Hard Light Controlling Guide

Discussion in 'Oracle’s Database (Guides)' started by dr strangeonline, Jan 20, 2014.

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  1. dr strangeonline Loyal Player

    THIS THREAD WILL NO LONGER BE USED. IT WILL NOT BE KEPT CURRENT. EVENTUALLY IT WILL BE LOCKED OR DELETED. PLEASE DO NOT POST IN THIS THREAD. IF YOU HAVE QUESTIONS, COMMENTS OR ANYTHING PLEASE CLICK HERE. THAT THREAD HAS ALL OF THE INFORMATION HERE AND WILL BE KEPT CURRENT, WITH NEW INFORMATION OVER TIME.

    I APOLOGIZE FOR ANY CONFUSION.


    Omaars HL DPS guide

    Battery's No Weapon controller guide

    The DCUO Book

    Kiaser's post GU 36 HL DPS Compilation

    HL Combo AM ?Guide?

    Hard Light is a fast, fun and interesting power. It sits in its own category as the only power in DCUO that can combo infinitely. Allowing players to combo from powers casted; into other powers(that deal white precision based damage) and use the hit counter. Allowing greater degree of Crowd Control, weapon regeneration, and clipping possibilities.

    Players on the hero side will wield the green power of will. While villain side users will have the yellow power of fear.

    Please remember this is a guide and is meant to help our fellow users. No Cruelty or insults are necessary. This is meant to provide information and help other users make informed choices on their toons. Or to discuss possible Idea's with other HL Users.


    The Guide will be adding a DPS section worked on by Rokyn. It will be implemented in segments and updated over time. Things will be rearranged, edited and moved throughout the guide for organizational purposes. If you find an error please send me a PM or let me know so I can fix it. Thanks!

    If you have any questions or would like to contribute please post or PM me and I will try to help as best I can and welcome any help from other players.

    clicking on colored text in table of contents will jump you to that segment.

    Table of Contents

    General info


    Controller Role info

    DPS Role info

    *Special Thanks to Farm3rb0b, Massah, Judgemental Jolt, Rokyn, Waning Comet, Delta 795, Remander and The Dark for their insight and contributions!!!!
    • Like x 12
  2. dr strangeonline Loyal Player

    Support Tree
    Specializing in the support tree will grant 5% critical attack damage and +10 to vitalization.
    [IMG]

    [IMG]
    Boxing Gloves
    • Power Cost at T4 250
    • Might version is Single Target.
    • Pummels and Knocks down enemies with boxing gloves made of hard light, may provide protection against ranged attacks.
    • [Combo version is vulnerable to block]
    • Construct Combo's
    • Boxing X 4 (tap melee)
    • Hand Clap X3 (tap range)
    • Impact(hold range)
    • Chainsaw(Hold Melee after Boxing X 5)
    • GU 43 changed this attack to 180 degree AoE as a combo construct
    • Dazed Enemies take additional damage
    • Controller Role
    • Restores Power over time to teammates.
    • 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
    • Can be cast from far range as a lunge.
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • [Tips and Tricks] Can benefit from Weapon Mastery critical bonus. Useful for a non-cast bar lunge in PvP. Works well with Melee Weapon Mastery combos. Combo version works well for clipping purposes or for Combo Advanced Mechanic. If using in controller role(for PoT purposes) and facing a high threat level enemy this power is clippable and will retain damage at full range.
    [IMG]
    Hand Clap
    • Power Cost at T4 250
    • [Require's Recharge]
    • Knocks down(and stuns in controller role) and crushes the target between two giant hands
    • Construct Combo's
    • Chainsaw X 5 (tap melee)
    • Grasping Hand (hold melee)
    • Hand Clap X2 (tap range)
    • Single Target type attack
    • Dazed Enemies take additional damage
    • 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
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • [Tips and Tricks] Can benefit from Weapon Mastery critical bonus. Combo version works well for clipping purposes or for Combo Advanced Mechanic. Best used against Bosses or a High Health Target.
    [IMG]
    Impact
    • Power Cost at T4 250
    • [Require's Boxing]
    • Crashes into enemies and knocks them down.
    • Construct Combo's
    • Chainsaw X 5 (tap melee)
    • Grasping Hand (hold melee)
    • Light Blast(hold range)
    • Frontal Cone type AoE.
    • Controller role restores Power Over Time to Teammates
    • 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 2 ticks from far range( up to 25 meters from target). Deals 3 ticks at at least close range (10 meters from target)
    • 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.
    • Exactly the same power as Ram.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks] Deals more damage in close range to target. Better used as the combo version in the Combo Advanced Mechanic or in a Clipping Advanced Mechanic rotation.
    • Like x 3
  3. dr strangeonline Loyal Player

    [IMG]
    Recharge
    • Power cost at T4 300
    • [Require's Boxing]
    • Restore's power to the 3 lowest powered teammates.
    • Increases might(+77) and Precision(+62) for 6 seconds.
    • Self Buff Type/Instant Power Heal
    • In Controller Role: 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. Which can be beneficial in either role stance. This will return power to group members in either stance but due to DPS gear not having Vitalization(in any gear under T5) the return will not be worth the power cost in most situations. It can be used for its clipping purposes but is most typically used by Controllers.
    [IMG]
    Light Barrier
    • Power cost at T4 350
    • [Require's Entrap]
    • Surrounds you in a protective shield that damages anyone that strikes it
    • [Usable while controlled]
    • Shield Strength formula is 100% dominance + 100% Restoration
    • Interacts with HT regenitive shielding mod
    • GU 41 changed shields to mitigate 25% damage in PvP.
    • Defensive Type Power
    • [Tips and Tricks]- Shields can be used to clip. It is great for picking up teammates. Deals 3 ticks of damage back at your attackers. Damage is based off of Might Statistic.

    [IMG]
    Grasping Hand
    • Power Cost at T4 350
    • [Requires Impact]
    • Grabs and stuns an enemy.
    • Construct Combo's
    • Grasping Pull (hold melee)
    • Fan (tap range)
    • Light Blast (hold range)
    • Inflicts Crushing on target
    • Single Target Type Attack
    • Dazed Enemies Take additional damage
    • Controller Role: Damage Debuff (will reduce targets damage output by 7% or wipe a DPS damage modifier in PvP)
    • Will Stun(15 seconds) 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
    • Exactly the same as Snap Trap.
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • [Tips and Tricks]Can benefit from Weapon Mastery critical bonus. Combo version works well for clipping purposes or for Combo Advanced Mechanic. Best used against Bosses or a High Health Target. This can be an effective single target pull.
    • Like x 3
  4. dr strangeonline Loyal Player

