KORI NO KABE'S GUIDE TO CONTROLLING - Guide for DC Universe Online
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KORI NO KABE'S GUIDE TO CONTROLLING (v 0.9.0) December, 13 2011 copyright, 2011 A.R.Flores original work and all updates will be posted first at gamefaqs.com ----------------------------------------------------------------------------- ==============================TABLE OF CONTENTS============================== ----------------------------------------------------------------------------- Introduction (INT00) Terminology (TERM01) Popular mistakes (POP02) Powers (POW03) Strategy (STRT04) Weapons (WEAP05) Movement type (MOVE06) Stats (STAT07) Skills (SKLL08) Hard Light (HRDLT09) ----------------------------------------------------------------------------- ===================================(INT00)=================================== ================================INTRODUCTION================================= ----------------------------------------------------------------------------- Hello Folks, I'm Kori No Kabe and I have played a controller in DCUO since Febuary 2011. I started off as both an Ice Tank and Mental Controller, since then I have branched off to fire tank and light controller. I originally started playing on the PS3 and have recently started playing on PC. The purpose of this guide is to answer some frequently asked questions about controlling and to offer up some tips on how to be an effective controller in all situations. The advice I will be giving will vary with play styles but for the most part can be followed to the letter with much success. Although I try to be as specific as possible there are many times when a situation calls for ingenuity and resourcefullness on the part of the player. I make no claims to be the definitive authority on controlling but the following guide is months of work and trial and error. The topics I will be covering in this guide are: Terminology Popular mistakes Powers Strategy Weapons Movement type Stats Skills Hard Light controlling ----------------------------------------------------------------------------- ===================================(TERM01)================================== =================================TERMINOLOGY================================= ----------------------------------------------------------------------------- The following is a list of some basic terms I will be using in this guide. Tank: The main defense between the enemy and the group mob: The enemy. Also stands for Mobile unit. This is the main force of opposition in the game. PoT: Power Over Time. This is the ability that grants a portion of power to the group members over a delayed period of time Power Dump: This is the ability that grants a larger portion of power to group members instantly divided among the three group members that are lowest in power reserves Offensive De-buff: A power that reduces the enemy's over-all offensive power Defensive De-buff: A power that reduces the enemy's over-all defensive power Stun: A power that renders an enemy incapable of performing any action for a set period of time. Power interaction: Unique game mechanic that places an effect upon a target that may be built upon to cause further damage or other desirable effect. DPS: Damage Per Second. This can be applied to the generic role of damage dealer or the ammount of damage output during an instance. Spam: To constintly use an ability over and over again. AoE: Area of Effect. This is an attack or other effect that hits an area, either, centralized around the caster or targeted around a specified target. Most AoE's hit a large area but some can hit very localized areas. CR: Combat Rating. This is the rating given to your gear. The better your gear the higher your combat rating will go. Your combat rating will go up as you gain more and more tier gear after you get to level 30 SP: Skill Points. Skill points is how you level past 30 and it is also an important part of DCUO at endgame. You earn more SP as you accomplish feats. After you get 100 feat points you will earn 1 SP to spend in any skill you choose. ----------------------------------------------------------------------------- ===================================(POP02)=================================== ===============================POPULAR MISTAKES============================== ----------------------------------------------------------------------------- I find that the first mistake many people make while controling is taking their eyes of the power bars. Being a controller is dependant on how well you can watch the power bars while hitting your ranged attack button. Another mistake I see people doing is trying to be a dps or come in on one of the top two spots in the damage output at the end of the instance. Doing damage is not your job, leave that to the DPS and consentrate on keeping power up. Controllers and melee weapons: I have seen this more than once and it is becomming more and more common of a mistake. Controllers are not a melee class, primarily because we have horrible defense and cannot take a hit. Ranged weapons are faster and more effective at building up the combo gauge while keeping us far away from battle. Ranged weapons also enable us to keep on the move while still hitting a target while melee weapons steal away our mobility. ----------------------------------------------------------------------------- ====================================(POW03)================================== ====================================POWERS=================================== ----------------------------------------------------------------------------- A Controllers primary job is to keep the group's power up. But how dows he do that while de-buffing a mob and attacking and do all this while trying to stay alive himeself? I have a rotation that goes PoT, Defensive de-buff, Offensive de-buff, attack till PoT wears then do it all over again, power dumping when neccessary. The primary abilities used for this rotation are as follows: Telekinesis or Psychic blades for mental Sticky Bomb or Taser pull for Gadgets Claws or boxing for light Those are your PoT's. Next are your Defensive de-buffs: Thought Bubble or Phantom Flames for Mental. Note: Although thought bubble is nice, it is used better as