Choosing a Controller Build, V2


Carnifax_NA

 

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Choosing the Controller
That's Right For You, V2!

Code:
I. INTRODUCTION
II. UNCHOOSING
	a. Everything is fun!
	b. Other ATs
III. BROAD GENERALIZATIONS
IV. CHOOSING YOUR PRIMARY
	a. Common Denominators
	b. Primary distinctions
		i.   Gravity
		ii.  Earth
		iii. Ice
		iv.  Fire
		v.   Plant
		vi.  Illusion
		vii. Mind
	c. Unique Powers
V. CHOOSING YOUR SECONDARY
	a. Basic Functions
	b. Secondary distinctions
		i.   Empathy
		ii.  Kinetics
		iii. Sonic
		iv.  Radiation
		v.   Thermal
		vi.  Storm
		vii. Trick Arrow
		iix. Forcefield
VI. COMBINATION SYNERGY
	a. Mitigation and Aggression
	b. AoE Damage
	c. Solo Function
	d. Small Team Function
	e. Long Recharge Hard AOE Controls
	f. AoE Stun
	g. Holds
	h. Positional Synergy
	i. Positioning Ability
	j. Aggro Extremes
	k. Pet Buffability
	l. Teammate Savoir-Faire
	m. Bugs!
	n. Knock*
Appendix A: Terminology
Appendix B: My Experience
INTRODUCTION

So, you've decided to play a controller! Currently there're seven primaries and eight secondaries to choose from. That's a bewildering 56 possible combinations, each with its own synergy.

This guide aims at helping you make that first bewildering choice, based on comparisons of sets and some reasonably accurate generalizations. There're all sorts of other resources to be found in the various guides in the controller section once you narrow your ideas down a bit, and this guide is not intended as a comprehensive review of any set.

But hopefully it will be useful for your initial choice among powersets.

UNCHOOSING

Everything is fun! Just play what you like!
Note that there're folks on the forums who like to sabotage anybody seeking information about differences between controller builds, by giving them advice that amounts to "Anybody can have fun doing anything," even when somebody was askng a pretty specific question. I feel bad for newcomers when this happens. So I wrote this guide.

If you're willing to wade through occasional silliness from people who take it personally when somebody criticizes a power, the Controller forums are still a great source of feedback and advice. Needless to say everything I write here is from my PoV. My experience is finite-- see Appendix B.

Other Archetypes
Maybe you're still undecided about playing a controller. Reasons you may want to play other ATs:
  • If you still want to freeze your foes in their tracks, but would rather just attack your foes than weaken them (and aid your allies), consider a Dominator.
  • If you like the idea of helping your team and weakening your foes, but would rather just blast away at them than freeze them in their tracks, consider a Defender or a Corruptor.
  • If you like the idea of pets, and of helping your team and weakening your foes, but are indifferent to freezing your foes, consider a Mastermind.
  • If you love to live on the edge and outgun your opponents, consider a Blaster or Corruptor.
  • If you really want to be tough, shrug off your foes' mezzing, and get up in their faces, consider a Scrapper, Tank, or Brute.
  • If you think you might like sneaking up on your opponents and stabbing them in the back better, consider a Stalker.


BROAD GENERALIZATIONS

Before I get into lots of detail, I want to throw out, for your consideration, some generalizations about the various sets, what they're best and worst at. Mainly I will treat a common contrast made, "fastest" versus "safest."

Primaries:
Fastest Solo & Best ST damage: Fire, Illusion, possibly Grav (& Mind pre-32)
Fastest Team & Best AoE damage: Plant, then Fire
Safest Solo, Best ST Control: Mind
Safest Team, Best AoE Control: Ice & Earth

Secondaries:
Fastest: Kinetics, then Radiation & Storm (then Empathy & Thermal on 2-4 man teams)
Safest Solo: Forcefield, Thermal (then Empathy & Thermal on 2-4 man teams)
Safest Team: Forcefield, Sonic, Trick Arrow, Empathy, Thermal

Vs AVs:
Best: Illusion, Radiation.

Most common: Fire, Illusion, maybe Plant
Least common: Gravity maybe Mind.

Animation Visbility:
Most: Earth, Ice, Plant, Storm, Thermal
Least: Mind, Gravity, Kinetics, Sonic

Most Position-dependent: Fire, Ice, Kinetics, maybe Forcefield and Sonic.

Most knockback-oriented: Storm, Forcefield, maybe Illusion and Grav.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

CHOOSING YOUR PRIMARY
The controller primaries control the enemy, changing his behavior and generally keeping him from hurting you and your allies. Plus, they do a modest amount of damage. Additionally, each set has specialties and secondary effects. This section details what control sets do generally, what distinguishes each set, and breifly discusses the unique powers.

