Recommendation..which controller


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Posted

Booo! I want to be original!!!!

I rolled a mutant grav/sonic for concept anyway - envisiged him as being able to control molecules and what to vibrating molecules cause? Sound!


 

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Id say rad is actually harder to play than kinetics... or at least harder for the TEAM to play as you constantly have t tell them not to kill the anchor, and to play well you have to cluster enemies around the anchor...

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IMO rad is much easier to play than kins. I never bothered warning people which the anchor was, and yet it kept working like a breze to me. Just anchoring a min beside the boss in a mob will do, since the whole team charges boss first. Besides, using rad u focus on the enemy, which is much more comfortable and more fun than having to keep the team list and team active powers on all the time to see if they all are constantly buffed (or get annoyed with the "sb please" or the classic "if i need healing the last thing i want to do is go near the mobs, dont u have a decent heal?" (swear I had more than 2 saying that).
I think rad best combo is illu, because u can send decoys first to keep the aggro and then debuff safely (rad debuffs work great, but are sooo aggro [censored]), using another combo you'll probably need a tank to rush in the mob and then debuff, or alpha attacks would faceland u more times than desire. It makes soloing on invincible really easy since early levels (I changed my rep to invinc at lv8, when I got sup invis and havent changed it since (ghosting for glowies; ghosting untill u get to the guy u need arrested to complete the mission and then deceiving him so that he kills the minions around him, and then hold+sw him, ghosting and killing the 2 minions around hossies not to aggro the enemies around.... that's all easy at that level already). In teams it also works great. Since debuffs are AoE, u can have a big mob debuffed, once u get 2-3 different debuffs it works like wonders, and accelerate metabolism buff will have your team happy too. IMO the best set for AV killing (buffs->decoys->debuffs->holds and sw is a chain that always work ^_^)
The first fire combo I tried was the classic/kins, but I found that since imps, although the bigger DDealers and prolly the most fun pets in the game, in teams were leroys, and all the aggro came to me. FF compensates that, PFF is a life saviour (and at low levels, crossing hollows is a walk in the park). It has good defense buffs, for you and your team mates, and mez defense too, which is always really nice. U can laugh at and slap up an av (u wont hurt it, but fun still =P) as he canĀ“t hit you while in pff.

Both sets worked great to me in PVE and PVP, and I just can recommend them =)


 

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well guys i decided after thoughts to make a
fire kin
Shes level 6 so far and is very fun!


 

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Shes level 6 so far and is very fun!

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wait till she hits 20 and the scrapz0rs start salivating wildly!


 

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Wild insane parties garanteed!


 

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Shes level 6 so far and is very fun!

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wait till she hits 20 and the scrapz0rs start salivating wildly!

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Even worse after lvl41, when you outdamage 2-3 of them.


A Paragon Defender

 

Posted

Have fun with that, i heard it is really fun to play.
Personally, I tried earth/rad and it works like a charm if all you want is controlling your enemies.. soloing is out of question: you can hold an enemy to death, but the "to death" part can take one minute... But he really shines in a team.


@Double

Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad

 

Posted

I have also started a fire kin, and with both single target abilities to make use of containment he's already quite the damage beast. He'll be great and taking out threats, locking down mobs and abusing containment! THey truly are awesome, or though I can see that it'll take some learning and a regular team to get him (and my abilities controlling him) to his prime.


 

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My Ill/TA Controller is the most devestatingly overpowered character I've had. Now I've not played /rad, so they may be stronger, but there is certainly nothing weak about /TA.


I really should do something about this signature.

 

Posted

Well, I just hit lvl 14 with my fire/ta troller and I found that lots of fun and even more challenge.
Since you have AoE debuffs and attacks, you _will_ get all the aggro baaaad (mobs easily leave tanks alone to go after you :-D).
So it is hit and run most of the time, be sure to bring lotsa greens with you.
Besides all of this, to control large mobs is a great feeling, and compensates all troubles.

And...if you are in a good team with good healers (and maybe 2-3 trollers) you will find yourself on top of the world ;-).

Soloing with higher reps is not recommended tho (I am unyielding, and I hardly can do a mish alone lol).

Fire/Rad is good too, but if you think you've seen everything in Paragon, or you're just seeking challenge (and super group control), try fire/ta, you will have much fun.

cu,
bleach


 

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This is why you play illusion/TA, so your decoys can field all the aggro.

A couple of /TA tips. Use Flash Arrow to pick out indiviual mobs (it's also useful to signal "attack" to a group). Use acid arrow on mobs standing a little away from the rest so as not to aggro any others (the AOE is qute small).


I really should do something about this signature.

