Given the lack of discussion boards set up by Playpark as of this writing, it is difficult for the same community that once flourished in games like MapleSEA and other MMOs to develop if they lack somewhere to congregate. Although a subreddit does exist, it is better suited for Q&A or media sharing compared to the development of an actual community around the game.
In this figurative
Black desert, it is also difficult for one to write a class guide/primer and have it stickied/pinned to the top of a discussion page. Nevertheless, as the community of the game seems to be growing rapidly, it seems appropriate to contribute one of the first English guides for a class that I enjoy playing: the Dimension Controller. I hope that this guide will be helpful to new and intermediate players alike, giving them helpful tips for a rarely played class.
This primer is written from my experience as a Level 47 Dimension Controller in the SEA server, which means I cannot contribute substantially regarding which skills should be Awakened (since Awakenings are only available at Level 50). My experience in PvP is also limited to practice matches as I have not taken part in Ranked PvP after hitting level 45 (being involved with other matters). I may still update the guide in the future to include recommended skill builds or a gear guide, but that is contingent on me hitting levels 60 and above. Hence, this guide is more suitable for new or intermediate players as of this time of writing.
I considered writing a short addition about what acronyms or jargon may be used, but most gamers should be already familiar with terms like ‘MMO’s, ‘HP’ and ‘MP’.The following are some terms used that some may not have encountered, but are used within the primer:
AoE: Area of Effect. AoE skill deals damage to all enemies within its area of effect, hence the name.
DPS: Damage per second. Used to gauge the offensive capabilities of a class or skill.
Spiking: Able to deal large amounts of DPS but only for a short time (often due to long cooldowns on high damaging skills).
Proccing: The occurrence of a random event within the game, or when an effect with a random condition has been triggered.
DoT: Damage over time. Used to refer to classes or skills that favour debuffs which do consistent amounts of damage over time instead of spiking for kills.
Super Armour: A trait or characteristic given to enemy bosses that are in the process of executing special attacks. Said armour has a certain HP or can be destroyed by certain skills before the attack can be disrupted to prevent normal attacks from disrupting the special attacks of bosses.
Invincibility frames (also known as i-frames): Refers to the frames of animation in which a character is invulnerable or invincible. These frames (and skills whose usage trigger them) are highly coveted in PvP due to them preventing the character from being damaged while the character is in that animation.
Opinion on Existing Overviews
Although I have mentioned that there are few guides for this particular class, there exist two helpful general overviews by users that I will quote and opine upon (as someone that has actually played the class).
The first general overview was written by the administrative staff from Pro Gamers Online (I misread it as programmers online the first time I saw it and wondered why coders would be so interested in an MMO). In this overview, they describe the Dimension Controller as
This is class plays as the master of time and dimensional magic skills. Dimension Controller can debuff his enemies to makes his killing skills more effective against his enemies. This class can summon powerful dimensional weapon to eliminate enemies in group. The master of time that can do stop, bend or even making it faster to terrorize his opponent. Dimension Controller is the best for mob gather as well as penetrating super armor.
*Good in precision. If you don’t like Shadow Mage because of his disadvantage with precision, you can play as Dimension Controller which precision is his ace in this game. This character can gather enemies, lock them down and kill them with their ultimate skills. DC’s skills mostly in AoE that come as explosive, meteors and gravity distortion. These skills inflict as strike-piercing that is effective in handling super armor.
*Good in Combo. Because AoE is the bread of butter of this class, you will find that making a combo in hordes of enemies is not really difficult.
*Good in both offense and defense. Dimension Controller has shield around his back that works as secondary arsenal when high element is built and awakening is taken. This will protect you from attacks as well as executing attack against opponent.
*Requires lots of mana. This class relies on mana well which limits their capabilities on offensive skills.
The first advantage can be interpreted in two ways: That of being able to strike precisely at enemies and that of being precise in one’s playstyle. The former is certainly not the case, for there is no difference in Kritika whether one hits the head or the body. Rather, the second meaning is more appropriate: Instead of knocking enemies around and having to run to kill individual clusters of mobs, the Dimension Controller can quite easily gather them together and nuke them in one shot. That is the precise nature referred to above.
