The Go Go Gadget Guide to Everything Gadgets

Discussion in 'Oracle’s Database (Guides)' started by TheDark, Feb 15, 2013.

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  1. TheDark Devoted Player

    Damage Player Approaches
    Advanced Mechanic
    Advanced Interaction Mechanic weas introduced to Gadgets on 09/02/14 in Game Update 40.



    What is Battle Awareness?
    It allows superpowers, that are labeled to benefit from it, to trigger power regen. It is activated by using Battle Display which also gives you 3 ticks of heals. Power Regen is only usable in Damage role. Power Regeneration is based off your total power pool. "Regeneration is a % of the pool per tick" (Tunso). You do not have to hit a target to activate power regen.

    Does it affect my damage?
    Battle Display/Awareness has nothing to do with activating your AM damage. It is meant to help you stay powered in content. You could run without it and still activate the AM tagging but you will consume alot of power without BD.

    Battle Display for controlling?
    Power Regeneration does not work in Controller role. It only heals you for 3 ticks over 3 seconds in both roles. Because of your higher Dom and Resto in Controller role, your heals will be stronger compared to Damage role. If you use Battle Display, Intimidation and EMP/PDart in Controller role, you'll activate the DoT from Intimidation.

    How will I know if Battle Display/Awareness is up?
    The picture below shows you what Battle Awareness' animation looks like. As long as that up, it's active.

    [IMG]

    Battle Display, located in the Tactics Tree, is the only ability that can initiate Battle Awareness.

    What powers do I use to keep Battle Awareness going?
    Powers that must be used after Battle Display to start power regen are basically abilities that set up our traditional PIs (burning, electrified, dazed, crushed, frostbitten).

    This includes Taser Pull, Gauss Grenade, Cryo Foam, Cryo Field, Sticky Bomb, Vortex Cannon, Napalm Grenade, Stasis Field, and Fear Gas. (Fear Gas must be used after Gauss or Taser to tag you for burning PI.) Paralyzing Dart, EMP, and Distract are also listed.

    How long does it last?
    Battle Awareness lasts around 3.5 seconds when you use it by itself and after you use a power that benefits from power regen.

    What is the Advanced Mechanic?
    Advanced Interactions. It allows us to use 3 different set ups to trigger powerful burst damage. Each set up requires you to finish the combo by casting EMP or Paralyzing Dart which produces 80% of your damage. The 3 different set ups are Distract, Stealth, and 3PI.

    What is the Distract buff?
    The easiest way to boost EMP/PDart. Cast Distract first then EMP/PDart and you'll trigger the AM damage. Distract has a 20 second cool down.

    What is the Stealth buff?
    You trigger Advanced damage only when you immediately unstealth and use EMP/PDart. You do this by casting an offensive power or using Return to Normal, then wait until you see your normal loadout tray and quickly hit EMP/PDart. You can hit another power within Stealth like CFoam or Bunker Buster which will bring you out of Stealth. Then you can hit EMP or PDart as soon as the cool down comes off those powers and you will do AM damage with the benefit of the damage modifier.

    Or you can do reduced damage with EMP/PDart from within Stealth because you do not benefit from a damage modifier in Stealth form.

    EMP and PDart can be put in a Stealth loadout.

    Stealth has a 30 second cool down.

    What is the 3PI buff?
    This one requires more work and can cost a lot of power. In order to trigger the advanced damage for EMP/PDart, you must use 3 different powers from our powerset to create 3 different power interactions. The game must register 3 different PIs created by 3 different powers in order for you to be tagged. More detail on Tagging here.

    Each different power and PI has the game tag, or mark, you 3 times to activate the boost damage. That means even if your target dies in the middle of the 3PI set up (you only got to the 2nd power when it dies) the game still has you independently tagged as having cast 2 powers. So continue onto the 3rd power then cast EMP/PDart on what ever target is next and you will deal advanced damage.

    You are not dependent on 1 enemy having all the power interactions physically on them. You just need to cast the powers and it does not have to be on a target. Other Gadget players, and other powersets, adding PIs to your enemies will not buff your AM damage. That's because the mechanic only registers tags on you.

    When using Fear Gas with CryoFoam in the loadout, you must use Gauss or Taser Pull first. Then use Fear Gas to receive your tag. The reason is because if you use Gauss then CFoam then Fear Gas, CryoFoam will take the burning PI tag from Fear Gas since it also burns electrified targets. You will not get tagged if you use CFoam first on electrified targets while Fear Gas is in the loadout. Cast GG then Fear Gas first so you trigger the burning tag then cast CFoam to trigger the frostbite tag.

