my controller feels useless


Amy_Amp

 

Posted

i am sorry if this has been mentioned before..

at the moment i am level 24 playing as an Illu/Storm controller and i really love it, i play in a group with an Elec/Elec blaster, Emp/something defender and a invulnerability/energy melee tanker who are similar levels to me.

when doing missions with these guys i feel pretty useless though, we have the difficulty set to max and the tanker is perfectly capable of grabbing 2 or 3 groups and tanking them while losing almost no hp.

is this something that will change as we get higher level?


 

Posted

Quote:
Originally Posted by nataku View Post
i am sorry if this has been mentioned before..

at the moment i am level 24 playing as an Illu/Storm controller and i really love it, i play in a group with an Elec/Elec blaster, Emp/something defender and a invulnerability/energy melee tanker who are similar levels to me.

when doing missions with these guys i feel pretty useless though, we have the difficulty set to max and the tanker is perfectly capable of grabbing 2 or 3 groups and tanking them while losing almost no hp.

is this something that will change as we get higher level?
Should do. The Tank should come across different enemies (assuming you're not just farming the one mish, which is going to be boring anyway) which will cause him issues. Psi enemies for example.

In the mean time you're still doling out damage via the PAs, stealth (most likely AOE stealth via Steamy Mist or Grant Invis), nice debuffs via Snow Storm & Freezing Rain and at 26 you get the nice Fire-and-Forget Spectral Terror which you can just throw out as a mez & ToHit debuff.

Plus more pet related damage in the 30s.

Plus if things are really getting boring try making them interesting via novel use of Gale, Hurricane and Tornado (once you hit 35)


 

Posted

Quote:
Originally Posted by Carnifax View Post
... Spectral Terror which you can just throw out as a mez & ToHit debuff. ...
Are you sure Spectral Terror's Fear grants a ToHit Debuff?


 

Posted

I'm quite sure Spectral Terror does something like 15% unenhanceable ToHit debuff.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by nataku View Post
is this something that will change as we get higher level?

Have patience, while Illusion has some early jewels for powers, a controller really doesn't start feeling uber until mid to late 30s and even into the 40s. By the time all is said and done you'll have a monster of a controller.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by DSorrow View Post
I'm quite sure Spectral Terror does something like 15% unenhanceable ToHit debuff.
Indeed it does. In fact on Red Tomaxes site the two Fear Powers it has both have a 15% ToHit debuff so I'm unsure that if someone was standing by the PBAOE around Spooky and then got hit by the single target "wail" fear would they have a 30% or not. I think they should but that seems almost too good to be true. I think mechanically the Afraid aspect of the wail would cause them to flee the PBAOE so the double -ToHit would tend to wear off quickly (5 seconds is listed on Red Tomaxes site for the PBAOE). Linky

You can't enhance it though which is a pity (especially since once I respecced and left a few slots for -ToHits and then got a shock. Thankfully PROCs came along).


 

Posted

Ill/Storm is extremely powerful in the higher levels. You will feel more useful, eventually.

Actually, depending on how disruptive you want to be, you can feel useful now -- at the expense of your teammates.

Which brings me to the regrettable, and likely controversial point: Ill/Storm is all about chaos; it brings immense mitigation to the table, but it's also hard to play it to its full potential, most of the time, in the typical Tank-Defender-Blaster team. A lot of powers will disagree with the Tanker and the Blaster -- the former because meleers typically don't like to chase mobs everywhere, and the latter because AoEs require a relatively bunched-up group of foes.

Doesn't mean the build won't work, or isn't effective. It just means that, under most circumstances, either you or your teammates are, in some ways, going to be feel marginalized.

Personally, I like the more unconventional builds in this game, and I absolutely love Storm -- but you seem to have joined a team which is unusually analogous to the typical MMO, tank-and-spank holy trinity.

That said, any build can be made to feel useless, or superfluous, under the right circumstances. In the higher levels especially, a lot of teams will simply kill stuff so quickly that certain builds will wonder what the heck they can contribute. Sometimes, often in the case of lower-damage (or slower-damage) Controllers, they're right; othertimes, it's only psychological. Even if you're only tossing out one or two powers before a spawn is dead, it's possible, even likely, that those two powers are contributing in their own way as much as anyone else is.

