Uberness, Thy Name is Illusion! Ill/Kin Guide v2.0
Now, for the Second Part: Power Picking and Slotting...When and How?.
This section is designed to help with the most complicated part of building a character...The When. I'm going to bring the two basic power and slotting packages: Soloing and Grouping.
Grouping:
Grouping is far by the best way to gain XP as a controller. For most people, this will seem ironic if you want a soloing controller (I'm building my Controller to solo, not group you idiot!), but pre-32, it's the best way to go. As a soloing controller, you're going to kill mobs much to slow without Phantasms to get the XP per Hour that you would from grouping, so if you want to get to your pets faster to be able to efficiently solo, then grouping is highly recommended.
Pre-Phantom Army
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(7),Heal(9),Heal(11)
Slot[03] Level 2 : Blind /Acc(A),Hold(5),Hold(5),Hold(11)
Slot[04] Level 4 : Deceive /Acc(A)
Slot[05] Level 6 : Flash /Acc(A),Acc(7),Hold(9),Hold(13)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Hurdle /Jump(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Swift /Run(A)
Now, I bet you're thinking, "Why this way, SO?" Well, all I have to say is...DON'T EVER QUESTION MY ADVISE. Just be happy I'm providing you 100% correct info you n00...j/k The reasons are listed below:
<ul type="square">[*]Spectral Wounds is slotted with only 2 damage at this point because it give out a respecable amount, but most of your damage will come from you other members.[*]Transfusion isn't slotted until level 7 because you need to work on your holds first, after all, you're a controller. With a 4-slotted Transfusion, you should be healing for close to 100 at that point, which is mroe than enough. After all, you're not a dedicated healer.[*]Blind is getting early slots because it'll be your staple attack in a group. You'll want to make sure you can lock down bosses and lts to ensure your groups survivability.[*]Flash, at this point, will be a situational power. You'll find yourself using it when you know you're going to be facing a difficult mob, or when a battle is taking a bad turn for the team. Slotting it with an extra will help with the -acc, which is something I recommend doing ASAP. When you find yourself using flash pre-SOs and perma-Hasten, you'll want it to hit as much as you can. Adding the holds pre-18 is wise, because you'll find yourself using flash a lot more, but you probably won't want to take any attention away from PA and Stamina.[*]Hasten is a move that you can start slotting late, but you want to make sure you have it 5-6 slotted before Phantom Army and Stamina, that way, you can focus on them more.[*]We will also start to work our way to Stamina[/list]
I just picked up Phantom Army, now what?
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(29)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(7),Heal(9),Heal(11)
Slot[03] Level 2 : Blind /Acc(A),Hold(5),Hold(5),Hold(11)
Slot[04] Level 4 : Deceive /Acc(A)
Slot[05] Level 6 : Flash /Acc(A),Acc(7),Hold(9),Hold(13)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Hurdle /Jump(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A),Rchg(23)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Swift /Run(A)
Slot[11] Level 18 : Phantom Army /Rchg(A),Rchg(19),Rchg(19),Rchg(21),Dmg(21),Dmg(23)
Slot[12] Level 20 : Stamina /EndRec(A),EndRec(25),EndRec(25),EndRec(27),EndRec( 27),EndRec(29)
Slot[13] Level 22 : Speed Boost /EndRec(A)
Slot[14] Level 24 : Increase Density /DamRes(A)
Slot[15] Level 26 : Maneuvers /EndRdx(A)
Slot[16] Level 28 : Inertial Reduction /Jump
Slot[17] Level 30 : Tactics /HitBuf(A),HitBuf(31),HitBuf(31),HitBuf(31)
<ul type="square">[*]Phantom Army at level 18, Duh! I would recommend 6-slotting this move ASAP. For grouping, this slotting would prove to be effective pre-32. It will have them out in reasonable time and do a decent amount of damage, but remember, you're main damage comes from your group.[*]Stamina at level 20 is not a must, but I do recommend it. It gives you a chance to get slotting for it out of the way. This is the other "6-slot ASAP" move once you get it.[*]Adding that extra slot into GI will make it perma since you'll have SOs and perma-Hasten.[*]Speed Boost does a great job with just a single end recovery in it. Right now, you have more important powers to focus on.[*]Increase Density is the move that will provide much need status protection for your team. By this point, you'll be seeing much more status effects, so this will prove to be very helpful. Once slot in it is good enough because it's duration is too short to keep it on your team at all times. It'll be more of a mez breaker.[*]Maneuvers is a power needed to get for Tactics (and it's about 100x more useful then Assault if you ever decide to run it). I would recommend slotting it later, when we have some to spare, but right now, those slots are being used for more important powers.[*]Inertial reduction is there to satisfy the need for vertical movement. Hurdle just isn't enough =D. One slot is enough for this move. With perma-Hasten, it'll recharge fast enough to cast before the duration expires and with Hurdle, you'll be jumping about 200 yards a jump.[*]Tactics is the move that you're going to fall in love with. It'll allow you, your team, and you're pets when you get them to effectively take on higher level mobs. It's also makes you're heal and your holds about 10x more reliable.[/list]
I finally made it! Now that I got Phantasms, what should I do?
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(29)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(7),Heal(9),Heal(11)
Slot[03] Level 2 : Blind /Acc(A),Hold(5),Hold(5),Hold(11)
Slot[04] Level 4 : Siphon Power /Acc(A)
Slot[05] Level 6 : Flash /Acc(A),Acc(7),Hold(9),Hold(13),Rchg(34),Rchg(40)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Hurdle /Jump(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A),Rchg(23)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Swift /Run(A)
Slot[11] Level 18 : Phantom Army /Rchg(A),Rchg(19),Rchg(19),Rchg(21),Dmg(21),Dmg(23)
Slot[12] Level 20 : Stamina /EndRec(A),EndRec(25),EndRec(25),EndRec(27),EndRec( 27),EndRec(29)
Slot[13] Level 22 : Speed Boost /EndRec(A)
Slot[14] Level 24 : Increase Density /DamRes(A)
Slot[15] Level 26 : Maneuvers /EndRdx(A)
Slot[16] Level 28 : Inertial Reduction /Jump(A)
Slot[17] Level 30 : Tactics /HitBuf(A),HitBuf(31),HitBuf(31),HitBuf(31),HitBuf( 37),HitBuf(37)
Slot[18] Level 32 : Phantasm /Acc(A),Rchg(33),Rchg(33),Dmg(33),Dmg(34),Dmg(34)
Slot[19] Level 35 : Transference /Acc(A),Rchg(36),Rchg(36),EndRec(36),EndRec(37)
Slot[20] Level 38 : Fulcrum Shift /Acc(A),Acc(39),Rchg(39),Rchg(39),Rchg(40),Rchg(40)
<ul type="square">[*]Phantasm is going to be another one of those "6-slot ASAP" power. The way I have it slotted, you'll have 2 Phantasms out all the time with with 3 out about 1/3 of the time. They will do great damage and be able to tackle on higher level mobs.[*]I used the level 34 Respec to also get rid of Deceive for Siphon Power. AVs will start to make more constant appearances in missions and this move does an excellent job of tearing down their damage output. It will also increase your soloability for when you want to solo.[*]I also added another slot to Flash. This will allow you to have the move up almost every battle, and depending on how long they go, twice a battle.[*]Transference is yours. This move will make it so you're ready to go at full throttle right after pet casting. Focused the next 4 slots to get this move 5-slotted, which is all you need. Having 2 recharge redux and 2 end recoveries will have it up every 9-10s and the can take your end from 0-80 in one hit, not to shabby.[*]Ah, the big boy of the Kinetics Line, Fulcrum Shift. You waited 38 long levels for this move, but your wait will be greatly rewarded. Scrappers and tankers will love you for this move, and I suggest focusing on them more then your pets when grouping. This means getting near them when using Fulcrum Shift, and if you have Super Speed or a 4-6 Slotted Hover, then you should be okay most of the time since you can get out of melee pretty quick. Once again, this is one of those moves you want to 5-6 slot it ASAP.[*]Got a couple more slots into Tactics[/list]
The Ancillary Power Pools
At this point, you should have an idea of what you want to do...grab more support moves, go for more offense, or do something to help keep you alive so you can bring more to the group. I will cover the two that I did the most testing with out of the three I did, Fire and Psionic.
