Last 8 Shouts:



February 02, 2016, 01:24:48 PM
SW:TOR players, No conquest 2/2 to 2/7. Team broke it will fix the problem with 4.1 Tuesday 2/9!


December 28, 2015, 02:35:32 PM
We have opened up all the crew area of our guild ship in SW:TOR! Now we just need more Dark Projects, Command, and Engineering Encryptions!


December 14, 2015, 07:35:47 PM
Sorry I couldn't announce sooner, have some issues going on and cant make it to progression tonight


December 08, 2015, 06:58:29 AM
Gree Enclave Week! Get your Gray Helix Components for many Legacy Weapons and Offhands in SW:TOR!


November 25, 2015, 12:57:53 PM
Tonight Wednesday 11/25, Thursday 11/26, and Sunday 11/29 we are planning on raiding for all interested. 8pm Eastern invites!


November 13, 2015, 11:10:05 AM
Monday, November 16th, 2015 9pm Eastern on Teamspeak we are having a SW:TOR Guild meeting! Please attend it will be less than 1 hour!


November 11, 2015, 07:37:05 AM
Costume Contest tonight 11/11 at 8pm Eastern!


November 03, 2015, 05:55:51 AM
A wild Bumpkins has been spotted.

Show 50 latest
Welcome, Guest. Please login or register.
Did you miss your activation email?
February 12, 2016, 10:59:10 AM

Login with username, password and session length

Author Topic: Gadgets - Controller - PvE  (Read 11038 times)

0 Members and 2 Guests are viewing this topic.

Gadgets - Controller - PvE
« on: July 06, 2011, 10:00:43 AM »

Offline Sotiras

  • Leader of New Dawn
  • ******
  • Posts: 2728
  • Respect: +16
The purpose of this thread is to discuss the necessary powers, optional powers, and controlling tactics that will make a Gadgets Controller Successful.

Gadgets is a very interesting power class with an efficient bag of tricks. This guide was made for those interested in playing a Gadget Controller. Here, you will find some tips and suggestions regarding the Gadgets Controller in general, and a mini-review on each power from both trees.
Gadgets is a Control oriented set with great DPS potential as well, depending on which Role you are playing. Many powers in Gadgets set will inflict a certain amount of damage while also incapacitating or hindering the target for a while - in DPS role, the damage will be boosted, while in Controller role, the stuns will last a bit longer and you will be able to regenerate the groups Power. It gives access to Stealth, which (while not very popular and horribly bad) allows some creative approaches/playstyles for both PvP and PvE. It also has access to turrets that you can drop to deal extra damage (these turrets are good for leveling but once you hit 30 they are optional).

You should aim for tier gear at level 30, which will take care of some of this for you anyways. Still, you want to know what they are about, why you want them, and how much you might invest:
Dominance - determines how much damage your target can sustain until it breaks a "control" effect and it also is an on/off switch in Raid/HA content to determine if your stuns will work. In practice this means "time to freely hit someone unable to do jack about it". And remember- in controller role, your Dominance is increased by 65%. For raiding endgame content, a value of exactly 350 would be optimal; however as long as you aren't spending points to go higher than 350 you are good to go. Over 350 dominance is too much, you want it as close to 350 as possible so as not to pull aggro from the tanks.

Vitalization - increases how much Power your group will regenerate when you use your power-regen abilities (such as the direct effect of Defibrillator, or the over-time side effect of Sticky-Bomb). You gain a base of 350 Vitalization while in Control Role.

Might - increases the "yellow numbers"; as in, any damage caused by you with non-Weapon attacks. such as the damage component of Gauss Grenade. This is a semi-valuable stat for Gadgets DPS.

