Book of Oa/Parallax:Ultimate Light Guide

Discussion in 'Oracle’s Database (Guides)' started by dr strangeonline, Mar 8, 2015.

  1. dr strangeonline Loyal Player

    This guide is a dedicated space for discussion. To help players new and experienced alike that are using Light. All players should test on their own as well as use the information provided.

    Players on the hero side will wield the green power of will. While villain side users will have the yellow power of fear.
    clicking on colored text in table of contents will jump you to that segment.

    Table of Contents
    Light Powers
    General Section:
    Controller Section :
    DPS Section :
    PVP section (updated next)

    *Special Thanks to Farm3rb0b, Massah, Judgemental Jolt, Rokyn, Waning Comet, Delta 795, Remander, Mighty and The Dark for their insight and contributions!!!!

    Other notable places to find info on HL
    Obsidian's Light Controller/DPS guide 2019
    Might DPS Master Thread
    Omaars HL DPS guide
    Battery's No Weapon controller guide
    The DCUO Book
    How to make a Lantern Pallette Thread
    • Like x 1
  2. dr strangeonline Loyal Player

    Powers

    [IMG]

    [IMG]
    Boxing Gloves
    • Pummels and Knocks down enemies with boxing gloves made of hard light, may provide protection against ranged attacks.
    • Power Cost 200.
    • Cooldown : 3 seconds.
    • Deals Might based Damage.
    • Dazed Enemies take additional damage.
    • Deals damage at 0 - 7 M.
    • Single Target attack
    • 180 degree AoE on 3rd, 4th, and 5th hits as a combo
    • Construct Combo's
      • Boxing X 5 (tap melee)
      • Hand Clap X 3 (tap range)
      • Impact (hold range)
      • Chainsaw (Hold Melee after Boxing X 5)
    • Controller Role
    • Will Knock Down. Knock Down has duration of 3 seconds
    • [Damage Data]Burst Type.
      • Low Base Damage of 20.
      • High Base Damage of 27.
      • With Dazed PI active: Low Base Damage of 30.
      • High Base damage of 41.
    • [Tips and Tricks]
    • Useful as a non-cast bar lunge in PvP. Works well with melee weapon combos.
    [IMG]
    Hand Clap
    • Knocks down (and stuns in controller role) and crushes the target between two giant hands
    • Power Cost 300.
    • Cooldown : 2 seconds.
    • Deals Might damage.
    • Dazed Enemies take additional damage.
    • Single target attack.
    • Deals damage up to full range.
    • Construct Combo's
      • Chainsaw X 5 (tap melee)
      • Grasping Hand (hold melee)
      • Hand Clap X 2 (tap range)
    • Controller Role
    • Knockdown has a duration of 3 seconds. Stun base duration of 15 seconds.
    • [Damage Data] Burst Type.
    • Single Target
      • Low Base Damage of 20.
      • High Base Damage of 27.
      • With Dazed PI active: Low Base Damage of 30.
      • High Base damage of 41
    • [Tips and Tricks]
    • Best used against Bosses or a High Health Target. Clip the 2nd or 3rd hand clap attack by casting another power immediately after tapping range.
    [IMG]
    Impact
    • Crashes into enemies and knocks them down.
    • Power Cost 200
    • Cooldown 0.85 seconds
    • Deals Might based damage
    • Dazed Enemies take additional damage
    • Cone type AoE.
    • Deals damage up to full range.
    • Construct Combo's
      • Chainsaw X 5 (tap melee)
      • Grasping Hand (hold melee)
      • Light Blast(hold range)
    • Controller role
    • while in Controller role this power will knock down (3 seconds) then stun (15 seconds).
    • [Damage Data] Burst Type.
    • Cone AoE (About 60 degrees in front of you)
      • Low Base Individual Damage of 10.
      • High Base Individual Damage of 13..
      • Deals 3 ticks of damage.
      • Total Low Base Far Range Damage of 20.
      • Total High Base Far Range Damage of 26.
      • Total Low Base Close Range Damage of 30.
      • Total High Base Close Range Damage of 39.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • Good crowd control power. Can be used for a range AoE damage build.
    • Can be used to set up construct combo version of Light Blast.
    • Like x 1
  3. dr strangeonline Loyal Player

    [IMG]
    Recharge
    • Recharge your team and instantly revitalize your group's three most fatigued members
    • Power cost 300
    • Cool down : 1.5 second
    • Weapon Buff
    • [Damage Data]
      • Increases precision and weapon DPS by 20 % for 6 seconds.
    • Self Buff Type/Instant Power Heal
    • In Controller Role:
    • Will buff yourself and three group members with the highest power percentage.
    • Will return more power due to passive controller role bonus (and Controller gear's Vitalization stat).
    • [Tips and Tricks]-
    • This power can be used to clip animations.
    • It is not recommended for DPS use due to high power cost.
    • This is a standard power for controller role loadouts.
    • Using the claw of ahklund artifact will remove the power dump feature and turn this into a group buff. Additional information on the using claw will be added to the artifact section.
    [IMG]
    Light Barrier
    • Surrounds you in a protective shield that damages anyone that strikes it
    • Power cost 200
    • Cool down : 18 seconds
    • Damage is based off of Might Statistic.
    • [Usable while controlled]
      • Shield Strength formula is 100% dominance + 100% Restoration
    • Interacts with HT mod to apply a heal when cast
    • GU 41 changed shields to mitigate 25% damage in PvP
    • Has a base duration of 12 seconds unless destroyed
    • Defensive Type Power
    • [Tips and Tricks]
    • Shields can be used to clip.
    • This power works great for picking up teammates.
    • [Damage Data]
    • Deals 3 ticks of damage back at your attackers.

    [IMG]
    Grasping Hand
    • Grab your target with a giant construct hand, stunning it and damaging it over time.
    • Power Cost 200
    • Cool down : 2 seconds
    • Single Target Type Attack
    • Dazed Enemies Take additional damage
    • Deals damage at full range
    • Deals Might based damage
    • Construct Combo's
      • Grasping Pull (hold melee)
      • Fan (tap range)
      • Light Blast (hold range)
    • Controller Role:
    • Damage Debuff - will reduce targets damage output by 10%. Removes DPS damage modifier in PvP.
    • Will Stun single target and can be used as a pull.
    • Ray Beam type cast. Be watchful for enemies/objects in the way. If another enemy wanders in front of the cast before the intended target is hit, the debuff will land on the nearest enemy.
    • [Damage Data] Initial Burst + Small DoT
    • Single Target
      • Low Initial Base Damage of 14. High Initial Base Damage of 24.
      • With Dazed PI active: Low Initial Base Damage of 27.
      • High Initial Base damage of 38.
      • Has small DoT. Low Base Damage of 1.
      • High Base Damage of 2.
      • Deals 8 ticks.
      • With Dazed PI active: Low Base Damage of 2.
      • High Base Damage of 4.
      • Deals 8 ticks.
    • DoT is affected if enemies are Dazed or not.
      • Total DoT Damage Range of 8-16.
      • Total DoT Damage Range with Dazed PI active of 16-32.
      • Total Damage Range with no PI: 22-40
      • Total Damage Range with Dazed PI active: 43-70
    • Grasping Pull:
    • Deals two ticks of damage
    • Without PI, the second tick hits harder than the first
    • With PI, the first tick hits exactly the same as the second
      • Without PI, first tick hits for damage range of 0.64-0.94
      • Without PI, second tick hits for damage range of 1.50-1.84
      • Without PI, Total Damage Range of 2.14-2.78
      • With PI, first tick hits for damage range of 1.50-1.84
      • With PI, second tick hits for damage range of 1.50-1.84
      • With PI, Total Damage Range of 3.00-3.68
    • Having a PI up, increases damage of first tick but the second tick is unaffected.
    • [Tips and Tricks]
    • Best used against Bosses or a High Health Target.
    • This power is an effective single target pull. Jumping before initiating the pull will increase the pull distance
    • Like x 1
  4. dr strangeonline Loyal Player

