Uberness, Thy Name is Illusion! Ill/Kin Guide v2.0
[ QUOTE ]
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)
< SNIP >
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)
[/ QUOTE ]
I tried to re-create the last soloing build in a Hero Planner, and found some errors in them...
<ul type="square"> [*]Level 09 Only 1 Ench slot is shown placed.[*]Level 13 3 Enchs slots shown placed[*]Level 29 Only 1 Ench slot is shown placed[*]Level 34 Only 2 Ench slots shown placed[*]Level 37 No Ench slots shown placed[*]Level 40 Only 2 Ench slots shown placed[*]Level 42 6 Ench slots shown placed[*]Level 43 4 Ench slots shown placed[*]Level 46 Only 2 Ench slots are shown placed[*]Level 48 No Ench slots shown placed (But note that there are 3 (47)s placed, but 47 is a new Power level, not Ench slot level)[*]Level 50 Only 2 Ench slots are shown placed[/list]
Therefore would I be right in thinking that this was what you really intended:-
Level 1 --> Spectral Wounds { Acc(1), Dmg(3), Dmg(3), Dmg(7), Dmg(40), Dmg(43) }
Level 1 --> Transfusion { Acc(1), Heal(9), Heal(11), Heal(11), Heal(13), Heal(46) }
Level 2 --> Blind { Acc(2), Hold(5), Hold(5), Hold(7) }
Level 4 --> Siphon Power { Acc(4) }
Level 6 --> Hurdle { Jump(6) }
Level 8 --> Hasten { RchRdx(8), RchRdx(9), RchRdx(15), RchRdx(15), RchRdx(17), RchRdx(17) }
Level 10 --> Maneuvers { EndRdx(10) }
Level 12 --> Group Invisibility { RchRdx(12), RchRdx(13), DefBuf(0) }
Level 14 --> Super Speed { RunSpd(14) }
Level 16 --> Increase Density { DmgRes(16) }
Level 18 --> Phantom Army { RchRdx(18), RchRdx(19), RchRdx(19), RchRdx(21), RchRdx(21), RchRdx(23) }
Level 20 --> Swift { RunSpd(20) }
Level 22 --> Stamina { EndRec(22), EndRec(25), EndRec(25), EndRec(27), EndRec(27), EndRec(29) }
Level 24 --> Flash { Acc(24), Acc(31), Hold(31), Hold(31) }
Level 26 --> Tactics { THBuf(26), THBuf(29), THBuf(34), THBuf(37), THBuf(37), THBuf(37) }
Level 28 --> Inertial Reduction { Jump(28) }
Level 30 --> Speed Boost { EndRdx(30) }
Level 32 --> Phantasm { Acc(32), RchRdx(33), RchRdx(33), Dmg(33), Dmg(34), Dmg(34) }
Level 35 --> Transference { Acc(35), RchRdx(36), RchRdx(36), EndRec(36) }
Level 38 --> Fulcrum Shift { Acc(38), Acc(39), RchRdx(39), RchRdx(39), RchRdx(40), RchRdx(40) }
Level 41 --> Indomitable Will { RchRdx(41), RchRdx(42), RchRdx(42), RchRdx(42), RchRdx(43), RchRdx(43) }
Level 44 --> Mind Over Body { DmgRes(44), DmgRes(45), DmgRes(45), DmgRes(45), DmgRes(46), DmgRes(46) }
Level 47 --> Psionic Tornado { Acc(47), Dmg(48), Dmg(48), Dmg(48) }
Level 49 --> Aid Other { IntRdx(49), Heal(50), Heal(50), Heal(50) }
Note 1 - The DMG(40), DMG(43) in SW and Heal(46) in Transfusion where guesses by me, and the only obvious places to me for those slots to go.
Note 2 - I used to 'CoH Hero Builder' by Sherk Silver do this template.
-
Yea, worked on that one late at night and was trying to get it finished and posted ASAP. Thanks for catching that.
OK, I finally (after much messing about by NCSoft/Cryptix and me getting feisty with them) got a decent answer to my petition about the Spectral Terror issue.
Note that my petition was done while on the Test server, and I am not sure if the response applies to the Test or Live version of ST, but from what I have seen ST seems to do the same thing on both anyway.
[ QUOTE ]
This is not a bug.
