Tudo sobre Gadgets DPS/TROLL
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Tudo sobre Gadgets DPS/TROLL
VOU COMEÇAR POSTANDO EM INGLÊS E VOU TRADUZINDO AOS POUCOS, ESSA SEMANA TÁ BEM PESADA PRA MIM
WELCOME TO THE GADGETS GUIDE
This Project's original creator was DeadPool5241. He passed the project onto ShadyMilkman. Shady returns to the game and forums on & off. He has given me the responsibility to oversee their project and move it forward. Myself and those willing will contribute and expand the project's information. What I post now is a combination of my work and Shady's. Players that have contributed have their names in the proper sections. New contributions are welcomed.
This thread contains information on Gadgets Damage and Controlling. The first pages display data on the power set as well as possible play styles for you to choose from. I will NOT tell you that you HAVE to have a specific load out. Gadgets is very versatile. Information is here to help you decide on your own. If you have read the guide and have any questions you can PM me or post in the thread. Posting in the thread will grant you an opportunity to get greater feedback. You'll get different perspectives doing so.
This thread is also OPEN to discussion on ANY and ALL things Gadgets. If you have a load out and rotation you'd like to share, a theory, or new trick you want to talk about/question/learn then feel free to post. By centralizing the Gadgets topic in here we have a better opportunity to learn from each other.
PLEASE if you have something negative and cruel to say about someone's post please don't reply to them.
____________________________________________
There is also a Controller Guide in here. It's a combination of knowledge gathered by Gadget players over the course of time. This information has been collected since the beginning of the game. It is unbiased and explains every approach to the handling of the PoT mechanics and play styles.
This guide IS a guide. Not a manual. It's here to explain to you our powers and options. This thread is to educate you and inform you of this power set.
If you're a flavor of the month individual seeking ONLY the best damage or controller load out/rotation without undersanding anything Gadgets then you'll most likely get nothing out of this. There are no HAVE TO load outs in the first page of the guide itself.
WELCOME TO THE GADGETS GUIDE
This Project's original creator was DeadPool5241. He passed the project onto ShadyMilkman. Shady returns to the game and forums on & off. He has given me the responsibility to oversee their project and move it forward. Myself and those willing will contribute and expand the project's information. What I post now is a combination of my work and Shady's. Players that have contributed have their names in the proper sections. New contributions are welcomed.
This thread contains information on Gadgets Damage and Controlling. The first pages display data on the power set as well as possible play styles for you to choose from. I will NOT tell you that you HAVE to have a specific load out. Gadgets is very versatile. Information is here to help you decide on your own. If you have read the guide and have any questions you can PM me or post in the thread. Posting in the thread will grant you an opportunity to get greater feedback. You'll get different perspectives doing so.
This thread is also OPEN to discussion on ANY and ALL things Gadgets. If you have a load out and rotation you'd like to share, a theory, or new trick you want to talk about/question/learn then feel free to post. By centralizing the Gadgets topic in here we have a better opportunity to learn from each other.
PLEASE if you have something negative and cruel to say about someone's post please don't reply to them.
____________________________________________
There is also a Controller Guide in here. It's a combination of knowledge gathered by Gadget players over the course of time. This information has been collected since the beginning of the game. It is unbiased and explains every approach to the handling of the PoT mechanics and play styles.
This guide IS a guide. Not a manual. It's here to explain to you our powers and options. This thread is to educate you and inform you of this power set.
If you're a flavor of the month individual seeking ONLY the best damage or controller load out/rotation without undersanding anything Gadgets then you'll most likely get nothing out of this. There are no HAVE TO load outs in the first page of the guide itself.
Última edição por Kelven18 em Seg Abr 08, 2013 12:11 pm, editado 2 vez(es)
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
THE TRICKS TREE
Specializing in this tree grants +1% critical attack chance and +35 power. In Controller role you gain 350 Vitalization. Dominance is increased by 100% and the strength of all Controller effects is significantly magnified. When targeting Nature, Sorcery, and Electricity users with your super powers you severely reduce their ability to heal in the healer role. Attacking them may inspire Confidence within you. This briefly increases your damage by 70%. (This 70% might be a typo)
Sticky Bomb
Power Cost of 200
Deploys a device that sticks to surfaces and detonates
[Control Role] Restores power to group members over time (25 seconds). This is one of your Power Over Time cast powers.
[Control Data] Will stun one target. After the bomb detonates it juggles and knocks down your target and targets near it.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Applies 4 ticks. Damage Over Time Type. Low Base Damage of 5. High Base Damage of 8. Lowest Total Base Damage of 20. Highest Total Base Damage of 32.
[Tips and Tricks] Sticky Bomb has a small AoE that can hit 3-5 NPC's at one time for damage, will also cause a stun effect. SB’s juggle control effect is on of the best in the game.
Sticky Bomb is a non-divided attack, meaning if you cast the power into a group of players/NPC's, they each will take the same damage. Other powers will divide the damage by the number of targets.
Intimidation
Power Cost of 250
Cool Down of 15 seconds
Empowers your attacks to cause additional damage and force enemies to cower in fear.
[Control Role] Gives 7 random PROCs or 15 seconds of additional damage and crit.
[Control Data] Will stunt one target. Depending on your weapon it also can juggle, knock back, and knock down.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Total of 7 random PROCs. PROCs are procedures of yellow (might) damage. Low Base Damage of 15. High Base Damage of 25. Total Low Base Damage with 7 PROCs is 105. Total High Base Damage with 7 PROCs is 175.
[Tips and Tricks] This adds damage along with your weapon as you regenerate power back. This power applies a stun,even in damage stance, when it PROCs to stop the NPC from dealing damage. This boost will apply to the first power used and has a chance to PROC off the initial hit of most offensive powers. Damage Over Time ticks don't set off the procedure of yellow damage from Intimidation (it's random yellow damage). It has a greater chance be set off with weapon use. The farther you go into the 7 PROCs of damage, the more damage it does. As long as Intimidation is on cool down, it has a chance to PROC. This power is single target. Intimidation, a personal buff, can cancel out a power used before it and can be cancelled out by another self buff like a trinket, Defib, cola, or power like Distract. This allows the power to still work but it cuts the cast time from 1.5 seconds long to .2. Also known as "clipping."
Suppressor Turret
Power Cost of 325
Cool Down of 6 seconds
Cast Time of about 1.7 seconds
Deploys a turret armed with a range of ammunition. Hold the Suppressor Turret in your load out for 3 seconds to banish it.
Turret's health is estimated to be 8485.
Speccing into this power will unlock the Self-Destruct Signal. Which has a power cost of 0. Activating the Self-Destruct Signal will destroy nearby Thermite Mines, Imposion Mines, the Suppressor Turret and the decoy itself.
You can use the Self-Destruct Signal to clip any power.
[Control Data] Provides encasement's through its own cast of Stasis Field. It sets up direct burning through its Flamethrower. It inflicts electrified effects through a Taser Pull and stun attacks. Inflicts frostbite through Ice Grenades. Aside from setting up PI's, the Turret also helps in the form of crowd controlling. In Damage role it seems to focus more on Grenades and Flamethrower.
[Power Interactions] Inflicts burning, frostbite, electrifies and encases
[Tips and Tricks] Post GU17 the Turret has been given increased health and the AI is more aggressive. Powers from healers can heal your Turret. It sets up PI's at no power cost. This pet is favored by some in PVP. In Damage stance, players can take advantage of the random PI's it sets up. Example: the Turret's flamethrower provides burning which can be followed by Fear Gas or Cryo-Field for an explosion. Consider this an auto-pilot for crowd control in Control stance. When you cast it in damage stance it will usually focus on Grenades and Flamethrower.
You can have both the Turret, the Decoy and Battle Drone up at the same time.
Holographic Decoy
Power Cost of 250
Cool Down of 30 seconds
The Decoy lasts about 16 seconds.
Stuns enemies while creating a holographic decoy to alleviate some of your incoming damage and to taunt enemies.
Speccing into this power will unlock the Self-Destruct Signal. Which has a power cost of 0. Activating the Self-Destruct Signal will destroy nearby Thermite Mines, Imposion Mines, the Suppressor Turret and the decoy itself.
This power can transfer 25% of incoming damage from you to the decoy. It can taunt (aggro) enemies up to 3 times.
[Control Data] On casting, it will stun nearby targets.
[Tips and Tricks] You can self destruct this decoy only once. You can use this in PVP or PVE to mitigate damage. If you're over run with NPC's and the Decoy is up just cast Distract to drop aggro. The NPC's will target the Decoy. You can use the Self-Destruct Signal to clip any power. It is Usable While Controlled and cost no power. Some Speedster players use Phase Dodge. You can take advantage of the Signal if you're not a Speedster. You can have both the Turret, the Decoy and Battle Drone up at the same time.
If you're going to use both the Turret and Decoy: When clipping (animation canceling) to activate your "Pets," cast the Decoy first then the Turret. The Turret has a cast time for it to appear. The Decoy does not.
Distract
Power Cost of 250
Cool Down of 20 seconds
[Usable While Controlled] Deploys a smoke bomb cloaking you from enemies until you are damaged or move, prevents damage for a short time and compels enemies to seek targets other than you.
Shields you for 5 seconds unless the shield is destroyed. The formula for the shield is based on 100% of your restoration and 100% of your dominance. This power drops aggro from NPC's targeted on you when you cast it. It does not prevent any new aggro.
[Control Data] You can pick up fallen team mates in Damage stance with this power, but the shield is stronger in Control stance.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Tips and Tricks] This power is unique for Gadgets players. This power stops all forms of control effects from enemies for 5 seconds. This power is great for duels, PvP and PvE. For PvE this can be used to activate switches or pick up fallen players with out taking damage. If only one healer is alive and you see him/her going to pick up the fallen players, tell him/her you'll do to prevent a wipe. You want the healer healing so take advantage of your shields and pick up team mates.
In PvP, you can use this to quickly pick yourself up after you've been countered. If a boss is going to do a major attack, cast this to mitigate damage. If you melee dps, this is one shield you can benefit from. This power drops aggro that is currently targeted on you. However, if you are alone there won't be anything for the NPC's to target. They may just return to attack you after a brief pause. Try popping a pet trinket or pet power then cast Distract so the NPC's target your pet.
Specializing in this tree grants +1% critical attack chance and +35 power. In Controller role you gain 350 Vitalization. Dominance is increased by 100% and the strength of all Controller effects is significantly magnified. When targeting Nature, Sorcery, and Electricity users with your super powers you severely reduce their ability to heal in the healer role. Attacking them may inspire Confidence within you. This briefly increases your damage by 70%. (This 70% might be a typo)
Sticky Bomb
Power Cost of 200
Deploys a device that sticks to surfaces and detonates
[Control Role] Restores power to group members over time (25 seconds). This is one of your Power Over Time cast powers.
[Control Data] Will stun one target. After the bomb detonates it juggles and knocks down your target and targets near it.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Applies 4 ticks. Damage Over Time Type. Low Base Damage of 5. High Base Damage of 8. Lowest Total Base Damage of 20. Highest Total Base Damage of 32.
[Tips and Tricks] Sticky Bomb has a small AoE that can hit 3-5 NPC's at one time for damage, will also cause a stun effect. SB’s juggle control effect is on of the best in the game.
Sticky Bomb is a non-divided attack, meaning if you cast the power into a group of players/NPC's, they each will take the same damage. Other powers will divide the damage by the number of targets.
Intimidation
Power Cost of 250
Cool Down of 15 seconds
Empowers your attacks to cause additional damage and force enemies to cower in fear.
[Control Role] Gives 7 random PROCs or 15 seconds of additional damage and crit.
[Control Data] Will stunt one target. Depending on your weapon it also can juggle, knock back, and knock down.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Total of 7 random PROCs. PROCs are procedures of yellow (might) damage. Low Base Damage of 15. High Base Damage of 25. Total Low Base Damage with 7 PROCs is 105. Total High Base Damage with 7 PROCs is 175.
[Tips and Tricks] This adds damage along with your weapon as you regenerate power back. This power applies a stun,even in damage stance, when it PROCs to stop the NPC from dealing damage. This boost will apply to the first power used and has a chance to PROC off the initial hit of most offensive powers. Damage Over Time ticks don't set off the procedure of yellow damage from Intimidation (it's random yellow damage). It has a greater chance be set off with weapon use. The farther you go into the 7 PROCs of damage, the more damage it does. As long as Intimidation is on cool down, it has a chance to PROC. This power is single target. Intimidation, a personal buff, can cancel out a power used before it and can be cancelled out by another self buff like a trinket, Defib, cola, or power like Distract. This allows the power to still work but it cuts the cast time from 1.5 seconds long to .2. Also known as "clipping."
Suppressor Turret
Power Cost of 325
Cool Down of 6 seconds
Cast Time of about 1.7 seconds
Deploys a turret armed with a range of ammunition. Hold the Suppressor Turret in your load out for 3 seconds to banish it.
Turret's health is estimated to be 8485.
Speccing into this power will unlock the Self-Destruct Signal. Which has a power cost of 0. Activating the Self-Destruct Signal will destroy nearby Thermite Mines, Imposion Mines, the Suppressor Turret and the decoy itself.
You can use the Self-Destruct Signal to clip any power.
[Control Data] Provides encasement's through its own cast of Stasis Field. It sets up direct burning through its Flamethrower. It inflicts electrified effects through a Taser Pull and stun attacks. Inflicts frostbite through Ice Grenades. Aside from setting up PI's, the Turret also helps in the form of crowd controlling. In Damage role it seems to focus more on Grenades and Flamethrower.
[Power Interactions] Inflicts burning, frostbite, electrifies and encases
[Tips and Tricks] Post GU17 the Turret has been given increased health and the AI is more aggressive. Powers from healers can heal your Turret. It sets up PI's at no power cost. This pet is favored by some in PVP. In Damage stance, players can take advantage of the random PI's it sets up. Example: the Turret's flamethrower provides burning which can be followed by Fear Gas or Cryo-Field for an explosion. Consider this an auto-pilot for crowd control in Control stance. When you cast it in damage stance it will usually focus on Grenades and Flamethrower.
You can have both the Turret, the Decoy and Battle Drone up at the same time.
Holographic Decoy
Power Cost of 250
Cool Down of 30 seconds
The Decoy lasts about 16 seconds.
Stuns enemies while creating a holographic decoy to alleviate some of your incoming damage and to taunt enemies.
Speccing into this power will unlock the Self-Destruct Signal. Which has a power cost of 0. Activating the Self-Destruct Signal will destroy nearby Thermite Mines, Imposion Mines, the Suppressor Turret and the decoy itself.
This power can transfer 25% of incoming damage from you to the decoy. It can taunt (aggro) enemies up to 3 times.
[Control Data] On casting, it will stun nearby targets.
[Tips and Tricks] You can self destruct this decoy only once. You can use this in PVP or PVE to mitigate damage. If you're over run with NPC's and the Decoy is up just cast Distract to drop aggro. The NPC's will target the Decoy. You can use the Self-Destruct Signal to clip any power. It is Usable While Controlled and cost no power. Some Speedster players use Phase Dodge. You can take advantage of the Signal if you're not a Speedster. You can have both the Turret, the Decoy and Battle Drone up at the same time.
If you're going to use both the Turret and Decoy: When clipping (animation canceling) to activate your "Pets," cast the Decoy first then the Turret. The Turret has a cast time for it to appear. The Decoy does not.
Distract
Power Cost of 250
Cool Down of 20 seconds
[Usable While Controlled] Deploys a smoke bomb cloaking you from enemies until you are damaged or move, prevents damage for a short time and compels enemies to seek targets other than you.
Shields you for 5 seconds unless the shield is destroyed. The formula for the shield is based on 100% of your restoration and 100% of your dominance. This power drops aggro from NPC's targeted on you when you cast it. It does not prevent any new aggro.
