Tal_N

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  1. You are already very safe with the -acc and -dmg debuffs which Rad has. Phantom Army will do the rest. If any controller is doing their jobs properly they won't be taking damage anyway so protection against damage is wasted.
  2. Ìf the choice was between the no-brainer Illus/Rad where you don't have to think much about what you're doing and Illus/Storm then obviously Illus/Storm was gonna come out second because it is inherantly harder to play and has a learning curve. Personally thats why I love it so much, I don't like vegetating while I play. I prefer to be constantly adapting to the changing situation that Illus/Storm causes.
  3. Illus/Storm. Only thing they're missing is sniping.
  4. Quote:
    This is extremely endurance intensive at *any* time. There really are no spike times I can prepare for. It's a perma-spike, lol.
    While it is true that you have every power ready in the blink of an eye that doesn't mean you have to use them. Sometimes more is less, especially when many cause knockback. For example, you don't need hurricane and steamy mist all the time or even most of the time. Check out my videos on youtube, I rarely use either except for specific situations. If you watch my endurance bar you only see it drop low when I do a rapid resummon of my main pets.
  5. Quote:
    Originally Posted by JusticeisServed View Post
    Hey Tal_N
    I notice that on your phantasm you've got the chance of +rech proc.
    How does that work?

    Is that a chance to get +rech (for you) anytime the phantasm attacks or only when you cast phantasm?
    It no longer works. The build was prior to them preventing pets from suffering from -rech or +rech changes. It used to allow for faster attacks and for him to summon two decoy phantasms. The nice thing about procs on these kinds of pets is that the decoy had a chance to proc too, and that effected both the decoy and the real Phantasm. Which in turn allowed for a 2nd decoy which also had a chance to proc.

    Its the same reason why I have the Build-Up proc in Phantom Army. All three have a chance to trigger the buff and all three benefit from it at the same time.

    Quote:
    Tal_N,
    You are substantially missing out if you don't put the Contagious Confusion proc in Deceive.
    I use the power for very specific targets and I found issues when it was an AoE that could effect multiple targets. For example, confusing Skyraider Forcefield Generators. With the AoE proc they may hit a nearby soldier who then decides to make it his mission in life to smash the FFG I'm using to buff myself. In general, there is little to be gained from mass confusion because all it does it eat EXP if you allow it to carry on too long. If the fight is ended quickly then you don't notice the loss but in general Illus/Storm doesn't struggle to deal with large spawns anyway.
  6. Well here's something which is a blast from the past then:

  7. I don't find myself running out of endurance as it is and the updated build has even more +recovery. Besides, it is possible to completely summon ALL of the pets and have the endurance return before needing to resummon again. Because Illus/Storm has so much done by the pets you don't really have to do anything tiring except for resummoning them and doing some micro-management.

    And on the odd occasions when you do need endurance you just carry a health supply of blues. Since your pets largely don't benefit from yellows and reds you really don't need to do anything but carry a few heals, some purples and a B/F or two.
  8. I doubt I'll ever be able to afford all of this but should I be able to manage this here would be my ideal build. Perks of this include:

    Double Hasten for roughly 10 seconds. (That will come in handy)
    Near Perma-Phantom Army with 0.2 seconds downtime (I'm sure the hasten x2 will negate that)
    Instant respam of Spectral Wounds and Decieve (recharges as fast as animation completes)
    Double stacking of Freezing Rain
    Triple Thunder Storms

    And of course I have the Blessing of the Kind Ones temp power which will allow me four thunderstorms, 3 tornadoes and a good 30 seconds of Double Hasten. At present my +rech bonus is 165%, with this ideal build it is 211%. Not much of an increase considering the cost involved but will make AV soloing easier with no downtime.