Precision - improves all the damage caused by your Weapon. As a controller you will be chaining Hits to regen your Power and build Supercharge, so the more Precision the more damage it will also cause.
For Controller Role, you want to stack Vitalization and then balance between Might/ Precision. If you notice your team never runs out of Power in their fights, you may drop some Vita in favor for more damage-oriented stats.
Attention! In the case of PVP, Dominance doesn't work against players (they can always "break free"). Add Toughness to the list; the more, the merrier. It is worth it sacrificing some firepower to favor survival.
The other stats don't really have much use for Gadgets Controllers who want to Control.
Despite what the title "Controller" might imply, while in Controller role your priority isn't doing "crowd control" effects, but restoring the power of you fellow teammates and to a lesser extent debuffing the enemy. You surely will be stunning/shutting down enemies to pick up later, and this will grant the survival of you and your group.
In PVP these things become even more noticeable. All players may break-free of your stuns - but doing so costs power. That beefy Tank might be a lot less troublesome if his healing is hindered due to your debuffs on him. On some group fights, a team may win simply because their controller did a better job with keeping Power regen up while the others ran dry.   
Any weapon will work with any powerset so feel free to pick whatever you find fits your playstyle - but be aware of what your choices will imply. Gadgets' powers have some really great interaction with either Ranged or Melee playstyles so its a matter of taste. More experienced players have pointed out that, for endgame content such as raids, being a Ranged Controller is generally "safer" and since many of the raid fights hinder melee into complete oblivion.  Add in the amount of stun/knockback suffered by melee players and you will quickly find yourself out of power as a Controller and unable to restore your teammates power at all. So Ranged Controlling is HIGHLY Recommended.
The higher your Hits counter, the faster you regenerate Power and Supercharge. Each Weapon has bonuses spread throughout each of the trees. These bonuses are what make or break your character. Patches may change which bonuses are granted by which weapons, so you might wanna check your skills to achieve the bonuses you need. And remember: more Feat points = more Skill points.

Most Controllers will argue that Bow, Rifle or Pistols are THE weapons of choice.  And they would be correct.  Any of these 3 options are optimal for a Controller (or DPS of any class actually).  The reason they are so good is simple: AOE.  Rain of Arrows, Grenade (Mortar is broken currently) and Full Auto are the top of the line weapon AOE in the game currently.  While most people won't come out and blatantly say that "If you aren't using one of these 3 weapon choices you are bad" it is made apparent by the disparity in DPS at the end of an Hard Alert or Raid.  Blame SOE for this but melee just doesn't work that well for anyone other then a Tank.
Many Gadgets powers will cause Electrified, Frostbitten or Burning. These are called "Power Interactions".  In practice, its a set-up status that when exposed to a certain condition, will trigger an extra minor effect. Notations where made on each individual power regarding these Interactions. Also notice that these Interactions may come from different sources - if another player Electrifies your target, you can still benefit from that Electrified Interaction with your own Powers.
Every power allows the player to fill 2 roles. In Gadgets case, its either Damage or Controller. When out-of-combat, you can switch your roles by pressing "T" on the keyboard or up arrow on the controller. Now most powers have on their description a field indicating [Damage Role] and/or [Control Role]. These buffs are often shown as green icons under your power bar.
All [Damage Role] extra effects works similarly: it will buff your damage for a certain percentage until your Hit Counter resets. What this means is after activating any of these powers, you have to chain as many weapon hits as you can - all of those hits will be affected by this damage bonus. This damage buff is displayed as a green spiky icon below your Power bar.
[Control Role] Important Extra Effects:
Sticky Bomb / Taser Pull: Regenerates Power over time (Top importance! Keep it up at all times!)
Gauss Granade: Reduces enemy's Defenses
Sleep Dart / Gag Glove: Reduces enemy's Damage output
Cryo-Foam / Bomb: Reduces enemy's ability to Heal (this debuff is more important against Healers, Fire Tanks or players with "pocket healers" at their disposal so mainly a PvP requirement)
« Last Edit: July 15, 2011, 04:25:09 PM by Sotiras »

Re: Gadgets - Controller - PvE
« Reply #1 on: July 06, 2011, 10:04:25 AM »

Offline Sotiras

  • Leader of New Dawn
  • ******
  • Posts: 2728
  • Respect: +16
 Specializing in this tree will grant +1% Crit Chance and +35 Power


1. Sticky Bomb - This ability is a must have for controller's. This ability restores power over time. As a Controller when you throw "Sticky Bomb" you will see a Green Lightning Bolt below your name, this effect will happen to everyone in your party as well. This effect, the lightning bolt, is to be CONSTANTLY kept up on everyone in the party. The Restore Power overtime effect will effect the Controller, and restore the Controller's power over time. Very useful starting power, long ranged and overall effective. You throw a bomb that will stick to an enemy, stunning him/her briefly and then exploding, knocking them back and inflicting 3 ticks of damage. When it explodes, it will also stun AND damage those nearby the primary target as well. Its a reliable and inexpensive way to stop incoming/running enemies, crowd-control one enemy while fighting another, or stunning a PVP opponent that tries to blockspam. Note that besides what the Power's description says, you can't actually attach it to any surface; you need a selectable target to have it working.  However, can you use it with nothing targeted while in Controller role to gain the POT (Power Over Time) buff.