Small to mid-size team play ought to get a good deal more interesting in Issue 16, though. If you can set a four-person team's mission to spawn for eight, then you'll get more mileage out of everyone's contribution. Should be fun.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by nataku View Post
is this something that will change as we get higher level?
Invul does rather well at those levels. The fact that you have an Emp to keep the tank Forted means it's an even more sturdy build. Heck, with the team being only four people it should be rather easy for the Emp to do the vast majority of the support by themselves. Add in it being a static team and those teams tend to be rather easy by default. Your goal is to make sure things stay on course. Find whatever is annoying and keep it under raps, ie when you are fighting Crey make sure PP's are held so they aren't able to use MoG since they become near impossible to hit. Actually, Tornado is great for them in that case. Just remember, in terms of defender/controller balance, an Ill/storm still has a lot more upswing to go compared to an Emp defender after level 32. Ill/storm is good at 24, but it's not the full blown three ring circus yet.


 

Posted

Illusion/Storm has lots of tools to make that team better.

Deceive will take any problem foes out of the fight even before it begins. Deceive will also let you get any foe who uses mez powers to use them on other foes, and not use buffs on the foes. For example, use Deceive on a Tsoo Sorcerer before the fight begins, and he will not heal other foes, and his Hurricane will debuff the accuracy of the foes instead of your team, letting your team kill stuff faster.

Freezing Rain is one of the best debuff powers in the game. Your teammates and Phantom Army will do 30% more damage and hit far more often. For example, your Electric Blaster's "Ball Lighting" will become far more effective, hitting more and doing more damage.

Snow Storm will allow you to keep foes from running away very fast, and knock down fliers. Croatoa will be available at 25, and knocking down those witches is a delight.

Hurricane will allow you to help the tank be a better tank. You can run around the outside of his group, pushing any runners or stragglers back into the group, while debuffing their ability to hit. It takes some practice to learn to do this right, but it is a great strategy. I like to use Super Speed for travel, as it makes doing this much easier. (Plus, super speed + steamy mist = full PvE invisibility -- no need to take Superior or Group Invis.)

Phantom Army adds three more damage dealers to your team. Your Blind+Spectral Wounds allows you to be a single target blaster, holding the foe from running. Pick targets outside of the tank's reach of his melee attacks. (Energy Melee has low AoE but high single target damage after the last two powers. You can help taking down those single targets, especially ones with only a little health left.) I suggest you focus on taking out the lower level foes, starting with minions, and let the tank and others focus on the tougher foes -- take a look at the Strategy section of my Ill/Rad guide to see why.


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

I agree with the OP somewhat....I think it is more the Illusion side of the equation more then anything.

I find that my Illusion troller seems pretty useless in big groups as well. Probably not as bad as the OP as my secondary is Kin so I at least have that going for me....but my primary suffers from non use in big groups.

Sure I can use ST, but most of the time half a group is dead before I even can get it summoned. I have the same problem with PA....if my group is killing quickly (like most of my SG groups) then PA is pretty useless as I summon we kill the entire group and most of the PAs summoned time is getting to the next group so their damage output is severly limited. About the only thing I get out of my primary on a regular basis is the phant.

I think the problem is that Illusion only has one reliable hold and spectral wounds. So you have 1 damage and a total of two holds (one being AOE that does no damage).


Now solo....my Ill/Kin is one of my funnest toons because I really get full use out of almost all of my powers then because I control the tempo of the missions and can make sure I put myself in a position to maximize the goodyness of Illusion.


 

Posted

Quote:
Originally Posted by Greekfyre View Post
Sure I can use ST, but most of the time half a group is dead before I even can get it summoned.
That's not just a problem with illusion or even controllers in general. Teams that are AoE heavy will tend to wipe out most minion heavy mobs in seconds. Even tanks/scrappers have that problem if they're paired with a couple of good AoE blasters which can kill groups from range.

Save your PA for really hard targets or when you're running a team without tanking, you can tank with your pets. I find illusion controllers excellent in taking the alpha on teams full of squishies.