    [IMG]
    Entrap
    • Power Cost at T4 300
    • [Requires Boxing Gloves]
    • Encases enemies around a nearby target.
    • [Vulnerable to interrupt]
    • Construct combo's
    • Lunging Swing X 4 (tap melee)
    • Boxing (Hold Melee after Lunging Swing X 4)
    • GU 43 has made Lunging Swing 180 degree AoE type attack
    • Controller role: Reduces targets ability to receive heals by 25% in PvP and PvE. Removes Power Over Time on Human Opponents and Removes and Prevents Healer type Shields for 12 Seconds in PvP.
    • Will Encase(15 seconds), Lunging Swing can Knock Down(3 seconds).
    • 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] Burst Type.
    • 360 AoE around your Target.
    • Low Base Damage of 16. High Base Damage of 27.
    • Can encase enemies if their 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. Ice and Mental have powers that can explode them for additional damage.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks] Can benefit from Weapon Mastery critical bonus. If only being used to apply the Healing Debuff, this power can be jump cancelled to end the animation.
    Inspiration
    • [Requires Entrap]
    • Grants group a 15% precision buff and 10% critical chance buff to attacks.
    • Self Buff type power
    • Tips- Great Clipping tool. Low power cost. Buff's last 12 seconds. This power can be used to help time out double ticking PoT.
    • This power is also very good for timing how long your Dazed PI has been active. The Dazed PI last 12 seconds. Example: Cast Spike Quake clip with Inspiration. When Inspiration is off cooldown the Dazed PI will have ended.
    [IMG]
    Light Blast
    • Power Cost at T4 350
    • [Requires Grasping Hand]
    • Blast a beam of light to smash and stun multiple opponents. Dealing more damage to enemies 35% health and under
    • [Vulnerable to Interrupt]
    • Construct Combo's
    • Boxing Gloves X 4 (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's by 7 % in PvE and 10% in PvP. Stuns(15 seconds).
    • [Damage Data] Channeling Power.
    • 180 degree Cone in front of you
    • 35% and under Finisher
    • Might Version deals 5 ticks.
    • Precision Version deals 6 ticks.
    • 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] 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 and the combo version can be even deadlier if specced for high Precision. Combo Version works well for Combo Advanced Mechanic
    • Missing Text in game: This power is still a 35% under finisher.
    • 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.
    [IMG]
    Triage
    • Power Cost at T4 350
    • [Requires Light Barrier]
    • Heals your wounds
    • Defensive/Healing Type Power
    • Healing is based on 100% Dominance + 100% Restoration.
    • In Controller Role: Heal will be stronger due to higher dominance level.
    • Tips- This is a self heal and may prove useful while leveling. It may be helpful in 1 vs 1 PvP or 2 vs 2. This is a heal over time.
    • Like x 3
  5. dr strangeonline Loyal Player

    [IMG]
    Group Shielding
    • 50 % Super Charge
    • [Usable while controlled]
    • Shields you and group mates preventing damage and restoring power over time.
    • This is a burst power heal. It will deal 5 ticks of power to group mates
    • [Tips and Tricks] Try casting a vit trinket to boost your vit before using for increased power return.
    [IMG]
    Restore
    • 35% Super Charge
    • [Usable while controlled]
    • 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.
    • Like x 3
  6. dr strangeonline Loyal Player

    Assault Tree
    Specializing in the Assault Tree with grant a 1 % critical chance and +35 to power.
    [IMG]
    [IMG]
    Light Claws
    • Power Cost at T4 250
    • Might version is Single Target.
    • Slashes and stuns opponents with giant claws.
    • [comboing claws vulnerable to block]
    • 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)
    • Dazed Enemies take additional damage
    • GU 43 has made this power a 180 degree AoE when used as a construct combo.
    • Controller Role: Restores Power over Time to group mates. Also Panics(15 seconds) 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
    • Can be cast from far range as a lunge.
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • [Tips and Tricks] Can benefit from Weapon Mastery critical bonus. Useful for a non-cast bar lunge in PvP. Works well with Melee Weapon Mastery combos. Combo version works well for clipping purposes or for Combo Advanced Mechanic. If using in Controller Role(for PoT purposes) and facing a high level threat enemy this power can be clipped for full damage without lunging at the target.
    [IMG]
    Mini Gun
    • Power Cost at T4 250
    • Constructs a trio of Guns to blanket the area in gun fire stunning opponents
    • [Requires Claws]
    • [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 6 ticks for Might version.
    • Total Low Base Damage of 36. Total High Base Damage of 60.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks] Works at it's best when all of it's 6 ticks hit the target. Works great for Combo Advanced Mechanic when all 6 ticks hit. In Controller Role great full range AoE stun. Can be used to stun a full room. Don't lock onto the target and swing around to stun the opposition. Also good for pushing an enemy off the node in PvP.
    [IMG]
    Spikequake
    • Power Cost at T4 250
    • [Requires Claws]
    • Erupts Spikes at the feet of nearby enemies to knock them down and cause Damage over Time.
    • Dazes Enemies
    • Dazed Enemies will take additional damage
    • Controller Role: Knock down for 2 seconds then stun(two targets) for a base of 15 seconds
    • [Damage Data] Initial Burst + Small DoT
    • 360 AoE around Target
    • Dazes Enemies.
    • Inflicts more Damage on Dazed enemies.
    • Low Initial Base Damage of 20. High Initial Base Damage of 27.
    • With Dazed PI active: Low Initial Base Damage of 30. High Initial Base damage of 41.
    • Has small DoT. Low Base Damage of 1. High Base Damage of 2. Deals 11 ticks.
    • DoT is unaffected if enemies are Dazed or not.
    • Total DoT Damage Range of 11-22.
    • Total Damage Range with no PI: 31-49
    • Total Damage Range with Dazed PI active: 41-63
    • Sets up Power-back Mechanic for various Burst Powers.
    • Exactly the same as Chompers except it has an extra 6 ticks of DoT damage and has a 35% Modifier.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks] Useful for Weapon Mastery Burst or to setup PI. Also sets up Power-back Mechanic if you cast Spikequake first and then follow it up immediately with a compatible burst power. If in Controller Role this power will apply the Dazed PI with a less obtrusive form of Crowd Control than Chompers. Overwrites the DoT for another user. DoT damage is low and will not make or break anything by overwriting.
    • 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 4
  7. dr strangeonline Loyal Player

    [IMG]
    Ram
    • Power cost at T4 250
    • [Requires Claws]
    • Smashes and Flings enemies into the air.
    • Construct Combo's
    • Whip Thrash (tap melee)
    • Snap Trap (hold melee)
    • Fan (tap range)
    • Exactly the same as Impact
    • 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)
    • Low Base Individual Damage of 10. High Base Individual Damage of 13.
    • Deals 2 ticks from far range. Deals 3 ticks at at least close range (10 meters from target)
    • 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] Deals more damage in close range to target. Better used as the combo version in the Combo Advanced Mechanic or in a Clipping Advanced Mechanic rotation.

    [IMG]
    Chompers
    • Power Cost at T4 300
    • [Requires Mini Guns]
    • Panics and causes damage over time to target and others in the area.
    • Dazes Enemies
    • Dazed Enemies will take additional damage
    • Controller Role: Panics(15 seconds) enemies around the target
    • In Controller Role: The DoT will last the baseline duration of the panic effect(15 seconds) . This will cause it to deliver the initial burst + 14 small ticks of damage over time.
    • [Damage Data] Initial Burst + Small DoT
    • 360 AoE around Target
    • Dazes Enemies.
    • Inflicts more Damage on Dazed enemies.
    • Low Initial Base Damage of 20. High Initial Base Damage of 27.
    • With Dazed PI active: Low Initial Base Damage of 30. High Initial Base damage of 41.
    • Has small DoT. Low Base Damage of 1. High Base Damage of 2. Deals 5 ticks.
    • DoT is unaffected if enemies are Dazed or not.
    • Total DoT Damage Range of 5-10.
    • Total Damage Range with no PI: 25-37
    • Total Damage Range with Dazed PI active: 35-51
    • Sets up Power-back Mechanic for various Burst Powers.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks] Useful for Weapon Mastery Burst or to setup PI. Also sets up Power-back Mechanic if you cast Chompers first and then follow it up immediately with a compatible burst power. This power will overwrite another users DoT(either Spike Quake or Chompers Cast). DoT damage is very low and will not make or break anything by being overwritten.
    • Currently missing text: This power will do additional damage to Dazed enemies.
    • This power applies the dazed power interaction. It looks like waves coming off of the target(s) forehead.
    • See the picture below....