Fire Mastery
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(29)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(7),Heal(9),Heal(11)
Slot[03] Level 2 : Blind /Acc(A),Hold(5),Hold(5),Hold(11),Hold(50)
Slot[04] Level 4 : Siphon Power /Acc(A)
Slot[05] Level 6 : Flash /Acc(A),Acc(7),Hold(9),Hold(13),Rchg(34),Rchg(40)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Hurdle /Jump(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A),Rchg(23),DefBuf(43),DefBuf(46)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Swift /Run(A)
Slot[11] Level 18 : Phantom Army /Rchg(A),Rchg(19),Rchg(19),Rchg(21),Dmg(21),Dmg(23)
Slot[12] Level 20 : Stamina /EndRec(A),EndRec(25),EndRec(25),EndRec(27),EndRec( 27),EndRec(29)
Slot[13] Level 22 : Speed Boost /EndRec(A)
Slot[14] Level 24 : Increase Density /DamRes(A)
Slot[15] Level 26 : Maneuvers /EndRdx(A)
Slot[16] Level 28 : Inertial Reduction /Jump(A)
Slot[17] Level 30 : Tactics /HitBuf(A),HitBuf(31),HitBuf(31),HitBuf(31),HitBuf( 37),HitBuf(37)
Slot[18] Level 32 : Phantasm /Acc(A),Rchg(33),Rchg(33),Dmg(33),Dmg(34),Dmg(34)
Slot[19] Level 35 : Transference /Acc(A),Rchg(36),Rchg(36),EndRec(36),EndRec(37)
Slot[20] Level 38 : Fulcrum Shift /Acc(A),Acc(39),Rchg(39),Rchg(39),Rchg(40),Rchg(40)
Slot[21] Level 41 : Fire Ball /Acc(A),Dmg(42),Dmg(42),Dmg(42),Dmg(43),Dmg(43)
Slot[22] Level 44 : Fire Shield /DamRes(A),DamRed(45),DamRed(45),DamRes(45),DamRes( 46),DamRes(46)
Slot[23] Level 47 : Fire Blast /Acc(A),Dmg(47),Dmg(47),Dmg(47),Dmg(50)
Slot[24] Level 49 : Consume /Acc(A),Rchg(50)
Why Fire Mastery?: Fire Mastery will provide you with good damage output, allowing for faster arrests and XP per Hour. This is actually a pretty good one to go with because in teams when Phantasms' knockback can become a problem, you'll still be doing some respectable damage outside of your controlling. Fire shield will also help you manange the aggro you will get from using Fire Ball.
<ul type="square">[*]6-slotted Fire Ball and Fire Shield ASAP. Fire Ball is the main reason to get this powerset, since it's the most powerful AoE attack in the Controller's APP. Fire Shield 6-slotted of course to help you manage aggro you will be receiving from Fire Ball. It will get the attention of mobs not aggroed by PA and Tankers, and get mobs off of Phantasms and other teammates as well (because of the DoT), Phantasm Decoys and Scrappers excluded.[*]Added def to GI because it will, once again, help with aggro management, especially with mezzers.[*]Consume wasn't really necessary for this build since you have an even better tool, Transference. It's there just as a backup.[/list]
Psionic Mastery
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(29)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(7),Heal(9),Heal(11)
Slot[03] Level 2 : Blind /Acc(A),Hold(5),Hold(5),Hold(11),Hold(50)
Slot[04] Level 4 : Siphon Power /Acc(A)
Slot[05] Level 6 : Flash /Acc(A),Acc(7),Hold(9),Hold(13),Rchg(34),Rchg(40)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Hurdle /Jump(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A),Rchg(23),DefBuf(43),DefBuf(46)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Swift /Run(A)
Slot[11] Level 18 : Phantom Army /Rchg(A),Rchg(19),Rchg(19),Rchg(21),Dmg(21),Dmg(23)
Slot[12] Level 20 : Stamina /EndRec(A),EndRec(25),EndRec(25),EndRec(27),EndRec( 27),EndRec(29)
Slot[13] Level 22 : Speed Boost /EndRec(A)
Slot[14] Level 24 : Increase Density /DamRes(A)
Slot[15] Level 26 : Maneuvers /EndRdx(A)
Slot[16] Level 28 : Inertial Reduction /Jump(A)
Slot[17] Level 30 : Tactics /HitBuf(A),HitBuf(31),HitBuf(31),HitBuf(31),HitBuf( 37),HitBuf(37)
Slot[18] Level 32 : Phantasm /Acc(A),Rchg(33),Rchg(33),Dmg(33),Dmg(34),Dmg(34)
Slot[19] Level 35 : Transference /Acc(A),Rchg(36),Rchg(36),EndRec(36),EndRec(37)
Slot[20] Level 38 : Fulcrum Shift /Acc(A),Acc(39),Rchg(39),Rchg(39),Rchg(40),Rchg(40)
Slot[21] Level 41 : Indomitable Will /Rchg(A),Rchg(42),Rchg(42),Rchg(42),Rchg(43),Rchg(4 3)
Slot[22] Level 44 : Mind Over Body /DamRes(A),DamRed(45),DamRed(45),DamRes(45),DamRes( 46),DamRes(46)
Slot[23] Level 47 : Psionic Tornado /Acc(A),Dmg(47),Dmg(47),Dmg(47),Dmg(50),Dmg(50)
Slot[24] Level 49 : Deceive /Acc(A)
Why Psionic Mastery?: Psionic Mastery will provide you with a tool that no other APP has...mez protection! With 6 recharge SOs, you can have it perma. This is the power pool I recommend because there nothing is worst then getting mezzed when you need to get a heal, recast a pet, or when flash is up your team is getting destroyed, and Indomitable Will will virtually eliminate that. Psionic Tornado is an awesome move to get as well because it's a decent AoE with a -recharge and knockup effect. Good to add a little more controlling to your build .
<ul type="square">[*]6-slot Indomitable Will and Mind Over Body ASAP. Perma-Mez protection AND high resistance to Smash/Lethal/Psi...what more could you ask for![*]Psionic Tornado doesn't really need to be 6-slotted, but it's good to have when facing bosses/AVs/Monsters and the buffs from FS are pretty small.[*]Picked Deceive back up because there was nothing much else to get and Deceive works well unslotted to get some buffs from certain mobs (e.g. Scientists).[*]Mental Blast does a little more damage than Spectral Wounds, but it's activation time is so long that I avoided it. Tactics already drives me insane when I have to activate it and casting a move with nearly the same activation time regularly...no way.[*]Added the extra hold to Blind because it'll help more with AVs and Bosses.[/list]
Soloing:
I play at odd times or social activities is not one of my...one of my highlights, what should I do?:
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(7),Dmg(7),Dmg(9)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(11),Heal(13)
Slot[03] Level 2 : Blind /Acc(A),Dmg(9),Dmg(11) until level 12, when you get DOs, then go Acc,Hold,Hold
Slot[04] Level 4 : Siphon Power /Acc(A),Rchg(5),Rchg(5)
Slot[05] Level 6 : Deceive /Acc(A)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Air Superiority /Acc(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Hurdle /Jump(A)
<ul type="square">[*]Spectral Wounds for a soloing Ill Controller must be 6-slotted ASAP. It's your most power damaging move, making it essential for soloing.[*]Blind is you single target hold, which can put a lt or minion out of battle. Slotting it for damage is the best way to go until you get DOs (Hold TOs only add mere seconds, about 1-2, while doing damage will make the battle go faster, which increases your survivability more at this point). Once you get DOs, then it's more effective to slot it for holds, that way, you can keep lts or bosses down while you work on the minions.[*]Siphon Power is very helpful for soloing controllers. It increases your damage by 16%, which is much greater than the TOs (heck, even greater than DOs) that you'll be slotting into SW. With the two recharges in it, you'll be able to keep two up at all times, giving you a 32% increase in damage, which is like adding an SO to both SW and Blind.[*]Deceive is what makes soloing for a controller about 4x easier. Not only can you put a minion, lt, or boss out of a battle (which lasts longer than blind), you also have them help them in the damage dept. Of course, you don't get full xp for the villians they attack, it'll not only makes your life safer, but increase your XP per Hour (which is good consider how slow you'll be leveling vs. grouping).[*]Transfusion will only have 2 heals in it because it'll be more than enough for the soloing controller at this point.[*]Hasten is essential once again, for not only does maximize your XP per Hour, but also provides a nice 5% bonus to defense (and soloing, you want all the added def you can get)[*]Air Superiority is possible the best power pool attack, and as a soloing controller, I would recommend it. Slotting it right now isn't as important as 6-slotting hasten because you already effectively have a single SO damage in it already through Siphon Power (and when you're running Hasten, it'll become an SO and a DO).[*]At this point you have the option of Super Speed or Fly, but SS will benefit you more in battle, allowing for you to scout areas, get closer to enemies around corners, etc. Plus, IMO, it's a better overall travel power.[/list]
And they said Controllers can't solo pre-32...I guess I just proved them wrong!
