Looking for a highly usefull controller build for solo and teams
I think Ill/Rad is always better than Fire/Rad if you only want to solo. It excels vs small numbers of harder foes. Fire/Rad is better vs larger numbers of slightly less hard foes and in any team. I much prefer Fire/Rad but then I don't solo much. Illusion is certainly better early soloing with it's spectral wounds + blind + deceive combo. Fire/Rad will eventually certainly do more damage vs a large spawn with containment + hot feet + an epic AOE attack.
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Just wanted to add my .02 after sifting through this post. I also wanted to try a controller after coming back to the game in going rogue.
I tried a fire/rad and just found it painful to level. Now I'm assuming it will get better but at level 12 he goes through more endurance than a fat kid eats cake. I recently tried an ill/rad (thanks local man for your guide) and it seems like I'm doing more damage and leveling easier in the beginning levels. Is ill just a stronger set out of the box then fire or is fire a later bloomer? |
Illusion is a fun, but odd bird. In low levels, you can solo very easily. Once you get Phantom Army, your damage goes up quite a bit. The Phantasm adds another chunk. So, it is pretty easy to solo the entire way . . . but teams are easy, too.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Anyone who tells a /rad troller just to heal.... best put them on /ignore!
And that's coming from someone who is playing a new elec/rad troller (15th lvl now). In the grind of Praetoria, I rarely use my heal cus I'm too busy debuffing and holding.
As my first troller was a ice/kin, which is one of the safest low level toons I ever had. I actually was sad when I had to leave Hollows (back in the day when people use to avoid Hollows). But its downside is at higher levels, ice isn't that great on damage as some other sets are.
Trick Arrow is alot of fun, and Plant is plain crazy... I always like it when a Plant troller joins a team I'm on.
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Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
Well Ive started an illusion/rad controller, got him to level 10 so far. not much for group holds except for flash and that has a very long recharge time even with two recharge enhancments on it.
i got invited into a team and they said "just heal" acting as that was my only power useful for the team. so when does illusion/rad get good? what level and what powers make it worth sticking with? |
Leave any team that tells you to "just heal". They are idiots and obviously have no idea how well an ill/rad will help the team. Actually, any AT is helpful on a team
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I agree with all that's been said. I feel sometimes, though, people focus more on min-max aspects than gameplay fun and adaptability to different situations. It's not fun for me to keep reapplying force fields, or sit back and watch my pets do all the work. That got old fast. The debuff sets like /rad are cool from a results perspective, but I always find anchor management to be frustrating - maybe it's just me, but I play a lot of PUGs and they're pretty clueless - too much so to be terribly effective for the team in many cases. So my new love is....drum roll.... Illusion/Trick Arrow. The pets are, as said before, powerful, fun, provide great damage for you and great tanking for teams. Trick Arrow lets you use every trick in the book - blocks of ice stacked with Blind to hold most baddies. Glue large groups to the floor, then plant a disruption arrow in the middle, then debuff with Acid and Poison, then cover them with oil and light them up in a massive inferno. Of course, pretty much nothing lasts through that whole procedure, but you get the point. I just got EMP arrow last night, and it's groovy - waiting to see what it can REALLY do. But with this combo I'm finding the utility to be able to adapt to any situation a ball, no need for anchors, nobody screaming "heal me" (you don't have one), and no need to keep reapplying shields having to chase your teammates across the map. Love love love my ILL/TA.
I am the kind of player that loves to team up and be useful to any team i get into.
I liked the idea of controllers, making enemies immobile, or slowing them down, or putting them to sleep. i want a build that works good enough solo, but goes great with a team and good for endgame raids and instances. yes i have given the guides section a look, but its like being a kid in a candy store i can't decide on what to get. |
For secondary Kinetics, Thermal, Ice and Empathy all come to mind.
If you don't mind buffing a lot and want to improve your solo capabilities then Kinetics is a good all around set with powers that are skipable or allow you to skip a travel power as you get one later in the game (28 until then you can easily use the temp travel powers from the safeguard missions to get around). Downside of kinetics is that its a popular set and appears on teams a lot in the end game especially for trollers.
If you want more shield focus without healing then I would suggest Ice over Forcefields as Ice offers more utility powers and the shields will work well with Stoney.
If you want a mix of shields (resistance based) and healing then Thermal is a really good set. Again helps stoney at level 32, offers some buffs and debuffs and healing. All good all around set actually. One of my favorites for a controller.
Empathy if you want a more defensive role. The boosts are nice and you will be loved by a team. Saddly some will want you as a "healer" and only as a "healer" not truely appreciating everything else that you bring to the party.
Why not rad? I've actually never gotten a rad or /rad above level 12 so I can't really comment on the set. For me its I don't care for the toggles, I would rather have a click based debuffing. Personal preference though.
About solo.. I said that Earth was good enough. The truth of the matter is that outside of Ill, Mind or Gravity all controllers are fairly slow solo until after they get pets. A controller really gets better for solo after the APP's open up and they have actual attacks to use. The nice thing about earth and Ice is their holds are upfront damage (well not sure about ice but pretty certain about earth) so this gives them a decent damage power. Also you can slot the immob and hold for damage with an earth as you will have more additional control that you can fall back on. This will go a long way to improving your solo capabilities. Often times soloing is slow because they don't slot for damage.
My vote would be for Ill/Cold
Can solo just about any PvE content including AVs and GMs easily, can put an entire team near softcap, awesome debuffs, great +end and +recov.
Theres nothing not to like.
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for team perspective i'd suggest elec/rad (or emp maybe) and ice/rad
elec/rad ca be useful, it sap mob, it's AoE immob don't break KD, you have a heal, nice debuff and an aura+a AoE buff that will helps you endurance/regen wise.
against AV you will be able to debuff them, sleep them and sap them.
good synergie between conductive aura and choking cloud that makes you usefull even if you just stand still near the mob doing nothing else ^^
ice/rad is very similar exept that ice patch is a kind of i win button very early in the game.
the set will only shine really when you will be level 50 thought and it's a VERY EXPENSIVE BUILD
it's unique synergie between it's two aura power are very appealing (even if very late blooming -_- )
AA+coercive confusion unique mean you have a auto hit AoE confuse/slow/-stealth (very usefull to be sure you toggled debuff will not vanish against stealthed foes. and you can toss damage proc in there too)
add to that choking cloud with the +hold proc and 2 damage proc and you become a pure nightmare ^^
my vote:
ill/therm...
easy to solo...and great in teams...with shields, status protection, heals, debuffs...
but most ppl dont notice how awsome "therm" really is....they only look for green numbers (empath) + rad (as debuffer)
so "therm" and sometimes also "cold" as secondary get a bit underrated
BANG BANG!!!
Plant/Kin is awesome in a team.
Yes, Seeds of Confusion are that good.
Just wanted to add my .02 after sifting through this post. I also wanted to try a controller after coming back to the game in going rogue.
I tried a fire/rad and just found it painful to level. Now I'm assuming it will get better but at level 12 he goes through more endurance than a fat kid eats cake. I recently tried an ill/rad (thanks local man for your guide) and it seems like I'm doing more damage and leveling easier in the beginning levels.
Is ill just a stronger set out of the box then fire or is fire a later bloomer?