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Posts
7 -
Joined
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I've re-posted the build in first post again.
I've reduced the slots in Phoenix and SI to cap out a few skills I felt
(atm atleast) I really wanted. Recall Friend is something I've figured out
I really want to keep. I use it all the time and don't think I want to part with it.
As the build is now PA gets to 61.49s and I keep Fire Blast and Fire Ball
for better dps. If noone strongly objects to it being totally crazy, I feel
pretty happy with it.
But as I stated earlier there is bound to be changes later.
As for you contributors, thank you for your time and input. It has been
very nice to get some insight from more experienced players. -
Wow, that Ill/Rad guide of yours is doozy. Excellent work.
Honestly I feel it's hard to choose among these APP sets. They all bring nice
things. Dropping Consume for Fire Ball is a good idea, After MisterD's post, I
was starting to question that choice myself.
I want to be team oriented but would like to be able to do things solo at a
reasonable pace, when needed. I do like the "healing" part of the build, but if
I had to choose between them I'd have to go with Illusion, I just love it too much.
Any who....
For a single target attack, what if you'd go with APP Mace Mastery and take
Poisonous Ray? It's a single target Dot with -RES (-18.75%) and -DEF
(-15%). It deals moderate dmg and would benefit my pets and teams
damage, right?
I suppose the Fire Blast does more dmg than PRay, does the Debuff make up
for that? -
Now I'm getting conflicted again. Guess the only thing that can decide for me
is my own experience. But it's gonna take a while to get there.
I'm not sure how Consume really works, but if i read it right it has a duration
for 120s. Not sure if that's for drain or fire dmg or both, for the entire
duration. But with the recharge heavy slotting I have now it has cd of
122s. Meaning I can keep it up almost constantly. If that is a good thing or
not, you tell me.
And as I level up there's bound to be changes. I might figure out there's a
spell I absolutely hate and then need to redo the whole thing.
Edit:
Should also be mentioned that the build is something I'm aiming for to have
at lvl 50 and to play in that lvl. On my current build I actually have Regen Aura
but felt it was lacking a bit. But then at 50 it might be worth having?
But as I understand it, Incarnate powers gives good heal/regen, so the regen
from the aura might be redundant? -
Heh, I did as you suggested with switching charged up to recharge and consume to afterburner and that actually puts PA under 60s (59.99 :P)
But the chance for charge up on PA feels like keeper though. If I understand
it correctly, it has a change to proc on every attack made by all 3 pets. And
with a low CD on PA it should be going off fairly often.
If I keep it as is atm, with the change to Recall Friend to a Zephyr, PA gets
to 65s. Which I suppose is "good enough".
Just to be curious though. If you changed the build however you wanted,
how would you build it then? -
I played around with it some more and updated my build in first post.
More ideas are much appreciated. -
I'm happy you pointed out Regen Aura, cause I've been hearing bad things
about it, so dropping it is something I might do. As for attack chain, it's
severely lacking. At the moment I usually weave Blind, Deceive and ST for
the CC's, PA on Tough groups or bosses, while maintaining Fortitude on
selected targets. Heals when needed and a SW now and then.
Should be mentioned that I'm only lvl 37 atm and it's my highest leveled char.
When it comes to Ancillary/Epic Pools I'm totally clueless. Have no idea whats
good and not. From what I've read Primal's are the first choice for many
supporters. Other than that I don't really know. Suppose something that
deals Ranged AoE dmg would be nice. Fire Mastery? (Fire Ball, Phoenix and
Consume perhaps) -
Hi!
I was wondering if I could get some input on this build.
I enjoy playing support and have fallen in love with illusion control.
I also like the empath power sets so this has become my favorite char of mine to play.
One thing I wanted was to get as close to Perma PA as possible.
If we disregard the question of price and only look to a good slotted
build. Is this a good one and can it be made better?
Re-posted build v4 - 07-21-2012
Click this DataLink to open the build!
