View Full Version : The Unofficial Stategy Guide for Controllers
Ubah_Weasel47
09-21-2004, 01:04 PM
I am starting our own strategy guide so others can see, try out, and use new strategies OR share their strategies with others. I would like to see alot of people with a lot of strategies, I will show you how you should post your strategies, just so others wont get confused. The strategies should look like this:
(Type of Controller, Ice, Fire, Earth, etc.)/Post 32, Pre 32
Powers used in strategy:
-
-
-
Strategy: (make sure you tell people what you fought, how you fended them off, and whether or not there were anything else besides minions in that group.)
This above format is reccomended becuase it will help people understand your strategy and so forth. Thank you all in advance for providing your strategies to your controller kin.
(You can tell about exploits, as in adventures, with your strategy post)
Mushmaster
09-21-2004, 01:20 PM
Fire - Post 32
Powers used:
Fire Imps
Strategy:
Push Fire Imps button every time it becomes available.
Find large groups of same-level mobs.
Stand and watch Fire Imps decimate them.
Repeat until you are level 50.
Ubah_Weasel47
09-21-2004, 01:48 PM
More descriptive please, anyways that never works... fire imps die, you die or other way around. Anyone else with their strategies? I'll post mine
Fire/Rad/ Pre 32
Powers used:
-smoke
-radiation infecttion
-fire cages
-flashfire
-enerverating field
-char (on occasion)
Strategy: When fighting skyraiders, this is what I do. Like any other fire controller, i cast smoke before I engage, then I start RI, this way it debuffs their accuracy beforehand, but I always que Fire cages since it is a fast animation and keeps mobs in place for the blaster to kill, after that, I Flashfire them, that way they are held in that position and cannot damage me nor the blaster/scrapper. Then before the scrapper/blaster launches his AoE, I use EF, that way he/she can two shot them without inspirations. For anything I missed, I char. When dealing with Skyraiders, ESPECIALLY POST PATCH, I like to stay on yellows and for anything higher than that, I suggest you have a defense inspiration on you, otherwise as soon as firecages goes off, those guys will take you down in unison. If you perchance dont have any inspirations and find yourself forced to fight them, try to find an anchor, then after that try to find something between you and the mobs, while still keeping the anchor in sight.
This is my strategy for skyraiders, now that this has been bumped up again, others may have arguements corrections for my strategy, or will start their own. :)
perdera
09-21-2004, 02:11 PM
Mind/Empathy - Post 32 (hahahaha)
Powers Used:
Mind
Strategy:
Empty your mind, be formless, shapeless, like water. Now you put water into a cup, it becomes the cup. You put water into a bottle it becomes the bottle. You put it into a teapot it becomes the teapot. Now, water can flow, or it can crash. Be water, my friend...
p
Dugdug
09-21-2004, 02:30 PM
Fire / Kin Controller
Pre 32:
Power Used : Smoke, Char, Cinders, Flashfire, Firecage, Siphon Power, Transfusion
Strategy :
- Smoke the mobs
- Run close then cinders or
- Flashfire then Firecage
- Get close to your teammate then siphon power
- Transfusion as needed
Post 32:
Power Used : Fire Imp, Fulcrum Shift, Transference, Cinders, Fireflash, Firecage, Smoke, Siphon Power, Transfusion
- Make Imps, 2 groups minimum
- Smoke the mobs
- Run close, Cinders
- Char the boss(es)
- Fulcrum Shift
- Siphon Power the boss
- Transference the boss (endurance is back to full)
- Transfusion as needed (keep imps healthy)
- Flashfire / Firecage when Cinders expires
Qyn, lvl 39 Fire/Kin Cont, Protector
Hanged_Man
09-21-2004, 02:54 PM
[ QUOTE ]
Fire - Post 32
Powers used:
Fire Imps
Strategy:
Push Fire Imps button every time it becomes available.
Find large groups of same-level mobs.
Stand and watch Fire Imps decimate them.
Repeat until you are level 50.
[/ QUOTE ]
User: Anyone, Any Archetype.
Powers Used: Griping, Whining, Describing Powers out of Context,
Goal: Nerf the Crap out of Everything except Ice Controller.
Outcome: Uncertain
joleme
09-21-2004, 04:34 PM
[ QUOTE ]
[ QUOTE ]
Fire - Post 32
Powers used:
Fire Imps
Strategy:
Push Fire Imps button every time it becomes available.
Find large groups of same-level mobs.
Stand and watch Fire Imps decimate them.
Repeat until you are level 50.
[/ QUOTE ]
User: Anyone, Any Archetype.
Powers Used: Griping, Whining, Describing Powers out of Context,
Goal: Nerf the Crap out of Everything except Ice Controller.
Outcome: Uncertain
[/ QUOTE ]
lmao, nice.
Fire/rad - Post 32
Powers used:
tactics
maneuvers
fire cages
hasten
accelerate metabolism
cinders
char
fire imps
flashfire
smoke
RI = Radiation Infection
EF = Enervating Field
EMP
Strategy:
Perma Hasten and Acc met = 4 groups of imps out at all times. Fighting any groups, smoke to get up close, then 1 of 3 strategies depending what powers are ready and dispersion of current group, but no matter what, LET THE IMPS START THE FIGHT OR RISK GETTING ALPHAED, especially if bosses are present. There are a few exceptions, like Devouring Earth that lay down fungi making them immune to being held/stun/sleep/immob/etc, always char/flashfire/cinders the group before your imps get there to prevent them from laying them down, it can be risky but with 2 acc in cinders/flashfire you should be safe. Most prefer not to fight DE anyway. I also keep tactics and maneuvers on at all times. The only real use for RI is if you are fighting a orange or higher con.
1. flashfire - medium radius - disorients the group, cages if you want to keep them in place, but not overly needed. Let imps clean up. If there is a boss in the group, if the disorient doesnt hit, use char 1-2 times to hold him, and keep the boss charred with shots every once in a while. Use EF to speed up the killing. Good for tightly packed groups.
2. Cinders/Cinders+char - medium radius - the beauty of cinders is that its a hold, so if there is a boss in the group a followup char will hold him, assuming both hit of course. Use EF to speed up the killing. Good for tightly packed groups, or slightly spread out groups.
3. EMP/EMP+char - omg huge radius - Works the same way as cinders/cinders+char, only difference is it will drain your END quite a bit, have a catch of breath ready to keep your toggles up. Use EF to speed up the killing. MEMO - EMP has an enormous radius, and can be used for holding groups that are very spread out.
Using these 3 powers, you can move from group to group indefinately without having to stop for very long, Using EMP just make sure you have end insps ready.
as a big move, for groups with more than 1 boss.. EMP + cinders will hold all the bosses (assuming it hits of course) but ill leave you pretty drained, end insps to catch up.
Thats pretty much it.... honestly fire/rad doesnt take a lot of amazing skill to work, good slotting is important though. Know what to take on for your lvl, i find +0/+1 amazingly fast to take down, even +1/+2 are simple. Higher than that are still easy but i dont think is worth the slowdown since you can mow down lower lvl groups faster, but its always fun taking out the group of reds and purples, if for no other reason than fun.
Ubah_Weasel47
09-21-2004, 05:25 PM
This isnt just a fire/rad post, others are welcome to post their strategies too, thank you all who took the time to give your strategies. :)
Red_Spectre
09-21-2004, 06:54 PM
1. delete character
2. create blaster
3. kick [censored]
Event
09-21-2004, 07:09 PM
Grav/Rad - Pre 32
Primary Powers
Lift
Crushing Field
Grav Distortion
Grav Distortion Field
Secondary Powers
Radiation Aura
Radiation Infection
Accelerate Metabolsim
Pool Powers
Hover
Fly
Hasten
Swift
Health
Stamina
Perma-AM, Perma-Haste
Use Radiation Infection, then Crushing Field, then Grav Distorion/ Field..... Wait for everyone else to kill the mobs.
Post-32
Same thing, plus Sings... yippy !!!
And then I'll have Assualt and Tatics too.
joleme
09-21-2004, 07:54 PM
[ QUOTE ]
1. delete character
2. create blaster
3. kick [censored]
[/ QUOTE ]
idiot
/ignore
Faust_eric
09-21-2004, 07:59 PM
Ice/Storm Post 32
Powers:
- Jack Frost
- Ice Slick
- Frostbite
- Block of Ice
- Glacier
- Freezing rain
- Hurricane
- SSpeed
- Steamy Mist.
Strategy:
I usually open the fights (not if i'm too low in my team).
1. Activate SSpeed and Steamy mist = Invisibility. Starts CJ if you have it.
Run to the center of mobs so that your glacier covers as many mobs a possible.
