teflonshugenja
09-09-2004, 11:27 AM
This guide will be to my main build, Gravity Control/Storm Summoning. It is one of the best builds available for a controller who wants to focus almost purely on crowd control and doesn’t mind giving up the soloability of Illusion or Fire (both of which took a hit recently). Note that I’m writing this guide from a position where I can look back and see the mistakes that I made as well as the good choices – this guide is not to what I DID, but to what I think you SHOULD do.
All statements made herein are just my own personal opinions. If you take offense to someone airing their opinions, please stop reading now. :D
Gravity / Storm build:
Slot[01] Level 1 : Lift /Acc
Slot[02] Level 1 : Gale /Acc
Slot[03] Level 2 : Gravity Distortion /Acc,EndRdx,Hold,Hold,Hold,Rchg
Slot[04] Level 4 : O2 Boost /EndRdx,Heal,Heal,Heal,Heal,Heal
Slot[05] Level 6 : Snow Storm /EndRdx
Slot[06] Level 8 : Crushing Field /Acc,EndRdx,Immob,Immob
Slot[07] Level 10 : Hover /DefBuf
Slot[08] Level 12 : Swift /Run
Slot[09] Level 14 : Fly /Fly,Fly,Fly,Fly,Fly
Slot[10] Level 16 : Freezing Rain /EndRdx,Slow,Slow,Rchg,Rchg,Rchg
Slot[11] Level 18 : Gravity Distortion Field /Acc,Hold,Hold,Hold,Rchg,Rchg
Slot[12] Level 20 : Health /Heal
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[14] Level 24 : Maneuvers /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[15] Level 26 : Tactics /EndRdx,HitBuf,HitBuf,HitBuf,HitBuf,HitBuf
Slot[16] Level 28 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[17] Level 30 : Hurricane /HitDbf,HitDbf,HitDbf
Slot[18] Level 32 : Singularity /Dmg,Dmg,Rchg,Rchg,Rchg,Rchg
Slot[19] Level 35 : Thunder Clap /Acc,Dsrt,Dsrt,Dsrt
Slot[20] Level 38 : Steamy Mist /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[21] Level 41 : Super Speed /Run
Slot[22] Level 44 : Lightning Storm /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[23] Level 47 : Wormhole /Acc
Slot[24] Level 49 : Vengeance /Heal
Gravity / Storm breakdown:
Slot[01] Level 1 : Lift /Acc
Your choices here are Crush or Lift. A single-target immobilize isn’t bad, per se, but you won’t use it much, if at all, in the later game. Lift has a quick execution time and guaranteed knockdown again most enemies, which makes it good as an interrupt – useful if you’re waiting for a hold to recharge. The damage is negligible, however, and the knockdown doesn’t need slotting, so leave it alone.
Slot[02] Level 1 : Gale /Acc
Useful in the early game, especially indoors, for knocking a group of enemies off their feet. I’m personally not a fan of it, since unless it hits every member of a mob you end up scattering the enemies, which makes AoEs more difficult. You’re stuck with it, though, so deal.
Slot[03] Level 2 : Gravity Distortion /Acc,EndRdx,Hold,Hold,Hold,Rchg
This is your bread-and-butter, so fully slot it. It’s fairly accurate already, and with Tactics later on you’ll have even more, but this is a power you’ll never want to miss with, so go ahead and add one Accuracy. Three hold durations and a Recharge/PermaHasten will let you chain-cast it on bosses to lock them down, and an End Redux takes the edge off the damage that will do to your End bar, which will already be supporting toggles.
Slot[04] Level 4 : O2 Boost /EndRdx,Heal,Heal,Heal,Heal,Heal
You’re not a solo character, so you might as well get used to using team-friendly powers. O2 Boost lets you back up the main healer of a group or, in a pinch, allows you to step in and assume a hybrid control/healer function. It’s the only Heal in the Controller secondaries that is ranged single-target, which means that it’s easier to heal the allies who need it, but only one at a time. Later in the game, it becomes very useful as a short-term protection against Disorient, which is golden in the stun-heavy late game.