an stun move than a de-buff. Whereas phantom flames damages, may stun as well as de-buff your target. Gauss Grenade for Gadgets Whip Thrash for Hard Light It is important to throw up your defensive debuffs because this will enable your DPS to make the most use out of his or her power. Next are your Offensive de-buffs: Cryokenisis or Terrorize for mental. Note: Cryokenisis causes damage while de-buffing and sets your target up for a power interaction that others may be able benifit from. Terrorize also sets up a power interaction but only other mentalists can benifit from it. Sleep Dart or Gag Glove for Gadgets Light Weight and Grasping hand for Hard Light. Note: Light Weight has a knock back feature that is nice on groups of mobs if you happen to get swarmed, but grasping hand is more of a ranged attack. Last is your Power Dump abilities: Psychic empowerment for Mental Defibrilator for Gadgets Recharge for Hard Light ----------------------------------------------------------------------------- ===================================(STRT04)================================== ====================================STRATEGY================================= ----------------------------------------------------------------------------- When first entering a battle field the controller needs to set himself up so that he is in clear viewing of all the other group members. The controller should typically set himself up behind the other group members but must also be constantly on the move. You will find yourself moving while shooting and giving out power and de-buffing the enemy. This is all normal for a controller and should, in fact,become a habit. You can also stick and move if the tank seems to have a good handle on the mobs in the area. Another good tactic is to keep your camera moving. This can be dizzying at times but you will never know when a mob has spawned behind you and you will need to stun it for later combat. Try to help the tank out as much as possible with occassional group stuns. Tossing out a stun here and there will reduce the ammount damage taken by the tank and reduce the load that the healer has trying to keep the tank alive. Don't go overboard though and remember your primary objective of supplying power to the group members. Try to keep your target locked. Use your tab key to keep the mobs locked in so you can blindly shoot and not be hitting nothing. Remember: you need to be hitting something in order to build up your combo gauge and your power. When facing a boss try to keep your distance as most bosses have nasty AoE's that can reduce your health fairly quickly if you are standing too close. As well as debilitating AoE's, bosses also have strong melee attacks that only tanks can endure for any length of time. Also when facing a boss try to keep him de-buffed as much as possible. This will enable the DPS to burn down the mob quickly and effeciently as well as cause the tank to take less damage during the encounter. This is why ranged skills and abilities are important, so you can de-buff while staying safe. Try not to stand out in the crowd. Remember, as a controller you are the backbone of the group, and so, you do not want to grab unneccessary attention from the mobs and find yourself knocked out. Use your powers wisely and attack only after your tank. NEVER be the first to attack unless you are overgeared for the instance, for example; in alerts where you are trying for a speed feat and can easily handle 3-4 mobs for the 5-10 seconds it will take your tank to get to you. The Lightning Bolt! Your POT has an icon that shows up as a little lightning bolt under your supercharge gauge. It is important that this icon stays lit up as much and as often as possible. This is your POT effect and when the icon goes away so does your PoT effect. Keep it up and the group will always be regening power. It will prevent you from having to power dump as often saving you power to de-buff and dump as needed. ----------------------------------------------------------------------------- ===================================(WEAP05)================================== =====================================WEAPONS================================= ----------------------------------------------------------------------------- Powers alone are not enough for keeping your team charged up. You also need to have a good weapon that has a high hit ratio to build up your combo meter. Some weapons that are good choices for a controller are: Hand Blasters: Hand Blasters have a skill called pulse beam that hits repeatedly for minimal damage. The damage is not important but what is important is the combo counter that builds up. Your power recharge is dependant on that combo counter so the higher it is the better off you will be. Dual Pistols: Full auto is a nice skill but it can draw unwanted aggro. Try to use this skill only after the tank has full aggro on everything within range. Rifle: Rifle is OK IF you know all the combos and can pull them off automatically. Remember: you will be spending most of your time using abilities and looking at the power bars. Martial Arts: Martial arts has one skill that you will be using and that is Shuriken Storm. You basically spam it and you will build up your hit meter really fast and get great power back. Good concept but when you need to be on the move AND recharge energy at the same time you can find yourself in a bit of a bind as Shuriken Storm requires you to be stationary. Bow: Bow has a really useful skill called Flurry Shot. This skill enables a 5 hit combo that will be readily reflected in your combo gauge and is good to build up that power in a short ammount of time. Flurry shot also lunges you forward a small bit but can be used on the move without breaking your rythim. ----------------------------------------------------------------------------- ===================================(MOVE06)================================== ================================MOVEMENT TYPES=============================== ----------------------------------------------------------------------------- Movement type is almost a choice of style but when you find yourself in a situation when you need to get out quickly where do you go and how fast do you get there? Flight: Flight is good because