2. Glacier to start.
3.1 If everything is held -> Freezing Rain
3.2 If a boss or something else unheld -> Block of Ice b4 FR
3.3 If a lot is not held -> Frostbite then FR then BoI as necessary
4.1 If need be, I use hurricane to gather them.
4.2 BoI on the big ones that in no way I want them to be attacking again. I make sure FR is always running.
5. If the fight starts to take too long, Frostbite + Slick to slow them as much as possible
If Glacier is down before starting the fight and the group is small/not too dangerous -> Frostbite/BoI/FR
Deactivate CJ & SM when you feel safe to do so. I've got tactics running all the time and prefer to save Endurance.
*EDIT* this standard strategy works on a lot of mobs. But if a mob is a real pain (Crey Power tank = 1 hit -> stun) I root them first (their ranged attack is not too dangerous). then i Block of Ice till held.
The only thing you need to learn is your glacier limit. This is crucial while facing freak boss, because there's a huge difference between a rocket/grenade and getting sliced in 2.
LadyTrime
09-22-2004, 06:01 AM
Grav Rad pre 32 post 18
Powers used
Hasten
Accelerate Metabolism (AM)
Enervating Field (EF)
Radiation infection (RI)
Gravity Distortion Field (GDF)
Gravity Distortion (GD)
Lift
Strategy
Perma Hasten and AM (buff as much of the group with AM). Find a boss in the group if there is none look for a lieut and if none just find a centered minion. Cast Gravity Distortion Field, Re-aply with Gravity Distortion on any that you missed or reapply with the boss until held. Then Apply EF if the mobs are significantly higher you have to do this a bit differently.
For +3 mobs cast Radiation infection first, then cast Gravity Distortion, you might get hit a bit with this, it is ok. then apply Gravity Distortion on the boss.
Usually at this point your damage dealer friend wipe out the crowd. So there is little left to upkeep.
If you come into contact with an AV, there is a bit different of a strategy.
You need to apply your debuffs first then use Lift over and over again, wait until the AV is standing up then hit lift again. This is how you can sort of hold an AV, I do understand that this is not a perfect concept. But understand that this is very effective for teammates, because the AV will not be attacking. But to do this, you can't apply your holds. as they snare.
Kungfoo
09-22-2004, 08:32 AM
Because of the respec, I'm going to assume people will plan for some of that and base this strategy around picking powers someone might not normally go for.
Fire / Radiation
Pre 32
Fire Powers: Ring of Fire, Char, Fire Cages, Smoke, Flashfires, Cinders
Radiation Powers: Radiant Aura, Radiation Infection, Enervating Field, Accelerate Metabolism
Power Pools: Swift, Hurdle (or Health), Stamina, Hasten, Travel Power
Taking all the powers listed will put you at 26 or 28, depending on what Travel power you take. Slotting prior to respec/level 32 should include the following powers to be 6 slotted: Ring of Fire, Flashfires, Stamina, and Hasten (or 5 slots if you plan on using Accelerate Metabolism constantly). Beyond that, make sure you pay attention to Char, Fire Cages, Smoke, Cinders, and Accelerate Metabolism by giving them 3/4 slots. A lot of the powers you have at this point are one enhancement wonders, like Radiant Aura, Radiation Infection, Swift, Hurdle, and Enervating Field, so don't worry about them unless you're comfortable with your current enhancement layout.
When slotting enhancements, concentrate on accuracy in your hold powers, followed closely by duration. Third priority should be recharge, but Hasten should help a lot with that. Cinders should be used once you have it, in nearly every situation where there is a boss. Cinders followed by Char will overcome the magnitude (if Cinders didn't do it by itself) and hold the boss. This is pretty key for survival. Otherwise, the standard hold method for Fire Controllers is Flashfires + Fire Cages. Smoke should always be used before any AoE hold power.
Otherwise, because of the new mission bonuses, try to live off of story arcs and groups when you can. Your primary method of killing should be an AoE control power like Flashfires (followed by Fire Cages) or Cinders, while applying Ring of Fire and brawls to finish enemies off. Ring of Fire should go by the standard attack power formula of 1 accuracy and 5 damage enhancements.
Post 32, Ring of Fire will never be used, and should not be picked up when respecing. At this point, your control methods will remain the same, but you now have Imps to do your damage. Also, be sure to pick up Bonfire if you aren't going to get Group Fly. Casting a Bonfire below a flying mob will bring them to the ground into the range of your imps. At this point, most folks don't need a guide, as things become easier, so I won't bore you with what 1000 other people are going to tell you.
Red_Spectre
09-22-2004, 08:40 AM
[ QUOTE ]
[ QUOTE ]
1. delete character
2. create blaster
3. kick [censored]
[/ QUOTE ]
idiot
/ignore
[/ QUOTE ]
geez lighten up a little, it was a joke dude. i play a mind controller for crying out loud.
DasJeb
09-22-2004, 09:25 AM
Illusion/Empathy
Pre - 32
Skills: Healing, healing, healing, phantom army for agro, healing.
Teamed with mostly my supergroup who was devoid of healers, and mostly blasters (but what wasnt at the start of this game). Got alot of sk's and what not to help keep the other alive. Occasionaly used my holds to lock a boss or flash a mob, but for the most part, I was there to heal and give Recovery Aura, and given lots of thanks for both :)
Post 32 (became a controller)
Skills
- Still all the heals
- Blind
- Flash
- Phantom Army
- Phantasms
- Recovery AUra
- Regeneration Aura
- Fortitude
- Clear Mind
- Assault
- Tactics (6 slotted for toHIt)
When I solo its usually for Orange-Reds. Start off with Phantom Army, move in close enough to Flash, blind any boss for a double hold, while the phantasms clean up. Only times I ever run into troubles is when the Phantasms decide to stay back and snipe, instead of dropping Energy Torrent on the whole group, and all that really means is I have to keep controlling if I want to live.
Recently picked up Decieve, and I never knew this game could be so fun :) Nothing like watching a Chief Soldier one-shot his buddies. I also run around with a mind controller (ick), and we find groups of 2 minions, we each decieve and place bets on whose guy wins. Retarded? Yes. Fun? OH YA!
I love my illusion/emp controller, and he will be the first of my chars to 50 (sometime by the weekend), eventhough he was started when I already had a blaster at 39.
Enantiodromos
09-22-2004, 09:55 AM
SOLOING STRATEGIES FOR THE MIND CONTROLLER(/Empath)
<ul type="square">
"Not so Gentle Persuasion"
Type of Controller: Natural Mind Controller 18+ (Ideally 28+)
Powers Used: Total Dominate, Dominate, Mesmerize, Brawl, Kick (+Rec aura).
Group: Safest without bosses, and 6 or fewer MOBs.
Strategy:
Shwoosh, Zap, Zzzz, sok, thump, sok, zap, zzzz, sok, thump, sok, zap, zzzz, sok, thump, sok, ad nauseam.
That is:
1) TD your cluster of MOBs
2) Dom anything else moving.
3) Mez anything yet else moving.
4) Hit the first guy you dommed with a brawl-kick-brawl combo while you wait for Dom to recharge.
5) Be prepared to pop rec aura whenever your End goes below 2/5ths or so.
6) Repeat 2,3, and 4 until everything has stopped moving.
7) Dom the lowest-hp mob
8) Mez the mob that has spent the longest time unmolested by you.
9) Hit the lowest-HP mob with a brawl-kick-brawl combo
10) If out of end, switch to "The Wall, Disk 2, Track 9" below.
11) Repeat 7, 8, and 9 until everybody's arrested.
"Leadership Crisis"
Type of Controller: Natural Mind Controller 18+ (Ideally 28+)
Powers Used: Confuse, Total Dominate, Dominate, Mesmerize, Brawl, Kick (+Rec aura).
Group: 1 Boss, otherwise LTs and Minions, safest with 6 or fewer.
Strategy:
1) Confuse boss.
2) Repeat 1 until boss starts attacking his own.
3) Apply "Not so Gentle Persuasion" to the rest of the mob-- note the total dom is likely to not affect the boss, but if it does, things will just take a lot longer. SIMULTANEOUSLY reapply Confuse to the boss whenever it's available.
"Criminals are a Disorganized, Fractious Lot" (A clearing technique)
Type of Controller: Natural Mind Controller 32+
Powers Used: Mass confusion, Confusion, Dominate, Mesmerize, Brawl, Kick (+Rec aura).
Group: Lieutenants and Minions, safest with 6 or fewer MOBs.
Strategy:
1) Mass Confuse your cluster of MOBs
2) If any MOBs are unconfused, Confuse one.
3) Dom anything else not attacking MOBs.
4) Mez anything yet else not attacking MOBs.
5) Hit the first guy you dommed with a brawl-kick-brawl combo while you wait for Dom to recharge.
