magicj

Legend
  • Posts

    425
  • Joined

  1. Quote:
    Originally Posted by Frosticus View Post
    Early access to confuse makes it the second easiest (not necessarily fastest) solo'er from the get go.

    The ability to easily take out bosses or other such difficult enemies in the early game while they award such large bonuses probably does make it the second fastest too depending on what you choose to face while leveling through the early game. Worst case though is that grav bumps its position.

    I'm not sure what your last line refers to. I'll assume it is an inside joke.
    I suppose it depends on ones definition of "solo friendly". Any set with a sleep can make it so the troller can just stand there and eventually kill things. But when it comes to actually killing things, Illusion without PA is at the bottom of the list.

    The comment about bosses was interesting. Are folks really having difficulty killing bosses? Because I've heard others make this comment, but never had any difficulty with a boss with any of the troller primaries unless they somehow get the drop on me, or if there's more than one boss.
  2. Quote:
    Originally Posted by JD_Gumby View Post
    Illusion Control doesn't take any time at all to become solo-friendly... Spectral Wounds at level 1, Blind at level 2, Decieve at level 4. Easily the most solo-friendly Controller set.
    It's not really until illusion gets PA that it's solo friendly, and even then when PA is down Illusion is at or near the bottom of troller damage.

    But I'm told it's awesome at killing grey minions.
  3. A while back I looked at adding Intimidate to my mind controller build to stack with Terrify. It works pretty well if you six-slot it. But that's a lot to ask and I've never been able to fit it into a build that I actually play anywhere other than the test server.

    Invoke Panic and Provoke also need six slots to be effective. Provoke is so handy for my playstyle that I bite the bullet and take it. But I think to make this pool generally more appealing, you have to get some decent return on investment with less than six slots. So if I were going to improve the Presence Pool, I'd start with that. Make the powers decent with, say, 3 or 4 slots.

    Your idea of changing Invoke Panic from a PBAoE to an AoE is exactly what that power needs.

    So less slots needed and an AoE Invoke Panic would make me happy. Any other improvements I'd happily take, so long as they're balanced against the AT-specific fear powers.

    Edit:
    Oh, and a purple set for Fears please Devs.
  4. Quote:
    Originally Posted by Frosticus View Post
    I think a better comparison point for sonic is thermal. Thermal is imo a much better overall set than sonic.
    I'd agree with this and say that for most people who want to play a bubbler, thermal is probably what they're looking for.

    It's only real holes are no toxic resistance and no way to manage the blue bar.
  5. Quote:
    Originally Posted by DrMike2000 View Post
    No Psi protection - some could be put into Clarity.
    I'd hazard a guess the devs would say the psi protection comes from liquify. It reduces incoming damage probably around 75% and is available every 3rd fight. It's much better than FF's repulsion bomb, imho.

    Still, I generally agree with the OP that something is lacking in Sonic, but I'm not sure what. The sleep hole could go, but it's little more than an annoyance these days since toggles no longer drop when slept and you're back in action as soon as something hits you.

    Perhaps you were right in that it's spectrum of powers is too limited. Maybe a little +recovery in the big bubble would be the answer.
  6. Quote:
    Originally Posted by Rigel_Kent View Post
    but fire/kin is still one of the top DPS builds blueside, and will again reign supreme if and when elec/shield scrappers get nerfed.
    I hope not. I'm about to dump a bunch of money into my EM/Shield toon.
  7. Quote:
    Originally Posted by DrMike2000 View Post
    I'm not trying to be a jerk here and disagree for the sake of arguing, so I'll stop here.
    That's ok. With the numbers you and Frosticus ran, I realize I was wrong. That's too powerful. I don't see a way to scale that and still give other defenders a meaningful buff.

    Edit:
    Gee, thanks for all the red stars for admitting I was wrong. That's awesome.
  8. Quote:
    Originally Posted by Frosticus View Post
    If my ill/emp could use all my powers on myself it would curbstomp the feats my ill/cold can do. It wouldn't take down single hard targets as well do to the lack of -regen, but it could easily solo 85 foes at once which is roughly the agro cap of an illusion character.
    It's easy to test this claim. I'll buff your ill/cold with my emp. Let me know where and when you'd like to try it.