2. Intimidation - This ability when activated will stun mobs when hit by any weapon and also increases your base weapon damage. So if used with a ranged AOE weapon, such as Dual Pistols, Bow, Rifle, or Hand Blasters, will stun every mob that is hit with your weapon attacks. Very useful while doing Duos, Hard Alerts, and Raids. One of the best self-buffs from Gadgets. Intimidation lasts for 15 seconds and while its active, each of your attacks have a chance to trigger extra damage (it will pop as a yellow number with the regular damage when it happens) and/or Stun your target. Since it is a "on hit" chance-based power, if you are using a fast Weapon (such as Rifles Auto-Fire or Pistols) or multiple hitting Weapon Skill (such as Rain of Arrows/Full Auto/Grenade), you get better chances to trigger these effects more often. It works with Powers and regular attacks (melee and ranged).

3. Gag Glove -  While in Controller Role this will debuff the targets' damage output for a while. This may be very helpful for the Tank to soak boss damage on certain fights, and is a good PvP talent with the knockback. This ability can be used for situational fights (example... Black Adam Giganta phase, or Burning Claw in League of Assassins)

4. Bomb - Summons a huge bomb for you to carry, then (ideally) throw or use to smash enemies. When it explodes, it deals a small AoE knocking targets back, dealing decent damage and causing Burning. Good way to finish a single enemy or even a group of enemies with low health. You can't really spam this power, as it takes some time to actually "hold" and throw the bomb, but other than that its a reliable spiky damage.  This will also reduce the healing received by any target this is thrown at. This ability, like Gag Glove, can be used in situational circumstances (example... Middle Boss in Inner Batcave)

Controller OPTIONAL:

1. Sentry Turret, Supressor Turret, and Warden Turret - Allows you to drop stationary turrets to attack the enemy you are attacking. You can only drop one of these at a time. These turrets are basically similar, except for the fact that each one is a bit improved above the other, and have chance to inflict one of the Interactions or effects on its targets:
 Sentry Turret: Burning and Electrifying effects (DPS); Frostbite (Control)
 Supressor Turret: None (DPS); Frostbite, Electrify, Stun (Control)
 Warden Turret: Burning and Electrifying effects (DPS); Frostbite, Encasement (Control)
 The general opinion is that they are subpar for group game play. It takes time to drop them, they are immovable, they are easily destroyed by enemies and its side-effects happen unreliably. It seems to be more of an annoyance than actual threat.
 As mentioned, these powers seemed lackluster in general. The turrets are however a life-saver for PVE while solo-leveling, due to its freezing/encasement effect, and its built-in"mini taser pull", being able to stop as much as two enemies at a time.