    [IMG]

    [IMG]
    Light Wieght
    • Power Cost at T4 300
    • [Requires spikequake]
    • [Vulnerable to block]
    • Creates a light weight construct and swings it around to knock down enemies and provide protection from ranged attacks.
    • Construct Combo's
    • Throw light weight (tap range)
    • Controller Role: Damage Debuff. Debuffs damage output by 7% and wipes damage modifiers from human opponents in PvP. Will cause knock down for 2 seconds.
    • [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.
    • Bring this to a 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 which can benefit from multiple other sources. Home Turf Mighty Smashing Mod, Iconics Neo Venom Boost and the Super Strength will all affect thrown objects.
    • Like x 2
  8. dr strangeonline Loyal Player

    [IMG]
    Whip Thrash
    • Power Cost at T4 350
    • [Requires Ram]
    • [Vulnerable to block]
    • Punishes and stuns enemies.
    • Construct Combo's
    • Whipthrash (tap melee)
    • Hand Clap X3 (tap Range)Impact (Hold Range)
    • Dazed Enemies Take Additional Damage
    • Controller Role: Reduces enemy defense's by 7% in PvE and 10% in PvP.
    • Will Stun(15 seconds).
    • [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
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks] Vulnerable to block. Try to set up by casting a knockup before hand or reading the opposition. 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 is the fastest combo attack available for building the hit counter quickly(also arguably the most risky).

    [IMG]
    Fan
    • Power Cost at T4 300
    • [Require's chompers]
    • Creates a fan construct to stun enemies, pull them towards you and knocks them down.
    • Construct Combo's
    • Light Claws X 4 (tap melee)
    • Impact (hold range)
    • GU 43 has adjusted the width of the AoE from 10 degree's to 60.
    • Dazed Enemies take additional damage
    • Currently bugged and stun/knock down effects are only working at point blank melee range. Pull is working from any range(with correct amount of Dom per tier).
    • Controller Role: 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.
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • Damages up to 8 targets, splits after 2.
    • [Tips and Tricks]Can benefit from Weapon Mastery critical bonus. Combo version works well for clipping purposes or for Combo Advanced Mechanic. If being used in FoS 2(or anywhere else that may require) this is a great multi add pull.

    [IMG]
    Chainsaw
    • Power Cost at T4 350
    • Might version is Single Target.
    • [Requires Light Weight]
    • [Vulnerable to Block]
    • Mauls your enemies with a giant chainsaw. May cause panic in nearby enemies.
    • 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)
    • GU 43 has changed this to a 180 degree AoE as a construct combo. Also increased reliability in Threaten.
    • Dazed Enemies take additional damage
    • 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
    • Can be cast from far range as a lunge.
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • [Tips and Tricks] Can benefit from Weapon Mastery critical bonus. Useful for a non-cast bar lunge in PvP. Works well with Melee Weapon Mastery combos. Combo version works well for clipping purposes or for Combo Advanced Mechanic. User is able to move while channeling Threaten Chainsaw.
    • Like x 3
  9. dr strangeonline Loyal Player

    [IMG]
    Snap Trap
    • Power Cost at T4 300
    • [Requires Whip Thrash]
    • Snaps and stuns a target with the jaws of a trap.
    • Construct Combo's
    • Fan (tap range)
    • Light Blast (hold range)
    • Inflicts Crushing
    • Dazed Enemies take additional damage
    • Controller Role: Reduces targets ability to recieve heals by 25% in PvP and PvE. Removes Power Over Time on Human Opponents and Removes and Prevents Healer type Shields for 12 Seconds in PvP.
    • Will stun(15 seconds)
    • [Damage Data] InitialBurst + 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
    • Benefits from Power-back interaction if cast immediately after Chompers or Spikequake or consecutively after another power with the power-back Dazed PI up.
    • [Tips and Tricks]Can benefit from Weapon Mastery critical bonus. Combo version works well for clipping purposes or for Combo Advanced Mechanic. Best used against Bosses or a High Health Target.

    [IMG]
    Ballistic Assault
    • 25% Super Charge
    • Constructs a missile strike, launching a devastating assault.
    • Knocks down the targets.
    • Dazes Enemies
    • [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 cast the highest damage modifier you have, 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
    • 50% Super Charge
    • Generates a light construct jet to bomb enemies around your target. Setting them on fire and causing them to flee in panic.
    • Applies Burning
    • Splits Damage at 8 targets
    • [Tips and Tricks] This is an AoE Super Charge. To maximize damage cast the highest damage modifier you have, 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.
    • Like x 3
  10. dr strangeonline Loyal Player

    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. For DPS its clipping construct attacks with power attacks for increased damage. Example : Combo Fan Clipped by Power Fan(deals two sets of Fan damage at once).

    For a video on clipping constructs(to achieve higher DPS) click here

    Support or defensive powers can be used to clip. As well as some consumable's. One of the most common clips for HL is the clipping of claws during a boss encounter. When it would be too dangerous to lunge. It also speeds things up so you can go into attacks faster helping you build your hit counter quicker and turn around power to the team. Or if in DPS stance doing more Damage Per Second.

    Known tools for clipping would include but are not limited to: Recharge, Inspiration, Light Barrier, Hard Light Shield, Neo Venom Boost, Personal dampening fields, trinkets etc.

    If clipping weapon attacks keep in mind not all weapon attacks are clippable. test your weapon and know your combo's. Losing damage to give power isn't a huge deal for a controller but we want to be as offensive as we can.

    Rules for Clipping
    • Super Power attacks can only be clipped by beneficial powers(weapon buffs like Inspiration and Neo Venom Boost, Shields etc), 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.

    Useful Clips for HL Trolling

    • Entrap: Entrap isn't clippable. But it is Jump cancellable(Its a channel beam type effect). You'll still get effects/damage. This will free you and enable you to power dump(recharge). Example: Entrap jump cancel recharge move to safe position.
    • Other Channel Beam type powers include: Mini Guns, Light Blast, and Chainsaw's Threaten.
    • Whip Thrash: Cast Whip Thrash clip animation with recharge. Move into safe position after casting. The debuff applies from the first tick of damage. If your out range it is possible to miss the first tick, then hit the target for damage and not apply your debuff. Make sure your close enough to apply the first tick.
    • PoT's(Gloves/Claws): Any time your PoT cast would put you into harms way cast recharge immediately after.
    • Trinkets/Shields/SC cast- can be clipped to speed up the animation and let you move on to what your next move would be.
    Anytime you get your hit counter high enough, your team needs it, (or) to clip short heavy weapon attacks, some might power attacks(WT, SQ, CH, ST etc). Is a good time to clip with recharge.

