Zombie_A_Go_Go

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  1. Well, I will chime in here too

    Personally on my DM/WP brute I have the following attacks:

    Shadow Punch
    Shadow Smite
    Midnight Grasp
    Air Superiority
    Siphon Life
    Soul Drain

    I had Shadow Maul instead of Shadow Punch, and personally I felt bound by it, YES it's a high damage DOT, yes it /can/ hit a group of mobs.. But! It's got that damnedable animation time (you will swear a lot when you miss), and seldom gets its full damage potential off in good teams. Even solo I don't miss it, but you mileage may vary as they say

    With a relatively inexpensive IO build I have non-stop single target attacks, slight damage mitigation thanks to AS knocking down, and a nice heal every 4 seconds (or so).

    Prior to IO sets, I used just plain Invention Origin lvl 30 enhancers (pretty much the same as SO's) and never had any trouble soloing any contacts with the exception of the later missions in the Ghost Widow missions (basically the mission where you need to fight Ghostie herself).

    I've had Touch of Fear in builds and feel like, while it IS useful, it also IS skippable. But the bigger question is what to remove from a build to take it? I personally feel that my other powers contribute more to my success than Touch of Fear would replace, although if I was not a flier and didn't have Air Superiority knocking dudes down all the time I may reconsider this stance.

    I second the notion that you should both take, and slot the bejesus out of Gloom, it's very good and you will smile a lot.Dark Obliteration is best used when your fury is high for an AOE "surprise" but could be skipped in favor of Darkest Night, though when I had Darkest Night I always forgot to use it (so I guess that means it's skippable).

    A simple layout of what I work with is as follows, ( I will use the SO/Standard IO set up since you're only lvl 8 right now)

    1) Shadow Smite acc,acc,dmg,dmg,dmg
    1) High Pain Tolerance res,res,heal,heal
    2) Shadow Punch acc,acc,dmg,dmg,dmg
    4) Fast Healing heal,heal,heal
    6) Air Superiority acc,acc,dmg,dmg,dmg
    8) Siphon Life acc,acc,dmg,dmg,heal,rech
    10)Indomnitable Will endred,endred
    12)Swift run
    14) Fly fly
    16) Rise to the Challenge endred,endred,heal,heal,heal
    18) Health heal,heal,heal
    20) Quick Recovery endmod,endmod,endmod
    22) Stamina endmod,endmod,endmod
    24) Mind Over Body endred,endred,res,res,res
    26) Soul Drain acc,acc,dmg,dmg,rech,rech
    28) Hightened Senses endred,endred,endred
    30) Hasten rech,rech,rech
    32) Midnight Grasp acc,acc,dmg,dmg,dmg,rech
    35) Kick acc (not used in attack chain so I got kick for giggles)
    38) Tough endred,endred,res,res,res
    41) Gloom acc,acc,dmg,dmg,dmg,rech
    44) Dark Obliteration acc,acc,dmg,dmg,dmg,rech
    47) Strength of Will res,res,res
    50) Resurgence endmod

    As you can see it's mainly ST damage. Does very well soloing and can handle most enemies without breaking too much of a sweat. On a team, it does equally well, and best of all the build doesn't NEED expensive IOs to perform at a level that will make you feel "super". Ofcourse, once you get fancy nice IO sets you feel like a fricken horned god, but that's a story for another time.....


    Hope I helped a bit.
  2. Wow, I can't believe it was 06 when I made this guide!

    Well the updates are :

    Group invis wont hurt your Tank's aggro ability any more, But I still prefer superior invis personally For a myriad of reasons.

    I guess someone couldnt understand what I meant when I said things beaten by Deceived foes give no exp. I mean that if you Deceive something and it kills anything and you dont help at all, you get 0 exp for it. Sure this speads up XP over time (especially if you use foes to kill hard to hit, or resistant foes for example Decieve council fleshies to kill a bot (bots resist a lot of your psy damage, flshies dont.) let them kill the bot while you kill them.. Ect) But, individually Deceived foes do not gain you exp unless you help! Period!

    I respecced out of energy, and went mental. I like the status protection that IW gives, and psionic tornado after a 10 foe fulcrum is very nice damage

    Ill / Kin is still my favorite controller, bar none. You can't farm like a fire/rad, but you are possibly the most diverse sets int he game.

    IO's have made my Ill / Kin really really good!

    I still solo 'inv' and have since my early 30's. I solo faster now Teaming is still a walk in the park, and I still add a lot to any team.

    If anyone ever wants a demo of my playstyle, or just has questions about this combo, hit me with an IM here on the forum and we can set it up.
  3. [ QUOTE ]
    There's NO chance that somebody on a L50 toon is a newbie.

    [/ QUOTE ]

    Unless they bought their account, are using their room mates account, ect ect ect. They could also have coasted by being PL'd by SG mates.