 

Posted

Quote:
Originally Posted by Fury_Flechette View Post
That's not just a problem with illusion or even controllers in general. Teams that are AoE heavy will tend to wipe out most minion heavy mobs in seconds. Even tanks/scrappers have that problem if they're paired with a couple of good AoE blasters which can kill groups from range.

Save your PA for really hard targets or when you're running a team without tanking, you can tank with your pets. I find illusion controllers excellent in taking the alpha on teams full of squishies.
that is true about heavy AoE teams....

I tend to have to use my PA that way but doing it that was does limit Illusions total damage output as they are one of your more damaging powers if not the most.


 

Posted

thank you for all the replies, it looks like Illusion/Storm controller doesnt really fit in my group all that well which is a shame really as i do like the character. think i may just reroll to a spines/fire scrapper or would a fire/kin controller work well in the group?

i am pretty new to the game on the whole so i don't really know much of later levels.


 

Posted

Quote:
Originally Posted by nataku View Post
thank you for all the replies, it looks like Illusion/Storm controller doesnt really fit in my group all that well which is a shame really as i do like the character. think i may just reroll to a spines/fire scrapper or would a fire/kin controller work well in the group?

i am pretty new to the game on the whole so i don't really know much of later levels.

Spines/Fire is the AoE king amongst scrappers but will be a little squishier through out his career due to the fire armour...I have not played it on a scrapper but I have it on my 50 fire/fire tank.

Fire/Kin is a VERY powerful combo but it will not reach it's full power until level 38 when you get Fulcrum shift....so it is a late bloomer, but from what I hear worth the wait.

Also I wouldn't delete the Ill/storm troller unless you had to.....keep him to solo with if you really like the sets. Like I said before...my Ill/Kin is one of my favorite solo or duo toons.


 

Posted

Quote:
Originally Posted by nataku View Post
thank you for all the replies, it looks like Illusion/Storm controller doesnt really fit in my group all that well which is a shame really as i do like the character. think i may just reroll to a spines/fire scrapper or would a fire/kin controller work well in the group?

i am pretty new to the game on the whole so i don't really know much of later levels.
What you don't realize is how much Freezing Rain alone contributes. If you use it for every large group, your team is killing groups much faster and more safely from that power alone. Then, if you have PA and phantasm out, they are also contributing to the team damage.

It is easy to test now-a-days with the AE. Let your team do a mish with you doing nothing, The do the same mish while using Freezing Rain and your pets as much as possible. I bet the mish will go about 20% - 30% faster.

Now, a Fire/Kin, once you get up into the high levels, will contribute tons to a fast team. But that's no reason to abandon a character that you find to be fun.


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

Quote:
Originally Posted by Local_Man View Post
What you don't realize is how much Freezing Rain alone contributes. If you use it for every large group, your team is killing groups much faster and more safely from that power alone. Then, if you have PA and phantasm out, they are also contributing to the team damage.
Freezing Rain is a fantastic power, but contribution is in the eye of the beholder. If a player feels like he's hand-cuffed in the vast majority of the fights his team faces, because a large portion of his powers are either troublesome or outright counter-productive, then he might not be inclined to play that character in that setting.

I know I don't play my Ice/Storm anymore in most team settings. It's not that the character is ineffective; on the contrary, she's extremely good at limiting incoming damage, and is very nearly unkillable through normal content thanks to IO bonuses. My problem is that the character is just dull as dirt to play in many team situations. Her average per-spawn contribution consists of: Drop Rain, possibly drop slick, hover around with Arctic Air. (With slight variations here and there, of course.)

Which isn't to say that she's incapable of doing more than that, but most of the time it isn't worth it to bother. More interesting tactical maneuvers featuring some of the jewels of the Storm Summoning set are usually reserved for solo encounters, or for encounters which will obviously take the team a long time to finish otherwise. The latter rarely occurs in high-level team play, unless you're in an AE boss farm, or fighting an AV or whatever.

Like I said before, it's largely psychological. I know that almost any build can feel marginalized in a good team, even if they aren't contributing any less or any more than most of their teammates. I also know that I'm probably, in part, simply bored with that particular character, having played it almost exclusively for more than a year.