    Quote:
    Originally Posted by Frosticus View Post
    I'm not sure developing entirely new tech just so a defender can get 25% of the benefit of their team buffs (I doubt they'd go above that) is a worthwhile use of their time. Not when you can just add a message to the loading screens that says "not all power sets are designed to solo as well as they team"...oh wait they already did that.
    They already have the tech for modifying buff percentages and for changing how defenders run solo. Nothing new about it.

    If there's a problem with Defenders soloing, and I think most folks would say there is, then it's worth trying to fix it. Allowing them to use their powers solo seems like a reasonable fix to me rather then asking them to solo using only a portion of their powers. It's not a game breaking idea. It's already in the game with controllers.
  9. Quote:
    Originally Posted by Frosticus View Post
    Do you really need this explained to you? You always struck me as someone with fairly sizable game knowledge. What happened to it?
    Show me pics of your Ill/Emp troller doing what your Ill/Cold troller does. Or a Fire/Emp matching a Fire/Kin. Until then, I'll place the idea that empathy turns you into a SR/Regen scrapper into the "unsubstantiated claims" bucket where a majority of these message board posts end up. A defender can already pop inspirations and use IOs to get the equivalent buffs and they're just not going to be a scrapper. I'd be happy to demonstrate that with my 50 EM/Shields.

    And after that, explain to me why, if a genuine balance issue is found with giving defenders the ability to self-buff soloing, modifying those buffs to provide a percentage of their full power solo wouldn't work.
  10. Quote:
    Originally Posted by DrMike2000 View Post
    Your guess is no. My 40-odd levels of actual in-game experience says yes.

    Giving a support powerset the solo equivalent power of SO-slotted Super Reflexes AND Regeneration is too powerful.
    And yet giving fire imps those same powers isn't overpowered at all. To the point where if anyone sees a Fire/Emp they wonder why they didn't role a kin. Fire/Emp isn't even the 2nd most popular secondary for fire. In fact, I don't think I've ever seen a high level fire/emp other than mine.

    Why is this so if empaths using they're own powers to solo is so broken? Why do we not see threads about empath trollers soloing AVs and 8-man missions? They're SR/Regen scrappers, after all.

    The reason is is because it's not overpowered. It's not even in the top tier of what trollers can do.
  11. Quote:
    Originally Posted by MCBiohazard View Post
    You may be under the radar by not posting this in the defender forums but don't let the Repeat Offenders hear you say that. There's a whole SG in their coalition that would dearly love to prove you wrong.

    Also, the one thing defenders can do that controllers can't? Nuke. Adrenaline Boost allows for crashless nuking. Think about it, won't you?
    Well, I've done the STF on a team with 5 empaths. One empath tanked and the others buffed him. Did it work? Yes. Did the team do anything that a team with no empaths couldn't do? No.

    And there's no need to think of what a crashless defender nuke could do. You can do it right now. Pop a blue and hit consume. The nuke still sucks and is better at killing the defender than anything the defender is fighting. That's why no one takes the nukes.
  12. Quote:
    Originally Posted by DrMike2000 View Post
    That's a bit much for a team-oriented character solo, isn't it?
    My guess is no, otherwise we'd see people exploiting this feature by duoing empaths. We don't see that happening. Not only are empaths not exploited in this way, they're actually a rather rare build choice.

    Also, by definition, when you're soloing you're not a team-oriented character. You're a solo character.
  13. Quote:
    Originally Posted by DrMike2000 View Post
    I was pointing out that magicj's proposal would create more imbalance between sets rather than redress the existing imbalance between ATs.
    I don't think you did. There's already imbalance between sets and there always will be. And as Adeon Hawkwood pointed out, it's the buffing sets that currently suffer the most. Giving them the biggest improvement isn't a problem because it's exactly what needs to be done.

    But let's take a look at your examples:

    ● Empathy Defenders would get permanent Instant Healing level regen
    Controllers can already do this for their pets and in most cases its the pets that are used to grab aggro. It's not a game breaking feature.

    ● Enough recovery to overcome nuke crashes
    As was stated earlier in this thread, defender nukes are a problem that needs to be solved. No other AT so universally skips their level 38 power the way defenders do.

    ● +100% recharge pretty much perma with slotted Adrenalin Boost.
    What would they do with this recharge? Heal the baddies to death? Fire off their AoEs faster against minions?

    ● Self-Fortitude and they'd never want a teammate ever again.
    Again, controllers can already do this and again it's not a game breaking feature.

    Anyway, you mentioned that your main is a empath. I also have a 50 fire/emp troller. Perhaps we could duo, buff each other, and get a feel for the actual performance of a buffed empath. I have a feeling it won't be as game breaking as you're portraying it, but we can test it to be sure.