    Dont let levels fool you, COH/V is an easy game in the MMORPG world and anyone can get to 50 with enough play time.

    Check for debt badges, look at a person's power build, and so forth. That gives a better yet still flawed view as to who is a noob.
  4. [ QUOTE ]
    Not a bad guide at all. There are a few things I'd disagree with, namely group invis which is great for stealthing missions if you don't have recall friend.

    [/ QUOTE ]

    Well Recall Friend is in the build Also, as I stated this is a build for Solo as well as teaming. And after many tests comparing the two in effectiveness and "joy factor" I still hold to my opinion that SI's toggle is more useful than GI's click, for a number of reasons.

    But, thankyou for your reply and remember I don't go out saying my build is "perfect" or anything silly like that (I leave that to Novella). It's just a build that I find works excellently for both solo and team play.

    YMMV
  5. [ QUOTE ]
    If you put 3 Recharges in Siphon Speed, as well as Hasten, you can have Hasten and 3 Siphon Speeds permanently on.

    This pretty well mitigates the need to have recharges on any power with a recharge time under a minute.

    [/ QUOTE ]

    This is true, to a point. But considering that Siphon speed's effect lasts for 1 minute and only 1 minute you have to consider the question of "what if Siphon speed misses, or I dont get to shoot it 3 times?"

    What I mean is, while a heavy slotted siphon works (and works well, Ive done it) I find a less heavily slotted one makes for more predictable play.

    YMMV of course
  6. [ QUOTE ]
    when creating a guide like this, people like to see numbers. Just a though.

    [/ QUOTE ]

    Well, I wrote this guide in the fashion of guides I like to read myself. Personally I feel one can get lost in the numbers if too many %'s an decimals clog up a guide. I wrote based on what was useful and what was not. As I stated in the guide it's all based on experience and none of it is theorycraft at all, I think that kind of advice is of as much or more use to a potential player of the combo than a bunch of BI's and %'s (which may or may not be accurate).



    Thanks for your reply.
  7. Illusions and Kinetics for the Solo or Teaming Controller. (Issue 7 compliant)

    Hello reader, by now you have probably read several guides and builds regarding Illusions and Kinetics for Controllers. I wont bore you with a lot of generic preface, you know why you picked the sets you know what their main strengths are, and you probably like the idea of the combo. So with that said I will sum up the two very quickly.

    ---

    Illusions is as of this time (November ‘06) exclusive to Controllers. Unlike other primaries which share their sets with Dominators. As such, Illusions brings with it both a uniqueness on the PVP battlefield, and a risk of not many team mates “understanding” the set. But, those things aside Illusions is very fun to play, and very friendly to both team and solo play.

    Kinetics is shared with both Defenders and Corruptors, and therefore is usually recognized by team mates for its various strengths and weaknesses. Kinetics has a wide variety of both buff and debuff powers, and is suited well to both solo and team play.

    ---

    One caveat I am going to mention here, is that unlike many of the guides and builds I have seen and read, this guide aims to give you an understanding of how and when to use powers in both solo and team settings. This guide is made thanks to too many months of playing Illusions/Kinetics and is not built on theory-craft at all. What I mean is, all my results here have been fully tested by myself in various team and solo settings.

    ---

    The powers in the Illusions primary set:

    level 1) Spectral Wounds :
    This power deals damage to a target at a decent range, it’s unique in that part of the damage dealt is imaginary and will heal back. But should the target be defeated while the imaginary damage is there, the target is still defeated.

    I highly suggest you take this power. Slot it with 2 accuracy 3 damage.

    *note Containment only affects the portion of the damage that is real, so while still a very heavy attack, it does not double completely.

    Level 1) Blind: This is a single target hold with a very slim chance of stunning additional targets near the primary. The hold is good, and while it’s damage is lack luster, you really arent using this to defeat foes usually.

    I highly suggest you take this power. Slot it with 2 accuracy 2 hold 2 recharge.

    Level 2) Deceive: This is a single target confusion power. It changes a foe into an ally for a period of time. Anything that is defeated by the confused foe will not give you experience. However, while confused the foe will not attack you or team mates and in the latter part of the game will buff and help you a lot. (Rikti can give you AM, Tsoo can heal you, Malta Sappers drain their friends of endurance, ect). Also, any foes that mez will set up containment for you to exploit. In PVP this power is of amazing worth also.

    I highly suggest you get this power. Slot it 2 accuracy 2 confuse 2 recharge.

    Level 6) Flash. This is a point blank area of effect hold, it is on a very long recharge like other aoe holds. I personally am not a big fan of Flash, though the debate as to it’s worth rages on within the illusionist community. Definately DO NOT take this power early in your build, the power choice is much better off being used on other things, and with no single origins, hasten, ect this power will likely get very little use.