Currently Spectral Terror is working exactly as described in the in game info on this power. The pet itself casts a PBAoE fear which causes villains in its range to cower in fear. It also casts a Terrify cone power and any villains in the range of that cone power will run away.
This is currently working as intended.
[/ QUOTE ]
Leaving the out the name of the GM/Dev that replied to me.
From the other threads I have seen about this, it would appear that ST is back to its pre-I3 suckiness, and thus usless.
/golfclap Cryptic
-
OMG. That sucks! I'm telling people to use Spectral Terror, under the impression that it would be changed back to what it was before that one patched changed it.
I'm going to have to do some testing with this new version to see how viable it is, but if they terrify exceeds the fear (i.e. if they run away more than cower), I would say drop the move (e.g. you can have pesky lts and bosses run away, then comeback when PA faded).
Excellent post and best guide to Ill/Kin I have read. For you new Controllers out there trust this guide it will help you.
Actually I do have a comment after reading this.
I had a level 23 ILL/Kin controller ...
Why does everyone HAVE TO HAVE HASTEN???
My god, it seems people are too lazy to try and do things much harder.
How about writing a guide for those who want a challenge?
[ QUOTE ]
Actually I do have a comment after reading this.
I had a level 23 ILL/Kin controller ...
Why does everyone HAVE TO HAVE HASTEN???
My god, it seems people are too lazy to try and do things much harder.
How about writing a guide for those who want a challenge?
[/ QUOTE ]
Maybe because its too useful to pass up?
Just for starters with ill/kin it allows you to have PA up more often.
Its like asking 'Why does everyone have to have legs?'
Yes, you can get by without them, but why make life harder for yourself and give your build a disability just to be different.
The answer isnt really that hard.
-
double post
I disagree with Crit... it's useful, yes... for some builds... for almost any controller, it's pretty much too useful to skip... for the majority of blasters and scrappers, it can be a hinderance.
I have it on my lvl 30 ice/ice blaster and I almost want to use my free respec (which I've been saving) just to get rid of the stupid power... the only time that I ever use it is when I am about to get into a really ugly fight... and I only use it for the +def buff. I guess I just use up my end too fast without it for it to be useful.
Why have hasten...hmmm....because this guide is how to make your controller efficient and having hasten greatly increases your efficiency in a team, especially when going after higher level mobs.
So the weird thing is, I've got my Ill/Kin up to 26 now... and he still doesn't really feel like a controller. He's more like a weak blaster with a tank in his pocket. I have my deceive and my blind, but other than loooong deceive sessions, I'm not holding any more minions than an ice blaster can hold. I tried Flash, but it couldn't hit for anything, and it mostly got me killed when I tried to run in and use it, so I respecced it out. Am I missing something obvious, or does Ill/Kin just never end up feeling like a controller?
Actualy, I have a similar problem with a Kin/Rad defender I started recently. It feels like a blaster with a combat heal. In your opinion, what is the party contribution of the Kinetics set?
Well, Illusion only gets one AOE hold, and I think you'd be crazy to tackle the game without it. I'd recommend slotting Flash with either 2 Accuracy SO's or 1 SO plus Tactics, and the rest Hold Durations and Recharge Rates (mix to taste). By the 40's (and with perma-hasten) I was using flash twice or more during long fights.
Keep in mind that Crowd control doesn't always mean hold or slow powers. What Illusion lacks in straight-up hold powers they more than make up for with the variety of pets they're allotted. <ul type="square">[*]PA is great for no-risk aggro control (with some damage to boot).[*]Phantasms are great damage dealers that also draw aggro away from you.[*]With some finesse you can make Spectral Terror a very handy crowd control tool as well (one you may want to stand around the corner from to avoid the initial backlash from effected targets).[/list]
[ QUOTE ]
So the weird thing is, I've got my Ill/Kin up to 26 now... and he still doesn't really feel like a controller. He's more like a weak blaster with a tank in his pocket. I have my deceive and my blind, but other than loooong deceive sessions, I'm not holding any more minions than an ice blaster can hold. I tried Flash, but it couldn't hit for anything, and it mostly got me killed when I tried to run in and use it, so I respecced it out. Am I missing something obvious, or does Ill/Kin just never end up feeling like a controller?
