Illusions/Kinetics for Solo and Team success.
Not a bad guide at all. There are a few things I'd disagree with, namely group invis which is great for stealthing missions if you don't have recall friend. It supresses if the tank attacks, by the way, so as soon as he/she attacks, there are no aggro problems.
Currently playing:
Infinity;
Lady Breeze (50 fire/storm)
Virtue;
Moon-kiss (44 tri-form warshade)
Scarlet Whisper (33 sonic/energy)
Ravenflight (41 archer/elec)
[ QUOTE ]
Not a bad guide at all. There are a few things I'd disagree with, namely group invis which is great for stealthing missions if you don't have recall friend. It supresses if the tank attacks, by the way, so as soon as he/she attacks, there are no aggro problems.
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QFT, I'd take Group Invis over SI anyday & when creating a guide like this, people like to see numbers. Just a though.
If you put 3 Recharges in Siphon Speed, as well as Hasten, you can have Hasten and 3 Siphon Speeds permanently on.
This pretty well mitigates the need to have recharges on any power with a recharge time under a minute.
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when creating a guide like this, people like to see numbers. Just a though.
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Well, I wrote this guide in the fashion of guides I like to read myself. Personally I feel one can get lost in the numbers if too many %'s an decimals clog up a guide. I wrote based on what was useful and what was not. As I stated in the guide it's all based on experience and none of it is theorycraft at all, I think that kind of advice is of as much or more use to a potential player of the combo than a bunch of BI's and %'s (which may or may not be accurate).
Thanks for your reply.
[ QUOTE ]
If you put 3 Recharges in Siphon Speed, as well as Hasten, you can have Hasten and 3 Siphon Speeds permanently on.
This pretty well mitigates the need to have recharges on any power with a recharge time under a minute.
[/ QUOTE ]
This is true, to a point. But considering that Siphon speed's effect lasts for 1 minute and only 1 minute you have to consider the question of "what if Siphon speed misses, or I dont get to shoot it 3 times?"
What I mean is, while a heavy slotted siphon works (and works well, Ive done it) I find a less heavily slotted one makes for more predictable play.
YMMV of course
[ QUOTE ]
Not a bad guide at all. There are a few things I'd disagree with, namely group invis which is great for stealthing missions if you don't have recall friend.
[/ QUOTE ]
Well Recall Friend is in the build Also, as I stated this is a build for Solo as well as teaming. And after many tests comparing the two in effectiveness and "joy factor" I still hold to my opinion that SI's toggle is more useful than GI's click, for a number of reasons.
But, thankyou for your reply and remember I don't go out saying my build is "perfect" or anything silly like that (I leave that to Novella). It's just a build that I find works excellently for both solo and team play.
YMMV
Personally, I liked this format for one important reason:
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Definately DO NOT take this power early in your build, the power choice is much better off being used on other things, and with no single origins, hasten, ect this power will likely get very little use
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Too many guides seem to ignore this type of advice. Personally, I've found guides which talk about when you should pick up a power to be more useful than talking about the numbers. Most of us can look at a Hero builder and figure out the numbers.
I'm not trying to bust on Xerross's comment, because he's got a point...the numbers back up whatever strategy you're trying to suggest. But I wanted to give you kudos for including this kind of information.
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50s: Doc Sharpe (C:I/K), Malan Bloyth (S:BS/Sh), December Blue (T:I/I), Michael X (Mm:R/T), Ultraboy (C:R/K), Zzyxx (Night Widow), plus 4 retired/rerolled
[b]Heard on Teamspeak:[/b]
"First of all, take off your mother's fishnets"
"Zzzzz."
i'm wanting to be more team than solo and so i'm trying to fit medicine and teleport in the build. but i also want to have hover along with teleport. but i can't fit it all in. i wanted medicine so i could have a non target self heal and rez. i just don't have enough room to do what i want.
i guess the best thing to do is opt out of the medicine pool and just invest in plenty of wakies.
