My Ideal Controller Power

Discussion in 'War Room (Powers, Artifacts, & Builds)' started by The Lone Stranger, Sep 7, 2013.

  1. The Lone Stranger Devoted Player

    I've grown fed up with the players' BS in this game, and have quit Controlling. Several friends don't like this decision... They liked running with me as a Controller. So... I designed a powerset that would lure me back to controlling - it fits the character concept I would ilke, AND would change the way some of the Controller functions are handled - making it more fun to play while silencing most of the people I've wanted to strangle through the internet...

    Here it is... Please critique and comment freely...
    • Like x 3
  2. The Lone Stranger Devoted Player

    Haunting is a powerset designed to create an undead or ghostly character. This unliving being may be a champion for vengeance or an instrument of destruction. Manifestation and Manipulation are the two power trees in Haunting.

    · In the Control Role: Vitalization is increased by 375, Dominance is increased by 100%, and the strength of all Controller effects is greatly increased.

    · Player v Player: While in the Controller mode you have a special advantage against Nature, Sorcery, Electricity, and Celestial users (healers). Your harmful super powers remove their shielding effects and severely reduce their ability to heal in the healing role. Using harmful super powers against them inspires Confidence within you, briefly increasing your damage output to 135%.

    · The Haunting powerset is designed to do four things:

    1. To fit the character concept of a ghostly character

    2. To increase the number of ways a Controller can grant power, since most other roles see the Controller as a battery.

    3. To simplify the Controller’s Crowd Control and Debuff abilities in an attempt to revitalize these functions.

    4. To maximize the damage potential of a Controller in both Controller and Damage modes without requiring excessive Clipping or relying upon the Combo-based mechanics of other powersets.
    • Like x 3
  3. The Lone Stranger Devoted Player

    The Manifestation power tree focuses on the physical and non-physical reality of the ghost character. These are powers that affect the ghost or originate directly from the ghost. Specializing in the Manifestation power tree will grant a bonus of +10 Vitalization and +20 Precision.

    [IMG]
    • Like x 3
  4. The Lone Stranger Devoted Player

    TIER 1:

    Vanishing Winds: The ghostly character becomes invisible. Any enemy seeing the ghost vanish will suffer PANIC. Becoming invisible will cause an aggro drop and force enemies to seek a new target. While invisible, the ghost’s loadout will include 5 selectable powers and Reappear (see below). The use of weapons attacks or of most powers will cause the ghost to become visible again. However, Veiled Mist, Shadow Guard, and Shadow Storm may be used without reappearing.

    § In the Control Role: Vanishing Winds starts Power over Time. Attacks begun while invisible will cause +50% damage until the hit counter resets, but cause the ghost to reappear.

    § In the Damage Role: Vanishing Winds includes an additional power option: Deadly Strike (see below). Attacks begun while invisible will cause +100% damage until the hit counter resets, but cause the ghost to reappear.

    § Deadly Strike (special power while invisible): 25% Supercharge: The ghostly character will use a lunge attack by weapon type, inflicting the full, modified (+100% damage) of the Lunge plus Power damage by might, starting the Hit Counter, and inflicting PANIC on any enemies who see the attack.

    § Reappear (special power while invisible): The ghostly character becomes visible once again. Any enemy seeing the ghost appear will be inflicted with PANIC. Adds a bonus of +25% to damage for 5 seconds or until Hit Counter resets.

    § PANIC is a stun effect that causes the enemy to attempt to flee until breakout. Fleeing enemies cannot attack.
    • Like x 2
  5. The Lone Stranger Devoted Player

    TIER 2:

    Creeping Doom: The ghostly character becomes a nightmare figure of awesome power. Treat this as the Nature power Primal Wolf, but use Acrobatics as the movement type. However, unlike Primal Wolf, the ghost’s appearance doesn’t change, just fighting style and possibly movement. As the Creeping Doom, the ghost’s loadout will include 5 selectable powers and Transform (see below). Additionally, the Doom loadout can include the power option Necroplasm (see below).

