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Some of us don't have the gobs and gobs of Influence for PvP IOs . . . or we are too cheap.
Since I play a lot of controllers and other squishier types, my list is:
1) -Knockback for any character without knockback protection in a powerset. This might be a Steadfast, a Karma or a Zepher, but they all get one eventually.
2) +Stealth for any character who (a) does not have native invisibility, (b) is not a tanker, brute, scrapper or mastermind (except if there is a stealth power in in one of the powersets, then I may add either Super Speed or a Stealth IO), and (c) has partial invisibility and did not take Super Speed. I often use Super Speed+Celerity Stealth, but I sometimes use the Fly or Jump versions. I love invisibility on my characters and will often prefer invis over Defense. Ever since this IO became available, I see very little reason to ever take the Stealth Pool other than as a set mule.
3) Miracle proc for any character who has endurance issues.
4) Numina proc for any character who still has endurance issues after the Miracle proc.
5) Perf Shifter proc for any character who still has endurance issues after Miracle and Numina.
6) LotG Recharge, essential for many controllers and characters with imporant long-recharge powers.
7) Damage procs when they can be fit in. Especially for Controllers, those Damage Procs can sometimes result in a large increase to your damage.
8) Achilles Heal -Resistance proc, when it can be fit in the right kind of power.
9) Steadfast +3% Defense if I am building for Defense.
10) Kinetic Combat Knockdown proc for melee characters who don't otherwise have knockdown in a melee attack and are building for S/L defense. I like how it mitigates damage while I beat up on them. It is far cheaper than the Kin Comb triple, and I still get capped damage if I add an Acc/Dam Hami-O to 4 Kin Combats. -
You will have a better chance of getting help on a controller build by posting in the Controller forum. Frankly, I really don't know why the Dev's made this forum when folks had been asking for help with builds in each individual AT forum.
But let me make a few observations:
Ice Control is the lowest damage control set. If you want to make a damaging controller who can solo, Ice control is the slowest. I have an Ice/Storm who can solo, but he mostly relies upon the APP and Storm powers for damage, and that's just to get through missions. I would never, ever consider using him as a farmer. If you are looking for a character to do farming, look for a powerset combo that does good AoE damage, like Fire or Plant control.
Frankly, if I had an Ice/Kin, I would be looking for melee-heavy teams. Ice/Kin is wonderful for providing support for melee characters.
If you want to build for Defense, you will have to get into IOs. Yeah, the Kin Combats are expensive, but they are expensive because everyone wants them. HOWEVER, you can earn them using Hero (or Villain) merits with some work. Do 5 Tip Missions every day, and the first Who Will Die mission once a week. You can also buy the Acc/Dam with 50 Reward Merits. (In fact, one way I earn some Infl on a character is sometimes, when the prices spike upwards, I will trade in 50 Reward merits in for the Acc/Dam Kin Combat and sell it.) You will also have to look for more Defense whereever you can get it.
Arctic Air is a very good power for mitigating damage. It becomes about twice as effective is you can slot the purple Contagious Confusion proc in there. That proc doesn't do damage, but the Confuse from the proc lasts longer than the Confuse from AA.
If you want this character to do damage, you have to squeeze Damage out every where you can. You should take Chilblain slotted as a damage power. Slot Block of Ice for Damage. I added Air Superiority, too. Max slot Jack for damage with some accuracy. You'll want as much damage from your APP powers, too.
Now, I don't use Frostbite hardly at all since it conflicts with Ice Slick, but if you use it a lot, slot it up with Damage procs and not damage. Procs do more damage in Frostbite like most AoE Immobs.
If you ever team with your build, I would take Speed Boost over Flash Freeze any day. SB is one of the best team buffs in the game. Flash Freeze, as an AoE sleep, has limited benefits. SB can be slotted with one EndMod and it is good to go. Just use it a lot on teams. (Of course, it is virtually worthless solo.)
Personally, I never take Fighting and usually don't take Leadership with my controllers, but that's a matter of choice. Only a few of my controllers are built for defense. (I just finished my final build on my Ill/Time, and because he has Farsight, I build him for Recharge first, then Defense.) Admittedly, Kinetics has almost no mitigation, so building for Defense is not such a bad idea. -
Quote:I would agree that a series of tests to measure each set's ability at certain tasks has some value. However, such tests must be designed, or at least interpreted, to take into account the unique aspects of each set.Frankly, I'd rather see the results of several test from which I can forge an opinion than the simple heresay of various players. As evidenced in this very thread, it's not difficult or uncommon for misconceptions to arise and be propagated among the community. Heck, I've heard and repeated that Entangle does more damage even with the numbers sitting right in front of me. How many of these errors float around uncorrected?
With a multi-aspect test we can, at the very least, allow others to draw their own conclusions rather than supply them with preconceived notions.
For example: I think durability of the pet makes a big difference in some situations, but it really depends on how much control you can put out, too. Both Earth and Gravity have very durable pets while other sets have more fragile pets. Gravity has weak AoE control while Earth has strong AoE control. If you choose foes who, for example, resist AoE Immob (like wolves), then Earth has a big advantage for having other types of AoE control. Wolves resist AoE Immob and Slow, but will be controlled by Stuns, Holds and knockdown. Earth has Slow, Stun, Hold and Knockdown, with the Slow, Hold and Knockdown being continuous patches, while Grav has a one-shot hold and a one-shot Stun only if used with Wormhole. The secondary Slow effect from Gravity powers would have no effect on Wolves. But Earth's Quicksand adds a huge unresistable defense debuff, making it easier for Rocky to hit. On the other hand, Singy has Repel that keeps foes from being able to do damage.