[Control Data] You can pick up fallen team mates in Damage stance with this power, but the shield is stronger in Control stance.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Tips and Tricks] This power is unique for Gadgets players. This power stops all forms of control effects from enemies for 5 seconds. This power is great for duels, PvP and PvE. For PvE this can be used to activate switches or pick up fallen players with out taking damage. If only one healer is alive and you see him/her going to pick up the fallen players, tell him/her you'll do to prevent a wipe. You want the healer healing so take advantage of your shields and pick up team mates.
In PvP, you can use this to quickly pick yourself up after you've been countered. If a boss is going to do a major attack, cast this to mitigate damage. If you melee dps, this is one shield you can benefit from. This power drops aggro that is currently targeted on you. However, if you are alone there won't be anything for the NPC's to target. They may just return to attack you after a brief pause. Try popping a pet trinket or pet power then cast Distract so the NPC's target your pet.
Última edição por Kelven18 em Seg Abr 08, 2013 11:36 am, editado 1 vez(es)
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
Anesthetic
35% Super Charge Cost
[Usable While Controlled] Blocks damage, rapidly regenerates health, and protects against control effects for a short time.
[Tips and Tricks] Great power to have for duos with no healer and solo challenges. I highly suggest this power for people leveling up.
Asphyxiation Gas
50% Super Charge Cost
[Usable While Controlled] Inflicts heavy damage on enemies as they choke and cough.
Good super charge, has a really large AoE (think Sorcery's Circle of Destiny's size), will stun the whole area and do damage.
[Control Data] Will stun 6 to 8 targets (will recheck). The control animation on a target is a choke.
[Damage Data] Applies 5 ticks. Damage Over Time Type. Low Base Damage of 34. High Base Damage of 39. Lowest Total Base Damage of 170. Highest Total Base Damage of 195.
[Tips and Tricks] With every SC, you need to cast a damage modifier before using it, 50% are the best to use, but I also suggest using Intimidation to boost the damage as well.
Vortex Cannon
Power Cost of 300
Assaults the sense with a vortex of air, light, and sound to damage your enemies, knock them back, and possibly root and stun them.
[Control Role] Reduces the targets damage output by 7%.
[Control Data] Applies the damage debuff on 1 target. Provides a knock back effect, stuns and roots a maximum of 3 targets.
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
[Damage Data] Burst Type. Low Base Damage of 31. High Base Damage of 34.
Damages up to 6 targets. This power has a cone Area of Effect.
Starts to split damage on 2 targets.
[Tips and Tricks] Use as a knock back to push enemies away from you. The power also starts to split damage amongst 2 enemies. It's not given enough "UMPH" to be feasible as a DPS option. Take notice that after you cast this power, the damage debuff won't appear on your target until 1 second after you cast it. It may be a bug.
Stasis Field
Power Cost of 300
Encases an enemy within a force field
[Power Interactions] Sorcery, Fire, Ice and Mental benefit from the ability to blow up encasement's.
[Control Role] Reduces enemy defense by 7%.
[Control Data] Applies the defense debuff to one target but will encase 2 targets.
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
[Damage Data] Applies the initial hit followed by 7 ticks of damage. Damage Over Time Type. DoT Low Base Damage of 6. DoT High Base Damage of 9. Initial Hit Low Base Damage of 20. Initial Hit High Base Damage of 27. Lowest Total Base Damage of 62. Highest Total Base Damage of 90.
[Tips and tricks] If you have the correct amount of dominance you will encase those targets. Even if you don't encase each target you will get 7 ticks of damage over time (DoT) to two targets. In Damage stance you damage only one target and its much harder to encase with lowered dominance values.
Napalm Grenade
Power Cost of 360
Bombs your target with explosive force to stun them and knock them down
May sometimes miss a fast-moving target.
[Power Interactions] Inflicts Burning on enemies to cause damage over time
[Control Role] Reduces the targets ability to heal and removes power over time effects.
[Control Data] Applies the heal debuff on up to 4 targets near each other. It will stun 2 targets and burn up 5 to 6 in range.
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Damage Data] Applies the initial burst hit followed by 11 ticks of burning PI damage over time. Burst Type. Burst Low Base Damage of 33. Burst High Base Damage of 39. With Power Interaction: Lowest Total Base Damage of 44. PI Highest Total Base Damage of 61.
This power will hit up to 3 to 4 targets.
[Tips and Tricks] Its a quick 50% modifier burst attack. Its applies DoTs but the ticks are a result of direct burning PI. Burning PI has a base of 1 to 2 damage which is why the numbers are low. This power will burn up to 6 enemies within the cast radius making it an exceptional set-up for Fear gas. This power also splits damage amongst enemies. This is a great option for Controllers in PvP who are looking to not rip electrified effects from their teammates that would otherwise be stolen by Cryo-Foam. It also strips power over time from healer's in PvP.
35% Super Charge Cost
[Usable While Controlled] Blocks damage, rapidly regenerates health, and protects against control effects for a short time.
[Tips and Tricks] Great power to have for duos with no healer and solo challenges. I highly suggest this power for people leveling up.
Asphyxiation Gas
50% Super Charge Cost
[Usable While Controlled] Inflicts heavy damage on enemies as they choke and cough.
Good super charge, has a really large AoE (think Sorcery's Circle of Destiny's size), will stun the whole area and do damage.
[Control Data] Will stun 6 to 8 targets (will recheck). The control animation on a target is a choke.
[Damage Data] Applies 5 ticks. Damage Over Time Type. Low Base Damage of 34. High Base Damage of 39. Lowest Total Base Damage of 170. Highest Total Base Damage of 195.
[Tips and Tricks] With every SC, you need to cast a damage modifier before using it, 50% are the best to use, but I also suggest using Intimidation to boost the damage as well.
Vortex Cannon
Power Cost of 300
Assaults the sense with a vortex of air, light, and sound to damage your enemies, knock them back, and possibly root and stun them.
[Control Role] Reduces the targets damage output by 7%.
[Control Data] Applies the damage debuff on 1 target. Provides a knock back effect, stuns and roots a maximum of 3 targets.
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
[Damage Data] Burst Type. Low Base Damage of 31. High Base Damage of 34.
Damages up to 6 targets. This power has a cone Area of Effect.
Starts to split damage on 2 targets.
[Tips and Tricks] Use as a knock back to push enemies away from you. The power also starts to split damage amongst 2 enemies. It's not given enough "UMPH" to be feasible as a DPS option. Take notice that after you cast this power, the damage debuff won't appear on your target until 1 second after you cast it. It may be a bug.
Stasis Field
Power Cost of 300
Encases an enemy within a force field
[Power Interactions] Sorcery, Fire, Ice and Mental benefit from the ability to blow up encasement's.
[Control Role] Reduces enemy defense by 7%.
[Control Data] Applies the defense debuff to one target but will encase 2 targets.
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
[Damage Data] Applies the initial hit followed by 7 ticks of damage. Damage Over Time Type. DoT Low Base Damage of 6. DoT High Base Damage of 9. Initial Hit Low Base Damage of 20. Initial Hit High Base Damage of 27. Lowest Total Base Damage of 62. Highest Total Base Damage of 90.
[Tips and tricks] If you have the correct amount of dominance you will encase those targets. Even if you don't encase each target you will get 7 ticks of damage over time (DoT) to two targets. In Damage stance you damage only one target and its much harder to encase with lowered dominance values.
Napalm Grenade
Power Cost of 360
Bombs your target with explosive force to stun them and knock them down
May sometimes miss a fast-moving target.
[Power Interactions] Inflicts Burning on enemies to cause damage over time
[Control Role] Reduces the targets ability to heal and removes power over time effects.
[Control Data] Applies the heal debuff on up to 4 targets near each other. It will stun 2 targets and burn up 5 to 6 in range.
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Damage Data] Applies the initial burst hit followed by 11 ticks of burning PI damage over time. Burst Type. Burst Low Base Damage of 33. Burst High Base Damage of 39. With Power Interaction: Lowest Total Base Damage of 44. PI Highest Total Base Damage of 61.
This power will hit up to 3 to 4 targets.
[Tips and Tricks] Its a quick 50% modifier burst attack. Its applies DoTs but the ticks are a result of direct burning PI. Burning PI has a base of 1 to 2 damage which is why the numbers are low. This power will burn up to 6 enemies within the cast radius making it an exceptional set-up for Fear gas. This power also splits damage amongst enemies. This is a great option for Controllers in PvP who are looking to not rip electrified effects from their teammates that would otherwise be stolen by Cryo-Foam. It also strips power over time from healer's in PvP.
Última edição por Kelven18 em Seg Abr 08, 2013 11:36 am, editado 1 vez(es)
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
Energy Shield
Power Cost of 350
Cool Down of 25 seconds
[Usable While Controlled] Encases you in an energy shield, preventing damage, if your health falls below 35%. After casting, you have a window of 2 minutes for the shield to protect you if your health falls below the 35% mark.
The formula for the shield is based on 100% of your restoration and 100% of your dominance. An extra 10 points is included. It may be based off Dom or Resto alone. It may also be based off 5 Dom and 5 Resto
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Tips and Tricks] This power has seems to have mixed results. Perhaps taking advantage of the Shield Home Turf Mod will make it useful. I haven't found it ES itself useful in PvE.
Photon Blast
Power Cost of 350
[Vulnerable to Interrupt] Bombards an enemy with a powerful ray to damage and stun them, causing additional damage to enemies under 35% health or below.
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Damage Data] Applies 6 ticks of damage. Channel Beam Type. Low Base Damage of 6. High Base Damage of 48. Lowest Total Base Damage of 36. Highest Total Base Damage of 288.
[Tips and Tricks]This power does have a cast time and it is a channeled beam. It is similar to Sorcery's Final Ruin. You won't get all 6 ticks if you clip or jump cancel this power. You must stay in animation to get the full 6 ticks. The damage is good and definitely could find a place on a ranged damage load out. Melee might be a tough sell though because of the interruption unless you have Empowered Channeling. That white mod also increases defense while PB is active. Consider popping Distract or placing some distance before casting. In PvP, you're vulnerable to being interrupted by your opponents' teammates.
THE TRAPS TREE
Specializing in this tree grants +5% Critical Attack Damage and +1 Stealth. In Controller role you gain 350 Vitalization. Dominance is increased by 100% and the strength of all Controller effects is significantly magnified. When targeting Nature, Sorcery, and Electricity users with your super powers you severely reduce their ability to heal in the healer role. Attacking them may inspire Confidence within you. This briefly increases your damage by 35%.
Taser Pull
Power Cost of 200
Throws a taser line around your target to stun and drag them toward you.
[Power Interactions] Electrifies enemies, making them vulnerable to electrified Power Interactions
[Control Role] Restores Power to group members over time. This is your second Power Over Time cast power.
[Control Data] This is a single target pull. It will stun and electrify your target.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Burst Type. Low Base Damage of 20. High Base Damage of 27.
[Tips and Tricks] One of the two PoT's available to the Gadget Controller. Great for pulling during the "the bridge"in FOS2 and crabs during the second boss fight in FOS1. Be careful to not spam this consecutively. Doing so delays the Pot tick for the entire group by another 5 seconds. This eventually leads to no power if the group is under stress to cast heals, damage and gain aggro (tank) with no PoT ticks. Try to cast the Taser Pull when you see the Blue PoT numbers on your screen and over the team's head. Doing this keeps it synced. Essentially you'll be pulling every 5 seconds so pull from a good distance.
Fear Gas
Power Cost of 230
[Vulnerable to Interrupt] Sprays out fear gas to paralyze victims with Panic.
[Power Interactions] Inflicts Burning to cause damage over time; Burning or Electrified enemies will explode, while Frostbitten enemies may become encased (Power combo).
[Control Data] Applies Panic on up to 2 targets. 3 targets if you keep stay in animation. This causes them to run aimlessly.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Applies 11 ticks. Channel Beam/Damage Over Time Type. Low Base Damage of 3. High Base Damage of 4. Total Low Base Damage of 33. Total High Base Damage of 44. With Power Interaction: With Burning, applies 24 total ticks. Total DoTLow Base Damage of 1. Total DoT High Base Damage of 4. Lowest Total Base Damage of 24. Highest Total Base Damage of 96.
Burning Targets + FG will explode targets dealing 15 (low) to 18 (high) damage.
Fear Gas will hit 2 opponents if jump cancelled. If you continue to channel (remain in animation), it can hit a third target in range. You might still lose a few ticks of damage. This power does not split damage. This power has the same distance as Cryo-Foam but a much wider cone AOE. FG can be jump cancelled but doing so will not grant you the remaining 3 ticks of damage.
[Tips and Tricks] In regards to speed at which it applies Damage Over Time ticks, this is superior to Cryo Foam. If you design a literal damage per second load out, this power would be great to place in there.
Defibrillator
Power Cost of 300
Cool Down of 2 seconds
Restores power to the 3 lowest powered members of the group. This does not include yourself.
Grants you a personal buff of 77 Might and 62 Precision for 6 seconds in either role.
[Control Data] This is a Instant Power Heal or Direct Power Transfer move.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Tips and Tricks] This power can be used to clip powers and give you a buff for a short time.
Stealth
Cool Down of 30 seconds
Cloaks your movements in secrecy, enabling special sneak attacks.
Not all powers are available in Stealth. This power renders you invisible and stealthed.
While in Stealth: Innates are 50 Dodge, 50 Evasion, 60% Critical Ability Attack Chance, and 60% Critical Weapon Attack Chance
The following powers are available while in stealth mode ONLY:
Cuff'Em: [Control Effect] Handcuffs the target, stunning it out of combat.
Surprise Attack: Delivers a Upper Cut Critical Attack. Breaks Stealth.
Implosion Mine: [Retains Stealth] [Control Effect] Deploys a mine that stuns on enemy contact.
Powers Available that Retain Stealth: Thermite Mine, Sleep Dart, Implosion Mine, Phase Dodge, Robot Sidekick, Hard Light Shield, Neo Venom Boost and Self Destruct.
[Tips and Tricks] Stealth will be lost upon taking damage. A shield such as Distract can be used before casting Stealth and will absorb damage otherwise you can take advantage of the Stealth Mod. Stealth cost no power to cast. Players can see benefits using this in solo missions or objective based PvP Arenas.
Bunker Buster
50% super charge cost
Unleashes an inferno to incinerate enemies within the area.
[Control Data] Will stun and knock down targets.
[Damage Data] Applies the initial hit followed by 5 to 6 ticks of damage. Initial & Damage Over Time Type. DoT Low Base Damage of 31. DoT High Base Damage of 50. Initial Hit Low Base Damage of 98. Initial Hit High Base Damage of 108. Lowest Total Base Damage of 253. Highest Total Base Damage of 408.
[Tips and Tricks] Favored by most Gadget DPS. It's base damage far surpasses our gas supercharge. You can boost it with a 50% modifier.
Power Cost of 350
Cool Down of 25 seconds
[Usable While Controlled] Encases you in an energy shield, preventing damage, if your health falls below 35%. After casting, you have a window of 2 minutes for the shield to protect you if your health falls below the 35% mark.
The formula for the shield is based on 100% of your restoration and 100% of your dominance. An extra 10 points is included. It may be based off Dom or Resto alone. It may also be based off 5 Dom and 5 Resto
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Tips and Tricks] This power has seems to have mixed results. Perhaps taking advantage of the Shield Home Turf Mod will make it useful. I haven't found it ES itself useful in PvE.
Photon Blast
Power Cost of 350
[Vulnerable to Interrupt] Bombards an enemy with a powerful ray to damage and stun them, causing additional damage to enemies under 35% health or below.
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Damage Data] Applies 6 ticks of damage. Channel Beam Type. Low Base Damage of 6. High Base Damage of 48. Lowest Total Base Damage of 36. Highest Total Base Damage of 288.
[Tips and Tricks]This power does have a cast time and it is a channeled beam. It is similar to Sorcery's Final Ruin. You won't get all 6 ticks if you clip or jump cancel this power. You must stay in animation to get the full 6 ticks. The damage is good and definitely could find a place on a ranged damage load out. Melee might be a tough sell though because of the interruption unless you have Empowered Channeling. That white mod also increases defense while PB is active. Consider popping Distract or placing some distance before casting. In PvP, you're vulnerable to being interrupted by your opponents' teammates.