    § In the Control Role: Transforming into the Creeping Doom acts as an instant power dump, increasing the power of the three lowest group members.

    § In the Damage Role: Add +35% damage for 5 seconds or until hit counter resets.

    § Necroplasm (special power available while in Doom mode): The Doom heals himself from heavy damage according to Restoration.

    § Transform (special power while in Doom mode): The ghostly character returns to normal. This causes an instant power dump to the lowest character in the group.

    § Must have Vanishing Winds before selecting Creeping Doom as a power.

    Spectral Visitor: The ghostly character becomes an immaterial vision, and all enemy attacks pass harmlessly through him/her for 10 seconds or until he/she launches an attack or activates another power.

    § The Spectral Visitor’s Health and Power are partially restored according to his/her Restoration and Vitalization when this power is activated.

    § Must have Vanishing Winds before selecting Spectral Visitor as a power.

    Monstrous Roar: The ghostly character roars at a target, inflicting damage. The Monstrous Roar inflicts greater damage to Panicked or Haunted targets. This also acts as an instant power dump to the three closest group members. This is the same audio and animation as the Nature power Roar.

    § In the Control Role: The Monstrous Roar also inflicts PANIC.

    § In the Damage Role: Attacks inflict an additional +35% damage for 5 seconds or until the hit counter resets.

    § PANIC is a stun effect that causes the enemy to attempt to flee until breakout. Fleeing enemies cannot attack.

    § Must have Vanishing Winds before selecting Monstrous Roar as a power.
    • Like x 2
  6. The Lone Stranger Devoted Player

    TIER 3:

    Racing Doom: The ghostly character becomes a nightmare figure of awesome power. Treat this as the Nature power Primal Wolf, using Super Speed as the movement type. However, unlike Primal Wolf, the ghost’s appearance doesn’t change, just fighting style and possibly movement. As the Racing Doom, the ghost’s loadout will include 5 selectable powers and Transform (see below). Additionally, the Doom loadout can include the power option Necroplasm (see below).

    § In the Control Role: Transforming into the Racing Doom acts as an instant power dump, increasing the power of the three lowest group members.

    § In the Damage Role: Add +45% damage for 5 seconds or until hit counter resets.

    § Necroplasm (special power available while in Doom mode): The Doom heals himself from heavy damage according to Restoration.

    § Transform (special power while in Doom mode): The ghostly character returns to normal. This causes an instant power dump to the lowest character in the group.

    § Must have Creeping Doom before selecting Racing Doom as a power.

    Vengeful Spirit: The ghostly character becomes a horrifying figure, immune to attacks, but able to attack. For 5 seconds or until the Hit Counter resets, the ghost can attack while all enemy attacks pass harmlessly through him/her.

    § Usable while Controlled.

    § Breaks all stun and control effects as well as debuffs.

    § Only usable in Controller Mode.

    § Must have Spectral Visitor before selecting Vengeful Spirit as a power.

    Mysterious Howl: The ghostly character unleashes a monstrous howl that damages and stuns enemies in a cone of effect as the Iconic Power Sonic Cry with different audio and increased damage. Mysterious Howl inflicts greater damage to Panicked or Haunted targets.

    § In the Control Role: The Mysterious Howl inflicts damage while also draining the enemies Power or resetting the counter for Boss attacks. It also grants a +25% damage modifier for 5 seconds or until the Hit Counter resets.

    § In the Damage Role: Mysterious Howl grants a +40% damage modifier for 5 seconds or until the Hit Counter resets.

    § Must have Monstrous Roar before selecting Mysterious Howl as a power.
    • Like x 2
  7. The Lone Stranger Devoted Player

    TIER 4: Supercharge powers for Haunting are Tier 4 powers do reflect the intensive nature of these powers.