    If you (or anyone else) would like to give it a go, just say so on this thread and we'll set up a time. My empath is on virtue, or we could copy toons over to the test server.
  14. Quote:
    Originally Posted by DrMike2000 View Post
    Self buffing when solo wouldn't work.
    It already does. Controllers do it all the time with their pets.

    And it doesn't have to be 100% of the buff. A 75% or even 50% self buff is more than they're getting now.

    And the reason Dark and Rad would get nothing with solo self buffs added to defenders is they can already buff themselves when soloing.
  15. A change that would differentiate defenders from corruptors and controllers would be to allow them to buff themselves when they solo.
  16. Generally, the experience of playing a defender is different than the experience of playing a controller.

    Playstyle.

    An FF defender plays very differently than an FF controller. Force Bolt, for example, is a very useful power for a Defender. Not so much for a controller. This gives you the chance to play a set you like in a completely different way.

    Outlook.

    I really agree that defenders and controllers view teams differently, mostly out of need. Defenders tend to need teams more than controllers. When I team when playing my defender, I'm all about the team. When I team with my controller, I'm all about the team too, unless you get me into a mood, in which case I may leave the team without even saying goodbye.
  17. Quote:
    Originally Posted by ketch View Post
    In my experience with Plant/FF I found Repulsion Bomb highly skippable though Plant does not want for AoE control like Illusion. Coming in only 6 levels earlier than the first of the AoE's found in APP's makes it seem even more lackluster. It's got a whopping 16.9 endurance cost, a full 3 second cast time, and only a 40% chance for a mag 2 stun. In some ways, it's similar to Fissure but far, far inferior.

    I can see it's place in your build (10% recharge is nothing to scoff at), but for most players I'd say to avoid it.
    I should point out that my Ill/FF is one of only 2 FFers with repulsion bomb (I believe I have 7 level 50 FFers). And even on those builds I rarely use it, exactly for the reasons you outlined.
  18. There's always dual builds. On my plant/ff my main build doesn't even have the little bubbles and my alternate build has them and power boost as well. I use whichever build I feel is more appropriate for the team I'm on.

    Surprisingly, that's usually the build without the little bubbles.
  19. Just for reference, here's the build for my 50 Mind/Storm as it appears in-game. The interesting thing about this build is it has no stamina.

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

    Click this DataLink to open the build!