WARNING: Jargon Ahead. Please see Appendix A: Terminology.


Common Denominators

All the control sets have three things: A single target hold, a long-recharge AOE Hold, and an AoE Aggro Management tool (usually a sleep).

Nearly every set has a Pet.

Most sets have a Single Target and an AoE Immobilize.

A few sets have AoE Disorients on a fairly fast recharge.


PRIMARY DISTINCTIONS

Gravity Control
Secondary effects include movement slow. Damage type smashing. AoE Stun with foe teleport built in. Has an AoE intang rather than a sleep for aggro management tool. It also has Propel and Lift, a pair of single-target damage + knockback tools.

Earth Control
Secondary effects include defense debuff. Damage is mostly smashing. AoE Hold is actually a cascading pseudopet that throws small area holds. AoE Stun, pulsing knockdown field, Quicksand.

Ice Control
Secondary effects include move slow. Damage type is cold. Pulsing Knockdown Field. Arctic Air. Shiver.

Fire Control
Secondary effects include extra damage. Damage type is Fire. Has an AoE -Per rather than sleep for aggro management tool. Hotfeet. Bonfire.

Plant Control
Secondary effects include extra damage. Damage is smashing and lethal. Seeds of Confusion, Carrion Creepers, Spirit Tree.

Illusion Control
Lacks ST and AoE Immobs. Damage type mostly Psi. Has a PBAoE ally + invis rather than sleep as aggro management tool. Has a ST damage with healback, ST Confuse, Cone Terrify casting pseudopet. Phantom Army. Superior Invisibility.

Mind Control
Lacks ST And AoE Immobs, lacks Pet. Damage type mostly Psi. ST Dmg + Knock, ST Confuse, Terrify Cone. Mass Confusion, Telekinesis, Mesmerize.

Unique Powers

Quicksand is a placed AoE that reduces movement rate, debuffs defense, and has an afraid effect.

Shiver is a cone -move -recharge.

Arctic Air is a complex PBAoE toggle power with -move -recharge, afraid, intermittent confusion and foe -stealth.

Hotfeet is a small PBAoE power with ticks of damage, -move, and afraid.

Bonfire is a placed AoE that does damage and knockback.

Seeds of Confusion is a fast-recharge cone confuse that causes aggro.

Carrion Creepers is a complex placed AoE power that does some entangles, and an invisible pseudopet that follows you and for its duration summons vines-- stationary pets-- to attack your foes.

Spirit Tree is a placed AoE power that is ally +Regen.

Phantom Army summons 3 mobile pseudopets that draw aggro and do damage, but cannot be damaged.

Superior invisibility is a self +invisible.

Mass Confusion is a long recharge AoE confuse.

Telekinesis is a toggle small-AoE hold with repel.

Mesmerize is a high-mag single-target sleep.



IV. CHOOSING YOUR SECONDARY

Compared with primaries, controller secondaries are much more varied, and have a lot more impact on what your character will be capable of.

They're also a lot harder to neatly compare, as they have few real common denominators. There are by my count roughly 18 basic functions/power types that appear twice or more across the eight sets:

Basic Functions

  • AoE Ally Heal: Empathy, Kinetics, Radiation, Thermal
  • Single target ally heal: Empathy (x2), Storm, Thermal
  • Ally Mez (all) resist buff: Empathy, Sonic, Kinetics, Thermal
  • Resurrect: Empathy, Radiation, Thermal
  • Ally resistance or defense buff (bubbles): Thermal, Forcefield (x2), Sonic (x2), Empathy (A-)
  • Ally recovery or endurance buff: Kinetics (x2, A+), Empathy (x2,A-S+), Radiation (S-)
  • Ally damage buff: Radiation, Kinetics (x2), Empathy (A-), Thermal
  • Ally reharge buff: Empathy (A-), Kinetics (A+), Radiation (S-)
  • Attacking Pseudopets: Storm
  • AoE Foe Resistance Debuff: Radiation, Trick Arrow (S-), Storm, Sonic, Thermal (S-)
  • ST foe resistance debuff: Sonic, Thermal
  • Foe regeneration debuff: Radiation, Kinetics, Thermal
  • AoE Foe Slow: Trick Arrow, Radiation
  • PBAoE Knockback: Kinetics, Sonic, Forcefield, Storm
  • Kitchen Sink Field: Sonic, Storm.
  • Foe ST intangibility: Sonic, Forcefield
  • Repel: Kinetics, Storm, Sonic, Forcefield
  • AoE Hold or Stun: Radiation (x2, S-, A-), Storm (S-), Trick Arrow (A-), Sonic (S-), Forcefield

(Kitchen sink fields are placed AoE effects with pulsing knockdown, to hit debuff, defense debuff, recharge debuff, and a little damage.)