On the other hand, Electric Control can put out a lot of continual control that can substantially increase the durability of the otherwise fragile Gremlins. Do you measure the durability of the pet alone, or do you include the full set's ability to use control to improve the survival of the pet? And if the latter, won't the player's ability have an effect?
This is just one small part of one aspect of one type of test which can call into question the results of the test. While testing has some value, the danger is that people will make decisions only based upon those tests.
And this is another reason I like controllers . . . this level of complexity. For ranged sets, for example, you get get a quick and medium blast. Then most sets have a higher damage shorter range blast. Then a cone. There is a variety on the AoE damage
Illusion has spectral damage, and if you fail to allow for that in the design of the test, then Illusion will come out lower than it should. Earth's Defense Debuff will make it better against tougher foes who are harder to hit. Each set has strengths and weaknesses that must be considered in designing tests and interpreting them. -
Quote:Bonfire is a situational power . . . but you can creatively find lots of uses. You should only use it once in a while, but it is really nice to have at times. It works as a barrier, a repel and as a damage power.So a quick update if there was anyone like me that was on the fence of doing FOTM builds, especially Fire/Rad.,.. i just hit 32...solo'd a bit prior and after 32, as well as did a bunch of TF's (2 x DFB's, Posi 1, Posi 2, synapse, Yin and Citadel) so i could get the jist of Solo and team play...and i gotta say i really really like this toon....now its just fun with fire imps running around...one question i did have though, is besides AV fights and the MLTF (formerly STF), i cant find a practical use for Bonfire, with Hotfeet and Choking cloud running its better to keep the baddies grouped....any thoughts?
Is there a spot that you want to keep foes away (like the Reactor in the respec trial or the towers in the MLTF)? Bonfire. Do you want to keep foes locked in a room? Bonfire in the doorway. Do you have some squishy teammates with ranged attacks who prefer to stay out of melee, but find it hard to fly out of melee when in hallways and caves? Bonfire, and they can stand in the middle. Anytime you have an AV with knockback protection? Bonfire chips away at his health while keeping lower level foes away, letting you defeat the AV while ignoring the others. Are you and your team being overwhelmed by a huge ambush? Bonfire to let you all catch your breath.
Of course, if you have enough slots to slot it up for damage, you can spam Fire Cages and throw Bonfire in the middle of the group to burn them up from range. However, Fire Cages does and will miss foes on occation, sending one or two flying back once in a while.
Bonfire is certainly not an essential power. I have teamed with folks who love it so much they use it for every group . . . and I spent my time cursing the jerk. It should only be used in the right situations, but it can be a kind of additional control on an otherwise control-light set. I would much, much rather skip Smoke than Bonfire, personally. I like Bonfire, and I find it a kind of challenge to look for more situations where the power is useful.
However, if you don't "buy into it" as a fun toy to play with, then you will probably be better off skipping it. -
While I'm kind of considered to be a bit of an expert on Illusion, I have to admit something . . . I don't like "testing." I certainly look at the testing that others do and try to remember the results, but "testing" is not something I especially enjoy doing in a game. My only criteria on whether to play a character, a power or a build is, "Is it fun?"
Ill/Cold is fun. It helps take down tough foes quickly, and can do it both solo and on teams. When I run TFs with my Ill/Cold, we seem down AVs faster than if I played any other AT and powerset combo. That's enough testing for me.
Still, Fire will get you SLIGHTLY more damage than Ice. I just think that Ice fits better themewise and has other utility powers that are more useful than Fire for an Ill/Cold. (I use the Fire APP on both my Ill/Rad and Ill/TA.) -
Under that chart, my band name would be "Bloody Rage."
But I have always wanted a band named "Tastes Like Chicken." -
My personal opinion, not based on any testing, it that it does. That Blind-SW-Blast-SW continual attack chain puts out pretty good damage . . . but I would be interested to see your results if you make the comparison. If you are looking only at damage, then Fire has a little DoT so it will do more damage overall. Fireball is nice AoE damage, too.
I went with Ice on my Ill/Cold, mainly because of the other powers in the set: Ice Armor is not only a defense-based armor but also looks like the Ice Shields that I can give my teammates. And Hibernate works as an emergency heal/panic button since */Cold doesn't have a self-heal. The damage done by Ice Blast is only slightly less than Fire Blast and just as fast. Frost Breath makes an OK AoE that recharges much more quickly than Ice Storm.
However, you also have to remember that when you are going up against a single tough target, you are bypassing one of the strengths of Illusion -- Spectral Damage. Going against targets you can take down quickly will substantially increase your overall DPS because you don't lose that Spectral Damage to a heal-back. To get a really good measure of the DPS of an Illusionist, you have to include lower level foes. -
Quote:I made a few changes to your build. I think I improved its endurance use and recovery, defintely increased the Regen and got your Recharge a little higher to get your PA recharge just under 60 seconds.Thanks for the advices, and the build.
About the build I think I'm gonna try to avoid 0 enhenced shields since team defense is pretty much the goal of the character. But it gives some good pathes.
edit:
Toying around I end up with this
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I reach 38% S/L def and slightly over 60sec on PA. Which are things that can be fixed with Alpha and Barrier.
