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Of course, if you are still considering an Illusion/Radiation controller, you should look at my Illusion/Radiation guide, linked in my sig.
The problem with many of these builds is that they can be awesome when they hit level 50 and fully IO out, but leveling up is a chore. An Illusion/Rad gets many of its best powers early and levels up very well, long before the fully IO'ed out Perma-PA build. My guide has a recommended path for leveling up, with lots of options for your personal style. -
My Illusion/Radiation guide discusses Choking Cloud, including the way in which the power works. My personal opinion is that Choking Cloud works best with a control set that has another PB AoE Aura to work with it -- Fire's Hot Feet, Ice's Arctic Air or Electric's Conductive Aura make those three primaries the best to work with Choking Cloud.
On other controllers, I think it is less effective, in part because the other controllers can control well while staying out of melee. I don't have Choking Cloud on my Plant/Rad, but I agree that it could be somewhat useful if you like running into melee. I can see it being somewhat useful on an Earth/Rad. But it takes a large investment of slots to be effective, and these builds don't really need Choking Cloud, but it certainly is an option. I think Choking Cloud is probably less useful for an Ill/Rad, Mind/Rad or Grav/Rad. Illusion and Grav have pets that will knock away foes, and Mind really has no reason to be in melee.
Choking Cloud is a toggle hold that pulses every 5 sec. The hold, if it hits, lasts for 7.45 sec at level 50 unenhanced. That means that if you hit ED cap on Hold, it will last just short of 15 second . . . or 3 pulses. That means you get three more chances for the Hold to hit and extend the hold. Anything less than full ED slotting will mean you only get two pulses. This is why I recommend slotting to ED cap on HOLD.
Each pulse has only a 50% chance to hit minions and a 40% chance to hit Lieutenants. So, it can take 5, 10 or even 15 seconds (or more) before a foe is held. This is why I recommend another PB AoE aura to complement Choking Cloud. I find CC is most effective if you have some kind of AoE control power to take the initial aggro -- Fire's Flashfire, Ice's Ice Slick and Elec's Static Field work great. Plant, of course, has Seeds of Confusion. By using an initial AoE control, you can then run into melee and let Choking Cloud have time for several pulses. If you just run in without an initial control, you will draw a lot of aggro when most of the foes are not held.
Choking Cloud also uses a TON of endurance. You need Recovery bonuses and a lot of EndRdx in the power. This is another reason why it can be a problem. Running Choking Cloud can limit what you can do with your other powers.
Leveling up, I recommend using "Frankenslotting" to cap your Hold and EndRdx. Once those are capped, the first proc I recommend is the Lockdown Chance for +Mag2. Because Choking Cloud has a 80% chance to apply a Mag 1, adding Mag 2 will hold Lts. For the 40% chance of applying a Mag 3, that proc will let you hold bosses.
At level 50, I have 4 Unbreakable Constraint, the Lockdown proc and a common EndRdx in Choking Cloud on my Fire/Rad. That's a little bit low on EndRdx, but I make up for it with Recovery buffs. The Chance for Smashing Damage is nice, but I would only put a damage proc in the power after Hold is ED capped. -
Quote:By the way, all melee attacks do the same damage, and all ranged attacks do the same damage. All of the damage is psi damage, even though it looks like other kinds of damage.I just switched my Ill/Rad over to Musculature from Spiritual (since I'm perma-PA without it, anyways) today - yes, the pets are all affected. With a rare Musculature, the Phantom Army are getting an extra 25 points of damage on their swords attacks (only number I remember now 'cos I'm really tired :P), which isn't so bad.
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Quote:Krispy Kremes, right off the line, are a melt-in-the-mouth experience. After they cool down, they are not that special.If the "HOT" sign isn't on, they aren't all that great. When it is on, they are pure glazed heaven.
I will never forget my introduction to the joy of a hot Krispy Kreme. I had been out of town at school, and my step-brother and I went out for an evening. We bought a couple of pints of cold milk and got a dozen glazed hot off the line. As odd as it sounds, it was one of those special bonding moments with someone you are close to . . . just sitting in the car, letting those delightful doughnuts melt in the mouth and talking about how good they were. -
Quote:Could I get some more opinions/suggestions on this idea:
Was thinking about dropping hurricane, boxing, tough, and weave and picking up
aid other, aid self, maneuvers, and acrobatics
Any thoughts or comments on that?