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(7),Dmg(7),Dmg(9)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(11),Heal(13)
Slot[03] Level 2 : Blind /Acc(A),Hold(9),Hold(11)
Slot[04] Level 4 : Siphon Power /Acc(A),Rchg(5),Rchg(5)
Slot[05] Level 6 : Deceive /Acc(A)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Air Superiority /Acc(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A),Rchg(23)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Hurdle /Jump(A)
Slot[11] Level 18 : Phantom Army /Rchg(A),Rchg(19),Dmg(19),Dmg(21),Dmg(21),Dmg(23)
Slot[12] Level 20 : Swift /Run(A)
Slot[13] Level 22 : Stamina /EndRec(A),EndRec(25),EndRec(25),EndRec(27),EndRec( 27),EndRec(29)
Slot[14] Level 24 : Flash /Acc(A),Acc(31),Hold(31),Hold(31)
Slot[15] Level 26 : Spectral Terror /Acc(A)
Slot[16] Level 28 : Inertial Reduction /Jump(A)
Slot[17] Level 30 : Speed Boost /EndRdx(A)
<ul type="square">[*]This time, PA is slotted for damage instead of convience. This means that it will do more damage when it's out vs. the Group slotting, but during downtime, you'll either have to wait or just go back to old strategies.[*]GI is once again slotted for perma, which can make you're life a lot easier. The defense is a big help once again.[*]As always, six slotting Stamina should be a major priority. This will make you're ability to solo much greater, since you won't have to run away from fights do to becoming overwhelmed when running out of end. Also, since you have PA now, which takes a big chunk of end.[*]Flash is not being picked up and slotted until late because with one SO, it'll neglect the acc penalty. You'll also won't be hunting giant mobs, so Blind and Deceive, along with PA will prove to be more useful than Flash.[*]We're picking up Spectral Terror because with PA being your main damage, and no AoE moves or debuffs, it'll be much safer to use. It's acc debuff will also help nicely as well.[*]Just like with grouping, Inertial Reduction is there to help with the limitations of Super Speed (which can prove helpful in zones such as Eden, Rikti Crash Site, etc. when hunting).[*]Speed Boost is only there for Phantasms, since they get a 40% reduction to all their powers which greatly increases your XP per hour.[*]Op's Tip: During this time, you'll come across DE more and more. Use Deceive on the eminators and you'll be happy with the results. [/list]
Now, I'm the soloing Machine!
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(7)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(9),Heal(11),Heal(11),Heal(13)
Slot[03] Level 2 : Blind /Acc(A),Hold(5),Hold(5),Hold(7)
Slot[04] Level 4 : Siphon Power /Acc(A)
Slot[05] Level 6 : Hurdle /Jump(A)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Maneuvers /EndRdx(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A),Rchg(13),DefBuf(43)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Increase Density /DamRes(A)
Slot[11] Level 18 : Phantom Army /Rchg(A),Rchg(19),Rchg(19),Rchg(21),Rchg(21),Rchg(2 3)
Slot[12] Level 20 : Swift /Run(A)
Slot[13] Level 22 : Stamina /EndRec(A),EndRec(23),EndRec(25),EndRec(27),EndRec( 27),EndRec(29)
Slot[14] Level 24 : Flash /Acc(A),Acc(31),Hold(31),Hold(31)
Slot[15] Level 26 : Tactics /HitBuf(A),HitBuf(25),HitBuf(42),HitBuf(42),HitBuf( 42),HitBuf(43)
Slot[16] Level 28 : Inertial Reduction /Jump(A)
Slot[17] Level 30 : Speed Boost /EndRdx(A)
Slot[18] Level 32 : Phantasm /Acc(A),Rchg(33),Rchg(33),Dmg(33),Dmg(34),Dmg(34)
Slot[19] Level 35 : Transference /Acc(A),Rchg(36),Rchg(36),EndRec(36)
Slot[20] Level 38 : Fulcrum Shift /Acc(A),Acc(39),Rchg(39),Rchg(39),Rchg(40),Rchg(40)
<ul type="square">[*]Phantasm will follow the same slotting for the same reasons listed under "Grouping."[*]With Phantasms as your main source of damage, the Damage in PA can be converted into Recharge in order to maximize your survivability and have the ability to take on larger mobs.[*]Transference will also follow the same slotting for the reasons listed under "Grouping."[*]I added another heal to Transfusion because AoEs will be more common and heals will be required much more. [*]Fulcrum Shift will follow the same slotting for the reasons listed under "Grouping" as well.[*]Once FS is obtained, we can respec slots out of SW and into other powers since we can easily cap it's damage and take them out of Siphon as well.[*]We will also lose Spectral Terror and Air Superiority and get Maneuvers and Tactics. As stated in Part 1, with FS, Spectral Terror will do more harm than good. You won't really need Air Superiority at this point. FS, SP, and Phantasms will be enough, and if you are itching for more, then you have APPs to scratch your back.[*]We will also get rid of Deceive for Increase Density. Phantasms will start getting mezzed more and more, so this move will be a much bigger help soloing and if you do decide to team, you'll bring a lot more to the group.[*]We'll respec the slots into Blind, Transference, and Tactics. Make sure to have Tactics 6-slotted in the early 40s. We'll also add a slot to GI at level 43.[/list]
The Ancillary Power Pools
I will only cover Psionic Mastery for the soloer in this build since this one will benefit him/her the most. If you're interested in Fire Mastery, read it under "Grouping."