    [IMG]
    Entrap
    • Trap your enemies in light constructs
    • Power Cost 300
    • Cool down : 1.5 seconds
    • Encases enemies around a nearby target.
    • Dazes Enemies making them vulnerable to dazing effects.
    • [Vulnerable to interrupt]
    • Deals Might based damage
    • Deals damage up to full range.
    • Construct combo's
      • Lunging Swing X 4 (tap melee)
      • Impact (Hold Range)
      • Boxing (Hold Melee after Lunging Swing X 4)
    • GU 43 has made Lunging Swing 180 degree AoE type attack
    • Lunging Swing deals damage at 0 - 7 M.
    • Controller role:
    • Reduces targets ability to receive heals by 25% in PvP and PvE.
    • Removes Power Over Time on Human Opponents and prevents Healer type Shields for 12 Seconds in PvP.
    • Encasement max duration (15 seconds)
    • Lunging Swing will Knock Down (3 seconds).
    • [Damage Data] Burst Type.
    • 360 AoE around your Target.
      • Low Base Damage of 16.
      • High Base Damage of 27.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • Ray Beam type cast. Be watchful for enemies/objects in the way. If another enemy wanders in front of the cast before the intended target is hit, the debuff will land on the nearest enemy.
    • Can encase enemies if the enemies willpower is lower than your Dominance or if they are free for all roles to crowd control. All powers have abilities that can bypass encasement's. Some powers such as Mental and Ice have powers that can explode them for additional damage.
    • Lunging swing will land damage if clipped on the 2nd hit
    Inspiration
    • Use your connection to the emotional spectrum to inspire yourself, increasing the damage of your weapon attacks for a short time.
    • Group Attack Buff
    • Power Cost : 300
    • Cooldown :12 seconds
    • Increases Precision and Weapon DPS by 33 %
    • [Tips and Tricks]-
    • Can be used to clip other animations.
    • Can be used to identify when the Dazed PI needs to be reset. The Dazed PI last 12 seconds the same length as the Inspiration cooldown.
    [IMG]
    Light Blast
    • Blast a beam of light to smash and stun multiple opponents. Dealing more damage to enemies 35% health and under
    • Power Cost 200
    • Cool Down : 4.4 seconds
    • [Vulnerable to Interrupt]
    • Deals Damage based on Might
    • Deals damage up to full range
    • Construct Combo's
      • Boxing Gloves X 5 (tap melee)
      • Mini Guns (hold range)
    • GU 43 has allowed the user to move during the combo version of this attack.
    • Controller role:
    • Reduce's enemy defense 10%
    • This power will stun opponents
    • [Damage Data] Channeling Power.
    • 180 degree Cone in front of you
    • 35% and under Finisher
    • Deals 5 ticks of damage while channeling.
      • Over 35%: Deals individual ticks of 8-10 Damage.
      • Under 35%: Deals individual ticks of 15-21 Damage.
      • Over 35% Total Damage Range: 40-50
      • Under 35% Total Damage Range: 75-105
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • Channeled attack. Use a shield, personal dampening field, or home turf mod to ensure you are not countered.
    • Only finisher in the game that can split to different targets. Can be the most powerful finisher in the game if used against two Targets.
    • Ray Beam type cast. Be watchful for enemies/objects in the way. If another enemy wanders in front of the cast before the intended target is hit, the debuff will land on the nearest enemy.
    • Boxing gloves will land damage on your target even if clipped. This is a good way to tack on a little extra damage when using this power on a high health single target.
    • Qualifies for Home Turf Empowered Channeling mod
    • Combo version does not due extra damage under 35% health
    [IMG]
    Triage
    • Heals your wounds
    • Power Cost 300
    • Cool Down 18 seconds
    • Defensive/Healing Type Power
      • Healing is based on 100% Dominance + 100% Restoration.
      • This is a heal over time.
    • In Controller Role:
    • Heal will be stronger due to higher dominance level.
    • [Tips and Tricks]-
    • Useful while leveling.
    • Helpful in 1 vs 1 PvP or 2 vs 2.
    • Like x 1
  5. dr strangeonline Loyal Player

    [IMG]
    Group Shielding
    • Shield yourself and your group members, preventing incoming damage and restoring power over time
    • [Usable while controlled]
    • 50 % super charge cost
    • Cool Down : 30 seconds
    • Shields you and group mates preventing damage and restoring power over time.
      • Shield formula is 100% Dominance + 100% Restoration
    • Burst power heal. Deals 5 ticks of power to group mates
    • [Tips and Tricks]
    • Try casting a vitalization trinket before using this power for increased power return.
    • In high threat situations the shield can provide a safety net for the team if cast at the right moment.
    • If playing in a group with two controllers coordinate who's casting their super charge power heal so that it isn't wasted on full power bars.
    [IMG]
    Restore
    • Activate a restorative power to prevent incoming damage, rapidly regenerate health and protect against control effects for a short time.
    • [Usable while controlled]
    • 50% Super Charge
    • Cool Down : 60 seconds
    • This power is a self heal super charge and shield.
      • The self heal formula is based on 100 % dominance + 100 % restoration
      • The self shield formula is based on 100% dominance + 100% restoration
    • [Tips and Tricks]
    • Good power for leveling and PvP.
    • Will work as a breakout to pick the user up.
    • Like x 1
  6. dr strangeonline Loyal Player

    Powers
    [IMG]
    [IMG]
    Light Claws
    • Slashes and stuns opponents with giant claws.
    • Power Cost 200
    • Cool Down : 2 seconds
    • Deals Might based damage
    • Deals additional damage to Dazed Enemies
    • Single Target attack from tray
    • AoE 180 degree attack as combo
    • Deals Damage at 0 - 7 M
    • Construct Combo's
      • Claws X 4 (tap melee)
      • Final Claw (hold melee)
      • Ram (tap range)
      • Mini Gun (hold range)
      • Lunging Swing (Hold Melee after Final Claw)
    • 180 degree AoE when Construct Combo is active.
    • Controller Role:
    • Panics the target.
    • [Damage Data]Burst Type
      • Low Base Damage of 20.
      • High Base Damage of 27.
      • With Dazed PI active: Low Base Damage of 30.
      • High Base damage of 41
    • [Tips and Tricks]
    • Can be cast from far range as a lunge.
    • Useful for a non-cast bar lunge in PvP. Works well with Melee Weapon Mastery combos.
    [IMG]
    Mini Gun
    • Constructs a trio of Guns to blanket the area in gun fire stunning opponents
    • Power Cost 200
    • Cool Down : 0.5 seconds
    • Deals Might Based Damage
    • Deals Damage up to full range
    • Dazed enemies Take additional damage
    • [vulnerable to interrupt]
    • Construct Combo's
      • Whip Thrash (tap melee)
      • Snap Trap (hold melee)
      • Ram (tap Range)
    • GU 43 has made the user able to move while channeling in the combo version of this attack
    • Controller Role:
    • This power will stun (15 seconds) and Push (3 seconds).
    • [Damage Data] Channeling Type
    • Cone AoE
      • Low Base Individual Damage of 6.
      • High Base Individual Damage of 10.
    • Deals 5 ticks for Might version.
      • Total Low Base Damage of 36.
      • Total High Base Damage of 60.
    • Damages up to 8 targets, splits after 2.
    • Channeling power but you move around in it
      • Individual tick damage range of 0.60-0.90
      • Total Base Damage Range of 3.60-5.40 damage
    • [Tips and Tricks]
    • To avoid interruption cast a shield, personal dampening field, or use a home turf mod when channeling this power.
    [IMG]
    Spikequake
    • Erupts Spikes at the feet of nearby enemies to knock them down
    • Power Cost 200
    • Cool Down : 2 seconds
    • Deals damage up to full range
    • Deals Might based damage
    • Dazes Enemies making them vulnerable to dazing effects
    • Controller Role:
    • Knock down for 2 seconds then stun (two targets) for a base of 15 seconds
    • [Damage Data] Initial Burst
    • 360 AoE around Target
    • Dazes Enemies.
    • Low Initial Base Damage of 20.
    • High Initial Base Damage of 27.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • If in Controller Role this power will apply the Dazed PI with a less obtrusive form of Crowd Control than Chompers.
    • This power will apply the dazed power interaction on the target(s). It looks like waves coming off of the enemies head.
    See picture below...