Somehow, though, I never feel quite as superfluous on other characters in large teams. It probably has something to do with my damage having so much reliance on the circumstance.

I obviously can't speak for the OP, but it's pretty clear to me that Ill/Storm, while an extremely powerful build, isn't ideally complementary of a static team composed of Tank/Empath/Blaster.

Sure, keep the Ill/Storm, but if the purpose behind the team is to play exclusively (or near exclusively) together, then he'd very likely be happier in the long run using a less chaotic build with that team.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by nataku View Post
thank you for all the replies, it looks like Illusion/Storm controller doesnt really fit in my group all that well which is a shame really as i do like the character. think i may just reroll to a spines/fire scrapper or would a fire/kin controller work well in the group?

i am pretty new to the game on the whole so i don't really know much of later levels.
As mentioned, keep the Ill/storm if possible. I would still look at a debuffer though. Dark, Rad, or a TA defender would work, or you could do rad, or /ta controller. /ice and /sonic are great for defenders, and Fire/rad is a classic combo. Something like a Ice/ice blaster would work as well since you get damage from it, but if offers mitigation.


 

Posted

Quote:
Originally Posted by Obitus View Post
Freezing Rain is a fantastic power, but contribution is in the eye of the beholder. If a player feels like he's hand-cuffed in the vast majority of the fights his team faces, because a large portion of his powers are either troublesome or outright counter-productive, then he might not be inclined to play that character in that setting.

I know I don't play my Ice/Storm anymore in most team settings. It's not that the character is ineffective; on the contrary, she's extremely good at limiting incoming damage, and is very nearly unkillable through normal content thanks to IO bonuses. My problem is that the character is just dull as dirt to play in many team situations. Her average per-spawn contribution consists of: Drop Rain, possibly drop slick, hover around with Arctic Air. (With slight variations here and there, of course.)

Which isn't to say that she's incapable of doing more than that, but most of the time it isn't worth it to bother. More interesting tactical maneuvers featuring some of the jewels of the Storm Summoning set are usually reserved for solo encounters, or for encounters which will obviously take the team a long time to finish otherwise. The latter rarely occurs in high-level team play, unless you're in an AE boss farm, or fighting an AV or whatever.

Like I said before, it's largely psychological. I know that almost any build can feel marginalized in a good team, even if they aren't contributing any less or any more than most of their teammates. I also know that I'm probably, in part, simply bored with that particular character, having played it almost exclusively for more than a year.

Somehow, though, I never feel quite as superfluous on other characters in large teams. It probably has something to do with my damage having so much reliance on the circumstance.

I obviously can't speak for the OP, but it's pretty clear to me that Ill/Storm, while an extremely powerful build, isn't ideally complementary of a static team composed of Tank/Empath/Blaster.

Sure, keep the Ill/Storm, but if the purpose behind the team is to play exclusively (or near exclusively) together, then he'd very likely be happier in the long run using a less chaotic build with that team.
The OP said that the character didn't fit his team much . . . when in fact, it may not have fit HIS playstyle. I love my Ill/Storm, and have no doubt that I could get mine to be fun (to me) and effective on that team. But if the OP doesn't like it or feels it is somehow lacking, then it is not the fault of the build . . . it is the OP's personal preferences.

So, my post was intended to suggest ways that he might find the character to contribute more. But the better choice may be that he needs to roll up a character he likes.

I have an Ice/Storm at 50, and have a great time playing him . . . I have Ice Blast, Air Superiority and Chilblain slotted up for damage, so I never sit around and watch after Freezing Rain and AA. I do my best to help wipe out the bad guys. Again, it may be my playstyle fits the character more than yours.


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

Quote:
Originally Posted by Local_Man View Post
The OP said that the character didn't fit his team much . . . when in fact, it may not have fit HIS playstyle. I love my Ill/Storm, and have no doubt that I could get mine to be fun (to me) and effective on that team. But if the OP doesn't like it or feels it is somehow lacking, then it is not the fault of the build . . . it is the OP's personal preferences.
You could say that about anything. The fact is, if three quarters of his team are built around gathering mobs together, then a character which is predicated on copious knockback and general scatter isn't going to work as well as a more conventional build.