Psionic Mastery
What to Get and When:
Slot[01] Level 1 (Starting Primary) : Spectral Wounds /Acc(A),Dmg(3),Dmg(3),Dmg(7)
Slot[02] Level 1 (Starting Secondary) : Transfusion /Acc(A),Heal(9),Heal(11),Heal(11),Heal(13)
Slot[03] Level 2 : Blind /Acc(A),Hold(5),Hold(5),Hold(7)
Slot[04] Level 4 : Siphon Power /Acc(A)
Slot[05] Level 6 : Hurdle /Jump(A)
Slot[06] Level 8 : Hasten /Rchg(A),Rchg(13),Rchg(15),Rchg(15),Rchg(17),Rchg(1 7)
Slot[07] Level 10 : Maneuvers /EndRdx(A)
Slot[08] Level 12 : Group Invisibility /Rchg(A),Rchg(13),DefBuf(23)
Slot[09] Level 14 : Super Speed /Run(A)
Slot[10] Level 16 : Increase Density /DamRes(A)
Slot[11] Level 18 : Phantom Army /Rchg(A),Rchg(19),Rchg(19),Rchg(21),Rchg(21),Rchg(2 3)
Slot[12] Level 20 : Swift /Run(A)
Slot[13] Level 22 : Stamina /EndRec(A),EndRec(25),EndRec(25),EndRec(27),EndRec( 27),EndRec(29)
Slot[14] Level 24 : Flash /Acc(A),Acc(31),Hold(31),Hold(31)
Slot[15] Level 26 : Tactics /HitBuf(A),HitBuf(42),HitBuf(42),HitBuf(42),HitBuf( 43),HitBuf(43)
Slot[16] Level 28 : Inertial Reduction /Jump(A)
Slot[17] Level 30 : Speed Boost /EndRdx(A)
Slot[18] Level 32 : Phantasm /Acc(A),Rchg(33),Rchg(33),Dmg(33),Dmg(34),Dmg(34)
Slot[19] Level 35 : Transference /Acc(A),Rchg(36),Rchg(36),EndRec(36)
Slot[20] Level 38 : Fulcrum Shift /Acc(A),Acc(39),Rchg(39),Rchg(39),Rchg(40),Rchg(40)
Slot[21] Level 41 : Indomitable Will /Rchg(A),Rchg(42),Rchg(42),Rchg(42),Rchg(43),Rchg(4 3)
Slot[22] Level 44 : Mind Over Body /DamRes(A),DamRes(45),DamRes(45),DamRes(45),DamRes( 46),DamRes(46)
Slot[23] Level 47 : Psionic Tornado /Acc(A),Dmg(47),Dmg(47),Dmg(47)
Slot[24] Level 49 : Aid Other : /IntTime(A),Heal(50),Heal(50)
Why so much emphasis on Psionic Mastery?: For the soloing controller, you will have no mez protection outside inspirations. Grouping has Defenders, Controllers, Tankers, and even Scrappers to help migrate status effects, you don't outside of inspirations. Unless you like breaking away from the action to go buy disciplines when you run out, or willing to sacrifice other useful inspirations to maintain a full tray of them, Psionic APP will help you a lot because it's the only one to offer Mez protection...and it can be made perma!
<ul type="square">[*]6-slot Indomitable Will and Mind Over Body ASAP...trust me, you'll be very, very happy with the results.[*]Psionic Tornado will be 4-slotted because with Fulcrum Shift, you can cap your damage damage pretty easy with FS, and it's easier to use FS in a soloing situation vs. in a team situation.[*]Picked up Aid Other to help with Phantasms. Since you don't have people to rely on for AoE heals to heal Phantasms, it's good to have this just in case they aren't close enough for a transfusion.[/list]
That's it of v2.0 of this guide. Feel free to leave comments to help clear up any mistakes I made or give your opinion to help guide others as well.
190 Views but no criticism. Man, I must have really out-done myself with this one
As a guide this one is perfect. I think people are still in shock from it.
I have a level 41 Ill/Rad and everything you state about illusion is spot on; dont know about the kin side of things though.
Nice job!
Bots/Traps Guide for I19.5
RO Network
three words, KER-AWESOME!!!!!
Currently Active on Liberty
Global: @Rockmar Yay Whirligig.
Hey, thanks guys. I'll probably try to release some more guides on different builds as well, so keep an eye out!
Nice guide! I am going with psionic mastery when I respec, and your info about less slots on SW and psionic tornado because of damage cap was something that I never really considered. Now I can use those slots in other powers! Also the choice of aid other for phantasms is a good idea.
Yea, a lot of /Kin controllers forget that they can easily cap their damage with a well-timed fulcrum shift, allowing you to spare slots into other powers.
I built a controller using your original template as a general guide. I sort of mixed the slotting from group and solo in some powers. I am having SO MUCH FUN with this guy it is scary. I tried a Gravity controller and parked him. My main hero is a level 38 blaster and this controller build allows me to solo fairly well when I want. I don't feel "squishy" and can solo in Talos in the mid 20's just fine. It is funny to see the reactions in teams that have never been around a controller before. They can tear through rooms quickly and still have full endurance. You explained choices very nicely and if I disagree then I am making an informed decision. The slotting guide is really nice too! My controller doesn't need respec'd every 10 levels like some heroes ( I just had to respec my radiation defender...I had him gimped with Fly...). I wish you were on the Triumph server....I would like to run with you sometime....that's the best compliment that I can give.
LoL. Let me tell you this too, Ill controllers are the only controllers that can effective tank Hami and his mitos (and I just did it recently too, successfully), allowing for meleers to actually participate in the Hami Raid and do something. It was amazing hearing all the people requesting me for Inertial Reduction and people w/ Group Fly being begged to join teams.
First I would like to say thank you very much for the guide, but there is one question i still have, is it smart to even pick up specrtical terror even post-I3, because wont your phantisms and PA just go in and attack the terrified enimies, making them attack still, or is it really worth the accuracy debuff? I did read your section on Spectrical Terror but it kind of confused me.
For Spectral Terror, I only recommended it if you were soloing. Once you get Phantasms, and especially FS, you can drop the move from your build. But from level 26-32, it will be a big help since PA doesn't have any Cones or AoEs, so it will keep a decent portion off of you, and when they do attack, they'll be attacking PA. Just make sure you lead with PA and not Spectral Terror.
Also, this only holds true if they fix the bug with Spectral Terror after the recent patch. I hope we get a Dev's comment regarding the power.
Just a comment on the builds, with Hasten 1 slot in GI should be enough to keep it perma. Be sure to keep that slot at least + not necessarily ++.
NOTE: When recasting GI, you will appear visible again for a second then disappear again, be careful not to recast in the middle of mobs.
I'll test it again, but from what I remembered, with only recharge, GI had about a 3-5s downtime.
Well I've got Rad, so it may be that AM boost, I'm probably wrong then. If I am sorry.
I had my level 25 Ill/Kin controller parked in Brick train. When I logged on, I immediately got asked by a level 33 tank to team. We did one of his Nemesis mishs twice (ran out the door and reset it) just for the points. I was sk'ed up but it was so much fun. He loved the siphons, holds, and for fun I would use deceive for humor. Last night I got asked to duo with another tank for a dev earth mission. We only had one tough room and that was my fault. I aggroed the room too fast and should have let him taunt some out first. We lived and laughed about it. Late tonight I got asked by a level 11 blaster from my SG if I could help her. We did Talos and she had a grand time. We were hitting small groups of +2 liets and a +2 boss. My PA is slotted for 4 damage and 2 recharge and they worked great. We only had one "moment" and I had to use a green insp. I took her up to within one bubble of leveling in a short time. She is normally a level 35 Emp defender. Now she is amazed at what this build can do. I love the duo teams I get on because you really get a feel for working with them. My SG has never had a controller before and I really am working to be a good asset for them. My only problem so far is I have outleveled my contacts so fast by doing street sweeping and helping others on missions. I can live with it...lol, but now I have created a bunch of Speed Boost junkies!
I play a lvl 38 kinetics/electric defender, and I've had a lot of unpleasant groups with illusion/x controllers. Sure, illusion has the most potential for damage early on, but the thing you aren't considering is it doesn't work that synergistically with kinetics. Phantom Army & Phastasm (and it's pets) all have knock back attacks. Most people look at that as a defensive perk but when you consider how badly it effects the efficency of fulcrum by spreading the mobs out... The two power sets just don't go together. You can't buff phantom army, and when I've tried to buff phantasm decoy's they suddenly die. Unless you were to take group teleport, it would be very difficult to bring the phantasms themselves into range to be buffed by fulcrum shift.
... So, basically... "I'm not drinking the kool-aid."
Earth powers work more synergistically with kinetics, the -def from all the immobilization, disorient, sleep, and hold powers mesh for more offense while increasing the chances of your kinetics powers of landing. The pets are more apt to get in close for fulcrum & transfusion while they don't knock them all over the place... The quicksand power will even let you run like a little girl from the (now slowed) bosses that you don't immediately lock down...
/em goes off to making 'troller toon called "Rolling Stone"
Well, as a Kin user, I thought you would be aware that there is a 40% buff around the caster for Kin Secondary when using FS. Stacking with Siphon Power, you can get nice buffing results from the two. Hmm, wonder what else could boost performance by a great deal for Ill/Kin...oh yea...speed boost! A 40-50% reduction in recharge times is a pretty big plus for increasing DPS.