(A-) = Limited Availability
(A+) = Exceptionally available
(x2) = in more than one power
(S-) = fairly small buff/etc
(S+) = exceptionally large buff/etc


Empathy
In addition to the extensive ally healing/buffing/defensive and other powers listed above, Empathy has Regeneration Aura, a long recharge PBAoE Ally +regen. Also, its Ally +Dmg (Fortitude) is part of the same power as its "bubble", an Ally +Def, and includes a substantial Ally to-hit buff, too. None of these powers draw foe aggro.

Kinetics
In addition to the impressive offensive ally buffing and other powers listed above, Kinetics' +mez resist (Increase Density) also adds energy & smashing resistance. And it has Inertial Reduction, which is a PBAoE ally + Jump, and Siphon Speed, a self recharge and movement buff. Many of these powers require a hit-check against a foe.

Sonic
In addition to the several powers, including its "bubbles," (Sonic Barrier, Sonic Haven, Sonic Dispersion) which are ally resistance buffs, listed above, Sonic's Kitchen Sink Field (Liquefy) has a little bit of hold.

Radation
In addition to the several powers, including foe debuffs and holds listed above, Radiation Emission's AoE -Res (Enervating Field) is a toggle foe-anchored power, and one of its two PBAoE holds (Choking Cloud), is a toggle. Plus it has Radiation Infection, which is a toggle foe-anchored AoE Defense and to-Hit Debuff, Lingering Radiation, an AoE Slow with regeneration debuff, and Fallout, a defeated-ally-anchored AoE damage and foe debuff to foes' resistance, defense, and to-hit.

Thermal
In addition to the powers, including several defensive and healing powers listed above, Thermal's "bubbles" (Thermal Shield, Plasma Shield) add to ally resistance, its Ressurect (Power of the Phoenix) has a knockback field with damage associated with it. Its ally +dmg (Forge) also has a substantial ally +toHit, and its ST Resistance debuff (Melt Armor) has a substantial defense debuff component. It also has Heat Exhaustion, a single-target debuff to damage, regeneration and recovery.

Storm
In addition to the broad variety of aggressive and defensive powers listed above, Storm Summoning's AoE -Res (Freezing Rain) comes in the same power as its Kitchen Sink Field. It's PBAoE knockback (Hurricane) also has repel and substantial to hit debuff. And it has Snowstorm, which is a toggle foe-anchored Slow, Gale, a cone Knockback, Steamy Mist, a toggle PBAoe ally +stealth +def +resist, Tornado, a mobile pseudopet that does PBAoE damge, knockback, and stun, and Lightning Storm, an immobile pseudopet, that does damage and knockback (at range). Used indiscriminately, the Storm set can cause a lot of unwanted repositioning, but its very welcome partcularly among those who would be ranged attacking anyway.

Trick Arrow
Trick Arrow has few "standard" powers listed above aside from its AoE Hold (EMP Arrow) and AoE -Res (Disruption Arrow), but several that in function are unique to the set: it has Entangling Arrow, which is a ST Immob, Flash Arrow, an AoE Foe -Per, Glue Arrow, an AoE Slow, Ice Arrow, a ST Hold, Poison Gas Arrow, an AoE sleep and damage debuff, Acid Arrow, a small AoE -Resist and damage, and Oil Slick arrow, a pulsing knockdown with slow and -def, that can be "lit" for ticks of damage.

Forcefield
In addition to the substantial ally "bubbles," (which are defense), and knockback and repel tools, listed above, Forcefield's Aoe Stun (Repulsion Bomb) has substantial damage and a bit of knockdown. Forcefield also has Personal Force Field which is a self Intang (well, not exactly; anyway, it makes you practically invulnerable while you can't do anything else), Force Bolt a ST knockback, and Force Bubble, an AoE repel with a little knockback.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

V. COMBINATION SYNERGY

Herein, I will discuss combinations of these powers from my point of view. This is not a comprehensive review of all possible sets. If combinations you're interested in don't get mentioned, or if you have doubts about what I say, refer to Appendix B when you wonder if I know what I'm talking about. Also, I'm not even sure all these items are really "synergy" so much as "things I've noticed." YMMV.

Mitigation And Aggression
Primaries that are exceptionally good at mitigation, mostly AoE control (Ice and Earth), versus the particularly aggressive (Fire, Illusion, Plant) can be combined with either the sets that are best at defensive de/buffing, controlling, or healing (Empathy, Thermal, Sonic, Forcefield, Trick Arrow) or otherwise (Storm, Kinetics and Radiation).

Decisions to combine good AoE controllers with strong defensive sets should take the following into account:

  • Once foes are well controlled, defensive powers from secondaries are largely useless-- and to a lesser extent, vice-versa.
  • The game is rarely very dangerous in ordinary play; 4 out of 5 archetypes ordinarily bring more defense than they need to play (Blasters would be the exception).
  • Debt is negligable and often, defeat isn't even a significant nuisance.