    You do not need to electrify a target when using Gauss then Fear Gas tagging. Just make sure you use Gauss first then Fear Gas and the game will register the sequence. Then use CFoam.

    When using any power that is not CFoam or CryoField, you can use Fear Gas last. For example, you can do Gauss then Stasis Field then Fear Gas in the third slot and register tags.

    If I use 2 powers that set up 3 Power Interactions, will I get the boost damage?
    No. Using something like Gauss Grenade then CryoFoam will inflict electrify, burning and frostbitten effects. But the Advanced Mechanic has tagged you as having cast only 2 powers. Your PDart/EMP will not deal high damage here.

    You must meet the requirements. You must cast 3 different powers with 3 different power interactions. Then you can cast EMP/PDart.

    What powers will tag me with the 3PI set up and register for the AM?
    In short, all powers that set up a direct power interaction can only be used. Almost the same list as Battle Awareness.
    [IMG]
    CFoam & CField also inflict burning after electrified effects but are better used for setting up frostbite PI.

    Fear Gas must be used after electrified effects from Taser Pull or Gauss to mark you. It is the only way to get tagged when using Fear Gas. You must jump cancel it too.

    Remember, choose 1 power that creates 1 PI and don't use that same power or PI again when building up to 3 attacks in one rotation. Example, NO Gauss into Fear Gas into Taser Pull. Here you have 3 different powers but 2 electrify. Also do not use something like Gauss then Fear Gas then Napalm. That's 2 burning tags. That's a no go.

    When choosing from the powers in the 5 categories, remember that the normal 50% buff to our PIs still applies. So try to match your rotations to powers that boost your normal PI damage.

    Example, Foam then Gauss then Fear Gas. Frostbite buffs Gauss burst damage and Fear Gas deals explosive Damage on electrified targets. This is one of some combinations.

    Can I use the Advance Mechanic and Weapon Mastery?

    You can use very short Weapon Mastery combos that fit within each tag window, but you will not get the critical damage bonus on a power you use into a WM combo if you have just hit EMP or PDart. "Activating the Advanced Mechanic prevents Weapon Mastery critical damage bonuses for 12 seconds."

    The exception being when you first initiate combat. For example, if you start off with Dual Wield into Bow's Trick Shot into Gauss Grenade, then you will get a WM crit bonus on Gauss. However, do 3PI or Distract then EMP or PDart and for 12 seconds, you cannot go DW into Bow into Gauss and get a crit bonus.

    You can use short weapon combos from WM, or hold weapon attacks, that fit within the tagging window of atleast 2 seconds in between powers 1 through 3. For example, Power 1 then hold weapon attack then power 2 then hold weapon attack then power 3 then hold weapon attack then EMP/PDart. Be mindful this slows down your rotation unless you are aggressively clipping your hold attacks.

    After power 3 and before you hit EMP or PDart, the window period is 3 seconds (power 1 power 2 power 3 - -3 seconds later- - - EMP/PDart). So you can do 123 with your powers then do another hold weapon attack or a quick Weapon Mastery Combo that is under 3 seconds in length and you'll deal AM damage. Keep precision attacks under 3.4 seconds for Battle Awareness if you're just starting the rotation.
    • Like x 4
  2. TheDark Devoted Player

    Can I use normal self buffs in between AI?
    Yes. You can use Supply Drops, Trinkets, Defib, Soders and Intimidation in between the 3PI. You can use 3 or 4 buffs/tools after your 1st, 2nd, or 3rd power tag and still do AM damage.

    For example, Gauss>Battle Display>Intimidation>Trinket>Supply Drop>PI consumable>Fear Gas>CryoFoam>EMP

    you'll register AM damage.


    Can I "Phantom Triangle" with the AM?
    Yes. Phantom Triangle is just a tap triangle/range with any weapon. You have a 1.5 to 2 second window in between powers 1 through 3. In this video I use Rifle grenade. It requires alot of focus because you have to tap weapon, power, tap, power in order to pull tagging off correctly.




    Is the AI mechanic Might or Precision based?
    Yellow numbers mean Might.

    Will encasements ruin my AM damage?
    No. Because it was altered so that we do not need to hit an enemy to get marked. We do not need our PI tags to register on targets. If an enemy is encased just continue casting your powers but make sure you're near the target and PDart/EMP will register damage on the enemy inside the encasement. So your damage will not be prevented if you or a Controller encases opponents.

    It looks like it costs alot of power. Does it?
    Yes. Battle Display will come in handy in all kinds of settings. Otherwise you might want a 3 Controller set up, or 2 Controller set up with advanced level power healing skills.


