekinesis. This pushes that part of the group away from the team. You are not trying to push the baddies into a corner or perform any other tricks. This tactic requires only selecting a baddie and toggling on TK.

Do not turn TK off until the baddies not in TK are defeated. This pushes the baddies in TK far away, often out of attack range.

I's recommended that baddies are pushed to areas the team has already cleared. This prevents aggroing additional groups.

This tactic is useful for soloing.
This tactic is useful for PvP.

Say Hello To My Little Friends Tactic @
Powers used: Telekinesis, various attack powers

This tactic provides a way to defeat "soft" targets in PvP such as Blasters and Defenders. It is meant for zone PvP.

Part One: Site Prep
1) Examine the zone and find large groups of baddies. The meaner and nastier they are, the better.

Part Two: Engage Enemy
1) Hit enemy with Telekinesis, moving them near the baddies until the baddies aggro on him.
2) Turn off TK
3) Defeat enemy using ranged attacks (Levitate and Dominate are particularly useful), with help from the group of baddies.

This tactic is useful for PvP.

Solo Barracuda Tactic (CoV) @
Powers used: Confuse, Telekinesis, Domination, various attack powers

1) Defeat all Freakshow guarding Ohmtown EXCEPT the Tank Swiper.
2) Activate Domination.
3) Confuse the Tank Swiper.
4) Pop 3 Lucks
5) Use Telekinesis to move the Tank Swiper up the stairs to Barracuda (she won't follow you down the stairs).
6) Defeat minion with Barracuda.
7) Defeat Barracuda using various attacks. Pop 3 Lucks as needed until she is defeated. Reapply Confuse to Tank Swiper as needed.

When performing this tactic, my inspiration tray had 3 Respite inspirations and the rest were all Lucks. The Lucks are needed to protect you from Barracuda's devastating attacks.

This tactic is useful for soloing.

Taunt Tactic @
Powers used: Telekinesis

1) Cast Telekinesis on a group. Immediately turn Telekinesis off.
2) Back around a corner. Wait for group to follow you.

Using this tactic, the MC can taunt an unaggroed or even aggroed group.

An example of this tactic in use is available on YouTube.

This tactic is useful for soloing.

Temp TK Tactic @
Powers used: Telekinesis, Mezmerize, Domination, Confuse

When encountering a group, Telekinesis can be used to quickly lock them down. Then individual controls, such as Domination can be used to lock down each baddie. Once all the baddies are locked down individually, Telekinesis can be turned off.

Using this tactic allows the MC to quickly control an entire group yet also allows him to turn off TK to avoid it's large endurance usage.

You do not need to master the skill of corning baddies with TK in order to use this tactic. Any wall will do.

This tactic is useful for soloing.

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.

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.

This tactic is useful for soloing.

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. Examples of good inanimate objects includes Devouring Earth drops and Vampyri spawn capsules.

Note that "inanimate object" includes baddies or players that are not moved by TK.

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.

This tactic is useful for soloing.
This tactic is useful for PvP.

Where Do You Think You're Going? Tactic @
Powers used: Telekinesis, Confuse

1) Cast Telekinesis on a group.
2) Confuse baddies that drop out of the TK field.

Sometimes baddies fall out of the TK field. Confusing them causes them to run back into it.

This tactic is useful for soloing.

-------------------- Level 18, Total Domination --------------------
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.

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. Note that the short duration of TD means that you will constantly need to apply Dominate to the bosses as quickly as possible to keep them held.

This tactic is useful for soloing.

Taunt Tactic @
Powers used: Total Domination

1) Cast Total Domination on a group
2) Back around a corner. Wait for group to follow you after TD wears off.

Using this tactic, the MC can taunt an unaggroed group. The duration of TD is extremely short and the power grabs aggro if no other player has aggro already.

While this tactic is useful, the fact that TD is not a bad taunt power serves as a warning when depending on it as a hold. Unfortunately, the only real drawback to using TD as a taunt is its slow recharge.

An example of this tactic in use is available on YouTube.

This tactic is useful for soloing.

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

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

Terrify Boss Tactic @
Powers used: Terrify, Intimdate (Presence Power Pool)

There is no way to fear a boss using only MC powers as bosses require 2 applications of fear and the MC powerset has only one. By taking Intimate, a single target fear, from the Presence power pool, the MC can fear bosses. This adds to the exiting MC boss control abilities given by stacking Dominate with Total Domination, or Confuse with Mass Confusion, or a single attack of Mesmerize.

This tactic is useful for soloing.

-------------------- Level 32, Mass Confusion --------------------
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.

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.

Controlled Confusion Tactic @
Powers used: Mass Confusion, one or more of Mesmerize, Dominate, Levitate, Mass Hypnosis, Total Domination, Telekinesis, Terrify

The controlled confusion tactic gives the MC fine-grained control over the baddies who are hit with Mass Confusion. If the process is going a little to fast, the MC can slow it down with Terrify, stop it for a short time with Total Domination, or completely with Mass Hypnosis. Parts of the confused group can be removed with TK.

Even finer-grained control can be obtained using single target powers. If one baddie, say a boss, is doing too much damage, they can be slept, held, or levitated, depending on how long you want to take them out of the process.

This tactic is useful for soloing.

Mass TK Tactic @
Powers used: Mass Confusion, Telekinesis, Confuse (optional), Mass Hypnosis (optional)

This tactic causes all, or at least most, of the confused baddies to follow those in the TK field. It's useful when you want to move a group to a certain location, or away from a certain location. However, the longer you leave TK running, the greater the chance of them splitting up into separate groups.

1) Cast Mass Confusion on a group.
2) Confuse any baddies you missed (optional)
3) Hit the baddie front and center of the group with TK.
4) Turn off TK when the baddies are where you want them.
5) Hit the group with Mass Hypnosis if you want them to stop fighting (optional).

This tactic is useful for soloing.

Nuke Tactic @
Powers used: Mass Confusion

Mass Confusion can be used as a DoT nuke. Simply hit a group of baddies with it. Don't do anything else.

This tactic is useful for soloing.

Safe Attack Tactic @
Powers used: Terrify, Mass Confusion

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

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.

This tactic is useful for soloing.

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.

Note, however, that this version of the tactic is not particularly useful in PvP.

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 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.

This tactic is useful for soloing.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Force Fields
-------------------- Level 1, Personal Force Field --------------------
Alpha Tactic @
Powers used: Personal Force Field

1) Raise Personal Force Field and jump in the middle of a group.

This tactic causes the baddies to fire off their alpha attack while you remain safe. It's useful on teams without a Tank to spare the team from having to deal with the alpha strike. It's also useful as an opener for attacks that grab aggro, such as Fireball or Terrify. Once the alpha is complete, you can lower PFF and use your attack.

This tactic is useful for soloing.

Arrive Alive Tactic @
Powers used: Personal Force Field

1) When traveling to missions and when entering and exiting missions, raise your personal Force Field. It's also useful to use this tactic when traveling within a mission, especially when going through a door to a hidden area.

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.

This tactic is useful for soloing.
This tactic is useful for PvP.

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.

This tactic is useful for PvP.

Herd Tactic @
Powers used: Personal Force Field, Any attack (optional)

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 3 for as many groups as desired.
5) Walk to a corner, breaking line of sight with the groups, so all groups follow you.