I"ve got a build for both ways, and my old build has been redone a bit, will post 1 or maybe both of them to get some more pointers based on the comments I get from this post.
Thanks again!
Acrobatics -- Acrobatics provides a Mag 10 Knockback protection for a lot of endurance. I haven't had that power on any character since the -knockback IOs came out. One Mag 4 -knockback will take care of about 90-95% of the knockback in the game. A second one will get you up to about 98%. Acrobatics uses a lot of endurance for what it does, and the "hold" protection is pretty much worthless. Remember that Steamy Mist will take BOTH Steadfast and Karma -Knockback IOs. You can also put a Karma -Knockback in Combat Jumping, which uses very little endurance.
I haven't built any of my */Storm characters for Defense. Hurricane has a huge -ToHit debuff AND a 60% Range debuff. Plus, */Storm uses so much endurance that it is hard to run additional toggles. Instead of defense, I use invisibility (Steamy Mist + either Super Speed or a Stealth IO) to allow me to mez or debuff or drag in a pet to draw aggro before they have a chance to hit me.
Aid Other and Aid Self are worth considering on a */Storm. I would keep Hurricane and slot it up with ToHit Debuff (I generally use 4 Dark Watcher). -
See the listing HERE. "Dam Hero" listed as Positron part 2, but the reward actually works for Positron part 1. I ran both parts last night.
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Quote:Frankly, Choking Cloud on its own is not very effective. It pulses every 5 seconds, does a ToHit check and then has only a 50% chance to hold a minion. 5 seconds is plenty of time for those patients to run out of range of the power. Realistically, it will probably only affect maybe 1 out of every 4 or 5 minions in this trial. Add a toggle slow power (Hot Feet or Arctic Air) or a patch slow (Quicksand) or sleep (Static Field), and the chance of Choking Cloud catching minions running by are much better . . . but all of those sets also have AoE Immob powers that recharge quickly.If someone chooses not to take the powers that would be helpful, then that's their choice. The most useful powers in Controller secondaries for the BAF escape are...
Cold: Snow Storm, Sleet
FF: Force Bubble or Repulsion Field
Kinetics: Repel
Rad: Choking Cloud
Sonic: Sonic Repulsion
Storm: Hurricane, Tornado, Lightning Storm, Gale, Snow Storm, Freezing Rain
TA: Entangling Arrow, Glue Arrow, Ice Arrow, PGA, Oil Slick Arrow
That's not exactly a slim list and a lot of those will completely shut down minions. Only two sets have no real capabilities here - Thermal and Empathy - but even they can buff teammates and pets so that lieuts drop faster. The best secondaries for this are FF, Storm and TA, which also happen to offer the best control (in this case, mostly through KB).
On primaries, if you choose the set with the weakest holds & immobs, then you shouldn't expect to compete in a scenario where holds & immobs are more helpful. There are tradeoffs for all the benefits that Illusion gives and this is one of them. -
Quote:Obitus, I thought this was a very good and fair comment. When I started this thread, I was frustrated that my favorite character appeared to have been singled out for unfair treatment, especially since the Trial was needed to get two Incarnate slots. AoE Immob powers are just as good as a hold during the prisoner section of the BAF -- the AoE Immob can group up minions for easy disposal by teammates with AoE damage while the other teammates can chase down the remaining lieutenants. Of the eight controller primaries, only Illusion and Mind lack AoE Immobs, and Mind at least has an AoE Sleep that recharges moderately quickly. So I was disappointed that my favorite character seemed unfairly singled out.The trials are designed to exploit builds' weaknesses, but also to emphasize their strengths. Passive mitigation (DEF/RES) is very heavily penalized by the turrets in BAF, the ridiculous self buffs of the 9CUS, and potentially by the overlapping buffs from Battle Orbs in Lambda (along with a preponderance of psi damage and the hilarious annoyance of PBAoE Drain Psyche flying all over the place). Also, the blue patches o' doom in Apex.
Control is favored heavily against the 9CUs and against just about everything in Lambda. It's penalized against the AVs and the escapees. By the same token, aggro control is penalized against the BAF AVs, and invalidated against the BAF escapees.