Also, only Phantasms have knockback. PA does no knockback whatsoever. And of course PA and Phantasms decoys can't be buffed, they're invincible...would kinda be unbalancing if I could buff something that can't be killed. Only Phantasms, the originals, can be buffed, since um...they can be killed...
As stated above, you don't need to fully buff Phantasms to benefit from the Kinetics line. If you're soloing, you can still get decent to full buffs by either running past the mob (and you have GI for that) to get Phantasms in the middle, then run back and buff them. Or if fighting mobs that like melee, let a few gather around you and Phantasms, or cast PA near you to draw aggro closer to you.
Why settle for one mob'ss worth of buff off fulcrum and what you can get out of power siphon for your pets? Max dmg with melee pets and less defence with earth powers still works more synergistically. Not to mention the big perk everyone raves about with illusion is sprectral wounds with all the pet damage... if you aren't in range of all the mobs for fulcrum in order to give your phantasms the default one buff icon worth of fulcrum, you'll be doing considerably less damage with sprectral wounds. The tactics don't add up.
And I've seen PA's more than once use energy torrent.
[ QUOTE ]
Why settle for one mob'ss worth of buff off fulcrum and what you can get out of power siphon for your pets?
[/ QUOTE ]
Umm....because you can kill them off normally with one full buff, because unlike your earth pets, Phantasms have a much higher DPS than yours will ever achieve...that's to it's cone attacks. If you don't kill them within the first buff, you can still stack multiple buffs and if you keep them speed boosted, you'll have them spamming out that Cone attack (Energy Torrent) a good amount.
[ QUOTE ]
Max dmg with melee pets and less defence with earth powers still works more synergistically.
[/ QUOTE ]
It's more easily to work with, heck, that's why Fire/Kin is the strongest damaging controller build you can make (pre-38 that is), but as stated above, you will never achieve the killing performance of Illusion, no matter how much you try because they can never achieve the DPS due to the lack of a cone/AoE attack, and the fact that you can't spawn Animated Stones like you can Fire Imps...in sets of 2-5.
[ QUOTE ]
Not to mention the big perk everyone raves about with illusion is sprectral wounds with all the pet damage... if you aren't in range of all the mobs for fulcrum in order to give your phantasms the default one buff icon worth of fulcrum, you'll be doing considerably less damage with sprectral wounds. The tactics don't add up.
[/ QUOTE ]
Once again, you can get either a full buff at the beginning, which is enough to usually kill 2-3+ minions and lts, or you can get cap/near-cap by STACKING your buffs. Correct me if I'm wrong, but you can get a constant addition 120% damage buff (through 2 FS (40% buff each) and 2 Siphon Powers (20% buff each)).
[ QUOTE ]
And I've seen PA's more than once use energy torrent.
[/ QUOTE ]
I suggest you level an Ill controller to level 18, pick up PA, slot it for perma, so you can have them out constantly, and level up the next 32 levels and let me know if they every use Energy Torrent...Heck, I'll save you all the trouble since I've done it already, they don't use Energy Torrent. You probably saw a Phantasm Decoy (which is a entity summoned from the original Phantasm) use it, but PA doesn't have any cone/AoE attacks and do absolutely no knockback. Remember, PA are the little solid dudes and Phantasms are the translucent dudes.
Confusing PA, Phantasms, and the Phantom Decoys is pretty common from those that don't play Illusion controllers.
That said.....
I wish my PA would use Energy Torrent.
I wish my Phantasms would cast PA for their Decoys.
If that would happen, A Team of 8 could solo Hamidon, as they could easily turn into 64+ entities attacking him/them with most being indestructable.
:drool:
Awesome job, Spec! Really awesome job! I have a lvl 12 ill/kin and your guide is a HUGE help! Props to ya, bro!
Great guide, I printed it out for further study. I have a lvl 7 ill/kin controller and I was looking for help with it. It may not be the fastest way to kill, but it sure seems like the most fun.
Great Guide, printed it out too.
As an FYI I just hit 26 and popped onto Test to try out Spectral Terror, and the bug hasn't been fixed. I have petitioned about it, will keep you informed of developments.
I am a bit of a loss what to do now, whether to take it till respec, or just skip it for something else
-
Fantastic guide!
This helped clear up a couple of questions I had recently as an Illusion controller.
QF
Alright guys, here is v2.0 of my Illusion/Kinetics Controlling Guide. This guide will reflect the new updates from Issue 3.
Part 1: The Powers and Slotting
ILLUSION PRIMARY:
Specs: Damage: Ranged, High, Illusionary; Activation Time: 1s; Recharge Time: 6 secs; End Cost: 10; Acc Bonus/Penalty: +10%;Available at Level 1
What is it?: Spectral Wounds is going to be one of your essential attacks. The attack deals Illusionary damage (meaing a base portion of it will heal back), but with the high damage it does, it will prove to be very useful both soloing and grouping throughout your career. Also, since it's a base portion that heals back, when you slot the move for damage, the portion that heals back is the same as if it had no slots (i.e. if you hit for 50 unslotted and 20 heals back, if you add slots and hit for 100, 20 will will still be the only amount to heal back).
Slotting: Right now, I have only 5 slots in SW, but plan to add one more slot soon. This is definitely a move that I suggest you 6-slot.
Specs: Ranged Single Target Hold; Damage: Moderate, Psionic; Activation Time: 2s; Recharge Time: 9s, End Cost: 12.5; Acc Bonus/Penalty: +10%; Small Sleep AoE around Target; Available at Level 1
What is it?: Blind is your single person hold, the first of your two true holds. This is one of your bread-and-butter attacks like SW. When slotted properly, this move can be used to keep bosses and lts easily locked down. It also has a small chance to put foes around the target to sleep, but it's not worth slotting since teams will easily wake them up.
Slotting: I recommend 5 to 6-slotting this move. As I said, it's one of your main attacks. I have mine slotted with an acc and the rest holds. I tested it and having a recharge SO with perma-Hasten only reduces it recharge time by 1-2 secs, but hold SOs increase the holds by 7-9 secs, so you get more bang for your buck with hold enhancements.
Specs: Ranged Single Target Confuse; Activation Time: 6s; Recharge Time: 8s; End Cost: 12.5; Acc Bonus/Penalty: +20%; Available at Level 2
What is it?: Deceive is a move that confuses a target and causes him to attack his friends. It causes no aggro when used, so it can be safely applied. Unless you attack the enemy that is being attacked by the person being deceived, you will receive no XP at all. If you do over 20% of the damage, you will receive partial xp. Post-Issue 2, confuse powers got an upgrade so the XP loss from using them aren't so great. When soloing pre-32, Deceive can prove to be a BIG help. Even in teams, the XP loss isn't so great so if you're in situations where things can get overwhelming, deceive is a very useful tool, although I HIGHLY recommend you don't use this power every single moment you get a chance to in a group. People do get annoyed when someone uses deceive when they aren't in much danger, even if deceive could possibly be increasing the overall XP per Hour. If keep it restricted to hard missions or mobs that buff, you'll get along a lot easier with your teammates. You can skip/respec out this power if you find yourself tight on slots.
The I3 Difference: Now Deceive also allow confused mobs to buff you!
Slotting: The duration of confuse is long, so I would suggest just leaving in the default slot and adding either a confuse duration or acc.
Specs: PBAoE (Point-Blank Area of Effect) Hold; Activation Time: 2s; Recharge Time: 2m; End Cost: 22.5; Acc Bonus/Penalty: -20%; Available at Level 6
What is it?: Flash is a move that greatly increases your controlling abilities, since it's the second of your true holds. Basically, you run into the middle of a mob and blind them, rendering them unable to take any action. This move can be the one that literally turn the tide of a battle. At first, it won't seem that great because you won't have it properly slotted, but once you get some slots into it, you'll wonder how you could have ever gotten by without it.
Slotting: This is one of those moves that required to be 6-slotted ASAP. I would recommend 2 accs, 2 holds, and 2 recharge redux. With perma-Hasten and that slotting, I can get a Flash in every battle, depending on the length of the battle, two.
