Psiphon

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  1. As a pure team support I'd go /Forcefields

    Earth is a pretty busy primary and pulls a lot of aggro with all of the AoE.

    Forcefield will turn everyone into tanks including Stoney as well as giving you some defence with Dispersion bubble.

    If I had the choice of only one controller for a tough mission it would be an Earth/FF.
  2. Quote:
    Originally Posted by Sweetmeat View Post
    My Ill/Kin/Stone is 48, my Ill/Storm is 50. Honestly I find the Ill/Storm much more survivable in pretty much every situation one could throw at her, so I'm going to have to agree with Local - both for the whole ride to 50, and functioning in multiple environments, my Ill/Storm outperforms my Ill/Kin. It's also not nearly as busy ( not saying it's not busy, but Ill/Kin is like being on speed, crack, meth, and redbull all a the same time - it's exhausting ).

    Illusion is a great set, anything would pair well with it. Illusion/Storm though is really the cat's meow of Illusion controllers.
    You're quite right the build is very busy and personally I find it fun, it won't be for every one though as it simply doesn't play like a standard controller.

    I said it was a Scrapptroller but thinking about it I'd say a Brutetroller is a better analogy. Much like a Brute building and maintaining a Fury bar you rush from mob to mob spamming FS, SP and SS to maintain damage and recharge.

    On the survivability side both /Storm and /Kin are good solo builds capable of running invinc missions.
    If you took them into larger padded missions you would start to see some disparity between the two as the /Storm starts to pull more aggro.
    I've got Aid self and Hibernate on mine but even these can be overwhelmed when pushed.
  3. Quote:
    Originally Posted by Local_Man View Post
    Well, I admit that I was looking at the entire journey of leveling up a controller, rather than the limited view of how a fully built-out controller would be at level 50 doing solo missions. I'm not sure I would agree that "is a very blinkered view." I like to look at the entire journey and see how a controller plays while leveling up, solo and on large and small teams. If I don't like my controller at level 25, I'm never going to get to 50.

    What you have described would apply to most */Kinetics controllers -- Fulcrum Shift + APP AoE damage. It is a controller entirely focused on damage. What you suggest takes the single best power in the illusion set, Phantom Army, and makes it mostly irrelevant, but only applies in the end game.

    Ill/Kin is a late developing build, and has no AoE damage until the APP powers, so you only have a single target attack to take advantage of Siphon Power until you get Phantasm. But in order to take advantage of Transfusion, Transference and Fulcrum Shift, you need to be in melee . . . but Phantasm acts as a body guard with his knockback and tries to knock foes near you away. With Phantasm out, your target for your siphon powers will often get knocked out of range. The only solutions are to not use Phantasm or to go so fast that Phanty can't catch up -- in which case he has no chance of getting the buff from Fulcrum Shift.

    Of course, neither of those damage buffs or other buffs help Phantom Army. The core of an Illusion controller is is distraction -- Illusion has weak controlls because it can distract so well -- and PA do it best. Kinetics is an "in your face" offensive set with team buffs and almost no defense. Sure, an Illusion/Kinetics controller can be very effective, because both sets are great sets. But if you want to experience Illusion in particular, like the OP seems to want to do, then Kinetics is not the best set to enhance Illusion.
    Firstly my apologies for the "very blinkered" comment - it sounded very rude when quoted back at me, that wasn't my intention.

    Personally I found the levelling pretty easy and on par with an Ill/Rad; where as the /Rad gets the debuffs, AM and small heal /Kin gets Siphon Speed for faster attacks/holds, PA out more often and a very large heal.
    I had no trouble levelling either.

    /Storm was slower to L16 (Freezing Rain) then once you get PA as well it just got better and better.

    In regards to the KB you need to move to the far side of the mobs so that Phantasm is one side and you're the other. Any KB will take the target to you and not away so you wont miss out on any buffs. This will also pull Phantasm into melee for buffs.

    On my Ill/Kin build I make full use of PA and the distraction that Illusion offers - it's the reason that the build is as survivable as it is.