    Useful Clips for DPS

    • Might Based attacks such as Chompers and Spike Quake.
    • Super Charge's, this can end the animation and allow the user to move onto another beneficial power or attack.
    • Strong Weapon attacks or Construct Combo's: Example: combo Fan/Clipped by Power Fan cast.
    For additional info on Clipping while DPS'ing click here

    Combo'ing

    Combo's are accomplished by pressing the correct input at the right window. It will then execute a combo either from the previous power cast or combo. In order to execute a combo you need to have specced into that power, it does not have to be on your loadout.

    • Example: Spec into Claws, Ram, Whip Thrash, Impact, Chain Saw

    Claws can start the chain but it could potentially be started by any of the powers listed. Using the above it is possible to infinitely combo. Their are many sets of powers that can be used to do this.

    >=Combo
    /= Clip

    In order to execute your combo put Claws on your power tray.

    • Cast Claws>tap range(Ram)>tap melee(Whip Thrash)> hold range(Impact)> tap melee(Chainsaw) X 5>Claws(hold melee)

    The above can cycle over and over again and is a melee range infinite cycle.

    Range infinite combo'ing is possible. Their are many ways to spec for this but I'll present another option/example.

    • Example : Spec into Claws, Ram, Mini Guns, Chompers, Fan, Boxing, Impact, Grasping Hand, Light Blast, Recharge.

    A player will be able to combo starting from anyone of these powers infinitely. The example I'll use will be Ram.

    In order to execute your combo put Ram on your power tray.

    • Cast Ram>(Fan) tap range>(Impact) hold range>(Grasping Hand) hold melee>(Light Blast) hold range>(Mini Guns) hold range>(Ram) tap range.

    This is an example. It is not a mandatory combo. These are example's of how the combo system works.

    • If you would like info on potential combo chains and their uses please click here. This will jump you to the Cycle's section.


    • Like x 2
  11. dr strangeonline Loyal Player



    Home Turf Mods
    Home turf users have many options that can be helpful for HL users. The most notable for us is probably the empowered channeling mod and the max damage mod. Which will increase defense and toughness and helps keep us from being interrupted during our best CC/hit counter combo power light blast. The Max Damage Mod will turn all damage modifiers in DPS stance into 60% damage modifiers. The modifier will stay up as long as the hit counter is active or for 5 seconds after it stops.


    *GU 41 removed the use of HT gear/trinket type mods from PvP.

    Blue colored text are items that can help with power regen. In some cases they will do other tasks as well.
    Red colored text are items that can increase damage.
    Yellow colored text are items that can mitigate damage or have another utility that can aid in survival, avoid interruption, or increase SC pool allowing them to either use more SC for power return or for health(if the player is using pheromone bloom from the iconics tree) or damage if using vacuum bubble in the flight tree.
    Green colored text are items that can return health.
    • supply drops: Supply drops can heal and grant power over time for yourself and your team. Its basically a mini extra SC. It will also increase your damage by 50% for a short time.
    • sidekicks: Sidekicks can heal and grant power over time while taunting, during the right area or for solo's duo's this can be very helpful.
    • replenishing adapter: It will grant you a tick of power return over a certain amount of time from attacks. Granting you more power to give to others.
    • absorption adapter: This should only be used by trollers who have good power management teammates. It will grant them an extra shield helping to protect them while they attack.
    • blast adapter: provides a extra tick of damage from random weapon use. Works with good power management groups.
    • Escalating replenishing procs: This mod will increase your critical power chance and is stackable on itself. V version will also grant + 20 vitalization.
    • Relentless Precision: This mod will increase the players Precision once they reach 9 on the hit counter and for 6 seconds after the hit counter drops.
    • Core Strength: It will increase damage by 10%.
    • Penetrating Strikes:Your attacks ignore 528 Defense and 774 Toughness.
    • Reserve Tank: Power dumps are governed by a numerical value not a percentage like we see when we look at a blue bar. This mod will grant the wearer + 875 power.
    • Extended SC: This will basically increase your SC meter by 35%. So once you've casted two SC your still 35% on your way to the next.
    • Mighty Smashing: Helpful with throwing the light weight(or any thrown object). Increase's damage from thrown or smashed objects.
    • Empowered Channeling: It will increase your defense and toughness and help you to not be interrupted while casting channel type powers. (Mini Guns, Chainsaw(Threaten), Light Blast).
    • Regenetive Shielding: This mod works best for the blue bar healer build since they likely won't comboing as much and will help take heat off your healers.
    • Innertial innervation: will grant you basically a PoT tick(6 % of your power bar) every 15 seconds that you double jump.
    • Tumbling Master: Helps with escape and survivability. Grants flip attacks to your escape roll.
    • Orbital Strike: Is basically a damage SC in your tool belt.
    • Max Damage:This will grant the user a 10% damage modifier for a brief amount of timeI(roughly 6 seconds or so) when casting a super power. Increase's damage by weapons and the next power cast(offensive) by 10%. For DPS it will change all power type attacks damage modifiers to increase damage by 60%.

    Useful Iconic Powers
    • Wisdom of Solomon: Grants 50 vitalization and 100 power.
    • Intimidating Gaze: Grants + 25 Dom(which is 50 in troll stance). Dominance is another of the trollers most important traits. We need to have at least the min requirement. If you don't have the minimum then spec into this to gain additional dominance(along with mods and skill points). Once your above the minimum requirement the choice is yours on whether you'd like to use a power point for this increase.
    • Crit Chance: 3 % increase to critical chance. Damage is not our main priority but if you have the extra power points spec into this to increase your critical attacks.
    • Crit Mag: 10% increase to critical attack damage. Same application as crit chance. Its not a priority but all of our attacks do damage. We should want to recieve the most we can out of them.
    • Iconic Robot: The robot will deal a decent amount of damage since its based on your CR. Its free damage and crowd control via knock down from attacks. When using you can clip the animation of the IR by casting recharge. Mass Shadow Concoctions with the robot up will cause the robot to move up the hate table. Your attacker should leave and focus on him. Great for a efficient power use build as long as its not dying regularly.
    • Neo Venom Boost: NVB will apply might based damage from precision attacks. This power can clip and will increase your defense minimally for a short time. It also increase weaponization stats. Making it helpful with light weight as well. Its downside will be power cost. It has a very high power cost. If you clip fast enough you can get 6-7 procs of yellow damage from precision attacks. The average would be 5 procs.
    • Gag Glove: Mid - melee range attack. Will push and stun up to 4 enemies. Also applies the Dazed PI. Capitalizes on the Dazed PI. Delivers a single burst attack of damage.
    • HL shield: Shield strength based on 100% dom + 100 % resto. Healer type shielding effect. Cooldown of 40 seconds. duration of 10 seconds. Has a chance to break between 3 - 5 hits. A hit can only occur every .75 seconds. This can be used in place of other shields or in tandem. It's not a breakout. Good for hitting cogs and pick ups that are spread out. Not recommended if a shield will be used often. Interacts with HT regenerative shielding mod.
    • Sonic Cry: Sonic cry is a 360 AoE melee to mid range stun(more on the melee side of range). It will push up to 8 and stun up to 3 enemies in its attack range. It will split damage at 3 enemies. This can be beneficial if your looking for a mass group CC.
    • Word of Power: A 50% power Return SC, small heal, electrifies enemies.
    • Heat Vision: Channel Beam type DoT attack. Will apply Burning effect. Interacts with the Empowered Channeling HT mod. Can be jump cancelled after 5 ticks and will still apply some of its DoT's. Will apply slightly more if the user stays in the Channeling effect.
    • Frost Breath: Channel Beam type DoT attack. Will apply Freezing. Interacts with the Empowered Channeling HT mod.
    • Sonic Shout: Channel Beam type DoT attack. Will stun for duration of attack. Deals good damage if not interrupted.
    • Mesmerizing Lasso: Pull, Root, Stun. Single Target. DoT type attack. Can be used effectively to jump pull.
    • Multi Batarang: Stun. Will work in mid to melee range. very similar to gadgets sticky bomb in how it functions(only from mid - melee range and without the PoT function).
    • Like x 5
  12. dr strangeonline Loyal Player