THE TRAPS TREE
Specializing in this tree grants +5% Critical Attack Damage and +1 Stealth. In Controller role you gain 350 Vitalization. Dominance is increased by 100% and the strength of all Controller effects is significantly magnified. When targeting Nature, Sorcery, and Electricity users with your super powers you severely reduce their ability to heal in the healer role. Attacking them may inspire Confidence within you. This briefly increases your damage by 35%.
Taser Pull
Power Cost of 200
Throws a taser line around your target to stun and drag them toward you.
[Power Interactions] Electrifies enemies, making them vulnerable to electrified Power Interactions
[Control Role] Restores Power to group members over time. This is your second Power Over Time cast power.
[Control Data] This is a single target pull. It will stun and electrify your target.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Burst Type. Low Base Damage of 20. High Base Damage of 27.
[Tips and Tricks] One of the two PoT's available to the Gadget Controller. Great for pulling during the "the bridge"in FOS2 and crabs during the second boss fight in FOS1. Be careful to not spam this consecutively. Doing so delays the Pot tick for the entire group by another 5 seconds. This eventually leads to no power if the group is under stress to cast heals, damage and gain aggro (tank) with no PoT ticks. Try to cast the Taser Pull when you see the Blue PoT numbers on your screen and over the team's head. Doing this keeps it synced. Essentially you'll be pulling every 5 seconds so pull from a good distance.
Fear Gas
Power Cost of 230
[Vulnerable to Interrupt] Sprays out fear gas to paralyze victims with Panic.
[Power Interactions] Inflicts Burning to cause damage over time; Burning or Electrified enemies will explode, while Frostbitten enemies may become encased (Power combo).
[Control Data] Applies Panic on up to 2 targets. 3 targets if you keep stay in animation. This causes them to run aimlessly.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Damage Data] Applies 11 ticks. Channel Beam/Damage Over Time Type. Low Base Damage of 3. High Base Damage of 4. Total Low Base Damage of 33. Total High Base Damage of 44. With Power Interaction: With Burning, applies 24 total ticks. Total DoTLow Base Damage of 1. Total DoT High Base Damage of 4. Lowest Total Base Damage of 24. Highest Total Base Damage of 96.
Burning Targets + FG will explode targets dealing 15 (low) to 18 (high) damage.
Fear Gas will hit 2 opponents if jump cancelled. If you continue to channel (remain in animation), it can hit a third target in range. You might still lose a few ticks of damage. This power does not split damage. This power has the same distance as Cryo-Foam but a much wider cone AOE. FG can be jump cancelled but doing so will not grant you the remaining 3 ticks of damage.
[Tips and Tricks] In regards to speed at which it applies Damage Over Time ticks, this is superior to Cryo Foam. If you design a literal damage per second load out, this power would be great to place in there.
Defibrillator
Power Cost of 300
Cool Down of 2 seconds
Restores power to the 3 lowest powered members of the group. This does not include yourself.
Grants you a personal buff of 77 Might and 62 Precision for 6 seconds in either role.
[Control Data] This is a Instant Power Heal or Direct Power Transfer move.
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)
[Tips and Tricks] This power can be used to clip powers and give you a buff for a short time.
Stealth
Cool Down of 30 seconds
Cloaks your movements in secrecy, enabling special sneak attacks.
Not all powers are available in Stealth. This power renders you invisible and stealthed.
While in Stealth: Innates are 50 Dodge, 50 Evasion, 60% Critical Ability Attack Chance, and 60% Critical Weapon Attack Chance
The following powers are available while in stealth mode ONLY:
Cuff'Em: [Control Effect] Handcuffs the target, stunning it out of combat.
Surprise Attack: Delivers a Upper Cut Critical Attack. Breaks Stealth.
Implosion Mine: [Retains Stealth] [Control Effect] Deploys a mine that stuns on enemy contact.
Powers Available that Retain Stealth: Thermite Mine, Sleep Dart, Implosion Mine, Phase Dodge, Robot Sidekick, Hard Light Shield, Neo Venom Boost and Self Destruct.
[Tips and Tricks] Stealth will be lost upon taking damage. A shield such as Distract can be used before casting Stealth and will absorb damage otherwise you can take advantage of the Stealth Mod. Stealth cost no power to cast. Players can see benefits using this in solo missions or objective based PvP Arenas.
Bunker Buster
50% super charge cost
Unleashes an inferno to incinerate enemies within the area.
[Control Data] Will stun and knock down targets.
[Damage Data] Applies the initial hit followed by 5 to 6 ticks of damage. Initial & Damage Over Time Type. DoT Low Base Damage of 31. DoT High Base Damage of 50. Initial Hit Low Base Damage of 98. Initial Hit High Base Damage of 108. Lowest Total Base Damage of 253. Highest Total Base Damage of 408.
[Tips and Tricks] Favored by most Gadget DPS. It's base damage far surpasses our gas supercharge. You can boost it with a 50% modifier.
Última edição por Kelven18 em Seg Abr 08, 2013 11:37 am, editado 1 vez(es)
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
Thermite Mine
Power Cost of 250
Cool Down of 1 to 2 seconds including cast time
[Vulnerable to Interrupt] [Retains Stealth] Deploys a mine that explodes on enemy contact. This is a mine and is placed in a specific area. When an enemy walks near the mine it will explode. Mine will now last 3 minutes before it self destructs.
[Power Interactions] Inflicts Burning after detonation to cause damage over time.
[Control Data] Will knock down and stun targets on detonation.
[Damage Data] Applies the initial burst hit (detonation) followed by 11 ticks of burning power interaction damage over time ticks. Burst Type. Burst Hit Low Base Damage of 32. Burst Hit High Base Damage of 53. With Power Interaction: Lowest Total Base Damage of 43. Highest Total Base Damage of 86.
[Tips and Tricks] This power can be useful in objective based PvP arenas. Place some mine's around a node. The damage off the initial hit is pretty good.
Battle Drone
35% Super Charge Cost
Deploys an automated drone to assist in battle. Will restore power back to your entire raid group provided they're in line of sight. You can move into their line of sight to give power almost immediately.
[Tips and Tricks] Has a decent amount of health and is pretty spammable at a 35% cost. The ticks range around late teens and early to mid 20's over a 45 second period returning between 800-1000 power for each raid member. It is great when combined with another Controller who has Speed Drain or Word of Power for clutch situations. This power is not based on CR. The power over time from this supercharge does stack with your normal Power Over Time cast.
Gauss Grenade
Power Cost of 300
May sometimes miss a fast-moving target.
[Usable While Controlled] Zaps out a high-intensity electrical burst.
[Power Interactions] Electrifies enemies, making them vulnerable to Electrified Power Interactions.
[Control Role] Reduces enemy defense by 7%.
[Control Data] It will stun up to 2 NPC's near each other but it applies the defense debuff and electrify effect to one target only. The stun animation is in the form of a "seizure" effect. The target will lay on the floor in pain.
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
[Damage Data] Burst Type. Low Base Damage of 31. High Base Damage of 37
Damages up to a 8 targets in its Area of Effect.
[Tips and Tricks] God's gift to us. Simply put... burst damage. It's amazing in PvP. This power applies great damage while electrifying a target.
Cryo-Foam
Power Cost of 350
Freezes an enemy in place with subzero foam.
[Power Interactions] Inflicts Burning on Electrified enemies; Inflicts Frostbite to make enemies vulnerable to freezing effects, while Frostbitten enemies may be rooted or encased.
[Control Role] Reduces the targets ability to heal and removes power over time effects.
[Control Data] Applies the heal debuff to one target but may root up to 5 targets.
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
[Damage Data] Applies 8 ticks. Damage Over Time Type. Low Base Damage of 6. High Base Damage of 9. Total Low Base Damage of 48. Total High Base Damage of 72. With Power Interaction: Applies the initial hit followed by 19 ticks of damage. DoT Low Base Damage of 1. DoT High Base Damage of 9. Initial Hit Low Base Damage of 16. Initial Hit High Base Damage of 21. Lowest Total Base Damage of 75. Highest Total Base Damage of 115.
Cryo Foam is cone AoE. The AoE is not as wide as Fear Gas'. Although C-Foam has powerful DoT ticks, the ticks are not as fast compared to FG. C-Foam will hit up to 5 targets in range. It will start to split damage after 2 targets.
[Tips and Tricks] Foam is the fastest cone attack for Gadgets (If you don't jump cancel Fear Gas). When used with Gauss Grenade it makes a fast 2 power combo (clip with Intimidation) that has medium range and hard hitting DoT ticks. Can be used for single and multiple targets. Example GG>Foam>Intim. It also strips power over time from healer's in PvP. Like Neural Neutralizer, you can press jump to move around while in animation. This will allow you to apply it to more targets. The time available is short though. The jump will not cancel the animation. A PI consumable, Intimidation or Trinket can clip it.
Neural Neutralizer
Power Cost of 395
Cool Down of 9 to 10 seconds
[Usable While Controlled] Shorts out enemy brain function to cause heavy damage.
Shields you for about 3 seconds unless the shield is destroyed. The formula for the shield is based on 100% of your restoration and 100% of your dominance.
[Control Data] Applies a stun. This will stun up to 3 targets after the burst attack.
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Damage Data] Burst Type. Low Base Damage of 30. High Base Damage of 43.
Damages up to 8 targets in its cone Area of Effect. It starts to split damage on 3 targets.
[Tips and Tricks] NN can be clipped/cancelled out with the following: a supportive move or personal buff like Defib, Hide, Intimidation, Neo Venom Boost, Anesthetic, some consumables, trinkets, and still retain damage and effect. You can also press jump to move around while in animation. This is a good power to have to mitigate damage if you melee because of it's shield.
Sleep Dart
Power Cost of 300
Unlike Gauss and Napalm Grenade, this power will change its course to hit the targeted enemy.
[Retains Stealth] Renders enemies unconscious without alerting their allies.
[Control Role] Reduces the targets damage output by 7%.
[Control Data] It will put the target to sleep.
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Damage Data] Burst Type. Low Base Damage of 20. High Base Damage of 33.
Single Target hit
Cryo-Field
Power Cost of 350
Cool Down of 15 seconds
Absorbs thermal energy to produce a freezing aura.
[Power Interactions] Inflicts Burning on Electrified enemies to cause damage over time; Inflicts Frostbite to make enemies vulnerable to freezing effects, while Frostbitten enemies may be rooted or encased; Burning or Electrified enemies will explode.
[Control Data] Applies a stun on 2 targets.
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
[Damage Data] Applies an initial hit followed by 14 ticks. Damage Over Time Type. DoT Low Base Damage of 6. DoT High Base Damage of 9. Initial Hit Low Base Damage of 10. Initial Hit High Base Damage of 14. Lowest Total Base Damage of 94. Highest Total Base Damage of 140. With Power Interaction: Applies the initial hit followed by 11 ticks of burning DoTs on a target AND 14 ticks of damage from CryoField's DoTs. The total number of DoTs up, not including initial hit, becomes 25 with P.I. on one target. Total DoT Low Base Damage of 1. Total DoT High Base Damage of 9. Initial Hit Low Base Damage of 12. Initial Hit High Base Damage of 21. Low Total Base Damage of 107. High Total Base Damage of 169.
CryoField will hit up to 4 or 5 targets at a time. This has a 360 degree cone Area of Effect. It will also damage targets through the encasement.
[Tips and Tricks] This power is favored by melee DPS. Provides a constant Damage Over Time while active. Good for PvP use since most of the time there is very little distance between players. Think of this as our own smaller and portable version of Sorcery's Circle of Destiny or Fire's Inferno.
Última edição por Kelven18 em Seg Abr 08, 2013 11:37 am, editado 1 vez(es)
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
VARIOUS TYPES OF GADGET BUILDS
Battery
This is a majority of players. They only worry about pumping power to the team. You don't necessarily need high Vitalization to be a Battery. Most just seem to work on aiming for the highest PoT tick (Vit) possible to be the best power givers in the game. Using Vit & Power IV mods in your yellow slots has proved to be helpful. The Tank Reserve Chest mod also increases your power pool by 875. It increases your power pool so that you can dump one extra power or 2 to 3 off of Tank Reserve.
They may not do much damage, but they can supply a whole raid by themselves. You can take advantage of the Bonus/Double tick, power return supercharges, trinkets and power affinities off of SPARC weapons or Replenishing Adapter (weapon mod). It is important Battery style Controller's know you must regenerate your own power back through weapon use.
PI Controller
Power Interaction Controller's primarily work with Ice and Fire DPS and Tanks to give them a boost by adding interactions that will help the team. They also set up encasement's for Sorcery and Mental users to blow up along with Fire and Ice. We can also interact with other powers. Also note that when you electrify a target, then aim to inflict burning, you consume (end) the electrify PI on the target. The target is now only burning. Below is a chart on how PI Controllers can help the other power sets.
Stealth Gadgets
Stealth can be used in both stances and can be a huge benefit to players in PvP phases. Many players will use stealth to level up and stay hidden from those lurking around to pick on your new character. Stealth can be helpful in solo instances. It may also have a place in objective type PVP (capture & hold nodes). There is a mod that will protect you from damage for about 2 seconds. Not all powers are available in Stealth. This power renders you invisible.
While in Stealth
Innates are 50 Dodge, 50 Evasion, 60% Critical Ability Attack Chance, and 60% Critical Weapon Attack Chance
Powers Available that Retain Stealth
Thermite Mine, Sleep Dart, Implosion Mine, Phase Dodge, Robot Sidekick, Hard Light Shield, Neo Venom Boost and Self Destruct.
CC Controller
Crowd Controller is slightly different then a PI Controller. We are the generals of the battlefield. We can protect the healers, revive fallen players and save our tanks from beat downs with control effects on enemies. Control effects like stuns, knock backs, pulls, encasement's, juggles and panic targets. These effects are provided through our powers and weapons.
Please read the Dominance section below so you can dismiss myths about that stat.
Be aware that there are 2 types of immunities NPC's can get from your actions. I'm not talking about PvP immunites. You can cast 2 powers to control a target before they begin to flash. Once they flash, your power's will not apply a control effect until they stop flashing. The flashing means they are immune to control effects. The same applies with weapon control effects. After 2 control effects off weapon attacks, the target will become immune.
When a NPC has a power immunity you can control them with weapon effects. If the target has weapon control immunity, you can control them with power attacks. Some NPC's will let you control them immediately with the counter control and some seem to be programmed to have immunity to both regardless during the flashing duration.
In FOS3, the Gold and Red sentries can be controlled immediately. Cast 2 power type control effects (example Vortex Cannon/Stick Bomb). They eventually become immune and now you counter with weapon control effects (Bow's Trick Shot juggles). If they live long enough you will be able to cycle both control types. All this occurs quickly so be attentive.
CC Controllers usually fall under the high damage controller. They use powers like Intimidation with pistols or bow.
Let the tank physically pull aggro onto himself/herself first before you cast powers. If you give the NPC a power immunity that means the other Controller & Tank cannot control them either. If you do grant them power immunity remember one crucial thing, tank powers attract aggro. Just because the tank can't use a physical pull doesn't mean he doesn't have their attention. All they have to do is cast a power, if they're in radius, the target will simply move towards the tank. It takes more work but he/she has aggro. They have to cast an extra power to attain aggro but it can be done. Just try to avoid it. If it does (by accident), explain it to them if they give you a hard time. "You can still have aggro, cast a power." Just be civil and avoid an argument if they get emotional. Reduce CCing ahead if you have to.
My advice: if you have a slow tank and you reach the next group of NPC's first, use your weapon to control the target(s). This way when the tank goes in they'll be able to use physical pulls. Example: Go in and use Bow's Trick shot to juggle your target.
This is the hardest level of being a controller in that it requires a high amount of attention on your part. I can tell you from experience that this is fun.
Gadget Damage Player
See GADGETS DAMAGE below. Also be mindful that Controller's do no suffer a damage penalty. A High Damage Controller build is possible as long as you do not neglect your role's duties.
Remember these roles are not set in stone. They can overlap. It is important for you as a player to discover what works best for you. I (Shady) personally run a Blue battery build with very high Vit but I will also delve into the world of Power interactions when I play.