That's just the way the trials roll, and frankly I think it's a good thing. Mind Control is arguably the most heavily penalized control set in the escapee phase, for instance (you can harp on Mass Hypnosis all you want, but in a phase where your league is trying to kill everything as fast as possible, a sleep ain't exactly the most useful thing in the world) -- but it's also perhaps uniquely well-suited for the sabotage phase of Lambda. (Aggro-less control FTW.) Confusion is useless against the escapees, but hilarious against 9CUs or Battle Orbs.
Fear also works quite well, perhaps unusually well, in Lambda (because during the sabotage phase you're probably not going to be attacking the feared targets to allow them to retaliate).
I don't think the complaint in the OP is unreasonable or unreasoned. I do believe that it's unwarranted, though. Just about every character build has reason to complain that this-or-that segment of the trials marginalizes their schtick, whatever that schtick may be. The fact that the OP's complaint happens to center around what is probably the most infamously overpowered powerset combination in the entire game is fuel for the fire, but ultimately irrelevant.
(Whether Ill/Rad is overpowered in any meaningful way is another question; personally I don't think the ability to solo AVs is as important as it's often made out to be on the forums. And though Phantom Army is flat-out uber in certain situations, it's also far less efficient than a hard AoE control in most generic content. YMMV.)
Now that I have run the Trials a bunch of times, I've gotten over it. It is what it is. The main reason I kept responding in this thread was to help folks understand that Illusion controllers are less effective at crowd control than other controllers in this part of the trial, even though they are still quite effective in other parts of the trial. -
Quote:You could always consider my favorite character of all . . . an Illusion/Rad Controller. It is popular for good reason. Works great solo or on teams. Always welcome on any team. Easy to play moderately well, but a challenge to play "very well." Handles old and new content very well (except for one part of the BAF, but you can get past that pretty easily).Seriously, thanks for all the well wishes. Most appreciated.
Yeah, I will definitely give the Fire/Cold thing a shot. Probably gonna roll a couple others too, as I get 2 weeks off after I get home, I'll have time to play. Looking at a DM/FA Brute and maybe a Arch/TA Corr. I've been CoH Jones'n for quite a while and I've saved up a few names and concepts during what little off time I've had.
I play on Liberty and Freedom, Residentx10, so I'll keep that in mind. Thanks much!
See the guide in my sig if interested. Illusion/Cold and Illusion/Storm are almost as good and play quite differently. And I, too, would like to welcome you back and thank you for your service! -
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I had to hop on all four of the EU servers to try to grab my global name as a character name . . . and somebody else has "Local Man" on Union.
I'll probably make a character or two on each server, just to be able to say "Hi" to our new potential teammates. -
I ran both halves last night. Posi 1 gave the reward and not Posi 2.
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I ran both halves last night. When Posi 1 gave the Well reward, we were hoping it was bugged and we would get a second one for Posi 2, but no such luck. So only Posi 1 is giving the reward.
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Quote:Your comparison is a bit off. An all-emp, no attacks build is gimped in the rest of the game, too. My Ill/Rad build uses the most effective powers for an Ill/Rad . . . a build that is very effective in the rest of the game. This part of this one trial has a unique mechanic that makes Illusion's AoE control ineffective, but all other controllers remain effective. I already have Flash, Ling Rad and EM Pulse. The only way to improve my performance on this one part of a trial would be to make a less effective build (adding Choking Cloud, which isn't very good with an Ill/Rad, and dedicating 5-6 slots to it). And that improvement wouldn't be all that significant. (I have a fair amount of experience with Choking Cloud -- it needs some kind of secondary control to make it effective.)Like others have said, Illusion excels at using other forms of distraction effectively in 99.9% of the game. For this .1% One *Phase* of one trial, it would have benefited you to invest in hard controls and location based powers. So the option is there, you just don't want to take it in favor of sticking with your build as is.
That is pretty much the same as saying "My Buff Bot Emp/Archery doesn't do enough damage solo. I took all the empathy powers, medicine, and snap shot. But I don't want to change my build."
The even sillier part is... your build does a fair amount of damage, and in the end I think every trial I've been on has used defeating the prisoners as the way to get past it. (I've seen a few try to use sleeps to clog the doors and keep things from spawning once a certain amount are there) So what is the big deal? You play more of a MM for this one phase of the trial, and try to do as much damage as possible as they try to escape.