The second advantage can also be interpreted in two ways. Comboing can mean a quick succession of moves towards a target (which is unrelated to whether a skill is AoE or not), or it can refer to the in-game system of checking consecutive hits on any mob (which is actually quite related to whether a skill is AoE, for being able to hit multiple enemies with one skill allows one to rack up consecutive hits rapidly and easily).
Happily enough, both interpretations are valid for the Dimension Controller. With the exception of skills that have to be channeled while one is stationary, many of the Dimension Controller’s skills are quickly cast but exist for a prolonged period of time. Hence, it is not difficult to run through multiple skills without being bogged down by casting animations that prevent one from casting the next skill. Many, if not all, of the Dimension Controller’s skills are AoE in nature (with the exception of a couple of utility skills), giving him a high combo number when many enemies are clustered together and are being hit by an AoE spell.
The third advantage is something that I do not fully agree with, for the Dimension Controller is good in offense but not that good in defense. This, however, will be elaborated in the next section under my class overview.
The sole disadvantage that makes the Dimension Controller out to be an MP guzzler is also something which I have not personally experienced. The use of MP potions during ordinary (i.e. non boss) dungeon runs is extremely rare, for gathering of the mobs together and AoEing them is actually quite MP efficient. Even during mid-level boss dungeon runs such as the Pirate’s Treasure Vault (Lvl 45-54), I did not encounter any issues with MP running out or limiting my offensive capabilities. Certainly if one does not bother to gather mobs together, they may run out of MP if they individually damage every single mob, but in that case, they might want to pick another class to play instead (such as the Warrior classes that excel in high single target DPS).
The second general overview was written by Arkena in 2014 and is based in the Korean version of the game. In it, he states that
Coming Soon.Dimension Controllers do everything as their name implies, stopping and bending time around enemies, making themselves faster and improving their defenses, as well as calling down meteors and distorting gravity for improved damage. A very fast and methodological class, Controllers are as efficient at mob gathering as they are with destroying Super Armor, making them well rounded.Pros:–Precision Mob Smasher. (STRIKE-PIERCE Class) Dimension Controllers can gather enemies and lock them down with relative ease, making some of his stronger precision skills easy to execute. Most of his skills deal in explosions, meteors, and gravity distortion, making him a Strike-Pierce Class that deals only in increasing damage, with ease of destroying super armor.–Unrelenting Speed! Combo Machine. This class stacks high numbers with relative ease, along with the potential of unlimited combos, making increment damage a major plus. The speed at which he executes skills and moves, along with many of his skills being disruptive, also makes him a great evasive character.–Sword Shield Buddy. Also known as the Error Modifier, this Shield rides around on your back and is almost like a secondary attacker when high element is built and awakening is taken, protecting you from attacks and executing its own elemental skills.Cons:–Mana Eater. This class burns through mana at a ridiculous rate end game so a lot of mp pots will be needed.–Mob/MVP Whore. This character deals in ridiculous numbers so prepare to see him on MVP often. Some skills can cause rage as well since you can suck enemies from right under players. Consideration for mob placement may be required.
The first pro basically mentions that the Dimension Controller is good at destroying Super Armour, which is fairly true. I am still unsure if this is due to their skills being highly damaging or if it is a native trait of their skills that enables them to destroy Super Armour, but that is irrelevant for players of this class.
The second pro is similar to the second advantage raised above, with it noting that many of the skills have a quick cast time that enables speedy movement and execution of skills.
The third pro is pretty much the same as the third advantage raised above. It will be discussed in the next section.
The first con has already been covered above, while the second con is more relevant in group play. Thus far though, I have not encountered any raging from other party members when one gathers the mobs in a particular location. If anything, they are often grateful or appreciative since it makes it easier to focus their attacks at one specific spot and makes dungeon runs go quicker.
Having read through the two similar opinions raised above, you probably have a good idea of what the class excels in. It is a versatile class that can do well both in group and solo play, using mob gathering skills to efficiently dispatch large groups within dungeons and having a few high DPS skills of its own for boss fights.
One point which I feel should be noted, though, is that the class is rather squishy. One may rightfully expect the mage classes to be the most fragile of all the four basic classes, but even compared to its compatriots, the Shadow Mage and Freezing Blaster, the Dimension Controller is more vulnerable to being damaged than them.