1. Hide - Oriented for PVE group game play, Hide will remove you from the NPC's aggro list for its duration. What it means in practice is enemies will ignore you until you either move or attack. This may be useful on group fights when you accidentally drag too many enemies toward you, or are about to die and have an enemy targeting you. However that might just make the opposition swarm another group member instead, so you should use it with caution. Ideally, in raids/duos/alerts you should have a dedicated tank, attack with care and kill stuff fast - so this power works more as a "oh crap" button.
Notice that this doesn't actually put you in Stealth mode, and most importantly, does not affect other players - enemies in PVP will be able to see and attack you just fine.  In general this is a really horrible ability since they fixed the Tank Threat problem soon after the game released.
2. Stasis Field - Encases your enemy (roughly in Melee range) in a large force-field ball, rendering them unable to move, attack, or be attacked during its duration. An encased enemy becomes a world object - you may carry it, use it as a weapon or throw it at enemies. It is affected by Weaponization, improved by the Super Strength Iconic Power.
It's a decent way to leave a target out of combat for a while, as it won't break immediately if something damages it (unlike Sleep Dart). And you can simply throw the encased enemy miles away before the effect fades to build distance/delay them. It will annoy people in PVP, but isn't practical at all: holding and throwing animations will leave you open to enemy fire for a while. Finally, it actually protects the target from incoming damage so communicate with your teammates before using it to prevent shielding someone's target - or having an encased target being swarmed by damage and breaking free right on your shoulders.
3. Clown Box - "Traps" you in a huge green box, making you immune for a while, but rendering you unable to do anything while trapped in it. When the box takes enough damage, it will free you and explode, stunning, knocking back and dealing decent damage to enemies surrounding it. You can cause the box to explode prematurely by holding its button for 3 seconds.
It is a very effective "oh crap" button in case you are swarmed by enemies and need to avoid certain death. It will give your group a couple seconds before they focus the mobs attacking you, and the stun will give you a chance to heal and/or attempt to escape.  However, if you are having to use this power regularly in order to stay alive you have some serious problems in your group.
4. Anesthetic - A self-heal that costs 50% of your Supercharge meter. It will also make you resistant to Control effects for a short while. You can use it while you're stunned to break free and gain the aforementioned effects. Due to its cost, you will seldom use it, but it can and will save your life a couple times...until you hit level 30, that is. By then, all your stats (or damage received) outweight your Regeneration by a lot, rendering its heal X cost very underwhelming. It is a great life-saving tool for solo leveling, but at endgame it loses its appeal greatly.  Additionally, if you are having to use this power regularly in order to stay alive you have some serious problems in your group.   
5. Asphyxiation Gas - You spread gas in all directions around you, generating a decent sized AoE. Hostile units on it will be stunned and receive some damage. It is a great tool for crowd control and/or finishing enemies, either in PvE or PvP. This power has a short post-activation animation, but its effect will hold most enemies in place giving you time to either finish your target or run for cover.
« Last Edit: July 25, 2011, 10:56:37 AM by Sotiras »

Re: Gadgets - Controller - PvE
« Reply #2 on: July 06, 2011, 10:06:42 AM »

Offline Sotiras

  • Leader of New Dawn
  • ******
  • Posts: 2728
  • Respect: +16
Specializing in this tree will grant +5% Crit and +35 Power


1. Defibrillator - This ability will restore power to the 3 players in your group that have the lowest Power, excluding the Controller himself. The Controller using this ability will NEVER receive power from it. This ability is crucial and to be used as SOON as possible and as MUCH as possible (don't lead off with a Defibrillator because obviously no one needs power, wait until ~%50 of the group is low on power to start using this). The objective of a Controller is to restore power, if you are not using this ability when it is able to be used you are hindering the DPS, Healers, and Tanks from doing their job. Thus slowing everything down. If you are grouped in the Controller role, keeping your group "fed" power-wise is your one and only responsibility, so make sure you have power to cast this ability whenever needed. More about this on the next session.

2. Gauss Grenade - This grenade will travel a long range to its target; once it hits, it explodes in an electrical AoE, stunning and dealing decent damage to multiple enemies in its blast radius. Excellet AoE for damage, but costy on Power, so use with care. The targets affected by it will become Electrified and also receive a Health Debuff. For raiding in Khandaq Gauss Grenade can cause a Water Keeper to fall to the ground while being stunned. Very crucial to Debuff on boss fights, trash mobs are a little less so though the AOE damage is very nice.

Controller OPTIONAL:

1. Bunker Buster - This is one of the best Supercharge abilities for Gadgets as a power (Not THE best, ONE OF). This is optional however, many many many Gadgets Controller's will swear by this and claim all other Supercharge abilities are a waste a slot on your Controller Loadout. However, this ability is purely optional and other Supercharge abilities in Gadgets and your Movement type can be tried and used at your discretion, however they are much less effective than Bunker Buster.


1. Taser Pull - Pulls your target to your melee range with an electrified whip, dealing damage and stunning then. Great power for melee users, as it will keep your target from running or flying away (which comes handy PvP). It also causes your target to become Electrified. This power has a fairly long range, but consider lag and positioning and don't wait too long to use it if your target it retreating. Notice that you CAN use this power in melee range if things get messy and you need to stun someone. Gadgets will give you a couple of other stuns though, so ideally you wanna save this power for runners.  Really though outside of PvP this is a surefire way to get yourself killed, because as soon as the stun wears off the target will turn around and punch you in the face.