It's important that despite which one you may put more concentration in, you learn to regenerate power independently. Yes the other controller is there, but what if he freezes or leaves? It's important to learn and know you can power a raid by yourself. You can crowd control, power dump or set up power interactions as much as you like as long as you're not becoming a strain on the team or the other Controller. Allow the minimum of the 2nd Tier of weapon combo (blue weapon numbers on the HIT combo meter) before you go back to using powers. The higher the tiers you reach, the more power you regenerate to yourself.
Once you've begun to play long enough you'll see that a balance of all of the above is the key. Another key is to adapt. If you PUG (Pick Up Group) often, adapting to the group will help. In fast pace raids with high power consumption, consider clipping your weapon combo and debuff with Defib. Not only does it serve as a reminder but it'll let you get back to weapon regen. Clip with Defib when you deem it's necessary but don't do so to the point where you're just wasting power. In the middle of combat when most of the team is around half or 1/3 consider it a good time to clip. Think about increasing your pace on the controller with fast raid groups. You may also have to minimize crowd controlling here if the DPS is providing a great burn on the NPC's. Consider CCing only if its to keep the NPC's from leaving the DPS's Area of Effect attacks like Circle of Destiny or Wintry Tempest.
In a slow paced raid with low power consumption you'll most likely have the freedom to use more crowd control effects. If the pace is slow that may mean the DPS is not providing a strong enough burn. Consider doing more damage here to speed things along but don't neglect power transfers. Controllers can come second in damage because we DONT suffer a damage penalty like healers or tanks. Unless the tank or healer are modded with Core Strength, we deal more damage than they do. That is if you do more than spam Defib.
Battery
This is a majority of players. They only worry about pumping power to the team. You don't necessarily need high Vitalization to be a Battery. Most just seem to work on aiming for the highest PoT tick (Vit) possible to be the best power givers in the game. Using Vit & Power IV mods in your yellow slots has proved to be helpful. The Tank Reserve Chest mod also increases your power pool by 875. It increases your power pool so that you can dump one extra power or 2 to 3 off of Tank Reserve.
They may not do much damage, but they can supply a whole raid by themselves. You can take advantage of the Bonus/Double tick, power return supercharges, trinkets and power affinities off of SPARC weapons or Replenishing Adapter (weapon mod). It is important Battery style Controller's know you must regenerate your own power back through weapon use.
PI Controller
Power Interaction Controller's primarily work with Ice and Fire DPS and Tanks to give them a boost by adding interactions that will help the team. They also set up encasement's for Sorcery and Mental users to blow up along with Fire and Ice. We can also interact with other powers. Also note that when you electrify a target, then aim to inflict burning, you consume (end) the electrify PI on the target. The target is now only burning. Below is a chart on how PI Controllers can help the other power sets.
Stealth Gadgets
Stealth can be used in both stances and can be a huge benefit to players in PvP phases. Many players will use stealth to level up and stay hidden from those lurking around to pick on your new character. Stealth can be helpful in solo instances. It may also have a place in objective type PVP (capture & hold nodes). There is a mod that will protect you from damage for about 2 seconds. Not all powers are available in Stealth. This power renders you invisible.
While in Stealth
Innates are 50 Dodge, 50 Evasion, 60% Critical Ability Attack Chance, and 60% Critical Weapon Attack Chance
Powers Available that Retain Stealth
Thermite Mine, Sleep Dart, Implosion Mine, Phase Dodge, Robot Sidekick, Hard Light Shield, Neo Venom Boost and Self Destruct.
CC Controller
Crowd Controller is slightly different then a PI Controller. We are the generals of the battlefield. We can protect the healers, revive fallen players and save our tanks from beat downs with control effects on enemies. Control effects like stuns, knock backs, pulls, encasement's, juggles and panic targets. These effects are provided through our powers and weapons.
Please read the Dominance section below so you can dismiss myths about that stat.
Be aware that there are 2 types of immunities NPC's can get from your actions. I'm not talking about PvP immunites. You can cast 2 powers to control a target before they begin to flash. Once they flash, your power's will not apply a control effect until they stop flashing. The flashing means they are immune to control effects. The same applies with weapon control effects. After 2 control effects off weapon attacks, the target will become immune.
When a NPC has a power immunity you can control them with weapon effects. If the target has weapon control immunity, you can control them with power attacks. Some NPC's will let you control them immediately with the counter control and some seem to be programmed to have immunity to both regardless during the flashing duration.
In FOS3, the Gold and Red sentries can be controlled immediately. Cast 2 power type control effects (example Vortex Cannon/Stick Bomb). They eventually become immune and now you counter with weapon control effects (Bow's Trick Shot juggles). If they live long enough you will be able to cycle both control types. All this occurs quickly so be attentive.
CC Controllers usually fall under the high damage controller. They use powers like Intimidation with pistols or bow.
Let the tank physically pull aggro onto himself/herself first before you cast powers. If you give the NPC a power immunity that means the other Controller & Tank cannot control them either. If you do grant them power immunity remember one crucial thing, tank powers attract aggro. Just because the tank can't use a physical pull doesn't mean he doesn't have their attention. All they have to do is cast a power, if they're in radius, the target will simply move towards the tank. It takes more work but he/she has aggro. They have to cast an extra power to attain aggro but it can be done. Just try to avoid it. If it does (by accident), explain it to them if they give you a hard time. "You can still have aggro, cast a power." Just be civil and avoid an argument if they get emotional. Reduce CCing ahead if you have to.
My advice: if you have a slow tank and you reach the next group of NPC's first, use your weapon to control the target(s). This way when the tank goes in they'll be able to use physical pulls. Example: Go in and use Bow's Trick shot to juggle your target.
This is the hardest level of being a controller in that it requires a high amount of attention on your part. I can tell you from experience that this is fun.
Gadget Damage Player
See GADGETS DAMAGE below. Also be mindful that Controller's do no suffer a damage penalty. A High Damage Controller build is possible as long as you do not neglect your role's duties.
Remember these roles are not set in stone. They can overlap. It is important for you as a player to discover what works best for you. I (Shady) personally run a Blue battery build with very high Vit but I will also delve into the world of Power interactions when I play.
It's important that despite which one you may put more concentration in, you learn to regenerate power independently. Yes the other controller is there, but what if he freezes or leaves? It's important to learn and know you can power a raid by yourself. You can crowd control, power dump or set up power interactions as much as you like as long as you're not becoming a strain on the team or the other Controller. Allow the minimum of the 2nd Tier of weapon combo (blue weapon numbers on the HIT combo meter) before you go back to using powers. The higher the tiers you reach, the more power you regenerate to yourself.
Once you've begun to play long enough you'll see that a balance of all of the above is the key. Another key is to adapt. If you PUG (Pick Up Group) often, adapting to the group will help. In fast pace raids with high power consumption, consider clipping your weapon combo and debuff with Defib. Not only does it serve as a reminder but it'll let you get back to weapon regen. Clip with Defib when you deem it's necessary but don't do so to the point where you're just wasting power. In the middle of combat when most of the team is around half or 1/3 consider it a good time to clip. Think about increasing your pace on the controller with fast raid groups. You may also have to minimize crowd controlling here if the DPS is providing a great burn on the NPC's. Consider CCing only if its to keep the NPC's from leaving the DPS's Area of Effect attacks like Circle of Destiny or Wintry Tempest.
In a slow paced raid with low power consumption you'll most likely have the freedom to use more crowd control effects. If the pace is slow that may mean the DPS is not providing a strong enough burn. Consider doing more damage here to speed things along but don't neglect power transfers. Controllers can come second in damage because we DONT suffer a damage penalty like healers or tanks. Unless the tank or healer are modded with Core Strength, we deal more damage than they do. That is if you do more than spam Defib.
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Re: Tudo sobre Gadgets DPS/TROLL
CONTROLLER BASICS
POWER OVER TIME
As a Gadgets Controller the most important phrase you must learn is Power Over Time (POT).
One single cast of PoT last 25 seconds for a total of 6 PoT ticks every 5 seconds including the initial tick (0). The green lightning bolt must always be up. A good way to determine if all your teammates have PoT is to either ask, check the combat log, or watch as the blue PoT numbers appear. Once they appear everyone's power bar should have increased a tick. If a player's bar is static, or if they were just revived, cast PoT the next time you see the blue numbers to keep the tick's synced. Otherwise you will delay the ticks and post pone power to the entire group.
Gadgets Controller have two moves that activate P.O.T. They are Tazer Pull and Sticky Bomb.
Shady will teach you how to optimize your POT in the section title POT OPTIMIZATION.
You can read Battery's, aka Rhadamanthus, in depth mega guide on Controlling.
Battery's How To Play Controller Guide
POT OPTIMIZATION
By ShadyMilkman
Common Myth: You cannot cast your POT without ruining the POT cycle.....FALSE.
Before I really started to delve into it, I like most people thought that POT was based off of time with the equation looking something like this
Seconds: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 (Blue numbers represent POT ticks)
We all did our hardest to avoid casting our POT again as we all know that with each cast the POT was reset and you had to wait 5 seconds before another POT tick came up. So after some testing I discovered achieving efficient POT (not losing any time between ticks and achieving a Bonus/Zero/Double Tick) really doesn't have anything to do with the 25 second timer. The Double/Bonus Tick is based off the appearance of the blue numbers.
To achieve a Zero tick you DO NOT have to wait 20 seconds in between casting your POT moves. You simply have to see 4 POT blue numbers come off you head (not including the initial tick). If you include your initial cast you will have to wait 5 PoT ticks. Once you see the 4th POT blue number tick above your head you are ready for a double tick. Cast your PoT power (Sticky Bomb/Taser Pull) again.
My POT Rotation looks something like this when casting Sticky Bomb:
SB (initial tick) 0 1 2 3 4 5 SB 1 2 3 4 5 SB 1 2 3 4 5 SB 1 2 3 4 5 SB (Bonus/Double Tick)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21=Bonus/Double Tick
POWERING THE TEAM
Your vitalization does NOT directly feed the team power. Your PoT tick is what directly feeds the group. The blue numbers that pop above your head indicate your Power Over Time tick (PoT). If you want to know a Controller's vitalization you do not have to ask. Keep an eye out for their PoT tick in the raid. If their PoT tick is higher than yours, their vitalization is higher than yours. Unless there is a difference of 20 PoT ticks, it does not matter who casts PoT. The difference between 1300 Vit and 1200 Vit is 7 PoT ticks. This is not significant. Do not fall victim to what you hear in PUGs about 1300 Vit making you a "Controller God." Your skill and understanding of the Controller mechanics is what will make you good.
The following is from Battery's Controlling guide. He's done the math to back up this information.
"A 290 point difference is required to see any significant increase in potential (this equates to a 20 point difference in POT ticks). Even a 290 point difference means the DPS gain for example 129 DOT ticks in total, or 2 extra DOTs a minute over the lower POT."
If both you and the other Controller are within the 20th tick range, ask the better question. Do you know how to cast the Double Tick? The player who does should cast PoT.
THE DOUBLE TICK (Bonus/Zero Tick)
One way to cast the Double Tick is by basing it off time. Cast your PoT power (Sticky Bomb/Taser Pull) on the 20th second. Then throw it every 20 seconds. An example is clipping Sticky Bomb with Distract. Distract last exactly 20 seconds. Once the cool down off Distract is clear, cast Sticky Bomb or Taser Pull again quickly and you'll get the Double Tick. This is method to start with. After much devoted practice, you will subconsciously know when to cast PoT again.
Another way is to base the Double Tick off of the appearance of the blue numbers. Once you see the blue numbers for a fourth time, cast PoT. If you include the initial cast, then cast your PoT power after the 5th tick.
Third, develop a weapon and power rotation. Your rotation will change depending on what instance you're doing along with other factors. You can base your rotation every 5th, 10th, or 20th second. This is completely up to you and what rotation you feel you're comfortable with.
The Double Tick occurs when you cast your PoT power after the 20th second or when you see the 4th PoT tick show up (5th tick if you count the initial tick).
What you will see is not one blue number but two blue numbers.
The first shows your normal and single PoT tick. The second picture shows what you would see after you cast your PoT power immediately for the Double Tick. As soon as you see the single tick cast PoT QUICKLY. Doing this allows you to keep the PoT tick synced and you DO NOT delay the next tick. You can get the Double Tick off of the other Controller's tick. Taking advantage of the Double tick allows you to get a PoT tick of 157 + 157 = 314 PoT tick total in less than 2 seconds every 20 seconds to the ENTIRE team. This is a great way to solo Control raids.
POWER OVER TIME
As a Gadgets Controller the most important phrase you must learn is Power Over Time (POT).
One single cast of PoT last 25 seconds for a total of 6 PoT ticks every 5 seconds including the initial tick (0). The green lightning bolt must always be up. A good way to determine if all your teammates have PoT is to either ask, check the combat log, or watch as the blue PoT numbers appear. Once they appear everyone's power bar should have increased a tick. If a player's bar is static, or if they were just revived, cast PoT the next time you see the blue numbers to keep the tick's synced. Otherwise you will delay the ticks and post pone power to the entire group.
Gadgets Controller have two moves that activate P.O.T. They are Tazer Pull and Sticky Bomb.
Shady will teach you how to optimize your POT in the section title POT OPTIMIZATION.
You can read Battery's, aka Rhadamanthus, in depth mega guide on Controlling.
Battery's How To Play Controller Guide
POT OPTIMIZATION
By ShadyMilkman
Common Myth: You cannot cast your POT without ruining the POT cycle.....FALSE.
Before I really started to delve into it, I like most people thought that POT was based off of time with the equation looking something like this
Seconds: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 (Blue numbers represent POT ticks)
We all did our hardest to avoid casting our POT again as we all know that with each cast the POT was reset and you had to wait 5 seconds before another POT tick came up. So after some testing I discovered achieving efficient POT (not losing any time between ticks and achieving a Bonus/Zero/Double Tick) really doesn't have anything to do with the 25 second timer. The Double/Bonus Tick is based off the appearance of the blue numbers.
To achieve a Zero tick you DO NOT have to wait 20 seconds in between casting your POT moves. You simply have to see 4 POT blue numbers come off you head (not including the initial tick). If you include your initial cast you will have to wait 5 PoT ticks. Once you see the 4th POT blue number tick above your head you are ready for a double tick. Cast your PoT power (Sticky Bomb/Taser Pull) again.
My POT Rotation looks something like this when casting Sticky Bomb:
SB (initial tick) 0 1 2 3 4 5 SB 1 2 3 4 5 SB 1 2 3 4 5 SB 1 2 3 4 5 SB (Bonus/Double Tick)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21=Bonus/Double Tick
POWERING THE TEAM
Your vitalization does NOT directly feed the team power. Your PoT tick is what directly feeds the group. The blue numbers that pop above your head indicate your Power Over Time tick (PoT). If you want to know a Controller's vitalization you do not have to ask. Keep an eye out for their PoT tick in the raid. If their PoT tick is higher than yours, their vitalization is higher than yours. Unless there is a difference of 20 PoT ticks, it does not matter who casts PoT. The difference between 1300 Vit and 1200 Vit is 7 PoT ticks. This is not significant. Do not fall victim to what you hear in PUGs about 1300 Vit making you a "Controller God." Your skill and understanding of the Controller mechanics is what will make you good.
The following is from Battery's Controlling guide. He's done the math to back up this information.
"A 290 point difference is required to see any significant increase in potential (this equates to a 20 point difference in POT ticks). Even a 290 point difference means the DPS gain for example 129 DOT ticks in total, or 2 extra DOTs a minute over the lower POT."
If both you and the other Controller are within the 20th tick range, ask the better question. Do you know how to cast the Double Tick? The player who does should cast PoT.
THE DOUBLE TICK (Bonus/Zero Tick)
One way to cast the Double Tick is by basing it off time. Cast your PoT power (Sticky Bomb/Taser Pull) on the 20th second. Then throw it every 20 seconds. An example is clipping Sticky Bomb with Distract. Distract last exactly 20 seconds. Once the cool down off Distract is clear, cast Sticky Bomb or Taser Pull again quickly and you'll get the Double Tick. This is method to start with. After much devoted practice, you will subconsciously know when to cast PoT again.
