| Mail |
You might also like: WoW Insider, Joystiq, and more

Reader Comments (14)

Posted: Apr 13th 2011 8:08PM JFink said

  • 2 hearts
  • Report
My two cents: one of the ways to control the enemy that you'll glossed over is Knock down. If the enemy is on his back constantly, he's held just as well as with a hold proper. And Ice, Earth, Electric, and Plant are all really good with that.

the only problem with KD is that bosses and up pretty much resist it, but you should be throwing your hard holds on them.

Posted: Apr 13th 2011 8:23PM J Brad Hicks said

  • 2 hearts
  • Report
@JFink Actually, fewer bosses (and up) in City of Heroes resist knockdown than resist hold or stun.
Reply

Posted: Apr 13th 2011 9:24PM Enaris said

  • 2 hearts
  • Report
Any semi capable Gravity Controller doesn't have a problem with the Knockback effects from Propel (the power that sends things flying at the enemy). Since Propel is one of the better damage powers that any controller says, it's even more important to set up containment. In other words, you want to Hold (or at least Immob) something BEFORE you cast Propel at it. When you do that, you can bounce a pool table off his head and he won't knock back.

Posted: Apr 13th 2011 11:08PM DancingCow said

  • 2 hearts
  • Report
I have to disagree with your take on Ice being a weak set. It simply requires a different approach.

Ice Slick is da bomb. 45 second cooldown (slotted) so it's ready for nearly every fight. Use Freezing Rain with it and it's almost as good as an AOE hold - but on a much, much, much shorter cooldown.

And it can be fired from a distance, even around corners.

And unlike AOE holds, it has no maximum number of targets. If they're on the slick, they're slippin'.

And it can be used to block passages etc. etc.

Slows stack. Stack a whole bunch of slows and not only do you nerf your enemies' recharge timers into oblivion but they also can't move.

Back to the game and try again, I say!

Posted: Apr 13th 2011 11:23PM Stormwalker said

  • 2 hearts
  • Report
Immobilize can often also cancel out fly effects, so it's a great way to bring those hovering enemies down to earth. Not every immobilize can do it, though.

Posted: Apr 14th 2011 1:05AM saintnicster said

  • 2 hearts
  • Report
Confuse is an amazingly powerful control effect. It's sad to see that you've discarded it.

Posted: Apr 14th 2011 5:13AM lmollea said

  • 2 hearts
  • Report
Mind control has NO damage? It's impossible to solo?
Please, not. I find it the best set, especially at lower levels. When you can solo effectively and faster than all the other controller sets.
Al controller sets rely on dots, while mind control relies on direct damage.
The first three powers you get are a damaging hold that can be perma (unless you miss) even at level 1, a damaging long sleep (that with his short cooldown can be kept up on 2 mobs at a time continuously) and levitate that is a knockup with a strong damage, it's a soft control but it makes wonders. Try to keep a lieutenant under sleep while you pounce on the minions and then start doing combos of levitate/sleep, overpower will help you with double damage both on levitate and sleep.
I agree that the exp-sucking side effect of confuse can be annoying, but played sparingly and with tactic can make wonders, also in groups (confuse the Tsoo sorcerers and you'll have your healbots, confuse the sky raiders force field generator and you will get the +defense buff...).
Yes, mind control has few aoes from the start (the first is a sleep at level 8 and in groups, sleep aren't so useful), the real aoe start with the mass hold at level 16 (that has the usual 240s cooldown), the cone fear at level 26 and the mass confusion at level 32. It's true that the Tier9 power is not as powerful as the other Tier9 pets (and it sucks away experience).

IMHO Mind is one of the best sets at low levels (< 16), a decent set at mid level (16-32) and at high levels (32+) relies more on playing well the seconday set chosen (but believe me, it's still strong).

The secondaries I fancy are: Kinetic (self buffs, heals, endurance, speed/recharge, +dmg), or sonic (mass -res coupled with the low resistance to psionics makes you hit REALLY hard). Cold Domination is also another strong coupling and radiation is good bu really hard on endurance (especially if you take also telekinesis).

Posted: Apr 14th 2011 6:51AM Ziltod said

  • 2 hearts
  • Report
As for fire controllers you'd "rank it on the weaker end for group play (where your damage really isn't the point)", well... it is. A lot.
Fire 'trollers use that "strange set" - with Ice and Mind control- that do not play exactly like standard controllers (if such a thing exists).
Mix it with Kinetic/Rad secondary and you have a very powerful killing machine -espacially if you take the fireball from the Fiery epic set- that is very appreciated in groups when you lack firepower : in clear, it can very effectively fill DPS/tanking roles.
We've created a very viable supergroup exclusively composed of X/Kinetic controllers on the french server and did every TF with full 'trollers groups. You need no tanks , nor scrapper or Blasters in there...
Trash groups last only a few seconds, Supervillains can almost do... nothing since you're stacking holds, debuffs, sleeps, and so on...
In my opinion, it's the best archetype in the game for its versatility.

Posted: Apr 14th 2011 12:37PM rochrist said

  • 2.5 hearts
  • Report
@Ziltod

Seconded. A fire/kin controller is a killing MACHINE.
Reply

Posted: Apr 14th 2011 1:33PM Stormwalker said

  • 2 hearts
  • Report
@Ziltod Add in the Pyronic Judgement power once you reach Incarnate level, and it gets even crazier.
Reply

Posted: Apr 15th 2011 9:32AM Ziltod said

  • 2 hearts
  • Report
I haven't gone back to the game since the Incarnate system was introduced. Advice duly noted next time I resub. Thanks. :)

Posted: Apr 15th 2011 6:05PM Shazzie said

  • 2 hearts
  • Report
I think this is funny: In the ancient days of yore, when EQ1 was young, the Holy Trinity was: Healer, Tank, Enchanter (possibly Shaman). I don't know exactly when that third slot switched to DPS, because it was always assumed that DPS was 'everything else' once you had your trinity. It's been over a decade, and I still find myself surprised sometimes at the disregard for support and control. Have things really gotten so easy that it's no longer important?

Anyway... with regards to Controllers, my Fire/Kin was a beast, and I haven't played her since the Incarnate changes, so I'm sure I could make her off the charts now. Sure, for some powerset combos it can be a slow start, but it really cranks up at higher levels.

Posted: Apr 21st 2011 10:04PM kevinmatheny said

  • 2 hearts
  • Report
Fire Control has the often-overlooked combo of Flashfire and Fire Cages, which combines a big Disorient with a big Immobilize for a ranged AoE hold.

And Fire/Radiation is a sweet, sweet set - add Choking Cloud and you have *another* hold in your arsenal, as well as Accelerate Metabolism to make you everyone's friend.

Posted: May 2nd 2011 9:51AM Castigatus said

  • 2 hearts
  • Report
Only controller i've ever played was gravity/sonic, had fun but never really got the hang of it, although hitting people in the face with Propel never gets old :).

Featured Stories

Engadget

Engadget

Joystiq

Joystiq

WoW Insider

WoW

TUAW

TUAW