2. Fear Gas - Sprays a short ranged cone of gas in front of you, stunning its target for a while - which should be the primary use for this power. It may affect more than one target if they are lined up. It has a small "casting time" and can be interrupted. On itself it causes a small DOT (damage over time) and Burning. Electrified opponents will explode and be knocked back giving you another second to act; Frostbitten enemies may become Encased for a while, but this effect doesn't seem to happen often enough on my personal experience.

3. Neural Neutralizer - This power works like a boosted version of Gauss Ganade, except that its AoE happens on the spot its cast and has a cast timer. A long cast timer. Its purpose is dealing Damage and knockback to a group of enemies, but in practice that will only happen if someone else is tanking the enemies for you - a group of enemies would easily interrupt it before its triggered, and would all jump at you if they aren't dead from it. It causes a burning DOT on Electrified targets. I know what you are thinking and no, using Gauss Grenade in point-blank and Neural Neutralizer right after to kill everyone isn't as practical as it sounds. This power is could be worthless because of the draw backs it suffers.

4. Stealth - Allows you to walk unnoticed (will break by attacking or being attacked). Players and mobs alike will be able to see you if you get too close to their general frontal direction. While stealthed, you walk slower than normal and can't use Movement powers. Stealth Mode grants its own loadout, so you can select which power you want on your bar while stealthed; and the following powers:
Cuff'Em: handcuffs the target (melee range) stunning it out of combat while the effect persists (attacking will break the handcuff, and players may attempt to break free). Doesn't break stealth mode.
Surprise Attack: very powerful, sure-Critical melee-range attack. Breaks stealth.
Implosion Mine: plants a device that will trigger if a hostile target gets close to it, stunning them. Mines will be stealthed and "invisible" to hostile units; technically they can notice it, but by then its too late for them to run. Doesn't break stealth.
Return to Normal: deactivates stealth mode

You may get the follow-up powers "Thermite Mine" and "Sleep Dart" to add to your arsenal (see below)
Stealthed characters have the option to prepare the field with mines, then lure (or Taser Pull) enemies into them, and/or put one enemy out of combat for a while, AND/OR start the fight with a big fat critical hit. You can try to save yourself from being ganked also, by running away then stealthing. This is very satisfying when everything works out as planned (especially in PVP), but all this setup takes considerably more time than jumping at your enemy with all guns blazing and just burning them down - so its not a very popular tactic.
Stealth can be effective or frustrating, and it depends majorly on player's playstyle and taste. 

5. Thermite Mine - As the name implies, a device that will explode when close to enemy targets, blasting them with decent damage, inflicting Burning, and sending them flying. You can deploy this device multiple times (each time costs a fair share of Power though), either packed closely (for a bigger blast) or around the field (to lure enemies into it progressively). PVP-wise, it will take a lot of Power to plant enough Thermite mines in order to actually hurt someone who steps on them. Doesn't break stealth (in fact is intended as a tool for stealth approach), and has an activation time.   

6. Sleep Dart - Shoots a target with a dart that will put them to sleep; targets will stay out of combat until damaged, and any damage will "wake them up". Works similarly to the stealth power "Cuff'Em", but it is ranged instead. It also can be used from stealth without breaking it, which again seems to be its main purpose. It is useful to "shut off" mobs out of a group to work on it later, or to keep an enemy player out of the fight for a while, but since it requires a Stealth playstyle, it isn't a very popular power as it requires too much of an investment.
7. Cryo Foam - Sprays a cone of ice that will affect enemies in close proximity. This is a kind of traditional crowd control, as it won't deal damage or keep them from attacking, but will keep them in place for its duration (Root effect). It also inflicts Burning on previously Electrified foes. Some people seem to enjoy this power a lot, as it will potentially dismantle mobs trying to kill you, while other people find its duration and usage too limited to be of any value.   