    Beyond Fate: 50% Supercharge: The undead character seemingly shrugs off all attacks. Beyond Fate heals the character according to his Dominance and Restoration, plus adds bonus Health in addition to the healing that may give him/her more Health than he/she normally possesses. Add the ghostly character’s total Might and Dominance to his/her Health. IF this added health exceeds the ghostly character’s normal Health, it will not heal, but provides a buffer against damage. Additionally, Beyond Fate breaks any stun or control effects and cancels debuffs.

    § In the Control Role: Beyond Fate provides an instant power dump to the ghostly character, and grants a +40% damage modifier for 5 seconds or until the Hit Counter resets.

    § In the Damage Role: Beyond Fate provides a +50% damage modifier and resists all control effects, stuns, and debuffs for 5 seconds or until the Hit Counter resets.

    § Must have Racing Doom OR Vengeful Spirit OR Mysterious Howl before selecting Beyond Fate as a power.

    Guiding Light: 50% Supercharge: The undead character becomes the center of attention, and empowers his/her teammates. When Guiding Light is activated, the ghostly character pulls aggro for 2 seconds and activates a smoky shield that restores power to the entire team every time the ghostly character takes damage in the form of multiple instant power dumps for 5 seconds.

    § In the Control Role: Guiding Light provides protection for the ghostly character, reducing all damage taken by 25%.

    § In the Damage Role: Guiding Light provides a bonus of +50% damage for 5 seconds or until the Hit Counter resets.

    § Must have Racing Doom OR Vengeful Spirit OR Mysterious Howl before selecting Guiding Light as a power.
    • Like x 2
  8. The Lone Stranger Devoted Player

    Tier 5:

    Ghostly Doom: The ghostly character becomes a nightmare figure of awesome power. Treat this as the Nature power Primal Wolf, but use Flight as the movement type. However, unlike Primal Wolf, the ghost’s appearance doesn’t change, just fighting style and possibly movement. As the Ghostly Doom, the ghost’s loadout will include 5 selectable powers and Transform (see below). Additionally, the Doom loadout can include the power option Necroplasm (see below).

    § In the Control Role: Transforming into the Ghostly Doom acts as an instant power dump, increasing the power of the three lowest group members.

    § In the Damage Role: Add +50% damage for 5 seconds or until hit counter resets.

    § Necroplasm (special power while in Doom mode): The Doom heals himself from heavy damage.

    § Transform (special power while in Doom mode): The ghostly character returns to normal. This causes an instant power dump to the lowest character in the group.

    § Must have Racing Doom and either Beyond Fate or Guiding Light before selecting Ghostly Doom as a power.

    Desperate Soul: The ghostly character sacrifices himself for the good of the team. With a horrifying shriek, the ghostly character falls to one knee. The power and health of all teammates is fully restored – even a downed teammate will be restored to full health and power if a pick-up is possible, but the ghostly character is down unless a teammate picks him up.

    § In the Control Role: The ghostly character’s power bar will be full if he is picked up.

    § In the Damage Role: All enemies take damage by the ghostly character’s might and are knocked down.

    § Must have Vengeful Spirit and either Beyond Fate or Guiding Light before selecting Desperate Soul as a power.

    Ghostly Shriek: The ghostly character unleashes an inhuman shriek that damages and stuns enemies in a radius effect as the Iconic Power Sonic Shout with different audio and very high damage. Ghostly Shriek inflicts greater damage to Panicked or Haunted targets.

    § In the Control Role: The Ghostly Shriek inflicts damage while also draining the enemies Power or resetting the counter for Boss attacks. It also grants a +35% damage modifier for 5 seconds or until the Hit Counter resets.

    § In the Damage Role: Ghostly Shriek grants a +60% damage modifier for 5 seconds or until the Hit Counter resets.

    § Must have Mysterious Howl and either Beyond Fate or Guiding Light before selecting Ghostly Shriek as a power.
    • Like x 2
  9. The Lone Stranger Devoted Player

    The Manipulation power tree focuses on ghostly manifestations beyond the ghost character, such as the generation of smoke, shadows, and ectoplasm to manipulate reality. Specializing in the Manipulation power tree will grant a bonus of +10 Dominance and +15 Might.
    [IMG]
    • Like x 1
  10. The Lone Stranger Devoted Player

    TIER 1:

    Ectoplasmic Ball: The ghostly character generates and hurls a ball of ectoplasmic energy at a target, inflicting damage and knocking the target down. The graphics for this are already used by the vengeful spirits in the Specter storyline.