here's what i decided on, let me know what you think
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Controller
Primary: Illusion Control
Secondary: Kinetics
---------------------------------------------
01) --> Spectral Wounds==> Acc(1)Acc(3)Dmg(7)Dmg(11)Dmg(17)
01) --> Transfusion==> Acc(1)Acc(3)Heal(5)Heal(21)Heal(31)
02) --> Blind==> Acc(2)Acc(5)Hold(7)Hold(9)Rechg(9)Rechg(27)
04) --> Deceive==> Acc(4)Acc(11)ConfDur(13)ConfDur(15)Rechg(31)
06) --> Recall Friend==> Rechg(6)
08) --> Superior Invisibility==> EndRdx(8)EndRdx(13)DefBuf(17)DefBuf(31)
10) --> Siphon Speed==> Acc(10)Acc(15)
12) --> Swift==> Run(12)
14) --> Hover==> EndRdx(14)Acc(37)
16) --> Health==> Heal(16)
18) --> Phantom Army==> Rechg(18)Rechg(19)Rechg(19)Dmg(23)Dmg(29)Dmg(29)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(23)EndMod(34)EndMod(43)EndMod(48)
22) --> Speed Boost==> EndMod(22)
24) --> Hasten==> Rechg(24)Rechg(25)Rechg(25)
26) --> Spectral Terror==> Acc(26)Fear(27)
28) --> Teleport==> EndRdx(28)Range(50)
30) --> Flash==> Acc(30)Acc(34)Hold(36)Hold(37)Rechg(40)Rechg(40)
32) --> Phantasm==> Acc(32)Dmg(33)Dmg(33)Acc(33)Dmg(34)
35) --> Transference==> Acc(35)Acc(36)EndMod(36)EndMod(37)Rechg(43)Rechg(46)
38) --> Fulcrum Shift==> Acc(38)Acc(39)Rechg(39)Rechg(39)Rechg(40)Rechg(50)
41) --> Power Blast==> Acc(41)Acc(42)Dmg(42)Dmg(42)Dmg(43)
44) --> Temp Invulnerability==> EndRdx(44)EndRdx(45)EndRdx(45)DmgRes(45)DmgRes(46)DmgRes(46)
47) --> Power Boost==> Rechg(47)Rechg(48)Rechg(48)
49) --> Inertial Reduction==> Jump(49)Rechg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
[ QUOTE ]
Anything that is defeated by the confused foe will not give you experience.
[/ QUOTE ]
No no no! Don't spread such vile lies! This is a horrible, much earlier Issue (I don't know, like 3) myth that has been proven wrong time and time again. As long as you are consistently fighting alongside your deceived enemy, you will not lose XP, but actually gain XP quicker.
Please don't post antiquated nonsense in a guide; it's people reading stuff like this in guides that propagates the lies, with an end result being, "DON'T USE DECEIVE! EVER!!!" It's awful and wrong and I won't take it lying down!
http://boards.cityofheroes.com/showf...Number=4447670
That right there is good hard proof of Confusion's benefits. It's not an XP stealer unless you go around mindlessly deceiving enemies with no intent of fighting them your ownself at all.
I'm sorry, but lies about Confusion are my hot button.
you want 3 rchgs in siphon speed thats the main reason /kin pwns with ill... each siphon stacks on the last with 3 rchgs and hasten you can have 3 stacked most of the time.
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Not a bad guide at all. There are a few things I'd disagree with, namely group invis which is great for stealthing missions if you don't have recall friend. It supresses if the tank attacks, by the way, so as soon as he/she attacks, there are no aggro problems.
[/ QUOTE ]
QFT, I'd take Group Invis over SI anyday & when creating a guide like this, people like to see numbers. Just a though.
[/ QUOTE ]
echoed, on both
[ QUOTE ]
[ QUOTE ]
Anything that is defeated by the confused foe will not give you experience.
[/ QUOTE ]
No no no! Don't spread such vile lies! This is a horrible, much earlier Issue (I don't know, like 3) myth that has been proven wrong time and time again. As long as you are consistently fighting alongside your deceived enemy, you will not lose XP, but actually gain XP quicker.
Please don't post antiquated nonsense in a guide; it's people reading stuff like this in guides that propagates the lies, with an end result being, "DON'T USE DECEIVE! EVER!!!" It's awful and wrong and I won't take it lying down!
http://boards.cityofheroes.com/showf...Number=4447670
That right there is good hard proof of Confusion's benefits. It's not an XP stealer unless you go around mindlessly deceiving enemies with no intent of fighting them your ownself at all.
I'm sorry, but lies about Confusion are my hot button.
[/ QUOTE ]
Sorry, but the original quote, "Anything that is defeated by the confused foe will not give you experience. " is partially correct. Try it out. You get zero XP for anyone a deceived foe fights and defeats all by itself.
The post you referanced says that you will gain more XP OVER TIME if you use deceive and don't pause too long between mobs. Not that you get more XP using deceive. If a deceived foe kills a minion or 2 by itself you'd lose a little XP per mob, but get overall XP faster by going through mishs and mobs faster.