And wheras these things suggest that combining defensive primaries and secondaries may be limiting,
  • Even the most aggressive controller build brings more than its fair share of defense to a team, whereas
  • The usefulness of aggressive powers is much more gradually capped than those of defensive powers.

For these reasons, look for positive synergy between aggressive primaries and defensive secondaries, defensive primaries and aggressive secondaries, and between aggressive primaries and secondaries.

Highly Defensive Sets:
Earth/Forcefield
Earth/Thermal
Earth/Sonic
Ice/Forcefield
Ice/Thermal
Earth/Trick Arrow
Earth/Empathy
Ice/Sonic
Ice/Trick Arrow
Ice/Empathy

The above are sets that will impress really only in specialized situations, where unusual amounts of defense are necessary. If you plan to play with very clumsy pickup groups doing Task Forces, or if you plan to play with a bunch of blasters, you might want a highly defenseive set as above. Otherwise, a more balanced or more aggressive build will be more rewarding.

AoE Damage
Primaries with steadily available AoE damage or foe-scaled damage (Plant and Fire, to a lesser extent, Mind), that have good AoE Containment (Fire, Earth, Ice, Plant, Gravity), when they are matched with sets that have good resistance debuff (Trick Arrow, Radiation, Storm) or foe-scaled damage buffs (Kinetics), can leverage these three factors together into meaningful damge on mid-sized and large teams.

Plant/Kin
Plant/Storm
Plant/Rad
Fire/Kin
Fire/Storm
Fire/Rad
Plant/TA
Fire/TA


Solo Function
Sets that solo best are Fire and Illusion, because of their pets, but also Mind prior to 32. Some secondaries bring advantages to soloing as well. /Kinetics is good at self-buffing, and /Radiation does a lot of foe debuffing that only gets better if you can tightly manage which mobs are killed first. Sonic and Forcefield also bring certain advantages to solo play, including their toggle self defenses.

Fire/Kin
Illusion/Rad
Fire/Rad
Illusion/Kin
Mind/Kin
Mind/Rad
Fire/Sonic
Fire/Forcefield
Illusion/Sonic
Illusion/Forcefield
Mind/Forcefield
Mind/Sonic

Small Team Function
Empathy and Thermal have buffs that can be kept up on around 3.5 teammates at a time-- and 4-5 man teams are, because of how the game divides XP, actually optimal in some ways. In smaller teams, overwhelming AoE control becomes less important, and surgical control and damage output moreso, hence Mind/ and to a lesser extent Gravity/, Fire/, and Plant/ can bring contribute more effectively to a small team than to a very large one.

Small Team Builds:
Mind/Empathy
Mind/Thermal
Grav/Empathy
Grav/Thermal
Fire/Empathy
Fire/Thermal
Plant/Empathy
Plant/Thermal


Long Recharge Hard AoE Controls
An interesting synergy to explore is that two secondaries-- Trick Arrow and Radiation, have long-recharge AoE Holds. All the primaries have at least one long-recharge AoE Hard Control. With both powers well-slotted, a controller can do every fight what he might otherwise only be able to do every other fight. For primaries like Mind, with two such powers (Mass Confusion and Total Domination) a third such power means really nice availability.

Mind/Trick Arrow
Mind/Radiation

AoE Stun

It's worth noting that Storm Summoning has Thunderclap and Forcefield has Repulsion Bomb-- both are AoE Stuns. What's nice about that is that there're three sets, Earth, Fire, and Gravity, that have very effective AoE stuns.

Earth/Storm
Fire/Storm
Gravity/Storm
Earth/Forcefield
Fire/Forcefield
Gravity/Forcefield

These combos will be able to stack Thunderclap or Repulsion Bomb on top of their main AoE Stun, and stun multiple bosses, which can be handy, as well as take a second shot at stunning minions that were missed the first time.


Holds
Holds occur in all the primaries as a ST and a long-recharge AoE, but also a third time in Mind Control, as a ST Hold and an AOE hold in Trick Arrow, and a pair of PBAoE holds in Radiation. Stacking any of these allows for holding bosses.


Positional Synergy
Some primaries and secondaries have powers that will make you prefer to be much closer to the center of combat. Others will require you to line up cones, others will give you the advantage of range, and still others will give you options that are actually placed effects. Picking a "mode" -- point blank, ranged, or ranged-placed-- to build in preference to, can be better than mixing and matching modes. (Most sets have at least some ranged effects, note.)

There's a fourth "positional" issue as well, sometimes referred to as "chaos," generally involving mitigation via knockdown, knockback, confusions, and terrifies, and withOUT immobilizations, sleeps, and holds-- meaning, mobs will be everywhere-- a situation a single-target blaster will love.