 

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Before even reading this thread I came up with a ill/TA controller and it's great fun so far. Also good to hear the overal confidense in the sets, despite TA's bad reputation.

I can only agree on fire/kin being great fun to play aswell. Decent controlling abilities, granite tanks, lying at your feet , I love it.

@Dark_Blasphemy
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The first fire combo I tried was the classic/kins, but I found that since imps, although the bigger DDealers and prolly the most fun pets in the game, in teams were leroys, and all the aggro came to me.

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All aggro generated by your imps will stay on your imps. It takes alittle micromanagement when to fire off tranfusion but solo or in small teams it's still fairly easy to keep the little madmen alive . Granted, in bigger teams they die quite abit more but in that case the aggro usually spreads out nicely.


 

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Hmm
just had a silly though..earth/kin
How would the animate stone golem be with all the buffs? SB +Fshift!


 

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Nice... If you can ever get the [censored] into melee range.


 

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A speed buff might be just what he neads. A superjumping boulderman might be useful too.


I really should do something about this signature.

 

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well guys i decided after thoughts to make a
fire kin
Shes level 6 so far and is very fun!

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Glad you chose fire/kin - it's a great combo IMO and far outweighs fire/rad which is weak, low damage, poor debuffs and really no fun at all.

*Whispers to Knightingale* Do you think the nerfbat bought that pile of BS I just wrote?


@Byrne

Debtmeister General of The Plastic Army & Empire

 

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I wanna see them actually superjump it'd be class


 

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personally i'd say Grav for a primary. Propel, as mentioned before, is always amusing, GDF i think is one of the best lockdowns in the game (even more so when followed up by Crushing Field) and Wormhole is also a lot of fun in PvE and PvP.

as for a secondary; Empath you can never go wrong with, Kin is a lot of fun and Rad is... well rather good tbh


 

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Hmm
just had a silly though..earth/kin
How would the animate stone golem be with all the buffs? SB +Fshift!

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As Xironia said it would be good if you can get him into melee range which he isn't too fond of doing + the fact that he will only attack once every 10 minutes (not exactly true but he's slow as hell...even with speed boost ).

Stoney is probably the "worst" controller pet there is...only really found him useful for the psi AVs which he can tank with no problems.


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

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Propel, as mentioned before, is always amusing, GDF i think is one of the best lockdowns in the game

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Yay! Another fan of propel on the "its too much fun to leave out" basis. Bloomin' number crunchers

Out of the box GDF can't hold a feather still for 2 seconds and I was really disappointed with it. After a couple of evenings of exemping and scrimping (and, for shame, scrounging) I got enough inf together to 6 slot it with SOs (2 Acc, 3 Hold, 1Rchg) and OMG! Megalockdown! The scrapz0rs like nothing better than a huge mob of Sky Raiders in suspension as the speed boost kicks in


 

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@Dark_Blasphemy
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The first fire combo I tried was the classic/kins, but I found that since imps, although the bigger DDealers and prolly the most fun pets in the game, in teams were leroys, and all the aggro came to me.

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All aggro generated by your imps will stay on your imps. It takes alittle micromanagement when to fire off tranfusion but solo or in small teams it's still fairly easy to keep the little madmen alive . Granted, in bigger teams they die quite abit more but in that case the aggro usually spreads out nicely.

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Well, if you tell me you can handle your imps in teams of 8 I'd like to see that :P


 

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illusion trollers ftw, but seriously they can be a big help but they dont have to many holds unless you slot flash and blind right, for flash 3 accuracy,1 recharge time and 2 hold durations


 

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they dont have to many holds unless you slot flash and blind right, for flash 3 accuracy,1 recharge time and 2 hold durations

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Actually, in the later levels, I found that for Flash 3 acc 3 rchg works better for me since the mobs will be getting wiped out fairly quickly, so they don't really need to be held for that long. For Blind I still use 2 acc 2 hold 2 rechg since you use this a lot against single targets such as AVs for which hold duration is still important.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

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illusion trollers ftw, but seriously they can be a big help but they dont have to many holds unless you slot flash and blind right, for flash 3 accuracy,1 recharge time and 2 hold durations

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They don't have many AOE Hard Controls. But hard controls are against Statesmans vision, especially AOE Holds (quite correctly to be honest. They make things very easy). The Soft controls of PA &amp; Spectral Terror are fantastic though.


 

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They don't have many AOE Hard Controls. But hard controls are against Statesmans vision, especially AOE Holds (quite correctly to be honest. They make things very easy). The Soft controls of PA &amp; Spectral Terror are fantastic though.

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Good point. And some secondaries give you the option of picking up additional group holds (for example Choking Cloud and EM Pulse for /rad).


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>