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PA doesn't work with Containment afaik.
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no, but the damage works in the same way as the SW damage, basically if the target doesn't die in x time after getting hit they start healing it back ...
edit: i think the Phantasm's decoy damage is the same although the Phant's damage is proper/real damage -
Pilcrow's Original Post
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Illusions SW is not the monster it once was now that containment is here, because only a portion of the damage is contained. Mind and Fire are both better for early game damage.
Once decoys show up, Illusion really starts to come into its own, phastasms add to that. But all the other sets have containment to help them rival this damage output.
So, if your question is...
Should I roll illusion if I want to be a high damage controller?
My answer is: Yes, but consider Mind or Fire as well. All three have their own ways to deliver damage effectively. Fire is the steadiest set. Mind starts strong, but has no pet in the late game. Illusion starts slower, but is pretty great in the late game.
Also, you need to pick the right secondary to make any primary work in terms of damage delivery: RAD and KIN are good choices for making your primary's damage potential shine.
but if your question is...
How do I get good damage out of my illusion controller?
Slot Blind for Recharge, Accuracy & Hold in that priority order
Slot SW for Damage, Accuracy, and Recharge in that priority order
Get a pool melee power as early as possible, and slot it for damage
Get an invisibility power, so you can close to melee with more safety
Close to melee, Blind, SW, Punch, Repeat unto death, move to next foe
Slot Decoys for Damage, Recharge and Accuracy in that priority order, use them every other combat to muscle through that combat quickly
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This I found is a quite useful guide: Foxmaiden's Ultimate Fire Control Guide
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the only thing i can think of is the spec wounds i don't think doubles with containment which the immobilise on fire would and also if you don't kill your target fast enough with spec woulds it kinda heals some of the damage back.
edit: hot feet does very good damage, if you can servive the agro it'll generate
i think the immobilise on fire does "moderate" dot but is quite a fast recharge.
not having played an ill controler at a low level for a while i could actually say which was better. -
On my /empath controller I go with what Master_Zaprobo said unless their is an ice tank then I go with what Nefarious said.
1, ice tanks
2, people needing healing often
3, people doing damage
their seems to be the odd person you meet when teaming that continuosly asks for fort, that annoys me. if they need it so badly then they really need to address their build or join a team fighting lower levels -
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-increase density: -which you're right has unfortunately too short duration, but forms an excellent buff that frees from all mezzes except the not so common sleep.
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I think a heal will cure the sleep, so if you can get an enemy near who/what is held then you can wake them with transfusion. -
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I DON'T need to Deceive that mob(I may have to have some nice show, but that's all)
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heh, that's about all I use deceive for, puts on a nice show for people. People seem to enjoy watching sappers attack the other NPC's. -
not sure on the end usage of your controller but will you really need Stamina, RA and Conserve Power?
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i went for fire on my ill controller, it did up my damage output quite a bit at least PVE.
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you can pick the powers at 41 for all AT's other than the the khelidans. each AT has their own set of epics, so tankers will be different to controllers etc.
The chocies
Definatly worth checking out. -
I had earth for a bit, stone cages was good, -fly came in useful quite often, think I had that with 2 acc and 3 immobilize.
fossilize was nice to, that was 2 acc, 3 hold, 1 recharge. I think with 2 applications of this you can normally hold even bosses handy for sappers and the like too.
edit: if spare slots is an issue i would put them in fossilize in preferance to stone cages -
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From the illusion set I'd probably drop Deceive and one of the Invisibilities.
Having flash does allow you to keep more mobs occupied and is great in emergencies. You may want to pick up flash after the 1st respec though as it has a -acc to it (I believe) so will truley become useful only with a couple of acc SO's.
There are certain mobs which are fear resistant, in which case PA as your only control would not be sufficient (at least for me). -
I need help, need to respec my PB because of ED and I've finally decided to go for it. Now I have my proposed build below which is trying to go for the tri form thingy and the build doesn't seem to much different from yours.
I've left out the fitness pool as I figure this is what CAB's and Conserve Energy are for. Is this the case or will I definatly need to get stamina? I am worried about the lack of stamina though as it could make the human form much less effective.
I'm currently at lvl 31 and this will take me up to 40. And currently I am only using the nova and dwarf so know little about the human side. So if there's anything "needed" that i am missing or any tips that might prove useful to me then please let me know.
Hero Plan by Designer Hero
Program Version: 1.62
Data File Version: August 20, 2005
Designer Hero Home Page
Amalia: Level 40 Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool Set: Speed
Hero Profile
Level 1: Gleaming Bolt -- Acc (A)
Level 1: Incandescence -- ResDam (A)
Level 1: Brawl -- Acc (A)
Level 1: Sprint -- Run (A)
Level 1: Energy Flight -- EndRdx (A)
Level 1: Cosmic Balance -- No Slot (A)
Level 2: Shining Shield -- EndRdx (A), ResDam (3), ResDam (3)
Level 2: Rest -- RechRdx (A)
Level 4: Essence Boost -- RechRdx (A), RechRdx (5), Heal (5)
Level 6: Bright Nova -- RecInc (A), RecInc (7), RecInc (7)
Level 6: Bright Nova Bolt -- Acc (A), Dmg (17), Dmg (39)
Level 6: Bright Nova Blast -- Acc (A), Dmg (17), Dmg (29), Dmg (31)
Level 6: Bright Nova Scatter -- Acc (A), Dmg (9), Dmg (15), Dmg (31)
Level 6: Bright Nova Detonation -- Acc (A), Dmg (9), Dmg (15), Dmg (31)
Level 8: Radiant Strike -- Acc (A), Dmg (19), Dmg (37)
Level 10: Hasten -- RechRdx (A), RechRdx (11), RechRdx (11)
Level 10: Combat Flight -- EndRdx (A)
Level 12: Build Up -- RechRdx (A), RechRdx (13), RechRdx (13)
Level 14: Thermal Shield -- EndRdx (A)
Level 16: Quantum Shield -- EndRdx (A)
Level 18: Incandescent Strike -- Acc (A), Dmg (19), Dmg (37), Dmg (37)
Level 20: White Dwarf -- ResDam (A), ResDam (21), ResDam (21), RecInc (27), RecInc (27)
Level 20: White Dwarf Strike -- Acc (A)
Level 20: White Dwarf Smite -- Acc (A)
Level 20: White Dwarf Flare -- Acc (A)
Level 20: White Dwarf Sublimation -- RechRdx (A), RechRdx (23), Heal (25)
Level 20: White Dwarf Antagonize -- Acc (A), Acc (23), RechRdx (25)
Level 20: White Dwarf Step -- EndRdx (A)
Level 22: Pulsar -- Acc (A), Dsrnt (36)
Level 24: Conserve Energy -- RechRdx (A), RechRdx (33), RechRdx (33)
Level 26: Reform Essence -- RechRdx (A)
Level 28: Solar Flare -- Acc (A), Dmg (29), Dmg (34)
Level 30: Quantum Flight -- EndRdx (A)
Level 32: Dawn Strike -- Acc (A), Dmg (33), Dmg (34), Dmg (34)
Level 35: Photon Seekers -- Acc (A), Dmg (36), Dmg (36)
Level 38: Light Form -- ResDam (A), ResDam (39), ResDam (39), RechRdx (40), RechRdx (40), RechRdx (40) -
haven't played my ice tank since i4, is it worth bringing him out of retirement you think or should I just leave him hibernating?