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Help requested for a "fighting controller"...


biostem

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I want to create a controller that gets into the fray and uses the fighting pool.  I was thinking of something like ice/sonic or elec/elec, but am admittedly not as strongly versed with controller primaries.  I'm leaning toward a secondary that gives some status protection and extra damage mitigation.  I would love to hear your thoughts.  Thanks for reading!

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I'd say maybe ice/elec

 

Ice's PBAoE comes early and is really a cornerstone to the set, while elec is a potent buff/debuff set.

 

My ice/cold uses kick as part of her attack chain... Boxing/kick are not the strongest powers, but paired with Cross Punch I could see it maybe working.

 

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What this team needs is more Defenders

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I think Electrical Affinity's Faraday Cage is the status protection you'd want, along with EA's toolbox.

Illusion would give you PA to attract attention off of you while you were punching, as well as a Deceive and Spectral Terror.

Plant would give you the Seeds of Confusion/ Carrion Creeper toolbox, along with Spirit tree to add regen to your Faraday Cage fighting arena.

Darkness would give you a host of cool options, with plenty of -acc for safety and Shadow Field that will stay where you put it, just like Faraday cage.... Hmmmm...

 

If I was going to make a Fighting Pool controller this weekend, I think I'd go Dark/Electric/Psi and run around yelling "Welcome to the THUNDERDOME!"

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Does it have to be a Controller? This is pretty much what Dominators are known for, although not so much attacking with the Fighting pool as much as using it for extra survival. Cross-Punch is an okay attack on Dominators though. Less so on Controllers because I believe (but could be wrong) it doesn't receive bonus damage from Containment. Martial, Savage, Energy, Psi and a few other Assault sets operate well at close range.

 

On Controllers the Earth pool is a pretty good close range power set. Fire/Kinetics/Earth and Plant/Kinetics/Earth are well known close range fighters. You won't be using the fighting pool attacks a lot though.

 

 

For the record, I don't recommend Ice/Sonic Controller for anyone but the very dedicated. Like anything you can make it work, but the huge endurance costs of Ice and Sonic combined make for a trying time. 

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2 hours ago, oedipus_tex said:

Does it have to be a Controller?

 

I have made many dominators, but I just don't like their playstyle.

 

2 hours ago, ILIWAPCT said:

What Archetypes are you familiar with? You can make anything work. 

 

I've played every AT.  As far as which I'm most familiar with, I'd say brutes and defenders are my strongest ATs...

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40 minutes ago, biostem said:

 

I have made many dominators, but I just don't like their playstyle.

 

 

I've played every AT.  As far as which I'm most familiar with, I'd say brutes and defenders are my strongest ATs...

 

Sounds like our playstyles are opposites so I'd recommend an Illusion Controller.

My main is Dominator, which is the entire reason I jumped into Illusion since it isn't a Dom option.

With Ice or Ele Controller Primaries I wouldn't have to change much from my Dom playstyle , but Illusion is a whole different ballgame.

 

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10 minutes ago, ILIWAPCT said:

Sounds like our playstyles are opposites so I'd recommend an Illusion Controller.

 

My issue with illusion is that it's a but more difficult, unless you go with traps or trick arrow, to setup containment, and I'm not a huge fan of either secondary...

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4 minutes ago, biostem said:

 

My issue with illusion is that it's a but more difficult, unless you go with traps or trick arrow, to setup containment, and I'm not a huge fan of either secondary...

I use to think MM's and Corruptors were weak, then I made a Illusion Controller.

Now I am VERY happy with my new MM's and Corruptors.

 

That doesn't mean I gave up on Illusion.

I don't Power Level.

After trying many combinations I'm down to Ill/Dark and Ill/Rad and PA is coming up soon.

 

Remember the point is to have fun.

You can make anything work.

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     Ice/Sonic is a pairing I want to try again as the first go around was prior to things like inherent Fitness and set IOs.  It's also the pairing I offered up as the worst set I ever tried solo.   It couldn't fight its way out of a wet, pre-torn, paper bag without zeroing out its blue bar.  Turns out that even with debuffing the foes resistance that piddly damage still amounts to piddly damage.  But that's why I want another crack at it and see if it still burns the blue bar for little gain.  Between inherent Fitness, procs and IO sets plus all the other changes maybe it won't be so God awful to solo.

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My Grav/TA/Stone is completely focused on melee combat.  OSA/Disruption on self, Wormhole spawns right at her feet, queue Sands of Mu while Wormhole is activating, animates and starts hitting 5 targets before they've finished teleporting in, Fissure (with a Fire proc), watch everything start to fry, Seismic Smash on whatever has the most HP.  EMP Arrow has status protection, but you wouldn't need it with OSA, Singularity and Fissure knocking everything down, and Wormhole stacking its Stun with Fissure's.  Toss a Propel once in a while if something's stubborn about going prone.  If you're still feeling vulnerable, Stealth + Weave + CJ + Flash Arrow = soft cap.