And he will have to sit on a goodly number of his powers, most of the time.

Now if it's your preference to have a large proportion of your powers sitting for the most part unused on your tray, then more power to you. No one can tell you you're wrong. The OP is in no way peculiar for feeling as he does, though.

Some builds are empirically better suited for a given setting or situation. To claim otherwise is to ignore the entire point of the conversation.

Quote:
So, my post was intended to suggest ways that he might find the character to contribute more. But the better choice may be that he needs to roll up a character he likes.
Your first post in this thread was a nice little mini guide describing diferent things he can do with Ill/Storm. Your second post - the one to which I responded -- implied that Freezing Rain should satisfy him that the character is useful.

My only point was that there's a difference between being useful and feeling useful. A buffbot is also useful. Heck, an Ice Controller whittling away at single targets with Air Superiority and Chilblain is technically useful -- in the sense that his team might have taken an extra second or two to finish a given spawn without him.

Whether or not your contribution is meaningful, as opposed to merely useful, is a different kettle of fish. It is that question which most closely relates to the albeit subjective perception of a player as to whether or not his build is useful.

Quote:
I have an Ice/Storm at 50, and have a great time playing him . . . I have Ice Blast, Air Superiority and Chilblain slotted up for damage, so I never sit around and watch after Freezing Rain and AA. I do my best to help wipe out the bad guys. Again, it may be my playstyle fits the character more than yours.
And I have BoI and Chilblain slotted for damage, along with a purple damage proc in each. Let us not pretend that the single-target-damage contribution of an Ice Controller makes much difference in a high-level team, particularly a mid-large-sized team.

Sure, I can toss ST attacks around, and I often do -- but they don't make much difference in most higher-level teams. Part of it may be that I'm a victim of my investments; the character has been so massively improved through IOs that there's very little challenge to be found in the game, much less in team play. Most likely, though, my problem is that I enjoy Storm so much when I can actually use its powers regularly, that I feel suffocated when I can't -- or shouldn't, in any case.

Sure, I could annoy everyone by herdicaning everything into a nice little ball, immobilize all of them, and then prepare to hit Tornado and Lightning Storm -- but there's very little point to all of that when the vast majority of the spawn will be long dead 3 seconds into Tornado's duration. And then what? I have a brain-dead knockback machine following me around for the next 20+ seconds, and/or I've used 30ish endurance to summon an immobile cloud that's managed to attack once or twice for mediocre damage.

So much of an Ice/Storm's damage potential is not only situational; it's also tied to the caprices of the pet AI. You can't tell Lightning Storm which target to attack, or Tornado, or Jack Frost -- and if you're in a situation with untethered mobs nearby, your only choices are to attempt to herd them all together, or to hope that Jack finds the right target, and sit on the other two powers while you plink away with ST attacks. Or, you could just let loose for the heck of it, and disregard the likely fact that you're doing as much harm as good.

And all of my little anecdotes apply to a Controller who can restrain scatter and KB on a whim. Whether it's smart to do so is the issue for the Icer; for the Illusionist, it isn't even a question. It can't be done.

We can talk til the cows come home about subjective preferences, but the bottom line is that there are a whole host of other powersets which are intrinsically more interesting to play in a conventional, Tanker-Empath-Blaster team setting. The sad fact is that his team would probably be best off with another Blaster, or a Kin of some sort, or a Rad of either flavor. Or a Fire/Storm, if Storm it must be; that could work pretty well.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

I have an Illusion/Storm at 50 and love the character. How much of the skills you use will vary on the team. For a team like the one you were on, with a herd tank, most controllers won't feel that useful. /kin is maybe the strongest in that case, but it would probably be the weakest on a team where you really need storms powers. As others have said, Freezing rain is really a fantastic skill and makes a large difference in battles. For that alone you'll add a lot.

Ill/storm helps more for groups that aren't steamrolling, but that's true of most controllers. When stuff dies that quickly there isn't a need for much control. Stick with FR and take out troublesome mobs. On tough maps you can make a much bigger difference.