6) Confuse the UNHELD Mob that's gone the longest time unmolested by you.
7) Be prepared to pop rec aura whenever your End goes below 2/5ths or so.
8) Dom, Mez, Brawl, Kick, Brawl whichever MOB you're currently working on. Switch to the lowest HP remaining MOB as necessary.
9) Confuse the UNHELD Mob that's gone the longest time unmolested by you, as soon as possible.
10) If out of end, switch to "The Wall, Disk 2, Track 9" below.
11) Repeat 8 and 9 until you think you're about to get killed by unheld, unconfused MOBs, or until everybody's arrested.
12) If necessary, switch to "Not so Gentle Persuasion" above.
"The Wall, Disk 2, Track 9"
Type of Controller: Natural Mind Controller 8+
Powers Used: Sprint, Swift, Hurdle
Group: Any
1) Turn on sprint
2) Head for the nearest police drone, along the safest path you can think of.
3) Wish there were a natural movement power that made sense.
TEAM STRAEGIES
"No, YOU are the MAN!"
Type of Controller: Natural Mind Controller/Empath 28+
Powers Used: Fortitude, Recovery Aura, Tactics, Maneuvers, Total Dominate, Dominate, Mez.
1) Team with one blaster or scrapper two to four levels below you. Do NOT SK him.
2) Instruct your teammate in the nuances of "No, YOU are the MAN!"
3) Find MOBs your teammate's level +4.
4) Fortitude your teammate, and turn on tactics and maneuvers.
5) Total Dominate the group.
6) Dominate any mob still moving, preferring mobs closest to the center of the cluster.
7) Mez any mob still moving, preferring mobs furthest on the fringe of the cluster.
8) Hope your teammate starts attacking by now.
9) Heal your teammate if he's at 50% health or less.
10) Pop Rec Aura close to your teammate when YOU are down to 40% end, or HE's out, whichever comes first.
11) Repeat steps 6-9 until nobody's moving. Try and be ready to Dom anybody your guy wakes up.
12) If you run out of end, and there're folks moving that you think are going to still be a problem, or if things othewise fall appart, drop all toggles, spam "Run" three times, and stick close to your teammate to heal him if necessary, until either he is safely away or dead. If he's dead or away and you have aggro, resort to "The Wall, Disk 2, Track 9" above.
"Haimdon's girlfriend likes to wear a leash!"
Type of Controller: Natural Mind Controller 5+
Powers Used: Confuse w/ 2+ accuracies, stealth
1) Team with some nice people who do damage.
2) Turn on stealth
3) Find an Archvillain
4) Tell everybody to hang back a minute.
5) Approach the AV within about 5 yards, and trash talk it thoroughly.
6) Meanwhile, confuse it repeatedly, until it's got purple dots around it's head.
7) Wait for it to kill nearby mobs, if necessary.
8) Tell your team, "OK, guys. They've agreed to take the beating they so richly deserve." Hope your team starts attacking.
9) Turn off stealth, and spam confuse on the AV until it's arrested.
[/list]
Ubah_Weasel47
09-22-2004, 01:40 PM
Thank you everyone who has posted =) Now if we can get a few Ice, Gravity, and Earth Controllers...
ioars
09-22-2004, 02:10 PM
Gravity/Radiation - lvl 40
Powers Used:
- Gravity Distortion
- Gravity Distortion Field
- Crushing Field
- Radiation Infection
- Enervating Field
- Tactics
- Wormhole
- Singularity
- EM Pulse
- Accelerate Metabolism
Universal Strategies:
- Tactics: 4 slotted with to hit buffs. Allows me to land holds on mobs above red con consistently.
- RI: start off with RI (slotted with to hit debuffs) when facing bosses that use status effects (like rikti mesmerists)
- EF: learn what your group is taking out first. Some like to take out minions first while others like to take out the boss first. Apply your EF on what will die last.
- Wormhole: Send DE enamators away. Move mobs into RI or EF range.
- Singularity: Can be used to start a fight by casting one near mobs to draw agro to it. Cast on top of teammates so mobs can't get into melee range. Always have at least one with you. They are resistant to status effects and can lock down mobs while your team is asleep/held.
- EF/RI: When there is more than one boss, I like to apply each debuff to different bosses. If your team takes out a boss, one of your debuffs will be still active. You also affect a greater area of mobs overall using different targets.
- AM: applying to singularities benefits them greatly in their movement speed and damage.
- CF vs GDF: Know when its best to use each. On even level minions, use CF if your group can take them out with an alpha strike. On melee only mobs like rikti monkeys, use CF.
- CF: Do not use CF on higher level mobs without some sort of debuff/buff.
Specific Strategies (universal strategies apply at all times):
- Base Strategy: Pull out singularties. Start off with a GDF and immediately follow with GD on the boss. Once everything is locked down, throw down EF. If the mobs are reds-purples, throw down RI so mobs are easier to hit. When GDF is about to wear out, apply CF so mobs will remain in the EF/RI radius. If needed, reapply GDF when recharged.
- Solo: Same as above the base strategy. EF is best applied to the mob furthest away from the singularities or to Lts or Bosses.
- Group: Same as the base strategy. EF often comes right after GDF then followed by GD inorder to make alpha strikes most effective. CF is the 4th power I use to make sure any mob I missed stay put and within RI/EF range.
Ubah_Weasel47
09-22-2004, 06:12 PM
Bump.. Need an ice and an earth strategy...
Faust_eric
09-22-2004, 07:47 PM
Ice pre 32? (posted alrdy ice post 32).
Glacier is when the world changes for Ice controller, before that you rely so much on your secondary it's very specific. My feeling before Glacier was: I try to help as much as I can by holding/debuffing the big ones and then the others.
Depending on the mobs, i could start with slick, BoI or FR.
Ubah_Weasel47
09-23-2004, 01:54 PM
Bump need an earth strategy. Thank you all who have taken your time to post your strategies.
TheMightyEmu
09-23-2004, 02:58 PM
In General:
1. Network, network, network. Start teaming up with people day one. Keep a list of regular players; if you've got a steady group of people to team with in your teens it makes your twenties that much more easier.
2. Be aware of the "hidden effects" of your powers, especially secondaries. For example, Freezing Rain's primarily used for a debuff, but it can provide Knockdown as well. It's also a crowd-scatterer.
For Earth:
Some powers are "must haves", others are situational; they key thing to remember is that one person's situational is another's 'must have'.
Fossilize is a single target hold you can use it for:
1. Hitting teleporting MoBs (Tsoo Sorcerers, Sky Raider Porters) before they leave or preventing certain MoBs from activating powers (Sky Raider Engineers with their Force Field Generators).
2. Dropping toggles on MoBs (Tsoo Sorcerers and Banished Pantheon Storm Shamans both have hurricane-and now some Outcasts do too).
3. Layering Holds on Bosses (With Volcanic Gases).
4. Stopping stragglers in their tracks, or good 'ol fashioned Hold goodness.
Stone Cages is an AOE Immobilize, it keeps MoBs in place and away from melee range. However you have a chance to drop down flyers with it.
Stalagmites is an AOE Disorient, pre-gases Stone Cages+Stalagmites is your key combo. Post-gases it's good for keeping the MoBs out of commission while you wait for the gases to 'pulse'.
Volcanic Gases is you AOE Hold, but it's location based. It's good for hold-layering your bosses, but if you have teammates that have knockback, any gas-holds will vanish quickly once they're off the location. On the otherhand, you can lay it down beforehand in an area between you and the MoBs if you're faced with a difficult pull.
Typically I either do:
Volcanic Gases+Stalagmites, Fossilizing leftovers: If I have the Endurance (VG drains nearly half a bar) and time to set up the gases. If there's more than one boss, I definately start out with this combo.
or
Stone Cages+Stalagmites, Fossilizing stragglers-Usually if I'm with my energy blaster friends, we don't have a lot of time, or if there's only one boss (since the damage dealers I hang with can take one out fairly quickly).
or
Chain-Fossilize a lot, tossing in a Stalagmites if things get heavy-I only do this if I'm teamed up with someone and the MoBs are made of two or three minions/lts. I perfer to save my AOEs for larger things.
I don't have Stone Prison (took Fossilize instead), Quicksand (I have Snowstorm), Salt Crystals, or Earthquake (Wanted to see if I could make a viable controller without it, though I'll pick it up post 40 for monster-hunting on Pereguine Island). That doesn't make them worthless; Earthquake's a very good debuff/knockdown and Quicksand ensures that MoBs don't run away from the gases before they're held. Stone Prison can be used for dropping MoBs, and Salt Crystals can hold them off until properly Held (still, it is a sleep :p).