Actualy, I have a similar problem with a Kin/Rad defender I started recently. It feels like a blaster with a combat heal. In your opinion, what is the party contribution of the Kinetics set?
[/ QUOTE ]
The big three in the Kinetics set are Transfusion, Transference and Fulcrum shift. The others are all useful powers, but those make up the most powerful and effective in the set, IMO. I think it depends on how you are looking at it.
It's like a set of tools, and I think Kinetics is the most adaptable and varied or the tool sets availible. "Hold" powers aside, Controllers offer a variety of options at managing conflicts, offsetting or negating foes, and increasing the effeciancy of a team.
Pointing at enemies and making them stand still is all well and good, but manipulating them to achieve your goals seems a much broader concept. Flash is the hold power in the Illusion set, but if thats all you wanted to do, other controller power sets would be more suited.
Deceive I use more often on foes that buff, heal or otherwise aid the foes, like for example, the Sky Raiders force feild generators, turning their defense to my use.
The "tank in my pocket" you are referring to I guess the Phantom Army. Whatever your character concept is, that summoned spirit, or psycho-projection, or however you refer to it, is your attack form, Controlling the forces of the spirit world, the energies or the world around you, again, whatever fits your character concept, in the same way a Fire Blaster has fireball, or a Radiation Defender has X-ray beam.
A better way to start would be to look at what you want the character to be able to do, and then build the power set you want to achieve those ends. What is it that makes your character a controller as opposed to a "weak blaster"? Start with the concept of what you want to do and build from that.
[ QUOTE ]
So the weird thing is, I've got my Ill/Kin up to 26 now... and he still doesn't really feel like a controller. He's more like a weak blaster with a tank in his pocket. I have my deceive and my blind, but other than loooong deceive sessions, I'm not holding any more minions than an ice blaster can hold. I tried Flash, but it couldn't hit for anything, and it mostly got me killed when I tried to run in and use it, so I respecced it out. Am I missing something obvious, or does Ill/Kin just never end up feeling like a controller?
Actualy, I have a similar problem with a Kin/Rad defender I started recently. It feels like a blaster with a combat heal. In your opinion, what is the party contribution of the Kinetics set?
[/ QUOTE ]
Oh my Goodness! How have I managed to have so much fun with my level 36 Ill/Kin controller? I love Blind/Flash and they have been my cornerstone holds since Atlas. Flash got me killed so many times until I learned how/when to use it. Until PA, use it with Group Invis on yourself. Slot it up 2 acc, 2 holds, 1 rech and dont look back. Once you have PA, just drop PA in back of the group and then Flash away. Wound the ones with a bit of health left in them or to kill the edges of a mob while PA hits the middle. Blind the runners or the late drop ins/downs. Phants will sometimes just look at a Flashed mob so you may need to hop on the far side of a group to draw them in or just wound one or two and Phants will start whacking away. Don't take away my Flash.....it is what allowed my 4 man team to just complete the Numina trial with minimum deaths....3 from ambushes on other members..one for the defender who fell through the floor in the last room into a Dev Earth mob. Try blind on a +5 Fake Nemesis after you drop the PA on him, then (invisible) you run super speed in and Flash near him. Two holds will start the "grab my head and shake" routine. Now all the minions are shaking...the Fake is shaking...you have to decide...do I Syphon Power....do I use Transference.....do I ....wait..it's time to blind again...sigh...where was I....oh wait..it's time to bring up the third Phant....Blind....oh good the Tanker is back from selling enhancements....now he can get a couple of hits in before the Fake dies. Once I get Fulcrum Shift...how am I gonna get a soda and still not miss the Nemesis Hulks exploding??? I may have to get out my level 38 Fire/Dev blaster....now there was a sweaty palms times against +2 bosses....wait...I hate debt. LOL
Illusion/Kinetics Level 36 (because I play 4 other heroes too)
Excellent guide. Too bad I wasn't checking out the boards 49 lvls ago...lol, this woulda saved me from a couple of problems and let me hold onto my respecs.
I think this is need of an update with the I4 changes.
Siphon Speed and Superior Invis? Big changes to those powers.
[ QUOTE ]
I think this is need of an update with the I4 changes.
Siphon Speed and Superior Invis? Big changes to those powers.
[/ QUOTE ]
I4 isn't out yet. Test server doesn't count, because it IS test, and could change at any time.