Slot[05] Level 6 : Snow Storm /EndRdx
Very useful in the early game for slowing bosses and tough groups of enemies, which cuts down on incoming dps and makes the fight more manageable. Snow Storm puts enough of a drain on your End bar to make hard fights tricky if they go too long. I choose not to slot it with Slow enhances because they only affect the enemies’ movement speed, not Recharge rate, and my enemies are usually immobile already. The slots are better put to use elsewhere. It’s worth noting that in the late game, high-level Archvillains seem to really hate Snow Storm and may very well kill you for it, even if you’ve done nothing else to draw aggro.
Slot[06] Level 8 : Crushing Field /Acc,EndRdx,Immob,Immob
This sucker has an innate Acc penalty and a hefty End cost, so be sure to slot both, then add some duration to it. The recharge time is fine as-is. In the early game this will keep mobs rooted for Freezing Rain, followed by damage AoEs to take down large groups. Later on you can combine it with Thunder Clap to Stun/Root mobs when GDF isn’t up. Whenever possible, try to make sure someone else has aggro before you cast this, or you’re liable to get wasted by a salvo of ranged attacks from the mobs you just rooted.
Slot[07] Level 10 : Hover /DefBuf
Opens up the Fly pool. I choose Fly over other travel powers because it provides perfect 3-dimensional mobility, which is a godsend to a Controller who want to not only stay out of melee combat, but also needs a clear view of the entire combat. This is vital when you have to make judgment calls mid-fight of where your help is needed. If you choose to go another route, that’s all right too, but you may find your combat mobility hampered.
Slot[08] Level 12 : Swift /Run
Hurdle is good too, but with Fly as my travel power I prefer Swift, since I don’t lack for vertical mobility. If you choose to go the Super Speed route, Hurdle is a better choice.
Slot[09] Level 14 : Fly /Fly,Fly,Fly,Fly,Fly
This is my own personal opinion, truly. If you don’t like the idea of investing heavily in your travel power, feel free to place the slots elsewhere – there are plenty of powers in this build that would benefit from extra oomph. Personally, I find Fly far too useful to give up and am willing to sacrifice a few slots to maximize its utility.
Slot[10] Level 16 : Freezing Rain /EndRdx,Slow,Slow,Rchg,Rchg,Rchg
This is another of your frequently-used powers, and there are a number of schools of thought on how to slot it. I choose not to slot Defense DeBuffs as most heroes have already ensured their own Accuracy is up to par, and I boost my team further with Tactics, making Defense a moot point. Two Slow enhances will nearly reach the minimum movement speed cap, which is useful since enemies usually try to scatter out of the Rain, and three Recharges plus Hasten will allow you to chain cast it with very little downtime, so you can keep the mobs debuffed constantly. The last slot is up for grabs – I like an End Redux as the power isn’t cheap to activate and I chain cast it to magnify my team’s damage output.
Slot[11] Level 18 : Gravity Distortion Field /Acc,Hold,Hold,Hold,Rchg,Rchg
This is the defining power in the Gravity set: ranged, targeted AoE Hold. It has a 2 minute downtime, so slot it with several Recharges to cut down on that; permaHasten helps a lot, too. A lot of people slot it with 2 Acc enhs to make up for the inherent to-hit penalty, but I find that using one, coupled with Tactics, is as much as I need, which allows me to use three Holds in it. This will keep a pack of +3 mobs out of commission long enough to wipe them all out with little to no risk to the group, which is the point. If you find yourself moving from pack to pack more quickly, switch out a Hold for a Recharge, but I find this configuration ideal.
Slot[12] Level 20 : Health /Heal
Second step on the way to Stamina. The difference is minor, but noticeable, and cuts down noticeably on your downtime between fights.
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
This is really a must-have for this build, since the powers I use most often are not cheap and I run several toggles all the time. It’s not necessary to six-slot it until you can buy Recovery SOs at level 30. Once that happens, however, maxing this skill out should be a priority.
Slot[14] Level 24 : Maneuvers /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
The buy-in to Leadership. What we really want out of this Power Pool is Tactics, so you have to choose between this and Assault. As Assault can’t really be enhanced at the moment, Maneuvers is the better choice. Coupled with Steamy Mist later on, this will help us protect ourselves and our team from enemy attacks, especially the vulnerable Blasters and Defenders that you will most likely be sharing the backfield with.