Goldheart
09-23-2004, 11:46 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
1. delete character
2. create blaster
3. kick [censored]
[/ QUOTE ]
idiot
/ignore
[/ QUOTE ]
geez lighten up a little, it was a joke dude. i play a mind controller for crying out loud.
[/ QUOTE ]
Controller: Flamer
Powers Used:
1. Derogatory vocabulary
2. witty retort
3. superiority complex
4. knowledge of english language
5. senseless insults
Strategy:
Find the troll villian group or any unsuspecting poster you don't agree with. Use your superiority complex to determine the poster is worthy of degrading. Open with a witty retort mixing in words of the derogatory persuasion. Emphasize with senseless insults of the personal nature. Lastly, point out any mistakes of the English language the original poster made to prove your superiority or the utter stupidity of said poster.
Result:
Degredation of started thread (unless thread was started by a troll) and facilitation of flame war.
Blitzkreeg
09-24-2004, 01:05 PM
Ok, I'll throw in my earth tactics. lvl 38 here Erath/Kinetics here.
I always try to have 2-3 earth pets out and Speed Boosted. Any groups of just Lts and minions is a stalagmite + cages combo and let the pets mob em up. If its a big enough group (5+) I'll use Fulcrum to boost my pets otherwise a Siphon Power or 2. Fossilize any that aren't held.
For groups with one-two bosses, I'll summon up a AS in the middle of the pack to take the initial hit followed immediately by VG and fossilize on the bosses. Most times if there's one boss their held, if 2 I might take one hit. If I'm in a particularly nasty mood, I'll l hit em with stalagmites and an earthquake as well(+1 only) and their is no way I'm getting hit. And again Siphon Power and Fulcrum to max out the 2-3 pets i have.
Gravo_Matic
10-05-2004, 04:55 PM
Just thought I should add my 2 cents on my Grav/Kin pre 32 (only 13 right now) strategy. Here are the powers avalible:
Lift
GD
Propel
CF
Transfusion
Repel
SP
Hover
When I solo, I can can take on 2 even mobs with ease. I know that isn't a lot, but I don't usually get hit at all. I'll start with a GD on one, which will agro the other. Then I'll SP the loose one to get some extra damage potential and then run what I like to call my triple combo. Lift->Propel->Lift. I can do those three in row with out the mob getting up. After the final Lift I'll GD him and start the combo on the first GD'd mob. I don't know if this is something everyone knows, but it's just how I like to play and seems to work great at the moment.
In a group I'll use CF and then GD the boss as it looks like most people do. Can't wait for GDF to use instead. Lift is great for stoping a running mob and to get the attention of the team mates to say, Hit This One. Obviously SP and Transfusion are good buff/heal/debuffs and when in a tight situation, repel sure does come in handy to knock that boss away.
:wq!
spidey
HappyImp
10-06-2004, 01:11 AM
Pri/Sec: Ice/Empathy
Powers:
Persuasion (ie, convince my GF to play her scrapper)
Block of Ice
Frostbite
Chill
Ice Slick
Glacier
Heal Aura/Other
Fortitude
Clear Mind
Recovery Aura
Powers Seldom used
Ressurect
Basic Strategy:
Buffage:
Fortitude- Always goes to the scrappers first (they usually really like the added defense and offense), second to the tanks, next blasters, defenders and controller. With one RechRx I can usually keep two people Fort-ed.
Clear Mind - If there are stunners/holders, I try to keep everyone with at least one CM up. Certain enemy groups, I'll get lazier.
Recovery Aura - Since I haven't got slots for it yet, I usually save it for prolonged battles to give the much needed mid-battle-end-boost. Later on, I'll plan on rebuffing at the beginning of most battles.
Run-of-the-mill Spawns:
Let the Tank (or Tank substitute) take the Alpha strike
Lead with a single target hold when there is a priority target (ie holder/heavy hitter/annoying-[bleep] Sorceror).
Frostbite to keep the main target group held in place
Ice Slick under the majority of the group
Chill to slow everything down.
Toss out single holds at lietenants/annoying minions/things outside of aoe/things hitting me/those Lieutenant CoT ghosts because they look really neat when frozen.
Spot heal/rebuff as needed.
Be prepared to fire Heal Other, then Glacier, for when the trigger-happy blaster decides to pull a group other than what the rest of the team is arresting.
For big groups with nasty boss(es)
Let the tank take Alpha.
Follow on his/her heels with glacier/block of ice to the boss.
Aoe Immob/ice patch/slow/heal etc...
SymonStar
10-12-2004, 10:44 AM
Grav/Emp Controller - Pre 32
Powers
-GD
-GDF
-Lift
-Manuevers
-CF
-Fortitude
-Hasten
-All heals
Basic tactics - No soloing...yet.
0) Fortitude up to 3 in group.
1) Let the tank SS into the middle, Provoke.
2) Cast GDF
3) GD on Boss
4) Tank kicks off Burn
5) Lift then GD on any not held
6) Heal tanker if necessary
7) Move to next group
With my particular build I can lift a guy and GD him before he gets back up.
Other Strat:
If no tanker and no ability to pull effectively. Eat acc insp and then kick off GDF. Move out of sight if possible. Let everyone clean up.
Funky_Pink
01-05-2005, 03:19 PM
Ice/empathy, Pre 32 (at level 25 right now)
Powers:
Block of Ice
Ice Slick
Chilblain
Healing Aura
Heal Other
Clear Mind
Fortitude
Hasten
Grant Invisiblity
Strategy:
I prefer a smaller group, so most of this startegy is geared towards 2-3 in a team, tho I'm sure some or all of it can apply to larger teams too.
Basically, I start off as assuming the role of healer/buffer and then control as needed and allowed. Fortitude usually allows the alpha strike recipient (hopefully a scrapper or tank) adequate defense to hold out for an ice slick under him, immediately followed by a heal if he is being damaged (depends on who/how many you are fighting), after the heal(s) or if none are needed, next I like to put holds on any bosses (then lts.) which at the most take 2 applications, depending on who you're fighting. If it's a boss, I will try to keep him chain-held until dead, and then move to another or next toughtest guy. I reapply ice slick as needed...no harm in stacking it either if you have time.
Example: I was fighting with a same level (24) scrapper in TV against level 25-27 Lost mobs. I'd hit her with clear mind, grant invis, clear mind, fortitude, and clear mind, then maybe another clear mind...can't have too much ;) She'd run into the mob and start wailing on a Pariah, gain all the mob's aggro after a couple of seconds (takes a tad longer since invisible), I'd throw an ice slick under her then start holding whatever she was fighting, and healing if needed, which it was not a lot. Now I would get held every once in a while, but she was by far their biggest concern, and I was soon freed and healing/buffing/holding again. This was great xp for us, and we never really got into too much trouble, even though they were big mobs (generally 8-10 in each group - ice slick and fortitude help a lot), and even though they were tough enemies (multiple bosses and lts. in each group, plus it's the Lost - fortitude protects against psionics). She doesn't have stamina, but still had enough for each mob. I always finished with close to full end. With ToHit buff on my fortitude along with her buildup, she was hitting a lot and for good damage.
Chilblain I use to pull down flyers and stop runners. Don't use for much else, although it's good for keeping big hitters out of melee range.
Clear mind is very useful when fighting certain enemies. I like to put several of these on when I have only one or two teamies, or at least one on everyone in a big group. You will curse the time involved with CM, but it is a must to keep teammates' toggles on and un-held against those <bleep> enemies that hold/mezz/stun/blah.
Grant Invis is nice for finishing timed mishes fast or just cherry-picking non-kill-all-mobs mishes. Especially nice if a teammate has tp other to continue the goal search should it take more than 2 minutes. I also use this in fights for my defenders/blasters/fellow trollers for extra defense. Then I just hope they watch my behind ;)
Hasten is perma and allows me to heal and buff and hold that much faster. It's awesome.
Since respecing to fitness and hasten, I have been much more effective in group play. The fast recharges on block of ice and ice slick reduce the times my buddies get hit and the number of times I have to heal. Fortitude basically turns a scrapper (this is probably the best AT to team with, especially if they have stamina or you have RA or AM. Then you can fight non-stop) into a tank with tons of damage. That kind of defense on a scrapper allows you to put holds on the big guys after all aggro has been drawn. And ice slick keeps them healthy and up and fighting. I just can't wait to get Glacier and slot it so I can wedge myself into the battle, hold multiple targets, heal (mostly for me you understand), single hold, and then fly away to start my regular battle maintenance.
Funky Pink - 38 spines/sr
Split Wood - 27 axe/invuln
Purple Heart - 25 ice/empathy
Captain Hideous - 25 rad/rad
Legal Eyes - 10 katana/invuln
Grit Thunder - 10 assault/devices
mylife_
01-25-2005, 08:24 AM
[ QUOTE ]
Fire - Post 32
Powers used:
Fire Imps
Strategy:
Push Fire Imps button every time it becomes available.