    [IMG]
    • Like x 1
  7. dr strangeonline Loyal Player

    [IMG]
    Ram
    • Smashes and Flings enemies into the air.
    • Power cost 200
    • Cool Down : 0.5 seconds
    • Dazed enemies take additional damage
    • Deals damage based on the Might stat
    • Deals damage up to full range
    • AoE cone type attack
    • Construct Combo's
      • Whip Thrash (tap melee)
      • Snap Trap (hold melee)
      • Fan (tap range)
    • Controller Role:
    • Knock Down for 3 seconds and base duration of stun of 15 seconds.
    • [Damage Data] Burst Type
    • Cone AoE (About 60 degrees in front of you)
      • Total Low Base without PI Damage of 20.
      • Total High Base without PI Damage of 26.
      • Total Low Base with PI Damage of 30.
      • Total High Base with PI Damage of 39.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • Can be used at mid range to land a ship thrash clip with itself.
    [IMG]
    Chompers
    • Panics and causes damage over time to target and others in the area.
    • Power Cost 100
    • Cool Down : 2 seconds
    • Dazes Enemies making them vulnerable to dazing effects
    • Deals damage based on Might stat
    • Deals damage up to full range
    • Controller Role:
    • Panics (15 seconds) enemies around the target
    • [Damage Data] DoT
    • 360 AoE around Target
    • Dazes Enemies.
    • Low Base Damage of 20.
    • High Base Damage of 27.
    • Deals 5 ticks of damage.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • Lowest power cost Dazing PI applicator light users have available. If enemies are getting KO'd quickly than damage will be sub par from this power. If the enemy survives through all of chompers damage ticks this power will deal more damage than Light Weight Strike, SpikeQuake, or Entrap.
    • This power applies the dazed power interaction. See the picture below....
    [IMG]

    [IMG]
    Light Weight
    • Creates a light weight construct and swings it around to knock down enemies and provide protection from ranged attacks.
    • Power Cost 200
    • Cool Down : 3 seconds
    • Deals Might based damage
    • Dazed Enemies take additional damage
    • Deals damage at Melee range
    • Construct Combo's
      • Throw light weight (tap range)
    • [Damage Data] Burst Type.
    • 360 AoE (around you)
    • Keeps you locked in a spinning animation.
      • Deals 9 ticks.
      • Low Base Damage of 5.
      • High Base Damage of 12.
      • Total Damage Range of 45-108
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • Protects you from Ranged attacks by deflecting them. Light weight can be used as a thrown object.
    [IMG]
    Light Weight Strike
    • Create a construct weight and drop it on your target, damaging it and knocking down nearby enemies.
    • Power Cost 200
    • Cool Down : 6 seconds
    • Deals damage based on the Might stat
    • Inflicts Dazing making enemies vulnerable to dazing effects
    • Deals damage up to full range
    • Super Charge Generator
      • Gain 150 Super Charge per cast
    • [Controller Role]
    • Damage Debuff. Debuffs damage output by 10% and wipes damage modifiers from human opponents in PvP.
    • [Damage Data] Burst
    • Low Base damage of 20
    • High Base damage of 26
    • Damages up to 8 targets, splits after 2
    • [Tips and Tricks]
    • Can miss fast moving targets. If you find your missing the target wait for the tank to group the adds then cast this power.
    • Like x 1
  8. dr strangeonline Loyal Player

    [IMG]
    Whip Thrash
    • Thrash your enemies with a construct chain. Punishes and stuns enemies.
    • Power Cost 200
    • Cool Down : 2.1 seconds
    • Deals additional damage to Dazed enemies
    • Deals Damage based on the Might stat
    • Deals damage at 0 - 13 M in game
    • AoE 180 degree cone in front of player
    • Debuff will apply even if damage is not registered
    • Construct Combo's
      • Whipthrash (tap melee)
      • Hand Clap X 3 (tap Range)
      • Impact (Hold Range)
    • Controller Role:
    • Reduces enemy defense 10% in PvE and 10%(- 3800 Toughness) in PvP.
    • Will Stun (base duration 15 seconds).
    • GU 50 has made this an innate power. It will apply the debuff at full range post GU 50.
    • [Damage Data] Burst Type.
    • Cone AoE (180 degrees in front of you)
      • Deals 4 ticks of burst damage.
      • Low Base Damage of 4.
      • High Base Damage of 6.
      • With Dazed PI active: Low Base Damage of 6.
      • High Base damage of 10.
      • Total Damage Range with no PI: 16-24
      • Total Damage Range with Dazed PI active: 24-40
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • If in Controller Role and facing a high threat level enemy this power can be clipped while still retaining damage and applying Defense Debuff.
    • This power can be clipped for a mid range centered loadout.
    • Home turf mods can be used for intermittent Heath or power return from whip thrash power cast

    [IMG]
    Fan
    • Creates a fan construct to stun enemies, pull them towards you and knocks them down
    • Power Cost 300
    • Cool Down : 3 seconds
    • Deals additional damage to Dazed enemies
    • Deals damage based on the Might stat
    • Deals damage up to full range
    • AoE 60 degree cone
    • Construct Combo's
      • Light Claws X 4 (tap melee)
      • Impact (hold range)
    • Controller Role:
    • Multi target pull
      • Will Pull, Knock Down (3 seconds), Stun (15 seconds)
    • [Damage Data] Burst Type.
    • Cone AoE (60 degrees in front of you)
      • Low Base Damage of 20.
      • High Base Damage of 27.
      • With Dazed PI active: Low Base Damage of 30.
      • High Base damage of 41.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]
    • Jumping and casting can double the pull distance

    [IMG]
    Chainsaw
    • Mauls your enemies with a giant chainsaw. May cause panic in nearby enemies.
    • Power Cost 300
    • Cool Down : 3 seconds
    • Deals additional damage to Dazed Enemies
    • Deals damage based on the Might stat
    • Deals damage from 0 - 7 M
    • Power Tray version is AOE
    • Combo version is 180 degree AoE in front of player
    • Construct Combo's
      • Chainsaw X 5 (tap melee)
      • Chainsaw(Threaten) (hold melee)
      • Ram (tap range)
      • Mini Gun (hold range)
      • Claws (hold melee after X 5 Chainsaw)
    • Controller Role:
    • Will Knockdown (3 seconds)
    • Threaten can Panic (15 seconds) nearby enemies.
    • [Damage Data]Burst Type
      • Low Base Damage of 20.
      • High Base Damage of 27.
      • With Dazed PI active: Low Base Damage of 30.
      • High Base damage of 41
    • [Tips and Tricks]
    • Useful for a non-cast bar lunge PVP
    • User is able to move while channeling Threaten
    • Like x 1
  9. dr strangeonline Loyal Player

    [IMG]
    Snap Trap
    • Snaps and stuns a target with the jaws of a trap.
    • Power Cost 200
    • Cool Down 2 seconds
    • Deals additional damage to Dazed enemies
    • Deals damage based on the Might stat
    • Single Target attack
    • Deals damage up to full range
    • Construct Combo's
      • Fan (tap range)
      • Light Blast (hold range)
    • Controller Role:
    • Reduces targets ability to recieve heals by 25% in PvP and PvE.
    • Removes Power Over Time on Human Opponents and prevents Healer type Shields for 12 Seconds in PvP.
    • Will stun (15 seconds)
    • [Damage Data] Initial burst + Small DoT
    • Single Target
      • Low Initial Base Damage of 16.
      • High Initial Base Damage of 25.
      • With Dazed PI active: Low Initial Base Damage of 26.
      • High Initial Base damage of 37.
      • Has small DoT. Low Base Damage of 1.
      • High Base Damage of 2. Deals 9 ticks.
      • With Dazed PI active: Low Base Damage of 2.
      • High Base Damage of 4.
      • Deals 9 ticks.
    • DoT is affected if enemies are Dazed or not.
      • Total DoT Damage Range of 9-18.
      • Total DoT Damage Range with Dazed PI active of 18-36.
      • Total Damage Range with no PI: 25-43
      • Total Damage Range with Dazed PI active: 44-73
    • DoT is unaffected by PI
    • [Tips and Tricks]
    • In controller role this is a good option if you want to apply the healing debuff to a single target. It also is a good choice if the encasement is causing issues for the group from Entrap.
    • Good Single target full range attack for situations where a targeted burn is necessary.