 

I didn't pick up Cross Punch with that character, since Sands of Mu worked so well, and deals more damage despite being unaffected by Containment.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Na'Siehel: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Lift -- Empty(A)
Level 1: Entangling Arrow -- EnfOpr-Acc/EndRdx:50(A)
Level 2: Gravity Distortion -- UnbCns-Hold/Rchg:50(A), UnbCns-Acc/Hold/Rchg:50(3), UnbCns-Acc/Rchg:50(3), UnbCns-EndRdx/Hold:50(5), UnbCns-Dam%:50(5)
Level 4: Flash Arrow -- DarWtcDsp-ToHitDeb:50(A), DarWtcDsp-ToHitDeb/Rchg:50(9), DarWtcDsp-ToHitdeb/Rchg/EndRdx:50(11), DarWtcDsp-ToHitDeb/EndRdx:50(11)
Level 6: Propel -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(13), Apc-Acc/Rchg:50(13), Apc-Dmg/EndRdx:50(15), Apc-Dam%:50(15), SuddAcc--KB/+KD:50(17)
Level 8: Infiltration -- LucoftheG-Def/Rchg+:50(A), BlsoftheZ-Travel:50(17), BlsoftheZ-Travel/EndRdx:50(19), BlsoftheZ-ResKB:50(19)
Level 10: Boxing -- Empty(A)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), GifoftheA-Run+:40(21), LucoftheG-Def:50(50)
Level 14: Tough -- StdPrt-ResDam/Def+:10(A)
Level 16: Poison Gas Arrow -- FrtHyp-Sleep/Rchg:50(A), FrtHyp-Acc/Sleep/Rchg:50(21), FrtHyp-Acc/Rchg:50(23), FrtHyp-Sleep/EndRdx:50(23), FrtHyp-Plct%:50(25)
Level 18: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), Rct-EndRdx/Rchg:50(27), Rct-Def/Rchg:50(27), Rct-Def/EndRdx/Rchg:50(29), Rct-ResDam%:50(29)
Level 20: Hasten -- RechRdx-I:50(A)
Level 22: Ice Arrow -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(31), BslGaz-Rchg/Hold:30(31), BslGaz-EndRdx/Rchg/Hold:30(31)
Level 24: Stealth -- LucoftheG-Def/Rchg+:50(A), RedFrt-Def/EndRdx:50(33), RedFrt-EndRdx/Rchg:50(33), RedFrt-Def/EndRdx/Rchg:50(33), RedFrt-Def:50(34), RedFrt-EndRdx:50(34)
Level 26: Wormhole -- AbsAmz-Stun/Rchg:50(A), AbsAmz-Acc/Stun/Rchg:50(34), AbsAmz-Acc/Rchg:50(36), AbsAmz-EndRdx/Stun:50(36), AbsAmz-Stun:50(36), SuddAcc--KB/+KD:50(37)
Level 28: Disruption Arrow -- SynSck-Dam/Rech:50(A), SynSck-EndMod/Rech:50(37), SynSck-Dam/Rech/Acc:50(37), SynSck-Dam/Acc/End:50(39), SynSck-EndMod:50(39)
Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+:50(A)
Level 32: Singularity -- ExpRnf-Acc/Dmg:50(A), ExpRnf-Dmg/EndRdx:50(39), ExpRnf-Acc/Dmg/Rchg:50(40), ExpRnf-EndRdx/Dmg/Rchg:50(40), SuddAcc--KB/+KD:50(40)
Level 35: Oil Slick Arrow -- Bmbdmt-Dam:50(A), Bmbdmt-Acc/Rech/End:50(42), Bmbdmt-Dam/Rech:50(42), Bmbdmt-Acc/Dam/Rech:50(42), Bmbdmt-Acc/Dam/Rech/End:50(43)
Level 38: Fissure -- Bmbdmt-Dam:50(A), Bmbdmt-Acc/Rech/End:50(43), Bmbdmt-Dam/Rech:50(43), Bmbdmt-Acc/Dam/Rech:50(45), Bmbdmt-Acc/Dam/Rech/End:50(45), Bmbdmt-+FireDmg:50(45)
Level 41: Seismic Smash -- Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(46), Hct-Acc/Rchg:50(46), Hct-Dmg/EndRdx:50(46), Hct-Dam%:50(48)
Level 44: EMP Arrow -- WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), WiloftheC-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(48), WiloftheC-EndRdx/Rchg:50(48), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(50), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(50)
Level 47: Earth's Embrace -- GldArm-3defTpProc:10(A)
Level 49: Rock Armor -- LucoftheG-Def/Rchg+:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Pnc-Heal/+End:10(A), Mrc-Rcvry+:20(7), NmnCnv-Regen/Rcvry+:30(7)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- SynSck-EndMod/+RunSpeed:50(A), SynSck-EndMod:50(9)
Level 0: The Atlas Medallion 
Level 50: Control Radial Embodiment 
Level 50: Storm Elemental Radial Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Ion Radial Final Judgement 
Level 0: Portal Jockey 
Level 50: Agility Radial Paragon 
Level 50: Reactive Partial Radial Conversion 
------------

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I liked playing that so much, I made a Grav/Fire/Energy dominator and leveled that to 50, too, and play it the same way, but it doesn't feel quite as smooth and enjoyable.