Also I tried to keep PA, Phantasm and Blind with a descent amound of damage buff. I could also go Apoc on Ice Blast and make room for Glad armor unique but I think the build is expensive enough.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), HO:Nucle(15), Decim-Acc/Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Dmg/Rchg(43), Decim-Acc/Dmg(45)
Level 1: Infrigidate -- Acc-I(A), Achilles-ResDeb%(37)
Level 2: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3)
Level 4: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(5), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(11), HO:Perox(13), Dmg-I(13)
Level 6: Deceive -- CoPers-Conf%(A), CoPers-Conf(7), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Super Speed -- Zephyr-ResKB(A)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(46)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(34), S'bndAl-Dmg/Rchg(34), S'bndAl-Acc/Rchg(37)
Level 20: Arctic Fog -- RedFtn-EndRdx(A), RedFtn-Def(21), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(50)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Flash -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(25), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(46)
Level 26: Spectral Terror -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), WotController-Rchg/Dam%(27), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31)
Level 28: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Snow Storm -- EndRdx-I(A)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Sleet -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(36), Posi-Acc/Dmg(36), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46)
Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(39), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Acc(50)
Level 41: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg(43)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), RedFtn-Def/EndRdx(45)
Level 47: Ice Storm -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34)
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Quote:Plant/Storm and Earth/Storm . . . heck, Grav/Storm, Ill/Storm, Ice/Storm and Dark/Storm too. I have all but the Dark/Storm at 50. Storm is just a lot of fun. However, it takes some understanding and practice to play the set well. A badly played Storm will be cursed by teammates.Plant/Storm is well worth trying, as a choatic melee-range option.
The AOE immobilise does double the usual damage to the point where its worth slotting for damage. Carrion Creepers, Tornado and Lightning Storm provide extra damage to everyone whose locked down in your Roots, and Seeds of Confusion keeps you safe while causing the enemies to do even more damage to each other, all boosted by Freezing Rain.
Optional powers here are Spore Burst, and probably Snow Storm.
Spirit Tree and Hurricane can be skipped.
The only really bad power in Storm is the only one you can't skip, Gale (and even that can have some uses). Opinions vary on O2 Boost and Snow Storm. O2 Boost is a somewhat weak single target heal with some nice secondary effects (Stun and Sleep and Endurance Drain protection), while Snow Storm is a foe-anchored toggle with AoE Slow, -Recharge and -Fly. Both can be useful powers depending upon your primary and playstyle. Thunderclap can be skippable if you do not have a stun power in your primary or you want to stay mostly at range -- it is only mag 2 and PB AoE, but it looks cool. Thunderclap is very nice to have when you can stack it with another stun, however. (I expect it to be a key power for my Dark/Storm.) I would NOT skip Hurricane on any Stormie. It gives you a great positioning tool with a huge ToHit Debuff, and you can turn it on and off whenever you want.
Without an AoE -Knockback power, Tornado can cause a lot of chaos. On the other hand, an AUTOHIT damage power can be mighty handy. Storm lacks any -Regen, but the DoT from Tornado can mostly replace the -Regen from other sets.
As for Primaries if you like doing damage, I suggest trying a Plant/Storm. Plant provides nice AoE damage and control. Storm's last two powers provide some good single target damage. Spore Burst is skippable. Entangle may be skippable on a mostly team build. Spirit Tree is optional, but since you don't have a self-heal, it can help with a large regen buff. Don't skip Hurricane, as you can use it to push foes into a tight group before hitting them with Seeds + Roots. (Learn to use Hurricane to run around the outside of groups to make them into a tighter group . . . this is called "herdicaning.") You can also learn to keep foes at the edge of your hurricane to debuff their to-hit while you are able to use your ranged attacks to damage and immobilize them . . . in effect, they can't hit you but you can hit them. That ToHit Debuff helps you avoid the need for Defense.
On my Plant/Storm, I skipped Spore Burst and Thunderclap, but kept O2 Boost and Snow Storm. An AoE Immob+ToHit Debuff (Hurricane)+-Recharge(Snow Storm) is almost like a continual hold.
I like to take Super Speed on on my Stormies, as Super Speed + Steamy Mist = Full invisibility, which is very handy. Super Speed is also great for "herdicaning." If you want, you could skip Spirit Tree and go for the Medicine Pool. Actually, there are lots of options on how to build depending upon your playstyle.
Stormies tend to be heavy users of endurance, so plan on getting a Miracle +Recovery at 20 and a Numina +Regen/+Recovery at 30. (One big complaint I have about Fire/Storm is that it is so Endurance heavy that is it almost unplayable in low levels.)
Of course, I always recommend Ill/Rad. If you are interested in that, I strongly recommend you take a look at my Ill/Rad guide, link below. But you just did an Ill/Dark, so I assume you want something different. -
Quote:One of the reasons I like Controllers so much is that they have a widely varied gameplay. Each set has something different about it which results in a different game experience. All of the sets have a single target hold and an AoE hold of some kind, but even those AoE holds vary widely from PB AoE (Flash, Cinders and Glacier) to Targetted AoE one-shots (Total Dom, Paralyzing Blast, GDF, Vines) to Targetted AoE patches (Volcanic Gasses and Shadow Field). Other than that, it is fairly open. Two out of nine have no Immobilize. Two of the seven with AoE Immobilize do not have -Knockback. Some have mostly single target damage and lack AoE damage, while others have AoE damage and lack single target . . . and a few generally lack damage at all.I agree that this could be an interesting discussion. However, we need some objective measurements to make it a worthwhile discussion. People's subjective experiences (including my own) with a powerset often lead them to a skewed perspective of what a set is capable. If we can make some objective observations of the single target, AoE, and pet capabilities, it will certainly help further the dialogue even if the value of single target damage, AoE damage, etc. are subjective.