Another way is to base the Double Tick off of the appearance of the blue numbers. Once you see the blue numbers for a fourth time, cast PoT. If you include the initial cast, then cast your PoT power after the 5th tick.
Third, develop a weapon and power rotation. Your rotation will change depending on what instance you're doing along with other factors. You can base your rotation every 5th, 10th, or 20th second. This is completely up to you and what rotation you feel you're comfortable with.
The Double Tick occurs when you cast your PoT power after the 20th second or when you see the 4th PoT tick show up (5th tick if you count the initial tick).
What you will see is not one blue number but two blue numbers.
The first shows your normal and single PoT tick. The second picture shows what you would see after you cast your PoT power immediately for the Double Tick. As soon as you see the single tick cast PoT QUICKLY. Doing this allows you to keep the PoT tick synced and you DO NOT delay the next tick. You can get the Double Tick off of the other Controller's tick. Taking advantage of the Double tick allows you to get a PoT tick of 157 + 157 = 314 PoT tick total in less than 2 seconds every 20 seconds to the ENTIRE team. This is a great way to solo Control raids.
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Re: Tudo sobre Gadgets DPS/TROLL
BEGINNER LEVEL CAST OF POWER OVER TIME
This is your traditional cast of PoT. The player with the higher PoT tick (vitalization), or who can cast the Double Tick, can only cast PoT. This limits the non-PoT duty Controller if he cannot use his/her trinkets and use Sticky Bomb to disable the NPC's.
If both Controllers are using this level, both should be debuffing high health NPC's, both crowd control, both use their weapon to regenerate power to themselves and both use the Instant Power Heal/Power Transfer (Defib.) Both Controllers doing this covers more ground and makes the job easier for both of you. The only difference is one is casting PoT.
*ADVANCED LEVEL CAST OF POWER OVER TIME*
Can 2 Controller cast PoT? Yes. Power Over Time casts do not stack. Only one player will get the credit. The credit is not the reason 2 players would cast it this way. This is done to guarantee the green lightning bolt (PoT) is up and the team gets the Double Tick. Both can call out the use of their trinket.
This is mostly used by experienced players as an instrument. It's to take advantage of Sticky Bomb's ability to crowd control and deal damage. Sticky Bomb is one of the best crowd control powers in the game. Some players feel this is the only crowd control move they need. Some players also use Taser Pull for obvious reasons. There are times when you must pull an NPC in order to progress.
Be aware that only experienced and attentive Controllers can pull this off. You would have to cast either one of these PoT powers only when you see the blue numbers appear. Keep it synced to prevent a delay in ticks. You're not likely to do this with a PUG. It requires you do it with a Controller who understands the Power Over Time mechanics.
The players who say you can only have one Controller do PoT or can't do this are the ones who can't pull this off, don't completely understand the PoT mechanics or don't know about it. Practice and you can prove them wrong.
POWER REGENERATION AND THE HIT COMBO METER
Aside from having Power Over Time up, using your weapon to build up your weapon combo meter is a second source of power for yourself. Do not simply play off PoT alone. That WILL limit how much power you restore to yourself AND your team.
Pay attention to the weapon combo meter underneath your target’s name tag. That indicates the tier you are in when regenerating power.
There are 4 tiers.
At 0 Vitalization:
Tier 1- Restores 10 Power & 2 Supercharge
Tier 2- Restores 12-13 Power & 3 Supercharge
Tier 3- Restores 15 Power & 3-4 Supercharge
Tier 4- Restores 20 Power & 4 Supercharge
Vitalization increases power healing effects. 10 Vitalization = 1% power generation increase. With higher Vitalization, you will restore more power to yourself through weapon combos.
There are 9 ticks total. As soon as you start weapon use, the ticks begin. Enter a new tier and the 9 ticks refresh. They’ll give you 9 refreshed ticks scaling with the new tier you enter.
Weapons also have different stages where they enter the tiers. I’ll post them up when I get a chance to discover them.
HOW TO GIVE POWER
Controller's recharge the team and disable enemies. Make sure your team has power before you pursue your other duties.
Sticky Bomb/Taser Pull: These powers are known as your Power Over Time cast powers. This is your groups primary source of power. When P.O.T. is active you will see a green lightning bolt underneath your name. To optimize your P.O.T read the section on Power over time optimization.
Defibrillator: This power will transfer a small portion of power to the 3 lowest group members. This is your primary direct power transfer move and your groups secondary source of power. This also grants you a personal buff of 77 Might and 62 Precision for 6 seconds in either role. Whenever you feel like you have extra power you should be dishing it off to your teammates. Your primary focus should be your healers making sure their power bars are as high as possible.
Speed Drain/Word of Power: These powers are 50% supercharges. These transfer large amounts of power to your teammates. A series of ticks, similar to your instant power transfer (Defib), will occur in a very short amount of time. During an emergency of low power, this is great for a controller to cast. Since they are 50% supercharges they can be used often. Most likely you will use these on boss fights when there is no secondary source of power coming in (blue orbs from enemies). Speed Drain is found in the Speedster movement tree. Word of Power is found in the Ionic's tree.
Battle Drone: This is a 35% supercharge that provides 45 smaller ticks of power over a 40 second period. The ticks range from late teens to mid 20s. This is not a BURST power return but a slow gradual return. You must be careful when you cast this pet as it can be killed by enemy fire. Since it follows you, be aware of incoming big hits. The health of the pets is comparable to the Toy helicopter so it doesn't have much problem staying alive. This pet does not scale with CR. This power over time does stack with your normal Power Over Time tick.
DP & Shady's Vitalization & PoT Tick Table
Your PoT tick increases every 14 to 15 points in Vitalization.
This is your traditional cast of PoT. The player with the higher PoT tick (vitalization), or who can cast the Double Tick, can only cast PoT. This limits the non-PoT duty Controller if he cannot use his/her trinkets and use Sticky Bomb to disable the NPC's.
If both Controllers are using this level, both should be debuffing high health NPC's, both crowd control, both use their weapon to regenerate power to themselves and both use the Instant Power Heal/Power Transfer (Defib.) Both Controllers doing this covers more ground and makes the job easier for both of you. The only difference is one is casting PoT.
*ADVANCED LEVEL CAST OF POWER OVER TIME*
Can 2 Controller cast PoT? Yes. Power Over Time casts do not stack. Only one player will get the credit. The credit is not the reason 2 players would cast it this way. This is done to guarantee the green lightning bolt (PoT) is up and the team gets the Double Tick. Both can call out the use of their trinket.
This is mostly used by experienced players as an instrument. It's to take advantage of Sticky Bomb's ability to crowd control and deal damage. Sticky Bomb is one of the best crowd control powers in the game. Some players feel this is the only crowd control move they need. Some players also use Taser Pull for obvious reasons. There are times when you must pull an NPC in order to progress.
Be aware that only experienced and attentive Controllers can pull this off. You would have to cast either one of these PoT powers only when you see the blue numbers appear. Keep it synced to prevent a delay in ticks. You're not likely to do this with a PUG. It requires you do it with a Controller who understands the Power Over Time mechanics.
The players who say you can only have one Controller do PoT or can't do this are the ones who can't pull this off, don't completely understand the PoT mechanics or don't know about it. Practice and you can prove them wrong.
POWER REGENERATION AND THE HIT COMBO METER
Aside from having Power Over Time up, using your weapon to build up your weapon combo meter is a second source of power for yourself. Do not simply play off PoT alone. That WILL limit how much power you restore to yourself AND your team.
Pay attention to the weapon combo meter underneath your target’s name tag. That indicates the tier you are in when regenerating power.
There are 4 tiers.
At 0 Vitalization:
Tier 1- Restores 10 Power & 2 Supercharge
Tier 2- Restores 12-13 Power & 3 Supercharge
Tier 3- Restores 15 Power & 3-4 Supercharge
Tier 4- Restores 20 Power & 4 Supercharge
Vitalization increases power healing effects. 10 Vitalization = 1% power generation increase. With higher Vitalization, you will restore more power to yourself through weapon combos.
There are 9 ticks total. As soon as you start weapon use, the ticks begin. Enter a new tier and the 9 ticks refresh. They’ll give you 9 refreshed ticks scaling with the new tier you enter.
Weapons also have different stages where they enter the tiers. I’ll post them up when I get a chance to discover them.
HOW TO GIVE POWER
Controller's recharge the team and disable enemies. Make sure your team has power before you pursue your other duties.
Sticky Bomb/Taser Pull: These powers are known as your Power Over Time cast powers. This is your groups primary source of power. When P.O.T. is active you will see a green lightning bolt underneath your name. To optimize your P.O.T read the section on Power over time optimization.
Defibrillator: This power will transfer a small portion of power to the 3 lowest group members. This is your primary direct power transfer move and your groups secondary source of power. This also grants you a personal buff of 77 Might and 62 Precision for 6 seconds in either role. Whenever you feel like you have extra power you should be dishing it off to your teammates. Your primary focus should be your healers making sure their power bars are as high as possible.
Speed Drain/Word of Power: These powers are 50% supercharges. These transfer large amounts of power to your teammates. A series of ticks, similar to your instant power transfer (Defib), will occur in a very short amount of time. During an emergency of low power, this is great for a controller to cast. Since they are 50% supercharges they can be used often. Most likely you will use these on boss fights when there is no secondary source of power coming in (blue orbs from enemies). Speed Drain is found in the Speedster movement tree. Word of Power is found in the Ionic's tree.
Battle Drone: This is a 35% supercharge that provides 45 smaller ticks of power over a 40 second period. The ticks range from late teens to mid 20s. This is not a BURST power return but a slow gradual return. You must be careful when you cast this pet as it can be killed by enemy fire. Since it follows you, be aware of incoming big hits. The health of the pets is comparable to the Toy helicopter so it doesn't have much problem staying alive. This pet does not scale with CR. This power over time does stack with your normal Power Over Time tick.
DP & Shady's Vitalization & PoT Tick Table
Your PoT tick increases every 14 to 15 points in Vitalization.
Kelven18- Moderador
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Re: Tudo sobre Gadgets DPS/TROLL
DOMINANCE
We are called CONTROLlers for a reason. The dominance stat was placed in our armor by the developers for a reason. We are supposed to crowd control. When you select your role in game before you queue up for an 4+ man instance, the game says "The Controller role is to disable enemies AND help recharge the teammate power pools." We are NOT designed to just do one thing. It takes more skill to perform multiple tasks than to just play one style. These days, the strength of the DPS in the group will determine how much crowd controlling you will need to do. The purpose of crowd controlling is for the group to survive. Tanks can also crowd control. It's important you understand that a combination of Controllers and Tanks crowd controlling benefits the team overall instead of relying the duty to one player.
From Tunso (SOE Developer):
"Dominance does two things. It affects how much damage is required to break a control effect and it also determines whether you can control a target at all in higher tiered areas. It doesn't have any affect on threat though.
The reason Dominance is useful for tanks is because enemies who are knocked down, stunned or being juggled can't attack back. Tanks with high enough Dominance can take a lot less damage versus weaker "trash" (non-boss) type enemies by keeping them on their backs or otherwise helpless."
Dominance is now useful for 3 things. It is half of the formula that determines the strength of our shields. Two, it's the other half of the equation that determines the amount we can heal ourselves using the Anesthetic supercharge and Energy Shield power with the regenerative white mod. The formula for both is 100% Dominance and 100% Restoration. Finally, it determines whether your powers and weapon attacks will apply a control effect on a target provided you meet the suggested amount of Dom for the instance.
Dominace does NOT affect the length of time a target will remain controlled. It does NOT increase the amount of time your debuff will last. It has NOTHING to do with attracting aggro. It NO longer affects how much damage is required to break a control effect. This was changed in game update 17. Depending on the power you use, ALL powers have a programmed and set duration.
Game Update 17 note:
o Control effects applied while in the Controller role no longer have a chance to break early due to damage.
Mepps (SOE Community Relations):
"We haven't changed how Dom itself works. You still need your Dom higher than the NPC's Willpower for your stuns to work. Beyond that, in GU 17, your stuns will each have their own set duration, unaffected by stats."
Keep in mind that regardless of how much Dominance you have some NPC’s (non-person/playable character) CANNOT be controlled. They are programmed to resist control effects (BC2 Wing Armors). Some are programmed to be vulnerable to specific control effects (FOS2 bridge crystal part. The sentries can only be pulled). If an enemy is flashing and you can’t pull them or apply a CC effect it is because they have temporary power immunity. For more information on the power and weapon type immunities look above under the Crowd Control topic.
Unless you are looking to strengthen your shields, you do not need high dominance. If you are not looking to waste a mod or invest skill points and just want a simple number to aim for the magic number is 600 dominance. This will increase as we get new raids.
Kelven18- Moderador
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CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
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Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
THE DEBUFFS
The duration of a debuff is 8 seconds.
Defense Debuff (Red Shield)
This is your most commonly requested debuff and should be put on a boss at all costs. Cast this debuff on NPC's that have higher health than "trash" mobs. It will lower enemy defense by 7%. With 8 players dealing damage to the debuffed target, this adds up to a lesser geared 9th member in the raid. From that point of view, consider this a group buff.
In PvP, it will remove 10% of a player's Toughness.
Powers: Gauss Grenade & Stasis Field
Damage Debuff (Red Cross Hair)
This debuff is used to lower an enemy's total damage output. It will decrease your targets damage output by 7%. A one shot by a boss will always be just that, a one shot. A reduction by 7% won't save you or your teammates. You won't see a significant difference in damage by enemies from this debuff in PVE.
In PvP, this removes the damage modifier buff from the DPS.
Powers: Vortex Cannon & Sleep Dart
Healing Debuff (Red Heart)
This will lower an enemies overall ability to heal (not common in PVE). There is no information available by the developers or players stating the actual reduction numbers by this debuff for PvE and NPC's. There are few instances in which this debuff may be helpful. You can use this in Inner during the second boss fight or in PBG on the healer drones. If you're running a raid with strong DPS you don't need this debuff because the NPC's will die quickly regardless.
In PvP, this debuff strips Power Over Time off your target. It reduces a Healer's Restoration by 50%. It also reduces heals IN from a healer by 25%.
Powers: Napalm Grenade & Cryo-Foam
Debuffs regarding PvP from Tunso a SOE Developer:
"You may actually decide to start putting something like Gag Glove Vortex Cannon/Sleep Dart or Cryokinesis on your bar for PvP. Right now the damage debuff lowers the final damage total by 7%. But for buffed characters in the damage role going from 150% to 143% isn't too big of a deal. But in GU 14, the damage debuff will strip away the Damage role buff taking the wind out of the DPS's sails. Note this is remove, not prevent so the DPS can recast a power to get the buff again.
We've also raised the amount of Toughness removed from the defense debuff. So it will remove about 10% of their total mitigation instead of 5%.
The healing debuff is already pretty good (when it has a chance to last a while). But to give a good reason to use it against even non-healers and to supply more indirect pressure to enemy Controllers this is being upgraded to also remove Controller power over time buffs. And again, this is remove not prevent so an enemy Controller can immediately recast the power over time effect."
GADGETS DAMAGE
Nearly ALL of the powers in the Gadgets Trees are viable. It is up to the player to make them work. Pick your style. Practice and you will find something that works.
Things to keep in mind: Remember that percent modifiers DO NOT stack. When you cast a percent modifier (35,45,50), it boosts your next attack by that amount. So if you end with a 35% modifier then go into weapon use, (and began it with 50%) you have a 35% boost on your weapon damage.
Source of Damage
You deal damage in 2 ways. That is by your powers and weapons. It’s your might (yellow numbers) and precision (white numbers) based attacks. Along with the Damage Per Second (DPS) done by your weapon, your powers contribute to damage.
Combining these 2 can get you to accomplish the maximum amount of damage. This is because both of the stats are increasing. You can perform a mix of DoT and Burst Damage powers. This allows you to benefit from clipping powers and still deal high damage off weapon based attacks.