    Arouse: Level 50 Mutation Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Storm Summoning
    Power Pool: Medicine
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Mesmerize
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Gale
    • (A) Accuracy
    Level 2: Dominate
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (5) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Levitate
    • (A) Thunderstrike - Accuracy/Damage
    • (5) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Damage/Endurance/Recharge
    Level 6: Confuse
    • (A) Malaise's Illusions - Accuracy/Recharge
    • (46) Malaise's Illusions - Endurance/Confused
    • (46) Befuddling Aura - Confused/Range
    • (46) Befuddling Aura - Accuracy/Confused/Recharge
    • (48) Cacophony - Accuracy/Recharge
    • (50) Perplex - Accuracy/Confused/Recharge
    Level 8: Aid Other
    • (A) Healing
    Level 10: Hover
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 12: Steamy Mist
    • (A) Endurance Reduction
    • (31) Defense Buff
    • (31) Defense Buff
    • (31) Defense Buff
    • (34) Steadfast Protection - Resistance/+Def 3%
    • (37) Steadfast Protection - Resistance/Endurance
    Level 14: Aid Self
    • (A) Recharge Reduction
    • (19) Harmonized Healing - Heal
    • (19) Harmonized Healing - Heal/Recharge
    • (21) Miracle - Heal/Recharge
    • (21) Miracle - Heal
    • (23) Recharge Reduction
    Level 16: Freezing Rain
    • (A) Recharge Reduction
    • (17) Recharge Reduction
    • (17) Recharge Reduction
    Level 18: Fly
    • (A) Freebird - +Stealth
    Level 20: Mass Hypnosis
    • (A) Fortunata Hypnosis - Accuracy/Recharge
    • (50) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    Level 22: Total Domination
    • (A) Accuracy
    • (23) Recharge Reduction
    • (25) Recharge Reduction
    • (25) Hold Duration
    • (27) Unbreakable Constraint - Hold
    • (27) Unbreakable Constraint - Accuracy/Recharge
    Level 24: Hurricane
    • (A) Endurance Reduction
    Level 26: Terrify
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    Level 28: Hasten
    • (A) Recharge Reduction
    • (29) Recharge Reduction
    • (29) Recharge Reduction
    Level 30: Thunder Clap
    • (A) Stupefy - Accuracy/Recharge
    • (40) Stupefy - Accuracy/Stun/Recharge
    • (42) Absolute Amazement - Stun/Recharge
    • (43) Absolute Amazement - Stun
    • (43) Razzle Dazzle - Accuracy/Stun/Recharge
    • (43) Razzle Dazzle - Accuracy/Recharge
    Level 32: Mass Confusion
    • (A) Coercive Persuasion - Confused
    • (33) Coercive Persuasion - Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Recharge
    • (34) Coercive Persuasion - Confused/Endurance
    • (34) Coercive Persuasion - Contagious Confusion
    Level 35: Tornado
    • (A) Blood Mandate - Damage
    • (36) Blood Mandate - Damage/Endurance
    • (36) Damage Increase
    • (36) Recharge Reduction
    • (37) Recharge Reduction
    • (37) Recharge Reduction
    Level 38: Lightning Storm
    • (A) Thunderstrike - Damage/Endurance
    • (39) Thunderstrike - Damage/Recharge
    • (39) Damage Increase
    • (39) Damage Increase
    • (40) Recharge Reduction
    • (40) Recharge Reduction
    Level 41: Hibernate
    • (A) Recharge Reduction
    • (42) Recharge Reduction
    • (42) Recharge Reduction
    Level 44: Frost Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Damage/Range
    Level 47: Ice Storm
    • (A) Recharge Reduction
    • (48) Recharge Reduction
    • (48) Recharge Reduction
    Level 49: O2 Boost
    • (A) Healing
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 16.8% Defense(Energy)
    • 16.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 19.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 10% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 30% Enhancement(Accuracy)
    • 12% FlySpeed
    • 12% JumpHeight
    • 12% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • 41.5% (0.69 End/sec) Recovery
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 12% RunSpeed
  20. Quote:
    Originally Posted by Deacon_NA View Post
    If by "it'll look like they're caged, but... they're not" you mean they're not actually caged when I see the "untouchable" (or whatever it is) message while the AV stands taking no action, then my mistake, that sure fooled me. Otherwise, I stand by my assertion.
    That's exactly what I mean. It fooled me too at first. You have to watch closely to see they're still able to affect the players. Whether they do affect the players or not is a question of AI, but Detention Field isn't stopping them.
  21. Quote:
    Originally Posted by Greyhame View Post
    The problem with intangible powers: duration varies with the rank/level difference of the enemy caged. Can you cage an even-con minion for a long time? Sure, but not so useful. Can you cage an AV? Sure, (with enhancement) but it wears off so fast that it isn't very useful.
    Just as a note Detention Field isn't an intangible power, it's an untouchable power. It doesn't work the way intangibles do. It's duration doesn't change, as Panzerwaffen pointed out. And it doesn't need enhancements to cage your run of the mill AV. Also, you cannot phase yourself and fight foes affect by untouchable the way you can with foes affected by intangible.
  22. Quote:
    Originally Posted by Deacon_NA View Post
    Given an above post, I will retract the term "extremely short" duration. I didn't time it and made that comment based on it "feeling" short, even if it was the normal duration. Mainly my prior post was to correct the info that the patron AVs could not be caged.
    Unless you have that HO in Detention Field (a trick I didn't know about, so thank you Panzerwaffen) you haven't caged the Fab Four AVs on STO. It'll look like they're caged, but if you watch carefully you'll see they're not.
  23. Quote:
    Originally Posted by Dr_Dismemberment View Post
    I tweaked my build a bit more in mids and it is now a shiny paragon of optimization goodness - build's just don't get tighter than this.
    A vey nice build, Dr. But if you wanted to squeeze just a bit more out of it, you could get the Knockback points from a universal travel IO and then use the slot in SI for a Kismet +Acc.
  24. P.S. Since you wanted to see builds, here's the build for my 50 Ill/FF as it is in-game. It supports both the aggro-free and tanking playstyles I mentioned above. Notice that I have 4 LotG +Recharges in the FF powers and 1 in Rock Armor. Also note that the ranged defense bonus from the IOs stacks on top of the defense provided by dispersion bubble and group invis. The final defense numbers for the build look like this:

    S/L: 39.2
    E/NE: 24.2
    Ranged: 28.3
    All Other Including Psi: 16.4

    Earth's Embrace is perma, giving the toon more hit points than the base hit points of a brute. EE also gives 20% toxic resistance.