The point is that this part of the trial made Illusion ineffective AS A CONTROLLER, when other controllers continue to be effective. Since the BAF is the main way to unlock two of the Incarnate slots, being ineffective as a controller has an impact. Yes, I understand that my best option is to simply act like a weak blaster with pets during this part of the trial. I have run it plenty on my Ill/Rad, and also on my Ill/Cold and Ill/TA. I also know that the trial is unlikely to change -- Illusion is so effective in most of the game that some people feel that a small disadvantage in this one place is merited. But League and Team leaders should understand that an Illusion controller, during this phase, won't be very effective as a controller. -
Quote:Quick question (not to try and derail this thread):
Is it illusion trollers generally that are having these problems, or is it specifically illusion/rad? I'm about to start doing the trials with my illusion/storm troller, and a lot of people I run with actually seem fairly excited about my character getting into it.
Storm and Trick Arrow have a few additional control powers to make it a little bit different for them. Storm has Snow Storm to slow, Thunderclap for stun, Gale and Hurricane for knockback/repel, and Lightning Storm and Tornado for some chaotic damage. Thunderclap in particular will be useful since it recharges quickly. Trick Arrow has Glue Arrow, Entangle Arrow, Poison Gas Arrow (sleep) Oil Slick and EM Pulse Arrows.
Illusion paired with Rad, Cold, Emp, Kin (other than maybe Repel, which almost nobody takes), Therm are all in mostly the same boat -- Rad, Cold and to a lesser degree, Kin have slows but that's it. Rad could use Choking Cloud, but very few Ill/Rad's take it. FF (Force Bolt, Force Bubble, Repulsion Bomb?) and Sonic (Liquify?) have a few tools that might be marginally useful. -
Quote:You're just jealous . . .IMO not a big enough one. Illusion Control is still a cheese fest. I wish they'd just get on with nerfing the thing rather than have their hands tied in every new piece of content with having to deal with the invincible pet/control that ignores all limitations of both pets and controls, and has turned a subset of the "lowest damage AT" into one of the single best at killing big game enemies.
There's no question that Illusion excels at certain things. But there are some significant trade-offs it makes, too -- limited AoE control, limited AoE damage. Calling for a nerf to Illusion because it does some things well . . . wouldn't that merit a nerf to Fire/Fire Brutes and Fire/Kin Controllers because they do AoE so well? And Robots/Traps MMs because they softcap with SOs alone?
When an Illusion controller solo's an AV, it is able to do so because if its unique type of distraction control . . . not because it has a huge output of damage -- it takes a LONG time to take down that AV. It provides certain benefits to teams . . . but other builds can do more to help the team wipe out foes faster. My Elec/Shield Scrapper will do a heck of a lot more to help a team wipe out most TFs faster than my Ill/Rad.
The concept of an Illusionist is great . . . he is able to create illusionary allies that can't be damaged because they aren't really there. And the concept has been in the game since the beginning. It is fairly easy to overcome the limitations of an Illusionist . . . large numbers of foes, ambushes, foes who see through stealth, etc. I don't think the Devs have a problem designing around Illusion Control. -
Quote:Here is the thing.... Ill/Rad isn't weak for the Prisoner Portion of the trial. The way "yours" (and I don't mean this as a personal statement) is built makes it weak.
If you were to go Ill/Rad/Ice With Say the Reactive 75% DoT from Interface and Ageless Destiny, Choking Cloud, Ice Storm, Lingering Rad, EM Pulse, Flash, with a Near Perma PA, Phantasm, and some nice Lore pets I imagine you could get very close to solo maintaining a door. With maybe 1 or 2 LT's breaking through (which you should be able to DPS between the quick chain of Blind/Spec Wounds/Ice blast)
Will you be as good as say a Plant/Storm/Ice keeping the door Perma Sleet'ed, Creeper'ed and Ice Stormed, with 2 LStorms and 2 Tornadoes shredding foes before they can even start? No. But You'll definitely be more than useful for this phase of the trial.
The point of the original post was to point out that Illusion Control is weaker than other control sets for the Prisoner part of the BAF trial. It seems that this part of the trial was designed, intentionally or unintensionally, to make Illusion's crowd control tools useless. Yes, by re-making your build specifically for a trial where Confuse, Fear and Distraction are useless, you can improve your performance. But I don't want to have drop a build that is fully effective in the rest of the game and make a specific build just for this part of this one trial.
Besides, if you have all the Tier 4 enhancements in the 4 slots . . . why are you still doing the trials? When I first made this thread, most people didn't have all that stuff yet.