Some Gadget players are full Precision builds. This also works great. The goal here is to cast your power(s), gset up a Power Interaction (if that’s your damage goal) and take advantage of the highest possible modifier we have (50% Neural Neutralizer/Napalm Grenade/Energy Shield/Sleep Dart/Cryo Field/Photon Blast) then go weapons heavy to destroy targets. Most of your concentration and damage come from your weapon use.
Players also choose full Might. This has mixed results. If you’re dealing damage through power use alone with minimal weapon use you will most likely be one of the 3 players low on power constantly. Most of your damage can only be achieved with powers and because you will most likely be empty you’re limited in your damage output. To make this work cast Intimidation and use your weapon long enough so the Controllers can restore your power bar. Keep in mind your Damage Over Time ticks & powers are still going off while you do this. Intimidation is based on your might. Use your weapon for the full 15 seconds for the total 7 PROCs. Intimidation's procedures of yellow damage are random. You have a higher chance of setting them off your weapon damage. Since your might is high, Damage Over Time powers will benefit you. Stacking DoTs will melt your enemy’s health bar. Your Burst attacks will also be much stronger.
Regardless of your build, maximum amount of damage is done by the whole raid group. Eight players applying damage will always be greater than one player. A Tank, Healer, and Controller can solo all the raids. When it comes to the higher tiered content (PBG/Gates/Dawn) or content that is too difficult for a raid group, you won’t see a damage dealer solo damage to often (Especially in a random Pick Up Group). It can be done but it will take longer. In that situation the Tank, Healer and Controller are more important because they increase the teams’ survivability.
The duration of a debuff is 8 seconds.
Defense Debuff (Red Shield)
This is your most commonly requested debuff and should be put on a boss at all costs. Cast this debuff on NPC's that have higher health than "trash" mobs. It will lower enemy defense by 7%. With 8 players dealing damage to the debuffed target, this adds up to a lesser geared 9th member in the raid. From that point of view, consider this a group buff.
In PvP, it will remove 10% of a player's Toughness.
Powers: Gauss Grenade & Stasis Field
Damage Debuff (Red Cross Hair)
This debuff is used to lower an enemy's total damage output. It will decrease your targets damage output by 7%. A one shot by a boss will always be just that, a one shot. A reduction by 7% won't save you or your teammates. You won't see a significant difference in damage by enemies from this debuff in PVE.
In PvP, this removes the damage modifier buff from the DPS.
Powers: Vortex Cannon & Sleep Dart
Healing Debuff (Red Heart)
This will lower an enemies overall ability to heal (not common in PVE). There is no information available by the developers or players stating the actual reduction numbers by this debuff for PvE and NPC's. There are few instances in which this debuff may be helpful. You can use this in Inner during the second boss fight or in PBG on the healer drones. If you're running a raid with strong DPS you don't need this debuff because the NPC's will die quickly regardless.
In PvP, this debuff strips Power Over Time off your target. It reduces a Healer's Restoration by 50%. It also reduces heals IN from a healer by 25%.
Powers: Napalm Grenade & Cryo-Foam
Debuffs regarding PvP from Tunso a SOE Developer:
"You may actually decide to start putting something like Gag Glove Vortex Cannon/Sleep Dart or Cryokinesis on your bar for PvP. Right now the damage debuff lowers the final damage total by 7%. But for buffed characters in the damage role going from 150% to 143% isn't too big of a deal. But in GU 14, the damage debuff will strip away the Damage role buff taking the wind out of the DPS's sails. Note this is remove, not prevent so the DPS can recast a power to get the buff again.
We've also raised the amount of Toughness removed from the defense debuff. So it will remove about 10% of their total mitigation instead of 5%.
The healing debuff is already pretty good (when it has a chance to last a while). But to give a good reason to use it against even non-healers and to supply more indirect pressure to enemy Controllers this is being upgraded to also remove Controller power over time buffs. And again, this is remove not prevent so an enemy Controller can immediately recast the power over time effect."
GADGETS DAMAGE
Nearly ALL of the powers in the Gadgets Trees are viable. It is up to the player to make them work. Pick your style. Practice and you will find something that works.
Things to keep in mind: Remember that percent modifiers DO NOT stack. When you cast a percent modifier (35,45,50), it boosts your next attack by that amount. So if you end with a 35% modifier then go into weapon use, (and began it with 50%) you have a 35% boost on your weapon damage.
Source of Damage
You deal damage in 2 ways. That is by your powers and weapons. It’s your might (yellow numbers) and precision (white numbers) based attacks. Along with the Damage Per Second (DPS) done by your weapon, your powers contribute to damage.
Combining these 2 can get you to accomplish the maximum amount of damage. This is because both of the stats are increasing. You can perform a mix of DoT and Burst Damage powers. This allows you to benefit from clipping powers and still deal high damage off weapon based attacks.
Some Gadget players are full Precision builds. This also works great. The goal here is to cast your power(s), gset up a Power Interaction (if that’s your damage goal) and take advantage of the highest possible modifier we have (50% Neural Neutralizer/Napalm Grenade/Energy Shield/Sleep Dart/Cryo Field/Photon Blast) then go weapons heavy to destroy targets. Most of your concentration and damage come from your weapon use.
Players also choose full Might. This has mixed results. If you’re dealing damage through power use alone with minimal weapon use you will most likely be one of the 3 players low on power constantly. Most of your damage can only be achieved with powers and because you will most likely be empty you’re limited in your damage output. To make this work cast Intimidation and use your weapon long enough so the Controllers can restore your power bar. Keep in mind your Damage Over Time ticks & powers are still going off while you do this. Intimidation is based on your might. Use your weapon for the full 15 seconds for the total 7 PROCs. Intimidation's procedures of yellow damage are random. You have a higher chance of setting them off your weapon damage. Since your might is high, Damage Over Time powers will benefit you. Stacking DoTs will melt your enemy’s health bar. Your Burst attacks will also be much stronger.
Regardless of your build, maximum amount of damage is done by the whole raid group. Eight players applying damage will always be greater than one player. A Tank, Healer, and Controller can solo all the raids. When it comes to the higher tiered content (PBG/Gates/Dawn) or content that is too difficult for a raid group, you won’t see a damage dealer solo damage to often (Especially in a random Pick Up Group). It can be done but it will take longer. In that situation the Tank, Healer and Controller are more important because they increase the teams’ survivability.
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Re: Tudo sobre Gadgets DPS/TROLL
Damage Over Time VS Burst Damage
With Gadgets, you can deal damage through stacking various DoT’s, Burst Damage or a combination of both.
Damage Over Time powers tick for a certain amount. Most provide a strong initial hit then the DoTs kick in. Stacking multiple DoT powers together on a target depletes their health much faster than allowing one DoT power. Setting up the burning Power Interaction applies an extra DoT. An example is electrifying targets with Gauss Grenade then casting powers like Cryo-Foam, C-Field or Fear Gas. Channel Beam attacks, Fear Gas and Photon Blast, do Damage Over Time. You can stack DoTs like Cryo-Foam, Fear Gas, Stasis Field and Cryo-Field. Depending on the health of an enemy and your might, DoT damage can be slow or rapid. Sometimes it can take a while for your DoTs to kill an enemy so add weapon combo's to increase damage and decrease the enemy's health. Be sure to let your DoTs run their full course of ticks before you cast them again. Otherwise you will restart/overwrite your own DoTs. Mix and stack DoTs with different powers. The same DoT powers do not stack with each other. DoT is beneficial for targets with a large amount of health.
Gadgets causes one kind of burning. Our burning PI DoTs do not stack with each other. Setting up the burning PI immediately after a Power Interaction combo only refreshes the burning DoT itself. The burning P.I. itself has a base of 1 to 2 damage.
Burst Damage applies one quick strong hit. This type of hurting bomb can take a chunk of health off your enemy in one shot depending on their amount of health/defense and your might. You can then finish them off with weapon use. One of the reason’s players prefer Gadgets in PvP is because of our burst damage. Burst Damage is quick and hits hard. It's like delivering blunt force trauma. Burst damage is great to take advantage of on trash and weak mobs.
A combination of both can work. Some prefer to stacking DoTs because of their high might. Others prefer Burst damage because they concentrate more on weapon use. Some find they can deal better damage by combining both types of damage. Might benefits both DoT and Burst damage. A balance can help you when confronting both trash mobs and Bosses without changing up your load out in the middle of the raid. It depends on the player’s play style and preference. Some of our powers do both types of damage.
Base Numbers
Below is information from the first 3 post on the damage numbers I personally crunched myself with the help of the DCUO Book team's formula. Thanks Drift & Ezekiel. Using one of their formula's I was able to find BASE numbers.
Why did I use base numbers? Base numbers apply to everyone. It's easier for us to compare damage between our powers and choose what we want in our load out. If base numbers are available in the other guides we can also compare damage between powers and their tiers. If you do, pay attention to cast times in other power trees as well as tiers. By doing all of this we can come to some idea of which powers are balanced damage wise and which need to be buffed.
If you'd like to know how much damage you deal at your Might level, find a sparring target. Then switch to combat log in the chat box. Cast the power you want to test several times on the target until you see a consistent high number (maximum) and consistent low number (minimum).
Base Damage Numbers Chart
Areas with 2 numbers in them signify that there is low number and a high number. It doesn't necessarily mean you have to subtract or that you get both. The "-" simply means anywhere from X to X. Also, keep in mind that Cryo-Field's base damage with a PI is higher than the chart states. It applies 11 extra ticks of burning DoTs. This amounts to around 26 ticks. I'm still working on that power.
KEY:
Mod=Modifier P.I.=Power Interaction w/=with P=PROC
DoT=Damage Over Time SC=Supercharge CB=Channel Beam
Note: I'm currently taking another look at Thermite Mine.
Burning Power Interaction Damage Over Time (Burning PI DoT) is the same anyway you set it up. It is 11 ticks of a base damage of 1 (low) to 2 (high). It is the same PI DoT that can be refreshed by certain powers from Fire, Earth, Mental and other Gadget players.
Regarding damage splitting and the number of targets affected by a power, I'm currently comparing my info and working with Drift Hazard. A few of the powers listed under the Tricks and Traps trees have data. They'll be updated and added when I have info ready.
The Power Interactions
Below is data that will help you set up PI's for your DPS.It lets you know which power you have to cast first, second and possibly a third. I listed all the powers that grant a PI so you have a choice as to which one you want to use. The red numbers are the damage modifiers you receive in Damage stance. Remember, Gadgets causes one kind of burning. Our burning PI DoTs do not stack with each other.
Range
Below is a list of the powers we have in relation to how FAR they can be used. Far range powers can still be used on enemies in melee range. This is to let you know the maximum reach of a power.
With Gadgets, you can deal damage through stacking various DoT’s, Burst Damage or a combination of both.
Damage Over Time powers tick for a certain amount. Most provide a strong initial hit then the DoTs kick in. Stacking multiple DoT powers together on a target depletes their health much faster than allowing one DoT power. Setting up the burning Power Interaction applies an extra DoT. An example is electrifying targets with Gauss Grenade then casting powers like Cryo-Foam, C-Field or Fear Gas. Channel Beam attacks, Fear Gas and Photon Blast, do Damage Over Time. You can stack DoTs like Cryo-Foam, Fear Gas, Stasis Field and Cryo-Field. Depending on the health of an enemy and your might, DoT damage can be slow or rapid. Sometimes it can take a while for your DoTs to kill an enemy so add weapon combo's to increase damage and decrease the enemy's health. Be sure to let your DoTs run their full course of ticks before you cast them again. Otherwise you will restart/overwrite your own DoTs. Mix and stack DoTs with different powers. The same DoT powers do not stack with each other. DoT is beneficial for targets with a large amount of health.
Gadgets causes one kind of burning. Our burning PI DoTs do not stack with each other. Setting up the burning PI immediately after a Power Interaction combo only refreshes the burning DoT itself. The burning P.I. itself has a base of 1 to 2 damage.
Burst Damage applies one quick strong hit. This type of hurting bomb can take a chunk of health off your enemy in one shot depending on their amount of health/defense and your might. You can then finish them off with weapon use. One of the reason’s players prefer Gadgets in PvP is because of our burst damage. Burst Damage is quick and hits hard. It's like delivering blunt force trauma. Burst damage is great to take advantage of on trash and weak mobs.
A combination of both can work. Some prefer to stacking DoTs because of their high might. Others prefer Burst damage because they concentrate more on weapon use. Some find they can deal better damage by combining both types of damage. Might benefits both DoT and Burst damage. A balance can help you when confronting both trash mobs and Bosses without changing up your load out in the middle of the raid. It depends on the player’s play style and preference. Some of our powers do both types of damage.
Base Numbers
Below is information from the first 3 post on the damage numbers I personally crunched myself with the help of the DCUO Book team's formula. Thanks Drift & Ezekiel. Using one of their formula's I was able to find BASE numbers.
Why did I use base numbers? Base numbers apply to everyone. It's easier for us to compare damage between our powers and choose what we want in our load out. If base numbers are available in the other guides we can also compare damage between powers and their tiers. If you do, pay attention to cast times in other power trees as well as tiers. By doing all of this we can come to some idea of which powers are balanced damage wise and which need to be buffed.
If you'd like to know how much damage you deal at your Might level, find a sparring target. Then switch to combat log in the chat box. Cast the power you want to test several times on the target until you see a consistent high number (maximum) and consistent low number (minimum).
Base Damage Numbers Chart
Areas with 2 numbers in them signify that there is low number and a high number. It doesn't necessarily mean you have to subtract or that you get both. The "-" simply means anywhere from X to X. Also, keep in mind that Cryo-Field's base damage with a PI is higher than the chart states. It applies 11 extra ticks of burning DoTs. This amounts to around 26 ticks. I'm still working on that power.
KEY:
Mod=Modifier P.I.=Power Interaction w/=with P=PROC
DoT=Damage Over Time SC=Supercharge CB=Channel Beam
Note: I'm currently taking another look at Thermite Mine.
Burning Power Interaction Damage Over Time (Burning PI DoT) is the same anyway you set it up. It is 11 ticks of a base damage of 1 (low) to 2 (high). It is the same PI DoT that can be refreshed by certain powers from Fire, Earth, Mental and other Gadget players.
Regarding damage splitting and the number of targets affected by a power, I'm currently comparing my info and working with Drift Hazard. A few of the powers listed under the Tricks and Traps trees have data. They'll be updated and added when I have info ready.
The Power Interactions
Below is data that will help you set up PI's for your DPS.It lets you know which power you have to cast first, second and possibly a third. I listed all the powers that grant a PI so you have a choice as to which one you want to use. The red numbers are the damage modifiers you receive in Damage stance. Remember, Gadgets causes one kind of burning. Our burning PI DoTs do not stack with each other.
Range
Below is a list of the powers we have in relation to how FAR they can be used. Far range powers can still be used on enemies in melee range. This is to let you know the maximum reach of a power.
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Re: Tudo sobre Gadgets DPS/TROLL
Bonus Data
Melee Weapons grant 15% Critical Weapon Attack Damage & 20% Control Resistance.
This includes Martial Arts, One-Hand, Two-Hand, Staff, Dual Wield, Shield, and Brawler. Range weapons do not have this buff.
Whirling Dervish
This power is found in the Super Speed movement tree. Whirling Dervish deals 9 ticks of 7-8 base damage within 3 seconds, or 22.5 base damage per second. This information was provided by Drift.
Power cost of 350.
Shield Consumables
Aside from your power shields, these can be used to mitigate damage as well. If you are in Controller stance, a Tank cannot strip the shield off of you. The effect will last until the timer on the shield runs out or if the total shield strength is destroyed. The first to occur ends the shield.
Personal Dampening Field IV will absorb 1275 damage for 5 seconds.
Personal Dampening Field III will absorb 850 damage for 5 seconds.
Shield Generator III can absorb a total of 1750 damage. The description says it absorbs 100% of damage for 15 seconds. Information provided by Penryn.
Shield Generator II can absorb a total of 1225 damage. The description says it absorbs 100% of damage for 15 seconds. Information provided by Penryn.