Earth: Quicksand, Earthquake, and Volcanic Gasses are all placed AoE powers-- meaning you can use them around corners. This can be very interesting and safe in combination with secondaries that use placed effects. The Earth pet himself actually prefers melee-range fighting, but is extremely durable-- and it's worth noting, is also technically a placed power.

Fire: Fire's Hotfeet and Cinders are both PBAoE, and provide good cause to get in close. Plus, Fire Imps are melee-only. Fire also has a placed power, Bonfire, which is useful to control choke-points and is meaningful chaos, but generally speaking, Fire is an up-close set.

Mind and Gravity: Everything in these sets is ranged-- even Gravity's pet prefers range. (Mind's Terrify is a cone, and so requires fairly close-up positioning.)

Ice: Ice Control provides two good excuses for getting up close-- the superb Arctic Air, and its AoE Hold, Glacier. Moreover, Ice's pet, Jack Frost, is strongest in Melee range. But also, Ice Slick, a great power, is placed. There's also some chaos potential in Ice Control.

Illusion: Illusion is a mixed bag. Its AoE Hold, Flash, is PBAoE. Phantom army, a mobile pseudopet, preferrs ranged, as does its regular pet, Phantasm. Spectral Terror is however a placed effect, as are the mobile pets, technically. Also, Illusion is the quintessential "Chaos Controller" thanks to Phantom Army, Phantasm, Spectral Terror, and Deceive.

Plant Control: I'm still not sure whether I think Giant Fly Trap is better melee or ranged. The rest of the set is predominantly ranged, though Seeds of Confusion, a critical power, is a Cone (and so requires fairly close positioning).

Kinetics: Many self/ally buffs that are AoEs centered on Foes mean this set is effectively a PBAoE set.

Storm Summoning: A mix, Placed and PBAoE. Also, thanks to its knockback potential, a classic "Chaos Controller"

Trick Arrow: Placed and Ranged.

Radiation Emission: Mostly Ranged, though Choking Cloud and EMP are PBAoE. So is the ally buff.

Empathy & Thermal Radiation: Some ally buffs PBAoE, but mostly ranged.

Sonic Resonance & Forcefield: Effectively mostly ranged. Liquefy is Placed. But PBAoE "bubbles" will make being closer to center of combat worthwhile.


Placed builds:
Earth/Trick Arrow
Earth/Storm
Ice/Trick Arrow
Ice/Storm

PBAoE Builds:
Fire/Kin
Fire/Rad
Fire/Sonic
Fire/FF
Fire/Storm
Ice/Kin
Ice/Rad
Ice/Sonic

Ranged Builds:
Mind/TA
Mind/Emp
Mind/Thermal
Grav/TA
Grav/Emp
Grav/Thermal
Grav/Storm

Chaos Builds:
Illusion/Storm
Illusion/Trick Arrow
Illusion/Thermal
Illusion/Empathy
Mind/Storm

Positioning Ability
Both primaries and secondaries can exercise control over foes' position. It's easy for some combinations of these to parley into really useful functionality, but often they can also be redundant.

Ice, Earth, and Fire all have placed AoE knock fields. These are great for controlling choke points, as is Trick Arrow's Oil Slick Arrow-- MObs won't be able to go much farther than the outside edge of such patches.

Storm, Forcefield, and Mind have repel tools-- they can be used to shove mobs around. These are not additive, so don't look for Mind/Storm or Mind/FF to do anything special.

Finally, Gravity's most useful, bread-and-butter, power, Wormhole, has a built in foe teleport.

Grav/Storm
Ice/Storm
Earth/Storm
Grav/Forcefield
Ice/Forcefield
Earth/Forcefield
Mind/Trick Arrow

Aggro Extremes
If you plan to play in such a way that being attacked will be more or less of a problem than usual (or that's just how you want to play) there're a few choices to be made:

Personal Defense: Forcefield, Sonic, and Storm contain toggle self defensive powers. Forcefield also has Personal Force Field. Illusion has Superior Invisibility.

Low Aggro: Empathy and Mind draw less aggro than most sets.

Hi Aggro: Plant, Fire, and Kin draw more aggro than usual.

Hi:
Plant/Kin
Fire/Kin

Lo:
Mind/Empathy
Mind/Forcefield


Pet buffability
Some kinds of buffs go best with some kinds of pets.

Mind of course has no pet, so in some sense is not quite on par with other primaries when combined with intensive ally-buffing sets like Kinetics, Empathy, Thermal, Sonic, and Forcefield.

Earth's and Gravity's pets are particularly durable, so combining them with strong defensive buff sets (Forcefield, Empathy, Sonic, Thermal) is not as exciting, unless you really want to have a "pocket tank." (And getting singularity into position for that purpose can be frustrating.)