8. Cryo Field - Summons a whirlwind-like aura of frost air around you. At first glance, its a personal field that will stay up for a decent while, dealing damage to anyone in contact to it. But then comes the Interactions: affected enemies are considered Frostbitten; if Frostbitten enemies get affected again, they may be turned into a block of ice for a short while (although one could complain this effect doesn't really happens often). Additionally, Electrified enemies will receive Burning. And Burning enemies will explode, being knocked back. In practice, you may Electrify your foe(s) (Taser, Gauss, etc) then run into them to see them being repelled and damaged. This is especially useful if you can corner them in a build junction or something... which isnt really always possible. Naturally, this power has more usefulness for melee-oriented builds in PVE. Or in PVP, to get an extra damage from those who try to melee you. The thing is, Gadgets has some measures to deal with PVP, so this isn't a power you see a lot, but has its uses.
9. Battle Drone - Summons an automated flying cannon that will follow you; when you attack a target, it will also attack it with ranged shots/grenades until the target dies. Only costs 25% Supercharge, but many players find its damage (and lifespan, as it may be attacked/destroyed) lacking. This power needs some tweaking to be more competitive (but that's true to all pets in game right now). Some players simply need to grab some powers to fit their character concepts, and that's understandable. Just be aware that if you choose to pick Battle Drone, it will require some extra care or it ends up just a lame extra DPS.
« Last Edit: July 25, 2011, 10:56:13 AM by Sotiras »

Re: Gadgets - Controller - PvE
« Reply #3 on: July 06, 2011, 12:18:25 PM »

Offline Sotiras

  • Leader of New Dawn
  • ******
  • Posts: 2728
  • Respect: +16


1. Intimidating Gaze: Provides 25 Dominance, which will actually be more in Controller mode. Controller's need a minimum of 350 Dominance to raid, so this Iconic Power is crucial in the early stages of Controlling. ***NOTE*** Once Your Dominance exceeds 350 from gear alone, this Iconic Power is no longer needed and can be repositioned. (Also remember that controllers gain a bonus to their dominance so you will actually gain/lose ~32 dominance from this ability)

2. Wisdom of Solomon: Provides 50 Vitalization and 100 Power. Again very Crucial to the early stages of a Controller. Some Controller's once exceeding 900 Vitalization reposition this skill point, however I personally would want as much Vitalization as possible.  Also since there are so few good talents to pick up for a Gadget Controller you might as well gain a SOLID chunk of stats instead of a useless ability.

3. Weapons Expert: Provides 3% Critical Attack Chance. As a Controller your #1 Priority is filling everyone's power to the best of your ability. However, throughout you will be DPS'ing and using your weapons to get power back for yourself, to be able to provide power to others. This ability helps things die fast put simply.

4. Tactical Genius: Provides 10% Critical Attack Damage. Again simply put to help things die faster, while maintaining number 1 priority of providing power.

5. Powerful Resistance: Provides 100 Health. This is crucial. So many times you would say if you didn't have this Iconic Power, "If I only have 50, 60, 80, or 100 more health I would have survived that hit from the boss" This is crucial to your success in Raiding.

Controller OPTIONAL:

1. Neo - Venom Boost: Provides Yellow Damage to your weapon attacks and Significantly increase your defense. This is just a great skill to have. It also increase your weapon attacks by 50%.

1. Nanoweave Armor: Provides 50 Defense and 100 Toughness. Optional because 71 Defense = 1% Damage Reduction. So for 1 whole Power Point you don't even get 1% Damage Reduction. However, this power is good to have if your almost to your next percentage and it gets you to it.

2. Heat Vision: Provides concentrated single target DPS, in the form of Superman's red eye laser beams. Just a great power to use for Solo stuff or DPS role.
« Last Edit: July 25, 2011, 10:55:33 AM by Sotiras »

Re: Gadgets - Controller - PvE
« Reply #4 on: July 06, 2011, 12:30:47 PM »

Offline Sotiras

  • Leader of New Dawn
  • ******
  • Posts: 2728
  • Respect: +16


1. Sticky Bomb - Restores Power of Time to the Controller and the Group
2. Defibrillator - Restores Power to the 3 members in the group who have the lowest amount of Power (Not Including the Controller)
3. Gauss Grenade - Puts a Health Debuff on the enemy
4. Intimidation - Once Activated stuns everything with weapon attacks and increases damage


1. Neo-Venom Boost - Adds TONS of extra base weapon damage
2. Sentry Turret - Drops a Turret where summoned to do damage and possibly taunt enemies.
3. Bomb - Debuffs a targets healing received.
4. Gag Glove - Debuffs a targets damage output.
5. Super Charge Ability of your choice. (For maximum DPS, Vacuum Bubble in the Flight Tree is worth a look)