While my testing will focus on damage (because I find it one of the most highly debatable aspects of control sets), I agree that it will not paint a complete picture; in fact, it will only address the question of damage potential when survival is a non-issue. However, that is an aspect of actual game play. As long as that is made clear to anyone examining the information, caveat lector.
As to the second issue, I welcome suggestions and feedback regarding how these tests should be conducted. I consider you my peers and acknowledge that many of you are as well, or better, versed in the particularities of controllers.
The problem I see with most testing is that you will have to either come up with (a) one test that is equally fair to the wide range if diverse sets, or (b) you will have to do a bunch of different types of tests designed to show the strength and weakness of each set without regard to playstyle or secondary. The only way to make (a) work is large-scale data mining. So your only choice is (b), and then the problem is how do you analyze the results of diverse tests compared to actual game play?
The third way is pretty much what I did . . . rank the sets based upon the opinions of players who are experienced with the sets. While individual opinions may vary, when you combine a large enough sample of opinions, that can be a pretty good measure of real game performance. -
Quote:I'm happy to help. Ill/TA is a fun build, but a somewhat unique playstyle. I found that I relied upon PA and Spooky much more than with my other Illusion builds, and Phantasm actually acted more as a bodygard than a contributor to damage . . . his knockback keeps foes away from me.Local Man, have I mentioned how much of a Hero you are to me? I post a request and you just seem to _GET_ it. What I'm asking about and why I'm asking, and you give answers that Make Sense!
So, play it at range - like I have been so far, and look into some defense. Some healing is always good, if only to buy a little more time to lock some controls on the enemy. And the goal is to not get hit, by not being Seen... makes perfect sense.
A pure SO build lets me see what's really important. Besides, I'm not going to be ready for IOs for at least five levels, more likely ten levels. Then I'll have the slots to take good advantage of IO Sets and I'll be more likely to have the cash to spend on them - which I decidedly Don't, at level 22.
Thanks a lot for your insight.
Be Well!
Fireheart
Once you start looking at a serious IO build, you have some interesting decisions: Do you focus more on Recharge or Ranged Defense? I'm a bit of an Illusion purist, so I prefer Recharge to aim towards Perma-PA or close to it. But I can see someone wanting to have high ranged Defense and then as much Recharge as possible. You may have to drop the medicine pool to fit in Maneuvers or other defensive powers.
Honestly, I haven't fully IO'ed out my Ill/TA. I have about 36 level 50 characters, and I can't IO out all of them. (I'm not into farming, as I find it boring. I also find marketeering somewhat tedious -- I did once get a character up to the 2 bil cap, but it wasn't something that I enjoy on a regular basis.) I've added a few sets here and there. Mine has the Fortunata set and the Coercive Persuasion set, but not all the other stuff I need. He's not on my main server, so the characters over on my secondary server don't get as much attention. -
Quote:My Ill/Cold uses the Ice APP. Part of this is concept, since he gives everyone else Ice shields, he should have one himself. (I wanted a name that reflected both powersets, so I named him "Florida Snowman." Since Florida doesn't get snow, a snowman in Florida must be an Illusion . . . )If you dont focus on defense at all than maybe a +res armor is better since you will get "some" hits anyways?
Right now I'm wondering if I should build for S/L cap and 63ish sec on PA w/o alpha or 59sec with no def whatsoever, point is +rech curve is logarithmic so the few seconds under 65 really cost alot.
Ice Blast is also great for the Blind-SW-Blast-SW attack chain, and Hibernate works as an emergency heal -- Hibernate has saved my tail many, many times. I use Frost Breath for his AoE damage, since it recharges quickly. You can build for "some" defense so that one or two purple Insps will cap your defense. The Agility Alpha works great for Ill/Cold, since it buffs Recharge, Defense AND EndMod (for Heat Loss).
But to me, Perma PA is far more important. Having a small gap allows the foes to focus on you, so you want PA recharging in under 60 seconds. I'll only worry about Defense after I have enough Recharge.
Yes, it is expensive to get all that Recharge. I get most of my Luck of the Gamblers from Hero Merits, so those are cheap. Fortunately, Ill/Cold has lots of places for LotG Recharge -- 1 or 2 in the primary (I skipped one of the invisibilities), 3 in the secondary, and one in Combat Jumping or Hover. -
Quite a while ago, I rolled up an Illusion/TA because TA was a fairly new secondary and I wanted to try it out. My goal was to try to experience the TA set, since I already had a level 50 Ill/Rad and Ill/Storm.
I was glad that I had combined Illusion and Trick Arrow. While TA is not the best secondary for Illusion, I think that Illusion is the best primary for Trick Arrow. TA can fill in many of the holes in Illusion, and the distraction provided by PA makes use of the TA arrows easy.
My opinion of the combo is that staying at range is a key aspect of an Ill/TA. Send in PA, and then fire off your various debuff arrows, then work on taking down individuals with your single target attack chain. If you draw any aggro, Deceive does a great job at sending foes back to the group.
One point: There is no way to get perma PA on an Ill/TA without IOs. You can't do it on SOs unless you get outside buffs. I haven't tested it with the various incarnate powers, but if you are going all the way to incarnate, you certainly should get IOs first.
As for where to go at level 22: Back in the days when we did not have inherent Fitness, I had to use Super Speed for travel just to fit in all the powers I wanted. However, now that is not necessary, so I respec'ed into Fly/Hover. That lets you stay out of melee, which is a good thing. Nothing in either set, other than Flash, requires you to be in close.
I pretty much run Superior Invis continually, so I skipped GI. Flash is also skippable since you later get EM Pulse Arrow, but you can take it late if you have nothing else to take.