Gravity's pet also tends to knock meleeing mobs away, and so can be better for secondaries that prefer range and have little self defense, like Trick Arrow and Storm. In theory (especially when turning tight corners to fight) it could also interfere with secondaries that require close-up positioning, like Kinetics.

Illusion has attacking pseudopets (in addition to Phantasm), so secondaries that magnify damage output with +damage buffs, like Kinetics, will be less effective than those that magnify damage with resistance debuffs.

Fire has very aggressive but comparatively fragile pets, and so is especially good with secondaries that buff allies' defenses. But they're also a great damage tool, and so go well with anything that buffs damage or debuffs resistance, too.

Sonic's resistance debuff has to be anchored to an ally-- which means it's best off with a melee pet from Fire, Earth, or Ice control.

Better Pet considerations:
Earth/Kin
Earth/Rad
Gravity/Rad
Gravity/Storm
Gravity/TA
Illusion/Storm
Illusion/TA
Fire/Sonic
Ice/Sonic
(Mind/Rad)
(Mind/TA)


Teammate Savoir-Faire

How smart your teammates are can make a difference for some sets. Sets with confusions and positional demands, like Plant/, Mind/, and Gravity/ are harder to play with inexperienced teams. Secondaries with positional demands, foe-anchored or -centered effects, and ally movement buffs, like /Rad and /kin, can also be a pain. Meanwhile, ally buffing, pets, and single-click controls are pretty easy for anybody to work with, e.g., Fire, Illusion, Empathy, Sonic, Thermal, Forcefield.

Avoid on inexperienced teams:
Plant/Rad
Mind/Rad
Grav/Rad
Plant/Kin
Mind/Kin
Grav/Kin

OK on inexeperienced teams:
Fire/Empathy
Illusion/Empathy
Fire/Sonic
Illusion/Sonic
Fire/Thermal
Illusion/Thermal

Bugs!
Lots of powers in the game individually seem a little under- or over-powered, and raise the question of whether they're bugged. But few and far beteween are powers I think are seriously bugged. Rarer still are powers that specifically in combination make me think they're bugged. Having never witnessed it myself, still there are repeated reports that Trick Arrow's Oil Slick Arrow will make Fire Control's Fire Imps Scatter randomly, presumably because the afraid in them affects imps or something. I don't really know, but I recommend against Fire/TA.

Avoid:
Fire/TA

Knock
Kinetics, Forcefield, and Sonic have small PBAoE knockback fields, that you can turn on and run in amongst the badguys interfering with their activity. This can form a kind of advantage particularly with Illusion (Chaos Control, see Position Synergy), Mind (Levitate) and Gravity (Lift, Propel, Singularity's repel, and the lack of rooting with Gravity's immobilizations).

Illusion/Kin
Illusion/FF
Illusion/Sonic
Mind/Kin
Mind/FF
Mind/Sonic
Grav/Kin
Grav/FF
Grav/Sonic

Note this is not a particularly useful synergy. Maybe I should have termed it a coincidence.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

APPENDIX A: TERMINOLOGY

This section explains some of the terms and abbreviations commonly used to discuss controllers.

AoE: Area of Effect. Except where otherwise noted this means that with this power, you select a foe at range, click the power, and every foe within so many feet of the targeted foe is affected by the power.

Single-target, ST: With this power, you select a foe at range, click the power, and the foe is affected by the power.

PB(AoE): Point Blank. Means that the effect of the power is centered on the person who casts the power.

Anchored: Means an AoE that is centered on something other than the caster, usually a toggle. Foe-anchored effects center on foes. There are even three defeated-ally-anchored powers: Fallout, Vengeance, and Power of the Phoenix.

Cone: An "arc of fire," a power that affects every foe within a certain distance and radius from a centerline between the person using the power and the foe selected when the power is clicked.

Placed: Means that clicking the power gives you a location placement reticle, that you can move around with the mouse cursor to anywhere you can see within a certain range, then click the mouse to select where the power will have effect. In this parlance, placed effects are immobile. Other powers also provide the location placement reticle, e.g., pet summons and powers that teleport others.

Toggle: Powers that persist in an active state, once clicked, as long as you can pay the endurance, someone comes along and uses a power that can turn your toggles off, or you turn it off yourself.

Long Recharge/Fast Recharge: Distinguishes a class of powers that have "cooldown" periods of 240 seconds or more, from those that recharge significantly faster.

Buff/Debuff: Powers that improve the details of allies' fighting ability, or worsen foes'.

Aggro: Situations where foes become aware of yourself or your allies, and begin attacking. Nearly every power that affects foes causes aggro, but a few don't.

