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{{TOCleft}}
{{Infobox_AT
|image=[[File:Archetypeicon_controller.png]]
|pri=Control
|sec=Buff
|inherent=[[Inherent Powers#Containment|Containment]]
|hp_base=1017.4
|hp_max=1606.4
|anc_sets=10
|dam_melee=0.550
|dam_range=0.550
|buff_dam_melee=0.080
|buff_def_melee=0.090
|buff_res_melee=0.100
|buff_tohit_melee=0.080
|debuff_dam_melee=0.100
|debuff_def_melee=0.100
|debuff_res_melee=0.100
|debuff_tohit_melee=0.100
|endmod_melee=1.100
|fear_melee=1.863
|heal_melee=117.799
|healself_melee=101.735
|immob_melee=1.863
|kb_melee=2.077
|sleep_melee=1.863
|slow_melee=1.250
|stun_melee=1.863
|taunt_melee=1.030
|threat_melee=1.0
|buff_dam_range=0.100
|buff_def_range=0.075
|buff_res_range=0.075
|buff_tohit_range=0.100
|debuff_dam_range=0.100
|debuff_def_range=0.100
|debuff_res_range=0.075
|debuff_tohit_range=0.100
|endmod_range=1.100
|fear_range=1.863
|heal_range=117.799
|immob_range=1.863
|kb_range=2.077
|sleep_range=1.863
|slow_range=1.250
|stun_range=1.863
|taunt_range=1.030
|threat_range=1.0
|dam_res_max=75%
|dam_res_min=-300%
|stat_res_max=10,001.01%
|stat_res_min=-300%
|stat_prot_max=N/A
|stat_prot_min=N/A
|dam_max=400%
|dam_min=10%
|def_max=175%
|def_min=-100%
|tohit_max=200.35%
|tohit_min=-100%
|rech_max=400%
|rech_min=-75%
|regen_max=2000%
|regen_min=0%
|recov_max=750%
|recov_min=0%
|stealth_max_pve=200 ft
|stealth_min_pve=-180 ft
|stealth_max_pvp=571.5 ft
|stealth_min_pvp=-180 ft
|percep_max=1260.6 ft
|percep_min=0 ft
|rng_max=500%
|rng_min=25%
}}
{{clr|left}}
== Overview ==
== Overview ==
{{TOCright}}
The '''Controller''' is at the same time the weakest and yet the most powerful of the archetypes. The Controller has few offensive attacks and possesses few hit points. But the Controller has access to a range of powers and abilities that no one else does. Armed with these powers, a Controller can affect the behavior of villains, from freezing them in place, to putting them to sleep, to routing them away. Armed with such abilities, the Controller is the backbone for any super group, but the Controller depends upon their teammates for protection.
[[File:archetypeicon_controller.png|left]]
The '''Controller''' is at the same time the weakest and yet the most powerful of the hero Archetypes. The Controller has few offensive attacks and possesses the fewest Hit Points. But the Controller has access to a range of powers that no one else does. Armed with these powers, a Controller can affect the behavior of villains, from freezing them in place, to putting them to sleep, to routing them away. Armed with such abilities, the Controller is the backbone for any super group, but the Controller often depends upon teammates for protection.
 
Faction: '''Hero'''


The Controller's power sets are:
The Controller's power sets are:


'''Primary''': Control<br />
'''Primary''': Control<br />
'''Secondary''': Buff/Debuff<br />
'''Secondary''': Buff<br />


The Controller has Low Hit Points and Low Damage.
{{ATStats|survive=4|melee=2|ranged=3|control=10|support=7|pets=5}}


== Power Sets ==
== Power Sets ==
 
{{section columns
| heading 1 =
=== Primary Power Sets ===
=== Primary Power Sets ===
 
| section 1 =
A Controller's primary power sets are designed specifically for control. They are:
A Controller's primary power sets are designed specifically for control. They are:
{{Category Listing|Controller Primary}}


* [[Earth Control]]
| heading 2 =
* [[Fire Control]]
* [[Gravity Control]]
* [[Ice Control]]
* [[Illusion Control]]
* [[Mind Control]]
* [[Plant Control]] (Issue 12)
 
=== Secondary Power Sets ===
=== Secondary Power Sets ===
 
| section 2 =
A Controller's secondary power sets are designed for buffing or debuffing. They are:
A Controller's secondary power sets are designed for buffing or debuffing. They are:
{{Category Listing|Controller Secondary}}


* [[Empathy]]
| heading 3 =
* [[Force Field]]
=== Ancillary Power Pools ===
* [[Kinetics]]
| section 3 =
* [[Radiation Emission]]
* [[Dark Mastery (Controller)|Dark Mastery]]
* [[Sonic Resonance]]
* [[Earth Mastery (Controller)|Earth Mastery]]
* [[Storm Summoning]]
* [[Energy Mastery (Controller/Dominator)#Controller|Energy Mastery]]
* [[Thermal Radiation]] (Issue 12)
* [[Fire Mastery#Controller|Fire Mastery]]
* [[Trick Arrow]]
* [[Ice Mastery#Controller|Ice Mastery]]
* [[Psionic Mastery#Controller|Psionic Mastery]]


=== Ancillary Power Pools ===
| heading 4 =
* [[Fire Mastery]]
=== Patron Power Pools ===
* [[Ice Mastery]]
| section 4 =
* [[Primal Forces Mastery]]
* [[Leviathan Mastery#Controller / Dominator|Leviathan Mastery]]
* [[Psionic Mastery]]
* [[Mace Mastery#Controller / Dominator|Mace Mastery]]
* [[Stone Mastery]]
* [[Mu Mastery#Controller / Dominator|Mu Mastery]]
* [[Soul Mastery#Controller / Dominator|Soul Mastery]]
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
}}