Flash Arrow is not needed if you are always invisible. Yeah, it provides a small amount of unresistable ToHit Debuff, but I didn't find it was needed.
Some people skip Poision Gas Arrow. If the build is tight, that would be my next power to skip, but it provides some benefits of -Damage and a chance to sleep. It is also a nice place to slot a Fortunata Hypnosis (Purple IO) set.
I added the Medicine pool. Without IOs, you will not be able to build up any kind of significant Defense, so focus instead on other ways to survive.
Remember that you need some kind of Fire or Energy power to light the Oil Slick. Hopefully you chose either Tech or Magic as your origin, but I really like using Fire Blast and Fireball. Plus, the attack chain of Blind-SW-Fire Blast-SW is a key to make your damage effective. (Take a look at my Illusion/Rad guide, linked in my sig, for an explanation of the importance of your attack chain to take advantage of Spectral Damage.)
I made an SO build for you. Please note that if we could add in even a moderate IO build, the build would be quite different. The only IO added was a -Knockback in Hover.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- Acc(A), Hold(3), RechRdx(7), Dmg(9), Dmg(17), RechRdx(27)
Level 1: Entangling Arrow -- Acc(A)
Level 2: Spectral Wounds -- Acc(A), Dmg(3), Dmg(5), Dmg(5), RechRdx(34), RechRdx(34)
Level 4: Deceive -- Acc(A), RechRdx(7), Conf(31), RechRdx(34), Acc(37), EndRdx(43)
Level 6: Glue Arrow -- RechRdx(A), RechRdx(11)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(9), EndRdx(50)
Level 10: Ice Arrow -- Acc(A), Hold(11), RechRdx(17), Acc(31)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Fly -- EndRdx(A)
Level 16: Hover -- Krma-ResKB(A)
Level 18: Phantom Army -- Acc(A), Dmg(19), Dmg(19), RechRdx(21), RechRdx(21), Dmg(23)
Level 20: Acid Arrow -- Acc(A), DefDeb(23), RechRdx(27), Acc(31), RechRdx(43)
Level 22: Aid Other -- Heal(A)
Level 24: Aid Self -- Heal(A), Heal(25), RechRdx(25), Heal(40)
Level 26: Spectral Terror -- Acc(A), Fear(50), RechRdx(50)
Level 28: Disruption Arrow -- RechRdx(A), RechRdx(29), EndRdx(29)
Level 30: Poison Gas Arrow -- Acc(A), RechRdx(40)
Level 32: Phantasm -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
Level 35: Oil Slick Arrow -- Dmg(A), Dmg(36), Dmg(36), RechRdx(36), RechRdx(37), RechRdx(37)
Level 38: EMP Arrow -- Acc(A), Hold(39), RechRdx(39), RechRdx(39)
Level 41: Fire Blast -- Acc(A), Dmg(42), Dmg(42), Dmg(42), RechRdx(43), RechRdx(46)
Level 44: Fire Ball -- Acc(A), Dmg(45), Dmg(45), Dmg(45), RechRdx(46)
Level 47: Fire Shield -- EndRdx(A), ResDam(48), ResDam(48), ResDam(48)
Level 49: Rise of the Phoenix -- RechRdx(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(40), Heal(46)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15), EndMod(15)
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Quote:I have tried taking it twice, on my Dark/Electric Defender and then again on my Thugs/Dark MM. I really tried to like it . . . I really did. But both times I had to respec it out. I found it frustrating even when solo, and my teams hated it.So my gravity/dark controller is at level 35 and for concept blackhole sounds good. The question is it worth taking. Seems very situational and don't like to take powers that hinder teaming. Also is there any word on the Devs re working that power?
Many of the sets have a klunker power that is easily skippable. Powers like AoE sleeps, or powers that are counter-productive to the main goal of the set (like Repel for Kinetics), or are duplicative (SI and GI in Illusion), or provide a minimal benefit (Permafrost for Ice Armor). Most of them have more use than Black Hole. -
Quote:I have to commend you for making some good points. This is an example of where discussions can get fun. But here's where simply looking at the numbers might be leading you to the wrong conclusion.GD would only need to be used once every 10 seconds, to reapply the Impact effect. Now, there's one other important thing to note if your analysis: Illusion's personal damage drops significantly on AVs due to the inability to apply self-containment with Purple Triangles going. If you have another source of immo... well, no. We'll ignore the Team Setting for obvious reasons.
I do not think I can agree with the logic that the 4(5) pets makes up for the lack of AoE damage. You cannot control where that damage is going, and it's worse when it comes to a situation involving the need to focus a target down, and your pets are doing whatever they feel like at the moment. Such wild-card uncontrollable damage should not be praised, but penalized.
The damage is significant, but it is prone to randomness.
Moreover, I'm curious about this 'Speed' thing you're talking about...
Gravity: GD (1.98) > Lift (1.188) > Propel (2.224) > Fire Blast (1.452) |Cut Off Here To Add Up Time| > Lift (1.188) > Propel (2.224) > Fire Blast (1.452) > Repeat From Beginning
Total Time with GD: 6.774
Total Time on Second Rotation with out GD: 4.794
Combined in Two Rotations: 11.538
Unfortunately with 200% Global Recharge and 100% Slotted in Lift, there is a very brief (1.452 Animation from Fire Blast to 1.5 Recharge on Lift, not Propel DERP) gap that prevents L > P > L > FB > L > P > L > FB, etc etc. A bit more global recharge would fix this, but the above of GD > L > P > FB > L > P > FB > Repeat is fine.
