Crowd Control's never been much of a requirement in Champions Online, but with the recent Save the Earth alert's design it looks like some mass CC would be very helpful. I've had a few toons with low-level or single-target CC powers, but I've never focused on CC on a character before. So the question is: what's the best power &/or power set for locking down enemy mobs en-mass? Is there anything that could lock down all the spawns in Save the Earth, to let the rest of the team get to work? Or would a decent CC build be only a partial 'solution' to the alert's design? Or not helpful at all?
If there's any existing threads covering this, feel free to point me in the right direction!
Thanks in advance!
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I don't know how the new fight is like, but you could see the CC Build sticky for some examples that were tailored to CCing in various higher-end fights:
https://www.arcgames.com/en/forums/championsonline/#/discussion/1205723/crowd-control-builds/p1
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It looks like Ego Sleep is still the basic way to go then. My old Mind AT has a Psionic Accelerator which turned her from the slowest-leveling toon I had at the time to one of the fastest when I lucked into it from one of those old Drifter boxes - I'll have to get round to actually working through her forced respec and try her in the new alert. Mostly in alerts in the past she tossed in the Psionic Accelerator where she could, but was generally stuck trying to keep suicidal PUG-mates from getting themselves faceplanted - could be a whole new ballgame with Save the Earth!
Repels might be an interesting choice to shove enemies around. There is no resistance as far as I know. Stuff like Howl or Entangling Mesh can help for their root / snare.
[at]riviania Member since Aug 2009
1. It has no cooldown meaning you can spam it constantly
2. With 5 stacks of Ego Leech ( which the power itself will build in short order ) it stuns on the first tick ( and every tick ).
3. It has 100 ft range.
4. It has a sphere aoe.
So basically you have an on demand, long range aoe stun ( and remember that stuns are not reduced by incoming damage ). If you're using this on a non-CC toon then you can severely cripple the ability of NPCs to attack, reducing their damage output dramatically. If you are using this on a CC toon with high hold strength then you can perma-stun every mob in the alert from full health to dead even when they're swarming your party. All you have to do is cycle through targets to spread the stun around and anytime you see anything try to move or attack, hit it again.
Oh and it also does decent damage.
My super cool CC build and how to use it.
Or Toxic Breathe with its Stunning advantage. Pair these with I believe Sentinel's final Specialization that allows you to give everyone who hits a stunned critter a super version of Mend and not only can you stun lock looots of goons but you can help heal your party while they kill them too.
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Frost Breath, Flamethrower, Gas Arrow, Wind Barrier, all have various effects that can work too, but maybe not as well. Cones can hit a lot of crap though.
[at]riviania Member since Aug 2009
Super effective, and fairly short cooldown.
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I re-tooled my TK FF with Telekinetic Barrage + Dazzle and TK Maelstrom + Expansive Intellect, with Manipulator, and Presence as the Primary SS, again with specialisations focused on holds and... well, I still can't seem to get a stun duration over 4 seconds. Are stuns not in the 'holds' category for some calculations? Or is there something else I'm missing? Targets quickly rack up their three stacks of hold resistance, making them immune, so I'm guessing stuns are 'holds', at least for some purposes. I'm still running in Ranged DPS mode, so maybe it's the reduced CC ability that role imposes (although running in Hybrid doesn't seem to make a difference beyond less damage)? I can kill standard mobs pretty quickly,of course, just by using a maintain AoE attack, but it's not slowing them down hugely (you know, beyond death slowing them down...) so I'm not sure how much it'll help when I get in a situation of being massively overrun.
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Block timing explained
In hybrid with full stacks, it is 8.7 seconds, so role definitely has a significant effect.
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I like Telepathic Storm with the advantage. You can fire it and start blocking right after. It's a good panic button.
It doesn't stun targets that are currently stunned by it, meaning that won't happen. You should probably use powers before trying to give information on them.
My super cool CC build and how to use it.
YO, what? That is really good news! I picked it up on my CCer, just for the heck of it, and I was wondering if she was just stacking tons of resist on everyone. I'm glad to hear that it doesn't.
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I don't see how that's any more OP than the option of just don't bother and nuke the mobs into the afterlife in one shot.
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Depends what you're fighting. Sometimes "nuke the whole group in one shot" isn't an option. I personally don't think the aoe stun powers are OP, but if I were to rate them on a scale of OPness they would slide in above alpha strikes.
My super cool CC build and how to use it.
Hmmm now this gives me an idea!
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