    Does it keep up with Weapon Mastery?
    It surpasses WM. The damage delivered is similar to WM. It's burst damage. The powers you use in your 3PI factor in to your total damage out. As well as your tools in your utility belt.

    Can I get away with full might build?
    EMP/PDart does around 80% or your damage. So it's a good idea to spec into full Might. With weapon combo damage being dealt if Battle Display is not up or if you're trying to finish off a NPC that has 10% health.

    I'm not very mobile with the AM. What can I do?
    Start pressing jump and move with your direction pad or analog stick. You can press space bar or X on your PS controller while in animation to move around. Your movement is limited but you can still maneuver. You can also cast your 123 powers and press hold melee/square to quickly lunge at the target then hit EMP/PDart. This will get you closer to enemies. You must be aggressive. This also helps with opponents that are encased or fly away.


    What about my DoTs? Won't I cancel them out?
    You won't cancel them. You'll only restart them.


    If I apply Daze for PDart or Electrify for EMP, will it boost its AI damage?
    No. That is your traditional 50% power interaction boost. That applies if you use PDart or EMP without the advanced interaction mechanic only. So you're allowed access to different combinations of powers and interactions without being restricted.


    Can I use PI consumables to get tagged?
    No. Because of the changes to make the AM tagging smoother, you must inflict the PI's yourself. Electro Static Pulse Devices will not work to get the Fear Gas marking.

    When using our Advanced Mechanic, you get +5% Critical Ability Attack Chance and +25% Critical Ability Attack Damage on might offense. You can unlock WM and still receive this buff. WM's buff only applies to weapon damage.

    How does Intimidation give a Damage Over Time with PDart & EMP?
    First, you need to have Battle Awareness (from Battle Display) active. Then you need to have Intimidation on cooldown. After this just hit EMP or PDart by itself, or with the 3PI rotation, and you'll trigger the Damage Over Time from Intimidation. You can get Intimidation's DoT from anywhere using PDart. When using EMP, the farthest you can be is 12.5 meters. That is the same as EMP's damage registration.

    I just want a loadout & rotation just to try out the AM now. What can I use?
    Below is a video of EMP II and EMP III use. EMP II consist of 3PI and Distract for EMP buffing. EMP III consist of 3PI, Distract, and Stealth for EMP buffing with Battle Display kept in the Stealth tray. The rotation is also described in the videos.

    EMP II (3PI & Distract)



    EMP III (3PI, Distract & Stealth)

    Part 2 with explanation.

    EMP III (3PI Burst, Distract & Stealth & 3PI 2 burst with FG)
    • Like x 3
  3. TheDark Devoted Player

    Video of using EMP III in Hallways



    Other Damage Player Approaches

    Weapon Mastery
    Introduced in GU 36, Weapon Mastery damage is intended to balance damage across the powersets with weapon combo's performing a majority of the high damage. It is easy to use compared to the old version of damaging. It's very power efficient because you perform the combos alone and still do decent damage. WM and its weapon combos deal precision damage and therefore benefit from precision modding.

    Unlocking Weapon Mastery in any weapon will grant you +20% Critical Weapon Attack Damage and +25% Control Resistance. It does not matter which weapon you use. Unlocking WM will override the Melee Weapon buff of 15% critical weapon attack damage & 20% control resistance.

    When taking advantage WM and Gadgets, the foundation for a damage loadout is a pet, a burst ability, a might proc ability and/or self buff, and a damage over time ability. 2 DoTs is good. DoTs on targets with high health, a pet dealing free damage, Intimidation procs for free damage, and a burst attack to finish off the weapon combo all work well. This is NOT the only way to set up your loadout with WM. It's just a popular set up that works. You're free to switch out abilities (like pets).

    Ideally, you want a high modifier before you enter your WM combo. 45% and 50% modifier abilities are best.

    There is also the option to apply the Max Damage Home Turf Hands Mod and that will boost all your powers modifiers to 60%. Do note that just because all of your powers end in a 60% modifier with this mod, you still have to properly set up your Power Interactions for 50% more damage on your burst powers.

    Most of our powers are viable. You have to make the decision on which power interactions and abilities you want to use to boost your damage. You do have the option for 1 to 3 wild card powers. This can range from Decoy taunting for you or Distract to shield and free you from control effects.

    You can also do a mix up with WM & the AM by using Distract and EMP or PDart for quick burst damage.

    Longer WM combos deal higher damage. For numbers and info, research HERE.