Illusion: Blind (1.848) > SW (1.32) > (Fire) Blast (1.42) > SW (1.32)
Total Time: 5.908
Combined in Two Rotations: 11.816
Your proposed chain is less than second faster with GD involved, is more than a second slower when GD does not need to be used on the second rotation, as it is only needed once every 10 seconds.
When considering two full rotations, Gravity is faster by less than half a second. Gravity is the faster attack chain.
Moreover, unless Mids is wrong ( Since Servers are down and I'm too lazy to hit up Beta ), SW is strictly inferior to Propel and Lift, especially the latter.
PS: When you said Lift and Propel waste damage on Minions, Illusion vastly wastes damage on AVs and other bulky enemies due to Spectral Damage. This goes both ways. If Illusion is having all four (five) pets focusing on AV, it's likely going to beat out Gravity in ST damage... but... hrm. This may be worth testing. And let's keep in mind this is only applicable to Perma PA, which is not the easiest thing in the world to obtain! But if we MUST look at absolute high end, I would NEVER say the 4(5) pets of Illusion is enough to offset it's inability to provide AoE Containment and AoE Damage from that Containment and Fireball, as it is FAR too random.
(1) I have long recommended for Illusion controllers to take out minions and lieutenants first, which will both allow them to take advantage of Spectral Damage and help concentrate the attention of the pets. So, if we are talking about a minion, an Illusion controller can take one out usually with Blind-SW-Blast, or maybe Blind-SW-Blast-SW. At that point, the full attack chain is up for the next foe, where Containment must be set first. Gravity can also take a minion out with an attack chain of GD-Lift-Propel (which is usually excessive since the minion doesn't have much health left after GD and Lift, but Propel still takes a while to animate). Gravity takes longer to take out that minion than Illusion does, because GD, Lift and Propel all have longer animations.
Lieutenants may take 1.5 attack chains, but it is still pretty fast. That faster secondary chain you showed for Gravity only works for big, tough foes and ONLY if you got Containment in one shot. Foes who live beyond one attack chain will usually be Boss level or higher, who will probably need more than one shot of GD to set containment. Of course Crush will do it, but you have to add in that animation time.
(2) By taking out low level foes, you get 4-5 pets focusing on only the toughest foes. I have found that you can overcome the random nature of pets by giving them no choice.
(3) An important part of completing missions is being able to focus on damage and not protecting yourself. Singy can only handle attacking one at a time, but it can tank several, assuming they are all in a group or fairly near each other. However, the only pet(s) better than Singy to tank is clearly Phantom Army, and they can spread out (if needed) to distract multiple foes who may be spread out.
(4) Take the numbers in Mid's with a grain of salt. I don't think Mid's incorporates Spectral Damage. Additionally, you get Spectral damage from PA and Phanty's Decoy. I agree that Lift+Propel will do more damage, but that extra damage may be wasted on low level foes. It is also Smashing Damage, which is more highly resisted than Psi (except for robots). -
Perma PA is much more important than any defense . . . . unless your playstyle is to play an Illusion controller like a brute by running into melee. I have 5 Illusion Controllers at Incarnate levels, and only one of them (Ill/Time) has any kind of capped defenses. My Ill/cold does not. Ill/Cold should be waiting, invisibile, letting PA draw aggro before any attacks. If you stay at range, then Phanty's knockback isn't that big a problem.
You may want to take a look at my Illusion/Rad guide for a ton of information on the Illusion primary, plus a lot of strategies that will work for an Ill/cold.
You want to focus first on getting about 208% Recharge before worrying about Defense. -
Quote:While testing has some value, it also has a significant trap of failing to take into account some of the actual situations in game. Anytime you create a controlled situation to focus or concentrate on one aspect, you will probably be distorting the results.A minor note, but Dark is noteworthy for having extra damage in Living Shadows, more even than Fire Cages, presumably to make up for it being a cone rather than a targeted AoE.
In order to form a better picture of how all sets compare against one another I think we need to examine four areas: single target damage, AoE damage, pet single target damage, and pet AoE damage. I'm thinking I may test with a series of dummy enemies in the AE (built with no attacks) but I would appreciate feedback on how to craft such tests. For instance, I am considering taunting or immobilizing the enemy with a damageless immobilize (Web grenades) if they can be acquired in order to allow pets to damage the mob with less pursuit due to broken moral. Would that skew the test against pets with immobilizes/taunts or better reflect a real play scenario in which the player would likely immobilize the target? Or does the the previously mentioned notion of dummy enemies skew the role survivability plays in how much actual damage pets deal?
Testing certainly can be useful, but the danger lies in making conclusions based upon testing that fails to take all scenarios into account. The testing the MagicJ did HERE is a perfect example. When I pointed out a problem with his testing method which, I felt, skewed the results, MagicJ trivialized my criticisms when others felt they had some validity. -
Quote:I would agree that Gravity has improved with the changes and you make some good arguments. I have a Grav/Storm, and the little bit that I have played him has shown me that he is better (and more fun) to play with the improvements. (I love the change to Wormhole!)I have to admit, I'm not sure if I agree where Plant is. Yes, Seeds of Confusion adds plenty of damage for the AoE Scene, as does Roots (and Carrion Creepers is hard to gauge for that), but both it's Single Target Hold and Immo are fairly lack luster, Carrion Creepers and Seeds are also pretty useless in the GM scene, and well, yeah. Amazing AoE, struggles with ST.
With this in mind, I feel Gravity is "too low". While Illuison has Phantom Army, Phantom, and Spectral Wounds? Gravity's Lift and Propel are worth/almost worth a Aux Pool Blast. Meaning setting up your Immo and going nuts means you're basically firing off 3 Aux Pool Blasts while everyone else gets 1 (sans Illusion) and then has to use their terrible Immo/Hold for damage.