The reason for this is the limitations of the Dimension Controller’s playstyle. It is hard for mobs to get close to the Shadow Mage due to his tendency to destroy most mobs around him while they are still some distance away, and even if they do get close, some of his skills form an offensive shield around him that damages enemies within melee range and disrupts their attacks. The Freezing Blaster has many skills which can freeze enemies from afar in a large AoE around him, thereby reducing the possibility of random mobs sneaking up upon him and getting a lucky hit in. His Frost element also slows down the enemy if it doesn’t completely freeze them, buying him more time to move to a safer position or kill off the enemy.
Sadly, however, the Dimension Controller lacks the survivability that its magic counterparts have. None of its ordinary skills provide all-round protection by killing everything indiscriminately within a radius around him, while the Phase Distortion element/debuff that is administered as a result of his attacks are more useful in offense than defense. What both overviews mentioned as the ‘shield’ which the Dimension Controller has is a reference to the Sword of Order. This skill automatically attacks any enemy that has the Phase Distortion debuff applied to it, but it has a fairly long cooldown and deals significant, but not annihilating, damage.
Furthermore, it also requires for mobs to have the Phase Distortion debuff, which is an additional step that the Dimension Controller has to take for it to be effective. Although the Sword of Order has its purpose (which will be elaborated upon in the Skills section), I do not feel it contributes significantly to the defense of the Dimension Controller.
Because the class is squishy, one should be prepared to think ahead before they begin attacking, and dodge quickly if they feel that they are going to be attacked. These are useful tips for any class regardless of their situation, but they are especially important for Dimension Controller players due to the reasons explained above. In practical aspects, most of my damage taken or deaths have came as a result of sole mobs that were not gathered sneaking in a hit, or in boss fights where one does not successfully dodge the special attacks of the boss. The former is something that can be overcome by good situational awareness and quick reflexes, while the latter requires not more HP, but anticipation and appropriate reaction to said attacks.
Comparison to Dragon Nest’s Force User
Having also played a Force User (known as the Mystic in other versions of Dragon Nest) in Dragon Nest SEA and seeing many similarities between both characters, it felt apt to include a comparison between both classes. Those who have no idea of what Dragon Nest or a Force User is may skip this section and move on to the next, but those who have played as a Force User and are interested in how this class differs may find this section useful.
The Force User of Dragon Nest splits into two classes later on at Level 45, which are the Chaos Mage and the War Mage (also known as the Obscuria/Majesty and Illuma/Smasher respectively in other versions of Dragon Nest). The former focuses more on gravity-based attacks while the latter uses more laser-based skills, both with differing outcomes. A couple of skills within the Force User emphasize the Force User’s control of time, such as my favourite ‘Time Stop’, ‘Time Dodge’ and ‘Fast Forward.’
For better or worse, the Dimension Controller of Kritika Online has almost no control of time, focusing more on gravitational and laser attacks. He gets a skill similar to the Smasher’s Eraser at Level 50 (which is nice), is able to teleport and also can summon a meteor(ite) like his Dragon Nest counterpart. Still, although he has some skills which are far easier to use than the Force User’s skills (I’m looking at you, Triple Orbs and Spectrum Shower/Nine-Tailed Laser), the lack of time-based skills is sorely missed.
Thematically, the Dimension Controller adopts a cyber/digital/tech feel as opposed to the Force User’s magic background for her spells, which is something that I quite enjoy. The gender lock for all mages to be males may discourage those that want female mages, but I’m quite happy to be able to cosplay as Kill La Kill’s Inumuta with this class 🙂
The Dimension Controller is able to clear rooms fairly quickly, with most of his runs taking under 3 minutes if one gathers the mobs and takes them out in one hit. Bosses rarely pose a threat unless one is on Master or Hell difficulties, and even then, the Dimension Controller can usually spike damage fast enough from multiple angles to take them down without dragging the fight out for too long.
Based on my limited PvP experience, the Dimension Controller is not the strongest class in PvP. That is not to say that it cannot win, but rather it requires a higher level of player skill in order to win against classes that are easier to PvP with. The need to target many of the Dimension Controller’s skills often means that they will be interrupted as they are casting their spells, leading to them being combo’d to death frequently. Expect to be chasing down an enemy that prefers to either stay beyond your casting range or trying to defend against one that got in too close for comfort. Combined with the general squishiness of the Dimension Controller, they are, to reiterate, not the easiest class to PvP and win with.
