TheOOB

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  1. I also really like the chance for build up proc in SW, but YMMV.
  2. Quote:
    Originally Posted by Negate View Post
    I mapped out my Ill/Time toon and I have to say he will be sooo FUN! Omg I can't wait!
    It is fun, but it's slow going. The two powers that work best with illusion don't come till level 35 and 38, and the power that doesn't play with with illusion at all is one of the earliest powers in the set. Mine didn't start feeling strong till the 20's when distortion field and time stop and a 6-slotted PA came in.
  3. You're build looks pretty good. I'm not going to try to poke holes in you're choice of sets too much because IO's are not my specialty, but I made a few observations.

    First is you're reliance on melee. Illusion really wants to be at a range. You get a better view of the battlefield, and your Phantom Army and Phantasm are keep on a better leash making them control the battlefield better and have less chance of running off. With all the tools Illusion has available to it, it never has to enter melee, and if somehow it's in melee flash can get you out. The only Time power that wants you in melee is Time's Juncture, which honestly I think is a skippable power, it's good, but I'm not going to go into melee just to use it. Just my 2 inf though.

    Second, if you are looking for more recovery, you can get a little more out of stamina by four slotting performance shifter in it(EndMod, Acc/EndMod, Rechrg/EndMod, Chance for +End), because every little bit counts. You could also save some end by replacing maneuvers with combat jumping, which can also slot a lotg.

    If you're looking to softcap defense, look at mace mastery if you don't mind going darkside. It has a defense shield, a blast that gives you more -res and -def, and an AoE blast that gives you some extra control with a little knockdown. It's a great set.

    One final thing, I think you're slotting for Slowed Response is off, it doesn't need more defdebuff, with all you're acc and +tohit you'll never miss anyways, what it does need is recharge, you want to be able to use that ability as often as possible so you and your phantom army can get as much out of that -res as possible, and so that proc triggers more often.
  4. Gravities problems are not easily to fix, the set can't be fixed just by boosting the numbers(short of bosting them so much as to make the set broken), the set would have to be rebuilt, with a better power selection.

    Generally speaking, they don't make dramatic changes to a power set. People have been using the set for years, they selected powers from it, enhanced them, built builds around it, and are still using it today. Making changes to what powers are in the set, would screw around this, not only would people complain about them "screwing up" the set, but envitably the only way the set could be changed would be to make people who are using the set have to respec to use the new powers, which would screw hundreds, of people out of their carefully crafted IO builds.

    When a set isn't very good anymore, they typically just make new sets that improve upon the ideas, leaving the old sets in for people who still want to try the old set. If you don't like gravity, DON'T PLAY IT.
  5. I personally like to ED cap damageon hot feet. I know it's expensive, but the second endrdx only removes .16 end/sec, where as putting an endrdx in fire cages can give you up to .4875 less end/sec. Endrdx is almost always better used in activated powers than in toggles, so long as you're toggles are low enough they allow you some end recovery at all.
  6. Quote:
    Originally Posted by InfamousBrad View Post
    IIt was a fraternity initiation of a 'toon, anyway, up to 18, but after that what you get out of any illusion build, not even counting your secondary,
    I think one of the reasons Ill/Rad is popular because it makes the early levels easier. Normally an illusion control solves encounters with spectral wounds, blind, and decieve at low levels, and while those are all good powers, they don't show off what the set can do. Accelerated Metabolism and Radiation Infection give illusion controllers huge boosts early game, and honest they get most their key powers by the early 20's.
  7. From what I understand, most pets benefit from Endrdx, but most controller pets endurance management is at least passable. Only MM pets usually have end issues as they have a lot more attacks, and gain more over time.
  8. Quote:
    Originally Posted by Infini View Post
    I have an Earth/Time at level 37 and I was originally planning on doing 5 DW in Chrono Shift. Now I'm thinking of just frankenslotting it with some Endmod, too. It's extremely end heavy so that would probably help out. Especially since I'm going for a pure recharge build.
    Pretty much my point entirely, the more recharge you have, the more endurance you need to take advantage of it, and since taking spiritual negates taking cardiac, you need end management from other sources. Plus spiritual already provides some healing boost, so I could see 3 recharge, 2 endmod, 1 heal working well.

    I don't like to talk about sets for individual powers unless I'm frakenslotting just to make the power better. It' more important to talk about sets in BUILDs, because what sets you use is at least in part due to what bonuses you need for you're build.
  9. Quote:
    Originally Posted by Windenergy21 View Post
    I'd personally slot chrono shift more for healing than end mod and just manage your own end within the set. Time's juncture can be very useful for regenerating allies. End result slotting on that and temporal mending I'd say would be 5 doctored wounds for the recharge bonuses. Same for Chrono shift then add an end mod in the last slot.
    Assuming you meant temporal selection instead of time's juncture.