    I suggest you take this power late in your build, if at all. Slot 2 accuracy 1 hold 3 recharge.

    Level 8) Superior Invisibility: This power is a toggle which makes you virtually impossible to detect in PVE. Once detected, this power grants a very nice defense bonus. Used with other powers in the set, Superior Invisibility is well worth it.

    I suggest you take this power. Slot 2 endurance reducers, and 2 defense.

    Level 12) Group Invisibility:In the older days, Superior Invisibility did not allow you to attack. That is NOT THE CASE anymore. As such, group invisibility is no longer as good of a power. Also, the defense bonus it gives is much weaker than Superior Invisibility, it’s a click power meaning it can wear off at bad times, and it’s AOE when you cast it. So anyone outside the radius who wanted it, is out of luck and anyone inside the radius who did-not want it , is also out of luck.

    I suggest skipping this power.

    *special note: Casting group invisibility and making your teams Tank invisible will serve to cause a lot of trouble, and perhaps a wipe. Be warned, should you take it.

    Level 18) Phantom Army: This power is one of the most set-defining powers in Illusions. For 1 minute you summon 3 phantom heroes who will attack anything they see. They follow you, cannot be buffed or healed, but take no damage and while they exist have a very high chance of keeping aggro. All of the damage that the phantoms deal is imaginary, and will heal back after a short time.(much like part of spectral wounds, see above)

    I HIGHLY suggest you take this power. Slot 3 recharge 2 damage 1 accuracy.

    Level 26) Spectral Terror: This power summons a spooky phantom who is immobile, the terror then casts a wide cone Fear at nearby targets. Fear is a very good means of mitigating damage, and in PVP is highly potent. The terror is invincible, and recharges at a degree that makes it easily perma.

    I highly suggest taking this power. Slot 2 accuracy 2 fear or 2 accuracy 1 fear 1 recharge.

    Level 32) Phantasm: This power summons a powerful spectral hero to fight by your side. Phantasm’s damage is 100% real, energy based damage. Phantasm can be buffed and healed and will follow you about until he is defeated. Phantasm has the ability to fly, making him unique amongst Controller pets that way. Also, Phantasm will summon decoys of himself which are invincible and do imaginary damage(like phantom army).

    I highly suggest you take this power. Slot with 2-3 accuracy and 3 damage.

    ---

    The powers in the Kinetics set.

    Level 1) Transfusion:
    You have no choice but to take this power, and it’s a good thing that it’s a fantastic power. This will produce an area of effect heal (sometimes called a “spread heal”) around a target, healing all those who are near it. Transfusion requires you to successfully hit the target however, but being reliant on a hit it had it’s healing numbers bumped up by the devs. As such, this is one of the most potent heals in the game, as long as you hit with it.

    You have to take this. Slot it 2 accuracy 2-3 heal 1-2 recharge.

    Level 2) Siphon Power: This power drains a target of his attack power and gives it in return to you and those near you. The effect is a 20% increase in damage. Siphon Power is a valuable tool early on in the game, and worth getting. Most, including myself respec out of this power later once Fulcrum Shift is available. Some, keep it for ever.

    I suggest taking this power: Slot it 1-2 accuracy 1 recharge.

    Level 4) Repel: To me, this is the black sheep of Kinetics. Powers like Transference, Fulcrum Shift, and Transfusion require you to be near the target to get the effect of them. Repel throws the target far away! Useless in all but a scant few situations, I have to say do not take Repel.

    I suggest you avoid this power.

    Level 10) Siphon Speed: Like siphon power, but drains the target of his movement and recharge speed, giving it to you. This power is fantastic and serves you for your entire career. The +20% recharge speed of your powers will make your phantom army, heals, and other powers available more often.

    I highly suggest taking this power. Slot 1-2 accuracy 1 recharge.

    Level 16) Increase Density: This power frees an ally from disorient, immobilization and hold, and adds a small resist for such effects for about a minute. It also has a 20% resist smashing and energy damage built into it. With that said, It’s a very situational power and a power most people wont notice. Including you.

    I suggest skipping this power.

    Level 20) Speed Boost: This power increases the movement speed, power recharge time, and endurance recovery of allies. It’s one of the most wanted powers by many team mates (Earth Tanks absolutely love it, and will marry you if you have speed boost).

    I highly suggest taking this power. Slot 1-2 endurance modification.

    Level 28) Inertial Reduction: This power grants super-jump in an AOE radius of yourself. Coming so late in levels, most people will already have a form of transportation by this point. And seeing as how you are Illusions and your phantasm can fly, it’s of limited use if any.

    I suggest skipping this power.

    Level 35) Transference: Just like Transfusion, except it refills endurance rather than health. Requires a to-hit, and also drains the target of a decent sum of his own endurance. Great power.

