Scroll down to read our guide named "KORI NO KABE'S GUIDE TO CONTROLLING" for DC Universe Online on PlayStation 3 (PS3), or click the above links for more cheats.

(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)

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:

Popular mistakes
Movement type
Hard Light controlling


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.

===============================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.


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 
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


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

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.


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
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.

================================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.


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.


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)
=============================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
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.


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.

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