[ QUOTE ]
[ QUOTE ]
I think this is need of an update with the I4 changes.
Siphon Speed and Superior Invis? Big changes to those powers.
[/ QUOTE ]
I4 isn't out yet. Test server doesn't count, because it IS test, and could change at any time.
[/ QUOTE ]
Correct. There is no point making a guide until I fully tested out multiple strategies, and everything is set in stone.
[ QUOTE ]
I think this is need of an update with the I4 changes.
Siphon Speed and Superior Invis? Big changes to those powers.
[/ QUOTE ]
I've not been able to play or read the forums much lately, what changes are they making to Siphon Speed and Superior Invis?
Siphon Speed has had it's own recharge time reduced, and it now also affects the recharge rate of powers, debuffing the targets attack rate and increasing your own.
Superior invis has had it's stealth component upgraded, which makes you more difficult to detect as far as Snipers and drones go. You are now also allowed to attack whilst invis'd, and is the only toggle-invis power to allow you to do this.
Here's the full list of changes
Issue 4 Changes
Hope this helps
alright, im pretty much following this guide as my bible (ITS GREAT) but right now i have 2 acc in both my flash and my blind AND im runnning tacticts wich is only 4 slotted cuz im only 35. My question is, when i reach 40 and get tactics 6slotted can i move out that extra acc SO from both flash and blind and put in an extra hold duration instead or will my accuracy drop really much?
I decided to try an Illusion/kin controller myself. I've tried grav/storm and grav/kin, but I always got bored fairly early in their builds and dropped em. I've always been a fan of kinetics, and illusion has always impressed the hell out of me with all the pets and variety of tools. I just wanted to say, great guide! My ill/kin is lvl 10 and I'm already having a blast!
"It's a fez. I wear a fez now. Fezzes are cool!"
Fel Ghost Claws/Regen
Helkos SS/ElA
Emberbreaker FM/SD
Cardboard Tube Monk Staff/SR
While I agree with most of the guide, there are some views that I would like to address, especially with Issue 4 on the horizon.
Superior Invisibility:
I have had this powers since Issue 2 & loved it. I could toggle it on, and dance in a group of Rikti in PI & not have a care in the world. Superior Invisibility was well ... superior! You could use it without worry.
Ever since Issue 3 hit, this power did not feel as superior, you could now be seen by snipers & drones & such, from a good distance away, and they hit you pretty frequently. So not only were you not getting anything better than the pool power Invisibility, you also were not getting a discernible defense bonus. I still kept it though, because having a toggle invisibility was better for me than a timed one (having Group Invisibility run out while in aggro range was very disappointing.)
With Issue 4 Superior invisibility will have a very distinct difference from the pool power. A toggle invisibility that you can affect others with (a.k.a you can not only buff your team with it on, you can attack from it.) The implications of this change are (in my opinion) worth taking it as a power come Issue 4. Since I have always had this power & use it frequently, my playstyle will only change in the fact that I no longer have to toggle it off to engage in battle. For those that passed it up in favor of other powers, I strongly suggest you re-evaluate your power choices & see if you can incorporate this into your build. Try it out on the test server, it can be an eye opening experience.
Siphon Speed:
I will admit that I respeced this power out as soon as I could in favor of Super Speed. Keep in mind that that was at level 26, and right when respecs became available. Super Speed will not be available to you until level 14 at the earliest. Siphon Speed is available to you at level 6. Unless you are playing an Epic Archetype, no one will have a power resembling a travel power this early in their career. Many heroes are envious at how fast you can move that early in the game.
Once you have it, You can work on your tactics for using it in battle, I know I had to readjust my tactics when I respeced it out. I had incorporated it in my attack routine, and had to get used to not slowing down the main threat & being able to move quickly in the battlefield. It will also introduce you to a faster pace of the game than normal (that will come naturally to a Kinetic, but this just does it earlier.)
With Issue 4 you will get the benefit of a quasi-Speed Boost with it. It is very nice for keeping up with your group after you speed boost them, and the extra recharge is great for a Illusion controller since we are cursed with some of the longest recharge times in the game. You can quickly hit the recharge cap (1/5 of the base recharge time) with Siphon Speed, perma-hasten, and a couple of recharge SO's.