    [IMG]
    Ballistic Assault
    • Constructs a helicopter that deploys a volley of missiles at your enemies, knocking them down and damaging them
    • 50% Super Charge
    • Cool Down : 25.4 seconds
    • Knocks down the targets.
    • Dazes Enemies making them vulnerable to Dazing effects
    • Deals damage based on the Might stat
    • Channeling Super Charge
    • Deals damage up to full range
    • AoE type attack
    • [Damage Data]
    • Deals 6 ticks of channeled damage
      • Individual tick damage range is 20-27
      • Total Base Damage is 120-162
    • [Tips and Tricks]
    • This power is decent for its Super Charge cost but Strafing Run is the better of the two due to the damage value vs having to stay in the channel to retain damage. To maximize damage drop a boost II (III) supply drop( for the addidtional 50% damage gain) and pop a might trinket to get the most you can out of it.
    • Splits damage at 8 targets.
    • This power will apply the dazed power interaction on the target(s). It looks like waves coming off the enemy(s) forehead.
    • See picture below...

    [IMG]

    [IMG]
    Strafing Run
    • Generates a light construct jet to bomb enemies around your target. Setting them on fire and causing them to flee in panic.
    • 100% Super Charge
    • Cool Down : 60 seconds
    • Deals Damage based on the Might stat
    • Applies Burning
    • Splits Damage at 8 targets
    • [Damage Data]Burst + 12 tick DoT
      • Initial Burst tick hits for a damage range of 62-72
      • DoT ticks hit individually for a damage range of 21-25
      • Total DoT tick range is 252-300
      • Total Base Damage is 314-372
    • [Tips and Tricks]
    • This is an AoE Super Charge. To maximize damage drop a boost II (III) supply drop (for the additional 50% damage gain) and pop a might trinket to get the most you can out of it.
    • The DoT last quite a while so this registers the most damage if used on high health targets that will live through the DoT.
    • Like x 1
  10. dr strangeonline Loyal Player

    Iconic Powers

    Batarang Multi Shot:
    • Unleashes Batarangs to knock down and stun your enemies
    • Mid Range
    • Narrow Cone
    • Inflicts Dazing on enemies
    • The initial hit stuns the target. About a second later, the target(s) will get knocked back in a smoke explosion.
    Iconic Robot:
    • Requires Level 10
    • Base Power Cost 300
    • Deploy a hovering security drone to assist in battle
    • Scales with Combat Rating
    • RS remains out until it is destroyed by enemies or banished by you
    • Pressing and holding the RS button on your keyboard/controller for 3 seconds will banish it
    • Melee & Range Attacks perform a majority of its attacks depending on your distance from the enemy
    • RS activates a shield that last for 9 seconds. Its shield requires power from its own power bar.
    • It performs at the same level of aggression in any role
    Neo Venom Boost:
    • 50% Super Charge
    • Temporarily increases strength, defense and damage output from an experimental derivative of Venom
    • Super Charge increases damage dealt 40% and defense 10%.
    Gag Glove:
    • Launch a lead filled boxing glove at your enemies, damaging & knocking them back
    • [Power Interactions (Pi)] Dazes enemies, making them vulnerable to dazing effects for 12 seconds
    • Mid Range
    • Base Power Cost 300
    • 1.7 cooldown
    • Knocks back enemies in a cone AoE
    Clown Box:
    • Super Charge
    • Encases and traps you in a giant box. Protects you from damage & emits a nerve gas upon your release which damages, stuns, knocks down, & roots your enemy.
    • Close Range Damage
    • You are encased for 6.8 seconds
    • Damage Capped at 10,000 (Deathmike)
    • 30 second cool down
    • Burst
    HL shield:
    • Encases you in a shield that mitigates damage
    • Base Power Cost 300
    • Absorbs 100% of total damage dealt onto you
    • Scales with 100% of your Dominance & 100% Restoration + 10 (base shield strength).
    • The shield lasts 10 seconds
    • 30 second cooldown
    Sonic Cry:
    • Unleashes a sound blast to damage, snare, and stun enemies.
    • Close Range
    • 360 degree AoE 0 - 7 M
    • Dazes Enemies making them vulnerable to dazing effects
    • Burst
    • Pushes and slows a maximum of 8 targets in it's 360 degree Area of Effect.
    Word of Power:
    • [Power Interactions] Inflicts Electrified effects
    • 50% Supercharge
    • 3 second animation
    • Gives small ticks of heals to the team.
    • Gives 5 ticks of burst blue heals.
    • At 0 Vit, WoP gives 100 power back.
    Heat Vision:
    • [Power Interaction] Inflicts Burning towards the end of the channeling for 7 seconds
    • Vulnerable to Interrupt
    • Far range
    • Base Power Cost 300
      • 250 power on initial cast
      • Followed by 3 ticks of power consumption, 50 power per tick
      • 4 second channeling, 4.4 second cooldown,
      • Channel Beam & Damage Over Time (Burning)
      • The final HV tick activates 7 additional ticks of Burning DoT Low Base of 1 and High Base of 2
      • Jump canceling HV immediately will cancel all damage. Jump Canceling after the 5th tick will give you a total of 9 ticks of HV damage.
      • Single Target damage for the first few ticks
      • Pushes
      • Interacts with the Solar Amplifier Artifact. If leveled to rank 160 becomes an AoE attack.
    Frost Breath:
    • [Power Interaction] Inflicts Frostbite effects for 16 seconds
    • Vulnerable to Interrupt
    • Mid Range
    • Cone AoE
    • Base Power Cost 300
    • Channel Beam
    • 3 second channeling
    • 9 second cooldown
    • 4 ticks
    • Jump canceling cancels all damage
    • Slows down targets
    Sonic Shout:
    • Channel sonic energy to stun & damage your enemies
    • Vulnerable to Interrupt
    • Base Power Cost 300
      • 250 power on initial cost
      • Followed by 3 ticks of power consumption
      • 25 power per tick
    • Channel Beam
    • About 3.4 second channeling
    • 4.4 second cooldown
    • 7 ticks
    Mesmerizing Lasso:
    • Single Target pull that grounds & stuns
    • In Tank role, it is a single target taunt. This taunt is stronger than normal Tank taunts.
    • Max Far Range
    • Single Target Damage
    • Base Power Cost 200
    • 1.75 cool down
    • Delivers burst initial hit followed by 6 DoT ticks
    Pheromone Bloom:
    • Healing ability
    • 25% Supercharge
    • 1 initial burst heal
    • 39 Heal Over Time ticks
    Amazonian Deflection:
    • Knocks down target on hit.
    • Gives 5000 Defense
    • +100% Control Resistance
    • 5000 Toughness
    • The damage reflection appears to be tied to your Might stat.(Penryn)


    • Like x 1
  11. dr strangeonline Loyal Player


    Movement Powers
    Damage Type
    Acrobatics
    • Forward Flip Attack Flips you at your target (Causes Helpless)
    • Throwing Knives Knocks Down your Target (AoE)
    • Zip Tie Attack Entangle's your target
    • Launching Roll
      • Usable while Controlled.
      • Using this power after being knocked into the air or stunned will return 200 power over 10 seconds
    Flight
    • Whirlwind Attack Causes you to circle enemies knocking them down
    • Swoop Attack Lunges you at target knocking them down
    • Downdraft Knocks nearby enemies down
    • High Pressure Will Lift and Throw enemies
      • Enemies who have recently been damaged by Low Pressure will take additional damage
    • Air Burst
      • Usable while Controlled.
      • Will return 200 power over 10 seconds if knocked into the air or stunned when using this power
    Superspeed
    • Vortex Trap Encircle's your target
    • Cyclone Push Pushes Enemies (Helpless enemies take additional damage)
    • Whirling Dervish Spins you around knocking opponents around
      • Usable while controlled.
      • Will Return 200 power over 10 seconds if used while knocked into the air or stunned
    Shields