Find large groups of same-level mobs.
Stand and watch Fire Imps decimate them.
Repeat until you are level 50.
[/ QUOTE ]
Why same lvl ombs? I have a lvl 50 fire/kinetics and i hunted 3+ mobs to get my xp. Even bosses 3+ the IMPS kill really fast...
SymonStar
01-25-2005, 10:32 AM
[ QUOTE ]
Grav/Emp Controller - Pre 32
Powers
-GD
-GDF
-Lift
-Manuevers
-CF
-Fortitude
-Hasten
-All heals
Basic tactics - No soloing...yet.
0) Fortitude up to 3 in group.
1) Let the tank SS into the middle, Provoke.
2) Cast GDF
3) GD on Boss
4) Tank kicks off Burn
5) Lift then GD on any not held
6) Heal tanker if necessary
7) Move to next group
With my particular build I can lift a guy and GD him before he gets back up.
Other Strat:
If no tanker and no ability to pull effectively. Eat acc insp and then kick off GDF. Move out of sight if possible. Let everyone clean up.
[/ QUOTE ]
Now Post 32, 39 almost 40.
Powers
-GD
-GDF
-Lift
-CM
-CF
-Fortitude
-Hasten
-Healing Aura
-Heal Other
-Stealth
-Super Speed
-Hover
-Fly
-Recovery Aura
Basic tactics - Group
0) Fortitude someone every 20 seconds. Players first, then pets.
1) Let the tanker herd mobs. Keep him healed if necessary. (Probably not.)
1a) Just before the tanker gets back with the herd. Gather for Recovery Aura.
2) Cast GDF
3) GD on Boss
4) Tank kicks off Burn. Blasters and Scrappers go to town.
5) Crushing Field to keep them close.
6) Release the fun balls by SS to the other side of the group.
7) Concentrate GD on any bosses.
8) Heal entire group.
9) Rinse repeat.
Solo:
0) Fortitude Sing's every 20 seconds.
1) SS+Stealth past the group I'm going to take.
2) Sing's take the Alpha Strike.
3) Cast GDF.
3) GD on Boss
4) Crushing Field to keep them close. Let my Sing's kill everthing.
7) Concentrate GD on any bosses.
8) Heal myself if necessary. (Usually not)
9) Rinse repeat.
I can take a groups of about 15 +1 con mobs with a single boss 42(+6) in the middle. I can keep him chain held for the duration. Just takes awhile to finally finish him off.
Starfire_One
04-18-2005, 01:28 PM
Pre 32 Illusion/Force field Controller
Powers used in strategy:
- Deceive
- Phantom Army
- Group Invisibility
Strategy: The greatest problem with defeating Sky Raiders and Devouring Earth, are their pets. The moment they are agroed, they place a Shield Generator or Eminator which very few solo Controllers can ever hope to counter. I have found a way around this problem. It is as simple as it is devious.
First, use Group Invisibility on yourself. This will let you sneak relatively close to the enemies. Don't get too close or their AoE's (especially for Devouring Earth Fungus) will rip you a new one.
Second, deceive the creator of said pet (i.e. the Engineer, Herder, etc.). They should immediately create a pet... but here is where it gets interesting. The pet will be friendly toward you. Run inside the range of the shield/healer and enjoy it's benefits.
Finally, drop a group of Phantom Army and start spamming Deceive across all the villians. You get the majority of the experience if just a single Phantom hits. If someone else drops an eminator/shield, or the one you are using goes bad, just deceive it! Deceive works on them like anything else; they will give youtheir benefits!
Nothing feels better than watching Sky Raiders trying to hit you through one of THEIR OWN Shield Generators or watching Devouring Earth try killing you while you are standing next to a Tree of Life healing like a Regen Scrapper!
Oh, and you don't even want me to start in on what Deceive can do to a Crey Paragon Protector or a Malta Titan who are in the middle of a large group... or even better: A MALTA SAPPER!
I have also noticed, though I need to test it more as I was in the presence of someone with group confusion, that a Deceived Rikti Communications Officer will create a portal that friendly Rikti will come out of. I am unsure if it was the group confusion or if I found a wonderful explot for those annoying Rikti missions/Crash Site, but please let me know.
Vic_Vector
05-01-2005, 10:50 PM
ice controller pre 32 ... few people seem to realize that arctic air has both a fear (now potent post i3) and confuse component, and coupled with periodic blasts ofrom shiver nearly stops mobs from attacking. this tactic is best used with a well slotted fire blaster or spines ally, and stacks well with snow storm for ice/storm.
also to note, a well slotted single target hold can allow you to juggle 3-5 mobs simultaneously (i recomend 2 acc, 2hold duration, 1-2 recharge). this tactic has allowed me to solo missions as a grav/kin with the help of lift and air superiority... both of which are effective to reduce damage sustained from mobs that are standing back up as well as reasonably damaging for a controller. while this tactic is time consuming (and increasingly difficult at levels over 20), a good blaster ally will speed things up immesurably.
perhaps what i should be saying is that controllers make better guards or "defenders" at lower levels than most defender sets... especially when dealing with the also fragile blaster class.
Sailboat
05-02-2005, 05:20 AM
[ QUOTE ]
Pri/Sec: Ice/Empathy
Frostbite to keep the main target group held in place
Ice Slick under the majority of the group
[/ QUOTE ]
Frostbite gives knockback resistance and will negate the knockdown effect of Ice Slick.
Sailboat
Morbeux
05-02-2005, 08:09 AM
Ahh the joys of mass chaos!
So far Mind/Storm:
Goal: Mass Chaos
Powers: Confusion, Mass confusion, Telekinesis or a freezing rain.
Panic Power: Thunderclap
Tactics:
So far I open up with a healthy blast of max slotted Mass confusion, the follow up with the stacking of Confusion for any bosses. During that chaos, team rushes in and wipes floor with mobs with little risk. Freezing rain is used to soften up bosses, or those resistant to confuse. Telekinesis is used to push away the second group of incoming (if your mass confuse is not refreshed).
If, by some rare chance the players get a tad excited in the killing spree (happens a lot) and draw tons of unwanted aggro, one well placed thunderclap will stun everything to give you enough time to confuse/tele hold anything else.
This is a new tactic, but so far its working wonders. It may not be the most XP friendly, but there have been 0 Deaths so far, and the extra damage from the Mobs attacking each other means we blow through missions quickly.
Favorite mobs to deceive:
Sorcerers - can you say insta-empath defender?
FF Generators - insta-bubbler defender
Ruin Mages - earthquakes everywhere!! (But not on you)
Storm Shamans - Heh, just plain funny to watch!
I could go on and on, but confusing those huge enemy buffers to work for your team makes a huge difference in battles.
Shadow_Volt
05-02-2005, 03:02 PM
Ill/Rad
Post 32:
Powers Used:
Accelerate Metabolism
Blind
Enervating Field
Flash
Group Invisibility
Lingering Radiation
Phantasm
Phantom Army
Radiation Infection
Strategy ("The Razzle Dazzle"):
- Find Appropriate Mob (up to +3, lots of minions, maybe a lt. or two, and one boss)
- Summon Phantasm x2 (or more if you're slotted for recharge, though most illusion controllers will have 1 or 2 out at all times anyway)
- Cast Accelerate Metabolism
- Cast Group Invisibility
- Target Boss
- Summon Phantom Army (into the middle of the mob)
- Cast Enervating Field, Radiation Infection, and Lingering Radiation at Boss (while PA keeps them occupied)
- Cast Blind at Boss
- Run in and Flash
The Cool Part: When you run in to Flash, your Phastasms will of course follow you in therefore bringing them into attack range. Because of the lengthy animation time for Flash, right about the instant Flash goes off, your Phantasms should all be launching their Energy Torrents so that it makes your Flash look more like Nova instead. *grin*
Disclaimer: Yes, I'm one of those people who are easily amused. Trust me though, this is quite fun to pull off. :)
magicj
05-23-2005, 12:23 PM
*/Force Field- Level 1
Powers used:
Personal Force Field
Mini-Tank Strategy:
1) Have team gather a safe distance from a powerful mob.
2) Pass out bubbles to everyone (optional, but recommended if you have them).
3) Raise Personal Force Field and head to powerful mob. Stand right next to a mob member until you have their attention. Your Personal Force Field will protect you from harm.
4) Walk slowly back to team. Only some of the mob members will follow you.
5) Team defeats all mob members that follow you.
This strategy is effective for pulling off small groups from a large powerful mob. Teammates can defeat the smaller groups one by one until the original mob is dwindled down to a managable size.
This strategy differs from a real Tank's herding in that goal is to pull smaller groups of the mob rather than pulling many large mobs.