Epic/Ancillary Power Pools: Primal Forces Mastery seems to have been overlooked/not tested by Spectral_Ops (no fault of his, heck he already did three of them). I found this to be a perfect fit for Illusion/Kinetic controllers.
Power Blast:
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.
Required Lvl 41
Endurance Cost : 12.3
Range : 80
Casting time : 1sec.
Recast time : 8sec.
I passed on this power, as Illusion Controllers already have pet's with this power & will have heard an earful of complaints about knockback. I also did not feel that I needed another attack power. If you feel that you do need another damage power, Just want to join in the fun with your Phantasms, or want to help control where the mobs go from your Phantasms Knockback, feel free to give this one a go, Your mileage may vary.
Since we can suffer from endurance issues from time to time if you don't take Stamina, or miss one time too many with Transference, I give unto you ...
Conserve Power:
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.
Required Lvl 44
Endurance Cost : 11.25
Casting time : 1sec.
Recast time : 10min.
With Perma Hasten, and 4 Recharge SO's, this power recharges often enough for me to never have to worry about carrying 'Catch a Breath' inspirations. You will now have so many ways of recovering Endurance, you may become confused on which way to go about it. Very nice to have, especially if you don't have many endurance reduction SO's in your powers like I do. This will allow you to focus on other aspect of powers, like holding, damage, recharge, etc.
Temp Invulnerability:
When you toggle on this power, you become highly resistant to Smashing and Lethal damage.
Required Lvl 47
Endurance Cost : 0.1875
Casting time : 1 sec
Recast time : 2sec.
Nothing really special here, all epics get a smashing/lethal shield of some sort, This one just give you that multi-colored glow that invulnerable tanks have. I took it, 6 slotted it. It has served me well.
Power Boost:
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.
Required Lvl 49
Endurance Cost : 11.25
Casting time : 1sec.
Recast time : 2min.
Just like the Vanguard Medal Accolade, only it has a shorter duration, and recharges quicker (it also stacks with the accolade). This powers description basically speaks for itself. The only powers we have in our power set that do not benefit from this power are, Phantom Army & Phantasm. I absolutely love this power. If you want to be a lazy controller, hit the Vanguard accolade, Power boost, and then Flash. The mobs will be held for over 3 minutes (if flash has 6 Endoplasm Exposure's in it). If you are soloing, & need to take a quick Bio Break, this tactic works so well your team will never know you were gone.
With an eye to the future, hopefully both the accolade & Power boost will work just like we expect them to in PVP (and we can use them to increase the effectiveness of Siphon Speed for both +recharge times for us, and -recharge and -speed on our targets.)
Hi folks
I thought you might like to know, that in a day of playing PvP with a lvl 36 MA/Regen scrapper, the only AT that could kill me was Illusion Kinetics.
My observations playing a scrapper are that the regen-killing powers are
Spectral Terror - may be bugged and vastly overpowered but almost chain holds you with fear. Integration provides no resistance to this.
Siphon Speed - keeps the scrapper at bay, unable to run close enough to damage u.
Transfusion - the scrapper can hit u all they want, they're in melee range and transfusion fills ur health bar right back up again! So annoying!
Phantom Army - when they hit you they taunt you and you lose your target from the controller, giving them more time to siphon you, or heal themselves.
Transference - may be not so much of a problem once the stamina bug has been fixed (currently when you die the first time and respawn, all your auto powers, like stamina and Quick Recovery no longer work...it's like being a lowbie all over again!), but one illusion/kinetic kept my scrapper out of toggles constantly using this and I was killing almost instantly by the Phants. LIterally... transference, siphon speed...all the time the phants are firing at me...dead. Nothing I could do!
So...Illusion/Kinetic, at least in my humble opinion, is probably the most powerful AT I've fought so far in PvP. It's the only one to manage to kill my regen scrapper at least.
My blaster can snipe-kill in 2 shots though, so Superior Invis is almost a MUST I'd say. That way you can see my stealth+superspeed blaster way before I can see you to snipe you.
So that's it! I can't wait to get my Ill/Kinetics up to speed in PvP, currently lvl 21! Good luck out there! Hope to see u in the arenas soon!
Great guide! This really made me want to roll up another Illusion controller I had deleted so many times in the past and play. And reach level 24. I actually believed I either teamed with you or ran a TF. Or maybe I'm remembering someone similar >_> Either way, way to go.