Controller: Difference between revisions
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|hp_base=1017.4 | |hp_base=1017.4 | ||
|hp_max=1606.4 | |hp_max=1606.4 | ||
|anc_sets=10 | |||
|anc_sets= | |||
|dam_melee=0.550 | |dam_melee=0.550 | ||
|dam_range=0.550 | |dam_range=0.550 | ||
|buff_dam_melee=0.080 | |||
|buff_def_melee=0.090 | |buff_def_melee=0.090 | ||
| | |buff_res_melee=0.100 | ||
|buff_tohit_melee=0.080 | |buff_tohit_melee=0.080 | ||
|debuff_dam_melee=0.100 | |||
|debuff_def_melee=0.100 | |debuff_def_melee=0.100 | ||
| | |debuff_res_melee=0.100 | ||
|debuff_tohit_melee=0.100 | |debuff_tohit_melee=0.100 | ||
|endmod_melee=1.100 | |endmod_melee=1.100 | ||
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|immob_melee=1.863 | |immob_melee=1.863 | ||
|kb_melee=2.077 | |kb_melee=2.077 | ||
|sleep_melee=1.863 | |sleep_melee=1.863 | ||
|slow_melee=1.250 | |slow_melee=1.250 | ||
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|taunt_melee=1.030 | |taunt_melee=1.030 | ||
|threat_melee=1.0 | |threat_melee=1.0 | ||
|buff_dam_range=0.100 | |||
|buff_def_range=0.075 | |buff_def_range=0.075 | ||
| | |buff_res_range=0.075 | ||
|buff_tohit_range=0.100 | |buff_tohit_range=0.100 | ||
|debuff_dam_range=0.100 | |||
|debuff_def_range=0.100 | |debuff_def_range=0.100 | ||
| | |debuff_res_range=0.075 | ||
|debuff_tohit_range=0.100 | |debuff_tohit_range=0.100 | ||
|endmod_range=1.100 | |endmod_range=1.100 | ||
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|immob_range=1.863 | |immob_range=1.863 | ||
|kb_range=2.077 | |kb_range=2.077 | ||
|sleep_range=1.863 | |sleep_range=1.863 | ||
|slow_range=1.250 | |slow_range=1.250 | ||
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== 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: | |||
{{Category Listing|Controller Primary}} | |||
| heading 2 = | |||
=== Secondary Power Sets === | === Secondary Power Sets === | ||
| section 2 = | |||
A Controller's secondary power sets are designed for buffing or debuffing. They are: | |||
{{Category Listing|Controller Secondary}} | |||
| heading 3 = | |||
=== Ancillary Power Pools === | === Ancillary Power Pools === | ||
| section 3 = | |||
* [[Dark Mastery (Controller)|Dark Mastery]] | |||
* [[Earth Mastery (Controller)|Earth Mastery]] | |||
* [[Energy Mastery (Controller/Dominator)#Controller|Energy Mastery]] | |||
* [[Fire Mastery#Controller|Fire Mastery]] | * [[Fire Mastery#Controller|Fire Mastery]] | ||
* [[Ice Mastery#Controller|Ice Mastery]] | * [[Ice Mastery#Controller|Ice Mastery]] | ||
* [[Psionic Mastery#Controller|Psionic Mastery]] | * [[Psionic Mastery#Controller|Psionic Mastery]] | ||
| heading 4 = | |||
=== Patron Power Pools === | === Patron Power Pools === | ||
| section 4 = | |||
* [[Leviathan Mastery#Controller / Dominator|Leviathan Mastery]] | * [[Leviathan Mastery#Controller / Dominator|Leviathan Mastery]] | ||
* [[Mace Mastery#Controller / Dominator|Mace Mastery]] | * [[Mace Mastery#Controller / Dominator|Mace Mastery]] | ||
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* [[Soul Mastery#Controller / Dominator|Soul Mastery]] | * [[Soul Mastery#Controller / Dominator|Soul Mastery]] | ||
<span style="font-size:.75em;">* [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span> | <span style="font-size:.75em;">* [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span> | ||
}} | |||
=== Inherent Power === | === Inherent Power === | ||
* [[Inherent Powers#Containment|Containment]] | * [[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. | * 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. | ||
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* Nature Affinity was added to the game on August 21, 2012. | * Nature Affinity was added to the game on August 21, 2012. | ||
* Pain Domination and Traps were proliferated to Controllers in [[Issue 25]]. | * Pain Domination and Traps were proliferated to Controllers in [[Issue 25]]. | ||
* Electrical Affinity was added to the game in [[Issue 26]]. | * 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]]. | |||
== See Also == | == See Also == |
Latest revision as of 12:28, 24 February 2024
Controller | |
---|---|
Primary | Control |
Secondary | Buff |
Inherent | Containment |
Base HP | 1017.4 |
Max HP | 1606.4 |
Primary Sets | 12 |
Secondary Sets | 16 |
Epic Power Pools | 10 |
Modifiers (at level 50)
| |
Limits (at level 50)
| |
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
- Survivability
-
4
- Melee Damage
-
2
- Ranged Damage
-
3
- Crowd Control
-
10
- Support
-
7
- Pets
-
5
Power Sets
Primary Power Sets
A Controller's primary power sets are designed specifically for control. They are:
Secondary Power Sets
A Controller's secondary power sets are designed for buffing or debuffing. They are:
Ancillary Power Pools
Patron Power Pools
* Patron Power Pools require villain alignment to obtain.
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
- 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
- Archetypes documentation on official City of Heroes site
- Official City of Heroes Manual as a zipped PDF file