Edited by Luminara
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Get busy living... or get busy dying.  That's goddamn right.

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21 hours ago, biostem said:

I want to create a controller that gets into the fray and uses the fighting pool.  I was thinking of something like ice/sonic or elec/elec, but am admittedly not as strongly versed with controller primaries.  I'm leaning toward a secondary that gives some status protection and extra damage mitigation.  I would love to hear your thoughts.  Thanks for reading!

 

Howdy. I have a new plant/ice troller that I think would fit the bill. I may end up deleting her because I find confuse powers distasteful, (something I'm honestly hoping to get past,) but I can NOT deny how useful they are and Seeds of Confusion on a spawn before you hop in to start punchin stuff will greatly improve your survivability.

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23 hours ago, biostem said:

 I'm leaning toward a secondary that gives some status protection and extra damage mitigation. 


You can also pick up Sorcery Pool for Arcane Bolt (one of the best tertiary attacks IMO), Enflame (another good one if I can fit it), and Rune of Protection for status effects. 

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51 minutes ago, Six-Six said:

You can also pick up Sorcery Pool for Arcane Bolt (one of the best tertiary attacks IMO), Enflame (another good one if I can fit it), and Rune of Protection for status effects. 

 

And on a controller, if Arcane Power goes off while you have Containment on a target, it does triple damage. Actually eyeballing AB right now for my HO Warshade. Without AP, it's the 3rd best DPA ST attack available. With AP, it jumps above Shadow Blast and is just under Gravity Well.

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I have an Earth/Rad/Stone controller that is a scrap-troller.   Between Earth and Rad you have a ton of mitigation, the fighting pool attacks added to pay to win attacks make for a decent attack chain.  It was a bit slow until you get your epics attacks, then it's a steam roller.  By mid 30's she could solo 7-8 player content, which is pretty good for earth.

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I've an Elec/Poison/Earth and an Ice/Traps/Earth (with Fold Space) which could both be described as scraptrollery. The Ice/Traps also has Fold Space for fun time with traps (or on teams just standing beside the Tank, triggering it then bombing them). Both have Sorcery rather than Fighting though (Ice/Traps has Enflame because the Pet can carry it. Doesn't do Containment damage though which is annoying and possibly an oversight, better off proccing it up currently). 

 

On Live my Scraptroller was a Fire/Rad (earth epic again, it's very scrappery). That or Fire/Nature might work. Nature isn't obvious but once you've buffed yourself and allies really you don't need to be doing too much giving you shooty time. Plus PBAoE hold aura and . The monkeys will like all 3 of your buffs. 

 

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[Electric/Fire/Ice]/Poison/Psy

 

PBAoE auras and mez protection to keep them up. I have jokingly thought of my Poisons as “Poison Scrappers” for a long time. I have 6 50 Poisons because they rule.

 

I believe that’s the 2nd most I have of any set in the game... think I count 7 Ice Blasts and 5 Storm Summoning off the top of my head.

Edited by arcane
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On 1/7/2022 at 4:08 PM, oedipus_tex said:

Less so on Controllers because I believe (but could be wrong) it doesn't receive bonus damage from Containment.

Cross Punch does double damage from Containment.

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On 1/7/2022 at 7:08 PM, oedipus_tex said:

Less so on Controllers because I believe (but could be wrong) it doesn't receive bonus damage from Containment.

 

All the fighting attacks do indeed benefit from containment, (the damage is listed as "special" since they get a bonus from having the other attacks from the set):

 

boxing info.jpg

kick info.jpg

cross punch info.jpg

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I agree with Earth/rad. With 3 AoE holds, Aoe immobolize and a fast recharging AoE stun, it is very easy to setup containment. It's hard to level solo, but once you reach level 32, Stoney  helps a lot. You can then use whatever melee attack you like. Actually, even sands of mu, while it does not benefit from containment, it benefits from the defense debuff of earth powers (so you miss a lot less). Evervating field can be cast fairly fast, to increase the damage output.

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Nah nah nah. To get into melee, you want a primary with an aura, for sure. And for secondary, there is no better melee secondary than /Darkness. You have enhanced Def & Res, a mean heal, all sorts of -ToHit, and Soul Absorption. 

 

In this situation, I kind of like Fire as the primary. You have a stun that recycles pretty fast. Put a +KD into Hot Feet and a KB-KD in Bonfire, and you have them nearly perma-flopping.

 

I will say that I have tried to make melee Controllers before and I find I do not like it. The problem is, the Controller powersets have too many good powers that you don't want to give up for the Fighting Pool.

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Plant/Trick Arrow. Omg you open with flash arrow and seeds, and nothing touches you as you drop in proc bomb debuffs and pour on the gas on the fire with OSA and proced Carrion Creepers. This controller has and does often out damage regular pug blasters on taskforces to the point I've been accused of using "GM powers".

 

If your on Everlasting, keep an eye out for Nightshade Mantis, he's the one in your combat log that killed everything.

Edited by SeraphimKensai
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