    I like to push the build as far as I can and enjoy soloing 8 man spawns, a squishy controller surviving in melee where a tank or scrapper might struggle.
    The reason that I'm able to do this is Illusion pulling the aggro away from me.

    GI - invis/stealth and a reduced threat level
    Pets - 4 often 5 targetable pets out at once (4 are invulnerable) taking the aggro and doing good damage
    Spooky - permenant stacking fear for locking down mobs inc bosses

    Transfusion - massive amount of regen -over 400hp every few seconds
    Transference - no End issues
    Siphon power and Fulcram Shift - damage boost that scales with the mob size
    Siphon Speed - 60% global recharge on all powers for perma PA on a small budget without gimping the build with mules.

    My build makes very good use of PA it's the cornerstone, if I tried a large spawn without it I'd faceplant very quickly.

    In some way's I'd say that an Ill/Kin gives a better Illusion experince than any other secondary in that Kinetics takes the primary and simply makes it better - faster recharge etc - as opposed to adding additional flashy powers.
    Some of the other secondaries can overshadow Illusion at times - Storm in particular.

    As I said, overall I agree with your comments on the synergy between the secondaries and Illusion but I do feel that you sell Kinetics short.
    The KB is easily dealt with by the tactics discussed and makes it a non issue.
    Phantasm can be buffed using the same tactics

    The ultimate goal of all Illusion Controllers after all is permenant PA and Kinetics is the only secondary that allows this on a relative budget.
  4. Quote:
    Originally Posted by MrAlex311 View Post
    Sounds like I just need more practice and patience. If someone else was doing it then it's not impossible, I may just need to wait until I get her to L50 and have access to all her powers. Now I have something to look forward to. Thanks for the input.
    I haven't seen the build but I imagine you will need to use Hover and softcap ranged defence before you look at AV's
  5. Quote:
    Originally Posted by MrAlex311 View Post
    The reason for this post is to pick the brains of the more knowledgeable members out there to find out if a fire/therm is able to solo a EB/AV/GM? I've tried taking on Bosses with my 39 troller and gotten waxed within seconds, so must I take a Kin in order to solo Bosses or do I just need more time working with my troller?
    I saw on the boards a while ago that some one was soloing AV's using a Fire/Therm - I believe it was Silverado but I could be wrong.

    At L39 I wouldn't go near AV's or GM's but you should be OK with EB's; just stack the buffs on the Imps and keep them healed and debuff the EB.

    /Kins aren't particulary good for AV's and GM's, /Rad is the preferred AV soloer.
  6. Quote:
    Originally Posted by Carnifax View Post
    Not really, as you've no control over which 2 out of 3 (actually it's 1.5 out of 3 really) it will stun. It stuns 50% of the time basically. It's great as a follow-up move following a more reliable control (especially an initial AOE stun, my Fire/Rad loves it as a follow-up Smash-and-Mez move) but on its own, if there was a Sapper or something in a spawn I wouldn't like to be relying soley on it to mez him.

    It's my favourite Epic Power, especially on a toon with other stun mezzes for it to follow on from. But soley as a control power it isn't really that reliable. Following on from Thunderstrike would be the way to use it on an Illusion/Storm, if you like to use Thunderstrike.

    Personally on my Illusion/Storm I went with Ice Mastery for Hibernate, Ice Storm and Frost Breath. Those 3 suit her ranged, attacking from the edges while chaos reigns in the middle of the fight approach. They suited my playstyle for her more than the more melee based approach the Earth Epic gives you.
    On my Ill/Kin/Stone the stun is used for containment/damage bonus so I don't really mind which ones it hits, if there's a Sapper or other high priority target he'll be dealt with by a better form of control such as Seismic Smash or Blind.

    I agree on Ill/Storm I've got the same power choices.
  7. Quote:
    Originally Posted by Local_Man View Post
    Illusion -- my favorite primary in the game. So far, I have Ill/Rad, Ill/Storm and Ill/TA at 50, with a second Ill/Rad, Ill/Kin and Ill/Therm on the way. No matter which secondary you choose, I suggest you take a look at my Ill/Rad guide, linked in my sig. It has a ton of information about the game in general, controllers in general and useful info for anyone using either the Illusion primary or Radiation Secondary. Mostly, I compiled a lot of information that other great folks around here have put together.