    Recharge bonuses are 50%, which will go up to 56% once I slot out spectral wounds. PA has a down time of around 12-17 seconds depending on where in the cycle Hasten is at.

    Repulsion Bomb and Fissure give the toon a little bit of AoE damage and AoE control, both of which Illusion is somewhat weak at.

    Super Speed + Fissure can be used as an opener.

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

    Click this DataLink to open the build!

    Lux1: Level 50 Mutation Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Force Field
    Power Pool: Medicine
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Presence
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Blind -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
    Level 1: Personal Force Field -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37), LkGmblr-Def/Rchg(43)
    Level 2: Spectral Wounds -- Acc(A), Acc(3), Dmg(5), Dmg(9), Dmg(11), RechRdx(13)
    Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(40)
    Level 6: Deflection Shield -- LkGmblr-Def/Rchg(A), DefBuff(7), DefBuff(7), DefBuff(43)
    Level 8: Aid Other -- Heal(A)
    Level 10: Swift -- Run(A)
    Level 12: Insulation Shield -- LkGmblr-Def/Rchg(A), DefBuff(46), DefBuff(46), DefBuff(50)
    Level 14: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17)
    Level 16: Health -- Heal(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-EndRdx/Dmg/Rchg(27), ExRmnt-Acc/Dmg/Rchg(31), S'bndAl-Build%(31)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Dispersion Bubble -- LkGmblr-Def/Rchg(A), DefBuff(23), DefBuff(23), DefBuff(27), EndRdx(40)
    Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 26: Super Speed -- Run(A)
    Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(29), Abys-Fear/Rng(31), Abys-Acc/Fear/Rchg(40)
    Level 30: Provoke -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(36), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(36)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Detention Field -- Acc(A)
    Level 38: Repulsion Bomb -- Acc(A)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Rock Armor -- LkGmblr-Def/Rchg(A), DefBuff(45), DefBuff(45), DefBuff(45), EndRdx(46)
    Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), Heal(50)
    Level 49: Group Invisibility -- DefBuff(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 7.81% Defense(Energy)
    • 7.81% Defense(Negative)
    • 11.9% Defense(Ranged)
    • 8% Enhancement(Heal)
    • 2.75% Enhancement(Terrorized)
    • 50% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 25% Enhancement(Accuracy)
    • 4% FlySpeed
    • 19.1 HP (1.88%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 5%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 12.2%
    • 8.5% (0.14 End/sec) Recovery
    • 30% (1.27 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 14.1% Resistance(Fire)
    • 14.1% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 4% RunSpeed
  25. Agree with what's been said about Illusion being a poor farming set. It's good at most other things, but not that.

    As to the synergy between Illusion and FF, I think there's some good synergy there. Here are a few examples.

    =-= Aggro Free Controller =-=
    PA, Phantasm, Deflection Shield, Insulation Shield, Dispersion Bubble, Group Invisibility, and, if you take it, Aid Other, all provide support for the team without drawing any aggro to you. Plus the +Defense in Group Invis stacks with Dispersion Bubble and the little bubbles.

    =-= Chaos Control =-=
    Phantasm and the Knock powers in FF let you do chaos control as well as or better than a an Ill/Storm. I say probably better because the knock powers in FF can be better controlled by the player than the knock powers in Storm. You can see a video of the chaos control abilities of FF here: http://www.youtube.com/watch?v=gebY_SwaCWA

    =-= Tanking =-=
    PFF and Phantom Army are two of the better tanking powers that controllers have access too. With PFF you can just raise and jump into a pile to take the alpha. You're a tank at level 1. You can build on these tanking powers with powers like Dispersion bubble, aid self, provoke, earth's embrace, and rock armor. You can see a video of the tanking abilities of FF here: http://www.youtube.com/watch?v=HlQOpUeLWoI

    Alternately, with power boosted bubbles, you can even turn Phantasm into a tank. A video showing how this being done with fire imps is here: http://www.youtube.com/watch?v=fwub6qvNeD4

    And, of course, you'll also have PA. PFF works well with PA. You can raise PFF and lead an already summoned PA into a spawn where they'll grab aggro.

    Together, the powers in Ill/FF make it a first rate tank in any situation.