Slot[15] Level 26 : Tactics /EndRdx,HitBuf,HitBuf,HitBuf,HitBuf,HitBuf
This one’s a winner. Slotted this way, Tactics can replace a single Accuracy SO in all of your powers, freeing those slots up for other enhancements. This effectively gives you an additional slot in every targeted power you have. It’s also a boon to your team, since they all get to benefit from the boost as well. I always run one End Redux in every toggle power I have, to cut down on the End drain.
Slot[16] Level 28 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
This build doesn’t benefit from Hasten as much as many others do, especially damage ATs. You won’t really notice the difference until you’ve got it running permanently. Once that happens, however, it serves much the same purpose as Tactics does, by effectively adding a Recharge SO to every power in your arsenal. This makes a huge difference for powers like GDF that have long recharge times. The defense bonus is negligible but a nice bonus.
Slot[17] Level 30 : Hurricane /HitDbf,HitDbf,HitDbf
A favorite of all Storm Defenders, but we get it too. The repel effect is awesome for keeping melee types off you. Coupled with your variety of Defense boosts, this power will let you tank groups of mobs and tear a boss’s Accuracy to shreds. Keep in mind, however, that you can still get hit, and unlike a Tanker you don’t have many HP’s to spare. Be careful.
Slot[18] Level 32 : Singularity /Dmg,Dmg,Rchg,Rchg,Rchg,Rchg
One of the best pets in the game. With Hasten going, four Recharge SOs will pretty much put you at the recast cap, so go ahead and slot a couple Damage enhancements in there. This will still allow you to keep three Sings up at all times, which makes for a phenomenal amount of fire-and-forget control flying around and can make normally deadly fights seem easy. Singularities are incredibly accurate, so Acc enhancements are unnecessary. If you’re not interested in damage, then consider End Redux, as the cost is hefty.
Slot[19] Level 35 : Thunder Clap /Acc,Dsrt,Dsrt,Dsrt
This helps make up for the fact that Gravity doesn’t have a second AoE incapacitate. The recharge time is 45 seconds – with Hasten that’s closer to 30, so Recharges aren’t necessary. Coupled with Crushing Field you can Stun/Root a group of mobs when GDF isn’t up, which is a godsend in drawn-out fights or when moving quickly from group to group.
Slot[20] Level 38 : Steamy Mist /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
This is basically Maneuvers with a minor Stealth component and Resistance against some elemental and energy damage. Quite nice, really. The resistance isn’t worth slotting, but max it out with Defense Buffs to boost your group. As always, End Redux for a toggle is a good idea, and especially so for this power, as it costs more than other toggles.
Slot[21] Level 41 : Super Speed /Run
A nice travel power, and the other half of our Stealth combination. Coupled with Steamy Mist, you become effectively invisible to anything short of a sniper. Use this to jump into the middle of a group of mobs without being noticed, then drop Thunder Clap/Crushing Field as an alternative to GDF. Also good for quickly moving around with your toggles up, when Fly might be too much of a drain on your End bar.
Slot[22] Level 44 : Lightning Storm /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Mostly for show, but it’s not as bad as most people make it out to be. It hits fairly hard, and the knockdown is useful for when things go bad in a fight and you need every tool you can get. Coupled with Singularities and you can even solo fairly well, though large groups are a risk. If you’re worried about it missing too often, switch in one Accuracy, since it doesn’t benefit from Tactics.
Slot[23] Level 47 : Wormhole /Acc
At this point, there aren’t many decent powers left to pick up. I’m not a fan of Wormhole, but Update 2 has seen its range increased significantly, which make it slightly more useful for separating individuals from a group at the start of a fight. This can also be used as a poor-man’s control power by slotting it with Disorient enhances and using it as a single-target Stun. Really though, you have better ways of doing that. This power, and the next, can be replaced entirely by something else, if you prefer.
Slot[24] Level 49 : Vengeance /Heal
Generally considered a piece of junk by most. I’ve fought against enough Archvillains to respect their ability to wipe out even high-level teams, however, and I consider it my responsibility as group controller to try and keep a bad situation from spinning completely out of control. The group heal/def/acc/dmg buff is a nice thing to have, and might prevent a single person’s death from becoming a group wipe. As with the previous power, however, this can be replaced by something else entirely, if you prefer.