    No question that Radiation has the best synergy with Illusion. There are several reasons, but the easiest is to look at Illusion's best power, Phantom Army. PA are a set of three invulnerable pets that last for one minute and taunt the foes, drawing the damage to themselves. PA can't be buffed, so the only way to make them better is by using debuffs on the foes. Defense Debuffs are like an accuracy buff--the PA will hit more often. Resistance Debuffs are like a damage buff--the PA will do more damage when they hit. Finally, you most of all want Recharge, to get PA out there as much as possible. Radiation is the ONLY secondary that provides a Recharge buff to you and Defense and Resistance Debuffs to make PA better.

    There are several other reasons that Rad works so well with Illusion -- Except for Flash, Illusion is a ranged set. And except for EM Pulse (a similar power to Flash) and Choking Cloud (which I suggest you skip), Rad is a ranged set. Rad allows you to set many of your key powers and then focus on other things. And Rad has a self-heal, a nice team buff and a rez, plus some control powers to make Illusion better.

    I would put Ill/Storm just a little behind Ill/Rad -- probably slightly better for solo and small teams, but not as good for large teams or general purpose. It has great debuffs but no Recharge buff. Storm adds some nice damage in upper levels, and the chaos from Storm's knockback can increase your safety solo but frustrate teams unless you know how to play Storm well.

    Illusion/Trick Arrow is a nice combo for solo or team play. I found the playstyle to be quite different, pretty much always from range. It even more relied upon the distraction of Phantom Army to allow shooting the Debuff and control arrows from range. No Recharge and No self-heal. Make sure you choose either the Magic or Tech origin to be able to light the Oil Slick Arrow.

    Ill/Therm is a nice team support build, but lacks debuffs until the upper levels and has no Recharge buff. There isn't much in the Therm secondary to make Phantom Army better, but you get a self-heal.
    Ill/Kin gives you a Recharge buff but no Defense or Resistance Debuffs, and the great team buff of Fulcrum Shift doesn't work on Phantom Army. Both Illusion and Kinetics are great powersets, but they have some synergy problems together.

    Ill/Emp makes a great battlefield healer, but Empathy provides no Recharge buff or debuffs. Ill/Sonic has Resistance debuffs, but no Recharge buff or Defense Debuffs -- but you can put one of the Resistance debuffs anchored on Phantom Army. Ill/FF is a nice team character, but Force Fields offers nothing to make PA better and there is really no synergy between the powersets -- you can be an Illusionist and a Force Fielder, but the two don't really interact.

    There is my summary of the secondaries for Illusion -- and others have different opinions. Illusion is a great set and really works well with any secondary -- but some have more synergy than others.
    I agree with your comments on the synergy between Illusion and the various secondaries however it fails to take into account the Epics.

    The PA plus debuff is fine when talking about taking down a single hard target like an AV but is less applicable when your talking about normal PVE where your moving from mob to mob at a good rate.

    I have no doubt that my Ill/Kin/Stone would clear normal unyielding/invicible missions faster than any other Ill/* combo.

    PA is permenant but merely supplements the damage from the controller itself.
    The build is relativily cheap but in standard missions runs at over 200% global recharge and the damage is boosted to between 200% and 300% which it delivers through Fissure and Siesmic Smash.
    Between Fissure and Siesmic Smash most of the mobs are stunned for containment too.

    So although I agree with your comments on the synergy between Illusion and the various secondaries it is a very blinkered view and in my opinion not that applicable to normal PVE.
  8. Quote:
    Originally Posted by MentalMaden View Post
    I'm not sure I'd describe fissures disorient as "reliable"...I'd say its more like "possible".
    I expect it to stun more often than not - I ran some tests yesterday after your comment and it would usually stun two out of three minions, would you not call that reliable?
  9. Quote:
    Originally Posted by Thorm View Post
    Ill's main power is Phantom Army. Main issue being it has a hefty recharge preventing you from using it all the time.