Aggro Management tool: A power that can prevent (groups of) foes from attacking your team, but NOT while your team is attacking them.

Pet: An independent mobile object summoned by a power. Usually follows the person who used that power around. Pets do various things, but usually add at least somewhat to damage output, and usually split some aggro off for themselves. Some bring extra control. They're also buffable.

Pseudopet: An independent power summoned by a power. Often but not always immobile and invisible. Often indistinguishable from a(n ordinary) placed power.


Control Type Effects

Here's what various control type effects do to foes:

Hold: Stop attacking, stand still, and drop toggles, for a given length of time.

Confuse: Stop attacking and start buffing your allies, and stop buffing and start attacking your foes. IOW, changes the alliegance of a foe. Ordinarily these do NOT cause aggro.

Disorients/Stun: Stop attacking, meander slowly about, and drop toggles, for a given length of time. The two words mean the same thing, interchangeably.

Intang(ibility): Stop attacking, stand still, and become immune to all attacks, for a given length of time.
Sleep: Stop attacking, stand still, and drop toggles, until he next takes damage, or for a given length of time, whichever comes first.

Terrify: Stop attacking and stand still, except while he's being attacked, for a given length of time.

Afraid: Prefer to move away from an area (the power), for a given length of time.

Immobilize: Stand still. (Also, in most cases, become immune to knockback.)

Move slow: Move more slowly.

Foe teleport: Change foe's position.

Knockback: Moved in line away from person using power, a fixed distance, and momentarily stops attacking while getting up.

Knockup: Knockback that points upwards.

Fractional Knockback aka Knockdown: Falls to ground, momentarily stops attacking while getting up.

Pulsing knockdown field: AoE effects with an ongoing chance to cause knockdown every fraction of a second, for a given length of time.

Repel: Moved in a line away from the person using the power, while the power is on. (Does not cause foe to fall down or otherwise stop him from attacking).

Ally + stealth: Reduces the distance foes are able to see allies, and therefore, distance of aggro.

Foe -Per: Reduces distance able to percieve your allies, and therefore, distance of aggro.

Foe -recharge: Reduces the speed at which powers "cooldown" and become available to use again.

Foe -stealth: Counteracts the reduction in distance a foe is visible due to +stealth powers.

Metaterminology

Slow: A power that has both Move Slow and Foe -Recharge

Mire: A power that has both Move Slow and Afraid.

Hard: Control powers that prevent foes from attacking, even while they're being attacked. Includes stuns, confuses, holds, immobs, Slows and Mires.

Soft: Control powers that only prevent foes from taking actions while they're not actively being attacked-- includes sleeps, Terrifies, and Intangibilities, and by extension, foe -per and even ally +stealth-- although most would not agree with calling an ally buff a soft control.

Total: Powers that, if effective, entirely prevent foes from taking actions against your allies. Includes stuns, confuses, holds, sleeps, Terrifies, and Intangibilities.

Partial: Powers that, if effective, only partially prevent foes from taking actions against your allies. Includes Immobs, Slows, Mires.

Hard Total Control: Stuns, Confuses, Holds
Soft Total Control: Sleeps, Terrifies, and Intangibilities
Hard Partal Control: Immobs, Slows and Mires, pulsing knockdown
Soft Partial Control: NONE

Note that knock* powers are difficult to place in this scheme. They are total controls, in the sense that they completley stop a foe from doing things. But they don't drop toggles, and they are ordinarily very short duration, and when they are pulsing knockdown fields, are probably more accurately described as hard partial controls.



APPENDIX B: MY EXPERIENCE

To give you a gague of my experience, here's the list of controllers I've played to 14+ (at least, the one's I've not deleted, and rarely do I delete anything that makes it to 20):

Fritter: Fire/Storm L50
Dr. Maningzhoue: Mind/Empathy L50
Chigung Princess: Mind/Kin L50
Genesis Factor: Plant/Storm L50
Dandeleona: Plant/Rad L50
Actaeon: Mind/Rad L44
Fre0n: Ice/Rad L39
Orbital Resonance: Gravity/Sonic L38
Dr Phlogiston: Mind/Empathy L29
Mars Atmosphere: Gravity/Storm L21
L'Alchimiste Vert: Plant/Kinetics 20
Captain Oxygen: Fire/Kin L14
Abominable Huntsman: Ice/TA L14

I've been playing since release, and actually got to use confusions back in the day before their XP yeild issue was fixed, and certainly for quite a while before containment and the global defense nerf. There's still a part of me that's an oldschool controller at heart-- safety first! But at the same time, I'm reasonably adaptable, and have had a lot of fun with the high-aggression builds. Concept and effectiveness are my reasons for playing a particular combo. Lack of concept has kept me away from Illusion and Earth, not their effectiveness. Likewise, concepts have kept me in Mind/ builds, not their effectiveness. Meanwhile obviously raw power is what led to me coming up with concepts for many of the builds I've played, especially secondary choices-- Fire, Plant, Kin, Storm, and Rad have always been rewardingly effective, in my experience.