    Dash Attack:
    • Cost 25% Super Charge. Frees the user from control effects
    • grants a shielding effect for up to 8 seconds.
    • Shield Strength is based on 100% Dominance + 100% Restoration.
    Perfect Poise:
    • Cost 25% Super Charge. Frees the user from control effects,
    • grants a shielding effect for up to 8 seconds.
    • Shield Strength is based on 100% Dominance + 100% Restoration.
    Dust Off:
    • Cost 25% Super Charge. Frees the user from control effects,
    • grants a shielding effect for up to 8 seconds.
    • Shield Strength is based on 100% Dominance + 100% Restoration.
    Phase Dodge
    • Adds 5000 defense.
    • Can deflect even Block Breaking attacks
    Super Charges
    Back Flip
    • 50% power return Super Charge
    • deals damage
    • returns power to yourself and up to 7 group mates
    Speed Drain
    • 50% power return Super Charge
    • deals damage
    • small heal
    • Returns power to you and 7 group mates.
    Vacuum Bubble (Gale for Skimming users)
    • 50% power return Super Charge
    • deals damage
    • Returns power to you and 7 group mates.
    • Each grant 6 ticks of power with a base Vit for 83 power per tick.
    Metabollic Boost
    • Usuable While Controlled
    • 50% Super Charge
    • Self Heal, Self Power Return, Will Rebuff Control Effects
    Pulls
    • Flight : Low Pressure - Multi Target
    • Super Speed: Tornado Pull - Single Target
    • Acro: Grapple Line Attack - Single Target
    • All will apply 3 seconds of Grounding effect(GU 41)
    Passives
    • Knock Back Resistant:
      • 10 % increase to impulse resistance.
    • Stun Resistant:
      • 10 % increase to Stun Resistance.
    • Knock Back Recovery:
      • Allows you to recover 75 power over 10 seconds when you use Breakout on a knockdown, juggle or push effect. It is not effective when other movement recovery effects are active (except Breakout Mastery)
    • Stun Recovery:
      • Allows you to recover 75 power over 10 seconds when you use Breakout on a stunning effect. It is not effective when other movement recovery effects are active (except Breakout Mastery).
    • Breakout Mastery:
      • Allows you to recover 75 power over 10 seconds when you use Breakout in addition to any other movement recovery effect.
    • Like x 1
  12. dr strangeonline Loyal Player

    General Section

    Rules for Clipping
    Clipping is the cancellation of an animation while still landing its damage/effect. The most common way that a controller will clip is the use of a power dump. DPS can clip construct attacks (combo's) with power attacks to increase damage per second.

    - DPS Example : Cast Ram > (tap range) Combo Fan > Clipped by Power Fan (deals two sets of Fan damage at once).
    - Controller Example : Cast Light Weight Strike > immediately cast Recharge (Deals Light Weight Strike damage, knocks down, applies debuff, grants super charge, and gives power at once)
    • Super Power attacks can only be clipped by beneficial powers (weapon buffs like Inspiration and recharge, or shields like Light Barrier), soders, trinkets, defensive consumables etc.
    • Weapon Attacks can be clipped by beneficial powers, super power attacks, soders, consumable's etc
    • Combo's follow the same rules as Weapon attacks for clipping. Position of range will take effect with certain attacks.
    What options do I have to clip?
    - All Combo's (that are not channeled) and some weapon attacks can be clipped by abilities
    - Soders
    - Personal Dampening Field consumables
    - Trinkets (Might or Vit Buffs can clip super powers)
    - Shields (including supercharge types)
    - Neo Venom Boost

    Jump Cancelling
    • Some abilities can be jump cancelled. This can be beneficial to stop a channeled animation to fulfill an objective or dodge a heavy attack.
    Examples
    - Heat Vision
    - Frost Breath
    - Light Blast
    - Ballistic Assault
    - Sonic Shout

    Note : Some abilities will stop damage when jump cancelled. Example Jump > Cast Light Blast > Return to ground > all damage is stopped. Be sure if you are fall jump cancelling or jump cancelling that you want stop damage. Some abilities in the game will continue to do damage but most stop.


    Combo'ing
    Light is one of the few powers in the game that can combo from one ability cast into a new ability by pressing the correct input after casting a super power.

    Example
    • Cast Ram from the power tray > tap range > Fan will now cast. This Fan can be clipped by casting any super power from the tray.
    Some super powers will not have a combo listed examples are below. These may provide another benefit or are designed not to combo. Powers that can combo will list what abilities they can combo into. Light can infinitely combo from one ability to another if the user chooses. For damage purposes it is generally better to clip combo's for increased damage.

    - Chompers
    - Spikequake
    - Ballistic Assault
    - Strafing Run
    - Light Barrier
    - Triage
    - Inspiration
    Counter System
    • The counter system is built out of the PvP (RPS) system. There are 3 parts : Blocking, Interrupting, and Block Breaking. Some powers are vulnerable to interrupt.
    • The empowered channeling HT mod can be helpful but it won't make you invincible.
    • Powers Vulnerable to interrupt: Light Blast, Chainsaw (Threaten) and Mini Guns. These powers can benefit from the HT empowered channeling mod. If you choose not to use the HT empowered channeling mod try to maintain some distance read the opponent and don't be afraid to use your shield.
    The counter system is essentially rock, paper, scissors :
    • Blocks > interrupts.
    • Interrupts > block breakers.
    • Block Breakers > Blocks.
    Cast bar abilities
    • Abilities that require a cast bar can be interrupted. Some cast bar abilities can be clipped (Robot Sidekick for example.
    Similar to channeled powers try to have space between you and the opposition when casting or utilize shields to avoid interuption.

    Home Turf Mods and Dispenser Items
    There are many HT mods available that will benefit Light Users in PvE content. Below is a brief summary on many of the mods available.
    *GU 41 removed the use of HT gear/trinket type mods from PvP.

    * Several mods have been added to additional slots for gear. These new mods can interact with specific powers and or provide additional benefits for your character. Carefully select which mods you use. These will be different for everyone based on individual play style, group play style, and content.

    To view a list of all Tactical Mods available click the link here

    Original Home Turf Tactical Mods listed below.
    Trinket Items
    • supply drops, sidekicks, Henchman/Backup, and Sidekick/Accomplice,Orbital Strike
    Weapon Mods
    • replenishing adapter, absorption adapter, blast adapter, resorative Adapter
    Neck Mods
    • Escalating replenishing procs Relentless Precision, Fortified Blocking, Focused Restoration, Escalating Might
    Back Mods
    • Beserker,Breakout Protection, Breakout Regeneration, Violent Breakout, Weakening Field:
    Feet Mods
    • Innertial innervation,Tumbling Master, Empowered Glide, Deadly Block, Explosive Block, Swooping Combo's, Exhilarating Dive Bomb, Dashing Combo's
    Hand Mods
    • Empowered Channeling, Max Damage, Regenetive Shielding, Mighty Smashing, Improved Stealth
    Chest Mod's
    • Core Strength, Penetrating Strikes,Quick Healing, Reserve Tank, Extended Super Charge, Enhanced Recovery
    • Like x 1
  13. dr strangeonline Loyal Player

    Consumables
    Below is a list of consumable's. What you choose to carry will depend on your teammates or goals.
    Defensive
    • Personal Dampening Fields- These are shields that can be used to clip. They are healer type shields and are vulnerable to those effects. The downside would be that they cannot be used to pop you back up if countered.
    • Mass Shadow Concoction- These are melee aggro wipes.
    • Shadow Concoction- single target aggro wipe.
    Offensive
    • Dazing Device- A melee attack that will stun and apply the Dazed Power Interaction.
    The Dazed Power interaction can be seen in the image below....