    So sets that provide haste to the user are quite popular (rad & kin).
    As long as PA is up for every group, you basically don't need more control...

    Thing is kin is mostly a buffing set and PA isn't buffable. Also phantasm uses energy attacks and will sometimes knock targets away which can become quite a pain with powers like transfusion & transference, even Fulcrum Shift if torrent just hits a bunch with KB...
    Pretty rare, but highly annoying.
    Also as Ill doesn't have a reliable way to setup containment for AOE ownage with FS, people will often pick other sets for kins.
    Still the haste kin provides makes it a nice secondary for Ill just because of PA.

    Rad having awesome debuffs and PA being invulnerable tanks means some Ill/Rads can solo AVs, and GMs, which made the combination highly popular, even if only a tiny number can achieve that (requires good IOs).

    Other than haste sets, secondaries providing debuffs instead of buffs are doing great with PA (TA, Storm).
    Ill/Storm is famous for being the most chaos oriented combo in game, also the master of "summons" as you have a lot of pets & pseudo pets to summon.

    Secondaries providing some control are also popular as Ill doesn't have much "hard control", so that's a + for rad, storm & ta.

    Ill / FF looks well together (force bubbles & illusion summoned entities). Kind of a concept thing I guess.

    But mainly what goes well with Ill is haste, debuffs & extra controls, synergy wise (you can always use a buffing set for "group synergy", there will just be a lesser primary/secondary synergy).
    Which means rad is excellent, and ta & storm are nice too.
    Kin works too, as the "group synergy" from just kin is so insane (you'll always have teams looking for you, whatever your primary, as a /kin troller), and the self haste is GREAT for PA.

    My Ill is Storm, and I find him quite strong. I have quite a bit of storm experience though, might not be your thing if you don't know storm well.

    I'd agree with most of this.

    My question to you would be what do you want to use it for?

    If it's for AV's etc I'd say go with /Rad or /Storm although other debuff combos would also work well /Cold I imagine will be a popular AV killler when it comes out.

    The PA/debuff combo is very effective for strong single target

    For normal PVE /Kinetics is a very good combo and combined with /Stone IMO is the best PVE controller.

    The playstyle it completely different to the others - it's basically a Scrapptroller.

    Kinetics will give you:
    Perma PA on a relatively cheap budget
    Ability to fill you End bar at will
    Heal yourself for over 400HP every few seconds
    60% recharge on all of your powers

    From a playstyle perpective my Ill/Kin/Stone is played in melee all of the time.
    GI keeps me perma invis/stealth and lowers my threat level
    Perma PA pull the aggro and deal damage
    Spooky locks down the mobs

    The majority of damage is dealt by myself through:
    Fissure - this AoE does good damage and has a reliable stun that sets up containment for double damge - also has kd for extra control.
    Seismic Smash for massive single target damage and a mag 4 hold.
    All of this augmented by Fulcram Shift, Siphon Power and Siphon Speed means that you are the main damage dealer not PA.

    The Knock back from Phantasm can be easily negated by positioning yourself at the far side of the mob, any KB from Phantasm will take the target towards you not away - this postioning will also mean that Phantasm moves into melee for FS and other buffs.

    Ill/Kin/stone is a very effective combo that solos missions faster than my Ill/Storm/Ice and is capable of soloing 8 man missions.

    I've often out survived tanks and outdamaged scrappers - if you like the idea of a Scrapptroller I strongly recommend Ill/Kin/Stone.
    If you want a more traditional at range Controller I'd go with /Storm or /Rad especially if you want to solo AV's.
  10. Quote:
    Originally Posted by Thorm View Post
    I certainly think it's a great team combo!
    Sure if you use every power as soon as their recharge is up it's not gonna work great. Both of these sets, and especially storm have very strong powers that require a situational use.