You can also grab aggro with damage using the following steps:
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) Attack a member of a group
3) Go to another group.
4) Repeat steps 2 and 3 for as many groups as desired.
5) Raise Personal Force Field.
6) Walk to a corner, breaking line of sight with the groups, so all groups follow you.

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. Alternately, you can aggro groups with damage, then raise PFF.

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.

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 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.

This tactic is useful for soloing.
This tactic is useful for PvP.

I Can't See You, You Can't Hit Me Tactic @
Powers used: Personal Force Field

When fighting enemies that disappear, raise PFF to protect yourself until you can see them. This includes baddies such as Arachnos and Stalkers in PvP.

This tactic is useful for soloing.
This tactic is useful for PvP.

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.

The Enemy Of My Enemy Is My Friend Tactic @
Powers used: Personal Force Field, various attacks

This tactic provides a way to defeat "hard" targets in PvP such as Tanks, Brutes, and Scrappers. It is meant for zone PvP.

Part One: Site Prep
1) Examine the zone and find large groups of baddies. The meaner and nastier they are, the better.

Part Two: Engage Enemy
1) Raise PFF
2) Lure a difficult target into the group of baddies. Tough players are proud of their toughness and will usually follow you right in to the group.
3) All tough targets have a higher Threat Rating than a Controller. This means the baddies will aggro on your enemy, not you. This is true even if you enter the group first.
4) Let your enemy grab aggro take some damage from the baddies.
5) Drop Personal Force Field.
6) Defeat enemy, with help from the group of baddies.

The higher threat modifier of the tough targets is key to making this tactic successful. As of this writing, ATs with higher threat modifiers are Tanks, Scrappers, Stalkers, Brutes, and Masterminds. This tactic can be used against any of them. It can also be used against anchor debuffers with cloud debuffs they've anchored on you, such as Rad.

This tactic is useful for PvP.

-------------------- Level 2, Deflection Shield --------------------
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, Force Bolt --------------------
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 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.

This tactic is useful for soloing.

-------------------- Level 6, Power Pools --------------------
Provoke Tactic @
Powers used: Personal Force Field, Provoke (Presence Pool)

1) Taunt a group of baddies with Provoke.
2) Raise Personal Force Field to protect yourself from their attacks.

This tactic acts as an AoE control, drawing attacks away from your team and to you, while you remain protected in your Personal Force Field. Once the taunt effects of Provoke wear off, you can drop PFF and begin attacking again.

-------------------- Level 14, Power Pools --------------------
Hibernate Tactic @
Powers used: Personal Force Field, Aid Self (Medicine Power Pool)

When in situations of low health, raise Personal Force Field and apply Aid Self. This allows fast, safe healing in a manner similar to the Tanker power Hibernate. It has the added bonus that the player is not immobilized while healing.

You can also use this tactic, skipping the healing part, to recover endurance.

NOTE: You cannot use the Rest power while Personal Force Field is up. Activating Rest disables PFF.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 16, Detention Field --------------------
Can't Break Free Tactic @
Powers used: Detention Field

During PvP it's a common occurance for players to pop break frees to escape your holds. Containing a player in Detention Field allows you to take that player out of action and they can't pop a break free to escape. Note, however, that neither you nor your teammates will be able to further affect the player in the Detention Field.

This tactic is useful for PvP.

The Old Switcharo Tactic @
Powers used: Personal Force Field, Detention Field

If you're being attacked and need to drop Personal Force Field, you can place on enemy in a Detention Field after dropping PFF. Detention Field has an unslotted Duration equal to the unslotted recharge time of PFF. This allows you to do what you need to do and raise PFF without that enemy attacking you.

This tactic is useful for soloing.
This tactic is useful for PvP.

Save For Last Tactic @
Powers used: Detention Field, various attacks

1) Enclose a powerful baddie in a Detention Field
2) Defeat all other baddies around him.
3) When Detention Field wears off, defeat powerful baddie.

This tactic is particularly useful when soloing Elite Bosses or AVs.

This tactic is useful for soloing.

-------------------- Level 20, Dispersion Bubble --------------------
Indomitable Will Tactic @
Powers used: Dispersion Bubble

To perform this tactic the controller simply raises Dispersion Bubble. Doing this gives everyone in the bubble protection from stun, hold, and immobilize attacks.

This tactic is useful for Soling.
This tactic is useful for PvP.

Tank's Best Friend Tactic @
Powers used: Dispersion Bubble, Insulation Shield, Dispersion Bubble

To perform this tactic the controller simply raises Dispersion Bubble and bubbles the Tank (you should probably bubble the rest of the team too). In addition to the smashing, lethal, melee, fire, cold, energy, negative energy, and ranged defense you given the team, as well as the status protection from Dispersion Bubble, they will get resistance to to toxic damage and endurance drain.

Resistance to toxic damage and endurance drain fill two key vulnerabilities in a Tanker's protection.

This tactic is useful for PvP.

-------------------- Level 28, Repulsion Field --------------------
Corner Juggle Tactic @
Powers used: Repulsion Field

1) Find a convenient corner and shove baddies into it
2) Stand back just within range and watch em bounce!

This tactic uses Repulsion Field to keep baddies off their feet, bouncing in a corner.

This tactic was originally presented in Starshield's Guide to FF/NRG DefTrolling

This tactic is useful for soloing.

Emerge Tactic @
Powers used: Personal Force Field, Repulsion Field

When inside Personal Force Field and surrounded by baddies, perform the following to exit PFF:

1) Raise Repulsion Field
2) Drop Personal Force Field

This tactic is useful for soloing.

Tank? We Don Need No Steekin Tank Tactic @
Powers used: Repulsion Field (optional), Dispersion Bubble, Insulation Shield, Dispersion Bubble

This tactic allows a teams of squishies to do missions with a level of safety comparable to having a Tank on the team. To carry out this tactic, perform the following steps.

Herd Tactic @
Powers used: Repulsion Field, Personal Force Field, Any attack (optional), Super Jump (optional)

This tactic is like the level 1 Herd tactic, but uses Repulsion Field to gather aggro. Super Jump can be used as a safe way to travel from group to group and then back to the herd location.

Tank? We Don Need No Steekin Tank Tactic @
Powers used: Repulsion Field (optional), Dispersion Bubble, Insulation Shield, Dispersion Bubble

This tactic allows a teams of squishies to do missions with a level of safety comparable to having a Tank on the team. To carry out this tactic, perform the following steps.

1) Bubble team. Raise Dispersion Bubble.
2) Raise Repulsion Field.
3) Controller heads to the middle of the group, with the team staying inside the Dispersion Bubble. This will cause the baddies to fly through the air and stay at range.
4) Team defeats baddies using ranged attacks.

The team's healer needs to understand she needs to heal you first, the way she would normally heal the Tank first.

Note that if you have Scrappers on the team they probably won't be too happy with this tactic. In those cases you're better off going with the level 2 Scrapper Tank tactic.

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 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.

This tactic is useful for soloing.

Ring-around-the-Rosy Tactic @
Powers used: Repulsion Field

1) Run at baddies, watch em bounce.
2) Run to where they land. Bounce them again.

