Ultimate all controller superteams


False_Fiction

 

Posted

I was trying to figure out the ultimate All [Archetype] Superteam. I reached controllers and got stuck.

The reason is that I'm trying to justify a fourth controller in the team as adding something beyond extra DpS and Burst Damage (even on the all 'fender superteam, you get the rolling nukes). What I have is:

2 Mutant Plants (Plant/Rad)
1 AV Killer (Ill/Rad).

Reasoning behind rad:
Accelarate Metabolism. Every 120 seconds, the team comes together for a group hug for +90% recharge, +90% Recovery, +60% damage, and a lot of speed. Who needs Stamina when you've got Perma-Haste and +90% Recovery (+slots) by the time you can pick up SOs.
Debuffs. 'Nuff said.
Choking Cloud. If something does make it into melee, overlapping choking clouds can handle it.
Mutation: Why would the odd death slow us?
Heal.

Reasons for plant:
High control - with a +160% recharge before slotting, and a significant tohit buff from leadership, Seeds of Confusion is going to be up extremely fast.
High AoE damage. Buffed by three assaults, three AMs, and possibly some enervating fields. (And the assaults and the enervating fields are going to affect the Carrion Creepers as well).

Reason for the Ill:
Tank in a pocket - the Phantom Army can take the hits - and it's going to be recharging fast.
Invis for the party.
Deceive to pick off the bosses and stragglers SoC misses.
High single target damage - can go head to head with GMs on its own sometimes (and often with AVs)

Is there anything I've forgotten from this flatten everything superteam? Hits hard, damages fast, has massive control. Slotting light (with that recharge and three tactics, little will be needed for the attack powers other than three damage SOs). No fitness needed with the +recovery from slotted AM. Should be on invincible immediately after finishing the Penelope Yin arc in Faultline... Also is there anything better?


 

Posted

The "standard" all controller superteam is fire/rad. Stacked Choking Hold means everything is held after 1-2 seconds and Hot Feet burns everything down. Team teleport to get into melee range asap.

Never been in one myself but I'd imagine that you'd have a hard time even getting rad toggles up before things are dead, especially after Imps


Icelock - Ice/Storm Controller
Command Bot 1 - Bot/Traps MM

 

Posted

Fire/Rad superteams are [u]way[u] too good. Fire Cages + Hot Feet + CC = Win. We rarely used debuffs on the mobs (except for herding and AVs). And imps? Well, it's quite fun to watch a horde of 24 imps ganking Infernal.

If you manage to get 8 members, go Fire/Rad superteam. It was the most fun I've ever had in this game, although I don't admit it too often (*eyes Bumguffy*).

Back on topic now,

[ QUOTE ]
Is there anything I've forgotten from this flatten everything superteam? Hits hard, damages fast, has massive control.

[/ QUOTE ]

Mez protection. I'd recommend a /Sonic or /Emp as 4th member (for Clarity/Clear Mind). I'd go with /Sonic and put Disruption Field on PA. Instant, aggro-free -res debuff.

As for a fun but not-so-leet superteam here's the team what I'd like to play with sometime:

Fire/Rad
Ice/Kin
Illusion/Storm
Earth/Sonic

All different sets and you got it all covered: +end, heals, mez protection, +dmg, +rech, ace debuffs, shields, massive holds, good damage.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Thing about Plant is that it does almost the damage of a Fire while having more control and not needing to get into melee. (Roots is on a 0.6 damage scale vs 0.33 for Fire Cages, and Carrion Creepers do quite a lot of damage themselves). I also haven't forgotten Mez Protection - I'm simply relying on mezzing first (Seeds of Confusion, Deceive) or distraction (Phantom Army - Threat Level 5 and taunt attacks) to severely limit the number of purples needed.

As for the balanced superteam, I'd swap out the Earth for a Plant - with three sets of AoE immobs one of Earth's two signature powers (Earthquake - the other being Volcanic Gasses) is going to be very situational, and Quicksand doesn't do much other than debuff def to foes who have already been immobilised. Finally, when everyone is slinging single target holds around and debuffing people through the floor Volcanic Gasses probably isn't going to be that useful. Plant's Seeds of Confusion, Roots, and Carrion Creepers all have nothing the rest do getting in their way.


 

Posted

Well it's your team. I won't argue with you. To me, nothing beats Earth when it comes to control. Anyway, good luck

Edit: Heck, I'm arguing anyway

Earth's key powers are Stalagmites and Volc Gasses (which can be made perma). As for Plant doing more damage than Fire, I seriously doubt that. Safer? Maybe. Outdamaging Fire? Not really, no.

Carrion Creepers - correct me if I'm wrong - are tangible underlings (like swarms, right?), making them easily killable and got huge recharge.