    But with PA and FR, you can just own every group you face, these two powers are insane!
    Then you have some other extremely nice team powers like snow stom, deceive, hurricane (I mostly use it as a positioning tool but it sure is a nice debuff too), even gale to quickly toss a whole group into a corner, steamy mist, terror, group invis, etc.

    Really really powerful powers, but requires you to pay a lot fo attention to positioning, and kb.

    I just love tossing autohit snow storm & tornado on MOG'd PP, and then dropping FR and finishing them off.

    Tornado is great for KB resistant foes like AVs, I get much less from it than on my fire/storm, but I still picked and slotted the power, it's just that good for me. And I very rarely use it on the ill...

    Just don't be the pain in the *** stormy that runs into every group with hurricane on & tornado summoned... Instead, always work on making a tight pack out of every group, under your FR, and teams will love you.
    This pretty much tails it.

    An Ill/Storm is a very strong combo both solo and in teams, it does great damage and also has very good damage mitigation for both the team and you.

    Playing an Ill/Storm requires more thought than most Controller combos, the major no no's are:
    Tornado - don't use it in teams without some one else spamming cages for -kb
    Hurricane - use it wisely for repositioning mobs
    Gale - I use this all the time in teams but it needs practice, once you get used to it's range you can drop back a bit so that you only hit he mobs coming towards the team and blow them back into Freezing Rain.
  11. Psiphon

    Energy Melee

    Quite simply I think it needs a minor buff - the recent animation was a bit too much.

    To get it back where it should be I think that they should shave half a second off the animation of Energy Transfer and Total Focus.

    It doesn't need much, I think this would be about right.
  12. Psiphon

    Plant/Kin advice

    Quote:
    Originally Posted by RabidBrian View Post
    Exactly the problem I had building this. Kin handles all the usual desires.

    As for going for ranged defense, its too hard to softcap and dare I say impossible with my power choices. So, I opted for the more available s/l defense. Just need to squeeze out more from set bonus's...somewhere.
    Even if you can't soft cap ranged defence I still think that it would be more beneficial than S/L; most of the damage that you take will be ranged.

    Ranged defence will help with all damage types including Psi and don't forget Sappers.

    Your choice though, I'm sure it will be fun whatever you choose to do.
  13. Quote:
    Originally Posted by Sailboat View Post
    I don't want to sound like a build snob -- and I think all Tanker sets can be made quite effective -- but I am a little surprised to see anyone rank Willpower as equal to Fire for survivability. I mean, Willpower is a pretty strong set, it has a good reputation, and since it offers no real offensive bonuses, it should be stronger for survivabilty than Fire and Shield, which offer big offensive advantages.

    I'm not even a big proponent of Willpower, and I'm not particularly attracted to it. I'll admit my only Willpower character of significant level is a Scrapper, not as strong as a Tanker. But the numbers indicate it should be pretty strong, and the reports I read consistently agree with that assessment.

    Have you tried a Willpower Tanker to approximately the same level as Fire?
    My apologies I didn't make myself clear.

    I wasn't listing WP below Fire or even on a par with it, as I said in no particular order - it was simply that they were below Ice, Granite and Invln on Boss Farms.



    Any of the primaries will be fine for normal PVE and can tank for 8 man teams; in order to differentiate between them I decided to use AE Boss Farms as a bench mark.
    I've found that this has become a larger part of the game; last night the only missions that I got invited to were AE farms, on this basis it makes sense to make a tank that can perform in this environment.

    The only one non IO'd tanks that I've seen do this without much problem are Granite, Ice and Invuln.

    WP can't take the alpha.
    Fire simply struggles to survive
    Dark I've not seen too much of but I'd expect it to function similar to Fire because the control layer of it's survivability (Cloak of Fear and Oppressive Gloom) is pretty much usleless against Bosses.
    Shield without capped defence can struggle.
  14. Quote:
    Originally Posted by LostNinja View Post
    What is the best simple tank?

    I generally play Scrappers (or defenders, controllers & blasters) in melee, but have wanted a good tank for a while. Especially recently when the quality of tanks seems to have dropped through the floor. "No really a tank is supposed to hold agro and not work like an underpowered scrapper."