If you circle about as you run you can keep them bouncing about in a circle without getting up, so that ranged teammates can blast em with impunity without having to give chase. Melee teammates...will likely not appreciate this method of control nearly so much.

This tactic was originally presented in Starshield's Guide to FF/NRG DefTrolling

This tactic is useful for soloing.

-------------------- Level 35, Repulsion Bomb --------------------
Alpha Tactic @
Powers used: Personal Force Field, Repulsion Bomb

This tactic is used to take the alpha attack on teams without a Tanker, or solo.

1) Activate PFF.
2) Jump into the middle of a group, waiting for the baddies to fire their alpha attack.
3) Drop PFF.
4) Hit the baddies with Repulsion Bomb.

This tactic is useful for soloing.

Chaos Tactic @
Powers used: Repulsion Bomb, Repulsion Field, Dispersion Bubble, Force Bolt (optional), Personal Force Field (optional), Aid Self (optional), various attacks

This tactic is used to create chaos amongst the baddies, knocking them off balance and out of the line of fire from the team. It's meant to be used when the team is being overwhelmed.

1) Activate Repulsion Field. Jump to a strong concentration of baddies to knock them off balance.
2) Hit another concentration of baddies with Force Bomb
3) As needed, hit single baddies with Force Bolt (optional).
4) As needed, perform the Hibernate tactic to heal (optional).
5) Use various attacks to defeat baddies while they are off balance.

Repeat these steps as needed until the baddies are defeated. Use movement to keep the baddies scattered.

An example of this tactic, used as part of the Non-Stop Control tactic, is available on YouTube.

This tactic is useful for soloing.

-------------------- Level 38, Force Bubble --------------------
Herd Tactic @
Powers used: Force Bubble, Personal Force Field, Any attack (optional), Super Jump (optional)

This tactic is like the level 28 Herd tactic, but uses Force Bubble to gather aggro.

An example of this tactic in use is available on YouTube.

Non-Stop Control Tactic @
Powers used: Repulsion Bomb, Repulsion Field, Dispersion Bubble, Force Bubble, Detention Field, Force Bolt (optional), Personal Force Field (optional), Aid Self (optional), various attacks

This tactic combines the Slow Attack Rate and Chaos Control tactics, and also throws in Detention Field. The tactics are combined to keep baddies slowed, off balance, and detained.

An example of this tactic in use is available on YouTube.

This tactic is useful for soloing.

Slow Attack Rate Tactic @
Powers used: Force Bubble, Personal Force Field (optional), Aid Self (optional)

1) Activate Force Bubble, causing baddies to be repelled.
2) When baddies are pushed back as far as they can go, move a bit so they are once again in the repel field.
3) As needed, use the Hibernate tactic

While baddies are in the repel field they will fight against it. This slows their attack rate considerably. Once they've reached the edge of the field they stop fighting the repel and focus on you. Moving even just a bit causes them to fight the field again.

An example of this tactic, used as part of the Non-Stop Control tactic, is available on YouTube.

This tactic is useful for soloing.

Tank? We Don Need No Steekin Tank Tactic @
Powers used: Force Bubble, Repulsion Field (optional), Dispersion Bubble, Insulation Shield, Dispersion Bubble

This tactic is like the level 28 Tank? We Don Need No Steekin Tank tactic, but uses Force Bubble and makes Repulsion Field optional.


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/Force Fields
-------------------- Level 2, Dominate --------------------
The Enemy Of My Enemy Is My Friend Tactic @
Powers used: Personal Force Field, Dominate, Levitate, Mezmerize

One of Mind's weakness in PvP is it's lack of damage. A Mind Controller has difficulty taking out hard targets like Tanks, Brutes, and Scrappers. This tactic provides a way to defeat such targets. It is meant for zone PvP.

Part One: Site Prep
1) Examine the zone and find large groups of baddies. The meaner and nastier they are, the better.

Part Two: Engage Enemy
1) Raise PFF
2) Lure a difficult target into the group of baddies. Tough players are proud of their toughness and will usually follow you right in to the group.
3) All tough targets have a higher Threat Rating than a Controller. This means the baddies will aggro on your enemy, not you. This is true even if you enter the group first.
4) Let your enemy grab aggro take some damage from the baddies.
5) Drop Personal Force Field.
6) Defeat enemy, with help from the group of baddies.

This tactic is useful for PvP.

-------------------- Level 4, Force Bolt --------------------
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 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.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 6, Confuse --------------------
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.

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.

This tactic is useful for soloing.

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.

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.

This tactic is useful for soloing.

-------------------- Level 8, Mass Hypnosis --------------------
Herd Tactic @
Powers used:
For herding: Personal Force Field, Levitate (optional)
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 3 for as many groups as desired.
5) Walk to a corner, breaking line of sight with the groups, so all groups follow you.

You can also grab aggro with damage using the following steps:
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) Levitate a member of a group
3) Go to another group.
4) Repeat steps 2 and 3 for as many groups as desired.
5) Raise Personal Force Field.
6) Walk to a corner, breaking line of sight with the groups, so all groups follow you.

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. Alternately, you can aggro groups with damage, then raise PFF.

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.

This tactic is useful for soloing.

-------------------- Level 18, Total Domination --------------------
Herd Tactic @
Powers used:
For herding: Personal Force Field, Levitate (optional)
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.

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.

This tactic can be used while soloing (honest). To do this, the MC uses the Herd tactic to gather the herd himself.

-------------------- Level 26, Terrify --------------------
Herd Tactic @
Powers used:
For herding: Personal Force Field, Levitate (optional)
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.

Farm Wisps Tactic @
Powers used: Levitate, Mezmerize, Dominate, Terrify, Dispersion Bubble, Personal Force Field, Aid Self (Mediine Pool)

This tactic is designed to farm Rularuu Wisps in the Storm Palace.

1) Raise Dispursion Bubble.
2) Use the level 2 Mind Control Pull Boss tactic to defeat the bosses one at a time in a group of Rularuu Wisps.
3) After all bosses are defeated, use Leviate to aggro the rest of the group.
4) Raise PFF.
5) Duck around a corner.
6) When all Wisps have gathered around you, drop PFF and hit them with Terrify. Use Dominate on any you miss.
7) Defeat Wisps using various attacks.
8) As needed, use the level 14 Force Fields Hibernate tactic to heal.

If pulling a boss brings additional baddies you can place the boss in a Detention Field and continue with the rest of the steps, reapplying Detention Field as needed. After the other baddies are defeated, defeat the boss.

If you pull more than one boss, Raise PFF and stay safe until the Wisp leave. Try again with the pull.

This tactic is useful for soloing.

-------------------- Level 28, Repulsion Field --------------------
Herd Tactic @
Powers used:
For herding: Repulsion Field, Personal Force Field, Levitate (optional), Super Jump (optional)
For lockdown: Mass Hypnosis, Terrify, Dispersion Bubble (optional).

This tactic is like the level 32 Herd tactic, but replaces Personal Force Field with Repulsion Field. This allows for larger herds to be gathered. Using Super Jump, the player can jump from group to group and then back to the herd point. If Super Jump is not available, the player can use 3 Luck inspirations are sprint from group to group.

Once back at the herd point, raise personal Force Field and lower Repulsion Field while you wait for the herd to arrive.