=== Inherent Power ===
=== Inherent Power ===
* [[Inherent Powers#Containment|Containment]] means Controllers do additional damage to targets which are already Held, Immobilized, Slept, or Disoriented.
* An additional perk enjoyed by Controllers is a chance of getting an extra point of [[magnitude]] on the [[Status Effect]]s that nearly all their primary powers cause. The word "Overpower" appears above affected enemies when this happens. This inherent is not represented by a power icon.
== Historical ==
{{Historical|type=section|reason=change}}
* Controllers have been in the game since [[Issue 0]], originally as a City of Heroes [[archetype]]. Their original primary powersets were Earth Control, Fire Control, Gravity Control, Ice Control, Illusion Control, and Mind Control. Their original secondary powersets were Empathy, Force Field, Kinetics, Radiation Emission, and Storm Summoning.
* Fire Mastery, Ice Mastery, Primal Forces Mastery, Psionic Mastery and Stone Mastery were added to the game in [[Issue 3]].
* Sonic Resonance and Trick Arrow were added to the game in [[Issue 5]].
* Plant Control and Thermal Radiation were [[Power Set Proliferation|proliferated]] to Controllers in [[Issue 12]].
* Cold Domination was proliferated to Controllers in [[Issue 16]].
* Electric Control was added to the game with [[Going Rogue]].
* The [[Patron Power Pools]] were made available to Controllers in [[Issue 18]].
* As of [[Issue 21]], access to Controllers required [[VIP Player|VIP status]], purchase on the [[Paragon Market]], or 13 [[Reward Token]]s in the [[Paragon Rewards Program]].
* Time Manipulation was added to the game in Issue 21.
* Poison was proliferated to Controllers in Issue 21.
* Darkness Control and Darkness Affinity were added to the game in [[Issue 22]].
* Nature Affinity was added to the game on August 21, 2012.
* Pain Domination and Traps were proliferated to Controllers in [[Issue 25]].
* Electrical Affinity was added to the game in [[Issue 26 Page 5|Issue 26, Page 5]].
* Symphony Control was added to the game in [[Issue 27 Page 4|Issue 27, Page 4]].
* Arsenal Control was added to the game in [[Issue 27 Page 7|Issue 27, Page 7]].


* [[Inherent Powers#Containment|Containment]]
== See Also ==
* An additional perk enjoyed by Controllers is a chance of getting an extra point of [[magnitude]] on the [[Status Effect]]s that nearly all their primary powers cause. The word "Overpower" appears above affected enemies when this happens. This inherent is not represented by a power icon.
* [[Archetypes]]


== External Links ==
== External Links ==
* [http://web.archive.org/web/20121025125321/http://na.cityofheroes.com/en/game_info/archetypes/hero_archetypes.php Archetypes documentation] on official City of Heroes site
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file


* [http://www.cityofheroes.com/game_info/archetypes/archetypes_overview.html Archetypes documentation] on official City of Heroes site
 
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
{{Navbox Archetypes}}


[[Category:Archetypes]]
[[Category:Archetypes]]

Latest revision as of 12:28, 24 February 2024

Controller
Archetypeicon controller.png
Primary Control
Secondary Buff
Inherent Containment
Base HP 1017.4
Max HP 1606.4
Primary Sets 12
Secondary Sets 16
Epic Power Pools 10
v  d  e


Overview

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

The Controller's power sets are:

Primary: Control
Secondary: Buff

Controller Stats
Survivability
4
Melee Damage
2
Ranged Damage
3
Crowd Control
10
Support
7
Pets
5

Power Sets

Inherent Power

  • Containment means Controllers do additional damage to targets which are already Held, Immobilized, Slept, or Disoriented.
  • An additional perk enjoyed by Controllers is a chance of getting an extra point of magnitude on the Status Effects that nearly all their primary powers cause. The word "Overpower" appears above affected enemies when this happens. This inherent is not represented by a power icon.

Historical

This section contains information about changes that took place in City of Heroes/Villains. It is provided for historical purposes.

  • Controllers have been in the game since Issue 0, originally as a City of Heroes archetype. Their original primary powersets were Earth Control, Fire Control, Gravity Control, Ice Control, Illusion Control, and Mind Control. Their original secondary powersets were Empathy, Force Field, Kinetics, Radiation Emission, and Storm Summoning.
  • Fire Mastery, Ice Mastery, Primal Forces Mastery, Psionic Mastery and Stone Mastery were added to the game in Issue 3.
  • Sonic Resonance and Trick Arrow were added to the game in Issue 5.
  • Plant Control and Thermal Radiation were proliferated to Controllers in Issue 12.
  • Cold Domination was proliferated to Controllers in Issue 16.
  • Electric Control was added to the game with Going Rogue.
  • The Patron Power Pools were made available to Controllers in Issue 18.
  • As of Issue 21, access to Controllers required VIP status, purchase on the Paragon Market, or 13 Reward Tokens in the Paragon Rewards Program.
  • Time Manipulation was added to the game in Issue 21.
  • Poison was proliferated to Controllers in Issue 21.
  • Darkness Control and Darkness Affinity were added to the game in Issue 22.
  • Nature Affinity was added to the game on August 21, 2012.
  • Pain Domination and Traps were proliferated to Controllers in Issue 25.
  • Electrical Affinity was added to the game in Issue 26, Page 5.
  • Symphony Control was added to the game in Issue 27, Page 4.
  • Arsenal Control was added to the game in Issue 27, Page 7.

See Also

External Links