The Controller

Official Description: "The Controller is at the same time the weakest and yet the most powerful of all the archetypes. The Controller has few offensive attacks, and possesses few hit points. But the Controller has access to a range of powers that no one else does. Armed with these powers, a Controller can effect the behavior of villains, from freezing them in place to putting them to sleep, to routing them away. The Controller is the backbone of any super group, but the Controller depends upon their teammates for protection."

Primary: Control
Secondary: Buff/Debuff
Hit Points: Low
Damage: Low
Icon: Radiating Energy - Many of the Controller's powers are area of effect. Thus, the Controller is a group oriented archetype which seems to do better against groups than single targets.

Inherent:
Containment - Controllers are the masters of locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented. Critical Damage

The Controller has the following Power Sets to choose from:

Primary:
Earth Control
Fire Control
Gravity Control
Icy Control
Illusion Control
Mind Control
Plant Control

Secondary:
Cold Domination
Empathy
Force Field
Kinetics
Radiation Emission
Sonic Resonance
Storm Summoning
Thermal Radiation
Trick Arrow

More than almost any other archetype, the Controller's capabilities are determined by the Power Sets that he selects. There are a number of "subarchetypes" that many of these capabilities fall into. These really fall into three main categories, Enchanters, that take over foes, Summoners, that summon "pets", and Mezzers, that mesmerize and hold their foes. Most Controllers actually have a couple of these capabilies, so for a list of different options, follow this link.

Tips for playing the Controller:

When solo:

  • For the most part, the Controller is a group oriented archetype, and is not easy to solo. The Controller can be easily overwhelmed, as he doesn't do enough damage to clear out his foes before his control powers wear off. If you try to take on too large a group, you can hold them for a time, but then you will fall quickly. This means that soloing the Controller means being aware of your limits BEFORE you enter combat.

  • When starting out, use the Controller's hand to hand attacks to boost his low damage dealing capabilities. At higher level, try Fighting or Fitness in the power pool to give yourself additional attacks, and boost your defenses, either with the Pool or powers from your Secondary. Of course, a Controller can also solo with his ranged attacks, even if this is a bit slower. It's considerably safer, though, as the meleeing Controller is gambling on his ability to hit with his holds, and a string of misses can leave him in serious danger.

  • The Controller's ranged attacks are in his Primary Power set, and although it's nothing compared to a Blaster or Scrapper, they still do pretty good damage. This depends on the Power Set, of course, but as a usual rule a Controller does damage as a secondary effect of a root or knockdown power, which prevents the foe from attacking back. The problem is the small number of attacks, more than the lower damage (especially with Containment) which is why adding attacks from the Pool can be such a big benefit.

  • Containment, the Controller's Inherent power, really helps a great deal in solo situations. Since you must hold an opponent in order to double your damage, make sure that you have multiple hold Powers so you can cycle them. Remember that hold, sleep, immobilize, and even disorient count towards the double damage, and so chain different types of effects so there is always one on the target. You can only hit a slept foe once before he wakes up, but that may be enough time for your hold to recharge again. Containment doubles the damage of melee attacks, too, so hold the foe, close in for a few punches, then back away and lock him down again with another ranged attack.

  • Because of the Controller's lack of damage ability, however, one of his most important Powers is the ability to bring additional attackers in on his side. Whether they are "pets", or enemies turned to the Controller's side by Confuse/Decieve, the additional damage they deal greatly helps the rate at which the Controller can defeat his foes. Confuse does result in some lost XP, but the ability to end the fight more quickly greatly outweighs this loss. Once he has the capability, the Controller should always be sure that he has someone to fight by his side.

While on a team:

  • The Controller should be protected by his group, although he can use much the same strategies he would use solo to disorganize his foes, separate them from each other, and set them up for his allies to take out. Since just about any other Archetype can deal damage faster than the Controller, he can hold down much larger groups of foes, knowing most will be eliminated before the hold wears out.

  • When in a group, be aware of the position and status of your allies at all time. Communication is very important, so you can make sure not to overreach your Endurance. Your team should work with you, and you should work with your team.

  • The Defender-like Secondary powers of the Controller can come in handy solo, particularly if he picks a Set that can boost his own defense for those times he closes to melee, but it is in groups that they really come into their own. In a pinch, the Controller can substitute for a Defender, if one is not available. If a Defender is on the team, try to use your buffs to complement the Defender's. The Controller has a very high Endurance budget, however, and often trying to provide both holds and buffs is impossible. It can be helpful to shift which you concentrate on based on the situation.

  • Team movement powers and other Power Pool abilities that effect the team, like Leadership, can be very useful to the Controller because of his group oriented role. The Controller may be expected to help those who haven't chosen Flying or other powers keep up with the group.

  • Confuse/Decieve is a bit of a mixed blessing. While as mentioned above it is quite helpful when soloing, some teammates don't like the idea of lost XP. And since many groups can defeat foes fast enough even without "pets" by their side, there may actually be an overall XP loss. The Controller should probably make sure the power is okay with his teammates before using Confuse or Decieve. He should still have plenty of abilities he can use to fulfill his role in the group.


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