    Quote:
    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SFX: Level 50 Natural Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Teleportation
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Spectral Wounds
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (3) Decimation - Accuracy/Endurance/Recharge
    • (7) Decimation - Accuracy/Damage/Recharge
    • (9) Decimation - Damage/Recharge
    Level 1: Gale
    • (A) Kinetic Crash - Accuracy/Damage/Knockback
    • (37) Kinetic Crash - Damage/Endurance/Knockback
    • (37) Kinetic Crash - Damage/Knockback
    • (37) Kinetic Crash - Recharge/Knockback
    • (43) Kinetic Crash - Accuracy/Knockback
    • (43) Kinetic Crash - Recharge/Endurance
    Level 2: Blind
    • (A) Unbreakable Constraint - Hold
    • (5) Unbreakable Constraint - Hold/Recharge
    • (5) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (9) Unbreakable Constraint - Endurance/Hold
    • (11) Unbreakable Constraint - Accuracy/Recharge
    Level 4: Deceive
    • (A) Coercive Persuasion - Confused
    • (7) Coercive Persuasion - Confused/Recharge
    • (11) Coercive Persuasion - Accuracy/Confused/Recharge
    • (40) Coercive Persuasion - Accuracy/Recharge
    • (40) Coercive Persuasion - Confused/Endurance
    Level 6: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 8: Superior Invisibility
    • (A) Red Fortune - Endurance
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (13) Red Fortune - Endurance/Recharge
    • (17) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense
    • (19) Luck of the Gambler - Recharge Speed
    Level 10: Fly
    • (A) Flight Speed IO
    • (34) Soaring - FlySpeed
    • (50) Soaring - Endurance/FlySpeed
    Level 12: Steamy Mist
    • (A) Impervious Skin - Status Resistance
    • (19) Impervious Skin - Resistance/Endurance
    • (21) Impervious Skin - Resistance/Endurance/Recharge
    • (21) Impervious Skin - Resistance/Recharge
    • (23) Impervious Skin - Endurance/Recharge
    • (23) Luck of the Gambler - Recharge Speed
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 16: Freezing Rain
    • (A) Ragnarok - Chance for Knockdown
    • (25) Ragnarok - Accuracy/Recharge
    • (25) Ragnarok - Damage/Endurance
    • (27) Ragnarok - Accuracy/Damage/Recharge
    • (36) Ragnarok - Damage/Recharge
    Level 18: Phantom Army
    • (A) Call to Arms - Accuracy/Recharge
    • (27) Call to Arms - Accuracy/Damage
    • (29) Call to Arms - Accuracy/Damage/Recharge
    • (29) Soulbound Allegiance - Accuracy/Recharge
    • (31) Soulbound Allegiance - Chance for Build Up
    • (31) Call to Arms - Endurance/Damage/Recharge
    Level 20: Hurricane
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (36) Dark Watcher's Despair - Recharge/Endurance
    • (36) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 22: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 24: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Spectral Terror
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (39) Glimpse of the Abyss - Endurance/Fear
    • (39) Glimpse of the Abyss - Accuracy/Endurance
    • (39) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (40) Glimpse of the Abyss - Fear/Range
    Level 28: Phase Shift
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 30: Thunder Clap
    • (A) Absolute Amazement - Stun
    • (33) Absolute Amazement - Chance for ToHit Debuff
    • (33) Absolute Amazement - Accuracy/Stun/Recharge
    • (34) Absolute Amazement - Accuracy/Recharge
    • (34) Absolute Amazement - Endurance/Stun
    Level 32: Snow Storm
    • (A) Endurance Reduction IO
    Level 35: Teleport Foe
    • (A) Accuracy IO
    Level 38: Tornado
    • (A) Call to Arms - Damage/Endurance
    • (46) Call to Arms - Accuracy/Recharge
    • (48) Call to Arms - Accuracy/Damage/Recharge
    • (48) Call to Arms - Endurance/Damage/Recharge
    • (48) Recharge Reduction IO
    • (50) Achilles' Heel - Chance for Res Debuff
    Level 41: Phantasm
    • (A) Call to Arms - Accuracy/Recharge
    • (42) Call to Arms - Accuracy/Damage
    • (42) Call to Arms - Accuracy/Damage/Recharge
    • (42) Soulbound Allegiance - Damage/Recharge
    • (43) Call to Arms - Damage/Endurance
    Level 44: Lightning Storm
    • (A) Apocalypse - Damage
    • (45) Apocalypse - Damage/Recharge
    • (45) Apocalypse - Accuracy/Recharge
    • (45) Apocalypse - Accuracy/Damage/Recharge
    • (46) Apocalypse - Damage/Endurance
    • (46) Devastation - Chance of Hold
    Level 47: Conserve Power
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 49: Power Blast
    • (A) Force Feedback - Chance for +Recharge
    ------------
    Now then... who has 55 billion influence they can loan me? lol
  9. Its been a while since I used Mids, but I recreated my build. There seems to be a disparity between what Mids says is the downtime and what the actual in-game downtime is. Mids says 10 seconds but ingame they start vanishing and I can resummon in 6 seconds.