Personal Force Field will protect you from harm from at least to +3 baddies. I've read claims that it will protect from up to +7 baddies.
magicj
05-24-2005, 06:59 AM
*/Force Field- Level 1
Powers used:
Personal Force Field
Hide In Plain Sight Strategy:
1) Raise Personal Force Field. Walk through mission looking for hostages, bombs, what have you.
This strategy is effective way to "stealth" a mission. The Controller is safe from the baddies inside his Personal Force Field. He can walk around the mission looking for key objects, such as glowies or hostages, without engaging with the mission baddies. They will attack him, but few of the attacks will hit the Controller inside his PFF.
Also note that the Controller can interact with objects like doors and glowies without having to lower the PFF.
The Hide In Plain Sight strategy is also an excellent way to travel to and from missions at lower levels where the Controller does not yet have a travel power and the missions are deep in an area that has baddies several levels higher than the Controller.
magicj
05-24-2005, 08:11 AM
Mind Control/*- Level 1
Powers used:
Mesmerize
Divide And Conquer Strategy:
1) Mesmerize a member of a mob.
2) Back up as his fellow mobmates come after you. Continue backing up until there is a good distance between the Mesmerized member and his team mates.
3) Repeat this process until the size of the un-Mezed mob is managable.
4) Defeat un-Mezed mob.
Once mob members are seperated by enough distance, they will not come to the aid of their fellow mobmates who are being attacked.
This strategy is a useful way to break up mobs that are too large to handle into more manageable sizes. It's useful when soloing, especially at lower levels or in areas like intersections where there are a large number of baddies.
magicj
05-24-2005, 08:49 AM
Mind Control/*- Level 1, Level 2, Level 8, Level 18, Level 26, Level 32
Powers used:
Mesmerize, Dominate (Level 2), Mass Hypnosis (Level 8), Total Domination (Level 18), Terrify (Level 26), Mass Confusion (Level 32)
Sandman Strategy (Level 1):
1) Mesmerize each member of a mob once.
2) Walk to next mob.
3) Repeat for each mob in the mission.
This strategy is a useful way to "stealth" mission at low levels. The MC can walk through the mission looking for bombs, glowies, hostages, and what have you. Only baddies guarding these items need to actually be defeated. All others are put to sleep and then left alone.
In areas where there are too many baddies to effectively use this strategy, the MC can employ the Divide and Conquer strategy posted previously.
Sandman Strategy (Level 2):
1) As the Level 1 strategy, but also uses Dominate.
Sandman Strategy (Level 8):
1) As the Level 2 strategy, but also uses Mass Hypnotise.
Sandman Strategy (Level 18):
1) As the Level 8 strategy, but also uses Total Domination.
Sandman Strategy (Level 26):
1) As the Level 18 strategy, but also uses Terrify.
Sandman Strategy (Level 32):
1) As the Level 26 strategy, but also uses Mass Confusion.
Two_Trick
05-24-2005, 09:45 AM
Mind/Emp
Currently at lvl 46, I still cannot solo anything without getting bored at how long it takes. Curses for starting with a blaster, where battles lasted seconds, not minutes.
So, I am always teaming. I usually go in for the alpha strike, because I am cocky and like to live on the edge. It usually goes something like this:
Total Domination
Dominate anyone I may have missed.
Terrify [slotted with two acc debuffs + other junk]
Look and see if anyone needs a heal [rarely]
Total Domination again for the ultra-lock.
If any other mobs get aggro'd, I usually hit them with Mass Confusion and let them take care of themselves. I don't waste it, for me, it's more of an "OH SH!&" power.
I also like to levitate the boss repeatedly, just because it's fun.
magicj
05-24-2005, 10:42 AM
Mind Control/*- Level 6
Powers used:
Confuse
Find Enemies Strategy:
1) Confuse a baddie that seems to be standing alone, but a mob chould be just out of sight (around a corner for example).
This strategy is useful while soloing. A baddie seems to be alone, but may be part of a mob that's hidden around a corner or otherwise out of sight.
If the baddies is part of a mob, casting Confuse on him will cause him to run to his mob and start attacking. If he is alone he will simply stand there.
Based on how the baddie reacts to Confuse, the MC can form a plan of attack.
magicj
05-24-2005, 11:44 AM
Mind Control/*- Level 6
Powers used:
Confuse, Mesmerize, Dominate
Preemptive Strike Strategy:
1) Confuse the toughest baddie in a mob.
2) Spam said baddie with Mesmerize and Dominate until he is defeated.
This strategy is useful when soloing.
Confused baddies can be attacked with Mesmerize and Dominate and they will not draw aggro until they are defeated. DO NOT use Levitate as it will alert the rest of the mob.
Using this strategy takes the toughest baddie out of the fight before it has even begun.
The MC can also rest in between Mesmerize and Dominate in order to have full End by the time the toughest baddie goes down.
magicj
05-24-2005, 12:17 PM
Mind Control/*- Level 2 (Level 4 optional)
Powers used:
Mesmerize, Levitate, Dominate (optional)
Juggle Strategy:
1) Mesmerize a baddie in a mob.
2) Levitate and mezmerize (in that order) the next baddie in a mob.
3) Repeat step 2 until all baddies are sleeping.
4) Repeat steps 1 - 3 until all baddies are defeated.
This strategy is useful for soloing.
By employing this strategy, the MC can control and defeat an entire mob while being in very little danger himself.
If at any time the MC runs low on End he can simply turn around, walk away, recharge, return, and begin the cycle again.
Once the MC has Dominate it can be added to the cycle like so:
1) Mesmerize a baddie in a mob.
2) Dominate the next baddie in a mob.
3) Repeat step 1 and 2 until all baddies are sleeping or held.
4) Use Mesmerize, Dominate, and Levitate (in that order) to defeat individuals in the mob. From time to time you may need to stop an attack on an indivdual baddie and Mesmerize or Dominate other mob members to keep them locked down.
If a mob is encountered that is too large to use this strategy the MC can form smaller mobs from it using the Divide And Conqure strategy posted previously.
magicj
05-25-2005, 11:33 AM
Mind Control/Force Field- Level 4
Powers used:
Levitate, Force Bolt
Follow The Bouncing Ball Strategy:
1) Knockback baddie with Force Bolt.
2) Lift and drop baddie with Levitate.
3) Repeat as needed.
This strategy is useful for taking out a baddie from the battle. Using only these powers the baddie will never have time to attack the team.
It is especially useful for baddies who are resistent to sleeps and holds.
It is also useful when you or a team member are getting the worst of it from a powerful baddie. It really can be a lifesaver in these situations.
The cycle can be repeated for as long as needed, and it really is a blast to watch the baddie being pushed and tossed around the room totally helpless for an entire fight.
The downside to this strategy is it consumes the Controllers time completely while doing it, so you'll probably want to get back to your other duties once the baddie has been pushed a safe distance away.
magicj
05-25-2005, 11:51 AM
*/Force Field- Level 4
Powers used:
Force Bolt, Personal Force Field
Lure Strategy:
1) Have team gather a safe distance from a mob.
2) Pass out bubbles to everyone (optional, but recommended if you have them).
3) Approach mob to within distance of your Force Bolt and fire.
4) Raise Personal Force Field to protect you from the Alpha Strike of the pulled mob. Once the Alpha Strike is complete, lower your PFF.
5) Team defeats all mob members.
This strategy will pull an entire mob. It is useful for when the team wants to battle the mob in a certain area and there is no Tank.
I've used this strategy to pull a powerful boss down from steep steps to an open flat area, and to pull mobs out of a room full of mobs in order to avoid accidentally drawing the other mobs into battle.
magicj
05-26-2005, 12:17 PM
Mind Control/* - Level 8
Powers used:
Mass Hypnosis
Delayed Sleep Strategy:
1) Allow teammates to perform AoE attacks.
2) When the effects of the AoE attacks are complete, Mass Hypnotize the baddies.
Mass Hypnosis can be a frustrating power because any attacks on a sleeping baddie cause him to wake up. When playing teams it is a common strategy of teammates to hit a mob with an AoE attack, completly undoing your Mass Hypnosis.
Using this strategy, the MC waits for the AoE attacks to complete before sleeping the mob. This allows the mob, or at least most of the mob, to be held while your teamates' AoE attacks recharge.
A variant of this strategy is used with the Confuse/Mass Hypnosis or Confuse/Total Domination or Confuse/Terrify powers. If you Confuse a baddie and then cast a crowd control lock down power there's a good chance you'll effect the baddie you confused, undoing your own work. Instead, cast Confuse after the crowd control power on a baddie that was unaffected.
magicj
05-26-2005, 01:01 PM
Mind Control/*- Level 6
Powers used:
Confuse, Dominate
Rock 'Em Sock 'Em Robots Strategy:
1) Confuse two baddies in the mob that are standing next to each other. Usually the two confused baddies will start fighting each other.