    Damage Power Consumption
    This guide will not just give just you the Damage player perspective of doing maximum damage at all costs. Being an efficient Damager (the role isn't named Damage Per Second. That's actually listed under your weapon) means dealing the highest damage out while consuming low amounts of power. Battle Display's power return mechanic is great for this. Subtracting your Power In from Power Out on the scorecard will give you your true power consumption.

    Also, it is your responsibility to adapt to the power out numbers of the controllers in your group.

    Consider how the Power Transfer/ Instant Power Heal (Defib) works. It transfers power from the Controller to the 3 lowest powered members of the team. If you are constantly empty because you spam recklessly, that means only 2 other players will benefit from the Power Transfer. Recklessly spamming power and disregarding the mechanics of the other roles to get first place is not a sign of cooperation. The entire raid group as a whole deals damage as well. Your damage compliments the damage of the entire raid.

    If you have a high power consuming load out and style that deals high damage consider casting your power rotation then go weapons heavy. You MUST use your weapon long enough for the Controller's Power Over Time and Power Transfer to fill your bar up. While you’re using your weapon you’re still applying damage, you’re regenerating a small amount of power back to yourself and you’re allowing the Controllers plenty of time to refill you. This is much easier to adapt to because of Weapon Mastery now.

    This can be applied to any power rotation. Always keep in mind the amount of time it takes for you to cast your rotation and the amount of time it will take to replenish your bar by the Controllers. Pay attention to power costs. Some Controllers can replenish you faster than others so learn to adapt your play style to their power heal capabilities.

    Second, consider using Soders to refill your own power bar. They restore health and power for a reason. There is nothing wrong with using a Soder. Remember you are the one with a power hungry loadout. Drink one to help the team or to finish off your power rotation if you do not have enough power. This will help the Controllers Power Transfer go directly to the Healers and Tank in tough situations.



    Team Player
    DPS players must respect the purpose of the other roles. Your raid group is your team. Let the Tank cast a power to taunt enemies. If you plan on going ahead let the Tank know so he/she can keep up in pace. Give the Tank a heads up so they can adapt. Some do not mind a fast pace while others do. If they are not OK with it you will just have to adapt to that raid group. If you can't, just leave.

    If you melee damage consider carrying atleast one shield so you can mitigate damage. This allows the Healers enough time to react and heal you. This also reduces the strain on the Healers. If you are taking heavy damage do not cower and flee. Learn to block. Blocking increases your defense and slows down the damage being dealt to you. This also buys the Healers reaction time to save you. Distract, in the AM loadout, detaunts and shields you.

    Controllers have more to do than just spam the Power Transfer (Defib). They debuff, need time to regenerate power through their own weapon use and crowd control to an extent depending on how fast your damage kills the enemy. Controllers also have a responsibility to pick up fallen team mates because of their shields. This doesn’t mean you can’t help. If you’re close assist them and revive your team mate.
    • Like x 3
  4. Penryn Guest

    It is good to see the Gadgets guide is continuing. What do you need help with in updating the guide?

    Suggestion: You may want to consider left-aligning the power names. It will be easier to scan through them and the descriptions if everything is aligned on the same column.
    • Like x 1
  5. TheDark Devoted Player

    Player Versus Player
    By Penryn

    Before going into the details of how to effectively utilize the Gadgets powerset in Arena combat, it is a good idea to go over some general good advice for improving your PvP skill level:

    1. Weapons - Take the time to try and learn other weapon sets. Learn their basic combos and what their block breakers look/sound like. Familiarity with other weapon types will make it easier for you to counter other players. Top-tier players will often clip their block breakers, so it is important to know what they sound like. Even if a block breaker is clipped, there will still be a window for countering it.

    2. Weapon Countering - Weapon combat is currently based around a simple countering system. Block breakers defeat blocks. Blocks defeat interrupts. Interrupts defeat block breakers. Successfully landing a counter knock down your opponent and give you a brief period of damage immunity denoted by a blue flash. Learning how to properly counter is an important aspect of PvP. Two good places to practice weapon countering are in duels and the Riverside Hotel duo boss.

    3. Mix It Up - One of the worst things you can do in PvP is become predictable with your attacks. Skilled opponents can easily counter and defeat a predictable opponent. Consequently, try mixing up your combos. Try flashing a block to try to get your opponent to throw a block breaker. Be unpredictable enough to keep your opponent honest.

    3. Learn the Powerset - Another important aspect of PvP is being flexible. Sometimes you will encounter situations where you need to change your loadout in mid-match to counter an opponent. This is where knowledge of your powerset proves invaluable. You need to know what the side effects of your powers are going to be. For example, you may have to put a healing debuff on your loadout to deal with an enemy healer. Also, Gadget controllers will often have to change their loadout based on the size and composition of the team. As an example, you may not need Defibrillator on your loadout for a 2vs2 match like Batcave.