Overall, I've found deceive to be a so-so power until you get to enemies that buff thier friends or debuff your team. Like the original poster said, that's when deceive really shines. It's great aginst Sky Raider FF generators, Rikti Guardians, and Tsoo Sorcerers that will bubble/ heal your team rather than the enemy.
<QR>
The AoE in Blind is a Sleep, not a Stun.
After level 35 you can dump the Fitness pool, Transference will take care of most (if not all) of your Endurance needs. There are way too many good powers in both Illusion and Kinetics to waste (and in this case I DO mean waste) three power picks on Stamina.
I'm in the camp of heavily slot SiphSpd and set it on auto for any /Kin Controller. Slotting Hasten w/ 3 RchgRdx and SiphSpd w/ 2 Acc + 3 RchRdx means PA has a 10 sec downtime, might be less.
Deceive is priceless when used well (e.g. Tsoo Sorcs and Sky Raider FFGs), and worthless (literally) when used without assistance from the owner. However there are times when you will be willing to make that trade off. Case in point, I ran Positron TF (my gawd that thing sucks rocks) and we were getting creamed by all the Ruin Mages. Until I Deceived them that is. When groups are close together Deceive can "thin the herd" a bit before you jump in. So there are times when you may be willing to accept the loss of XP as being preferable to the accumulation of debt while still allowing you to finish the mission.
One other thing of note on this build is that Illusion "suffers" from a lack of hard control. (Suffers in quotes because Illusion is still one of the highest damage primaries available to a Controller.) It only has two powers that set up Containment (Flash and Blind) and two powers that take advantage of Containment (Spectral Wounds and Blind). Your pets get no Containment bonus. You will want to consider this when picking your Epic. If you stack Siphon Speed and Hasten (as described above) will Flash be up often enough to justify taking the Fire Epic for Fireball? I don't know, my level 44 Ill/Kin didn't take Fire, although I may respec into it.
One last thought here. Many Kinetic powers depend on you being near melee range with the target, however PA and Phantasm both have a lot of knockback and Spectral Terror can make the target run away. Yet another reason to keep SiphSpd ready often, slow those runners down.
Having said all that, ILL/Kin is a very fun character to play. I've been on Invincible since I got PA or shortly after, and I have a ton of fun soloing (esp due to near parma PA) or on teams. I hope you enjoy yours as much as I enjoy mine.
Check out the Repeat Offenders network of SGs! You'll be glad you did.
[ QUOTE ]
If you put 3 Recharges in Siphon Speed, as well as Hasten, you can have Hasten and 3 Siphon Speeds permanently on.
This pretty well mitigates the need to have recharges on any power with a recharge time under a minute.
[/ QUOTE ]
actually with my math skills 3 is actually alittel tougher to keep on permanatly, 2 is more realistic but 3 is not impossible. also, inertial reduction rules. your crazy to skip it. you dont need a travel power ever with kinetics. siphon speed + inertial reduction = SS + SJ. ofcourse defenders would fined this a more popular alternative but controllers totally have the ability to skip a travel.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Anything that is defeated by the confused foe will not give you experience.
[/ QUOTE ]
No no no! Don't spread such vile lies! This is a horrible, much earlier Issue (I don't know, like 3) myth that has been proven wrong time and time again. As long as you are consistently fighting alongside your deceived enemy, you will not lose XP, but actually gain XP quicker.
Please don't post antiquated nonsense in a guide; it's people reading stuff like this in guides that propagates the lies, with an end result being, "DON'T USE DECEIVE! EVER!!!" It's awful and wrong and I won't take it lying down!
http://boards.cityofheroes.com/showf...Number=4447670
That right there is good hard proof of Confusion's benefits. It's not an XP stealer unless you go around mindlessly deceiving enemies with no intent of fighting them your ownself at all.
I'm sorry, but lies about Confusion are my hot button.
[/ QUOTE ]
Sorry, but the original quote, "Anything that is defeated by the confused foe will not give you experience. " is partially correct. Try it out. You get zero XP for anyone a deceived foe fights and defeats all by itself.
The post you referanced says that you will gain more XP OVER TIME if you use deceive and don't pause too long between mobs. Not that you get more XP using deceive. If a deceived foe kills a minion or 2 by itself you'd lose a little XP per mob, but get overall XP faster by going through mishs and mobs faster.
Overall, I've found deceive to be a so-so power until you get to enemies that buff thier friends or debuff your team. Like the original poster said, that's when deceive really shines. It's great aginst Sky Raider FF generators, Rikti Guardians, and Tsoo Sorcerers that will bubble/ heal your team rather than the enemy.