    Useful 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
    • 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
    • Superspeed
    • Vortex Trap Encircle's your target
    • Cyclone Push Pushes Enemies(Helpless enemies take additional damage)
    • Whirling Dervish(if used while controlled will return power)
    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.
    Power Return Super Charges
    • Back Flip in Acro: 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, and will return power to you and 7 group mates.
    • Vacuum Bubble: 50% power return Super Charge, deals damage, and will return power to you and 7 group mates.
    Pulls
    • Flight : Low Pressure
    • Super Speed: Tornado Pull
    • Acro: Grapple Line Attack
    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 2
  13. dr strangeonline Loyal Player

    GU 36 change's to Light
    Animation time changes
    • Channel Beam cast that are jump cancelled will have a dovetail of .8 - 1 second.
    • Construct combos/Weapon combos will have a max dovetail of 1.35 seconds.
    • Power Tray Type cast will have a max dovetail of 1 - 1.2 seconds.
    There has been an AoE consistency pass. These powers will now hit up to 8 enemies and split at 3.
    • Chompers, Entrap, Impact, Ram, Light Blast, Light Claw Slash, Light Weight, Mini Guns, Whip Thrash
    Light now uses the Dazed PI. This can be set up from other powers(Mental, Gadgets etc). We also have Chompers, Spike Quake, and Ballistic Assault that can set or apply the Dazed PI. In addition we can use Dazing Device's to set up our PI.

    Below is a list of powers that now do more damage when the Dazed PI has been set up.
    • Light Claws, Boxing Gloves, Spike Quake, Chompers, Whip Thrash, Chainsaw, Fan, Hand Clap, Snap Trap, Grasping Hand
    Other noticeable changes would include
    • Fan is no longer a channel beam type cast and can be clipped with any of the usual clipping tools
    • Ram/Impact now hit twice out to 25 meters(in game) instead of at 15 meters
    • Ballistic Assault now hits max 20 enemies and splits at 8
    • Whip Thrash will now get to its dovetail quicker
    • Baseball Bat, Boxing Gloves, Grasping Hand, Hand Clap, Impact, Light Barrier, Light Claw Slash, Light Claws, Ram, will all take longer to reach their dovetail(finish their animation).
    GU 38 Improvements
    • Impact - PoT function added
    • Entrap - Heal Debuff added
    • Light Blast - Defense Debuff added
    • Shielding Removed Replace by Inspiration
    • Inspiration - precision buff type power. Grants 15% precision and 10% crit chance to self and 3 teammates
    • Combo version of Claws will now do damage at range of power tray cast
    • Triage now a single shot heal, no longer vulnerable to interrupt moved under Light Barrier(still a HoT)
    GU 43 Combo Mechanic AM
    • Light Combo Advanced Mechanic: Chaining together consecutive Construct Combos for a period of four seconds or more causes significantly increased damage until the combo chain is broken. While causing increased damage in this manner, Construct Combos begin inflicting and become vulnerable to counter mechanics.
    • Light Power Points Reset: Due to changes in the Light Support tree, Light users will find their power points reset and fully refunded.
    • Chainsaw: Chainsaw's hold melee Construct Combo is now named Threatening Chainsaw. The Fear effect should apply more reliably to enemies when using Threatening Chainsaw. Improved the crowd control effect for the 1st hit of the Construct Combo version. The melee damage from this attack now hits in a 180 degree cone. All Chainsaw attacks now split damage like a super power, rather than like a basic melee attack. Chainsaw can now combo into Light Claws.
    • Light Claws: The melee damage from this attack now hits in a 180 degree cone. All Light Claw attacks now split damage like a super power, rather than like a basic melee attack. Improved the crowd control effect for the 1st hit of the Construct Combo version. The final hold melee construct combo is now known as Final Claw, while all attacks which begin the combo are now properly named Light Claws. Final Claw can now combo into the Swing attack from the Entrap ability
    • Fan: Increased the angle of the damage cone from 10 to 60 degrees. Fan can now combo into Impact. Adjusted input timings slightly so combos can be performed more reliably out of Fan.
    • Minigun: Minigun can now combo into Ram. The Construct Combo version of Minigun may now be performed while moving.
    • Ram: Ram can now combo into Fan.
    • Boxing: The melee damage from this attack now hits in a 180 degree cone. All Boxing attacks now split damage like a super power, rather than like a basic melee attack. Improved the crowd control effect for the 1st hit of the Construct Combo version. Boxing can now combo into Chainsaw.
    • Entrap: Entrap has switched places with Hand Clap in the support tree and provides a 35% damage bonus in Damage role. All Swing attacks now split damage like a super power, rather than like a basic melee attack. Swing now combos into Chainsaw.
    • Hand Clap: Hand Clap has switched places with Entrap in the support tree and provides a 40% damage bonus in Damage role.
    • Impact: Impact can now combo into Light Blast.
    • Light Blast: Light Blast can now combo into Minigun. The Construct Combo version of Light Blast may now be performed while moving.
    • Like x 3
  14. dr strangeonline Loyal Player

    Consumables
    Below is a list of consumable's. What you choose to carry will depend on your teammates or goals.
    • GU 36 will increase damage to dazed opponents for certain powers. Light has access to 5 ways to apply the Dazed PI itself. The Assault tree has three powers that can apply the PI(Ballistic Assault, Chompers and Spike Quake), The Iconic Tree has Gag Glove which will Daze opponents. We can also carry Dazing Device's. For more information on Dazing Device's read below...
    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.
    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.
    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.
    There are others and I'll be including more when time allows.

    • Like x 2
  15. dr strangeonline Loyal Player



    Controller Section


    Various Types of Controller Builds

    Their are multiple ways too build a controller. Listed below will be varying types of controller builds. Please keep in mind the objective's these builds complete are bound to overlap. Controllers are the utility infielders of the team. They 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(No Weapon Controlling)

    This is a fun unique way to play the controller role. To do this you will still need to equip a weapon. Preferably a controller weapon for the vit and dom statistics. The best weapon for this is brawlers(others can be used but this is the most efficient for regening power). It will use the brawlers hit counter which is lower due to that weapons speed. But your combo's will be much faster and will provide CC 100% of the time. This is the advantage to no weapon Controlling. By doing this your controlling without breaks(tap, tap type attacks from weapons).

    It also requires getting your hit counter to tier 3 from time to time which helps build your super charge faster. This is a challenging playstyle but very rewarding. I suggest trying to flex between full - melee range for this. It can be done in any content. . If your in content where things die to fast for you to get your combo's up you may want to start using your weapon or an alternative approach.

    This approach falls under the CC/damage build and requires the controller to be a little more aggressive.