-------------------- Level 32, Mass Confusion --------------------
Farm Brutes Tactic @
Powers used: Levitate, Mesmerize, Dominate, Confuse, Terrify, Mass Confusion, Dispersion Bubble, Personal Force Field, Aid Self (Mediine Pool), Fire Shield (Fire Epic Pool)

This tactic is designed to farm Rularuu Brutes in the Storm Palace.

1) Raise Dispursion Bubble and Fire Shield.
2) Use the level 2 Mind Control Pull Boss tactic to defeat the bosses one at a time in a group of Rularuu Brutes.
3) After all bosses are defeated, use Leviate to aggro the rest of the group.
4) Raise PFF.
5) Duck around a corner.
6) When all Brutes have gathered around you, drop PFF and hit them with Mass Confusion. Use Confuse on any you miss.
7) Hit the Brutes with Terrify.
8) Defeat Brutes using various attacks.
9) As needed, use the level 14 Force Fields Hibernate tactic to heal.

Mass Confusion will not only cause the Brutes to attack each other, but they will heal you as well.

If pulling a boss brings additional baddies you can place the boss in a Detention Field and continue with the rest of the steps, reapplying Detention Field as needed. After the other baddies are defeated, defeat the boss.

If you pull more than one boss, additional bosses can be slept with Mesmerize. Continue with the rest of the steps, reapplying Mesmerize as needed. After the baddies are defeated, defeat the bosses one by one.

This tactic is useful for soloing.

Herd Tactic @
Powers used:
For herding: Personal Force Field, Levitate (optional)
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, Force Bubble --------------------
Non-Stop Control Tactic @
Powers used: Force Bubble, Repulsion Bomb (optional), Force Bolt (optional), various Mind control powers.

This tactic works like the level 38 Force Fields Non-Stop Control tactic, adding Mind controls to those used to slow down baddies attacks and defeat the baddies.

This tactic is useful for soloing.

Herd Tactic @
Powers used:
For herding: Force Bubble, Personal Force Field, Levitate (optional), Super Jump (optional)
For lockdown: Mass Confusion, Terrify, Dispersion Bubble (optional).

This tactic is like the level 28 Herd tactic, but replaces Repulsion Field with Force Bubble. This allows for larger herds to be gathered. Using Super Jump, the player can jump from group to group and then back to the herd point. If Super Jump is not available, the player can use 3 Luck inspirations are sprint from group to group.

Once back at the herd point, raise personal Force Field and lower Force Bubble while you wait for the herd to arrive.

An example of this tactic in use is available on YouTube.

This tactic is useful for soloing.

-------------------- Level 47, Epic Power Pools --------------------
Solo AV Tactic @
Powers used: Personal Force Field, Dispersion Bubble, Combat Jumping (Leaping Pool), Aid Self (Medicine Pool), Provoke (Presence Pool), Earth's Embrace (Stone Mastery), Shivian Pet (temp power), Deflection Shield, Insulation Shield

This tactic allows the controller to solo an AV. The following steps are performed:

1) Activate Earth's Embrace. This will increase your Hit Points by about 50%.
2) Activate Dispersion Bubble, and Combat Jumping
3) Summon and bubble a Shivian.
4) Use Provoke and various attacks to hold AV aggro. The attacks should all have short animations, just in case you need to heal yourself.
5) As needed, raise PFF and apply Aid Self.

For tougher AVs you may need to use the Solo Multiple AVs tactic.

This tactic is useful for soloing.

Solo Multiple AVs Tactic @
Powers used: Personal Force Field, Dispersion Bubble, Combat Jumping (Leaping Pool), Aid Self (Medicine Pool), Provoke (Presence Pool), Earth's Embrace (Stone Mastery), Shivian Pet (temp power), Vanguard Power Core (temp power), Deflection Shield, Insulation Shield

This tactic allows the controller to solo an AV. The following steps are performed:

1) Activate Earth's Embrace. This will increase your Hit Points by about 50%.
2) Activate Dispersion Bubble, and Combat Jumping
3) Summon and bubble a Shivian and the Vanguard robot.
4) Use Provoke and various attacks to hold AV aggro. The attacks should all have short animations, just in case you need to heal yourself.
5) As needed, raise PFF and apply Aid Self.

This tactic has been tested on the Avs in he "Save The World" mission and the automaton Positron and Manticore AVs.

An example of this tactic in use is available on YouTube.

This tactic is useful for soloing.

Tank AV Tactic @
Powers used: Personal Force Field, Dispersion Bubble, Combat Jumping (Leaping Pool), Aid Self (Medicine Pool), Provoke (Presence Pool), Earth's Embrace (Stone Mastery)

NOTE: A healer is required for this tactic to work successfully.

This tactic allows the controller to tank an AV. The following steps are performed:

1) Activate Earth's Embrace. This will increase your Hit Points by about 50%.
2) Activate Dispersion Bubble, and Combat Jumping
3) Get any available buffs from the healer.
4) Use Provoke and various attacks to hold AV aggro. The attacks should all have short animations, just in case you need to heal yourself.
5) As needed, raise PFF and apply Aid Self.

You'll also need your healer healing you as much as possible, just as she would the Tank during a normal AV battle.

Using this tactic you can Tank the AV until Earth's Embrace expires. This tactic is useful when the Tank has been killed by the AV. You can fill in for the Tank until he is rezed.

The controller used to test this tactic had the Portal Jocky, Task Force Commander, and Freedom Phalanx Reserve Member Accolades. These, along with Earth's Embrace, gave the controller a Hit Point total near Brute levels. No IOs where used during this test. PFF was slotted with 3 +DEF and 1 +Recharge. Aid Self was slotted with 3 HEAL and 3 +Recharge.

This tactic was tested on Mother Mayhem set to invincible.

Tank Lusca Tactic @
Powers used: Dispersion Bubble, Personal Force Field, Combat Jumping (Leaping Pool), Aid Self (Medicine Pool), Provoke (Presence Pool), Rock Armor (Stone Mastery Epic), Earth's Embrace (Stone Mastery Epic), Wedding Band (Temp Power)

1) Turn on Dispersion Bubble, Combat Jumping, Rock Armor, and the Wedding Band.
2) Approach Lusca. Select a Tenticle and hit Provoke.
3) As needed heal with Earth's Embrace and/or Aid Self with Personal Force Field. Once healed, drop PFF (if you raised it) and Provoke the tenticle again.

Using this tactic the MC can tank Lusca for extended periods of time. The author tested this for fifteen minutes. The tactic is useful if the Tank dies during battles with Lusca. The Controller can fill in until the Tank is rezed and ready for battle, even if the Tank needs to go to the hospital to rez.

An example of this tactic in use is available on YouTube.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Storm Summoning
-------------------- Level 1, Gale --------------------
Leaf Blower Tactic @
Powers used: Gale

Using this tactic the controller pushes baddies to a central spot (possibly a Tank) using Gale. This makes it easier for the Tank to hold aggro on the baddies and to hit the baddies with AoEs.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 6, Power Pools --------------------
Knockdown Tactic @
Powers used: Gale, Hover (Flight Power Pool)

1) Use Hover to float above the baddies.
2) Hit baddies with Gale, turning it's knockback into knockdown.

This tactic is useful for soloing.