All statements made herein are just my own personal opinions. If you take offense to someone airing their opinions, please stop reading now. :D
Gravity / Storm build:
Slot[01] Level 1 : Lift /Acc
Slot[02] Level 1 : Gale /Acc
Slot[03] Level 2 : Gravity Distortion /Acc,EndRdx,Hold,Hold,Hold,Rchg
Slot[04] Level 4 : O2 Boost /EndRdx,Heal,Heal,Heal,Heal,Heal
Slot[05] Level 6 : Snow Storm /EndRdx
Slot[06] Level 8 : Crushing Field /Acc,EndRdx,Immob,Immob
Slot[07] Level 10 : Hover /DefBuf
Slot[08] Level 12 : Swift /Run
Slot[09] Level 14 : Fly /Fly,Fly,Fly,Fly,Fly
Slot[10] Level 16 : Freezing Rain /EndRdx,Slow,Slow,Rchg,Rchg,Rchg
Slot[11] Level 18 : Gravity Distortion Field /Acc,Hold,Hold,Hold,Rchg,Rchg
Slot[12] Level 20 : Health /Heal
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[14] Level 24 : Maneuvers /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[15] Level 26 : Tactics /EndRdx,HitBuf,HitBuf,HitBuf,HitBuf,HitBuf
Slot[16] Level 28 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[17] Level 30 : Hurricane /HitDbf,HitDbf,HitDbf
Slot[18] Level 32 : Singularity /Dmg,Dmg,Rchg,Rchg,Rchg,Rchg
Slot[19] Level 35 : Thunder Clap /Acc,Dsrt,Dsrt,Dsrt
Slot[20] Level 38 : Steamy Mist /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[21] Level 41 : Super Speed /Run
Slot[22] Level 44 : Lightning Storm /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[23] Level 47 : Wormhole /Acc
Slot[24] Level 49 : Vengeance /Heal
Gravity / Storm breakdown:
Slot[01] Level 1 : Lift /Acc
Your choices here are Crush or Lift. A single-target immobilize isn’t bad, per se, but you won’t use it much, if at all, in the later game. Lift has a quick execution time and guaranteed knockdown again most enemies, which makes it good as an interrupt – useful if you’re waiting for a hold to recharge. The damage is negligible, however, and the knockdown doesn’t need slotting, so leave it alone.
Slot[02] Level 1 : Gale /Acc
Useful in the early game, especially indoors, for knocking a group of enemies off their feet. I’m personally not a fan of it, since unless it hits every member of a mob you end up scattering the enemies, which makes AoEs more difficult. You’re stuck with it, though, so deal.
Slot[03] Level 2 : Gravity Distortion /Acc,EndRdx,Hold,Hold,Hold,Rchg
This is your bread-and-butter, so fully slot it. It’s fairly accurate already, and with Tactics later on you’ll have even more, but this is a power you’ll never want to miss with, so go ahead and add one Accuracy. Three hold durations and a Recharge/PermaHasten will let you chain-cast it on bosses to lock them down, and an End Redux takes the edge off the damage that will do to your End bar, which will already be supporting toggles.
Slot[04] Level 4 : O2 Boost /EndRdx,Heal,Heal,Heal,Heal,Heal
You’re not a solo character, so you might as well get used to using team-friendly powers. O2 Boost lets you back up the main healer of a group or, in a pinch, allows you to step in and assume a hybrid control/healer function. It’s the only Heal in the Controller secondaries that is ranged single-target, which means that it’s easier to heal the allies who need it, but only one at a time. Later in the game, it becomes very useful as a short-term protection against Disorient, which is golden in the stun-heavy late game.
Slot[05] Level 6 : Snow Storm /EndRdx
Very useful in the early game for slowing bosses and tough groups of enemies, which cuts down on incoming dps and makes the fight more manageable. Snow Storm puts enough of a drain on your End bar to make hard fights tricky if they go too long. I choose not to slot it with Slow enhances because they only affect the enemies’ movement speed, not Recharge rate, and my enemies are usually immobile already. The slots are better put to use elsewhere. It’s worth noting that in the late game, high-level Archvillains seem to really hate Snow Storm and may very well kill you for it, even if you’ve done nothing else to draw aggro.