If I had to make final recommendations to somebody looking to play 1-3 controllers in order to experience the AT, I guess this is what I would come up with:

Make sure to play 1 classic power controller: Fire/ or Illusion plus /Kinetics or /Radiation.

Make sure to play 1 splattroller: Fire/ or Plant/ plus /Storm or /Radiation

Make sure to play one of the heavy AoE controllers: Earth/ or Ice/ with pretty much anything. (Take Ice if you've already played Fire.)

Consider playing a more versatile or small-team controller with good defensive buffing stuff, I'm thinking probably /Empathy or /Thermal, probably with Mind/ or something you've not played yet from above.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

Fantastic job!

Refreshing guide to say the least.


 

Posted

Very nice guide, indeed! You hit all the key points dead on... make sure you get this linked in the Controller guide to guides!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Very informative guide in respect to why you picked certain powers and decided to play them.

Personally, I like to see the MIDS build behind the toons to get a better feel for how you slotted them and what kind of defense and resistance they are bringing to the table.

Add this to your already nice guide and I'm a happy camper.

Thanks for sharing!




Global Name � @Doom Diva

 

Posted

Quote:
Originally Posted by Doom_Diva View Post
Very informative guide in respect to why you picked certain powers and decided to play them.

Personally, I like to see the MIDS build behind the toons to get a better feel for how you slotted them and what kind of defense and resistance they are bringing to the table.

Add this to your already nice guide and I'm a happy camper.

Thanks for sharing!
Thanks! I'm not a MIDS user though (I prefer CoData and Excel), and the goal here is to sketch an overview before anybody gets into tweaking a build toward an optimum or an exotic mode. I think that sort of thing is better left to a build-specific guide, which this in no way supplants. I can write some long guides, but that would be LONG.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

I just noticed: In "Ally resistance or defense buff (bubbles)", you neglected to mention Kinetics. Increase Density has +smash/energy resist built in, as you stated later on when detailing Kinetics specifically, so it's disclusion from the category is strange.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by Enantiodromos View Post

AoE Foe Slow: Trick Arrow, Radiation
Quote:
Originally Posted by Enantiodromos View Post
Storm
In addition to the broad variety of aggressive and defensive powers listed above, Storm Summoning's AoE -Res (Freezing Rain) comes in the same power as its Kitchen Sink Field. It's PBAoE knockback (Hurricane) also has repel and substantial to hit debuff. And it has Snowstorm, which is a toggle foe-anchored Slow, Gale, a cone Knockback, Steamy Mist, a toggle PBAoe ally +stealth +def +resist, Tornado, a mobile pseudopet that does PBAoE damge, knockback, and stun, and Lightning Storm, an immobile pseudopet, that does damage and knockback (at range). Used indiscriminately, the Storm set can cause a lot of unwanted repositioning, but its very welcome partcularly among those who would be ranged attacking anyway.
You don't seem to list Storm as having an AoE slow yet you even added it to your description of the Storm powerset.

Great guide though. Always a helpful read when looking for my next controller.


 

Posted

Excellent, detailed guide, good work.

Quote:
Plant Control: I'm still not sure whether I think Giant Fly Trap is better melee or ranged. The rest of the set is predominantly ranged, though Seeds of Confusion, a critical power, is a Cone (and so requires fairly close positioning).
Fly Trap is better in melee, provided you can help keep it alive. The Bite does decent damage and it will still use it's ranged attacks too. But the bugger is generally allergic to going into melee range, he seems to prefer attacking from as far away as possible and attacks the enemy closest to it (which means it's Cone attack is being fired from so far away most of the spawn is out of it's range).

In terms of inexperienced teams I've found Plant very good because the Confuse & Roots combo means the spawn will basically help the team defeat it, and confuse works fairly well with other control powers (even Sleeps I think). Sets which I think suffer most on inexperienced or reckless teams are ones whose control can be hampered by their teamies : Ice and Earth (but Earth has lots of other options) because the knockdown patches can be nullified by most AOE immobs (and a lot of the time the aggro will either go to them or you, especially in the teens) and to a lesser extent Mind because it has a fair few sleeps and Fears and a strange secondary AOE Hold which makes things fly away.


 

Posted

Thanks for the guide. It has helped in my determinations of which build to pursue.


 

Posted

Great job!

I dont have time to fully read it now, but I will surely do along the day. One quick comment: Seems you forgot Ice Domination as secondary? Is a beast set, with ally +def buffs, aoe stealth, +recovery buffs, and killer debuffs. It may very well compete with Radiation as AV killer