2) Allow the confused baddies to fight each other until one of the is down to about 25% health.
3) Cast Dominate on the healthy baddie.
4) Allow weaker baddie to continue beating up the healthy baddie until the healthy baddies is down to 25% health.
5) Cast Dominate on the baddie that is not currently dominated.
This strategy is useful when soloing.
Use this strategy to severely weaken two members of a mob before the fight has even begun.
Optionally, once you have the two weaken baddies locked down with Dominate, you can cast Confuse on a 3rd baddie just before the team attacks to have him help in the main fight.
Everybody loves watching Rock 'Em Sock 'Em Robots. You can use this stategy during the "down time" of waiting for teammates to arrive in a mission. It's even more entertaining than the Boombox.
magicj
05-31-2005, 07:23 AM
*/Force Field - Level 2 (Level 10 optional, Level 20 Optional)
Powers used:
Deflection Shield, Insulation Shield (Optional), Dispersion Bubble (Optional)
Scrapper Tank Strategy:
1) Cast Deflection Shield and optionally Insulation Shield on a Scrapper.
2) Scrapper herds like a tank, protected by the bubbles.
3) Optionally, wait at the herd location with Dispersion Bubble turned on to offer extra protection when the Scrapper arrives.
This strategy helps a Scrapper herd like a Tank. It gives him extra protection against the large number of baddies. When used with a good Scrapper, the Scrapper can herd just as well as a Tank.
This strategy will not magically enable a Scrapper who doesn't know how to herd to herd. A lot is based on the capabilities of the Scrapper.
This strategy can also be applied to Tanks, to enable them to herd larger numbers of baddies or higher levels of baddies.
magicj
05-31-2005, 08:01 AM
Mind Control/*- Level 6
Powers used:
Confuse
Turn Back Baddie Strategy:
1) When a baddies has moved away from his group and toward yours, cast Confuse on the baddie.
This strategy is useful while soloing.
This strategy causes the wandering baddie to return to his group, allowing your party to remain undetected.
magicj
06-01-2005, 07:16 AM
Mind Control/*- Level 2 (Level 4 optional)
Powers used:
Mesmerize, Levitate, Dominate (optional)
Blasteritis Strategy:
1) Spam ranged attacks on baddie until he is defeated.
This strategy attempts to use the MC powers like a Blaster. Ranged attacks are repeated on a baddie until he is defeated. The Controller's ranged attacks do less damage than a Blaster's, but are safer because they are also holds.
There are times when this strategy is useful, and even required. But if you find yourself using this strategy almost exclusively, you should review some of the other strategies for the MC or consider that you may be happier with a Blaster AT.
The Juggle Strategy posted previously is a specialized version of the Blasteritis Strategy.
magicj
06-02-2005, 09:16 AM
Mind Control/*- Level 6
Powers used:
Confuse
Multitasking Strategy:
1) Confuse a baddie in a group.
2) Move on to another group. Apply various strategies to defeat it.
This strategy is useful when soloing.
The multitasking strategy enables the MC to engage two or more groups at the same time with the intent of defeating them, not just locking them down.
An individual baddie is confused and allowed to soften up a group while the MC directs his attentions to another group.
With practice, the MC can combat 3 or 4 groups simultainously.
magicj
06-03-2005, 02:29 PM
Mind Control/*- Level 6
Powers used:
Confuse
Pets Strategy:
1) Confuse a baddie in a group allowing him to apply damage to his fellow baddies.
This strategy is useful when soloing.
While the Confuse power is technically a confuse class spell that does no damage, there is no question that a confused baddie in many ways acts like a pet. A War Wolf swiping away at the Council you're fighting certainly feels like a pet, and a pretty good one at that.
*** Differences Between Confused Baddies And Pets ***
1. A pet can draw the aggro from the group the party is engaging, acting as a defense for the rest of the group by increasing the number of targets the baddies have to choose from. Confused baddies act as a defense by reducing the number of baddies attacking the party.
2. A pet can draw the aggro of groups the party did not mean to engage, often with disasterous results. A confused baddie draws no team aggro at all.
3. Pets usually last for more than one encounter and follow the caster around the mission. Confused baddies last for only one encounter.
4. A pet is always the same type of pet, no matter how many times the spell is cast. Fire Controllers always get Fire Imps, for example. The MC can select from a wide variety of baddies to turn into pets, incuding inanimate objects.
5. No "To Hit" roll is required to create a pet. A "To Hit" roll is required to confuse a baddie.
6. Pets incure no XP penalty. Confused baddies incure the XP penalty of Confuse.
*** Determining Which Baddie To Confuse ***
With so many different types of pets to choose from, determining which to select is a skill in itself.
1. Ensure that you can confuse the baddie quickly enough to be useful. For example, there's no sense confusing a Sky Raider Force Field Generator after it's been activated by a Sky Raider.
2. Ensure that the results of the confuse are acceptable to you and your team. For example, you may have the option to Confuse a Boss and have him wipe out his minnions for you. In situations where the team is weak compared to the mob, this may be acceptable. In situations where the team feels they can defeat the mob themselves, the loss of XP may be unacceptable.
3. Remember that by confusing a baddie, you effectively gain 100% defense from that baddie. If Malta Sappers are weakening you team, by confusing them they are not attacking your team. Knowing what powers you want to take away from the mob is fundemental to selecting the right baddie to confuse.
4. Remember that by confusing a baddie, you effectively gain an ally in fight the mob. Once confused, the baddie is basically a teammate. This means that baddies that aid their teammates will be aiding you. Tsoo Sorcerers healing the team and Sky Raider Force Field Generators giving the team bubbles are classic examples.
5. If you've read about a neat Confuse strategy that you'd like to try, make sure you test it in a safe environment first, if possible. Simply put, sometimes the strategy guides are wrong. The auther may have made an error, or perhaps the game has been updated and changed since a guide was released, or perhaps you've misunderstood the guide. Always have real life experience with confusing a baddie in a safe environment before using it in a situation where the stakes are high.
*** The Dangers Of Confuse ***
Confuse is often thought to be a risk-free action. This is not true. Here are a few of the dangers to be aware of when using Confuse.
1. You can aggro the mob if you move too closely to it to before casting Confuse. While it's common sense not to do this, you will almost certainly do it at least once.
2. Confused baddies can create "runners", baddies who run around after their health gets to a certain low level. If more than 1 baddie is confused, one of the confused baddies may be a runner. A runner who comes near you will draw aggro. Confused runners near you will draw aggro if their Confuse wears off.
3. Knockback attacks by a confused baddie can land an unconfused baddie right at your feet, drawing aggro.
Quill_Reaver
06-05-2005, 11:17 AM
i need some help with my illusion/kinetics build, i want to work in phantasms and Fulcrum Shift ^_^ (reason i made this toon, heh) any help on a build would be much appreciated!
thanks in advance!
magicj
06-06-2005, 07:28 AM
Mind Control/*- Level 6
Powers used:
Confuse
Solo AV Strategy:
1) Confuse a member of an AV's party, preferable a Boss.
2) Repeat step 1 until confused baddie defeats AV.
This strategy is useful when soloing.
Using this strategy the MC can defeat an AV by himself. The MC casts Confuse on a member of the AV's group and lets that baddie attack the AV. The confused baddie must be powerful enough to damge the AV consistantly.
MCs at any level can use this strategy to defeat baddies that are too tough for the team to defeat without enduring great risk.
This strategy was used by the author during the Mole Point Charlie TF in Shadow Shard against Ruladak the Strong. Using this strategy Ruladak was taken from 100% health down to 5% health. At that point the rest of the TF defeated Ruladak.
This strategy is a special case of the Pets Strategy, posted previously.
magicj
06-06-2005, 08:58 AM
Mind Control/Force Field- Level 6
Powers used:
Confuse, Force Bolt
Walk The Pet Strategy:
1) Save the last baddie from a defeated mob. Confuse the baddie.
2) Use Force Bolt to push baddie into the next mob located nearby.
This strategy is useful when soloing.
Sometimes when you've defeated a mob your confused pet is still alive. Rather than spend time defeating it, use a Force Bolt to push him to a nearby mob and continue fighting.
Walking your pet for long distances is usually not practical.
magicj
06-06-2005, 09:02 AM
Mind Control/Force Field- Level 6
Powers used:
Confuse, Force Bolt, Personal Force Field
Feed The Pet Strategy:
1) Save the last baddie from a defeated mob. Confuse the baddie.
2) Use the Lure Strategy, posted previously, to bring a mob to your pet.
This strategy is useful while soloing.