    I can see equal reason to slot chrono shift with endmod or healing, and I guess it really depends on what you're looking for in you're build. I have't played around with it much(my own /time just hit level 28 and got the wonderous farsight), so I'm working mostly off my notes on the numbers. Chronoshifts heal is not that huge, especially if the target is not accelerated, and won't help a great deal unless there is a lot of other healing to go around, which as a controller isn't my primary focus(though I do heal when needed).

    Endurance is always important though, and Chronoshift provides a pretty big bonus to recovery. And since time is rather end heavy, as are many controller primaries, that can be helpful. Of paticular note, many peoples builds are so carefully measured that increased recharge can kill their endurance is anything goes wrong, so the extra helps. Further, I'd much rather stick a Spiritual alpha in my character than a cardiac, to I get endmod when I can get it.

    I'll agree that the regen on temporal selection is decent, and for people who have some natural regen already it's great, but if you don't team a lot, or you generally find yourself putting it on damage dealings rather than tanks and scrappers who don't seem to take much damage anyways, it's not needed. It's a good place to put extra slots if you have them, but I wouldn't underslot most other powers to shoe horn in some healing unless I know I'll be teaming with lots of /regen and /willpower toons.
  10. An Ill/Kin troller will be powerful, you can't have that many good powers in you're build and not be good, but you're going to be good despite the combo, not because of it. As mentioned above, phantom army, the key most important power of illusion gets no benefit from the buffs of kinetics(other than better recharge speed on the power itself natch), and illusion really prefers to be at a range. Not just because being at a ranged is safely(like for a set like earth or gravity), but because the pet AI is a lot more logical and predictable at a range which actually makes illusions control much more predictable.

    Naturally kinetics enphasis on melee and buffs runs straight against illusions focuses. If you want to play both sets together, go ahead, you'll have fun, and be strong, but I prefer my sets to support one another.

    A kinda side example, I'm playing an Illusion/Time right now, and I actuallt just respecced out of Time's Juncture, which by all accounts is an amazing power, because I spent so little time in melee that having combat jumping for a little extra defense and to take a Luck of the Gambler +recharge was a better option. Luckily, time only has one real power that needs you to be in melee, and it's not essential to the set, as good as it is, though it is painful that the two powers illusion wants most are the last two powers the set offers.
  11. My suggested slotting

    Time Crawl: 1 Acc, 1 Endrdx, 0-2 Recharge
    Temporal Mending: 1 EndRdx, 2-3 Heal, 2 Rehcharge
    Time's Juncture: 1-2 EndRdx, 0-3 To-Hit Debuff
    Temporal Selection: 1-3 Recharge, 0-3 Heal
    Distortion Field: 1 EndRdx, 1-2 Recharge, 0-1 Slow
    Time Stop: 1 Acc, 1 EndRdx, 1-2 Hold, 1-2 Recharge
    Farsight: 3 Recharge, 0-3 Def Buff
    Slowed Response: 1 Acc, 3 Recharge, 0-2 Def Debuff
    Chrono Shift: 3 Recharge, 3 EndMod
  12. TheOOB

    BS vs. Katana

    I agree that Katana is better, but not enough to overcome ascetics.

    BS also pairs with shield with is a notable advantage, as shield gets a lot easier to level up with if you have parry(though most builds seem to skip out on parry/divine avalanche at high levels, prefering to just outright softcap defenses instead of relying on something so unreliable.)
  13. TheOOB

    Sad Sonics

    Sonic is just too much a one trick pony. It screws with res, but not much else, when most the best sets have a variety of effects they do.

    They would have to dramatically change sonic to make it more viable(short of making it's numbers insane), and they allready did that, it's called thermal.
  14. If you're looking for pets to buff, fire, and to a lesser extend, electric might be a better path. Signularity is already pretty tough, and doesn't need buffs to tank, but imps and gremlins get scary with some shields on them.
  15. Well, both the powers are easy to slot, which sets depends on what bonuses you need for your build. Hot feed needs some endrdx and acc, and ed capped damage, and time's juncture needs some endrdx and some ToHit, everything else is extra.
  16. Gravity is kinda the redheaded step-child of controller sets. It has it's charms, but even the people who like it a lot will have to admit it's not the strongest set around. Aside from the basic single target/multitarget hold/immob that most sets have, all it has going for it is wormhole, which is a cool trick but not gamebreaker, and an above average pet. Sure it's damage is decent, but illusion and fire both also have high damage without sacrificing control for it.