    § In the Control mode: Ectoplasmic Ball starts Power over Time effects. Also, all damage is increased +25% for 5 seconds or until the Hit Counter resets.

    § In the Damage mode: Ectoplasmic Ball inflicts the Haunted status, allowing for Power Interactions. Also, all damage is increased +35% for 5 seconds or until the Hit Counter resets.

    § Haunted is a status that has no effect other than allowing Power Interactions. It will fade after the encounter.
    • Like x 2
  11. The Lone Stranger Devoted Player

    TIER 2:

    Binding Smoke: The ghostly character generates a cloud of black smoke and shadows that ensnares opponent mobs while inflicting damage and decreasing Defense and/or Toughness by 7%. This is like the Quantum power Anomaly with different graphics. Ensnared opponents are unable to move or act.

    § In the Controller mode: Binding Smoke also acts as a Defense Debuff against all targets.

    § In the Damage mode: Add +35% to damage for 5 seconds or until Hit Counter resets.

    § Must have Ectoplasmic Ball before selecting Binding Smoke as a power.

    Ectoplasmic Burst: The ghostly character fires a burst of ectoplasmic energy at a target, inflicting Haunted, and inflicting greater damage to Haunted targets. Damage should be at least twice that of Ectoplasmic Ball due to the lack of knockdown.

    § In the Controller mode: Ectoplasmic Burst will debuff the target’s self-heals.

    § In the Damage mode: Add +45% to damage for 5 seconds or until Hit Counter resets.

    § Haunted is a status that has no effect other than allowing Power Interactions. It will fade after the encounter.

    § Must have Ectoplasmic Ball before selecting Ectoplasmic Burst as a power.

    Veiled Mist: The ghostly character can seemingly teleport from one location to another. Treat this as Quantum’s Quantum Tunneling power with smoke and shadow effects. This causes an Aggro drop and forces mobs to select a new target. Usable while controlled. Breaks all control effects and debuffs.

    § In the Controller mode: Veiled Mist activates an instant power dump to the three lowest team members.

    § In the Damage mode: Add +45% to damage for 5 seconds or until Hit Counter resets.

    § Must have Ectoplasmic Ball before selecting Veiled Mist as a power.
    • Like x 2
  12. The Lone Stranger Devoted Player

    TIER 3:

    Shroud of War: The ghostly character is surrounded by smoke and shadows like an aura for 5 seconds or until the Hit Counter resets. While this aura is active, the ghostly character receives an instant power dump equal to the damage inflicted in combat by the ghostly character.

    § In the Controller mode: Any target attacked under the Shroud of War suffers an Attack Debuff. Add +25% to damage for the duration.

    § In the Damage mode: Add +50% to the damage for the duration.

    § Must have Binding Smoke before selecting Shroud of War as a power.

    Ectoplasmic Shell: The ghostly character causes a target to be incased in a bubble of ectoplasm, inflicting damage. This slows the target to half his/her/its normal movement rate. Additionally, the target continues to take further damage every second for five seconds, until the bubble fades. Ectoplasmic Shell inflicts greater damage to targets already in an Ectoplasmic Shell. However, the target within the shell is protected from all weapon attacks.

    § In the Controller mode: The shelled victim suffers Attack, Defense, and Healing debuffs. When the Ectoplasmic Shell fades, the closest teammate will receive an instant power dump.

    § In the Damage mode: Add + 50% damage for 5 seconds or until the Hit Counter resets.

    § Must have Ectoplasmic Burst before selecting Ectoplasmic Shell as a power.