Sometimes when you've defeated a mob your confused pet is still alive. Use the Lure Strategy, posted previously, to bring a new mob to your pet for him to fight.
magicj
06-08-2005, 08:19 AM
Mind Control/*- Level 6
Powers used:
Confuse
Getting To Know You Strategy:
1) When encountering a type of baddie you have never seen before, cast Confuse on it.
This strategy is useful when soloing.
The Getting To Know You Strategy allows the the MC to learn about a new type of baddie without encuring great personal risk. Using this strategy you'll learn:
1. If you can Confuse the baddie.
2. How long your Confuse will last.
3. The powers and fighting style of the new baddie.
4. The damage done by the baddie.
magicj
06-09-2005, 12:14 PM
Mind Control/Force Field - Level 8, Level 18 (Optional), Level 20 (Optional), Level 26 (Optional), Level 32 (Optional)
Powers used:
For herding: Personal Force Field
For lockdown: One or more of Mass Hypnosis and/or Total Domination and/or Terrify and/or Mass Confuse. Dispersion Bubble (optional).
Herd Strategy:
Part I, The Herd.
1) Examine mission layout. Find a corner that has no mobs and is not in the line of sight of mobs. If you are on a team, let them know where the herding location is. Also ensure they stay far enough away from it so as not to draw aggro.
2) Raise Personal Force Field.
3) Walk to mob and draw aggro.
4) Repeat step 2 for as many mobs as desired.
5) Walk to a corner, breaking line of sight with the mobs, so all mobs follow you.
This strategy is useful while soloing.
As a Mind/Force Field Controller you have the ability to herd and lockdown mobs in a manner very much like a Tank.
The herding process consists of simply walking up to mobs and drawing their aggro, protected by your Personal Force Field, then walking to the next mob and so on. Once you have the number of mobs you want, walk to a corner that breaks line of sight with the mobs. This will draw all mobs in to the corner.
It is important that teammates stay far enough away for the herding location as to not draw the aggro of the baddies you herd.
Part II, The Lockdown.
1) Raise Dispersion Bubble and any other protections you have that allow you to attack while they're in use. Stealth is an example, as would be the various shields that come in the Epic Power pools.
2) Target a baddie in the mob.
3) Lower your Personal Force Field.
4) Lock down mob with Mass Hypnotise followed by Total Domination or Terrify, or Mass Confuse.
If Mass Hypnosis is your only available method of group lockdown, you should not use this strategy on a team. Mass Hypnosis is useful when soloing or as a prelude to using Total Domination or Terrify.
The lockdown keeps all mobs in place. Teammates should not attack the mob until after the lockdown.
This is the delicate part of the operation. Once you lower your Personal Force Field you will be exposing yourself to some risk. You can try to time this with a lull in attacks by the baddies, if one exists. The use of defenses that allow you to attack while in use are helpful here.
Once lockdown is complete, teammates can attack the baddies.
magicj
06-10-2005, 11:44 AM
Mind Control/Force Field - Level 18, Level 26 (Optional), Level 32 (Optional)
Powers used:
Before Power Leveling starts: Deflection Shield (Optional), Insulation Shield (Optional)
After the herd has been gathered: One or more of Total Domination and/or Terrify and/or Mass Confuse. Dispersion Bubble (optional).
Power Leveling Strategy:
1) Cast Deflection Shield and Insulation Shield on the team's Tank (optional). Raise Dispersion Bubble (optional).
2) Tank herds large number of baddies to a pre-defined location.
3) When the Tank gives signal, lock down baddies with one or more of Total Domination, Terrify, or Mass Confuse.
4) Team defeats locked down baddies.
This strategy can be used while soloing (honest).
Power Leveling is a term that refers to a high level character using his skills to rapidly advance a much lower level character. Power Leveling is generally frowned upon by serious players. However, the underlying strategy used is sound and extremely useful during serious play.
Using this strategy, the Tank will herd large numbers of baddies into a corner. Once he has them where he wants them, he'll let the rest of the team know. The second step is for the Mind Controller to lock down the baddies using Total Domination, Terrify, or Mass Confusion. The third step is to let Scrappers and Blasters defeat the locked down baddies. A player with healing skills is present to heal as needed.
The Mind/Force Field Controller gives bubbles to the Tank before he herds to allow him to grab larger herds. Once the herd is in place, the Mind/Force Field Controller locks down the mob.
The XP gained from this strategy is impressive and missions are cleared at a very fast rate.
Mass Confussion should only be used to lock down a group when the Tank has herded more than can be handled by the group. Specifically, unless the Tank indicates he can't hold all the baddies, don't use Mass Confussion to lock down the baddies when you're on a team.
In solo situations, the MC can use the Herd strategy posted previously to gather and lock down a large group of baddies by himself. In these situations it's ok to use Mass Confussion to lock down the baddies if that's what you want to do.
magicj
06-13-2005, 09:44 AM
*/Force Field- Level 28
Powers used:
Repulsion Field
Line In The Sand Strategy:
1) Stand near a door or other small area that has baddies on one side and your team on the other.
2) Activate Repulsion Field to prevent baddies from entering the area where your team is.
This strategy is useful while soloing.
This strategy uses Repulsion Field to draw a "line in the sand" between your team and the baddies. This gives your team a safe area from which to attack or rest.
The strategy works best near a door, such as those found in the sewers.
magicj
06-13-2005, 09:50 AM
*/Force Field- Level 1
Powers used:
Personal Force Field
Decoy Strategy:
1) When wounded or otherwise unable to take part in battle, raise Personal Force Field.
2) Stay in the battle zone and draw aggro from as many baddies as you can while you recover.
This strategy enables the caster to heal and draw baddies away from teammates at the same time. Properly done, you can draw the attention of a large portion of the baddies away from your team. Simply walk to any baddie not engaged with a teammate. This will draw their aggro.
Your teammates need to know they should not attack the baddies you have attacking you.
magicj
06-16-2005, 11:51 AM
Mind Control/*- Level 18, (Level 32 optional)
Powers used:
Dominate, Total Domination, Confuse (optional), Mass Confusion (optional)
2 Bosses Strategy:
1) Cast Dominate on a boss. (at level 32 or higher you can use Confuse instead)
2) Cast Total Domination on the mob (at level 32 or higher you can use Mass Confusion instead)
3) Cast Dominate on a 2nd boss. (at level 32 or higher you can use Confuse instead)
This strategy is useful while soloing.
Using this strategy, the MC can lock down 2 bosses using just 3 steps. As a bonus, all the other baddies with the bosses are locked down as well. The strategy works against any set of baddies that require 2 applications of domination or confusion.
The key to this strategy is the fact that Dominate stacks with Total Domination, and that Confuse stacks with Mass Confusion.
magicj
06-17-2005, 12:42 PM
Mind Control/*- Level 6, Level 32 (optional)
Powers used:
Confuse, Mass Confusion (optional)
Safe Attack Strategy:
1) Confuse a baddie in a group (at level 32 you can optionally use Mass Confusion).
2) Attack mob as usual.
This strategy is useful when soloing.
Applying Confuse to a baddie before attacking it means that even when the baddie is able to return the attack, he will attack his own teammates. In particular, applying Mass Confussion before Terrify provides safety from return attacks by the feared baddies.
apple_eater
05-02-2008, 06:45 AM
blasters are for 6 year olds.
Nemu_
05-03-2008, 06:29 AM
Ice/Storm strategies:
Fun with KB/repel:
Against scattered mobs on a map that provides a corner. Cast slick at the corner and use gale/hurricane to force mobs onto the slick. Particularly useful on office maps. Use hurricane to push mobs that wanders out of debuff patchs back into patch, or to push a new group onto the patch.
Jousting ice slick/freezing rain/glacier:
recommended travel - combat jump/hurdle and superspeed
SS up to mob or jump towards them and then start backpeddaling/jump back or sideways but at the same time cast glacier/ice slick (dropping slick/freezeing rain requires a bit more timing). Do it right and mobs will have minimal reaction against these two attacks.
Basic ice/storm combo-Frostbite + tornado + lightning storm:
Frostbite cancels out the knockback from tornado and lightning storm. Just make sure you reapply frostbite every 10 seconds. For additional damage slot 3 damage procs into frostbite and apply freezing rain liberally.
Group strategy:
Turn AA on (with 3 damage procs and the contagious confusion proc), Freezing rain spawn mid approach land in spawn with frostbite, follow up with fissure, summon tornado/lightning storm as needed, spam frostbite to trigger those damage procs..
_Leverage_
05-05-2008, 12:59 AM
I didn't think frostbite took damage procs.. doesn't say you can slot a set type on power discription... if you do have three damage procs which ones do you have in there...
Nemu_
05-05-2008, 08:31 PM
posi, impeded swiftness and trap
the second one is the hardest to get.