    Gravity/Cold doesn't have any particularly strong synergy, which means there isn't a great deal of demand for guides. Gravity works best when paired with secondaries that provide some good control(like trick arrow), and cold has a little bit of soft control, but not enough to make it a high in demand combo.

    What I'd do is look for guides on cold domination and read up on that. Gravity is an easy set and aside from Wormhole the guides pretty much write themselves.
  17. The three melee control sets are ice, fire, and electric, they are all very melee focused and all good in different ways.

    The three best melee secondaries are radiation, time, and kinetics; kinetics is damage oriented, both time and rad perform similar rolls making melee safer.

    Combine one of the three primaries with one of the three secondaries, you got a good melee controller :P.

    I think it's hard to decide between these 9.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    Radiation comes closest.
    I think functionally it does, but I think the powers themselves have very different slotable enhancements.
  19. Also, here is my suggested SO slotting for time powers. Take it for what you will(Quick note, I go endrdx heavy as time is an end heavy set, elec may be able to drop a few of them). If the power has 0-anything in a slot it means I don't think the enhancement is neccesary, but if you have extra slots go ahead.

    Time Crawl: 1 Acc, 1 Endrdx, 0-2 Recharge
    Temporal Mending: 1 EndRdx, 2-3 Heal, 2 Rehcharge
    Time's Juncture: 1-2 EndRdx, 0-3 To-Hit Debuff
    Temporal Selection: 1-3 Recharge, 0-3 Heal
    Distortion Field: 1 EndRdx, 1-2 Recharge, 0-1 Slow
    Time Stop: 1 Acc, 1 EndRdx, 1-2 Hold, 1-2 Recharge
    Farsight: 3 Recharge, 0-3 Def Buff
    Slowed Response: 1 Acc, 3 Recharge, 0-2 Def Debuff
    Chrono Shift: 3 Recharge, 3 EndMod
  20. Electric/Time, Fire/Time, and Cold/Time all have synnergy for liking to be in melee, and Illusion/Time has good synergy for completely different reasons(Time is one of only two sets with a +recharge, -res, and -def). Gravity/Time works as well as any combo, but the sets don't have any paticularly notable synergy(Which is odd actually considering how thematic they are).
  21. Assuming you have ninja run and/or rocket board, I'd go something like this

    1 : Tesla Cage (Acc, Dmg, Dmg, Hold, Hold, Rechrg)
    1 : Time Crawl(Acc)
    2 : Chain Fences(Acc, Acc)
    4 : Time's Juncture(EndRdx)
    6 : Electric Fence(Acc, Dmg, Dmg, Dmg, Rechrg)
    8 : Conductive Aura(Acc, EndMod, EndMod, EndMod)
    10 : Jolting Chain(Acc)
    12 : Static Field(Acc, Rechrg, Rechrg)
    14 : Temporal Mending(Heal)
    16 : Distortion Field(Rechrg, Rechrg)
    18 : Temporal Selection(Rechrg)
    20 : Time Stop(Acc, Hold, Rechrg)
    22 : Hasten(Rechrg)

    Stamina(EndMod, EndMod, EndMod)
  22. TheOOB

    Ice slotting

    Time is fairly end heavy, but not so much that you can't solve the problems some liberal use of endrdx enhancements and maybe some unique enhancements in health, especially considering that chronoshift, which is at 38 given, will help with end issues. I think most time builds will go for a spiritual, there are a few abilities in time which like recharge(chronoshift chief among them), and it has enough healing to like that boost as well, and control sets always like a little recharge.
  23. Quote:
    Originally Posted by Rigel_Kent View Post
    Though I'm still standing by Corruptor, I thought of another Defender advantage: you get to skip Time Crawl if you don't want it.
    And a corruptor can skip pistols.

    I actually think time crawl is good. -Regen is always useful, and it provides a notable recharge debuff, and it lets you hold bosses, which is something some controllers have trouble doing.
  24. So if the owner of a 1 person group goes to the other side, the base basically just sits there and waits for them to come back?
  25. You're going to want to take all of you're time powers, and most if not all of you're dp powers, so you're going to have a tight build, buying the rocket board and ninja run will help a lot.

    I think either defender or corruptor will work, if depends on what you're looking for. Time has enough good effects where a defender can get some good boosts. I personally think both sets are late bloomers(aside from Time's Juncture which you'll have on for 90% of you're career).