That reason is why I feel it might actually be the better of the ST Focused Primaries. Fire is definitely good, but Fire's Immo and Hold aren't nearly as good as Propel and Lift. While the three Fire Imps definitely beat Singy in damage, Singy is also infinitely less likely to be slaughtered in any type of engagement (Singy is known for tanking spawns, afterall).
Hot Feet is very solid, but it also provokes you entering Melee, which causes some issues of "Ranged AT forced into Melee HRM". Needed to say, I think Gravity is not getting a fair shake here.
Fire Imps may be the superior damage pet, and Fire Cages + Hot Feet beats it's AoE Immo, but Propel and Lift are roughly equal to Aux Pool Blasts, and combined with, say, Fire Blast and Fire Ball? Gravity has 4 of the best attacks a Controller can have.
To that end, Illusion's Damage does suffer, as noted, with it's lack of AoE Immo AND a Single Target Immo. Setting up containment for it is very hard. And while it is an amazing AV/GM Killer (with the proper secondary), it begs to wonder just how Gravity really compares now adays.
The rest of the analysis seems fine, but I do strongly feel Illusion is too high. It is entirely ST focused and has no ability to properly AoE, and it's ST focus can be diminished GREATLY in bigger enemy spread fights. I point this out because you rated Plant so high purely for it's AoE, and Illu purely for it's ST. Gravity has strong ST now (and arguably some of the strongest of the primaries), while also at least having an AoE Immo to help with Fireball.
It, at the very least, beats Illusion is AoE, and it's really hard to say where it's ST Lies.
Would throwing down the Immo for AVs, followed by the Hold to set up Impact for 10 seconds, and then working in Lift, Hurl, and an Aux Blast put it ahead of most other sets? Again, that is practically 3 Aux Blasts to everyone elses 1.
But, numbers. I'd definitely say Gravity really jumped up a bit with it's adjustments.
While Illusion does not have an AoE containment setter other than Flash, it has a total of 5 pets, 4 of which cannot be killed. (Don't forget that Phanty has his own Decoy.) These pets more than make up for the lack of AoE Containment.
Another weakness Gravity has compared to Illusion is the time it takes for its single target attack chain. Illusion's Blind-SW-Blast-SW is very fast, while even with the changes, Gravity's GD-Lift-Propel-Blast or throw in Crush whereever you want attack chain is much slower. Also, GD-Lift-Propel tends to waste some damage on low level foes.
That's my opinion, at least, based only on observation and no testing. -
Quote:Illusion only has Flash to set AoE containment, but it doesn't have a AoE damage power in the control set. All you need is Blind for setting Containment since your damage depends on pets and your single target attack chain. That AoE containment would be nice when you hit the APP levels, but I suspect that the overall damage from Phantasm and the Phantom Army offset the lack of Containment for the APP blast.I am with Steele on this one regarding containment. At lower levels your rankings are very accurate, but once you factor in Ancillaries and Containment possibilities at level 50, some of the lower performers start to be more effective (elemental sets). Having played both Mind and Illusion into the higher levels, I would trade my left nut...er...eye for a reliable AoE containment power every fight.
Once Illusion gets that fast attack chain of Blind-SW-APP Blast-SW, it really wipes out low level foes one-by-one remarkably fast thanks to Spectral Damage. Then you and the pets can focus on the tougher guys.
I know that I have tried to use Flash to set AoE Containment as often as possible before using Fireball, and found that it wasn't worth the time to run in, Flash, then hit Fireball. I felt it was better just to stay at range with my single target attack chain and throw in a Fireball whever there was a group and Fireball was up. -
Quote:Your questions are one of the reasons I thought this could be a fun debate. Also why it is hard to measure. To me, the best "measure" of overall damage is a set's ability to complete missions quickly and fairly safely. That takes all of the scenarios into account. However, it will also vary widely depending upon playstyle and secondary. Also, the value of damage done by a controller on a team is quite a bit different than solo. Single target damage becomes more imporant on teams that already have a lot of AoE.I think what ought to shove Mind a little further down the list isn't so much its "one AoE", but the fact that you don't have steady, reliable AoE Containment and/or the ability to take advantage of it. For instance, you can Mass hyp + Terrorize, but then Containment's broken, and you have to pick off the badies one by one. You can do Total Dom + Terrorize, but by the time Terrorize is back up, the Hold has worn off (unless your recharge and hold duration are insanely good).
Now this is leveraged if you're playing, say, a Kin. Give me a group of 10 guys and they'll all melt in one hit, but I'm sure that's true of any other set. Also, for the sake of this debate, we should be leaving out Secondaries and APPs.
I remember you did some testing some time back, and it revealed that while Mind has roughly the highest ST damage pre-32... but after all the other sets get their pets, Mind drops to the lowest spot on the chart. And of course, that says nothing of AoE potential. I mean, what do we count as "better", a set that can do 50 damage to one guy in one hit, or a set that can do 10 damage to 5 guys in one hit? That's still 50 HP... and of course, make that 10 guys and that's 100 damage being done... but no one's too close to being dead. What do we consider better?
"Testing," while easier to measure results, ends up with distorted results. MagicJ did some testing a while ago (Issue 14), but I had some significant issues with his testing methods. The Devs get their information from datamining, which certainly provides better information than what we, as players, have.