    Shadow Guard: The ghostly character summons two shadow spirits to protect and aid himself/herself and his/her team. These spirits should be solid black humanoids about the size of the Atlantean pets from the Summer event. Perhaps even make those pets solid black. The Shadow Guards use a spitting attack and fly. While they are active, any damage the ghostly character takes is reduced by 50%, and the closest Shadow Guard suffers that damage. Also, any attacks against a Shadow Guard gives the closest teammate an instant power dump equal to the damage inflicted.

    § In the Controller mode: There is no cool-down on Shadow Guard once both guards have been destroyed.

    § In the Damage mode: Add +40% damage for 5 seconds or until the Hit Counter resets.

    § Must have Veiled Mist before selecting Shadow Guard as a power.
    • Like x 2
  13. The Lone Stranger Devoted Player

    TIER 4: Supercharge powers for Haunting are Tier 4 powers do reflect the intensive nature of these powers.

    Hand of Doom: 100% Supercharge: The ghostly character fires a ball of smoke and shadow at a target, inflicting damage, with a knockdown. For 10 seconds, the victim of the Hand of Doom draws aggro according to the ghostly character’s Dominance plus his/her own, and most mobs and pets will target this unfortunate individual, regardless of team.

    § In the Controller mode: the victim draws aggro from a greater range.

    § In the Damage mode: the attack inflicts greater damage against Panicked or Haunted targets.

    § Must have Shroud of War before selecting Hand of Doom as a power.

    Guardian Shadows: 50% Supercharge: The ghostly character summons four shadow spirits to protect and aid himself/herself and his/her team. These spirits should be solid black humanoids about the size of the Atlantean pets from the Summer event. Perhaps even make those pets solid black. These Shadow Guardians use spitting attacks and fly. While they are active, any damage the ghostly character takes is reduced by 50%, and the closest Shadow Guardian suffers that damage. Also, any attacks against a Shadow Guardian gives the closest teammate an instant power dump equal to the damage inflicted, and heals that teammate by the amount of damage inflicted.

    § In the Controller mode: The death of each Shadow Guardian in the Storm gives the lowest teammate an instant power dump.

    § In the Damage mode: Add +50% damage for 5 seconds or until the Hit Counter resets.

    § Must have Shadow Guard before selecting Guardian Shadows as a power.
    • Like x 1
  14. The Lone Stranger Devoted Player

    TIER 5:

    Heart of Darkness: The ghostly character fires a blast of shadows and smoke at a target, inflicting impressive damage and knocking the target down. This attack inflicts Haunted and Panic, as well as inflicting greater damage against Haunted or Panicked targets.

    § In Controller mode: Heart of Darkness is an Attack Debuff, a Defense Debuff, a Self-Healing Debuff, and interferes with Power over Time and Healing over Time effects.

    § In Damage mode: Heart of Darkness inflicts Damage over Time as long as the target is Panicked.

    § Haunted is a status that has no effect other than allowing Power Interactions. It will fade after 10 minutes.

    § PANIC is a stun effect that causes the enemy to attempt to flee until breakout. Fleeing enemies cannot attack.

    § Must have Hand of Doom before selecting Heart of Darkness as a power.

    Necroplasmic Sheath: The ghostly character surrounds himself/herself in a bubble of smoke and shadows that protect him/her from damage. You know how these shields work.

    § In Controller mode: When the sheath fades, the ghostly character receives an instant power dump.

    § In Damage mode: Add +50% damage for 5 seconds or until the Hit Counter resets.

    § Must have Ectoplasmic Shell and either Hand of Doom or Guardian Shadows before selecting Necroplasmic Sheath as a power.

    Shadow Web: The ghostly character launches a wide cone of shadow that inflicts damage. For 5 seconds, all targets hit by the cone are Linked.

    § In Controller mode: Targets are also Haunted and Panicked.

    § In Damage mode: Add +50% damage for 5 seconds or until the Hit Counter resets.

    § Linked is a control effect that stuns opponents, and causes all to take any damage inflicted on any Linked target until stun is broken. Hitting one Linked target will damage all linked targets for the full amount of damage.