The Dimension Controller fares well in both party popularity and party teamwork. Most know of the mob gathering skills that the Dimension Controller has, and given the relative paucity of mages in general (and Dimension Controllers in particular – most flock to become Freezing Blasters), one should not face many issues in finding others to party with for boss dungeon runs like the Raven Black Market (Lvl 35 to 44) or Pirates Treasure Vault (45 to 54).
In dungeons with a party, the Dimension Controller’s job is simply to gather mobs and nuke them, something little different from what he normally does as a solo player. Having skills well suited to the role, it speeds up the dungeon quickly (which gives better dungeon ratings and loot) and results in less time being spent hunting down lone stragglers.
In Capture the Flag situations where players are pitted in 3v3 battles to capture the opposing team’s flag, the Dimension Controller is better suited for defensive play or being in a support role than leading an offense. With most of his skills being AoEs that last for a moderate amount of time, he is one of the few classes that can effectively practice area denial without having to be within melee range of the area he is denying access to. Few players will risk running into an suspected ambush, especially if they think that the Dimension Controller is around to nuke them once they are damaged from the initial attack.
On the flipside, the squishiness of the Dimension Controller and the same factors that limit his effectiveness in solo PvP return to haunt him if he is tasked to head into the enemy’s base and capture their flag. Teleport and evades have a cooldown, and if the Dimension Controller is weak in battles against a single opponent when attacking, he will not be any stronger if there are two or three of them. What usually occurs after evades have been used (and are on cooldown) is that the Dimension Controller will attempt to cast an AoE spell and run into it for protection to damage any melee classes that are following him, but this only prolongs the fight instead of quickly ending it like other classes are capable of.
Lacking the high HP of warriors, the Dimension Controller cannot take too many hits once they have taken the enemy’s flag and suffer from a movement speed reduction. Their one saving grace in this situation would be to run within a corridor and use area denial on their backs, but most players usually bypass the AoE skill and take down the Dimension Controller while he’s casting another AoE. For these reasons, the Dimension Controller can help the team much more in a defense/support role than an active offense role.
Class Summary for the Undecided
I’ve included this section for those that have read through the above and are still unsure whether this is the class that they would like to play.
Dimension Controller’s Strengths
- Good in both PvE as a solo or group player, thus not restricting the player to any one playstyle (being not very useful in group play or needing groups to level quickly).
- Decent at bossing due to fairly high DPS outputs (more due to damage rotations than any single skill)
- Looks pretty damn cool if you are a fan of the cyber/hacker-type character thematically.
Dimension Controller’s Weaknesses
- Not the easiest to play and win in PvP. If you want to PvP, this class is fine. If you want to PvP and win frequently, there are easier classes to pick.
- Survivability may be an issue for those with poor internet connections/reaction speeds due to the reliance of the class on dodging and little room for error.
This section is split into two parts: A general description of the skills available to the Dimension Controller, followed by how these skills can be categorized based on their function. The green arrow present in some of the pictures is due to them being available for upgrade on my character, while the skills above 50 are locked as my character’s not reached them yet.
Normal Mastery: Increases damage done by normal attacks.
Damage: Low to Moderate, depending on how much you put in this skill. It may be useful for picking off individual mobs, but most of your damage for bosses will not be from normal attacks.
Dash: A quick double tap in a certain direction, or the holding of shift and the pressing of a directional key will take your character in that direction. Allows you to evade/dodge attacks (before they hit) but you cannot pass through solid objects (mobs) in the front.
Damage: None, unless a normal attack is used at the end of the dash.
Utility: Dodges attacks, but does not grant i-frames.
Comments: Should be maxed (only needs a few points since it’s maxed at Level 3). The difference between this skill’s evasion and teleport’s evasion is how one evades. Two forms of evasion can occur:
- Enemy is about to attack an area where you are standing, you move out of the area where damage will be dealt.
- Enemy’s attack has already been done, you remain in the area but are protected by i-frames (hence you do not receive damage from the attack) due to using a skill that grants i-frames.