    4. Read and Study - One aspect of becoming a better player is the ability to read your opponents. An experienced player is able to determine an opponent's skill level, basic combos, and habits very quickly. If you are being soundly defeated in a match, try to identify what tactics/powers your opponent is using. Learn from their example and make it part of your repertoire where possible. Also, it is a good idea to read the powerset topics and PvP forum. This is a good way to read about new tactics/strategies and how to counter them.

    5. Don't Get Discouraged - Becoming good at PvP takes a while. You will be pitted against more experienced opponents and will have to take your share of lumps. Do not become discouraged if you are perform poorly at the outset. PvP definitely has a learning curve and you will improve as you gain experience.

    If you would like additional suggestions on improving your PvP skill level, try reading "Tips for Casual PvPers to Improve" by Yallander.

    When fighting a healer in controller role, try to keep a healing debuff applied. When a healing debuff is applied to a player, a healing power's effectiveness will be decreased by 25%. If the debuff is applied to the healer, it will further reduce their ability to heal themselves. It is also worth noting that if a healer uses a heal over time power, the red healing debuff will change to green. This is a deficiency in the icon system. The debuff will remain active until it expires or the healer uses a serum/breakout trinket.

    Game Update 41 PvP Changes
    PVP
    • Counter Mechanics
    o Players can no longer gain counter immunity from player opponents who have counter immunity themselves.
    • Blocking now adds 46,317 Toughness.
    • Controller Defense De-buffs now reduce Toughness by 3800.
    • Player pets (Turret) now have their level adjusted in PvP to be relative to player’s PvP Combat Rating.
    • When entering a PvP Arena, Supercharge is now set to 0.
    • When exiting a PvP Arena, Supercharge is restored to its previous value.
    • Intimidation no longer stuns bosses or other players in PvP arenas.

    o Passive Effects in PvP:
     Please note these changes only affect player versus player combat.
     Non-field DoT damage durations longer than five seconds have been reduced to five seconds when used against players.
    -Cryofoam, Fear Gas, Napalm Grenade, Stasis Field
     Location based area effect damage over time effects such as fields and auras have had their damage reduced and normalized as if they were five seconds in duration when used against players.
    -Cryofield
     Passive damage effects such as damage reflection and automatic damage from weapon buffs have also been normalized in the same manner when used against players.
    -Intimidation

    o The following super powers grounding effect has been normalized to last 3 seconds:
    - Cryofoam, Mesmerizing Lasso, Grapple Line Attack, and Tornado Pull.

    o Triggering additional damage with EMP or Paralyzing Dart using Advanced Mechanics will now inflict a Block Breaker.
    When in Damage role in PvP arenas, Gadgets users gain Interrupt vulnerability when triggering the Power restoration mechanic.

    o Damage Prevention in PvP
    Normal shielding effects now reduce damage by 25% instead of 100% in PvP Arenas.
    This affects Neural Neutralizer & Distract

    o Healing Supercharges in PvP
    Supercharge abilities that restore Health and/or Power have been reduced in strength when used in PvP arenas.
    This change affects Anesthetic & Battle Drone

    o Controllers in PvP
    Controllers in PvP arenas no longer receive a Vitalization increase while in PvP arenas.
    • Like x 2
  6. Penryn Guest

    Looking over the power descriptions, I still need to verify that Implosion Mine only stuns when casting it from Controller role.

    Keep up the good work. You may need all two pages of posts with the apparent low text-per-post limit.
  7. TheDark Devoted Player

    Clipping (Animation Canceling)
    All animations have a standardized duration of 1 to 1.2 seconds as of Game Update 36.

    Clipping cancels only the animation of one power or weapon (A) with something else (B) while still registering the damage, or other effects, from A. B just registers its effects immediately, or at the same time as A. Remember both register in general.

    Clipping can be done by beneficial powers, trinket, consumable, etc. The items/abilties you use to clip will not necessarily speed you up considering they too have a standardized duration of 1 second. Long casts like Word of Power work to get you out of the animation. Gadgets can be a power hungry power set to play with due to clipping powers and not using power return abilties like Battle Display.

    Clipping, power and weapon attacks, are critical in a Damage Per Second approach (DPS).

    What can you clip with?

    Self Buffs and supportive powers like Intimidation and Defibrillator.

    Self Buffs such as Trinkets.

    Defensive Powers like Distract.