The PvP Disposable Shield Generator has a damage cap of 2500 and lasts 15 seconds. The consumable requires some Power to start it up - just like the PvE versions. Information provided by Penryn.
Clipping (Animation Canceling)
Most of our animations are quick and smooth. We don’t have long cast times. For some this isn’t enough. This is where clipping comes in. Clipping cancels the animation of the power you’re casting with another power, trinket, or consumable. Gadget can be a power hungry power set to play with due to clipping powers. Read the Damage Power Consumption section to understand how to replenish your power bar. Clipping, power and weapon attacks, are critical in a Damage Per Second approach (DPS).
Also keep in mind if you jump to cancel the animation of Channel Beam attacks (Photon Blast & Fear Gas) you will NOT get the remaining ticks of damage. Channel attacks require you to go through the full animation to deliver the full damage.
Some examples of clipping:
Gauss Grenade > Cryo Foam > Intimidation > Weapon = 900 power
Gauss Grenade > Cryo Foam > Intimidation > Defibrillator > Weapon = 1200 power
Gauss Grenade > Cryo Field > Intimidation > Weapon = 900 power
Neural Neutralizer > Intimidation > Napalm Grenade > Weapon = 755 power
Neural Neutralizer > Trinket > Napalm Grenade > Weapon = 1005 Power
Napalm Grenade > Intimidation > Distract > Photon Blast > Weapon = 1210 power
Napalm Grenade > Intimidation > Trinket > Bunker Buster > Weapon = 610 power
Gauss Grenade > Cryo Foam > Intimidation > Consumable > Weapon = 900 power
Gauss Grenade > Fear Gas > Jump > Weapon = 530 power
Napalm Grenade > Fear Gas > Jump > Weapon = 590 power
Napalm Grenade > Cryo Field > Intimidation > Weapon = 960 power
Napalm Grenade > Cryo Field > Intimidation > Consumable > Weapon = 960 power
Cryo Field > Intimidation > Energy Shield > Weapon = 950 power
Cryo Field > Intimidation > Dazing Device Consumable = 600 power
What can you clip with?
Self Buffs and supportive powers like Intimidation and Defibrillator.
Self Buffs such as Trinkets.
Defensive Powers like Distract and Energy Shield.
Other Powers include Super Speed's Phase Dodge. It has a Power Cost of 250. You have to jump to cancel the animal and continue to move. Doing so shortens the cool down on Phase Dodge to about 1 second. It is a 4 second cool down if you don't jump cancel.
Consumables such as a regular Soder or Personal Dampening Field/Dazing Device are some you can use. Some consumables that support in the form of setting up Power Interactions, Cryogenic Solution is one, can also be used to clip.
If you want to save power you can clip with a trinket, some consumables or jump. You can also use Self Destruct Signal (unlocked when you put a Power Point into the Turret or Decoy). It cost no power and it's Usable While Controlled. The cool down is 6 seconds.
With a power like Neural Neutralizer you can jump and still move around while in animation. This can save you when a boss if about to do a special attack. This applies to Cryo Foam as well.
You can also clip weapon attacks with any power. Some will still register the damage and others won’t. An example is One Hand’s Spin Chop can be clipped by any power and still register damage. Bow’s Flurry Shot will cancel the damage if you clip it.
Melee Weapons grant 15% Critical Weapon Attack Damage & 20% Control Resistance.
This includes Martial Arts, One-Hand, Two-Hand, Staff, Dual Wield, Shield, and Brawler. Range weapons do not have this buff.
Whirling Dervish
This power is found in the Super Speed movement tree. Whirling Dervish deals 9 ticks of 7-8 base damage within 3 seconds, or 22.5 base damage per second. This information was provided by Drift.
Power cost of 350.
Shield Consumables
Aside from your power shields, these can be used to mitigate damage as well. If you are in Controller stance, a Tank cannot strip the shield off of you. The effect will last until the timer on the shield runs out or if the total shield strength is destroyed. The first to occur ends the shield.
Personal Dampening Field IV will absorb 1275 damage for 5 seconds.
Personal Dampening Field III will absorb 850 damage for 5 seconds.
Shield Generator III can absorb a total of 1750 damage. The description says it absorbs 100% of damage for 15 seconds. Information provided by Penryn.
Shield Generator II can absorb a total of 1225 damage. The description says it absorbs 100% of damage for 15 seconds. Information provided by Penryn.
The PvP Disposable Shield Generator has a damage cap of 2500 and lasts 15 seconds. The consumable requires some Power to start it up - just like the PvE versions. Information provided by Penryn.
Clipping (Animation Canceling)
Most of our animations are quick and smooth. We don’t have long cast times. For some this isn’t enough. This is where clipping comes in. Clipping cancels the animation of the power you’re casting with another power, trinket, or consumable. Gadget can be a power hungry power set to play with due to clipping powers. Read the Damage Power Consumption section to understand how to replenish your power bar. Clipping, power and weapon attacks, are critical in a Damage Per Second approach (DPS).
Also keep in mind if you jump to cancel the animation of Channel Beam attacks (Photon Blast & Fear Gas) you will NOT get the remaining ticks of damage. Channel attacks require you to go through the full animation to deliver the full damage.
Some examples of clipping:
Gauss Grenade > Cryo Foam > Intimidation > Weapon = 900 power
Gauss Grenade > Cryo Foam > Intimidation > Defibrillator > Weapon = 1200 power
Gauss Grenade > Cryo Field > Intimidation > Weapon = 900 power
Neural Neutralizer > Intimidation > Napalm Grenade > Weapon = 755 power
Neural Neutralizer > Trinket > Napalm Grenade > Weapon = 1005 Power
Napalm Grenade > Intimidation > Distract > Photon Blast > Weapon = 1210 power
Napalm Grenade > Intimidation > Trinket > Bunker Buster > Weapon = 610 power
Gauss Grenade > Cryo Foam > Intimidation > Consumable > Weapon = 900 power
Gauss Grenade > Fear Gas > Jump > Weapon = 530 power
Napalm Grenade > Fear Gas > Jump > Weapon = 590 power
Napalm Grenade > Cryo Field > Intimidation > Weapon = 960 power
Napalm Grenade > Cryo Field > Intimidation > Consumable > Weapon = 960 power
Cryo Field > Intimidation > Energy Shield > Weapon = 950 power
Cryo Field > Intimidation > Dazing Device Consumable = 600 power
What can you clip with?
Self Buffs and supportive powers like Intimidation and Defibrillator.
Self Buffs such as Trinkets.
Defensive Powers like Distract and Energy Shield.
Other Powers include Super Speed's Phase Dodge. It has a Power Cost of 250. You have to jump to cancel the animal and continue to move. Doing so shortens the cool down on Phase Dodge to about 1 second. It is a 4 second cool down if you don't jump cancel.
Consumables such as a regular Soder or Personal Dampening Field/Dazing Device are some you can use. Some consumables that support in the form of setting up Power Interactions, Cryogenic Solution is one, can also be used to clip.
If you want to save power you can clip with a trinket, some consumables or jump. You can also use Self Destruct Signal (unlocked when you put a Power Point into the Turret or Decoy). It cost no power and it's Usable While Controlled. The cool down is 6 seconds.
With a power like Neural Neutralizer you can jump and still move around while in animation. This can save you when a boss if about to do a special attack. This applies to Cryo Foam as well.
You can also clip weapon attacks with any power. Some will still register the damage and others won’t. An example is One Hand’s Spin Chop can be clipped by any power and still register damage. Bow’s Flurry Shot will cancel the damage if you clip it.
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Re: Tudo sobre Gadgets DPS/TROLL
Two Damage Player Approaches
This guide will not just give just you one Damage player play style. The role is titled "Damage." It is not "Damage Per Second." As vitalization and power pools increased, the Damage Per Second game plan became viable.
Being a efficient Damage player means dealing heavy damage with the least power in and highest damage out. If you can defeat the other Damage players in the group while consuming the least amount of power, congratulate yourself. The Damager role relies more on powers that apply high damage as opposed to fast damage. This is a slower approach and is more fit to working with the team. If you prefer a slower pace this way will suit you. Your high damage on single targets (like bosses) is where you shine. Again, the Damage player goal is to finish the raid efficiently with the team.
There is also the Damage Per Second play style which can consume more power due to clipping power and weapon attacks. The Damage role and Damage per Second approach are not the same thing. The DPS play style relies more on speed and the goal is to finish the raid as fast as possible. Work with powers and weapon combo's that will deal the most damage in a second. Find tools to cancel animations. The faster you can get back to repeating your weapon/power rotation, the more targets you'll dispatch. This is the route usually take by competitive Damage players. It's more of dealing damage independently rather than working with the team to set up PI's.
Damage Power Consumption
This guide will not just give just you the Damage player perspective of doing maximum damage at all costs.
Some think doing maximum damage is done by spamming power consecutively to kill enemies. If you’re full T4 and modded and deal damage with a constant empty power bar because of consecutive spamming you are not doing your job efficiently. You are not letting your Damage Over Time (DOT) ticks run their full course and you’re not taking advantage of the modifiers so you can use your weapon. You cancel your own DoTs if you recast the same load out to soon.
Consider how the Power Transfer/ Instant Power Heal (Defib) works. It transfers power from the Controller to the 3 lowest powered members of the team. If you are constantly empty because you spam recklessly, that means only 2 other players will benefit from the Power Transfer. You are not being a team player with the spam approach. Recklessly spamming power and disregarding the job of the other roles to get first place is not a sign of skill or a team player. Remember you are not the only one doing damage. The other Damage players and group members are applying damage as well.
If you have a high power consuming load out and style that deals high damage consider 2 things:
First, cast your power rotation. An example of a clip able and power hungry load out is Gauss Grenade > Cryo Field > Defibrillator > Neural Neutralizer > Intimidation > Distract > weapon use. This example cost 1845 power. The average full T4 modded DPS has a power bar of 1700+. By the time the Controllers PoT tick and Defib are cast you should be able to pull it off. Consider how fast it took you to cast that ridiculous rotation. Now consider how fast the game mechanics allow for a Controller to fill that up in the same amount of time. It is NOT possible due to how Defib works and it’s cool down.
To make this work, cast your power rotation then go weapons heavy. You MUST use your weapon long enough for the Controller's Power Over Time and Power Transfer to fill your bar up. If you plan on using the same power rotation do not break weapon use until you are full. While you’re using your weapon you’re still applying damage, you’re regenerating a small amount of power back to yourself and you’re allowing the Controllers plenty of time to refill you. You do not lose damage using a weapon. This can be applied to any power rotation. Always keep in mind the amount of time it takes for you to cast your rotation and the amount of time it will take to replenish your bar by the Controllers. Some Controllers can replenish you faster than others so learn to adapt your play style.
Second, consider using Soders to refill your own power bar. They restore health and power for a reason. There is nothing wrong with using a Soder. Remember you are the one with a power hungry loadout. Drink one to help the team or to finish off your power rotation if you do not have enough power. This will help the Controllers Power Transfer go directly to the Healers and Tank in tough situations.
Team Player
DPS players must respect the purpose of the other roles. Your raid group is your team. Let the Tank cast a power to gain aggro. If you plan on going ahead let the Tank know so he/she can keep up in pace. Give the Tank a heads up so they can adapt. If they are not OK with it you will just have to adapt to that raid group. If you can't, just leave.
If you melee damage consider carrying atleast one shield so you can mitigate damage. This allows the Healers enough time to react and heal you. This also reduces the strain on the Healers. If you are taking heavy damage do not cower and flee. Learn to block. Blocking increases your defense and slows down the damage being dealt to you. This also buys the Healers reaction time to save you. Blocking saves lives, not just Healers.
Controllers have more to do than just spam the Power Transfer (Defib). They debuff, need time to regenerate power through their own weapon use and crowd control to an extent depending on how strong your damage is. Controllers also have a responsibility to pick up fallen team mates because of their shields. This doesn’t mean you can’t help. If you’re close assist them and revive your team mate.
This guide will not just give just you one Damage player play style. The role is titled "Damage." It is not "Damage Per Second." As vitalization and power pools increased, the Damage Per Second game plan became viable.
Being a efficient Damage player means dealing heavy damage with the least power in and highest damage out. If you can defeat the other Damage players in the group while consuming the least amount of power, congratulate yourself. The Damager role relies more on powers that apply high damage as opposed to fast damage. This is a slower approach and is more fit to working with the team. If you prefer a slower pace this way will suit you. Your high damage on single targets (like bosses) is where you shine. Again, the Damage player goal is to finish the raid efficiently with the team.
There is also the Damage Per Second play style which can consume more power due to clipping power and weapon attacks. The Damage role and Damage per Second approach are not the same thing. The DPS play style relies more on speed and the goal is to finish the raid as fast as possible. Work with powers and weapon combo's that will deal the most damage in a second. Find tools to cancel animations. The faster you can get back to repeating your weapon/power rotation, the more targets you'll dispatch. This is the route usually take by competitive Damage players. It's more of dealing damage independently rather than working with the team to set up PI's.
Damage Power Consumption
This guide will not just give just you the Damage player perspective of doing maximum damage at all costs.
Some think doing maximum damage is done by spamming power consecutively to kill enemies. If you’re full T4 and modded and deal damage with a constant empty power bar because of consecutive spamming you are not doing your job efficiently. You are not letting your Damage Over Time (DOT) ticks run their full course and you’re not taking advantage of the modifiers so you can use your weapon. You cancel your own DoTs if you recast the same load out to soon.
Consider how the Power Transfer/ Instant Power Heal (Defib) works. It transfers power from the Controller to the 3 lowest powered members of the team. If you are constantly empty because you spam recklessly, that means only 2 other players will benefit from the Power Transfer. You are not being a team player with the spam approach. Recklessly spamming power and disregarding the job of the other roles to get first place is not a sign of skill or a team player. Remember you are not the only one doing damage. The other Damage players and group members are applying damage as well.
If you have a high power consuming load out and style that deals high damage consider 2 things:
First, cast your power rotation. An example of a clip able and power hungry load out is Gauss Grenade > Cryo Field > Defibrillator > Neural Neutralizer > Intimidation > Distract > weapon use. This example cost 1845 power. The average full T4 modded DPS has a power bar of 1700+. By the time the Controllers PoT tick and Defib are cast you should be able to pull it off. Consider how fast it took you to cast that ridiculous rotation. Now consider how fast the game mechanics allow for a Controller to fill that up in the same amount of time. It is NOT possible due to how Defib works and it’s cool down.
To make this work, cast your power rotation then go weapons heavy. You MUST use your weapon long enough for the Controller's Power Over Time and Power Transfer to fill your bar up. If you plan on using the same power rotation do not break weapon use until you are full. While you’re using your weapon you’re still applying damage, you’re regenerating a small amount of power back to yourself and you’re allowing the Controllers plenty of time to refill you. You do not lose damage using a weapon. This can be applied to any power rotation. Always keep in mind the amount of time it takes for you to cast your rotation and the amount of time it will take to replenish your bar by the Controllers. Some Controllers can replenish you faster than others so learn to adapt your play style.
Second, consider using Soders to refill your own power bar. They restore health and power for a reason. There is nothing wrong with using a Soder. Remember you are the one with a power hungry loadout. Drink one to help the team or to finish off your power rotation if you do not have enough power. This will help the Controllers Power Transfer go directly to the Healers and Tank in tough situations.
Team Player
DPS players must respect the purpose of the other roles. Your raid group is your team. Let the Tank cast a power to gain aggro. If you plan on going ahead let the Tank know so he/she can keep up in pace. Give the Tank a heads up so they can adapt. If they are not OK with it you will just have to adapt to that raid group. If you can't, just leave.
If you melee damage consider carrying atleast one shield so you can mitigate damage. This allows the Healers enough time to react and heal you. This also reduces the strain on the Healers. If you are taking heavy damage do not cower and flee. Learn to block. Blocking increases your defense and slows down the damage being dealt to you. This also buys the Healers reaction time to save you. Blocking saves lives, not just Healers.