    Heres my build, if you thought yours was unusual then check this out:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SFX: Level 50 Natural Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Teleportation
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Spectral Wounds
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (3) Decimation - Damage/Recharge
    • (7) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Accuracy/Damage/Recharge
    Level 1: Gale
    • (A) Kinetic Crash - Accuracy/Damage/Knockback
    • (37) Kinetic Crash - Damage/Endurance/Knockback
    • (37) Kinetic Crash - Damage/Knockback
    • (37) Kinetic Crash - Recharge/Knockback
    • (43) Kinetic Crash - Accuracy/Knockback
    • (43) Kinetic Crash - Recharge/Endurance
    Level 2: Blind
    • (A) Decimation - Accuracy/Damage
    • (5) Decimation - Damage/Endurance
    • (5) Decimation - Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (11) Decimation - Accuracy/Damage/Recharge
    Level 4: Deceive
    • (A) Coercive Persuasion - Confused
    • (7) Coercive Persuasion - Confused/Recharge
    • (11) Coercive Persuasion - Accuracy/Confused/Recharge
    • (40) Coercive Persuasion - Accuracy/Recharge
    • (40) Coercive Persuasion - Confused/Endurance
    Level 6: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 8: Superior Invisibility
    • (A) Red Fortune - Endurance
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (13) Red Fortune - Endurance/Recharge
    • (17) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense
    • (19) Luck of the Gambler - Recharge Speed
    Level 10: Fly
    • (A) Flight Speed IO
    • (34) Soaring - FlySpeed
    • (50) Soaring - Endurance/FlySpeed
    Level 12: Steamy Mist
    • (A) Impervious Skin - Status Resistance
    • (19) Impervious Skin - Resistance/Endurance
    • (21) Impervious Skin - Resistance/Endurance/Recharge
    • (21) Impervious Skin - Resistance/Recharge
    • (23) Impervious Skin - Endurance/Recharge
    • (23) Luck of the Gambler - Recharge Speed
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 16: Freezing Rain
    • (A) Undermined Defenses - Defense Debuff
    • (25) Undermined Defenses - Recharge
    • (25) Undermined Defenses - Defense Debuff/Recharge
    • (27) Achilles' Heel - Chance for Res Debuff
    Level 18: Phantom Army
    • (A) Blood Mandate - Accuracy/Damage
    • (27) Blood Mandate - Damage
    • (29) Soulbound Allegiance - Damage
    • (29) Soulbound Allegiance - Accuracy/Recharge
    • (31) Soulbound Allegiance - Chance for Build Up
    • (31) Recharge Reduction IO
    Level 20: Hurricane
    • (A) Dampened Spirits - To Hit Debuff
    • (31) Dampened Spirits - To Hit Debuff/Recharge
    • (36) Dampened Spirits - To Hit Debuff/Endurance
    • (36) Dampened Spirits - Recharge/Endurance
    • (36) Dampened Spirits - To Hit Debuff/Recharge/Endurance
    Level 22: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 24: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Spectral Terror
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (39) Glimpse of the Abyss - Endurance/Fear
    • (39) Glimpse of the Abyss - Accuracy/Endurance
    • (39) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (40) Glimpse of the Abyss - Fear/Range
    Level 28: Phase Shift
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 30: Thunder Clap
    • (A) Stupefy - Chance of Knockback
    • (33) Stupefy - Accuracy/Recharge
    • (33) Stupefy - Endurance/Stun
    • (34) Stupefy - Accuracy/Endurance
    • (34) Stupefy - Accuracy/Stun/Recharge
    Level 32: Snow Storm
    • (A) Endurance Reduction IO
    Level 35: Teleport Foe
    • (A) Accuracy IO
    Level 38: Tornado
    • (A) Damage Increase IO
    • (46) Damage Increase IO
    • (48) Damage Increase IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (50) Achilles' Heel - Chance for Res Debuff
    Level 41: Phantasm
    • (A) Blood Mandate - Damage
    • (42) Blood Mandate - Accuracy/Damage
    • (42) Damage Increase IO
    • (42) Recharge Reduction IO
    • (43) Force Feedback - Chance for +Recharge
    Level 44: Lightning Storm
    • (A) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Damage/Endurance
    • (45) Devastation - Chance of Hold
    • (45) Recharge Reduction IO
    • (46) Recharge Reduction IO
    • (46) Damage Increase IO
    Level 47: Conserve Power
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 49: Power Blast
    • (A) Force Feedback - Chance for +Recharge
    ------------