    Consumables such as a regular Soders or Personal Dampening Field/Dazing Device are some you can use. Some consumables that support in the form of setting up Power Interactions, like Cryogenic Solution, can also be used to clip.

    If you want to save power you can clip with a trinket, some consumables or jump only on channeling abilities. You can also use Self Destruct Signal (unlocked when you put a Power Point into the Turret or Decoy). It cost no power and it's Usable While Controlled. The cool down is 6 seconds.

    With a power like Neural Neutralizer you can jump and still move around while in animation. This can save you when a boss if about to do a special attack. This applies to Cryo Foam and EMP as well.

    With a power like Fear Gas and Photon Blast, you cannot clip it. They are channeling attacks. What you can do is cancel the animation by jumping. Jumping cancels the channeling damage on Photon Blast and reduces the damage on Fear Gas.

    Also keep in mind if you jump to cancel the animation of Channel Beam attacks (Photon Blast & Fear Gas) you will NOT get the remaining ticks of damage. Channel attacks require you to go through the full animation to deliver the full damage.

    You can also clip weapon attacks with any power. Some will still register the damage and others won’t. An example is One Hand’s Spin Chop can be clipped by any power and still register damage. Bow’s Flurry Shot will cancel the damage if you clip it. Clipping the damage of Weapon Mastery attacks too early doesn't grant you the boosted damage.

    Some examples of clipping/animation cancel:
    Cryo Foam > Intimidation > Defibrillator > Weapon
    Neural Neutralizer > Intimidation
    Neural Neutralizer > Trinket
    Intimidation > Distract
    Intimidation > Trinket > Bunker Buster
    Cryo Foam > Intimidation > Consumable > Weapon
    Fear Gas > Jump > Weapon
    Cryo Foam > Trinket > Weapon
    Cryo Field > Intimidation > Weapon
    Cryo Field > Intimidation > Consumable > Weapon
    Cryo Field > Intimidation > Dazing Device Consumable
    Cryo Field > Distract




    Bonus Data
    Melee Weapons grant 15% Critical Weapon Attack Damage & 20% Control Resistance.
    This includes Martial Arts, One-Hand, Two-Hand, Staff, Dual Wield, Shield, and Brawler. Range weapons do not have this buff.

    Unlocking Weapon Mastery in any weapon will grant you +20% Critical Weapon Attack Damage and +25% Control Resistance. It does not matter which weapon you use. Unlocking WM will override the Melee Weapon buff.

    When using our Advanced Mechanic, you get +5% Critical Ability Attack Chance and +25% Critical Ability Attack Damage on might offense. You can unlock WM and still receive this buff. WM's buff only applies to weapon damage.

    Shield Consumables
    Aside from your power shields, these can be used to mitigate damage as well. The effect will last until the timer on the shield runs out or if the total shield strength is destroyed. The first to occur ends the shield.

    Personal Dampening Fields Info
    [IMG]

    Shield Generator II can absorb a total of 1225 damage. The description says it absorbs 100% of damage for 15 seconds. Information provided by Penryn.

    Shield Generator III can absorb a total of 1750 damage. The description says it absorbs 100% of damage for 15 seconds. Information provided by Penryn.

    The Disposable Shield Generator has a damage cap of 2500 and lasts 15 seconds. The consumable requires some Power to start it up. Information provided by Penryn.

    Status on Plans

    Modding for Damage or Controller
    *old stats chart used to be here*

    Here are options for you to choose from for both roles. These include traditional and non-traditional modding options.

    Might increases your Burst and Damage Over Time damage.
    Precision increases your weapon damage.

    Health increases your health/life pool.

    Power slightly increases your power pool to access more power attacks.

    Vitalization increases your ability to regenerate power via weapon use and increases your PoT tick which directly feeds your team power. Every 14 to 15 points in Vit increases your PoT tick.

    Dominance increases the strength of your shields, increases your ability to heal yourself and others with certain powers and supercharges (Anesthetic, Word of Power, Battle Display & Hard Light Shield), and increases the duration of your control effects by 1 second every 500 points in Dominance.

    Damage Socket
    Blue Sockets grant 2.5% Critical Weapon Attack Chance on chest and 2.5% Critical Ability Attack Chance on legs.

    Red Sockets grant power on feet and hands, precision on waist and might on back.

    Yellow Sockets grant 2.5 Critical Weapon Attack Chance on head and 2.5% Critical Ability Attack Chance on shoulders.

    Controller Socket
    Blue Sockets grant 2.5% Critical Power Chance on head and 10% Critical Power Magnitude on shoulders.

    Red Sockets grant 2.5% Critical Power Chance on legs and 10% Critical Power Magnitude on chest.