    [IMG]

    • Static Grenade- These are a range AoE stun. They can help with damage and CC.
    • Electro Static Pulse- This is a melee based attack that will electrify enemies
    • Karmic Hex- Is a fast attack that will inflict Karma helping Sorcery Users
    • Ampoule of Terror- Melee attack that will help the terror side of Mental users.
    • Chronometic Emmiters- melee attack for the time tree to aid Quantum users.
    • Graviton accelerators- melee attack for the space tree to aid Quantum users.
    Buff Soder Cola's :
    Players can make consumable sodas to temporarily buff their stats. In addition the bottled city soder is an artifact that can be leveled and is an infinite soder that will buff the user and their team. Below are notes on relevant soders for Light.
    Support
    • Vit soda's- to increase vitalization for 30 minutes or until knocked out.
    • Bulldozers- to increase dominance for 30 minutes or until knocked out.
    DPS
    • Flex - Increases Precision for 30 minute's or until knocked out.
    • Nitro - Increases Might for 30 minute's or until knocked out.
    Group
    • Omega (lock box) - + 5% to the group for 30 mins.
    • Artifact Kandor Bottle city soder - replenishes health and power and will increase stat's based on role for a set duration when leveled up.
    • Like x 1
  14. dr strangeonline Loyal Player

    Holding Post
    • Like x 1
  15. dr strangeonline Loyal Player


    Controller Section
    Various Types of Controller Builds
    Their are many ways to play controller. Listed below are examples of controller builds. Controllers provide stability and fulfill objectives for the team while helping to provide safety or vulnerability for their teammates.

    A controller has two main functions; Disable enemies and restore teammates power pools. Both jobs are important. You'll find that if your disabling enemies then healers, tanks and DPS take less damage, so they require less heals. Tanks won't be taking as much damage and can do something other than block. An add that is controlled cannot utilize the PvP counter mechanics that can stop a DPS from landing an attack. Making their damage more efficient. A controller shouldn't worry about their damage numbers as much as providing team power and CC.


    The Combo King
    - Uses combo's to increase damage and provide additional crowd control to affect the battlefield. This playstyle can be aided by selecting super power focus. Bear in mind Vit and Dom stat's will be lowered when selecting super powered so more skill points may be needed to provide the same amount of power and shield strength.

    The Conventional Controller
    - This type of build is more common. Players can use whatever weapon they choose to. This playstyle will select a hybrid focus. Using weapon attacks, super powers, and combo's to generate power and inflict crowd control.

    The Battle Troll
    - This build will select the playstyle that enhances their artifacts. They will buff the group and may mix in some DPS gear. They will generally give substantially less power and is recommend for two controller build groups or groups that use very little power.

    Controller Basics
    Shields
    Controllers also have some of the best shields in the game. That along with the way Power over Time mechanics work make us one of the best roles for pick ups. Typically it will be the Controller or DPS who are in the best spots to pick up other players. Tanks need to maintain aggro. If someones goes down ask the tank to pull the group away and cast a shield to pick them up. If you can't get there or are in the middle of an objective, one of the DPS should be picking up. Healers need to heal, Tanks need to maintain aggro. You may find time's when this won't apply but for the most part trollers and DPS are the best for pick ups. We have stronger shields than DPS putting us slightly higher on that ladder.

    Shielding powers available - Hard Light Shield, Light Barrier, Group Shielding, Amazonian Deflection, Clown Box, and Restore, (personal dampening fields are a consumable shield).

    Power Over Time
    Power over time is signaled by a green lightning bolt under the players name. The buff is generated when a player cast any power. The buff will deliver a 6 ticks of power over 12 seconds every other second. In order for your team to receive the power over time cast they need to be within your characters line of sight. If someone is not getting power change your position and cast a power. They should see a green lightning bolt under their name.
    Power Regeneration
    Power regeneration is now affected by the power statistic. The larger your power pool the faster you'll regenerate power. If selecting a Super powered build you'll gain 10 % power and +25% power regeneration. If selecting Hybrid weapon attacks will grant power back. Each type of attack grants a portion of power. If selecting Weapons focus the user is granted -25% power regeneration.

    Two controllers strictly pinging power off of each other will not work in longer encounters. The controllers will have to regen some of their own power to continue powering the team. This goes for players of other roles as well but is magnified for controllers. The simplest way to regen power in controller role is to select hybrid and use weapon combo's in between power dumps. Any weapon can be used. All weapon combo's grant various amounts of power and supercharge. Learn each combo and test to see which ones will give the best power back. Consider the crowd control effect of each combo with its power and supercharge.


    In the end it comes down to what weapon you like the best and how you plan to use it.
    Ways To Give Power
    • Power Over Time
    • Power Dump
    • Super Charge
    • Home Turf Trinkets and Mods
    Our power given to the team is based on vit but regeneration is fed through the power stat. Each are important for being able to feed the group.
    Dominance

    Dominance does 4 things for a controller.

    • It determines whether an add is controllable or not. You will need the base minimum requirement to land your CC. Most CC types have a base duration of 15 seconds. This can be negated by enemies that are programmed to breakout after 3 - 4 seconds. Some adds have no breakout profile and can be controlled for the full length. Stronger Lt. type adds are immune to control effects.
    You will need at least the base dom to control adds for whatever content your running (550 for T4 800 for T5). Dom was changed so that every 500 dom adds 1 sec to your CC. Even if you spec heavy into Dom Innates and mods you'll only see a minimal gain if your going for CC. It will however improve other things.
    • Dom is part of the shield formula. 100% dom + 100% restoration.
    • Dom is part of the self heal formula for our self heal SC and the regentive shielding HT mod. 100% dom + 100% restoration.
    • Dom was changed with update 31 to grant additional length to certain types of control effects by 1 second for every 500 dom or 2 milliseconds for every 1 point of DOM. This will effect stuns, roots, levitation's and encasement's.

    Dom does not increase debuff length. It has no affect on aggro. Aggro is gained by a tanks use of super power which prioritizes them on the hate table. A tanks aggro cannot be stolen from another player who isn't using a taunt type power. Their are scripted attacks and aggro resets. CC can affect CC immunity which is likely where this myth got started but it has no affect on aggro.

    IMMUNITY

    Immunity is when an add will become immune to control effects and it happens on the third application of the same type of control affect whether thats a power or weapon type effect. The add will flash as if they've broken out of your control effect(they have). And will now have immunity for 2 to 20 seconds.

    During this time if they are immune to power control effects the tank will not be able to physically pull them. Simply head towards the tank and let them know. Once they cast a power within range of the enemy they'll turn to the tank and focus on him. They don't have to be physically pulled it is just Ideal. A tanks aggro is gained from powers cast in a radius around them(the tank).

    Examples of useful places to Control
    • Utilizing a pull(either Fan or Grasping Hand) on the bridge in FoS 2 or durning the crab fight in FoS1
    • Light blast to stun the water bearer's from destroying the rock in Kahndaq
    • AoE juggles and stuns in hallway type area's(trigon, gates, nexus)
    • Protecting the ankh's/Dr. Fate Wayward or Vengance
    • The wall bots of Nexus
    • The manhunters in the A and B
    • Vexer in L and W
    • Neophytes in hall of hades
    These are just examples. Controlling adds will be helpful in other area's and different situations(example: if the healer comes under fire). Some players have differing opinions but limited experience or knowledge of controller mechanics and how power regen/PoT mechanics work. If you can mange the teams power then you should be controlling mobs. These two things are designed to coincide.