As for Mind: It has one AoE damage power pre APP levels. You can set Containment for that one power with Mass Hypnosis unless you have a not-so-helpful team that uses a lot of AoEs. For the single target attack chain, you have two powers that set Containment for Lift. If Dominate misses, then Mez can set Containment. But overall, I agree that the damage on Mind doesn't get that nice bump-up at level 32 the way other controllers with pets do. So maybe it should drop below Dark. -
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There was a discussion started in my Electric control Guide about whether Electric Control was the second lowest damage control set. I suggested that we move that discussion here.
My ranking on general damage is probably consistant with most folks, but I think there may be some differences of opinion. Some folks will want to measure sets by effective AoE damage, while others may want to measure sets by how fast a controller can take down an AV, GM or a pylon. My view is based upon my own subjective opinion of how quickly I can go through missions when killing everything.
1. Fire Control (probably not much debate here). Hot Feet adds up to a lot of damage, and the secondary effect is more damage. Plus three crazy imps who do a lot of melee damage.
2. Plant Control (This one is pretty set, too). AoE Confuse + AoE damage from Roots and Creepers, plus a pet with decent damage.
3. Here's where the debates begin. I would probably rank Illusion here because of 4 pets plus a fast single target attack chain. Deceive can also help.
4. Gravity? It has good single target damage even if the chain is a bit slow. The recent changes have made it better. AoE damage is very weak. Singularity is amazingly durable but does only moderate damage.
5. Mind? It has decent single target attack chain and a single AoE damage power, but it lacks a pet. It tries to make up for the pet with two confuse powers.
6. Dark Control. The Haunts add some decent damage, and the pet is OK. Other than that, it really doesn't have any significant damage powers. One aspect of the "debate" is whether you consider the availability to proc up powers in the set. Dark has quite a few places that will take procs, and Living Shadows can do some decent damage with a bunch of procs in it. That might move it up the list.
7. Earth Control. Earth, Ice and Electric are on pretty even levels with only small differences. Stalagmites and Volcanic Gasses (and Salt Crystals, but nobody takes it) have very small amounts of damage. My opinion is that Earth's pet, Animate Stone, really makes a difference ever since he got Seismic Smash. His durability also makes a huge difference.
8. Electric Control. You get a little bit of extra AoE damage from Jolting Chain. In the other thread, Ketch suggested that spamming Electric Fences + Jolting Chain adds up to decent AoE damage. The two Gremlins also have a version of Jolting Chain. I think the damage on the Gremlins is too low for pets that are so fragile.
9. Ice Control. I guess that Flashfreeze, the sleep, has some AoE damage, but it is only taken rarely. You might get a little bit of damage from the confuse in Arctic Air. Jack Frost is not very durable, and doesn't do great damage, either, but he's the best you have.
The rankings would certainly change if you add in other factors, like the ability to proc out powers, how the set compares on teams vs. solo, etc. This was also not taking into account how Incarnate slots will affect the damage done by a set.
So, let the debates begin! -
Shadowfall works pretty much the same as Storm's Steamy Mist and Cold's Arctic Mist. Both my Ill/Storm and my Ill/Cold skipped Superior Invis. Both the Ill/Storm and the Ill/Cold use Super Speed to stack with the Mist for full invisibility. A Stealth IO in a travel power or Sprint work as well when stacked with a Mist or Shadowfall.
Group Invis is simply not needed unless you want to share the stealth outside of your Shadowfall Radius or for the small amount of Defense or as a convenient place for a Luck of the Gambler Recharge IO. But yes, the invis stacks. However since you are already at the stealth cap, the added invisibility doesn't really do anything other than against some +perception foes. -
Quote:Oh, I'm not suggesting that being softcapped is in any way bad . . . Yes, you will survive longer. I'm just saying that it is my personal preference to build my controllers without all of that defense because I find it more of a challenge. I have tanks and scrappers and brutes who are softcapped and more, and they are very tough. I even have one or two of my many controllers who are built with an eye towards defense.@LocalMan - yes, the new build i posted above caps hold duration and endo for Choking Cloud and also ads the mag 2 proc (lockdown)
The question remaining is whether it is worth capping damage in Hot Feet, or instead adding more damage procs.
I take your point about being soft-capped. However it seems as a fire/rad running Hot Feet and Choking Cloud, the best bet is to be in melee a lot and thus soft-capping at least S/L could really make a difference. Given itrial content it would be way better to softcap E as well - but that requires scorp shield which really limits your personal damage output (the mace attacks are poor), relative to Earth pool. Earth helps with damage, control (stacking stuns from Fissure & Flashfire), and melee-range survival (capping HP with EE).
I could vaguely see the argument for going Fire pool to pick up Fireball, but I think losing out on S/L def (soft-cap) will be worse for survivability than picking up Fire Shield.
Both of my level 50 Fire/Rads (they are on different servers) still have the Psi Pool for APP because when I made them, Indomidible Will was the only choice for mez protection. A defensive shield wasn't available unless I wanted to give up my mez protection. My version of "defense" was to use a lot of control, and when that doesn't work . . . run away and heal. And yes, sometimes it didn't work and I would taste a little bit of flooring. Oh, well. That's what made surviving much more fun. It's not like debt actually means anything anymore. -
This is turning into a debate-type discussion -- which is fine for most forums but really doesn't belong in the Guide section. As I said in an earlier post, the purpose of this Guide was to introduce folks who weren't familiar with Electric Control to the basics of the powerset and throw out a few tips and suggestions. It is not intended to be the place for a detailed discussion of damage mechanics. If we really want a back-n-forth discussion on how many controller pets can fit on the head of a pin, we should probably take it to the Controller forums. Which I'm happy to do -- I like these kinds of discussions (even though I'm too lazy to do the testing myself).