-------------------- Level 16, Freezing Rain --------------------
Buff Temp Power Tactic @
Powers used: Freezing Rain, Temp Power Attacks (example Sands Of Mu)

Freezing Rain debuffs enemy defense and damage resistance, making it easier for your temp power attacks to hit and allowing them to do more damage.

This tactic is useful for soloing.
This tactic is useful for PvP.

Caught In A Blizzard Tactic @
Powers used: Snow Storm, Freezing Rain

One of the few drawbacks to Freezing Rain is it tends to make baddies run. By applying Snow Storm to the group it is very difficult for them to scatter. The baddies will also have their attack rates, Defense, and Resistance greatly lowered with this tactic.

This tactic is useful for soloing.
This tactic is useful for PvP.

Placate Tactic @
Powers used: Freezing Rain

Dropping Freezing Rain on a group you have aggroed causes them to lose aggro on you and try to escape the rain.

This tactic is useful for soloing.

-------------------- Level 20, Hurricane --------------------
Corner Tactic @
Powers used: Hurricane, Freezing Rain (optional)

1) Activate Hurricane on groups of baddies, ultimately pushing them into a corner.

Once baddies are pushed into a corner using Hurricane it is very difficult for them to escape. While held in the corner they have their accuracy debuffed from the Hurricane. Hitting them with Freezing Rain once they are cornered will debuff their attack speed and defense. Hurricane will also keep them in the rain.

This tactic is useful for soloing.
This tactic is useful for PvP.

Eye Of The Storm Tactic @
Powers used: Freezing Rain, Hurricane

Using this tactic the controller raises Hurricane and drops Freezing Rain centered around himself. This creates a safe zone around the controller. All baddies entering the Eye of the Storm will be debuffed and pushed back by Hurricane and will be slowed, slip and fall, and lose aggro due to Freezing Rain.

This tactic is useful for soloing.
This tactic is useful for PvP.

Herd Tactic @
Powers used:
For herding: Hurricane, Super Jump (optional)
For lockdown: Freezing Rain

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 Hurricane. If you are using Super Jump, activate it.
3) Visit each group and draw aggro.
4) Repeat step 3 for as many groups as desired.
5) Go to a corner, breaking line of sight with the groups, so all groups follow you.
6) Drop Freezing Rain as the baddies begin to show up at your corner.

The herding process consists of simply visiting several groups and drawing their aggro, protected by Hurricane. Once you have the number of groups you want, go 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.

This tactic is useful for soloing.

Hibernate Tactic @
Powers used: Hurricane, Steamy Mist (optional), Aid Self (Medicine Power Pool)

When in situations of low health, raise Hurricane and Steamy Mist (optional) and apply Aid Self. This allows fast, safe healing in a manner similar to the Tanker power Hibernate. It has the added bonus that the player is not immobilized while healing.

You can also use this tactic, skipping the healing part, to recover endurance.

Note that Hurricane offers no protection from ranged attacks. However, Steamy Mist has a defense element that offers some protection from these attacks. You can usually remain unhit long enough to apply Aid Self.

This tactic is useful for soloing.
This tactic is useful for PvP.

Leaf Blower Tactic @
Powers used: Hurricane

This tactic is like the Level 1 Leaf Blower tactic, except that it uses Hurricane rather than Gale.

Lure Tactic @
Powers used: Hurricane, Super Jump (optional)

1) Have team gather a safe distance from a group.
2) Raise Hurricane. If you have it, activate Super Jump.
3) Go to the center of the group, then return to the team.
5) Team defeats all group members.

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.

This tactic is useful for soloing.

You Shall Not Pass Tactic @
Powers used: Freezing Rain, Hurricane

Using this tactic the controller prevents baddies from passing a certain point. It could be used to prevent them from moving through a door or to keep them bunched up in an alcove.

1) Activate Hurricane and stand at the point you do not want the baddies to pass.
2) Lay down Freezing Rain at the point where the baddies will encounter the Hurricane.

-------------------- Level 28, Thunder Clap --------------------
Herd Tactic @
Powers used:
For herding: Hurricane, Super Jump (optional)
For lockdown: Freezing Rain, Thunder Clap

This tactic works like the level 20 Herd, with the controller also using Thunder Clap on the herd after throwing out the Freezing Rain patch.

-------------------- Level 35, Tornado --------------------
Buff Temp Power Tactic @
Powers used: Tornado, Temp Power Attacks (example Sands Of Mu)

Tornado debuffs enemy defense, making it easier for your temp power attacks to hit.

This tactic is useful for soloing.
This tactic is useful for PvP.

Eye Of The Storm Tactic @
Powers used: Freezing Rain, Hurricane, Tornado

This tactic works like the level 20 Eye of the Storm tactic with the controller also throwing out Tornado.

Hibernate Tactic
Powers used: Hurricane, Steamy Mist (optional), Tornado, Aid Self (Medicine Power Pool)

This tactic works like the level 20 Hibernate Tactic, with the controller also using Tornado to protect himself.

Stun Boss Tactic @
Powers used: Thunder Clap, Tornado

Both Thunder Clap and Tornado have a stun component to them. By using them together the stun effect stacks and is powerful enough to stun any baddie or player with boss-level protection from stuns.

This tactic is useful for soloing.
This tactic is useful for PvP.

You Shall Not Pass Tactic @
Powers used: Freezing Rain, Hurricane, Tornado

This tactic works like the level 20 You Shall Not Pass Tactic, with the controller also throwing Tornado into the group of baddies.

-------------------- Level 38, Lightning Storm --------------------
Buffed Damage Tactic @
Powers used: Lightning Storm

1) Pop a rage inspiration or two, or use other damage enhancing buffs.
2) Cast Lightning Storm. Lightning Storm benefits from the buffs that are affecting you when you cast it.

This tactic is useful for soloing.
This tactic is useful for PvP.

Chaos Tactic @
Powers used: Various

There really is no such thing as the Chaos tactic. Meaning, of course, there's no formula for chaos. But when you're losing the game, knocking over the board is an attractive option.

Using this power, the controller throws out various Storm powers. Tornado, Lightning Storm, Hurricane, Gale, Freezing Rain, and Thunder clap are all good examples. And while there's no over-arching goal, the controller keeps a constant eye out for which part of the board can be tipped over next. Keeping the enemy scattered and off balance is the desired outcome. And when some of them start to recover and head back to you, you do it again. And again. Until they're defeated.

Many players don't like this disorderly tactic. But it has the clear advantage of neutralizing the attacks of a stronger group of enemies and allowing them to be defeated bit by bit. Use it sparingly, but when you need it, use it.

This tactic is useful for soloing.

Corner Tactic @
Powers used: Hurricane, Freezing Rain (optional), Lightning Storm

This tactic works like the level 20 Corner Tactic tactic with the controller also throwing out Lightning Storm once the baddies are cornered.

Eye Of The Storm Tactic @
Powers used: Freezing Rain, Hurricane, Tornado, Lightning Storm

This tactic works like the level 35 Eye of the Storm tactic with the controller also throwing out Lightning Storm.

Herd Tactic @
Powers used:
For herding: Hurricane, Super Jump (optional)
For lockdown: Freezing Rain, Thunder Clap, Lightning Storm

This tactic works like the level 28 Herd, with the controller also throwing Lightning Storm above the Freezing Rain patch.