Controllers have more to do than just spam the Power Transfer (Defib). They debuff, need time to regenerate power through their own weapon use and crowd control to an extent depending on how strong your damage is. Controllers also have a responsibility to pick up fallen team mates because of their shields. This doesn’t mean you can’t help. If you’re close assist them and revive your team mate.
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
Iconic's Tree
Sonic Cry
Unleashes a sound blast to damage, snare, and stun enemies.
Considering one of Gadget's weakness is that our powers can't control large mobs of NPC's, Sonic Cry can. It is Burst damage and also has a quick animation. It hits slightly less than Gauss Grenade and it's melee range. If you're surrounded by NPC's you can cast this power to buy you time and give you some room to escape or use it to push NPC's away from a teammate.
Power Cost of 285.
Damage Data: 40% modifier. Burst Type. Low Base Damage of 23. High Base Damage of 32. Starts to divide damage on 3 targets. Damages up to 8 targets.
Control Data: Provides a stun, push, and slows a maximum of 8 targets in it's 360 degree Area of Effect.
Neo-Venom Boost
Temporarily increases strength, dense and damage output from an experimental derivative of Venom.
Power Cost of 450.
45 Second Cool Down.
Grants 10 Weaponization Skill, 50 Weaponization Rating and 176 Defense for 15 seconds.
Damage Data: 40% modifier. Total of 5 Random PROCs (possibly 6 if you clip NVB early enough). You have 15 seconds to get PROCs once cast. Low Base Damage of 14. High Base Damage of 22. Total Low Base Damage with 5 PROCs is 70. Total High Base Damage with 5 PROCs is 110.
Retains Stealth.
Batarang Multi-Shot
Unleashes Batarangs to knock down and stun your enemies.
This power does not have far range. It maybe be useful to someone who melee controls and is looking to stun nearby NPC's.
Power Cost of 225.
Damage Data: 40% modifier. Delivers 2 hits of damage. The initial hit deals damage. One second after the initial hit, the final burst hit takes effect. Low Base Damage of One hit is 13. High Base Damage of One hit is 19. Total Low Base Damage of 26. Total High Base Damage of 38.
Control Data: This power is similar to Sticky Bomb. The initial hit stuns the target the same way Sticky Bomb does. The target will attempt to remove it. 1 second later, the target(s) will get knocked back in a puff of smoke explosion. This power can stun and knock back up to 3 targets in its cone Area of Effect.
Hard Light Shield
Encases you in a field that deflects most damage.
Cannot be stripped by a Tank if you are in Controller stance.
Power Cost 350
Absorbs 100% of total damage dealt towards you. Scales with 100% of your Dominance AND Restoration. The shield lasts 15 seconds unless it is destroyed.
Retains Stealth.
Movement Powers
Whirling Dervish
This power is found in the Super Speed movement tree.
Spins you like a maniacal gyroscope, tossing aside enemies as you turn; when used to cancel control effects, it recovers 200 power over 10 seconds.
Power cost of 350.
Damage Data: 50% modifier. Deals 9 ticks of 7-8 base damage within 3 seconds, or 22.5 base damage per second. This information was provided by Drift.
Control Data: Does a knock down and knock back effect on up to 6 targets in its 360 degree Area of Effect.
Sonic Cry
Unleashes a sound blast to damage, snare, and stun enemies.
Considering one of Gadget's weakness is that our powers can't control large mobs of NPC's, Sonic Cry can. It is Burst damage and also has a quick animation. It hits slightly less than Gauss Grenade and it's melee range. If you're surrounded by NPC's you can cast this power to buy you time and give you some room to escape or use it to push NPC's away from a teammate.
Power Cost of 285.
Damage Data: 40% modifier. Burst Type. Low Base Damage of 23. High Base Damage of 32. Starts to divide damage on 3 targets. Damages up to 8 targets.
Control Data: Provides a stun, push, and slows a maximum of 8 targets in it's 360 degree Area of Effect.
Neo-Venom Boost
Temporarily increases strength, dense and damage output from an experimental derivative of Venom.
Power Cost of 450.
45 Second Cool Down.
Grants 10 Weaponization Skill, 50 Weaponization Rating and 176 Defense for 15 seconds.
Damage Data: 40% modifier. Total of 5 Random PROCs (possibly 6 if you clip NVB early enough). You have 15 seconds to get PROCs once cast. Low Base Damage of 14. High Base Damage of 22. Total Low Base Damage with 5 PROCs is 70. Total High Base Damage with 5 PROCs is 110.
Retains Stealth.
Batarang Multi-Shot
Unleashes Batarangs to knock down and stun your enemies.
This power does not have far range. It maybe be useful to someone who melee controls and is looking to stun nearby NPC's.
Power Cost of 225.
Damage Data: 40% modifier. Delivers 2 hits of damage. The initial hit deals damage. One second after the initial hit, the final burst hit takes effect. Low Base Damage of One hit is 13. High Base Damage of One hit is 19. Total Low Base Damage of 26. Total High Base Damage of 38.
Control Data: This power is similar to Sticky Bomb. The initial hit stuns the target the same way Sticky Bomb does. The target will attempt to remove it. 1 second later, the target(s) will get knocked back in a puff of smoke explosion. This power can stun and knock back up to 3 targets in its cone Area of Effect.
Hard Light Shield
Encases you in a field that deflects most damage.
Cannot be stripped by a Tank if you are in Controller stance.
Power Cost 350
Absorbs 100% of total damage dealt towards you. Scales with 100% of your Dominance AND Restoration. The shield lasts 15 seconds unless it is destroyed.
Retains Stealth.
Movement Powers
Whirling Dervish
This power is found in the Super Speed movement tree.
Spins you like a maniacal gyroscope, tossing aside enemies as you turn; when used to cancel control effects, it recovers 200 power over 10 seconds.
Power cost of 350.
Damage Data: 50% modifier. Deals 9 ticks of 7-8 base damage within 3 seconds, or 22.5 base damage per second. This information was provided by Drift.
Control Data: Does a knock down and knock back effect on up to 6 targets in its 360 degree Area of Effect.
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
Player versus Player
By Penryn
Before going into the details of how to effectively utilize the Gadgets powerset in Arena combat, it is a good idea to go over some general good advice for improving your PvP skill level:
1. Weapons - Take the time to try and learn other weapon sets. Learn their basic combos and what their block breakers look/sound like. Familiarity with other weapon types will make it easier for you to counter other players. Top-tier players will often clip their block breakers, so it is important to know what they sound like. Even if a block breaker is clipped, there will still be a window for countering it.
2. Weapon Countering - Weapon combat is currently based around a simple countering system. Block breakers defeat blocks. Blocks defeat interrupts. Interrupts defeat block breakers. Successfully landing a counter knock down your opponent and give you a brief period of damage immunity denoted by a blue flash. Learning how to properly counter is an important aspect of PvP. Two good places to practice weapon countering are in duels and the Riverside Hotel duo boss.
3. Mix It Up - One of the worst things you can do in PvP is become predictable with your attacks. Skilled opponents can easily counter and defeat a predictable opponent. Consequently, try mixing up your combos. Try flashing a block to try to get your opponent to throw a block breaker. Be unpredictable enough to keep your opponent honest.
3. Learn the Powerset - Another important aspect of PvP is being flexible. Sometimes you will encounter situations where you need to change your loadout in mid-match to counter an opponent. This is where knowledge of your powerset proves invaluable. You need to know what the side effects of your powers are going to be. For example, you may have to put a healing debuff on your loadout to deal with an enemy healer. Also, Gadget controllers will often have to change their loadout based on the size and composition of the team. As an example, you may not need Defibrillator on your loadout for a 2vs2 match like Batcave.
4. Read and Study - One aspect of becoming a better player is the ability to read your opponents. An experienced player is able to determine an opponent's skill level, basic combos, and habits very quickly. If you are being soundly defeated in a match, try to identify what tactics/powers your opponent is using. Learn from their example and make it part of your repertoire where possible. Also, it is a good idea to read the powerset topics and PvP forum. This is a good way to read about new tactics/strategies and how to counter them.
5. Don't Get Discouraged - Becoming good at PvP takes a while. You will be pitted against more experienced opponents and will have to take your share of lumps. Do not become discouraged if you are perform poorly at the outset. PvP definitely has a learning curve and you will improve as you gain experience.
If you would like additional suggestions on improving your PvP skill level, try reading "Tips for Casual PvPers to Improve" by Yallander.
The Role-Based Counter System
By Penryn
Arena and Open-World PvP combat features a role-based RPS counter system. The basic idea is that when playing in role, you gain advantages over certain powersets. The following explains the role-based counter system:
Controllers versus Sorcery, Nature, and Electric
In Controller Role, players gain the following advantages against Sorcery, Nature, and Electric players:
35% attack boost
Offensive powers will reduce a healer's restoration by 50%.
Offensive powers will remove powerset shields.
Healers versus Ice, Fire, and Earth
In Healer role, players again the following advantages against Ice, Fire, and Earth players:
35% attack boost
Offensive powers will debuff and remove a tank's defensive bonus. For example, a fire tank will lose the ability to heal. Ice tanks will lose their defensive bonus when using powers.
Offensive powers will remove powerset shields.
Tanks versus Gadgets, Mental, and Hard Light
In Tank role, players again the following advantages against Gadgets, Mental, and Hard Light players:
35% attack boost
Offensive powers will remove power over time.
Offensive powers will remove powerset shields.
Tanks can remove debuffs from party members by using appropriate cleansing powers. Controllers can remove healer debuffs on tanks by using their power dump - Debibrillator for Gadgets players. Healers can remove a controller's restoration debuff by using a Breakout Trinket or Serum.
Controllers can remove power over time from any opponent by using a healing debuff power - Cryo-foam and Napalm Grenade for Gadgets players. You can verify that power over time by checking to see if the opponent's power over time icon changed to a red color.
As seen above, Gadgets players are at a disadvantage when fighting tanks. Powerset shields, such as Energy Shield, can be instantly removed. In Controller role, your power over time can be removed. If a Gadgets controller is not careful, they can easily exhaust their power pool trying to recast power over time. Try not to go one-on-one against a tank if you can help it. If you have to, try to defeat them by playing intelligently and using the weapon counter system. You can mitigate a tank's ability to remove powerset shields by using the Iconic Hard-Light Shield power and using consumables like Personal Dampening Field.
When fighting a healer in controller role, try to keep a healing debuff applied. When a healing debuff is applied to a player, a healing power's effectiveness will be decreased by 25%. If the debuff is applied to the healer, it will further reduce their ability to heal themselves. It is also worth noting that if a healer uses a heal over time power, the red healing debuff will change to green. This is a deficiency in the icon system. The debuff will remain active until it expires or the healer uses a serum/breakout trinket.
By Penryn
Before going into the details of how to effectively utilize the Gadgets powerset in Arena combat, it is a good idea to go over some general good advice for improving your PvP skill level:
1. Weapons - Take the time to try and learn other weapon sets. Learn their basic combos and what their block breakers look/sound like. Familiarity with other weapon types will make it easier for you to counter other players. Top-tier players will often clip their block breakers, so it is important to know what they sound like. Even if a block breaker is clipped, there will still be a window for countering it.
2. Weapon Countering - Weapon combat is currently based around a simple countering system. Block breakers defeat blocks. Blocks defeat interrupts. Interrupts defeat block breakers. Successfully landing a counter knock down your opponent and give you a brief period of damage immunity denoted by a blue flash. Learning how to properly counter is an important aspect of PvP. Two good places to practice weapon countering are in duels and the Riverside Hotel duo boss.
3. Mix It Up - One of the worst things you can do in PvP is become predictable with your attacks. Skilled opponents can easily counter and defeat a predictable opponent. Consequently, try mixing up your combos. Try flashing a block to try to get your opponent to throw a block breaker. Be unpredictable enough to keep your opponent honest.
3. Learn the Powerset - Another important aspect of PvP is being flexible. Sometimes you will encounter situations where you need to change your loadout in mid-match to counter an opponent. This is where knowledge of your powerset proves invaluable. You need to know what the side effects of your powers are going to be. For example, you may have to put a healing debuff on your loadout to deal with an enemy healer. Also, Gadget controllers will often have to change their loadout based on the size and composition of the team. As an example, you may not need Defibrillator on your loadout for a 2vs2 match like Batcave.
4. Read and Study - One aspect of becoming a better player is the ability to read your opponents. An experienced player is able to determine an opponent's skill level, basic combos, and habits very quickly. If you are being soundly defeated in a match, try to identify what tactics/powers your opponent is using. Learn from their example and make it part of your repertoire where possible. Also, it is a good idea to read the powerset topics and PvP forum. This is a good way to read about new tactics/strategies and how to counter them.
5. Don't Get Discouraged - Becoming good at PvP takes a while. You will be pitted against more experienced opponents and will have to take your share of lumps. Do not become discouraged if you are perform poorly at the outset. PvP definitely has a learning curve and you will improve as you gain experience.
If you would like additional suggestions on improving your PvP skill level, try reading "Tips for Casual PvPers to Improve" by Yallander.
The Role-Based Counter System
By Penryn
Arena and Open-World PvP combat features a role-based RPS counter system. The basic idea is that when playing in role, you gain advantages over certain powersets. The following explains the role-based counter system:
Controllers versus Sorcery, Nature, and Electric
In Controller Role, players gain the following advantages against Sorcery, Nature, and Electric players:
35% attack boost
Offensive powers will reduce a healer's restoration by 50%.
Offensive powers will remove powerset shields.
Healers versus Ice, Fire, and Earth
In Healer role, players again the following advantages against Ice, Fire, and Earth players:
35% attack boost
Offensive powers will debuff and remove a tank's defensive bonus. For example, a fire tank will lose the ability to heal. Ice tanks will lose their defensive bonus when using powers.
Offensive powers will remove powerset shields.
Tanks versus Gadgets, Mental, and Hard Light
In Tank role, players again the following advantages against Gadgets, Mental, and Hard Light players:
35% attack boost
Offensive powers will remove power over time.
Offensive powers will remove powerset shields.
Tanks can remove debuffs from party members by using appropriate cleansing powers. Controllers can remove healer debuffs on tanks by using their power dump - Debibrillator for Gadgets players. Healers can remove a controller's restoration debuff by using a Breakout Trinket or Serum.
Controllers can remove power over time from any opponent by using a healing debuff power - Cryo-foam and Napalm Grenade for Gadgets players. You can verify that power over time by checking to see if the opponent's power over time icon changed to a red color.
As seen above, Gadgets players are at a disadvantage when fighting tanks. Powerset shields, such as Energy Shield, can be instantly removed. In Controller role, your power over time can be removed. If a Gadgets controller is not careful, they can easily exhaust their power pool trying to recast power over time. Try not to go one-on-one against a tank if you can help it. If you have to, try to defeat them by playing intelligently and using the weapon counter system. You can mitigate a tank's ability to remove powerset shields by using the Iconic Hard-Light Shield power and using consumables like Personal Dampening Field.
When fighting a healer in controller role, try to keep a healing debuff applied. When a healing debuff is applied to a player, a healing power's effectiveness will be decreased by 25%. If the debuff is applied to the healer, it will further reduce their ability to heal themselves. It is also worth noting that if a healer uses a heal over time power, the red healing debuff will change to green. This is a deficiency in the icon system. The debuff will remain active until it expires or the healer uses a serum/breakout trinket.
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
Re: Tudo sobre Gadgets DPS/TROLL
bem.. como podem ver, vai demorar um bucado pra eu traduzir tudo isso ai..
peço a colaboração de vocês se puderem ajudar !
obs.: ainda falta colocar as cores certas e após isso organizar algumas frases com pontinhos..
apenas depois disso começarei a tradução do texto.
peço a colaboração de vocês se puderem ajudar !
obs.: ainda falta colocar as cores certas e após isso organizar algumas frases com pontinhos..
apenas depois disso começarei a tradução do texto.
Kelven18- Moderador
- Mensagens : 629
CR : 90 SP: 114 / 60 SP: 68 / 97 SP: 106
Nick : Saint Kelven - H, KelvenBR - H, Saori San - H, CatBat Girl - H
Servidor : EUPS3/USPS3
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