    For additional info on No Weapon Controlling click here

    The Tweener(Conventional controlling with some combo's)

    This type of build is more common. Players can use whatever weapon they choose to. The typical methods would apply. This playstyle fits players who want to use the combo mechanic but want to also use their weapon and have greater control over their positioning in game.

    This build can be vary effective. Its good for fast paced groups where your not able to extend into your hit counter.

    A Tweener would carry all of the usual controller tricks(PoT, Power Dump, Def Debuff etc). This is a slightly more laid back approach. It can be played at any range and can be versatile in doling out damage or Crowd Control.

    For Various Conventional Loadouts and additional info on common controller loadout needs click here

    The Sqaure(Battery controller)
    This type of playstyle/build is very simple. Its similar to how a player would use the other controller type powers. It'd use all the same staple type powers but wouldn't really use combo's. The player could still use all the regular tools available to a controller(trinkets, supply drops consumable's etc). They would rely more heavily on damage and CC to come from weapon attacks and consumable's. This is the basic controlling method 101.

    Their main focus is on filling blue bars and very little else. Preferring to debuff bosses only or high level NPC's.

    As you can see controllers jobs remain the same no matter the build. It doesn't change that much from power to power. Mainly the way that we attack those objectives and what our goals are.
    • Like x 2
  16. dr strangeonline Loyal Player

    Controller Basics

    A controllers main function is to disable enemies and restore teammates power pools. Their are a multitude of ways for us to do that. Controllers should be looking out for their healers. If the healer comes under attack, they cannot heal. So our job then would be to disable that enemy(s) so that they can do their job. We also have some of the best control powers/moves in the game. Tanks and controllers should be working together to control the adds. This will enable DPS to burn faster. A controlled mob doesn't hurt or counter anybody.

    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.

    When first entering a room. Let the tank grab aggro first. Follow the tank and let them get the adds attention. A tank will utilize their pulls or powers to do this. If you do accidentally pull attention from the tank let them know. They can either pull the add or you can move towards the tank and he can cast a power to gain hate. HL is a melee to mid range power. We do our best in those area's so try to let the tank group the adds and put yourself into position where they have their back to you. This will increase your survivability and help your healers while you use HL to its full advantage.


    Power Over Time
    taken from the gadgets guide
    One single cast of PoT last 25 seconds for a total of 6 PoT ticks every 5 seconds including the initial tick (0). The green lightning bolt must always be up. A good way to determine if all your teammates have PoT is to either ask, check the combat log, or watch as the blue PoT numbers appear. Once they appear everyone's power bar should have increased a tick. If a player's bar is static, or if they were just revived, cast PoT the next time you see the blue numbers to keep the tick's synced. Otherwise you will delay the ticks and postpone power to the entire group.

    Hard Lights PoT powers are Light Claws, Impact and Boxing Gloves.

    Power Over Time Optimization

    taken from the gadgets guide
    POT OPTIMIZATION
    By ShadyMilkman
    Common Myth: You cannot cast your POT without ruining the POT cycle.....FALSE.
    Before I really started to delve into it, I like most people thought that POT was based off of time with the equation looking something like this
    Seconds: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 (Blue numbers represent POT ticks)
    We all did our hardest to avoid casting our POT again as we all know that with each cast the POT was reset and you had to wait 5 seconds before another POT tick came up. So after some testing I discovered achieving efficient POT (not losing any time between ticks and achieving a Bonus/Zero/Double Tick) really doesn't have anything to do with the 25 second timer. The Double/Bonus Tick is based off the appearance of the blue numbers.
    To achieve a Zero tick you DO NOT have to wait 20 seconds in between casting your POT moves. You simply have to see 4 POT blue numbers come off you head (not including the initial tick). If you include your initial cast you will have to wait 5 PoT ticks. Once you see the 4th POT blue number tick above your head you are ready for a double tick. Cast your PoT power (Light Claws/Boxing Gloves) again.
    My POT Rotation looks something like this when casting Sticky Bomb:
    SB (initial tick) 0 1 2 3 4 5 SB 1 2 3 4 5 SB 1 2 3 4 5 SB 1 2 3 4 5 SB (Bonus/Double Tick)
    0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21=Bonus/Double Tick
    POWERING THE TEAM
    Your vitalization does NOT directly feed the team power. Your PoT tick is what directly feeds the group.
    The blue numbers that pop above your head indicate your Power Over Time tick (PoT). If you want to know a Controller's vitalization you do not have to ask. Keep an eye out for their PoT tick in the raid. If their PoT tick is higher than yours, their vitalization is higher than yours. Unless there is a difference of 20 PoT ticks, it does not matter who casts PoT. The difference between 1300 Vit and 1200 Vit is 7 PoT ticks. This is not significant. Do not fall victim to what you hear in PUGs about 1300 Vit making you a "Controller Beast." Your skill and understanding of the Controller mechanics is what will make you good.
    The following is from Battery's Controlling guide. He's done the math to back up this information.
    "A 290 point difference is required to see any significant increase in potential (this equates to a 20 point difference in POT ticks). Even a 290 point difference means the DPS gain for example 129 DOT ticks in total, or 2 extra DOTs a minute over the lower POT."
    If both you and the other Controller are within the 20th tick range, ask the better question. Do you know how to cast the Double Tick? The player who does should cast PoT.
    • This is where no weapon controlling can be very beneficial. The combos are based on cycles and give you a good feel of how long its been since PoT was initially cast. You can achieve a double tick on the fourth(fifth appearance) tick. You can cast PoT at any time. You simply have to cast when you see blue numbers. Casting every other time you see blue numbers will use more power but will ensure that it never drops and you always achieve the double tick and have the Green bolt up.


    • Like x 1
  17. dr strangeonline Loyal Player



    Power Regeneration
    Power regeneration directly affects controllers because at least a third of the power we consume is being directly given to the team. If not more. A smart controller will clip animations with their power dump(recharge). This will aid in the power given to the team. They will also be utilizing either combo's or weapon attacks to regen their own power and SC.

    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.

    Players regen power and Super Charge by getting to different hit counter tiers.
    • Tier 1(white numbers) will regen 10 power and 2 super charge.
    • Tier 2(blue numbers) will regen 12-13 power and 3 super charge.
    • Tier 3(Orange numbers) will regen 15 power and 3-4 super charge.
    • Tier 4(Yellow numbers) will regen 20 power and 4 Super Charge.
    • Regen increase formula is 10 Vitalization=1% power generation increase.
    • There are 9 ticks of power return that reset every time you reach the next tier.

    This will aid you in recouping your power and SC as you give/use power for your team. It is another way that HL stands out from other controller power sets since we are able to use our power(combo's) as a part of the hit counter. Helping us in our control objective's while we regen power to give to the team.

    HL uses the players currently carried weapon for hit counter tiers. This means that if you use a melee weapon like brawlers your number of hits needed to reach the next tier will be reduced. Allowing for quick power regen. Another positive to this is that your combo constructs will hit much faster than the brawling attacks would. And you would be continually fulfilling control objectives.

    Using any weapon in the right hands will work. Some players like to use only constructs. Some like to mix in weapon attacks and combos. Others like to use weapon attacks and simply cast powers for support. The choice is yours and experimentation will help you to decide how you want to play.