Specs: Self Invisibility and +Def; Toggle Power; Activation Time: 1s; End Cost 1; Available at Level 8
What is it?: Superior Invisibility (SI) is a move that makes you completely Invisible. It has the best aggro-range reduction in the game, but you can only perform move to assist yourself while this power is active. I had the move and respec'ed it out and went perma-Group Invisibility instead (I'll explain why later).
Slotting: If you want to pick up the move, I suggest just putting in just one End Redux. It's more of a safe travel power/escape power, so it's very situational in it's uses.
Specs: PBAoE Team Invisibility and +Def (7.5%); Click Power; Activation Time: 2s; Recharge Time: 4m; End Cost: 15; Available at Level 12
What is it?: Group Invisibility (GI) will provide you and your team with Invisibility and a nice Defense bonus. Even though Superior Invisibility has a better aggro range reduction, with Group Invisibility you can attack and assist allies while this move is active and it's a click power too, so no continuous end drain, which is why this is a MUCH better power to go with. The only time aggro range really matters is when going into zones with snipers, but unless you're trying to PL (Power Level), snipers aren't much of a threat.
Slotting: This move can get by with 2 slots, but I would recommend six slotting it. With perma-Hasten, you only need two recharge redux SOs in it to have it perma (i.e. It'll be up before it fades). I would recommend adding as many Def Buffs as you can afford to get the most that you can out of this power, for you, your team, and your pets when you get them.
Specs: Location Ranged Summon (2-4 Decoys); Damage: Minor, Illusionary; Activation Time: 3s, Recharge Time: 4m; Duration: 1m; End Cost: 37.5; Available at Level 18
What is it?: Phantom Army (PA) is the move that'll greatly increase your soloing capabilities and moderately increase your controlling abilities. Post-Issue 2, their damage was reduced, so they aren't the powerhouses they use to be, but they still can do respectable damage if slotted for it. All their moves have a built-in Taunt Mag, so they can hold aggro better than a provoke-less, Invin-less tanker. They can effectively hold aggro for up to a mob of 8, afterwards, you're controlling will have to make it so that your team isn't overwhelmed.
Slotting: PA can be slotted 2 ways, damage or perma, both ways requiring it to be 6-slotted ASAP. Pre-32, damage route is the most popular. 2 recharge redux and 4 damage are the way to go if you want to be able to effectively solo. After you pick up phantasms, or if you plan to contanstly group still, perma is the most effective way to go. 6 recharge redux or 5 recharge redux and 1 acc (that's how I got mine now since I constantly fight foes much higher than me), will allow you to keep PA out most of the time. Perma-PA will make it so you can have them constantly asborb the alpha-strike for all mobs you face and they will make it safer for you team, especially AoE users, to go all out.
Specs: Location Ranged Summon (Terror); Foe -Acc; Activation Time: 3s; Recharge Time: 45s; End Cost: 24; Available at Level 26
What is it?: Spectral Terror is a summon that invokes fear into anyone that gets around it. Basically, they will cower until attacked. This power is a great tool pre-38, but once you pick up fulcrum shift, you'll find it somewhat of a burden, especially if soloing. Attaks and buffs break it though. Energy Torrent and Fulcrum Shift allows for mobs unaggroed by PA to launch a new alpha-stike on you or your pets every time...and you will use multiple Fulcrum Shifts and Energy Torrent between a flash, so don't expect that to save you from it every single time you use the move. It does offer a decent acc debuff though -20%. When I tested the new version of it, I did notice that I was getting more aggro than normal, taking more damage, even with the acc debuff.
The I3 Difference: Fear Update: Villains that are afraid will no longer run away. Afraid villains will now tremble and cower in place and not attack. They will, however, retaliate once if attacked (including debuffing), but then go back to trembling.
Slotting: I would say 1 acc would do well for the move, since you can't slot acc debuffs.
Specs: Location Ranged Summon; Damage: Ranged, Moderate, Energy; Activation Time: 2s, Recharge Time: 4m; Duration: 4m; End Cost: 37.5; Fly; Available at Level 32
What is it?: Phantasm is your ultimate pet. It does excellent damage, it's ranged with energy blasts, and has a Cone (Energy Torrent). The one problem about Phantasms are that they're plagued with knockbacks, which can be a little group unfriendly, but most people usually adjust to them. They have the ability to fly, so unlike some other pets, they can get to certain areas without much problems. Phantasms lack any resistances to damage (though I believe they have a high resistance to effects), so you're controlling and PA will be key to their survival. They also have the ability to summon decoys that usually stay around until the enemy it was summoned on is defeated. I believe the decoys they summon has a built-in Taunt to their attacks, so that helps a deal in aggro control against the Phantasm itself (especially if the decoy is summoned on a boss or pesky lt, then that benefits everyone on the team).
Slotting: This move is of course one that you should 6-slot ASAP. With perma-Hasten, I recommend 1 acc, 2 recharge, and 3 damage. If you also have a 6-slotted Tactics (working on that myself), I would suggest going 3 recharge and 3 damage or 2 recharge and 4 damage (I will experiment with both setups once I get Tactics 6-slotted to see which one is more effective). If you lack hasten, 4 recharge and 2 damage would be the best way to go.
KINETICS SECONDARY:
Why go Kin?:
For Uber Soloing with great team support through offense and end recovery.
Specs: Targeted AoE Heal (Centered around targeted foe); Foe -End (20 I believe); Activation Time: 1s; Recharge Time: 8s; End Cost: 7.5; Acc Bonus/Penalty: +10%; Mandatory at Level 1
What is it?: Transfusion is the 3rd most powerful heal in the game, being the most powerful AoE heal in the game. Sadly, it's centered around the enemy that you cast it on. This makes it the perfect heal for melee players, but for you and ranged players, it can be a pain. You have to go into melee to get your heal if you're needed, and if the mob has AoEs (e.g. 5th, Nemesis, etc.), this can be a big pain for you. Most of the time if blasters are in need of a heal, they're out of melee range, or are in it, will run out of melee, no matter how many times you ask them to stay in it (they will miss the heal, then end up dieing). Defenders and controllers are usually the only ranged toons that will listen to what you say about Transfusion and run close and target someone when they need a heal.
Slotting: I would recommend at least 4 slots in this heal, preferrably 6. You can either go 1 acc and the rest heals or 2 accs and the rest heals (which I would recommend if you don't pick up tactics). I have mine 4-slotted now (will add the last two at level 39) with 1 acc and 3 heals and I heal for about 360.
[/i]Specs:[/i] Targeted Foe Damage Debuff, PBAoE Team Buff; Activation Time: 2s, Recharge Time: 20s, End Cost: 15; Acc Bonus/Penalty: 0%; Available at Level 2
What is it?: Siphon Power is the move that will debuff an enemy's damage by 20% and increase your teams by 15% (numbers listed are for controllers considering the 80% reduction on defender prims). This move is great to use against bosses, Monsters, and AVs. Both the debuff and buff stacks, so you can effectively increase those numbers. Awesome damage buff throughout your career, because the buff usually adds about 8-10 points to SW. A lot of people don't notice it in the low game, but pre-22, this buff greatly affects your teams damage output, 25+, most people will have SOs, so it'll be more for you and debuffing bosses, Monsters, and AVs. Once you get to level 32, you'll find yourself using it a lot more to squeeze some extra numbers out of your Phantasms.
Slotting: I would recommend 2-3 slotting it, 1 acc and the rest recharge, at the beginning. You will use it a good amount throughout your career, but at around level 24, you can respec out those recharges because with perma-Hasten, it'll end up draining you out of end fast. With perma-Hasten, you can stack 2 which will be good enough.
Specs: PBAoE Foe Knockback, Toggle Power, End Cost: 1.5, plus 3 for every villian repelled; Activation Time: 1s; Available at Level 4
What is it?: This is another situational power that I respec'ed out. It's situational because of it's end cost. If you run this constantly, you'll be limited on your controlling due to the lack of end. It can also make it a pain to use Transfusion if you forget to turn it off (died a couple times because of that ). The only time I found a good use for this power was when I was in a level 16 group and we ran across a bug which had a level 20 Lt in the mob. We defeated the mob and I held the lt back, but that was the only time I was proud to have that power. On a brighter note, it does look pretty cool.