    I'm looking for a tank that doesn't need expensive sets to be good, has good survivability in most situations, I won't be tanking Hami ever, would be a good tank for the high level TFs (especially STF, ITF & 5TF).

    Less bothered about secondary as I'll either pick something that synergises well or SS which I quite like.

    I already have a DA/DM tank (at ~level 25) but now I read that they aren't actually very good as tanks...

    IMO the best tanks in order of survivabilty without IO sets are:
    Granite
    Ice and Invun
    then in no particular order WP, Dark and Fire.

    I've come to this conclusion based on my own experince with my Ice/EM and Fire/Ice Tanks plus running high level Boss Farms.

    Non IO'd Granite, Ice and Invuln Tanks are sturdy and have no trouble surviving and holding aggro in Boss Farms.

    WP, Fire and Dark (not played with many Dark in fairness) aren't able to survive without alot of help - the WP usually goes down under the alpha unless he chews some purples first.
    While playing my soft capped SR scrapper I've often had to take the alpha for these Tanks.

    Once you start slotting IO's then this changes and WP, Fire and Dark can become monsters.

    Forgot about Shields without IO's I'd say just below Ice and Invuln, again once you cap defence with Sets it's very good.
  15. Psiphon

    Plant/Kin advice

    Personally I'd go for ranged defence.
    You've got an AoE immob so most of the mobs can be kept at range.

    As a kin you can play on the edge of melee and still get the buffs; you might get hit by one or two melee attacks if you get too close but the ranged def will negate the rest of the mob.
  16. Quote:
    Originally Posted by xoxman View Post
    So, I was wondering if siphon speed is worth taking? It could replace hasten to lower recharge on flash and other powers, and combined with inertial reduction, it could be a travel power. Im thinking putting just one enhancement slot in siphon speed, and slot it with recharge and accuracy, and maybe one in inertial reduction. Do you think I should be using enhancement slots or even power slots at all on these two powers?

    Edit: And if this is a little unclear on some parts, I apolagize and will edit later, team is waiting on me.
    As the others have said Siphon Speed is an absolute must for an Ill/Kin; as well as giving you an early travel power combined with Hasten it will allow you to get perma PA on a relativily small budget.

    When you get to the Epics I'd recommend Stone, for an Ill/Kin it is far and away the most effective.
    Fissure gives you an effective way of setting up containment and increasing damage as well as additional control in the stuns and knockdown.
    Seismic smash is a mag 4 hold that does massive damage - add in FS and Siphon power :-)
    Rock Armour gives you another place for a LotG +recharge.

    I would advise fitting Combat Jumping into the build as well, CJ prevents you being immobolized. As a Kin you need to be able to move freely for the buffs and heals.

    An Ill/Kin?Stone is the ultimate Scrapptroller - play aggressilvely to get the most out of it.
  17. Psiphon

    Carrion Creepers

    Quote:
    Originally Posted by _Uun_ View Post
    Carrion Creepers does many things, but none of them is really a mezz:
    - Bramble (AoE slow)
    - Entangle (AoE immobilize w/ DoT)
    - Vine Smash (melee damage & knockdown)
    - Vine Thorns (ranged damage)

    It is targetable and is useful for taking aggro and absorbing alpha strikes. It spawns vines for each foe and can put out a reasonable amount of damage. It has a 2 minute duration and will follow you.
    I didn't realise that they were targetable; how do they compare to Phantom Army for pulling and holding aggro?
  18. Hi All,

    I've been running a Rad/Sonic and I've just hit L40 so I'm thinking about which Epic to choose; the toon is built for team and solo.

    Any recommendations or thoughts on this, Epics to avoid etc..?

    Just looking for general thoughts and advice.

    Thanks
  19. Quote:
    Originally Posted by NordBlast View Post
    I respeced out of fly into SS after i13 was released that made raptor pack available for purchase. I also prefer psionic mastery to fire mastery due to IW (even clicky one). And I keep both GI ans SI: GI is a good placeholder for LotG 7.5, karma KB prot and Kismet +6%
    The only issue with Psionic on an Illusion is that all your damage is psi, if you come up against Carnies you might as well go home.