I've found a way to adjust. I use Flash and EM Pulse as much as possible. Ling Rad helps a little bit. Phantom Army and Phantasm contribute damage. And if I focus on spreading Blind around to the Minions as much as possible, I can stop a decent number of them . . . but every other Controller primary can do more to control the running minions. I have to remind BAF leaders that my Illusion controllers will not be able to handle one of the doors solo.
While my Ill/Rad now has Tier 3 in all four slots (with a tier 4 in Alpha), he has yet to have drop a single Very Rare componant. -
Saw it today. I thought it was a very good, but not great, movie. The visuals for Asgard were great. Hopkins made a great Odin. I thought Hemsworth did a nice job as Thor.
The main problem I had was that the story felt rushed. I never saw Loki being mischievious -- he was too serious even before he had a reason to be serious. Thor was on Earth for too short a time . . . too little time for a major conversion of personality, not enough time for the relationship to build.
Not quite as good as Iron Man 1, better than Iron Man 2. -
Quote:We have had a lot of New and Returning players lately. I can see where this might be helpful.Just out of curiosity, and since this seems like a good thread to ask....
My wife and I are podcasters, and run a gaming news and review site (I won't link it unless asked, since I am not out for advertising here). We stopped doing our Warcraft podcast since, well, neither of us are playing anymore. For Warcraft, our podcast was about helping the average player do everything form level 1 to end game, and talked about a different portion of the game each week, giving advice on how to be the best player you can be without becoming "hardcore".
The question came up last night, do we want to do a City of Heroes podcast. So let me throw this out to the people who play:
Is there need for a Advice / News podcast for City of heroes? Specifically, focuxing on things that new or returning players need to know, as well as ways to help people achieve their goals while still having a "real" life.
Thanks! -
Quote:Don't forget about all the Guides that have been written. You can find the Index HERE. Some of the guides are out of date and the Index is also badly in need of an update . . . a lot of newer guides have not been added to the Index. But there is a huge amount of useful information in those guides.hello all. I'm a newish player and have quit wow to play this game full time. i was wonder of some good podcast that can teach a new player like myself on things to learn about. Any advice would be nice thank you.
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Not only will it not affect you, but because pets and pseudo-pets are not affected by recharge buffs, it will not affect Creepers, either. In other words, it would be completely wasted. Some procs have a chance to go off when you cast them, but since the initial cast of the Creepers pet is not a knockback power, the Force Feedback proc will do nothing at all.
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Quote:One of the guys I have been running Trials with announces when he first starts recruiting or when we just finished a prior trial that the Trial will begin in 18 min. And we start in 18 min whether we have a full group or not. It is a very effective way to run things. Everyone knows just how long they have for selling, bio breaks, getting drinks, etc. We're usually full when we start, but not always.I'm definitely frustrated when a league spends 15 minutes to fill the last 2-3 spots. It may take 5 minutes to get the majority of the players needed for the trial, but some leaders think they HAVE to be completely full before starting. The trials only take 20-30 minutes to run, but spending just as much time forming a league is dumb.
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_MalK_ did a nice job of explaining most of my objections to your set. I'm sorry if it sounded so critical, but that was my opinion -- it is just not workable, as it has too many problems. The high damage combined with high debuffs in a Controller primary simply don't make it viable.
Control sets generally follow a certain pattern. There are at least two single target control powers, three AoE control powers (assuming you count Phantom Army as an AoE control power, which it is). All but Mind have one or more pets, and Mind trades its pet for an extra AoE Control power. They all follow a certain structure and certain trade-offs. Even the newest one, Electric Control, has the single and AoE Immob, Single and AoE Hold, and pets. It has 4 unique powers, but those 4 unique powers still have a substantial similarity to certain other control powers. Jolting Chain is a chaining knockdown instead of a knockdown patch (Earthquake and Ice Slick). Static Field is a pulsing Sleep patch, and several other sets have control "patches." Conductive Aura is an endurance drain toggle, and Synaptic Overload is a chaining confuse. All of those powers are very, very low damage, and they don't really stack from powers available in the various secondaries. The only significant debuff is Endurance Drain, which is a fairly weak debuff.