Dash operates on the first scenario while Teleport can work with either scenario, taking you out of a danger spot or granting you i-frames if you could not get out in time.
Teleport: Pressing shift a second time after you have dashed will trigger this skill, which takes one a bit further and allows one to pass through solid objects. Character also gains i-frames when using this skill, making it useful for evasion.
Utility: Dodges attacks, grants i-frames.
Comments: Should be maxed (max Level is 1), shares a cooldown with Dash and can ONLY be triggered by dash. This means that you cannot dash, and in between waiting 2 seconds for the dash cooldown to disappear, trigger Teleport. It won’t work. Always Dash first, then Teleport.
One fun thing about this skill is that it also calculates your position on a specific plane before factoring in gravity. This means that if you teleported to an area lower than where you previously were, you would appear in mid-air before falling to the correct coordinate, not appear at the bottom immediately.
Emergency Escape: Pressing Q when you have suffered an attack allows you to dash in a direction other than the direction you took damage from. In other words, if you got hit from the front, pressing Q will make your character move to the left, back, or right to evade further hits from the front. If I’m not wrong, the direction which your character dashes is based on the arrow keys pressed when Q is also pressed.
Utility: Dodges further attacks if pressed once a hit has been taken.
Comments: Also maxes at Level 1, max this. This skill is a lifesaver due to the way Kritika Online deals damage: Taking damage does not grant your character i-frames and a blinking image like Super Mario, but you simply suffer the damage and you’re open for more damage. This means that you can quickly take substantial, if not fatal, damage if you’re hit multiple times without dodging further hits. Emergency Escape, which is a skill all classes have, lets you get out of firing range once, albeit with a 20 second cooldown.
Meteorite Relaunch: This is an override skill that triggers/procs at random when an enemy mob is at a sufficiently low hp (usually less than half).
Utility: Free meteorite without the cooldown!
Comments: I quite like this skill, combined with the ordinary Interstellar Meteorite and Self-Destruct Implant, one can usually clear most dungeon mobs quickly. It also triggers/procs quite regularly with black hole too for normal mobs, so sometimes one can get away with just a Self-Destruct Implant and Black Hole if they’ve got good equipment.
Interstellar Meteorite EX: The first EX (Extreme) skill one gets. It can only be used when the energy/EX bar on the left hand side above the HP is filled up, and it consumes one full bar. Pressing Tab to activate the EX Mode followed by the Interstellar Meteorite skill will trigger this skill’s usage.
Damage: High at low levels before better skills are available, Moderate/Low at higher levels against harder bosses.
Utility: Grants i-frames while one’s casting it.
Comments: It was somewhat useful at low levels for its damage, but once the higher levelled EX skills were available, I’ve never used this skill unless I lacked sufficient energy in the EX bar for those skills. Also note that one CANNOT trigger this skill if Interstellar Meteorite is on a cooldown; this goes for all EX skills (Self-Destruct Implant EX and Entropy Focusing EX) as well.
Interstellar Meteorite: You get this at Level 3, and it’ll be your bread and butter along with Self-Destruct Implant for most of the game due to their decent damage and low cooldowns.
Utility: AoE skill, small radius, medium ranged.
Comments: I’ll be referring to this skill as ISM for the rest of the guide (short for Interstellar Meteor) since I’m too lazy to type it out in full.
Self-Destruct Implant: You get this at Level 8. While ISM is better at AoEing, this skill automatically tracks to the enemy that you’re generally aiming at, making it good for single-target DPS. Target mob will explode after three seconds and mobs close to it will take damage as well.
Utility: AoE skill, but only if mobs are clustered beside the targeted one. Small radius, medium ranged (becomes long ranged at level 15).
Comments: I like binding this to an easily accessible key, for there’s always that one mob that somehow escaped my Black Hole and refuses to get sucked in. A bomb for him! Also, I’ll be calling this skill SDI from now on.
Magic Space Bullet (MSB): You get this at Level 15. Aside from having a name that sounds like a kid thought it up, this skill primarily acts as a self-buff to your character. Once used, ordinary attacks will inflict the Planar Distortion debuff on enemies hit by your bullets.
Damage: None (it’s a self buff).
Utility: Normal bullets cause hit enemies to gain Planar Distortion debuff.
