TF Controller


Battlebabe

 

Posted

That is a great argument for a bit more a multiplicative view of trollers. And with a lvl 46 Ice/Sonic, I have felt the pain of not being able to use Ice Slick far too often.

Perhaps I, yet again, need to rethink.


 

Posted

[ QUOTE ]
That is a great argument for a bit more a multiplicative view of trollers. And with a lvl 46 Ice/Sonic, I have felt the pain of not being able to use Ice Slick far too often.

Perhaps I, yet again, need to rethink.

[/ QUOTE ]

If you are the only controller on a team, then Earth/Rad is simply wonderful. Earth has the ability to control each group while the team wipes them out. One Earth Controller can make a bunch of AoE Blasters very, very happy. Just let the tank go in to draw aggro, throw out one of the three AoE controls, put Quicksand underneath for the huge 25% Defense Debuff stacked with the other Defense Debuffs, and the Blasters can have an AoE field day, knowing that everything they throw out there will hit. EF gives a quick 22% damage buff.

On a team of multiple controllers, you can have one "primary" controller (Earth or Ice), and several "secondary" controllers. I consider Illusion and Fire to be good options for secondary, and maybe Grav -- but it works much, much better if the secondary controllers wait for the primary to use his control first, and then adapt to what has been used. (i.e. don't use Fire Cages on Earthquake or Ice Slick).

Some Fire Controllers can't resist using Fire Cages constantly, which is why an Illusion Controller should always be welcome as a secondary controller -- no AoE immobilize. Illusion's main AoE control power is a fear (Spectral Terror a/k/a "Spooky") that does not interfere with a knockdown power. Furthermore, if the team is missing a tank, Illusion can fill that role. If the team wants a team "spy" for hunting glowies or finding the boss for a "Kill the Boss and his gang" mission, Illusion works for that. (For example, when you need to get the glowie, Illusion can use Deceive, Phantom Army and Phantasm to get foes away from the glowie so he can click it without fear of drawing aggro.) For a TF build, Recall Friend is a huge benefit on an Ill/Rad. (My first Ill/Rad uses Teleport for travel for this very reason -- added Hover at 49 for convenience.)

The ability to stack AM from multiple Rads should be considered. Want the easiest TF ever? Full team of Fire/Rads or Ill/Rads can plow through anything the game has to offer like it is nothing, other than maybe Hamidon, the only thing that can kill Phantom Army.

I have long espoused the opinion that Ill/Rad is the most flexible build in the game. You can Tank, Blast, Control and Defend. The same build works solo, on small teams or on large teams. An Ill/Rad can always contribute to a TF, often more than other controllers since Phantom Army works on AVs when most direct controls don't when purple triangles are up. You can boost your own and your team's Recharge, Endurance and Damage, you can heal, you can rez, and the debuffs provide huge benefits. Phantom Army is one of the best powers in the game, and with Deceive and Invisibility, you can help missions be completed faster.

An Earth/Rad will help teams with AoE control, but an Ill/Rad can do many different things.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

My plant/therm is awesome for a tf. She shields, confuses an entire spawn, heals, and buffs the team. She is a team in a can, just add tf.


 

Posted

I will second the Ill/Rad, main reason why Im making one is because they are so awesome together. However, I have to say one thing about Earth/Storm and its damage. Stone Cages + Tornado! Not to mention that you can mix in freezing rain. As for earthquake, use it for when the cages miss, as a precontrol when you wait for the team to realize there was an ambush, or even just to debuff ToHit and Defense. Not to mention you can place procs in there to your liking.


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

Given your criteria I would say:

Primaries: Earth or Ice or Mind(Of the 3 I prefer Ice or Mind but earth is good also if you dont mind being a Poo slinger.).

All three offer excellent control.

Secondaries: Kinetics(Excellent for supporting Tankers and Scrappers) or a set that buffs your allies resist or defence(Sonic, Thermal, Force Field)

THose Sets would fit your stated criteria best


 

Posted

Such good suggestions everyone!

I am so intrigued by so many of these combos, I guess I'll just have to make...them ALL


 

Posted

[ QUOTE ]
Such good suggestions everyone!

I am so intrigued by so many of these combos, I guess I'll just have to make...them ALL

[/ QUOTE ]

That's kind of what I did . . . 6 of my 10 level 50's are controllers, and I have a few more almost there.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Hehe, controllers make for such fun, I suppose there really is no reason not to try them all, and figure out which works for me right?


 

Posted

[ QUOTE ]
Hehe, controllers make for such fun, I suppose there really is no reason not to try them all, and figure out which works for me right?

[/ QUOTE ]

I really like controllers because the Primaries have enough different in each one to make the playstyle different. For example, Ice and Earth appear to be quite similar, but there are enough differences to actually make them quite different, depending upon how you build them. My Earth Controllers are specialists at ranged AoE control. My Ice/Storm uses Arctic Air to focus on support in melee, and his playstyle is set up that way.

Fire is a melee AoE damage set, while Illusion is more a ranged single-target damage set with distractions instead of control. Plant is AoE damage and control from range, but weak on control and damage to single targets. Mind has strong single target damage and control, but weak AoE damage with good AoE control in upper levels. Grav has good single target ranged damage, and its three unique powers.

Then when you add in different secondaries, you get completely different characters. My Ill/TA plays very differently than my Ill/Rad or Ill/Storm. Fire/Kin vs. Fire/Rad. Mind/Rad vs. Mind/FF. All very different.

Not the same as other ATs. My Broadsword Scrapper is pretty similar to my Katana scrapper. Even my Axe tanker is pretty similar. There is not a big difference in feel between SR and Willpower, once they are slotted up - both secondaries can be mostly ignored once you are high enough level after you turn on your toggles.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control