Hibernate Tactic @
Powers used: Hurricane, Steamy Mist (optional), Tornado, Lightning Storm, Aid Self (Medicine Power Pool)

This tactic works like the level 35 Hibernate Tactic, with the controller also using Lightning Storm to protect himself.

You Shall Not Pass Tactic @
Powers used: Freezing Rain, Hurricane, Tornado, Lightning Storm

This tactic works like the level 35 You Shall Not Pass Tactic, with the controller also throwing Lightning Storm into the group of baddies.

-------------------- Level 41, Epic Power Pools --------------------
Confused Pet Protection Tactic @
Powers used: Lightning Storm and/or Tornado, Hibernate (Ice Mastery)

In PvP it's a common tactic for controllers with Confuse or Deceive to cast it on other controllers when they have their pets out. Should this happen to you and you find yourself getting hit by your own Lightning or Tornado and out of break frees, raise Hibernate to protect you from your pets' attacks.

This tactic is useful for PvP.

Eye Of The Storm Tactic @
Powers used: Freezing Rain, Hurricane, Tornado, Lightning Storm, Hibernate (Ice Mastery)

This tactic works like the level 38 Eye of the Storm tactic with the controller activating Hibernate as the final step.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Mind/Storm Summoning

-------------------- Level 8, Mass Hynosis --------------------
Snow Storm Whack-a-Mole Tactic @
Powers used: Snow Storm, Mass Hypnosis, Dominate, Mesmerize

In your teens, you're going to end up possibly relying on the somewhat fragile mass hypnosis while teaming. To offset its fragility, open with mass hypnosis and follow up with snow storm. Then as your sleeps are broken, you have more time to hit guys with individual holds and sleeps...they won't get very far because of snow storm.

This tactic originally appeared in cforce's Mind/Storm Guide.
This tactic is useful for soloing.

-------------------- Level 12, Telekinesis --------------------
4 Bosses Tactic @
Powers used: Mesmerize, Dominate, Telekinesis, Total Domination, Hurricane

This tactic allows the MC to control 4 bosses at once. Because both Telekinesis and Hurricane can possibly get more than 1 boss each, you could with a little luck actually control more than four bosses with this tactic.

1) Sleep boss that is not being attacked.
2) Use Telekinesis on 2nd boss. Hit that boss with Dominate.
3) Corner 3rd boss using Hurricane.
4) Uses the Dominate/Levitate/Dominate combo on 4th boss
5) Alternate attacks with Dominate on the the 2nd and 4th bosses.

Stick The Landing, Beginner Tactic @
Powers used: Telekinesis, Gale

TK is tricky, and you may not succeed in scooping up 5 people on your first pass. Redirect stragglers, as necessary, into the TK corner with gale.

This tactic originally appeared in cforce's Mind/Storm Guide.
This tactic is useful for soloing.

-------------------- Level 20, Hurricane --------------------
Feed The Pet Tactic @
Powers used: Confuse, Hurricane

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

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

This tactic is useful for soloing.

Hurricane at the OK Corral Tactic @
Powers used: Hurricane, Snow Storm, Total Domination or Telekinesis

A fun trick when pulling... Hide just around an 'ambush' corner out of sight, but with your Hurricane extending around the corner. Mobs will tend to cluster neatly as they each run through the Hurricane and get knocked back. (Stick a Snow Storm on the first one for neater clumping.) Once everyone's arrived, pop out with your Total Domination or Telekinesis, and then continue to use Hurricane to position the controlled mobs to a likely corral.

This tactic originally appeared in cforce's Mind/Storm Guide.
This tactic is useful for soloing.

Stick The Landing, Intermediate Tactic @
Powers used: Telekinesis, Hurricane

This tactic is the same as the level 12 Stick The Landing tactic, but replaces Gale with Hurricane.

This tactic originally appeared in cforce's Mind/Storm Guide.
This tactic is useful for soloing.

Walk The Pet Tactic @
Powers used: Confuse, Hurricane

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

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

Walking your pet for long distances is usually not practical.

This tactic is useful for soloing.

-------------------- Level 26, Terrify --------------------
Free Range Chicken Herding Tactic @
Powers used: Terrify, Snow Storm, Freezing Rain, Hurricane

Start with Terrify and Snow Storm. Do a 'fly-by' with Hurricane, just touching mobs to debuff their accuracy. Now, Freezing Rain. Mobs will occasionally take a debufed pot shot, but mostly will try to escape the rain. With Hurricane and Snow storm, you should easily be able to keep them herded in under the rain. But, if you can't, don't worry! Anyone who gets out will cower harmlessly until you get around to their side to push them back in. This tactic works well in wide open spaces.

This tactic originally appeared in cforce's Mind/Storm Guide.
This tactic is useful for soloing.

Hurricane at the OK Corral Tactic @
Powers used: Hurricane, Snow Storm, Terrify

This tactic works like the level 20 Hurricane at the OK Corral, but replaces Total Domination/Telekinesis with Terrify.

This tactic originally appeared in cforce's Mind/Storm Guide.

-------------------- Level 28, Thunderclap --------------------
Thunderstruck Tactic @
Powers used: Freezing Rain (optional), Thunderclap, Terrify

This tactic uses thunderclap rather than Mass Hypnosis to set up containment damage for Terrify. This tactic allows you to get containment bonus damage for attacks after Terrify that would be lost if Mass Hypnosis were used to set up containment.

To execute this tactic perform the following steps:

1) Wait until the group of baddies are aggroed by the tank, or use the Storm Summoning Placate tactic by dropping Freezing Rain on the group.
2) Jump into the middle of the group and hit Thunderclap.
3) Jump back out, hitting Terrify as you jump.
4) Attack stunned minions for containment bonus setup by Thunderclap.

Thunderclap will only stun minions, however Terrify will fear the entire group minus the bosses. There is some added risk in jumping into the middle of a group like this, but in the author's experience, that risk is minimal.

This tactic is useful for soloing.

-------------------- Level 32, Mass Confusion --------------------
Herd Tactic @
Powers used: Hurricane, Super Jump (Leaping Pool) , Acrobatics (Leaping Pool) (optional), Freezing Rain, Aid Self (Medicine Pool) (optional), Mass Confusion, Confuse (optional)

This tactic allows the MC to herd several groups to a single location. That location must break line of sight with where the groups are originally located in order to bring them to the location. To herd, the following steps are taken:

1) Activate Hurricane and Super Jump. If you have Acrobatics, activate it as well.
2) Use Super jump to jump into the middle of the groups you want to herd and then jump to the next group or to the herding location.
3) Once at the herding location, drop Freezing Rain to provide safety while waiting for baddies to arrive. If needed, apply Aid Self while waiting.
4) Once all baddies have arrived, hit them with Mass Confusion to provide safety to yourself and the team. Optionally, hit any baddies you miss with Confuse.
5) Defeat baddies.

Two or three groups can be herded with this tactic.

This tactic is useful for soloing.

Hurricane at the OK Corral Tactic @
Powers used: Hurricane, Snow Storm, Mass Confusion

This tactic works like the level 26 Hurricane at the OK Corral, but replaces Terrify with Mass Confusion.