    Yellow Sockets grant health on feet and hands and Vit on back and waist.

    The gear alone, unmodded, is enough to power a team if you understand the Controller Battery mechanics.

    Dual modding with Vit & _____ in yellow slots is more than enough to do your job. You only lose around 2 to 4 PoT ticks. That amount will NEVER make or break a raid. PoT ticks, not your direct Vit, feed your group power. Vit directly increases your ability to restore power to yourself with weapon use.

    It usually takes about over 20 PoT ticks (290 vit) to beging to see significant power increase to the team. anything less than that will not break performance if other other tools and mechanics are used. Pure or Dual modding with anything will never determine a raid's success or failure but does add stats for you to benefit the team, or yourself, in other ways.

    If you completely understand the PoT mechanics, Instant Power Heal, and overall blue bar healing, you will be able to power a team regardless of how you mod in your yellow slots.
    • Like x 3
  8. Ezekiel New Player

    Really love the layout. So easy to read the info. Great guide.
    • Like x 3
  9. FRA New Player

    Awesome guide dude!
    Im in DCUO with my gadgets trollers since launch and have learn a lot reading your guide. Top job man.
    BTW, im working in my gadgets char (my main) in a CC way. I like more the CC concept than just being a blue battery... But it seems people doesnt understand the CC thing or even they think its useless in radis, so all they want is more and more power regen...
    Sometimes i have my personal doubts about it too. Love the CC play style but not sure if its really usefull. Maybe some more tip or discussion about it?
    I know that Stealth isnt the top power to use too, but i just like the concept and keeping using it. Sometimes it has been so usefull but i still thinks it needs somekind of improvement. Loves to check that Distract helps u to get Stealted without being damaged for a few secs so your stealth dont loss it. Gonna check it!

    Thanks again for that guide and sorry my english!
    • Like x 1
  10. Kaleb57 Well-Known Player

    I'd like to hear feedback on my personal loadout.

    Taser Pull
    Distract
    Stealth (Improved stealth mod)
    Guass Grenade
    Sleepdart
    Cryofoam

    Surprise Attack
    Thermite mine
    Implosion Mine
    Sleep Dart
    Bunkerbuster
    Word of Power

    I'll swap foam out for defib in raids and alerts, but my rotation consists of;

    Guass/Dart>Taser: for quick burst damage, Debuff and Pot.
    Weapon>Cryofoam>stealth>surprise attack>guass>taser
    Weapon>Stealth>thermite>implosion>surprise attack
    Weapon>stealth>Supercharge
  11. Penryn Guest

    In regards to raids, you need to be careful about using crowd control powers. Use the wrong power and you'll make the enemies temporarily immune to tank pulls. For most situations, you should leave crowd control up to the tank. Tanks have the best powers for rounding up and knocking down groups of enemies. I find raid crowd control to be most useful for the following situations:
    • FOS 1 Broodmother Boss - If you have an inexperienced tank, hover over the middle of the platform and use a pulling power to keep the spiders out of the pillars.
    • FOS 3 Sentinels - The tank will usually be busy keeping aggro on the boss. Use Vortex Cannon to keep the Sentinels away from the party
    • Gates of Tartarus - Use the Central City trinket juggle power in the hallways to help keep the enemies at bay. Use Sticky Bomb on the Swarmers on the first boss when they are starting to return. Crowd control powers are a great way to keep the Prime Actuator at bay in the first hallway.
    • Prime Battleground - If the tank is doing a poor job of pulling, use Gause or Naplam Grenade to help keep the Healer Drones on the ground.
    • A Black Dawn - The tank should be keeping aggro on any boss adds. If the tank doesn't round up all of them, use a crowd control power to buy your group some time.
    Besides that, use your powers to help keep other group members alive if the tank doesn't have aggro on them. If you are going to do crowd control in a raid, do a quick mental checklist:
    • If I use this power, what will the side effects be and will they be beneficial to the team?
    • Will this crowd control power prevent the tank from pulling the enemy?
    Try to use your crowd control powers to help the tank round up enemies and save group member's lives.

    In regards to Stealth, it is most useful for open world PvP. You'll also find it useful in some Arenas and a couple of challenges. I prefer to save Distract for when I get countered, need a shield, or have to pick up a teammate.
  12. Penryn Guest

    Are you using this loadout for DPSing or Controlling?
  13. Penryn Guest

    I'm only getting the stun effect when using Thermite Mine in Controller role. I spent an hour testing it on different enemies and taking Combat Log notes. The stun effect only appeared when I was in Controller role. If I was in DPS or Stealth, I never saw the stun effect.