Slotting: If you do decide to use this power, I would highly recommend slotting it with 2-3 end redux just because of it's insane end cost.
Specs: Targeted Foe, -Spd; Self +Spd; Activation Time: 5s; Recharge Time: 1m; Duration: 1m; End Cost: 11.5; Available at Level 10
What is it?: It's what most refer to as a "travel power." It can be used as one, but it's a poor replacement for Super Speed because of the lack of steath (which is a big time pain pre-perma GI) and the fact you have to recast it every minute. It becomes a pain and it's suicidal in high level zones, especially if you miss since the move draws aggro and even when you hit, if you're in a zone with 4+ (being sked or heading through a hazard zone to a mission), you're run the risk of being one-shotted. I say hold off because you can get a travel power at level 10, and especially if you pick up Hasten, then it's a big waste. Some people say it's awesome for AVs, but I would rarely find myself using it. And if you take an extra few minutes to clear a few mobs around the AV, the need for it goes down even more.
Slotting: 1 acc is all you need.
Specs: Ranged, Ally +res(All effects (I will talk about sleep in a sec), Knockback, Energy/Smashing Damage), -Spd; Activation Time: 2s; Duration: 1m; Recharge Time: 3s; End Cost: 12; Available at Level 16
What is it?: Increase Density (ID) is a move that provides status effect resistance, knockback resistance, and energy/smashing damage resistance. You can either pick it up ASAP or get it sometime in the 20s, but I wouldn't get it any later. Some people say it doesn't provide sleep protection, but recently, when doing a DE mission, I noticed that not only did it wake my friends up from sleep, they didn't fall to sleep for the rest of it's duration, so I concluded that sleep protection must have been recently added in. The knockback resistance is loved by everyone once you face the Ruin Mage of CoT. People will beg to be IDed before every battle. The Smash/Energy Resistance is something like 25%, so when facing enemies who can dish out major amount of those types, it's good to apply it to your damage dealers. The main problem with ID is it's duration, which makes it a pain to apply to everyone in large teams, so most Kin users just use it to wake up people from the status effects.
Slotting: I would recommend just 1 damage resistance buff or end redux in the power. Unless they increase the duration of it, it's a very useful situational power.[/i]
Specs: Ranged, Ally +Recovery(24% for a controller), +Recharge(40% for a controller), +Spd; Activation Time: 1s; Recharge Time: 2s; Duration: 2m, End Cost: 11; Available at Level 20
What is it?: Speed Boost is virtual crack, it's just that good. The +recovery will allow people to go all out with their powers without worrying about running out of end so fast. It also stacks very nicely with Stamina. The Recharge Boost is what really keeps them coming back for more, especially blasters. With a 40% increase in recharge speeds, you can get those high level powers out more often (allows blasters to get those Infernos and Novas up more, which nobody can really complain about ). When I get speed boosted, I can effectively keep out 3 phantasms about 80% of the time, which is always welcomed. A few people don't like the speed increase, but unless they have a computer that can't handle it, once they notice the recharge time and end recovery bonuses, most of them will grow to love it.
Slotting: I currently only have an end redux in mine, because I mostly use it for my pets(and they don't benefit at all from the end boost) and most people who want it just want it for the recharge redux bonus, and since a good portion have stamina, both of them together usually covers their end needs. If they ever need more end, than I have transference to help with that. However, some would recommend 2-3 end recoveries if you want to use Transference all for yourself.
Specs: PBAoE Super Jump; Activation Time: 2s, Recharge Time: 1m, Duration: 1m, End Cost: 34; Available at Level 28
What is it?: Inertial Reduction basically gives you, and everyone around you, temporary Super Jump. Very nice if you have only Super Speed as your travel power, but otherwise, can be skipped. I wouldn't recommend going 28 levels without a travel just to get this one, that'll be hard on both you and your teams.
Slotting: I would recommend either a Jump Enhancement if you have perma-Hasten, or a recharge redux if you don't (that way, you won't worry about losing air control mid-air and falling into a pack of mobs).
Specs: Ranged Targeted Foe -End (about 40-50 I believe); Team +End; Activation Time: 3s, Recharge Time: 30s; End Cost: 4; Acc Bonus/Penalty: +10%; Available at Level 35
What is it?: Transference is the move that will end most of your endurance troubles. It'll basically bring you from 4 to 50 in one hit (unslotted). It has the same flaw as Transfusion, so you and your team has to be within melee range of the enemy to get the buff. It also has utility uses, so you can drain a boss of most of his end, rendering him useless for the remainder of the fight while keeping another held down. This move, for controllers, is not the Stamina Killer like it is for Kinetic Defenders. Pet casting, holds, etc. will drain you on end and Stamina will allow you to keep fighting until Transference is ready. Plus, if you miss with transference, you won't be able to use any holds, which is fatal for the team, and with Phantasms, misses are more common then a Kin Defender.
Slotting: I would recommend at least 4 slots in this move, preferrably 5-6. It can be very useful in helping you with end after pet casting, and with proper slotting, if you missed, you can have it back up fast to recast. I currently have mine 4-slotted with 1 acc, 2 recharge redux, and 1 end recovery. I will add one more end recovery next level. This that slotting, I also plan to use it to bring blasters end almost to full after laying down their level 32 powers.
Specs: Ranged Targeted AoE, Foes -Damage(15% for a controller), Team +Damage(+15% for everyone hit, +40% around the caster); Activation Time: 2s, Recharge Time: 60s; End Cost: 22.5; Acc Bonus/Penalty: -10%; Available at Level 38
What is it?: Fulcrum Shift is the move that'll complete your conquest to uber soloing. For Phantasms, most of the time, it'll be a 40% buff to their damage that can be stacked upon itself and with siphon powers. You can also run past mobs to get phantasms in the middle, and buff them there to receive the full buff (from everyone it hits and the 40% from the caster). This move allows you, your pets, and your team to output very high damage.
Slotting: I would recommend 6-slotting this move with 2 accs and 4 recharges. This will neglect the acc penalty and allow you to stack multiple Fulcrum Shifts.
Power Pools
I will give some suggestions as to what power pools and power pool powers to take and skip for Illusion/Kinetics.
<ul type="square">[*]Concealment:
This entire power pool can be skipped because all their powers, except for Phase Shift, are covered in the Illusion Primary. IMHO, it's not worth wasting 2 powers slots just to get Phase Shift, which isn't all the great of an escape power, due to it's long activation time, since by time you activate it, you'll already be dead.
[*]Fighting:
This is another power pool that I would suggest not taking. Remember, you're a Kin Controller, not Defender. Kin Defenders are constantly in melee more than Kin Controllers (I know, I play both), especially after you pick up Phantasms, and usually want to pick up this power pool. When controlling, you also have more defensive moves than Defenders, therefore, you don't require the extra protection as much as they do. Fulcrum Shift will be used at ranged most of the time, and you also have PA to help with aggro control.
[*]Fitness:
This power pool is pretty much required. Controlling is very taxing on the end, especially after pet casting and speed boosting. I recommend getting Stamina between level 20-24 and six slotting it. I also recommend hurdle above swift because it's actually faster than swift pre-14, works very well with Super Speed and stacks nicely with Super Jump and Inertial Reduction. I recommend Swift over Health because Health doesn't make a difference at all in battle because it's regen is too small to even notice.
[*]Flight:
Only go with this power pool if you enjoy fly or if you want to be more effective at soloing, since it has the most powerful power pool attack...Air Superiority. Hover is good to keep you out of melee, but Super Speed works just as well for that task and has better mobility from it. Hover, even 6-slotted, will have a difficult time using Transfusion and Transference, especially when they have Phantasms out and they're knocking everything around.
The I3 Difference:Group Fly got a nice buff in usefulness with an end redux per person within radius (although the base end cost was increased), plus fly enhancements also affect the people being carried
[*]Leadership:
I would highly recommend getting this power pool because its buffs affects your pets. The main reason for it is primarily Tactics, which provides a 10% buff in acc. I would suggest getting Maneuvers over Assault because Manuevers stacks with GI and its buff can be enhanced. Assault only provides a 10% damage buff that can't be enhanced (and when everyone has SOs, it's just about a 1-2 point increase in damage, definitely not worth the end) and you have two better damage buff moves, Siphon Power and Fulcrum Shift, both of which can be stacked upon themselves.
