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Posts
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Joined
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Start with 3 Recharge and go from there. I like to round it out with procs (Touch of Lady Grey, Achilles' Heel, and Positron's Blast), but End Reduction is never a bad idea with Storm, and Def Debuff doesn't hurt either. Slotting for Damage isn't worth it.
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It was a very welcome change because Warshades have powers which depends on defeated foes. Fighting Arachnos with lots of Drones and Tarantulas before the change was as bad as fighting CoT with mostly Spectrals spawning.
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The funny thing is, sometimes an exploded enemy is still usable for Stygian Circle/Unchain Essence/Dark Extraction, even if there's no "body." Try using your "targetcustomnext enemy defeated" bind/macro, you might find that you can target thin air where the enemy was and use it for those powers. I agree about Spectrals though. And Gordon Bower's defeat-all-ghosts missions would be unbearable on a Warshade if not for the ghosts' weakness to negative energy. -
You can also put Disruption Field on a Phantom Army decoy.
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I've spent forever looking for how to do this.
For some reason turning the Option on doesn't give me the option of a pet bar in the Team menu (or I am just not seeing it).
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Maybe this image will help. -
Procs get a chance to trigger every ten seconds in a toggle.
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Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Basic Ill/Rad: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind -- Acc-I(A), Dmg-I(5), Dmg-I(9), Dmg-I(9), RechRdx-I(34)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(37), Heal-I(40), EndRdx-I(40), RechRdx-I(40)
Level 2: Spectral Wounds -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), RechRdx-I(34)
Level 4: Deceive -- Acc-I(A), RechRdx-I(11)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), EndMod-I(43), EndMod-I(46), EndMod-I(46)
Level 8: Radiation Infection -- EndRdx-I(A), ToHitDeb-I(15), ToHitDeb-I(15), ToHitDeb-I(17), DefDeb-I(17), DefDeb-I(34)
Level 10: Superior Invisibility -- EndRdx-I(A), EndRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Phantom Army -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), Acc-I(21), Dmg-I(21), Dmg-I(23)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(27)
Level 26: Spectral Terror -- Acc-I(A), EndRdx-I(27)
Level 28: Lingering Radiation -- Acc-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31)
Level 30: Group Invisibility -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Phantasm -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33)
Level 35: Flash -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), Hold-I(37), Hold-I(37)
Level 38: EM Pulse -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Mental Blast -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42), RechRdx-I(43), RechRdx-I(43)
Level 44: Mind Over Body -- EndRdx-I(A), EndRdx-I(45), ResDam-I(45), ResDam-I(45), ResDam-I(46)
Level 47: Psionic Tornado -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48), EndRdx-I(50)
Level 49: Indomitable Will -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
My advice on inventions: you can level to 12 fine without slotting enhancements. TO's are junk anyway. Go fight, kill Hellions and Clockwork. Sell any enhancement drops you get at the store. When your invention salvage inventory gets full, go to Wentworths and drop it off but don't sell it. When you get to level 12, run the invention tutorial in Steel Canyon, and be sure to read the text. Running the tutorial at level 12 lets you get a free level 15 Accuracy IO, which is basically like an Accuracy DO that you can never outlevel. After running the tutorial, you should understand how to craft enhancements. And if you've been fighting Hellions and Clockwork, you should have a pretty good mix of invention salvage available for crafting, if not enough influence to pay to craft an invention for every slot. -
My favorite secondary with Illusion is Radiation. Phantom Army is the best power in Illusion, and there are only three things that make it even better: defense debuffs, resistance debuffs, and recharge buffs. Radiation is the only secondary that gives you all three.
Depending on how long you've been away, Illusion may be less awesome than you remember. But a well-built Ill/Rad can still solo giant monsters without using inspirations.
Of the three you mentioned, the best one to pair with Illusion is Storm. You have to play it carefully on teams, but solo, you can really unleash the chaos. Look for Tal_N's guide to Ill/Storm in the Player Guides section. It's a little out of date, but still has lots of good information. -
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Oh, and by the way, Hamidon is now the only thing that can actually kill Phantom Army.
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I could be wrong, but I think it's theoretically possible for them to be killed by falling damage. -
Brother Glacier (lvl 31 Cold/Ice defender) for team one please.
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Pet stacking went away in issue 5, August 2005.
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Is it possible you caught some splash damage when passing by the Rogue Island Villains battle, suppressing your stealth?
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Checklist of things to do each level, a bit out of date but still useful.
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Heliotrope Cataclysm (lvl 45 warshade) for team one please.
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Brother Glacier (lvl 28 Cold/Ice defender) for team one, please.
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Thanks. I was on an Illusion/Radiation controller myself, so I had a lot of synergy with Illusion OSHA.
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Want a challenging arc.... Fine.. Run Mine...
Dont run it with less than 4 people and one had better be a debuffer...LOL I suggest a Rad...
The OSHA Guy Task Force. Look it up under the Title or my Global @OSHA
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Soloed it. The Giant Monster fights took a long time, but they weren't hard really. The NPC ally definitely helped, especially with the autoexemp down to 30. -
I think people are getting hung up on the comparison to AOE "rain" powers. Let me put the OP's thought as I understand it in different terms. Right now on live, Lightning Storm's attack has a cast time of 1.17 seconds and a recharge time of 4 seconds. What would happen if you changed that to a cast time of 5.17 seconds and recharge time of 0 seconds, leaving all other power parameters unchanged?
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Is there any chance Phantom Army could get the faster Hurl animation too?
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New Update October 13, 2007
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This should be changed to the correct date. -
I haven't leveled my Ill/Kin enough to test this out (having too much fun with my Ill/Rad), but it seems to me that Deceiving a villain before applying Siphon Speed should make the latter much more feasible as a travel-power replacement: you don't have to worry about return fire as you run off, and you'll be long gone by the time the confusion expires.
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Defeat: 100 Tsoo Sorcerers (Steel Canyon) Archmage
Where in Steel Canyon?
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I usually see them near the Medical Center.
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So doable at lvl 15 then?
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Probably, depending on your character. It's also worth noting that there is a Tsoo story arc in the 15-19 range (available from Kong Bao, Vitaly Cherenko, Virginia Hoffman, or Thao Ku), and several other contacts in that level range also give Tsoo missions where you may find Sorcerers, although you might want to fine-tune your difficulty level and/or team size to make the most of them. -
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Defeat: 100 Tsoo Sorcerers (Steel Canyon) Archmage
Where in Steel Canyon?
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I usually see them near the Medical Center.