Slot[06] Level 8 : Crushing Field /Acc,EndRdx,Immob,Immob
This sucker has an innate Acc penalty and a hefty End cost, so be sure to slot both, then add some duration to it. The recharge time is fine as-is. In the early game this will keep mobs rooted for Freezing Rain, followed by damage AoEs to take down large groups. Later on you can combine it with Thunder Clap to Stun/Root mobs when GDF isn’t up. Whenever possible, try to make sure someone else has aggro before you cast this, or you’re liable to get wasted by a salvo of ranged attacks from the mobs you just rooted.
Slot[07] Level 10 : Hover /DefBuf
Opens up the Fly pool. I choose Fly over other travel powers because it provides perfect 3-dimensional mobility, which is a godsend to a Controller who want to not only stay out of melee combat, but also needs a clear view of the entire combat. This is vital when you have to make judgment calls mid-fight of where your help is needed. If you choose to go another route, that’s all right too, but you may find your combat mobility hampered.
Slot[08] Level 12 : Swift /Run
Hurdle is good too, but with Fly as my travel power I prefer Swift, since I don’t lack for vertical mobility. If you choose to go the Super Speed route, Hurdle is a better choice.
Slot[09] Level 14 : Fly /Fly,Fly,Fly,Fly,Fly
This is my own personal opinion, truly. If you don’t like the idea of investing heavily in your travel power, feel free to place the slots elsewhere – there are plenty of powers in this build that would benefit from extra oomph. Personally, I find Fly far too useful to give up and am willing to sacrifice a few slots to maximize its utility.
Slot[10] Level 16 : Freezing Rain /EndRdx,Slow,Slow,Rchg,Rchg,Rchg
This is another of your frequently-used powers, and there are a number of schools of thought on how to slot it. I choose not to slot Defense DeBuffs as most heroes have already ensured their own Accuracy is up to par, and I boost my team further with Tactics, making Defense a moot point. Two Slow enhances will nearly reach the minimum movement speed cap, which is useful since enemies usually try to scatter out of the Rain, and three Recharges plus Hasten will allow you to chain cast it with very little downtime, so you can keep the mobs debuffed constantly. The last slot is up for grabs – I like an End Redux as the power isn’t cheap to activate and I chain cast it to magnify my team’s damage output.
Slot[11] Level 18 : Gravity Distortion Field /Acc,Hold,Hold,Hold,Rchg,Rchg
This is the defining power in the Gravity set: ranged, targeted AoE Hold. It has a 2 minute downtime, so slot it with several Recharges to cut down on that; permaHasten helps a lot, too. A lot of people slot it with 2 Acc enhs to make up for the inherent to-hit penalty, but I find that using one, coupled with Tactics, is as much as I need, which allows me to use three Holds in it. This will keep a pack of +3 mobs out of commission long enough to wipe them all out with little to no risk to the group, which is the point. If you find yourself moving from pack to pack more quickly, switch out a Hold for a Recharge, but I find this configuration ideal.
Slot[12] Level 20 : Health /Heal
Second step on the way to Stamina. The difference is minor, but noticeable, and cuts down noticeably on your downtime between fights.
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
This is really a must-have for this build, since the powers I use most often are not cheap and I run several toggles all the time. It’s not necessary to six-slot it until you can buy Recovery SOs at level 30. Once that happens, however, maxing this skill out should be a priority.
Slot[14] Level 24 : Maneuvers /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
The buy-in to Leadership. What we really want out of this Power Pool is Tactics, so you have to choose between this and Assault. As Assault can’t really be enhanced at the moment, Maneuvers is the better choice. Coupled with Steamy Mist later on, this will help us protect ourselves and our team from enemy attacks, especially the vulnerable Blasters and Defenders that you will most likely be sharing the backfield with.