    A lot of these needs re-evaluating because of new enhancements and the change to +rech not benefitting pets anymore. But despite everying I can still solo AVs with all this, anything I do to it now would just make things even easier.
  10. Looks almost identical to my build except that it costs a lot more. You still have 6 seconds of downtime on PA but in all honesty I get along fine with that so you should as well. My only concern is what may happen during those 6 seconds. Personally I worked PS into my build which used liberal use of LoTG and Red Fortune as well. Without going back to look however I'm wondering how I ended up with the same 6 sec downtime like you but didn't spend anywhere nearly as much on high-grade enhancements.
  11. Call me old skool if you want but I don't consider beating an AV with temp pets, Shivians and nukes to really be 'soloing' them. In my mind soloing means you aren't using any of the intentionally super-powered and rarer temp powers in the game to defeat the AV.
  12. Brute have a higher damage cap and maintain higher endurance than a scrapper. In general, Brutes are the highest DPS of any of the melee ATs because of their inherant. Which if maintained properly gives them a significant advantage.
  13. Just for the record, there is utterly no point in mixing SI with anything else because it instantly sends you to the stealth cap. I'm not sure but I think GI does as well.

    Personally I think having caps on perception and stealth is kinda stupid anyway, but as it stands now the whole concept of stealth is broken because it has a lower cap compared to perception.
  14. It isn't impossible to have both to be honest. I have both on my character but then again I take the crutch of Stamina either. You'd be surprized how a little bit of tactics and efficient slotting frees up those 2 powers you'd normally waste.
  15. As others have said, there is no supression so it allows you to aggro only groups of enemies which you have damaged or a member of your team has damaged. You can see more at this video where you will notice that I was fighting a couple Nemesis troopers right next to another spawn of Troopers I hadn't damaged yet.

    http://www.youtube.com/watch?v=k7hedznrxx8

    You might also find this odd little glitch interesting as well. If you combine Group Invis with Superior Invis you are able to only aggro enemies with in the SAME spawn which you have damaged. However upon the death of those enemies the rest of the spawn will auto aggro to you.

    http://www.youtube.com/watch?v=FEwrsfePVZY

    Unless something has changed Confusion doesn't generate aggro at all although Terror will because it is a pseudo-pet that is an extention of the player.
  16. Quote:
    Perma, perma PA
    gimme, gimme, gimme!
    It is quite possible to have PA with only 6 seconds of downtime even without AM but obviously it helps to not have to deal with those 6 seconds at all if you can help it.
  17. Thanks for the replies guys. I'm glad to see that they boosted Siphon Life because that always felt like a wasted power.
  18. A long time ago DM/SR used to be one of the toughest one vs one combinations because of the high +def and the user of -acc from each of the DM hits. With some enhancements you could literally tank Elite Bosses with ease and even give some AVs problems hitting you.

    I did have a character which used this combo but the colour scheme made it quite dull and I didn't like the concept behind the character much. But with the color changing I noticed that DM makes for an excellent Radiation Melee with a reskin because of the lingering effects and smokey effect and some glows. But before I start, has there been any significant changes in the last couple years I won't be aware of which made DM/SR less of an uber-scranker?
  19. Nevermind then, must have been changed over the last 2 years.
  20. Thanks for the heads up, for one moment I thought you meant that the recharge times on summoning the pets had been normalized. Not their own powers.
  21. If you don't have a basic grasp of the game by level 20 then you're probably never going to. The EATs don't need that much specialist knowledge to be effective. Personally I was rather pleased because I don't like playing most of the villain ATs but the EATs for them interested me for storyline purposes. Since I logged on with my level 40 after being away for 2 years I was pleased to see I could now have them.
  22. Quote:
    Originally Posted by Trickshooter View Post
    They're immune to all changes to their powers' recharge rates.
    Incorrect because you can put procs into some pets such as the KB one which adds a +rech bonus and it allows Phantasm to summon two decoys at the same time when it triggers. So if they can be influenced by +rech then they can be influenced by -rech.
  23. Quote:
    Did they ever say that? I dont remember it.
    I remember it quite vividly because it was my discussion topic, it may have been during one of the beta testing forums which is why you may not remember it. Actually now I think about it I suspect it may have been CoV beta because the topic of shared powersets came up.
  24. Quote:
    Originally Posted by Carnifax_NA View Post
    Nope, other than the across-the-board "Pets now have a fixed recharge" change I mentioned in your Ill/Storm guide. Also Imps now spawn at -1.



    Neither change is particularly noticeable on my Fire/Rad though.
    WHAT!! Fixed recharge? Ok, that is just plain wrong and totally guts my character who was built on +rech. Guess I'll go play my alts since that kills what made SFX fun right away.