Comments: This is a…deceptively useful skill. The Planar Distortion (henceforth known as PD) debuff doubles damage dealt by normal attacks, which makes normal attacks a lot more useful (considering their short casting time and also their ability to AoE through piercing through enemies). The PD debuff also acts as the trigger for some higher levelled skills to work, making it a key mechanism of the Dimension Controller’s DPS.
Unfortunately, the debuff only lasts 10 seconds, so one has to rapidly shoot as many mobs as they can within this period, or focus their fire on one (like a boss). Retriggers cannot stack (i.e. if the debuff has 6 seconds left and one shoots it with this buff on, it will increase the duration to 10 seconds, not 16 seconds), giving one a short window of opportunity to spike damage.
Black Hole: You get this at Level 15. It will be your primary form of mob gathering, for it has a decent radius and deals damage to enemies trapped within it as well. Its suction effect is vastly reduced on bosses (to the extent that it doesn’t work on some of them at all), but for the most part, it’s very useful in dungeons. And you get it at a low level too! (right after you have changed your class).
Damage: Low to Moderate, though usually sufficient to trigger Meteorite Relaunch for ordinary dungeon mobs.
Utility: Suction for mob gathering with the lowest cooldown of all gravwells (gravity wells).
Comments: I’m not sure whether one should max this, for the suction radius doesn’t increase. The damage is useful at low levels and decent at mid levels though, so…one may choose to invest their skillpoints in other skills instead.
Time Compression: You get this at Level 15. Slows down the mobs within an area, does damage to those that have the PD Debuff and also gives you a short movespeed bonus once you’ve casted it if it has been sufficiently levelled.
Damage: Low to Moderate, mobs have to have the PD Debuff before they will be damaged by this skill.
Utility: Slows down mobs movement and attack speeds, movespeed bonus for a short while.
Comments: This can be a useful skill if you find yourself trapped in a sticky situation and need to move fast. Cast it on an impending enemy, it’ll slow him down while you can extricate yourself from that position and move to somewhere safer. The damage dealt is more useful at lower levels but requires comboing with the PD Debuff, so I usually skipped it in favour of ISMing or SDIing them directly.
Exponential Self-Destruct: You get this at Level 15. It’s an automatic passive skill that doesn’t require any skill points to level up, and increases the range of SDI from medium to long range.
Utility: Range of SDI increased from medium to long.
Comments: Automatic skill received, pretty useful. Nothing much to see here, move along.
Sword of Order: You get this at Level 20. This is the skill referred to in the Overview section, which automatically attacks enemies around you in a moderate radius if they have the PD Debuff.
Damage: Moderate to High.
Utility: Useful for DPS if the target has been PD Debuffed.
Comments: Does not
compute trigger if enemies lack the PD Debuff, which is my biggest pet peeve. Maybe things change when this skill or other skills have been Awakened at level 50, but the time spent casting the PD Debuff and then triggering this skill could have been spent in another skill.
That said, this skill is useful if you’re running into a situation where you are not sure where to defend from. Fire off some PD Debuffs, plop on this skill and run straight in. If I’m not mistaken, there’s no limit to how many mobs it can simultaneously attack, and it does do decent damage over time to bosses. Useful as a ‘kill more’ skill, not so much of an ‘insta-kill’ skill.
Control Gravity: You get this at Level 20. A skill more useful for its utility than damage, it nevertheless can deal substantial damage in lower levelled dungeons. Activate it and watch them fly!
Utility: Reverses gravity within the field and causes (alive) mobs to float in the air (with the exception of bosses). Dead mobs will fall to the ground.
Comments: A useful combo skill especially when you’re about to dish out some serious damage, but don’t want them moving around. The damage dealt is only in a single hit though, so mobs walking into the field will not take damage but will float. Can be used (though not ideal) for area denial as well, as it lasts for a short duration.
Magic Bullet Shooter: You get this at Level 20. Another skill with a regrettable name, but it’s quite useful. It allows you to charge up shots when you have the Magic Space Bullet buff activated. After shots have been charged for a short period of time, five will be fired, and they are tracking like the SDI skill.
Damage: None (it’s a passive and automatic upgrade for the MSB skill).