This tactic originally appeared in cforce's Mind/Storm Guide.

-------------------- Level 35, Tornado --------------------
4 Bosses Tactic Tactic @
Powers used: Mesmerize, Dominate, Telekinesis, Total Domination, Hurricane, Tornado, Thunderclap

This tactic works like the level 20 4 Bosses tactic, but adds Tornado and Thunderclap to stun the boss being debuffed by Hurricane

Will It Blend? Tactic @
Powers used: Telekinesis, Tornado, Thunderclap (optional), Dominate (optional)

Using this tactic the MC pushes a baddie into a corner with Telekinesis. Once there, throw out Tornado (the blender) on the baddie. The baddie will be held, stunned, damaged, and suffer a Defense debuf.

If the baddie is a boss either Dominate or Thunderclap can be used to ensure he is held or stunned.

-------------------- Level 38, Lightning Storm --------------------
Herd Tactic @
Powers used: Hurricane, Super Jump (Leaping Pool) , Acrobatics (Leaping Pool) (optional), Freezing Rain, Aid Self (Medicine Pool) (optional), Mass Confusion, Confuse (optional), Lightning Storm

This tactic works like the level 32 Herd tactic, with the addition of the MC dropping Lighting Storm after Freezing Rain.

Stick The Landing, Expert: Super-Sticky Corner Of Doom @
Requires: Telekinesis, Snow Storm, Hurricane, Freezing Rain, Lightning Storm

Follow up your TK with a Snow Storm on the same anchor. This helps a *little* bit with the sweeping, but also creates a snow globe in the corner which affects more than just the 5 TK'ed mobs. Use Hurricane (and/or Gale) to get stragglers in your sticky corner. Once you've got a happy party of angry in the corner, keep folks herded there with Hurricane, which should be easy due to the Snow Storm. Meanwhile, drop a Lightning Storm and Freezing Rain. Enjoy the fireworks.

This tactic originally appeared in cforce's Mind/Storm Guide.
This tactic is useful for soloing.

-------------------- Level 41, Epic Power Pools --------------------
Herd Tactic @
Powers used: Hurricane, Super Jump (Leaping Pool) , Acrobatics (Leaping Pool) (optional), Freezing Rain, Aid Self (Medicine Pool) (optional), Mass Confusion, Confuse (optional), Lightning Storm, Hibernate

This tactic works like the level 38 Herd tactic, with the addition of the MC going into Hibernate for healing if needed after confusing the herd.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Trick Arrow

-------------------- Level 1, Entangling Arrow --------------------
Ghetto Hold Tactic @
Powers used: Entangling Arrow

Using Entangling Arrow followed by ducking around a corner prevents a baddie from attacking you in much the same way a hold does.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 20, Acid Arrow --------------------
Buff Temp Powers Tactic @
Powers used: Acid Arrow, Temp Power Attacks (example Sands Of Mu)

Acid Arrow debuffs enemy defense and damage resistance, making it easier for your temp power attacks to hit and allowing them to do more damage.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 28, Disruption Arrow, --------------------
Buff Temp Powers Tactic @
Powers used: Disruption Arrow, Temp Power Attacks (example Sands Of Mu)

Disruption Arrow debuffs enemy damage resistance, allowing your temp power attacks them to do more damage.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 35, Oil Slick Arrow --------------------
Ignite Oil Slick Tactic @
Powers used: Oil Slick Arrow, Apprentice Charm (Magic Origin Power) or Taser Dart (Technology Origin Power)

Oil Slick Arrow can be ignited for good damage by either the Apprentice Charm or Taser Dart origin power.

This tactic is useful for soloing.
This tactic is useful for PvP.

Slow Burn Tactic @
Powers used: Oil Slick Arrow, Apprentice Charm (Magic Origin Power) or Taser Dart (Technology Origin Power), Glue Arrow, Acid Arrow (optional), Disruption Arrow (optional)

1) Throw out Oil Slick Arrow and ignite it.
2) Throw out Glue Arrow to slow the baddies as they try to escape the fire.
3) Optionally, throw out Acid Arrow and/or Disruption Arrow to increase the damage the baddies take.

This tactic is useful for soloing.
This tactic is useful for PvP.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Mind/Trick Arrow

-------------------- Level 1, Mesmerize, Levitate, Entangling Arrow --------------------
Containment Tactic @
Powers used: Entangling Arrow, various attacks

Applying Entangling Arrow to a baddie or PvP enemy allows you to get a containment bonus for all applicable attacks use use while Entangling Arrow is in effect. This tactic is particularly useful against Elite Bosses and AVs, which are usually difficult for MCs to get containment bonuses against.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 6, Confuse --------------------
Confused Hold Tactic @
Powers used: Entangling Arrow, Confuse

Immobilizing a baddie and hitting him with Confuse provides a makeshift Hold on the baddie This tactic buffs team damage, stops all incoming damage from the target for you and your team, keeps the target from moving, and establishes Containment.

This tactic was originally suggested by hilker on the CoH Controller message board.

This tactic is useful for soloing.

-------------------- Level 10, Ice Arrow --------------------
Hold Sleepy Boss Tactic @
Powers used: Mesmerize, Ice Arrow, Dominate

Mesmerize will sleep a boss with a single application. Ice Arrow is a hold that doesn't break sleep. Hitting a boss with Mesmerize, followed by Ice Arrow, followed by Dominate allows you to quickly and safely hold a boss.

This tactic is useful for soloing.

-------------------- Level 20, Acid Arrow --------------------
Buffed Pet Tactic @
Powers used: Confuse, Acid Arrow

1) Use Confuse on a baddie.
2) Use Acid Arrow to hit whatever baddie the confused baddie is attacking. This lowers his defense and damage resistance, making it easier for the confused baddie to hit him and allowing the confused baddie to do more damage.

This tactic is useful for soloing.

-------------------- Level 26, Terrify --------------------
Terrify Poisoned Baddies Tactic @
Powers used: Poison Gas Arrow, Terrify

Poison Gas Arrow sleeps baddies and lowers their damage potential. This allows you to set up containment for Terrify and reduce the damage received from any return fire after Terrify.

This tactic is useful for soloing.

-------------------- Level 28, Disruption Arrow --------------------
Buffed Pet Tactic @
Powers used: Confuse, Disruption Arrow

1) Use Confuse on a baddie.
2) Use Disruption Arrow to hit whatever baddie the confused baddie is attacking. This lowers his damage resistance, allowing the confused baddie to do more damage.

This tactic is useful for soloing.

-------------------- Level 32, Mass Confusion --------------------
Buffed Mass Confusion Tactic @
Powers used: Mass Confusion, Acid Arrow and/or Disruption Arrow

Hitting a confused group with Acid Arrow will lower their defense and damage resistance, allowing the confused baddies to do more damage to each other. Similarly, Disruption Arrow will lower their damage resistance,

This tactic is useful for soloing.