Lixx: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (3) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (3) Superior Will of the Controller - Endurance/Recharge
- (5) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (5) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (7) Superior Will of the Controller - Recharge/Chance for Psionic Damage
- (A) Panacea - Heal
- (7) Panacea - Endurance/Recharge
- (9) Panacea - Hea/Recharge
- (9) Panacea - Heal/Endurance/Recharge
- (11) Panacea - +Hit Points/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (11) Doctored Wounds - Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance/Recharge
- (15) Doctored Wounds - Heal
- (A) Coercive Persuasion - Confused
- (15) Coercive Persuasion - Confused/Recharge
- (17) Coercive Persuasion - Accuracy/Confused/Recharge
- (17) Coercive Persuasion - Accuracy/Recharge
- (19) Coercive Persuasion - Confused/Endurance
- (50) Coercive Persuasion - Contagious Confusion
- (A) Apocalypse - Damage
- (19) Apocalypse - Damage/Recharge
- (21) Apocalypse - Accuracy/Damage/Recharge
- (21) Apocalypse - Accuracy/Recharge
- (23) Apocalypse - Damage/Endurance
- (50) Apocalypse - Chance of Damage(Negative)
- (A) Doctored Wounds - Heal/Endurance
- (23) Doctored Wounds - Endurance/Recharge
- (25) Doctored Wounds - Heal/Recharge
- (25) Doctored Wounds - Heal/Endurance/Recharge
- (27) Doctored Wounds - Heal
- (A) Luck of the Gambler - Defense
- (27) Endurance Reduction IO
- (29) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Range IO
- (A) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Damage
- (29) Expedient Reinforcement - Accuracy/Recharge
- (31) Expedient Reinforcement - Accuracy/Damage/Recharge
- (31) Expedient Reinforcement - Endurance/Damage/Recharge
- (31) Soulbound Allegiance - Chance for Build Up
- (33) Soulbound Allegiance - Damage/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense/Recharge
- (34) Luck of the Gambler - Endurance/Recharge
- (34) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (A) Efficacy Adaptor - EndMod
- (34) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod/Endurance
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (37) Glimpse of the Abyss - Endurance/Fear
- (37) Glimpse of the Abyss - Accuracy/Endurance
- (39) Glimpse of the Abyss - Fear/Range
- (39) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Expedient Reinforcement - Accuracy/Damage
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge
- (40) Expedient Reinforcement - Accuracy/Recharge
- (40) Expedient Reinforcement - Damage/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Doctored Wounds - Heal/Endurance
- (40) Doctored Wounds - Endurance/Recharge
- (42) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Heal
- (A) Unbreakable Constraint - Hold/Recharge
- (43) Unbreakable Constraint - Accuracy/Hold/Recharge
- (43) Unbreakable Constraint - Accuracy/Recharge
- (43) Unbreakable Constraint - Endurance/Hold
- (46) Unbreakable Constraint - Chance for Smashing Damage
- (A) Decimation - Accuracy/Damage
- (45) Decimation - Damage/Endurance
- (45) Decimation - Damage/Recharge
- (45) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (A) Ragnarok - Damage
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Damage/Endurance
- (50) Ragnarok - Chance for Knockdown
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Accuracy IO
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 2: Swift- (A) HamiO:Microfilament Exposure
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (46) Performance Shifter - EndMod/Recharge
------------
Set Bonus Totals:- 20.5% DamageBuff(Smashing)
- 20.5% DamageBuff(Lethal)
- 20.5% DamageBuff(Fire)
- 20.5% DamageBuff(Cold)
- 20.5% DamageBuff(Energy)
- 20.5% DamageBuff(Negative)
- 20.5% DamageBuff(Toxic)
- 20.5% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 5% Defense(Psionic)
- 10% Defense(Ranged)
- 2.25% Max End
- 4% Enhancement(Held)
- 8% Enhancement(Immobilized)
- 12% Enhancement(Heal)
- 4% Enhancement(Stunned)
- 7.15% Enhancement(Terrorized)
- 8% Enhancement(Sleep)
- 8% Enhancement(Confused)
- 63% Enhancement(Accuracy)
- 125% Enhancement(RechargeTime)
- 5% SpeedFlying
- 99.19 HP (9.75%) HitPoints
- 5% JumpHeight
- 5% SpeedJumping
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilized) 7.75%
- MezResist(Sleep) 5%
- MezResist(Stunned) 5%
- MezResist(Terrorized) 11.6%
- 16% (0.27 End/sec) Recovery
- 62% (2.63 HP/sec) Regeneration
- 8.82% Resistance(Fire)
- 8.82% Resistance(Cold)
- 5% SpeedRunning
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