Utility: Allows for charging up of MSB in a short period of time, once charged, five tracking PD debuff bullets will be fired.
Comments: One of the main reasons I use the MSB self-buff. I find it a lot easier to tag on PD Debuffs with this skill since aiming is less necessary, plus I can begin comboing instead of checking to see if my shots landed.
Gravity Frenzy: You get this at Level 25. A cool skill with a cool name, it distorts gravity and deals damage by (I imagine) rapidly reversing gravity to slam caught mobs against the ground repeatedly.
Utility: Can be used for Area Denial as it lasts for a moderate duration.
Comments: The high damage allows for this skill to be used effectively in boss fights or against mini-bosses, but the rather long cooldown prevents it from being used more regularly as, say, ISM or SDI. Which is fine, for such high damage would be overkill for many regular mobs anyway.
Self Destruct Implant EX: You get this at Level 25. Consumes two bars of EX energy and your character does a cool cutscene before implementing high damage-dealing SDI on all mobs within a small radius around him.
Utility: Grants more i-frames than the ISM EX, due to longer cutscene.
Comments: One that I enjoy using against bosses, both due to the cutscene as well as the high damage. The damage done by the SDI EXs stack, leading to
quick interesting boss fights when they have many minions surrounding them.
Chain Space Bullet: You get this at Level 30. An alternate way to trigger PD Debuffs, your character chains together many tiny pieces of what appear to be bits and bytes and fire them at the enemy. They bounce a few times to nearby enemies and everyone hit gets the lovely PD Debuff.
Utility: Useful to trigger PD Debuffs to a wide area if you don’t feel like turning on MSB and running around pewpewing everything.
Comments: It has its benefits, but the fairly long cooldown prevents you from using it at every dungeon instance. Prioritization of rooms to use it in is useful if you plan to use it against swarms of mobs. As a channeled skill as well, you are vulnerable when using this skill, so make sure there’s nobody sneaking up on you when you’re casting it from afar.
Nebula Fission: You get this at Level 35. The second gravwell that you’ll grow to love, but feel sad because of its long cooldown period.
Utility: Larger suction radius and damage dealt to enemies caught within it.
Comments: The mechanics for this skill differs slightly from that of Black Hole. Firstly, this is an ‘on impact’ skill as opposed to the targeted Black Hole. That is to say, you shoot off a little black ball when using this skill that explodes on impact, and where it explodes will be where the surrounding mobs get sucked in to. Black Hole’s just based on where you hover your mouse over and click.
Secondly, Black Hole doesn’t expand in size once it’s been cast, but this skill does expand a fair bit. It is exceedingly useful when the mobs are too spread out for you to cast Black Hole safely while jumping around/kiting them, so in that case you just run off to the corner, fire off the Nebula and watch them
burn spin around like a merry go round.
The long cooldown time generally restrict this to being used for boss battles though, with the occasional tedious miniboss also receiving a trip in the ‘ol washing machine.
Planar Overlapping: You get this at Level 40. The third gravwell that you get, and one with the longest cooldown but the highest damage dealt as well. Also, unfortunately, requiring the most work.
Utility: Largest suction radius and damage dealt to enemies that are PD Debuffed.
Comments: To use this skill, one first has to place where they want the gravwell to be, then activate MSB or use another skill that grants PD Debuffs to get mobs in the area debuffed. Said mobs will then be sucked into where this skill’s gravwell has been placed, and go ‘kaboom!’
like a blushing anime character.
I’ve not frequently used this skill, but it looks like it could certainly be of use for boss fights due to the high damage dealt. Just fire it where the boss is, give the boss the PD Debuff and watch his hp go Kaboom!
Chain Spacetime Cannon: You get this at Level 45. A skill with cool animation and damage per second, it combines well with other skills but requires channeling without granting i-frames. Useful as a ‘kill-more’ skill.
Comments: It targets any mobs in the general direction which it is cast, and fires for a short period of time to deal high damage. Focusing all the damage on bosses instead of their minions should be one’s goal when using this skill; that, and the preservation of one’s HP given that one has to be stationary when channeling this spell.
Entropy Change: You get this skill at Level 50. Basically the Eraser of Dragon Nest’s Smasher class, you call upon some laser from the heavens or from some orbital space cannon and it gives you some support. Direct ground support. Heck, it’s like calling in an air-strike, but way cooler.