Slot[15] Level 26 : Tactics /EndRdx,HitBuf,HitBuf,HitBuf,HitBuf,HitBuf
This one’s a winner. Slotted this way, Tactics can replace a single Accuracy SO in all of your powers, freeing those slots up for other enhancements. This effectively gives you an additional slot in every targeted power you have. It’s also a boon to your team, since they all get to benefit from the boost as well. I always run one End Redux in every toggle power I have, to cut down on the End drain.
Slot[16] Level 28 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
This build doesn’t benefit from Hasten as much as many others do, especially damage ATs. You won’t really notice the difference until you’ve got it running permanently. Once that happens, however, it serves much the same purpose as Tactics does, by effectively adding a Recharge SO to every power in your arsenal. This makes a huge difference for powers like GDF that have long recharge times. The defense bonus is negligible but a nice bonus.
Slot[17] Level 30 : Hurricane /HitDbf,HitDbf,HitDbf
A favorite of all Storm Defenders, but we get it too. The repel effect is awesome for keeping melee types off you. Coupled with your variety of Defense boosts, this power will let you tank groups of mobs and tear a boss’s Accuracy to shreds. Keep in mind, however, that you can still get hit, and unlike a Tanker you don’t have many HP’s to spare. Be careful.
Slot[18] Level 32 : Singularity /Dmg,Dmg,Rchg,Rchg,Rchg,Rchg
One of the best pets in the game. With Hasten going, four Recharge SOs will pretty much put you at the recast cap, so go ahead and slot a couple Damage enhancements in there. This will still allow you to keep three Sings up at all times, which makes for a phenomenal amount of fire-and-forget control flying around and can make normally deadly fights seem easy. Singularities are incredibly accurate, so Acc enhancements are unnecessary. If you’re not interested in damage, then consider End Redux, as the cost is hefty.
Slot[19] Level 35 : Thunder Clap /Acc,Dsrt,Dsrt,Dsrt
This helps make up for the fact that Gravity doesn’t have a second AoE incapacitate. The recharge time is 45 seconds – with Hasten that’s closer to 30, so Recharges aren’t necessary. Coupled with Crushing Field you can Stun/Root a group of mobs when GDF isn’t up, which is a godsend in drawn-out fights or when moving quickly from group to group.
Slot[20] Level 38 : Steamy Mist /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
This is basically Maneuvers with a minor Stealth component and Resistance against some elemental and energy damage. Quite nice, really. The resistance isn’t worth slotting, but max it out with Defense Buffs to boost your group. As always, End Redux for a toggle is a good idea, and especially so for this power, as it costs more than other toggles.
Slot[21] Level 41 : Super Speed /Run
A nice travel power, and the other half of our Stealth combination. Coupled with Steamy Mist, you become effectively invisible to anything short of a sniper. Use this to jump into the middle of a group of mobs without being noticed, then drop Thunder Clap/Crushing Field as an alternative to GDF. Also good for quickly moving around with your toggles up, when Fly might be too much of a drain on your End bar.
Slot[22] Level 44 : Lightning Storm /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Mostly for show, but it’s not as bad as most people make it out to be. It hits fairly hard, and the knockdown is useful for when things go bad in a fight and you need every tool you can get. Coupled with Singularities and you can even solo fairly well, though large groups are a risk. If you’re worried about it missing too often, switch in one Accuracy, since it doesn’t benefit from Tactics.
Slot[23] Level 47 : Wormhole /Acc
At this point, there aren’t many decent powers left to pick up. I’m not a fan of Wormhole, but Update 2 has seen its range increased significantly, which make it slightly more useful for separating individuals from a group at the start of a fight. This can also be used as a poor-man’s control power by slotting it with Disorient enhances and using it as a single-target Stun. Really though, you have better ways of doing that. This power, and the next, can be replaced entirely by something else, if you prefer.
Slot[24] Level 49 : Vengeance /Heal
Generally considered a piece of junk by most. I’ve fought against enough Archvillains to respect their ability to wipe out even high-level teams, however, and I consider it my responsibility as group controller to try and keep a bad situation from spinning completely out of control. The group heal/def/acc/dmg buff is a nice thing to have, and might prevent a single person’s death from becoming a group wipe. As with the previous power, however, this can be replaced by something else entirely, if you prefer.