you can basicly stay out of the mobs range and, for the most part out of the mobs attention cone at almost all times. Acrobatics: A Quick jump to the left or right can get you out of a tight Jam but when you get surrounded you can glitch so there is no where to go. Super-speed: You can always be on the move with this one. Even in combat movement you are able to move faster than any of the other movement types. Use that to your advantage and keep moving around the area. ----------------------------------------------------------------------------- ===================================(STAT07)================================== =====================================STATS=================================== ----------------------------------------------------------------------------- There are two questions when considering stats, with any role. One is what stats are important and what is a good baseline? I cannot tell you what to be at level 30 as the type of gear you have will determine that but I can tell you what to shoot for as you progress. 1) What stats are important? Dominence and Vitalization are your two most important stats and the two you should concentrate the most on. Power is another stat you want to have high but it is not neccessary. 2) Where should VIT and DOM be at level 30? This is a tricky question because for the most part it will depend on what you have for gear at level 30. Obviously the higher the stat the better and as soon as you start to get tier gear that number will start to even out to a rather generic number. As a good baseline you can try to shoot for 600 on your VIT and 300 DOM. These numbers are rather low but as your CR and SP go up you will be getting higher numbers. It is not unheard of to have VIT in the 1000's and DOM around 500. These are, of course, elite numbers and can only be reached with dedication and hard work. ----------------------------------------------------------------------------- =====================================(SKLL08)================================ ======================================SKILLS================================= ----------------------------------------------------------------------------- Here is a generic but comprehensive rundown of what skills give you what stat and then finally the total number of SP you will need to have to max out your VIT and DOM. I will also list how many SP you will need for each individual skill to get the most VIT and DOM. Bow: Lunging Stab: +4 VIT (2SP) Brawling: Innate: +21 DOM (6SP) Dual Pistols: Full Auto: +4 VIT (3SP) Innate: +15 VIT (7SP) Dual Wield: Whirlwind Strike: +4 VIT (2SP) Innate: +21 DOM (6SP) Hand Blasters: Innate +21 DOM (7SP) One-Handed: Innate +15 VIT (7SP) Rifle: Rolling Barage: +4 VIT (3SP) Innate: +15 VIT (7SP) Staff: Martial Flowers: +4 VIT (3SP) Innate: +21 DOM (6SP) Two-Handed: Innate: +15 VIT (6SP) -------------- Total: +80 VIT (34SP) +84 DOM (25SP) ------ (59SP) ----------------------------------------------------------------------------- ===================================(HRDLT09)================================= =============================Hard Light Controlling========================== ----------------------------------------------------------------------------- I make a whole topic on hard light controlling because HLC is a beast into itself. HLC, or hard light controlling, is different because the HL powerset is based off of melee combat and so puts you in the middle of combat, a place a controller tries to never be. The main POT abilities are boxing and light claws. These abilities thrust you deep into melee combat, much like a lunge attack would do and are the starters of some of HL's biggest combos and also link into the powersets "endless combos." The main thing to remember in HLC is to get in and get out. There are three ways you can go about controlling. You can either: 1) Face a different direction from combat so that the lunging attacks of boxing and light claws throw you in a different direction from combat or, 2) Equip a weapon that can roll you out of combat quick and effeciently. 3) Choose a fast melee weapon and memorize the HL combos. Two weapons that will effectively roll you out of harms way are rifle and Dual pistols. Rifle has Flip Burst. This is a move that flips you away from your target and can be repeated about 3 times before you go into mortar, if you have that skill. Dual pistols has slip shot. This ability slides you away from your opponent and ends with a small flip backwards. Of the two slip shot seems to pull you farther out of combat and so is more beneficial to getting you out of combat faster, as well as be able to launch into subsequent combos thus increasing your combo gauge for more power. Remember: You want to be continually thinking of how to increase your combo gauge in all situations. HLC is more about stunning and massive crowd control than actually regening power. As most of the HL powerset is melee based this is the only time where a melee weapon would benefit you. Choosing a weapon like staff, with the massive stun combos, or Dual Wield and the attack speed that comes with it are both good choices for weapons. As a HLC you want to stay away from the slower weapons like Two-handed and brawling. There are many powers/abilities that are quite useful to a group and are, in fact very good means of crowd control. Abilities like Ram, that toss mobs into the air AND stuns them, are useful in large crowds. Whip Thrash is a directional AoE that has a fan shaped area of effect and can stun mobs where they stand. Jumping in with light claws or boxing and then using ram (not comboing into it) is always a good strategy. ----------------------------------------------------------------------------- ============================================================================= ==================================CONCLUSION================================= ----------------------------------------------------------------------------- Controlling is a fun and fast role to play and there are many ways to go about playing it. these tips are just some of the more effecient ways of being a better controller and one that is looked upon as a must have to any group. I wish you many adventures and the most success in your role as a controller.