    For additional info on NPC, control effects, immunity in specifics please click on this link here. This is a guide to NPS created by TheDark
    • Like x 1
  16. dr strangeonline Loyal Player


    Advanced Controller Tactics
    Trinket Cycling
    • Controller Trinkets can boost Vitalization for a set amount of time(20 seconds). Some Trinkets are able to provide other benefits such as calling out a pet, returning power, dealing damage, etc. Having a higher Vitalization stat allows the user to regen more power for themselves and the team. The Vitalization stat alone does not do this. Returning power is done through Power over Time, Instant Power Heals, Power Return Super Charge's, Weapon Regen and Home Turf Benefits(or Sparc Weapons).
    • The inclusion of Utility Belts with the Hand of Fate DLC made carrying multiple Trinkets at once possible. Prior a player could Trinket swap but it meant entering their Inventory and standing still while the mission went on around them. This is a benefit in all size's of group play. Not all trinkets can be used in tandem. Often they need to be/from different tiers or provide different utilities. The easiest way to test this out is to put two trinkets in your belt. Cast one. If both go red then they share the same cooldown and cannot be used in tandem.
    Trinkets that can be used in Tandem - Central City Trinket, Pet type Trinkets, Sidekick, and VIT boost type
    Jump Pulling
    • Jump Pulling is effectively increasing your pull distance by causing more momentum during your pull. This is effective in multiple area's. This will help in content where you need to isolate enemies(Manhunters, V Lanterns etc). Or when your assisting the tank with stragglers.
    • To do this you must be able to target the enemy: Target your enemy, Jump, cast your pull. This will yank the enemy(s) to where you need. Keep in mind the CC effect will be applied(if the pull contains a cc effect). So know the effect of your pull if you need it.
    • Like x 1
  17. dr strangeonline Loyal Player

    Crowd Control how to :
    There is a right and a wrong time to go crazy with crowd control. If your in a fast paced group with very good DPS they are most likely going to need power more and your control objective's will be met thru weapon attacks. Or the need will be lessened. In slower paced groups where you have more power you'll likely do more controlling.

    We need to let the tank grab aggro and get the mobs attention. After that first priority would be casting power over time. Next would be crowd control (or debuffs) followed by power dumping. Let the tank grab aggro then cast Light Weight Strike, Clip with Recharge, follow that with Light Blast (your target will now be stunned), tap melee and go into boxing gloves, Clip with Recharge. Start using weapon attacks to regen power.

    You will have Knocked down and stunned the group. Started power over time and dumped power to the group twice. Inflicted two debuffs and started to generate power back for yourself.

    Type's of Control
    • Stun's (15 second base duration)
    • Knock Up's ( 3 second base duration)
    • Knock Down's ( 3 second base duration)
    • Encasement's (15 second base duration)
    • Roots (15 second base duration)
    • Levitation's (15 second base duration)
    • Panics (15 second base duration)
    • Juggle's ( 3 second base duration)
    • Push ( 3 second base duration)
    • Pull
    Powers categorized by Control effect
    • Stun - Claws (DPS stance w/proper Dom), Impact, Ram, Mini Gun, Light Blast, Spike Quake, Grasping Hand, Snap Trap, Fan, Whip Thrash, Hand Clap
    • Knock up/down - Hand Clap, Impact, Ram, Spike Quake, Gloves, Chainsaw, Lunging Swing, Light Weight
    • Encasement's - Entrap
    • Panics - Claws, Chompers, Chainsaw(Threaten)
    • Push - Mini Gun
    • Juggle - Mini Gun, Hand Clap(both can)
    • Pull - Grasping Hand, Fan
    Example Controller Loadouts
    • The average controller loadout is going to consist of - Super Charge Generator, Def Debuff, Power Dump, CC power, Shield and Power Return SC.
    • Your loadout will be determined by playstyle, objective's, team power use and mission type. It can vary during instances. Maybe for certain parts you'll need a heal debuff or a pull. You may want to be in melee range for hallways, and range against bosses. It's going to vary depending on the situation. If the groups overgeared you'll likely not need a shield to pick them up. PDF's can be used instead especially if your good about your positioning.
    • Below are some loadout examples.
    Melee oriented
    Light Weight Strike, Whip Thrash, Recharge, Ram, Light Barrier, Group Shielding
    • Light Weight Strike - provides the Super charge generator, Dazing PI, damage debuff, knocks down enemies
    • Whip Thrash - provides a defense debuff, stun (and it is clippable).
    • Recharge - is the power dump
    • Ram - (is a full range stun and knock up)
    • Light Barrier - is a shield for pick ups
    • Group Shielding - Power return super charge and group shield
    Range oriented
    Light Weight Strike , Recharge, Grasping Hand, Light Blast, Light Barrier, Group Shielding
    • Light Weight Strike - Super Charge Generator, Dazed PI applicator, Damage Debuff, knocks down enemies
    • Recharge - Power dump
    • Grasping Hand - Stun and pull
    • Light Blast - Group stun, defense debuff, and under 35% finisher
    • Light Barrier - Self Shield
    • Group Shielding - Power return super charge and group shield
    Plan your loadout according to fit your playstyle and plan of attack. The above are just examples. Your choices should depend on the content and players your running with (as well as your own playstyle).


    Skill Point Allocation for Controllers
    Skill point allocation will depend on your build. What your goal with your character is and how you'll want to play should be factors when deciding how to spend your SP. A controllers two main jobs are group power and control.

    Start by deciding which focus you want Weapon, Hybrid, or Super Powered. Hybrid is the most common choice and offers the most flexibility. Weapon will decrease your power regen so it is NOT recommended but don't let me stop you. Super Powered can be used but takes a higher level of understanding CC immunity and power consumption.

    • Vitalization. Vitalization will directly affect your power out (PoT, Power Dumps and Power Return SC).
    • Dom will affect shield strength, self heals, and determine if an add is CC - able.
    • Crit chance and Crit magnitude will increase your overall damage
    • Precision will increase weapon damage
    • Might increases power damage and your power pool
    • Resto will increase self heals and shield strength.
    You can spec in whatever fashion you choose. If your looking for an example start with the power return crit chance and magnitude boost. Then put at least 5 skill points into dominance to get the 1% dominance boost. Then split your points between vitalization and might (power).
    • Like x 1
  18. dr strangeonline Loyal Player

    Debuffs
    Controller powersets are the only powers who have access to debuffs. Debuffs are powers that will negatively affect an enemy. The most common debuff expected by a controller is the def debuff. This should be in your loadout 99-100% of the time. A consistent Def Debuff applied throughout an entire raid will equate to a extra lower undergeared teammate in damage added to targets debuffed. With increased power cost and the prevelance of spamming it is more common to just Debuff the bosses. You can however debuff mobs if you have extra power.

    Defense debuff
    • Whip Thrash- deals 4 ticks of damage and lunges you at your target.
    • Light Blast - Deals 5 ticks from power cast and 6 tick when cast as combo. Is a finisher.
    • Both lower defense by 10%.
    Damage debuff
    • Grasping Hand- will apply a burst tick and dot. (also inflicts Crushing)
    • Light Weight Strike - Knocks down enemies, Generates Super Charge, Dazes Enemies
    • Both apply a 10% damage reduction in PvE. In T5 and up bosses(James in Desecrated Cathedral) some receive a damage buff. This debuff will also wipe the green target damage buff that the boss may get as well as reduce damage by 7%. In PvP it will wipe the damage modifier of a DPS.
    Heal debuff
    • Snap Trap-will apply a burst tick then dot. (also inflicts Crushing)
    • Entrap - AoE Encasement. Burst tick of damage, Dazes Enemies.
    • reduces incoming heals by 25%.In PvP will strip power over time from a human opponent. Snap Trap is a single target attack that will apply a DoT. Entrap will apply a burst tick of damage and is an AoE attack. Each can be useful depending on the user.
    All Debuffs have to be cast. Comboing into them will not activate the debuff. The same is true for PoT.

    Augments
    For additional information on augments click here


    Augments replaced gear mods. Augments can be leveled up using experience within the inventories UI. A player can have 4 augments on at once. There are precision, might, dominance, vitalization, and restoration augments. You can level these augments using exobytes gained from salvaging gear.

    It is your choice how and what you use. Below are three build types that can be used as examples

    Battery - 4 Vitalization Augments
    Balanced - 2 Vitalization, 2 Dominance
    Hybrid - 2 Vitalization, 1 Might, 1 Precision

    Artifacts for Controller role coming soon.
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  19. dr strangeonline Loyal Player

    DPS Section
    DPS Role : The DPS role within the group is to provide increased damage on the enemy. In group content with high threat enemies allow the tank time to gain aggro before attacking. Keep in mind that some attacks do more damage on multiple enemies vs single target enemies and plan appropriately. Using Armories can help make that more seemless. Pay attention to in game mechanics, positioning, and you health/power bars to remain effective.