And you can control the direction it moves too!
Damage: Very high.
Utility: Gives i-frames for a short amount of time while skill is being channeled.
Comments: A skill I’ve not unlocked yet (clear picture was taken from skill preview), but may unlock in the near future if I continue to level up my character. The i-frames seem useful if one is being pursued by mobs while channeling this laser against a boss, so overall it certainly seems like a insta-kill skill.
Amplification Gateway: You get this at Level 60. MSB only buffs up your normal attacks? Try this! It buffs up other attacks as well as blocking enemies from approaching and their ranged damage as well!
Damage: None (it’s a placed directional buff).
Utility: Drastically improves the damage of MSB, Chain Space Bullet, Nebula and Chain Spacetime Cannon. May perhaps also be utilized for Area Denial in PvP, this has not been tested yet.
Comments: Seems like a ‘kill more’ that helps the Dimension Controller crank up their DPS in end-game raids. A nice skill, but requires good placement and killing of mobs that may come around it so that one can nuke in peace.
Entropy Focusing EX: You get this at Level 65. The mother of all lasers, this consumes 3 EX bars when using Entropy Change and gives you the opportunity to click up to seven times to deal high damage as well as inflict PD debuffs on enemies within the target area. After a certain period of time, a final hit will then be done, sucking in all the enemies that have been PD debuffed and pretty much incinerating them, ashes and all.
Damage: Very high.
Utility: Both dishes out PD Debuffs and sucks them in. I-frames for a pretty long period of time during the cutscene.
Comments: A clear reason why this is the ultimate skill for the Dimension Controller. Debuffing, sucking them and nuking them back to the stone age combined with a long i-frame make this the ideal skill for end-game bosses.
Meta Skill Types
Sustainable Damage (for clearing of regular mobs with decent cooldowns)
From left to right: Normal attacks (Normal mastery), Meteorite Relaunch, ISM and SDI.
Spike Damage (for mini-bosses and mob swarms)
From left to right: ISM EX, MSB, Chain Space Bullet, Sword of Order, Gravity Frenzy, Nebula Fission and Amplification Gateway
Raw Damage (for bosses)
From left to right: Gravity Frenzy, SDI EX, Planar Overlapping, Chain Spacetime Cannon, Entropy Change, Amplification Gateway, Entropy Focusing EX
From left to right: MSB, Chain Space Bullet, Black Hole, Nebula Fission, Planar Overlapping, Control Gravity and Time Compression.
Considerations for Intermediate Players
Some things that more experienced players may want to experiment with in order to find out what works best for them.
Damage rotations refer to a certain combination of skills which, when rotated, deal out superior DPS compared to other combinations. I’ve tested some of these rotations myself and found them to be working decently, so I’ll suggest some ideas that other Dimension Controllers may work from:
Standard mob clearing
(optional for survivors)
For bosses (lacking access to skills 50+)
For bosses (assuming max levelled)
Nuking and Evasion
The focus of trying to develop a good set of damage rotations is such that one is able to continue nuking while evading. Most bosses and some dungeons do not take kindly to a Dimension Controller standing there calling down hellfire after hellfire, so I never begin my rotations with channeled skills. To do so seems unnecessarily risky.
At the same time, continuously evading will often draw out the battle and reduce the ranking that one receives as well as putting one at the risk of more deadly special attacks as the boss gets more time to charge them up uninterrupted. One should therefore seek to achieve a balance between nuking and evading: Setting up combos after an evasion when the boss has its Super Armour destroyed, and evading while looking for openings after successfully pulling off a combo and waiting for skill cooldowns to reset. That seems like the best way to play this class well.
The Dimension Controller’s a pretty fun class for those that pick it up, and if they can get past the need for
speed dodging (which is something that, again, exists for most classes), then they should have an enjoyable time gravwelling everything together and blasting them to kingdom come. Nuking things into oblivion, making this a class well suited for PvE fans and those that are accustomed to planning before execution of their attacks. Speedruns of dungeons are certainly possible, while those that want to be of use to a party will appreciate the utility this class offers to raiding groups.
Just keep in mind that PvP is not this class’s strength, and one will not be too annoyed when going up against others 🙂