-------------------- Level 35, Oil Slick Arrow --------------------
Herd Tactic @
Powers used: Mass Confusion, Mass Hypnosis, Confuse, Levitate, Telekinesis, Oil Slick Arrow

1) Use the various Taunt Tactics provided in the Mind Tactics section to aggro groups.
2) Head around a corner, breaking sight with the groups so they follow you.
3) When first baddies appears, drop Oil Slick Arrow and ignite it if you can.
4) When all baddies appear, hit them with Mass Confusion to control and damage them.
5) Defeat baddies using various tactics

This tactic is useful for soloing.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Radiation Emission

-------------------- Level 2, Radiation Infection --------------------
Buff Temp Power Tactic @
Powers used: Radiation Infection, Temp Power Attacks (example Sands Of Mu)

Radiation Infection debuffs enemy defense, making it easier for your temp power attacks to hit.

This tactic is useful for soloing.
This tactic is useful for PvP.

Position Tactic @
Powers used: Radiation Infection

1) Hit baddies with Radiation Infection, which will aggro them
2) Break line of sight with baddies, so they will follow you to a desired location.

This tactic is useful for soloing.

-------------------- Level 10, Enervating Field --------------------
Position Tactic @
Powers used: Enervating Field

This tactic is like the level 2 Position tactic, but uses Enervating Field rather than Radiation Infection.

-------------------- Level 20, Lingering Radiation --------------------
Position Tactic @
Powers used: Lingering Radiation

This tactic is like the level 10 Position tactic, but uses Lingering Radiation rather than Enervating Field.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Mind/Radiation Emission

-------------------- Level 6, Confuse --------------------
Stay Debuffed Tactic @
Powers used: Confuse, Radiation Infection

Confusing the anchor of your Radiation Infection cloud will cause him to follow the group should they move around, keeping them debuffed.

This tactic is useful for soloing.

-------------------- Level 8, Mass Hypnosis --------------------
Safe Debuff Tactic @
Powers used: Mass Hypnosis, Radiation Infection

1) Cast Mass Hypnosis on a group.
2) Cast Radiation Infection on the same group.

This tactic allows you to debuff a group without drawing aggro until after the sleep wears off and the debuff is in effect.

This tactic is useful for soloing.

-------------------- Level 10, Enervating Field --------------------
Safe Debuff Tactic @
Powers used: Mass Hypnosis, Enervating Field

This tactic is like the level 8 Safe Debuff tactic, except that it uses Enervating Field rather than Radiation Infection.

Stay Debuffed Tactic @
Powers used: Confuse, Enervating Field

This tactic is like the level 6 Stay Debuffed tactic, with the exception it uses Enervating Field rather than Radiation Infection.

-------------------- Level 20, Lingering Radiation --------------------
Safe Debuff Tactic @
Powers used: Mass Hypnosis, Lingering Radiation

This tactic is like the level 10 Safe Debuff tactic, except that it uses Lingering Radiation rather than Enervating Field.

Stay Debuffed Tactic @
Powers used: Confuse, Lingering Radiation

This tactic is like the level 10 Stay Debuffed tactic, with the exception it uses Lingering Radiation rather than Enervating Field.

-------------------- Level 32, Mass Confusion --------------------
Herd Tactic @
Powers used: Mass Confusion, Mass Hypnosis, Confuse, Levitate, Telekinesis, Radiation Infection

1) Use the various Taunt Tactics provided in the Mind Tactics section to aggro groups.
2) Head around a corner, breaking sight with the groups so they follow you.
3) When first baddies appears, hit him with Radiation Infection.
4) When all baddies appear, hit them with Mass Confusion to control and damage them. Turn off Radiation Infection.
5) Defeat baddies using various tactics

This tactic is useful for soloing.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Thorny Assault

-------------------- Level 1, Thorny Darts --------------------
Buff Temp Powers Tactic Tactic @
Powers used: Thorny Darts, Temp Power Attacks (example Sands Of Mu)

Thorny Darts debuffs enemy defense, making it easier for your temp power attacks to hit. Note that most Thorny Assault powers debuff enemy defense, and can therefore support this tactic. However, Thorny Darts, with it's fast recharge, is especially suited to the task.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 10, Impale --------------------
Ghetto Hold Tactic @
Powers used: Impale

Using Impale, which immobilizes, followed by ducking around a corner prevents a baddie from attacking you in much the same way a hold does.

This tactic is useful for soloing.
This tactic is useful for PvP.

-------------------- Level 28, Thorntrops --------------------
No Melee Tactic @
Powers used: Thorntrops

1) Throw Thorntrops at your feet or at the feet of a teammate surrounded by baddies.

This tactic prevents baddies from entering melee range, forcing them to use ranged attacks. It also causes baddies already in melee range to move out of melee range.

This tactic is useful for soloing.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Mind/Thorny Assault

-------------------- Level 6, Confuse --------------------
Buffed Pet Tactic @
Powers used: Confuse, Thorny Darts

1) Use Confuse on a baddie.
2) Use Thorny Darts to hit whatever baddie the confused baddie is attacking. This lowers his defense, making it easier for the confused baddie to hit him.

This tactic is useful for soloing.

Buffed Punch Thru Tactic @
Powers used: Confuse, Domination, Fling Thorns, Sands Of Mu

1) Use Confuse and Dominate to set up the level 6 Mind Punch Thru tactic.
2) Hit both the dominated and confused baddies using Fling Thorns to debuff their defense.
3) Get the punch thru using Sands Of Mu.

This tactic is useful for soloing.

-------------------- Level 28, Thorntrops --------------------
Portal Protection Tactic @
Powers used: Confuse, Thorntrops

1) Confuse a portal so that all the summoned baddies from the portal are confused.
2) Drop Thorntrops around the portal, causing the baddies to move away from it.

You can confuse a portal to confuse all baddies summoned by the portal. However, the confused baddies will attack the portal as well as each other. When the portal is destroyed, the summoned baddies are no longer confused. Throwing Thorntrops around the portal causes the baddies to move away from it and generally attack each other rather than the portal.

This tactic can also be used on Sky Raider force field generators, or any other confused stationary object you wish to protect.

This tactic is useful for soloing.

-------------------- Level 32, Mass Confusion --------------------
Buffed Mass Confusion Tactic @
Powers used: Confuse, Fling Thorns and/or Thorn Burst

1) Use Mass Confusion on a group.
2) Hit the group with Fling Thorns and/or Thorn Burst

Fling Thorns and Thorn Burst lower baddie defense, allowing confused baddies to hit more often. This increases the damage done by Mass Confusion.


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

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Change Recommendation:

[ QUOTE ]
Safe Boss Hold Tactic @
Powers used: Dominate, Mesmerize, Levitate (optional)

Apply the attack chain Dominate, Levitate (optional), Mesmerize repeatedly to safely hold a boss. If you miss with Dominate the boss will still be put to sleep with a single shot of Mesmerize.

This tactic is useful for soloing.

[/ QUOTE ] Use Levitate > Dominate > Mesmerize (LDM). The boss will be unable to attack during the KnockUp, allowing you to put on your first application of Hold and follow it up with Sleep with no chance of return fire from the boss. After a second application of LDM the boss is effectively Held having never fired off an attack.

Combine with Mass Hypnosis to control his guards while you set this up to completely lock down the spawn. Another option is to start with Confuse > Mesmerize (CM) on his minion(s) or lieutenant(s), then lock down the boss with LDM. Using Levitate > Mesmerize (LM) allows you to re-sleep any target without giving it the chance to slip out an attack (all this assumes that the targets are not immune to KnockUp).