    • Brawlers
    • Tier 1 range: 1-4
    • Tier 2 range: 5-10
    • Tier 3 range: 11-20
    • Tier 4 range: 21+
    • Two Handed
    • Tier 1 range: 1-5
    • Tier 2 range: 6-12
    • Tier 3 range: 13-25
    • Tier 4 range: 26+
    • Hand Blasters
    • Tier 1 range: 1-8
    • Tier 2 range: 9-19
    • Tier 3 range:20-39
    • Tier 4 range:40 +
    • All other weapons
    • Tier 1 range: 1-9
    • Tier 2 range:10-24
    • Tier 3 range:25-49
    • Tier 4 range:50+

    As you can see that is a big difference in hits needed for weapon regen. But it is due to speed and chance of interruption. For no weapon controlling I strongly suggest using brawling. For some what of a blend I've found rifle, handblasters, martial arts and pistols to be helpful with combo's. Due to either flipping away, hit speed, control resistance, or control attacks from weapons. Other useful controller weapons are Bow,two handed, and one handed.

    In the end it comes down to what weapon you like the best and how you plan to use it. If you like using something other than what I've mentioned and have a unique plan on how your going to do that. Then do it. Any weapon can work these are just examples of some that have worked well for myself and others.

    Ways To Give Power

    • Power Over Time- Impact, Light Claws and Boxing Gloves return power to yourself and the team over time.
    • Power Dump- Recharge for HL users. It will dump power from yourself to the three lowest powered group members. It will also increase your might 77 and precision 62.
    • Super Charge-Group Shielding is found in the support tree. Its a 50% cost and provides extra survivability as a group shield that provides burst power heals. Players can use Word of Power in the Iconics tree (it operates the same as GS without the shield) while electrifying opponents and a small self heal. Speed Drain(also electrifies) is in the Super Speed movement tree and can be used by players that want to save a power point. The shield for group shielding is useful but not mandatory. It merely aids in safety for teammates. You'll find that most often your casting it for its power return purposes. All of the mentioned SC will return power to the group/raid. All above SC are 50%.

    GU 43 added power return function to Back flip, and Vacuum Bubble. They're each comparable to Speed Drain and cost 50% SC.
    • Home Turf Trinkets-Supply Drop boost II will grant a burst tick followed by 3 or 4 smaller power over time ticks. As well as increase damage by 50% and heal over time. The Sidekick will return power to the user as well as taunt(which can get in the way) and heal over time.

    When using a supply drop if your on the mic call it out and let the team know so they can move to it. Try to drop in a spot where the people that need it most will get it. So look for the players who need the power most and try to drop it near them.

    Our power return is based on vit but returned directly fed thru PoT ticks, Power Dumps, SC etc. Having high vit is one of our goals but your build and how high you get that vit will be determined by your gear, skill points, power innates, and mods.


    Taken from the Gadgets guide

    Liam Solo's Expanded Vitalization & PoT Tick Table
    Your PoT tick increases every 14 to 15 points in Vitalization.
    [IMG]



    • Like x 2
  18. dr strangeonline Loyal Player

    Crowd Control

    crowd control would be the other half of what a controllers main function is. Their 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 more power 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 since you'll have excess power to use. The nice thing about HL is that we are able to combo which lets us use our powers to control and build our hit counter.

    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. An example of this is to enter a room. Let the tank grab aggro then cast claws, follow that with ram your target will now be juggled and in the air, tap melee and go into whip thrash. If using brawling your at blue numbers now so decide if the team needs a power dump if not you can go into either impact or whip again. If you go into whip hold triangle and cast impact. This will bring you to tier 3 regen and you can dump power or continue. Doing this combo you've used 250 power at T4 caused a knock down, AoE juggle and stun, followed by 2 successive stuns and another AoE knockdown and Stun. This will mix up your CC effects helping to limit immunity. All in a small amount of time.

    • All Power Description Control times(in the power section) are based on max duration before the extra dominance value control time increase is applied. Simply put they are the Max Base Control duration's. An enemy can end this effect early by breaking out. For more information on that please read through the dominance section below.
    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
    Light is a mix bag mostly consisting of stuns, panics and knock ups/down. We lack a traditional rooting power but have many powers that can move us toward the enemy. We also have access to powers in the Iconic's tree to find a power that can Root. Many of our powers will stack multiple types of control effects(providing both a knock up and a stun for example: Ram).
    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
    Dominance

    Dominance does 5 things for a controller. Below I will go into these. These are all they do. It will not affect aggro or debuff length. These myths are continually perpetuated but are not accurate. TheDarks Gadget Guide has direct quote's from developers if you'd like to get answers straight from the Developers yourself. Or you can go in game and look at your inventory/stats and click on them. They will give you the answers to what those stats do.

    • It determines whether an add is controllable or not. You will need the base minimum requirement to land your CC. After that all CC have a base duration of 15 seconds. This can however be negated by stronger adds that are programmed to breakout after 3-4 seconds. Some adds have no breakout and can be controlled for the full length. Stronger Lt. type adds are immune to control effects.

    I repeat you will need at least the base dom to control adds for whatever content your running(550 for T4 800 for T5). Dom was recently changed so that every 500 dom adds 1 sec to your CC. Even if you spec into Int Gaze and all your Dom Innates you'll only see a minimal gain if your going for CC. It will however improve other things. A players Dominance still needs to be stronger than the enemies willpower.

    • 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.
    • Dominance at tier 1 SP when filled(3/3) will increase Critical Power Chance by 1%.

    Again dom does not increase debuff length. It has no affect on aggro. Aggro is gained by tanks from use of powers. Or by other players from attacking. 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 2
  19. dr strangeonline Loyal Player

    Various Loadouts
    • The average controller loadout is going to consist of a PoT, Def Debuff, Power Dump, CC power, Shield and Power Return SC. This is not mandatory.
    • Your loadout will be determined by playstyle, objective's, team power use and mission type. It can vary during missions. 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. These are suggestions.....
    Melee oriented
    • Claws, WT, Recharge, Ram, Light Barrier, Group Shielding
    • Impact, Recharge, Inspiration, SpikeQuake, Whip Thrash, Group Shielding
    • Claws, Whip, Recharge, Ram, SQ, Group Shielding
    • Claws, Recharge, Whip, Spike, Light Barrier, Group Shielding
    • Boxing, Recharge, Light Blast, Chompers, Hard Light Shield, Group Shielding
    • Boxing, Whip Thrash, Recharge, Snap Trap, Grasping hand, Group Shielding
    • Boxing, Light Blast, Recharge, Light Barrier, SQ, Group Shielding
    Range oriented
    • Impact, Recharge, Grasping Hand, Light Blast, Light Barrier, Group Shielding
    • Impact, Recharge, Inspiration, Spike Quake, Light Blast, Group Shielding
    • Impact, Recharge, Light Blast, Spike Quake, Light Barrier, Group Shielding
    • Impact, Recharge, Mini Gun, Light Blast, Fan, Group Shielding
    • Impact, Recharge, Snap Trap, Light Blast, Spike Quake, Group Shielding
    • Impact, Recharge, Light Blast, Spike Quake, Light Barrier, Group Shielding
    • Impact, Recharge, Light Blast, Chompers, Light Barrier, Group Shielding
    Jolts Range Loadout
    • Impact, Recharge, Mini Gun, Gag Glove, Light Blast, Group Shielding
    As you can see the main tools are a PoT, Def Debuff, and Power Dump. Depending on the group you may not need a SC and could get by on just PoT, dumps and possibly supply drops.