On the other hand, Hot Feet is always on, and when paired with Chocking Cloud and Fire Cages, it's a killer. Plus, it does contained damage, which Carrion Creepers doesn't (or it shouldn't as it is a pseudo pet). Add the Imps and you get yourself some serious damage.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

I never said Plant outdamages Fire. I said it does almost the damage of fire.

You're half right about Carrion Creepers fwiw. Carrion Creepers summons an intangible pet that summons the tangible underlings. Yes, the creeper vines can be killed - but they only last 15 seconds anyway, and I'd rather a mob hit a vine than hit me. The invisible, intangible (and mobile) creeper patch that summons the vines is much easier to perma than volcanic gasses (basics: 120s up/360s for the Creeper Patch recharge vs 60s/240s for the Volcanic Gasses).

Plant vs Fire - power comparison

Fully slotted, Carrion Creepers do a little over half the damage over time per mob of fully slotted and contained Hot Feet (although with densely packed targets if one vine target dies within the 15s it can hit another, and there's also damage caused by the creeper patch to anything that was near the target that died).

Then there's Roots. 1.8 times as much damage as Fire Cages (twice as much damage as the other AoE immobs) - and due to the spread out nature of many mobs, Fire Cages on its own often does more overall damage than Hot Feet. Assuming 100% dambuff and 100% recharge (the recharge really isn't hard when you count haste) then Roots does almost the damage over time per target of Fire Cages with 100% damage buff (and both can use more procs and has them trigger more often) and over a wider area. This then puts Fire Cages damage against the Creepers - which is fairly close if you've fully slotted the cages (Creepers doesn't take much slotting, of course).

Finally Audrey vs Fire Imps. At single target damage there is not even a question - the flaming monkeys absolutely rock (and that's Plant's real weakness). A very heavy win for the imps here if there is only one target, and the imps are more survivable. On the other hand, Audrey is ranged and gets to fire ranged AoE attacks (one cone spray and one AoE Immobilise), and can be procced for negative damage. Finally the Fire Imps can be immobilised which utterly neutralises them...

Fire still wins, but most of the difference is Audrey vs the Fire Imps.

Earth vs Plant in the superteam.

If we were talking one controller in a team with three blasters then I'd agree with you (and probably recommend Earth/Kin). But we've already got controls from Ice, Fire, Illusion, Rad, and Storm. I'll be impressed if anything is still moving with that little collection of controls anyway. On its own an Earth controller can normally lock down four spawns (one slept, one gassed or stunned, and one falling over in quicksand while it fights the fourth) whereas Plant can normally lock down only three (one slept, one confused, one fought). Which matters if your team mates are all blasters. But the team has three other controllers - and if you are facing off against half a dozen spawns at once you're doing something wrong somewhere. (Most controllers can lock down at least one spawn other than the one being fought).

In short, if there's one controller on the team I'd recommend Earth - and if two I'd recommend a Plant and an Illusion. With half a dozen you can control whatever you want anyway, so I'd go for the raw damage of pure fire for all the controllers.


 

Posted

The subtle difference in chosen sets and builds combined with the players own style make controllers the most fun AT imo.

As for 'Superteaming', I too am a fan of 'same set/build' groups, purely for the reason that if 1 or 2 of your 'normal' team don't turn up you are mostly 'as effective'. If, for example, your team is dependant on getting SB from a kin then without him/her your superteaming experience might become stayed or jaded.

It's with this in mind that I think one of the top buffs in the game (if not the best) is AM, made even more special by multiple applications.

I've been in many amazing teams in the years I've played, that have the right 'big team' ATs and sets. Teams like these move fast and have no apparent weakness.

From time to time I've been in all-trolley teams, these usually run faster than the 'traditional' aforementioned team however due to their usual 'random' mix of sets can struggle with some of the harder foes, thinking AVs in particular.

Finally comes the fire/rad superteam, people usually miss it's beauty. Forget the numbers for a moment.......the reason I love this combo (be it solo,teamed or superteamed) is this simple.......all your powers are either foe targeted or AoE buff. This is what makes it the best suited for the fastest levelling (outside bridged pling) I think you'll find in the game.

I have lots of other views on fire/rads but will stop there for now.


 

Posted

Would like to see
Earth/TA - Mac Daddy control and awesome debuffs
Ill/Rad - Obvious
Plant/Kin - SB PL0X and further augmenting the earth trollers lockdown
Fire/Storm - Needs to be nice to the kin SCHLURP
Mind/Thermal
Fire/Sonic - Hula hoops on Mr.Poo

Otherwise 2/thermal, 1, sonic 1 storm, rest /rad and /kin would be my ultimate team