    EDIT: I'm talking about Thermite Mine here, not Implosion Mine.
  14. Kung-Fu_Karl New Player

    good to see the gadgets guide carrying over keep up the good work but can i just point something out not trying to be offensive but in the dps loadout section there is a bit of confusing info 1 of the loadouts says to use napalm but in the rotation description underneath says to apply guass might want to look at it again not trying to be a pain but could be confusing AGAIN keep up the good work. peace out
  15. MrKappaKappaPsi New Player

    Hi everyone need some advice from my fellow gadgeteers. I've been gadget for a long time and i understand that melee has the highest potential DPS, but its just not for me. i've tried it and i just don't like being that close. I'm ranged with bow and love it but i still think it needs some tweaks.
    Now personally i judge a good DPS by numbers and power in. If u have 800k DPS and 2nd place has 750k DPS , but 1st has 115k power in & 2nd has 85k power in, then 2nd is better DPS. I usually stay low on power in but i hate it when i'm 2nd and have higher power in than 1st.
    I have 2 pve loadouts: napalm - intim - S.F. - F.g. - photon - B.B.
    napalm - intim - c.foam. - F.g - photon - B.B
    my rotations are napalm > F.g (jump c) > c.foam/S.F > intim - flurry napalm then flurry till intim resets and repeat.
    I was wondering is there something i'm missing and should i us S.F or c.foam. any help or advice appreciated. thanks
  16. Kung-Fu_Karl New Player

    i have used both loadouts and i think they are both good range loadouts the S.F or c.foam thing is really up to you ive used stasis field and hit sum good numbers from the initial hit but the drawback is it only hits 1 target c.foam on the other hand splits damage on multiple targets but is a very good move to get p.i from but since your using napalm i dont think you get the p.i if you used guass i would say use c.foam so maybe go S.F but thats just my oppinion maybe use both just switch c.foam with S.F when in boss fights.
  17. Kaleb57 Well-Known Player

    Controlling.
  18. Penryn Guest

    I think most people will recommend using Sticky Bomb over Taser Pull. DPS and Tanks get grumpy if you start pulling enemies unnecessarily. Also, Sticky Bomb is a decent crowd control power.

    Is there any reason you are casting Speed Drain from Stealth? You lose 350 vitalization if you cast it from Stealth form.
  19. TheDark Devoted Player

    I see what you're talking about. Shady wrote that piece a while ago. I'm surprised no one noticed the first part wasn't even talking about that load out lol.
  20. TheDark Devoted Player

    How much crowd control you'll need to do, if any, really depends on your group. In a group with a weak burn/slower pace/low power consumption you'll be able to do so. If you raid with PUGs often it's random. You're not likely to CC a large amount in a strong league/consistent/random group because the NPC's will be terminated quickly.

    Sure you can cast a few powers to keep targets in one spot and disabled. When I DPS, I prefer to melee and deal damage to targets that aren't hitting me back. I have shields and take advantage of Dazing Device (which stuns in dps stance too) to increase my survivability. I use shields to buy the healer's enough reaction time to heal me. I use the Dazing Device to clip my animations (mostly intimidation) AND to stop NPC's from hurting me. I can tell you as a damage player I would welcome even the minimal amount of CC. I wouldn't say NO CCing is needed at all. It's just a minimal amount. Players with AOE attacks like Circle of Destiny would be grateful if they messed up their placement of it and you did your part to keep NPC's in it for obvious reasons.

    Unfortunately if you are in a strong group CCing might be kept minimal. If groups of NPC's are dying in 2 seconds due to the damage players in your group it's only logical to supply them with power IF you want the raid to end quickly. Some player's just want to get the content over and done with because they're bored of it.

    Notice how I said "supply them with power." You can still CC with consumables and weapons. Look at the consumable CC effect (knock back, stun, etc). Taking advantage of that will free your power bar up to be devoted to the team's power transfers. Weapon type effects will still let the tank psychically pull aggro. The consumable's seem to operate on a power type stun immunity but they are not power attacks. You know this because they don't give off yellow numbers. After the tank has aggro then you can use them. Also note that just because a tank can't psychically pull NPC's doesn't mean he/she can't attract aggro. Any tank power will attract aggro if they're in range.

    You want to have fun in it. Which isn't a bad thing. You'll just have to find player's who welcome that approach. Just remember there is a time and place to apply CC effects and that they come from powers, weapons and consumables.

    I think I wrote a bit here. Anyway the whole CCing topic is something that some controllers connect with because it's a second duty we have but just seems to be dismissed or viewed as dead.
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