    It's going to vary so know your team and the content your going into. Then plan your loadout accordingly to fit your playstyle and plan of attack. The above are just examples. You can overlap some of the powers in the variations and will all depend on the content and players your running with(as well as your own playstyle.
    1. PoT Choice- Boxing Gloves, Light Claws, and Impact are Light's Power over Time Choices.
    2. Def Debuff- Light Blast and Whip Thrash.
    3. Recharge-This is our power dump. Grants user +77 Might and + 62 Precision for 6 seconds.
    4. Wild Card CC- This can be a move to start combo's, be used for objectives, apply a PI( I'd suggest Spike Quake over Chompers. SQ is a AoE knock up that will stun 2. Chompers will panic. SQ has a cheaper power cost and more effective form of CC), Weapon Buff(group), or to just a fun power. All attack type powers will do some kind of CC. Weapon attacks can also provide some CC at a weaker extent.
    5. Shield or extra CC power- Shields in HL are Light Barrier, Shielding, Group Shielding(50% SC). HL Shield in the Iconics Tree can also be used. The Iconic Robot can be used with Mass Shadow Concoctions this won't be a shield but will put your pet higher on the hate table allowing you to attack without fear. A player may not need to carry a shield but will instead rely on positioning and Personal Dampening Fields. This is not recommended in spots where pickups will be frequent.
    6. SC, Shield, extra CC- SC powers are Group Shielding, Word of Power, Vacuum Bubble, Back Flip and Speed Drain. They are all burst type power heals. All are 50% SC.
    Below is a video on HL controlling basics by Delta795

    Skill Point Allocation for Controllers
    Skill point allocation will depend on your build. What your goal is with your character and how you'll want to play should be factors when deciding how to spend your SP. A controllers two main jobs are power and control. The dom needed for content to crowd control will likely be met from gear alone when geared for that content.

    The choice will be up to the player. Critical Power chance will help controllers with powering teams. It up to them on how they want to build their character. I still feel that Vit is the first stop for a controller to place SP. After that it is up to the player whether they'd like to go for Dom or Power. They may skip them and go for DPS type innates(crit chance/mag, prec, might). If looking to power teams it's best to go for the first tier vit, power, dom. Then going for anything else you may want.
    • Vitalization. Vitalization will directly affect your power out(PoT, Power Dumps and Power Return SC), as well as increase your crit power chance by 1 % for every full tier 1 skill point slot(3/3).
    • Dom will affect shield strength, self heals, and determine if an add is CC - able. As well as slightly increase certain CC types length and Crit Power Chance by 1% for full tier 1(3/3) slots.
    • Power will increase your Power pool and increase your Crit Power Chance by 1% for full tier 1(3/3) slots.
    • Crit chance and mag will increase your overall damage
    • Precision will increase weapon and combo damage
    • Might increases power damage
    • Resto will increase self heals and shield strength.
    You can spec in whatever fashion you choose as long as your able to execute your responsibilities.
    Skill point allocation will be determined by the number of how many SP the user has. The other aspect would be how they want to build their toon.
    • Like x 3
  20. 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 apply a 7% armor reduction in PvE and a 10% reduction in PvP.

    Damage debuff
    • Grasping Hand- will apply a burst tick and dot. (also inflicts Crushing)
    • Light Weight-deals 9 tick of damge, if thrown will become a cone attack.
    • both apply a 7% damage reduction. This is less helpful as a one shot will still be a one shot. Or in PvP it will remove a damage players modifier. They can regain by casting another power but this is a good way to get them to manage their power a little less efficiently.

    Heal debuff
    • Snap Trap-will apply a burst tick then dot. (also inflicts Crushing)
    • Entrap - AoE Encasement. Burst tick of damage.
    • 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.
    Modding

    Mods are sockets that you can fill with equipment mods. You will need the corresponding plan for the mod you'll want to build/create and materials to make them. Mods use exobits/exobytes, simple and complex materials, interfaces, focusing elements. The number of materials will vary based on the level of the mod. You can also purchase mods from the broker or other players. Friendly players may be willing to either give them away or make them for free.

    Putting mods into your gear will increase stats based on what type of mod you put in your gear. Gear also has affinity bonuses for using the correct color type in mods. Mods will also raise your combat rating.

    Putting mods into gear while leveling is only worth it if your taking your time to move from level to level. You'll acquire gear at a fast pace from 1-30. After this it will be your decision on how you want to approach getting your CR up to get into newer content.

    Mods that are helpful for controllers

    Gear comes with different numbers of colored slots depending on the role of the gear. For example controller gear will have six yellow(support) slots for modding in gear. DPS gear will have six red(attack) slots for modding in gear. Its like this for all roles. Their are different types of colors for mods. I will list them for controllers.

    Defensive-blue slots in the head and shoulders of controller gear. compatible with blue, purple and green mods.

    Support- yellow slots in the back, rings, waist, feet and hands of controller gear. Compatible with yellow, orange and green mods

    Attack- red slots in the chest and legs of controller gear. Compatible with red orange and purple mods.

    Example's of Mod's that can be used
    • Vitalization-will increase your vitalization directly affecting your PoT, Power Dumps and Power return SC.
    • Vitalization/Dom-Increases Vitalization affecting PoT, Power Dumps and Power return SC, also increases Dom slightly affecting CC length(for certain CC types), shield strength, and self heals.
    • Vitalization/Health- Increases Vit affecting PoT, Power Dumps, and power return SC, as well as increasing overall health pool.
    • Vitalization/Prec-Increases Vit affecting PoT, Power Dumps, and Power return SC, as well as increasing Prec affecting weapon damage.
    • Vitalization/Might-Increases Vit affecting PoT, Power Dumps, and Power return SC, as well as might increasing power damage.
    • Vitalization/Power-Increases Vit affecting PoT, Power Dumps, and Power return SC, as well as increasing your overall power pool.
    • Dominance/Precision-Increases Dom affecting certain types of CC slightly, shield strength and self heals. Increases Prec affecting weapon damage.
    • Health/Precision-Increases overall Health pool. Increases Prec affecting weapon damage.
    • Might/Health- Increases might affecting power damage. Increases overall health pool.
    The choice is always up to the player and they can use whatever they'd like. Mod's are small increases that we're meant to be additional not mandatory and almost all content will be completable(the exception would be some origin crisis content). That said I've used mods on my main for everything T3 and further.

    For Blue slots- either vit/health or vit/dom are good choices for controlling.

    For Yellows- vitalization, vit/precision, vit/might. Any of these are a good choice. I would like to point out that combo's use precision for damage and dual modding will only bring your PoT tick down 2-4 ticks. That shouldn't make or break any raid.

    For Red's- Vit/Prec or Vit/Might. Both are good choices and either could work for the player. It's going to depend on how often you use power cast vs weapon/combos.

    Less Conventional Modding
    Might, Precision or Might/Precision in Reds: This will increase your damage at the expense of decreasing your vit. This is not recommended if you have trouble powering groups. If you are planning on being the back up controller or play with others who are very good at power management this could fit a damage build.

    Dom/Precision or Resto/Precision in Blue's: This will increase dominance affecting CC, Self heals and shield strength while increasing precision for damage. Or self heals, shield strength and increasing weapon damage. This again is recommended for the troller who already powers teams well but is looking to increase other area's of effectiveness.
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