There are a couple things that you should always keep in mind to optimize your performance. These tips apply to both PVE and PVP.
As a Controller:
 - Always keep the Regeneration buff up! The buff affects you and any group members alive. You can verify that its up by the green lightning icon right below your Power bar. You can trigger it by using either Taser Pull or Sticky Bomb (even without a target) so make sure you do it every once in a while to keep the group's Power constantly regenerating.
 - Get used to Defibrillators cost and returns so your group never is Power-starved. As a general rule, if you're above 60% Power, use it. And if a healer or tank is too low on Power, feed them via Defibrillator no matter what.
 - Your powers won't deal a lot of damage in Control Role, so you're better off using your Weapon for DPS and Hit build-up. That said, casting Intimidation whenever you can will add significantly to your damage output, and with the Regeneration buff it almost won't impact your Power pool. Just do NOT make it a priority.
 - Gauss Grenade is a great crowd control AND damage ability against enemies packed together.
 - Learning how to manage your Power pool among stuns, group support and personal use is key.
 - (PVP Oriented) Consider using either Bomb or Cryo-Foam; both will reduce heals received by their affected targets for a while, and this sometimes is simply NEEDED to take those annoying tanks/healers down.
 - (PVP Oriented) Tanks have bonuses against you; engage with care. You have bonuses against healers; don't let them escape!
« Last Edit: July 25, 2011, 11:01:48 AM by Sotiras »

Re: Gadgets - Controller - PvE
« Reply #5 on: July 25, 2011, 10:58:48 AM »

Offline Sotiras

  • Leader of New Dawn
  • ******
  • Posts: 2728
  • Respect: +16
This thread is officially open. Feel free to discuss power interactions, your preferences, and / or any successful tips that will strengthen other Gadgets Controller's.

*Officially opened and last edited 7/25/2011*

Re: Gadgets - Controller - PvE
« Reply #6 on: August 11, 2011, 07:37:47 AM »

Offline Ketricel

  • Awesome Sauce
  • Leader of New Dawn
  • ******
  • Posts: 9422
  • Respect: +10
    • New Dawn
Here is the Gadget Guide that myself and Deadpool (from DCUO Source) spent countless hours putting together:


I thought it had been lost when DCUO went kaboom, but thankfully Deadpool had saved a copy and with the relaunch of the new DCUO Source it is back up and running.  So enjoy!!
« Last Edit: August 11, 2011, 07:41:22 AM by Ketricel »

Re: Gadgets - Controller - PvE
« Reply #7 on: August 11, 2011, 09:53:01 AM »

Offline Draegos

  • Sr. Member
  • ****
  • Posts: 326
  • Respect: +2
any guides like this for mental?

Re: Gadgets - Controller - PvE
« Reply #8 on: August 11, 2011, 10:18:41 AM »

Offline Sotiras

  • Leader of New Dawn
  • ******
  • Posts: 2728
  • Respect: +16
We will be making one for all the classes...

Re: Gadgets - Controller - PvE
« Reply #9 on: August 12, 2011, 10:39:34 AM »

Doctor Beat

  • Guest
This is a great place to start for researching Mental Control. Please feel free to PM Doctor Beat on hero side if you want any loadout or playstyle recommendations. (Maybe I'll try my hand at a mental guide when work and school permit.)


Re: Gadgets - Controller - PvE
« Reply #10 on: February 19, 2012, 06:33:35 AM »


  • Guest
 In case of PoTs you'll want to let the buff expire and then recast it right after it expires. You'll get one extra tick of power each time you do so since PoTs give healing ticks at the start and end of it.


Re: Gadgets - Controller - PvE
« Reply #11 on: February 19, 2012, 07:48:49 AM »


  • Guest
Very nice guide and much appreciated.
I am a gadgets controller myself and have improved a lot since I started runnin' with Nemesis.
The game does a horrible job of explaining what the Controller's job is.

Re: Gadgets - Controller - PvE
« Reply #12 on: February 21, 2012, 09:02:55 AM »


  • Guest
Dumping power cost and dps buff
Sticky - 200 35%
Tazer - 200 35%
Defib - 300 35%
Hide - 250 35%
Fear Gas - 230 35%
Intim - 250 35%
Gauss - 300 45%
Cryo Foam - 300 45%
Gag Glove -300 45%
Stasis - 300 45%
Cryo Field - 350 50%
Sleep dart - 350 50%
Bomb - 360 50%
Box - 350 50%
Mine - 250 0%
Stealth - 0 0%
Sentry - 250 0%
Suppressor - 325 0%
Warden - 375 0%