[/ QUOTE ]
Deceive is a great power for the solo troller, especially at the lower levels. I found it to be particularly helpful when I was fighting the Lost and the Vahz. I was able to solo very easily even pre-Phantom Army and I almost never died.
That toon also advanced faster than any toon I've ever played except for my katana/regen scrapper.
A teaming Illusion Controller will prolly be fine without it so long as he's got a good team, but the soloist is setting himself up for a world of hurt without it.
Besides, who doesn't like to stage his own "Who'd Win"(tm) contests?
My COX Fanfiction:
Blue's Assembled Story Links
Wow, I can't believe it was 06 when I made this guide!
Well the updates are :
Group invis wont hurt your Tank's aggro ability any more, But I still prefer superior invis personally For a myriad of reasons.
I guess someone couldnt understand what I meant when I said things beaten by Deceived foes give no exp. I mean that if you Deceive something and it kills anything and you dont help at all, you get 0 exp for it. Sure this speads up XP over time (especially if you use foes to kill hard to hit, or resistant foes for example Decieve council fleshies to kill a bot (bots resist a lot of your psy damage, flshies dont.) let them kill the bot while you kill them.. Ect) But, individually Deceived foes do not gain you exp unless you help! Period!
I respecced out of energy, and went mental. I like the status protection that IW gives, and psionic tornado after a 10 foe fulcrum is very nice damage
Ill / Kin is still my favorite controller, bar none. You can't farm like a fire/rad, but you are possibly the most diverse sets int he game.
IO's have made my Ill / Kin really really good!
I still solo 'inv' and have since my early 30's. I solo faster now Teaming is still a walk in the park, and I still add a lot to any team.
If anyone ever wants a demo of my playstyle, or just has questions about this combo, hit me with an IM here on the forum and we can set it up.
Your guide was incredible help throughout my toons development. Thank you. I would like to ask if you have used Mids Hero Buider. If you have, would you mind setting up a build and post it to this forum. I would love to see how you have wound things up at 50 fully IO'd and slotted up!
-Jay-
LV 50 Jayded's Little Hero ILL/KIN - Freedom
LV 50 Jay's On Fire F/K - Freedom
Just a quick vote for Deceive being useful in many situations.
Since it almost always hits, it's a great backup for when you've drawn some unwanted aggro. It's very satisfying to see that BadGuy running straight for you with Slicing on his mind, turn tail and run the other direction after a quick Deceive.
I also like to Deceive Surgeons and Medics and have them healing me/and team for a while until they get knocked out.
R
Illusions and Kinetics for the Solo or Teaming Controller. (Issue 7 compliant)
Hello reader, by now you have probably read several guides and builds regarding Illusions and Kinetics for Controllers. I wont bore you with a lot of generic preface, you know why you picked the sets you know what their main strengths are, and you probably like the idea of the combo. So with that said I will sum up the two very quickly.
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Illusions is as of this time (November 06) exclusive to Controllers. Unlike other primaries which share their sets with Dominators. As such, Illusions brings with it both a uniqueness on the PVP battlefield, and a risk of not many team mates understanding the set. But, those things aside Illusions is very fun to play, and very friendly to both team and solo play.
Kinetics is shared with both Defenders and Corruptors, and therefore is usually recognized by team mates for its various strengths and weaknesses. Kinetics has a wide variety of both buff and debuff powers, and is suited well to both solo and team play.
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One caveat I am going to mention here, is that unlike many of the guides and builds I have seen and read, this guide aims to give you an understanding of how and when to use powers in both solo and team settings. This guide is made thanks to too many months of playing Illusions/Kinetics and is not built on theory-craft at all. What I mean is, all my results here have been fully tested by myself in various team and solo settings.
---
The powers in the Illusions primary set:
level 1) Spectral Wounds : This power deals damage to a target at a decent range, its unique in that part of the damage dealt is imaginary and will heal back. But should the target be defeated while the imaginary damage is there, the target is still defeated.
I highly suggest you take this power. Slot it with 2 accuracy 3 damage.
*note Containment only affects the portion of the damage that is real, so while still a very heavy attack, it does not double completely.
Level 1) Blind: This is a single target hold with a very slim chance of stunning additional targets near the primary. The hold is good, and while its damage is lack luster, you really arent using this to defeat foes usually.
I highly suggest you take this power. Slot it with 2 accuracy 2 hold 2 recharge.