    § Must have Guardian Shadows before selecting Shadow Web as a power.
    • Like x 2
  15. The Lone Stranger Devoted Player

    Also:

    Several of these powers are intentionally reskinning of other powers. This keeps some of my favorite powers available and makes the programming easier!

    In the Manifestation Power Tree, I know the branch containing Creeping Doom, Racing Doom, and Ghostly Doom is weak. Please note: The concept of altering the Controller or originating with the Controller rather limits the options, imo, as I am trying to keep the two Power Trees separate. However, I thought a precision-fighting state would be useful, and rather liked the inclusion of all movement modes… BUT, I could see including the DOOM FORM, without changing the movement mode if two of these powers were replaced.

    In the Manipulation Power Tree, I also don’t like the inclusion of both Shadow Guard and Guardian Shadows. Too similar, imo.

    I would welcome suggestions on both of these points.

    And… let the critique begin!
    • Like x 1
  16. HLAssassin Well-Known Player

    Not really going to critique the powerset as a whole, but it seems Manipulation sucks compared to Manifestation in the Specialization bonuses lol
  17. SparkmanX Committed Player

    great job. I would like to buy this power. In particular they should do something about the role of controlller, especially on the subject of mind power over time.
    • Like x 1
  18. The Lone Stranger Devoted Player

    Exactly! While I kept PoT to its basics here - it's there and works the same as always.
    One of my goals was more ways to provide. That's why there's not a power that just dumps power, but there are a variety of power dumps WITH other powers. In doing this, I tried to give the power a lot of options that would allow the Controller to supply power. Basically, since so many of the powers have some form of power dump, the Controller can keep PoT, but then contribute as desired to the overall battle while still supplying additional power.

    There are five main problems facing the Controller.
    1. Many players see the Controller as nothing more than a battery.
    2. A Controller currently has only three ways to provide power: PoT, instant power dump, and a supercharge.
    3. The main tool for supplying power is obviously meant to be PoT. Yet, only one Controller can PoT because it does not stack.
    4. A Controller using powers for any purpose other than power is seen as wasteful = don't Control - be a battery.
    5. With the increased power costs of T5 players and the limited ways to produce power, lower Tier Controllers are being denied entrance to even lower tiered raids. IE... T5 dps wants T5 troller to run T3 content, so T4 troller is kicked.
    6. EVERY role was increased in T5, but the troller. Sure, he puts out more power, but the increased power costs keeps him from being effective. IF the same logic were applied to all roles: The damage taken by every T5 Tank should inflict 20% more damage. The healing done by every T5 Healer should suffer a -20% penalty. The damage inflicted by every T5 dps should be reduced by 20%. WHAT! That's crazy!!!! Yet, that is, in effect, what has been done to the Controller. The T5 Controller isn't more powerful than the T4 Controller. He just hits bigger numbers. But, realistically, EVERY CONTROLLER IN THE GAME HAS BEEN NERFED by 20% from level 10 to CR 1200000000000000000000000. By raisinig powercosts, SOE has Nerfed the entire role.
    7. There are only two possible solutions: Either get rid of the increased power costs, or give the Controller more ways to generate power. Preferably, do both.
    • Like x 1
  19. SparkmanX Committed Player

    This is a good explanation of what happens to the Troll.

    Now I'm looking at the back of the celestial power, I realized that if you take the road to being dps, you can heal your teammates while destrulles the enemy. I wonder why they did not do the same with our role, so that some can also dps regenar some power to the group? The dps, hard light can quickly regenerate its own power bar, but with cliping art, they prefer that others are batteries for them.

    I understand what your power again, is to make the troller is look a little closer to the healers, in the sense that they may have more options to empower the group. We'll see if the devs send us an answer.

    postscript: just last night I was kicked from a group because they wanted more power. The funny thing is that in combat gave them twice with my supercharge and I saw how exhausted within seconds all the power that I gave the tank and dps
    • Like x 1
  20. The Lone Stranger Devoted Player

    What would you suggest? Please, I'm open to suggestions - that's why I asked for input!