    Personally I prefer the Stone Epic, Fissure sets up containment with the stun for extra damage, knockdown for the extra control and the best single target attack in all the epic sets with Seismic Smash (also a mag 4 hold)
    Rock Armour gives you another place for a LotG.

    Downside the look of the armour!
  20. Quote:
    Originally Posted by Yoshitomo View Post
    Yeah, there is always that tactic....but I'm selfish lol. Plus I already have other means of keeping the team alive. My theory on the whole tank issue is: If GI reduces a tanks ability to taunt by reducing his/her threat level, it also reduces the threat level of the rest of the team meaning the tank will still have a higher threat level than the rest of the team by means of his/her gauntlet and taunt powers. But many people don't think like this.
    I believe this is the case too, I'm sure some one ran some tests a while back.

    It's not worth the hassle though, I'd rather avoid casting on the Tank and get on with the game then get involved in a lengthy disussion/argument in game.
  21. Quote:
    Originally Posted by Yoshitomo View Post
    I can definitely see where you're coming from about GI but I can't stand re-casting, just like I hate scrapper's mez protection clicks, there's no reason they cant be toggles =/ plus, in my experience, a lot of teams don't like GI because it "stops tanks from doing their job" I don't know how true this is but for these reasons I much prefer SI.

    Fair enough.

    On the Tank query GI can aid him in holding aggro.
    I wait for the Tank to move off then use GI on the rest of the team - reduces the team's threat level apart from the Tank.
  22. Yeah looks good to me.

    The only changes I'd make is use GI and not SI - it's much more End efficient, the only downside is that you need to re-apply it and you become visible for a brief period of time. I've never found this to be a problem and have never died because of it - I've levelled a number of Illusion controllers since i3. 2 SO's make it permenant.

    I'd take spooky before EF


    Those are my personnal preferences but you wont go wrong as it is now.
  23. I think that "Intelligence" was just a poor choice of word, the better word would be "thought"

    Which AT I play at any time depends on the mood I'm in and how much effort I want to put in; a support AT (including Tanks) tends to need more thought because by playing that AT you accept responsiblity for the whole team not just yourself.
    You need to monitor others health and act accordingly.

    With a Scrapper or Blaster you simply take mobs out as quickly as possible - apart from the odd glance at your own health you're mainly concerned with the rapidly declining health of your target.
    Some Scrappers need more though/input due to the clickiness of the secondary (Regen).

    That's how I see it anyway.
  24. Psiphon

    Gravity (Again)

    Change Dimension Shift to a toggle with a maximum duration of 20 seconds and give it a stun that builds magnitude.
    upto 10 seconds - minions
    10 -20 seconds - lieutenants
    20 when it detoggles - bosses

    Makes it readily avaible as per Stalagmites but if the team is prepared to wait, some additional functionality and uniqueness to the set.

    Wormhole
    Give it a maximum total tunnel length between entry and exit points but no fixed distance for each from yourself. In this way you can either use it to send targets away from you (as now))or bring them from a far distance to you.
    This would add additional utility
  25. Quote:
    Originally Posted by Local_Man View Post
    To some degree, I think it depends on your secondary. With a Rad Secondary, an AoE Immobilze + Radiation Infection becomes almost a continual hold. The AoE immob keeps them from moving, and RI slotted with ToHit Debuffs keeps them from hitting you (much -- and that can be healed with Radiant Aura). Since CF recharges before it runs out, and RI can be on continually as an Anchor-based toggle, it acts like a low-level continual hold.

    Also, I see almost no purpose in taking Swift or Hurdle at level 6 . . . there are so many other powers that will give you far more benefit. I generally wait as late as possible to take these, as the benefit to my build is so small.
    I agree with this!

    Gravity has so little AoE control early on that the pseudo hold of AoE immob + Rad debuffs is your best damage mitigation tool.