[*]Leaping:
Leaping power pool has the best overall travel power, Super Jump, along with a couple of moves that provide awesome protection (CJ for Immobilize and Acrobatics for Knockback and minor hold protection). If you prefer SJ over SS, then go for this pool and I would then suggest going for Acrobatics. Knockback protection can prove to be very useful in the later game.
[*]Medicine:
Medicine power pool is a good pool to pick up if you healing is your thing. It can also prove to be helpful for Phantasms in certain situations.
[*]Presence:
Are you kidding me. You already have a move that invokes fear (Spectral Terror) and the last thing you need is to have all the attention focused on you. If you have the [censored] to pick up challenge or provoke as a controller, I'm sure the MAN SG has a special chair for you.
The I3 Difference: Provokes Accuracy was reduced and Challenges Accuracy was increased. Fear Change affected Intimidate and Invoke Panic.
[*]Speed:
Possible the best power pool, with Fitness fighting in on a close second. This power pool will give you Hasten, which will greatly increase your potential as both a soloing and grouping controller. You can slot your moves for maximum damage, hold effectiveness, healing, etc. by having this move. Super Speed is my personal favorite travel power because it allows for awesome mobility in battle, allowing you to get in and out of melee fast (which makes it easy to use Transfusion and Transference, especially with Phantasms knockback), and keeping you out of melee reach. Some people also say Whirlwind is an awesome utility, but I have yet to see a controller use it in action.
[*]Teleportation
Just like Flight, get this power pool if you enjoy TP or Recall Friend. Unlike Emp or Rad, Recall Friend won't benefit Kin at all in battle. TP, from my experience with it, is a pain in the [censored] to use, even with the bind.
The I3 Difference: Same buffs as Group Fly listed above.[/list]
The I3 Difference: Ancillary Power Pools:
These are new Power Pools that open up at level 41. Follows the same guidlines as standard Power Pools (i.e. You need to select one of the first two powers to get the 3rd, and you need to select two of the first three to get the fourth).
<ul type="square">
[*]Stone Mastery
Hurl Boulder:
Description: You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage, and can knock foes back.
Specs: Damage: Ranged, Heavy; Recharge Time: Slow; Knockback
Fissure:
Description: This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe. Affected targets take moderate damage and may be thrown in the air and possible disorient.
Specs: Damage: Close(Targeted AoE), Moderate; Recharge Time: Slow; Foe Disorient; Foe Knockup
Rock Armor:
Description: Your skin becomes stone while this power is active. Stone Armor makes you highly resistant to Smashing and Lethal attacks. They are less likely to land and affect you. You must have Hurl Boulder or Fissure before selecting this power.
Specs: Toggle: Self +Res(Smash/Lethal); Recharge Time: Fast
Earth's Embrace:
Description: You are so connected to the Earth, you can draw upon its power to add to your own health. Activating this power increases your maximum Hit Points. You must have two other Stone Mastery Powers before selecting this power
Specs: Self Heal, +Max HP; Recharge Time: Very Long
[*]Primal Forces Mastery:
Power Blast:
Description: A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back.
Specs: Damage: Ranged, Moderate; Activation Time: 2s; Recharge Time: 8s; End Cost: 10
Conserve Power:
Description: You can focus for a moment to Conserve your Endurance. After activating this power, you expend less Endurance on all other powers for a while.
Specs: Self Endurance Discount; Recharge: Very Long
Temp Invulnerability:
Description: When you toggle on this power, you become highly resistant to Smashing and Lethal damage. You must have Power Blast or Conserve Power before selecting this power.
Specs: Toggle: Self +Res(Smash/Lethal); Recharge Time: Fast
Power Boost:
Description: Greatly boosts the secondary effects of your powers. Your powers effects like Disorients, Holds, Immobilizes, Heals, Defense Buffs, Endurance Drains, Knockbacks and more, are all improved. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted. You must have two other Primal Forces Mastery Powers before selecting this power.
Specs: Self +Special; Recharge Time: Long
Special Note: Doesn't affect Tranfusion's heal
[*]Psionic Mastery:
Mental Blast
Description: This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed.
Specs: Damage: Ranged, Moderate; Activation Time: 3s; Recharge Time: 4s; End Cost: 7.5
Indomitable Will:
Description: Activating this power greatly boosts your resistance to Sleep, Disorient and Hold effects for 90 seconds. Indomitable Will also grant a high defense to Psionic based attacks.
Specs: Self +Res(Sleep, Hold, Disorient), +Def(Psionic); Recharge: Very Long
Mind Over Body:
Description: When you toggle on this power, you empower your Mind Over Body to become highly resistant to Smashing and Lethal damage. You must have Mental Blast or Indomitable Will before selecting this power.
Specs: Self +Res(Smash/Lethal, Psionic); Recharge: Fast
Psionic Tornado:
Description: Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed. You must have two other Psionic Mastery Powers before selecting this power.
Specs: Damage: Ranged(Targeted AoE), Moderate(DoT); Recharge Time: Slow; KnockUp
[*]Fire Mastery:
Fire Blast:
Description: Sends a Blast of Fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage.
Specs Damage: Ranged, Moderate; Activation Time: 1s; Recharge Time: 4s; End Cost: 8
Fire Ball:
Description: Hurls an exploding Fireball that consumes a targeted foe, and all nearby enemies. Anyone in that explosion is burned and set ablaze.
Specs: Damage: Ranged(Targeted AoE), Moderate; Activation Time: 1s; Recharge Time: 16s; End Cost: 17.5
Fire Shield:
Description: While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You must have Fire Blast or Fire Ball before selecting this power.
Specs: Toggle: Self +Res(Lethal/Smash, Fire); Recharge: Very Fast
Consume:
Description: You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. You must have two other Fire Mastery Powers before selecting this power.
Specs: Self +End; Damage: PBAoE, Minor; Activation Time: 2s; Recharge Time: 3m; End Cost: 1
[*]Ice Mastery:
Ice Blast:
Description: Ice Blast hurls shards of ice at foes and Slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage.
Specs: Damage: Ranged, Moderate; Foe -Rchg, -Spd; Activation Time: 1s; Recharge Time: 8s; End Cost: 10
Hibernate:
Description: When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and cannot act. While Hibernating within this block of ice, you heal damage at an incredible rate. You can emerge at will by deactivating the power.
Specs: Self +Invulnerable, +Regen; Activation Time: 2s; Recharge Time: 60s
Frozen Armor:
Description: While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage. Cannot be active at the same time as Hibernate. You must have Ice Blast or Hibernate before selecting this power.
Specs: Toggle: Self +Def(Smash/Lethal), +Res(Cold, Fire); Recharge Time: Very Fast
Ice Storm
Description: Shred your foes with this Ice Storm. This power deals a lot of damage in a large area and can Slow all affected targets movement and attack speed. You must have two other Ice Mastery Powers before selecting this power.
Specs: Damage: Ranged(Location AoE), Minor(DoT); Foe -Rchg, -Spd; Activation Time: 2s; Recharge Time: 60s; End Cost: 30[/list]I tested only three of these APPs (Fire, Ice, Psionic). Fire offered decent damage, but for the most part, Phantasms were good enough for me. Ice was pretty decent...hibernate was a very nice power if you need to get a second wind, and Ice Storm did some alright damage when you have mobs locked down. My fav and the one I recommend is Psionic Mastery just because of the perma-Mez protection. That alone made the power pool uber. Psionic Tornado was also a powerful AoE, though not as powerful as fire blast, but has a knockup effect which makes it much safer to use. Now, also take not that Kinetics doesn't offer any self mez protection or resistance, so I don't want you FF or Rad controllers coming in talking about how much another pool is from psionic because you guys don't suffer as much as us.
Now, on to part 2 of the Guide...and this time, we're going to level 50 for building!