    Skill Point allocation
    Light is the original combo power class. Most super powers can combo into another ability by pressing the correct input after casting. Example Cast Ram > tap melee > Whip Thrash. The combo's can be clipped by beneficial or super powered abilities. When deciding how to approach dealing damage decide on a focus first.

    The focuses are : Weapons Expert, Hybrid, and Super Powered

    Weapons experts gain + 10% weapon damage and - 25% super power regen from weapon attacks
    Hybrid gain + 10% might, 5% vitalization, 5% dominance, 5% restoration (gains power from weapon attacks)
    Super Powered gain + 10% might, +10 power, +25% power regeneration (passively regens power)

    Pick the focus first and determine how you want to build your stats and mods. Make sure to get the damage critical chance and magnitude innates before increasing precision or might.

    Weapon Mastery
    If you decide to utilize the weapons expert build you may want to try weapon mastery. This will give you increased damage from weapon attacks and are typically quicker to pull off then other hard hitting basic combo's. Example Martial Arts smoke bomb vs Bow's smoke bomb. Most weapon mastery attacks cannot be clipped or at least not until most of the animation has completed. Example Dual Wields fluffy shot the last damage tick was made to land after the animation ended. It can still be a DPS increase to clip the tail end of the animation. Test the weapon combo on a sparring target when deciding.

    To spec into weapon master puchase all skills for the weapon you want to use. Then go into the cross combo weapon and purchase all skills. Now return to the weapon using and purchase the weapon combo's. Example : Brawling Shuriken Storm. Purchase all Brawling weapon combo's. Purchase all Martial Arts combo's. Go into Brawling and purchase Shuriken storm.

    Spend the rest of your skill points on precision to increase weapon damage. (Make sure to get any iconic power or weapon movement skills before using all skill points available.)

    Hybrid focus
    If selecting Hybrid focus you will be dealing damage via weapons and super powers. This can be a good build if the enemies have high health and you are interrupted frequently. You'll want to spec into both Might and precision. Don't forget the critical chance and magnitude innates.

    Pick a weapon combo that is fairly quick. Any combo can be used but personally I've had the most success playing this style with a fast combo. Example Handblasters solar flame. Hold range > tap range / Clip with a super power.

    This playstyle can be quick and is good for sustainable damage when mechanics may cause interruptions.

    Super Powered Focus
    This playstyle uses combo's and clipping to deliver its damage. This most closely resembles the clipping advanced mechanic of yesteryear. Damage is delivered via the might statistic. DPS is increased by clipping the combo's to deliver two sets of damage at once. Example : Cast Grasping Hand > combo Grasping Pull / Cast Handclap. The Grasping Pull and Hand Clap damage will be dealt at the same time. Selecting super power focus grants increased power and power regen. Bear in mind power is still finite and takes time to build back up. Power heavy rotations may require the user to refill via a soder and or supply drop. The controller is there to assist with power regen and is not anyone's personal battery. Their main priority should be to keep the healer and tank topped off.

    Tip : Whenever starting a combo tap range or melee and cast your super power for increased damage. This can also set off a damage proc for the Home Turf blast adapter mod.
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  20. dr strangeonline Loyal Player

    Augments and Artifacts for DPS role

    Origin Augments
    The augment system was designed to replace gear mods. Use exobytes from salvaged gear to increase your augments. You can select up to four augments at once. Your playstyle should affect selection.

    Weapons Expert - 4 precision augments increasing weapon damage
    Hybrid - 2 Might and 2 precision augments increases weapon and super power damage
    Super Powered - 4 Might augments increases super power damage

    Their will be points of breakthrough that require catalyst that can be earned in content, from the broker/marketplace. Seals of completion or preservation are available to help avoid losing catalyst if your breakthrough fails.

    Adaptive Augments
    Adaptive augments are earned/purchased from DLC content. The content will provide specific exobyte materials for increasing experience. These augments will not only increase stats but also have buffs associated with each augment. Carrying two in content will increase the buffs provided. Currently they cap out at rank 23.

    For more information on augments click here

    Artifacts
    Artifacts are another part of the leveling system. Each provide stat increases and some kind of buff/boost to either your character, abilities, or consumables. Use Nth metal to increase your artifacts level. Their will be breakthrough points at ranks 20, 40, 60, 80, 120, 140, 160, 180, and 200. The passive buffs will occur at ranks 80, 120, 160, and 200 with stat increases at the other ranks.

    Tip : use seals of completion or preservation to avoid losing catalyst. Catalyst are required for breakthroughs and can be purchased from John Constantine in the watchtower.

    Recommend Artifacts for Light :
    • Grimorium Verum - Immortal pet. At rank 120 pet will apply Dazing to one target. At rank 160 pet applies Dazing to multiple targets
    • Scrap of the soul cloak - Increases Super Charge pool, Super charge regeneration, and reduces the super charge cooldown. Works very well when paired with eye of the gemini.
    • Eye of the Gemini - Pool around your self will deal 20% of damage dealt by you and others players who were standing in it. Power regen is increased when standing in the circle for you and other players. At rank 200 might, precision, and vitalization is increased by 5% when standing in pollux gaze
    • Transformation card - Increases critical chance +20% and magnitude + 30% while decreasing overall damage.
    • Strategist card - When applying a critical hit upon a target tactical advantage is applied (damage over time)
    • Neo Venom Wrist adapter - Using a Weapon Buff increases your Precision by (10/12/14/16)% and reduces your base Power regeneration by 10% for 6 seconds.
    • Dead Kings Scepter - applies a single target orbital strike assistance attack randomly (around every 20 seconds). Increases damage of orbital strike. Reduces cool down for utility belt items.
    • Tetrahedron of the urgund - Increases might for the group when super powers are used
    • La Mort Card - Increases finisher damage, reduces cooldown, applies doom stack. Best used in high single target health situation. Combo version of Light Blast does NOT interact with this artifact.
    • Solar Amplifier - increases Heat Vision damage, at rank 160 makes heat vision AOE, at rank 200 AoE damage does not split. Increases Might stat.
    • Cog of Mageddon - Hitting an enemy with a Cross-Weapon Combo attack grants you and up to 7 group members Precision equal to (0,75/1/1.125/1.25)% of your Health. This effect is doubled in Damage Role or Controller Role
    • Source Shard - Channel the cosmic energies of the Source Shard to enhance the prowess of your pets for 5 seconds (does not affect Turret Trinkets).
    • Philosophers Stone - The power of the stone enhances your Supply Drop Trinkets with the following effects:
      • Supply Drop buff changes abilities to cost 0 power for (4/4/8/8) seconds instead of granting power regeneration.
      • Increase field size of Supply Drop by 200%.
      • Supply Drop cooldown reduced by 40 seconds. Each free power used reduces the cooldown by an additional 6 seconds. (Unique to your own Supply Drop)
      • Double the duration of Health Regeneration, Damage Buff, and Power Free casting for yourself. (Unique to your own Supply Drop)
    • Legionaire's Sparring AI - Countering an enemy increases your Precision and Weapon DPS by (10/14/16/18)% for a short time, and grants you immunity to control effects for (3/4/5/6) seconds.
    There are other artifacts and more have been added each DLC. Below are a few examples for what may be beneficial depending on your playstyle.
    Weapons Expert - Cog of Mageddon, Neo venom wrist adapter, Legionaire's sparring target
    Pet Build - Grimorium Verum, Source Shard, Dead kings scepter
    Hybrid - Grimorium Verum, Transformation card, Cog of Mageddon
    Super powered - Grimorium Verum, Transformation Card, Strategist Card
    Tip : Light can benefit from using armories and being able to switch between single target and AoE rotations. Include artifacts when considering those armory builds as this may increase DPS overall.
    The above are examples. Research what benefits each artifact can provide and then level them up according to your playstyle. For a more in depth guide on artifacts click here

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