Any debuffs in the Controller primary are usually limited to one main aspect. For Electric Control, it is desiged to drain Endurance -- which is not very powerful until you can drain ALL the endurance. Earth Control has Defense Debuff. Gravity has Slow (but not -Recharge). Ice has Slow (and -Recharge, but very low damage). Fire gets a little Damage over Time but less control. Illusion, Mind and Plant really don't have secondary effects. And these are not overly powerful debuffs.
You can make up any set you want and it can be as overpowered as you want, but if you really want a set to be potentially implemented into the game, the Devs are going to want it to comply with the balance standards that they have in place for the rest of the game. That's what I was pointing out -- you put a huge amount of debuff into a proposed Controller primary, and from what we have seen, the Dev's simply won't do that because it would be overpowered.
I provided what I felt was reasonable feedback on an idea that has major problems. I'm sorry if you didn't like the feedback, but I think the criticism was valid. -
I suggest you try playing the set before making decisions on a final build. Both Lightning Storm and Hurricane are powers that I would take in any */Storm build. Try playing the set and see if you need to spend (waste) all those power choices on Defense. I didn't build for Defense on any of my 3 level 50 */Storm controllers. Between your controls and the Repel/ToHit Debuff in Hurricane and all the knockback, I never felt that I needed to build for Defense at the cost of my Storm powers.
Lightning Storm is one of the key powers in */Storm that folks look forward to getting. It is a stationary pet that appears over your head, and then stays in the same spot if you go other places. It does good damage, has a pretty long ranges and is one of the reasons that folks looking for some damage from their secondary choose Storm. You can run in, to a strategic location and cast Lightning Storm. Then you can run out if you want to. Lightning Storm has Knockback, and some people reduce the amount of knockback by jumping up to cast Lightning Storm, hoping to turn the Knockback into Knockdown. -
Let's take a look at your suggestions, and reduce the language down to what they do.
Primary Darkness Control
Quote:Basically, Spectral Wounds, but with an Acc Debuff instead of Illusory damage. It would make more sense if it was a single-target Immob. Every current set with an AoE Immob also has a single target Immob.Shadow Shard - You call upon dark energy which you can fling at your foe, causing moderate negative damage. The shard of negative energy is able to lower your foes accuracy for a short while. Recharge: Fast Damage: Moderate
Quote:Shadow Rapture Your foe is trapped caught in a haze of negative energy, unable to move to defend himself; your negative energy causes moderate damage over time while lowering the accuracy of your foe. Recharge: Moderate Damage: Low DoT
Quote:Shadow Crawl You hurl a ball of viscous negative energy that explodes on impact, causing damage to the target foe and any foes in the vicinity of the explosion. Aside from taking some damage from the explosion, the foes are caught in the dark fluid and immobilized. Shadow Crawl reduces the effected foes recharge, accuracy, as well as minor negative energy damage over time. Recharge: Slow Damage: Minor DoT
Quote:Dark Burst You are able to channel an explosive burst of pure negative energy which causes high damage, as well as severely lowering the target foes accuracy and defense to energy and negative energy. Recharge: Slow Damage: High
Quote:Shade You are able to phase into a corporeal form resembling a shadow. This shadow form provides defense to all types of damage, as well as a moderate boost to negative and energy resistance. While in this form you are hard to see but can be detected at close range. Recharge: Long
Quote:Visage of Darkness Peer into the mind of your foes and bring forth their worst nightmare. Foes targeted with this power will have there (Should be "their") recovery, recharge, and damage decreased for a considerable amount of time. Recharge: Long
Quote:Hands of the Shadows You are able to call forth spectral essences to hold your foes in place. This power is able to affect any foe near your target. Since the spectral essence is pure negative energy, the target foe is more susceptible to negative energy damage. Recharge: Very long
Quote:Dark Attunement By focusing your energy, you are able to boost your holds, debuffs, and recovery rate for a while. This power does come with a drawback. Since you are so in tuned with the dark aspects of your power, you are highly susceptible to holds, and immobilize powers. Also, you are highly vulnerable to energy damage. Recharge: Very Long
Quote:Mire Imps Using complete mastery over the nether-realm, you are able to summon forth 3 shadow imps to do your bidding. Shadow Imps are able to be healed and buffed like any other ally. Shadow Imps are able to assist you with range or melee powers. Shadow Imps are highly vulnerable to energy damage. Only 1 set of summoned imps may be present at any given time. Using this power while imps are present will cause your imps to despawn and be replaced with a new set of imps. Recharge: Very long
And that's just the Control set.