    I highly suggest taking this power. Slot 2 accuracy 2 endurance modification 1-2 recharge.

    Level 38) Fulcrum Shift: This power is one of the best final powers in any set in the game. It drains a group of foes of their attack power and transfers it to anyone near them. It can turn the tide of battle in an instant.

    I highly suggest taking this power. Slot 2 accuracy 3 recharge.

    ---

    Power Pool Powers.

    I’ve played around with all the pools. Here’s my optimum choices for the solo player and teamer alike.

    Hasten: Slot with 3 recharges, and pick it up in the 20's.

    Air Superiority: Slot with accuracy and damage, use it to get flight. And use it to do very good contained damage when you solo.

    Flight:All in all, the most friendly travel power. Not the fastest (though siphon speed helps that) but most certainly the safest worry-free travel power. Plus, flying is cool.

    Recall Friend: You can go invisible, this means you can get to an objective and recall your team there without having to fight your way through. Handy. And also handy if you SK your friends, or just want to help a team get together quickly.

    Fitness!!

    Swift, Health, Stamina. You know why you get these. 3 slot Stamina for endurance modification.

    ---

    Epic Powers:

    This is more a matter of personal choice than anything else. I took Energy as I felt it would look best with my Phantasm who also shoots energy. But really, by level 41, you will know what you want. All the sets have a good argument why you should or should not take them.

    ---

    And finally, My build:



    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Illusions/Kinetics Controller
    Level: 50
    Archetype: Controller
    Primary: Illusion Control
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Spectral Wounds==> Acc(1) Acc(3) Dmg(7) Dmg(11) Dmg(31)
    01) --> Transfusion==> Acc(1) Acc(5) Heal(13) Heal(15) Heal(31)
    02) --> Blind==> Acc(2) Acc(3) Hold(5) Hold(11) Rechg(27) Rechg(29)
    04) --> Deceive==> Acc(4) Acc(15) ConfDur(17) ConfDur(17) Rechg(31)
    06) --> Air Superiority==> Acc(6) Acc(7) Dmg(9) Dmg(9) Dmg(13)
    08) --> Siphon Power==> Acc(8) Acc(48)
    10) --> Siphon Speed==> Acc(10) Acc(46)
    12) --> Swift==> Run(12)
    14) --> Fly==> Fly(14) Fly(43)
    16) --> Health==> Heal(16)
    18) --> Phantom Army==> Rechg(18) Rechg(19) Rechg(19) Dmg(21) Dmg(21) Acc(23)
    20) --> Stamina==> EndMod(20) EndMod(23) EndMod(27)
    22) --> Speed Boost==> EndMod(22)
    24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
    26) --> Spectral Terror==> Acc(26) Fear(29)
    28) --> Superior Invisibility==> EndRdx(28) EndRdx(34) DefBuf(34) DefBuf(37) DefBuf(43)
    30) --> Flash==> Acc(30) Acc(36) Hold(37) Hold(39) Rechg(40) Rechg(40)
    32) --> Phantasm==> Acc(32) Acc(33) Dmg(33) Dmg(33) Dmg(34)
    35) --> Transference==> Acc(35) Acc(36) EndMod(36) EndMod(37) Rechg(50) Rechg(50)
    38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(40) Rechg(50)
    41) --> Power Blast==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43)
    44) --> Temp Invulnerability==> EndRdx(44) EndRdx(45) EndRdx(45) DmgRes(45) DmgRes(46) DmgRes(46)
    47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
    49) --> Recall Friend==> Rechg(49)


    *Respec Note: As I said above, I respecced out of Siphon Power once I got Fulcrum Shift. I, however, left it in this build to show levelling up procedures. If you choose to respec after 38 and Fulcrum Shift, then you can pick up Recall Friend as the "lvl 8" power and pick up something else at 49. Just remember that you will exemplar below 38 some times and that means you wont have a damage boosting power. Not earth shatteringly bad, but I just wanted to make sure I mentioned that.
    ---


    Thanks for reading, I hope this guide helps you decide on some things, and gives a new Illusion/Kinetic some good advice.

    Your mileage may vary, of course, but in many different builds, this is the one that has made me ultimately happy.
  8. [ QUOTE ]
    I move to make the word 'Period' a bannable offense from this board. It shouldn't be used. Period. It doesn't make your post seem more urgent, final or unyeilding. Period. It's just annoying. Period.

    [/ QUOTE ]
    I agree, period! The Period nerf needs to be put into effect... STAT!


    PS: nerf "stat" too!
  9. [ QUOTE ]

    In the end, everyone is whiny except possibly defenders, who don't count because they largely get ignored.

    [/ QUOTE ]

    Great... Now your going to get the Defenders all whining about how they "can too whine!" Why don't you call them "healers" while you are at it??