Level 2) Deceive: This is a single target confusion power. It changes a foe into an ally for a period of time. Anything that is defeated by the confused foe will not give you experience. However, while confused the foe will not attack you or team mates and in the latter part of the game will buff and help you a lot. (Rikti can give you AM, Tsoo can heal you, Malta Sappers drain their friends of endurance, ect). Also, any foes that mez will set up containment for you to exploit. In PVP this power is of amazing worth also.
I highly suggest you get this power. Slot it 2 accuracy 2 confuse 2 recharge.
Level 6) Flash. This is a point blank area of effect hold, it is on a very long recharge like other aoe holds. I personally am not a big fan of Flash, though the debate as to its worth rages on within the illusionist community. Definately DO NOT take this power early in your build, the power choice is much better off being used on other things, and with no single origins, hasten, ect this power will likely get very little use.
I suggest you take this power late in your build, if at all. Slot 2 accuracy 1 hold 3 recharge.
Level 8) Superior Invisibility: This power is a toggle which makes you virtually impossible to detect in PVE. Once detected, this power grants a very nice defense bonus. Used with other powers in the set, Superior Invisibility is well worth it.
I suggest you take this power. Slot 2 endurance reducers, and 2 defense.
Level 12) Group Invisibility:In the older days, Superior Invisibility did not allow you to attack. That is NOT THE CASE anymore. As such, group invisibility is no longer as good of a power. Also, the defense bonus it gives is much weaker than Superior Invisibility, its a click power meaning it can wear off at bad times, and its AOE when you cast it. So anyone outside the radius who wanted it, is out of luck and anyone inside the radius who did-not want it , is also out of luck.
I suggest skipping this power.
*special note: Casting group invisibility and making your teams Tank invisible will serve to cause a lot of trouble, and perhaps a wipe. Be warned, should you take it.
Level 18) Phantom Army: This power is one of the most set-defining powers in Illusions. For 1 minute you summon 3 phantom heroes who will attack anything they see. They follow you, cannot be buffed or healed, but take no damage and while they exist have a very high chance of keeping aggro. All of the damage that the phantoms deal is imaginary, and will heal back after a short time.(much like part of spectral wounds, see above)
I HIGHLY suggest you take this power. Slot 3 recharge 2 damage 1 accuracy.
Level 26) Spectral Terror: This power summons a spooky phantom who is immobile, the terror then casts a wide cone Fear at nearby targets. Fear is a very good means of mitigating damage, and in PVP is highly potent. The terror is invincible, and recharges at a degree that makes it easily perma.
I highly suggest taking this power. Slot 2 accuracy 2 fear or 2 accuracy 1 fear 1 recharge.
Level 32) Phantasm: This power summons a powerful spectral hero to fight by your side. Phantasms damage is 100% real, energy based damage. Phantasm can be buffed and healed and will follow you about until he is defeated. Phantasm has the ability to fly, making him unique amongst Controller pets that way. Also, Phantasm will summon decoys of himself which are invincible and do imaginary damage(like phantom army).
I highly suggest you take this power. Slot with 2-3 accuracy and 3 damage.
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The powers in the Kinetics set.
Level 1) Transfusion:You have no choice but to take this power, and its a good thing that its a fantastic power. This will produce an area of effect heal (sometimes called a spread heal) around a target, healing all those who are near it. Transfusion requires you to successfully hit the target however, but being reliant on a hit it had its healing numbers bumped up by the devs. As such, this is one of the most potent heals in the game, as long as you hit with it.
You have to take this. Slot it 2 accuracy 2-3 heal 1-2 recharge.
Level 2) Siphon Power: This power drains a target of his attack power and gives it in return to you and those near you. The effect is a 20% increase in damage. Siphon Power is a valuable tool early on in the game, and worth getting. Most, including myself respec out of this power later once Fulcrum Shift is available. Some, keep it for ever.
I suggest taking this power: Slot it 1-2 accuracy 1 recharge.
Level 4) Repel: To me, this is the black sheep of Kinetics. Powers like Transference, Fulcrum Shift, and Transfusion require you to be near the target to get the effect of them. Repel throws the target far away! Useless in all but a scant few situations, I have to say do not take Repel.
I suggest you avoid this power.
Level 10) Siphon Speed: Like siphon power, but drains the target of his movement and recharge speed, giving it to you. This power is fantastic and serves you for your entire career. The +20% recharge speed of your powers will make your phantom army, heals, and other powers available more often.
I highly suggest taking this power. Slot 1-2 accuracy 1 recharge.
Level 16) Increase Density: This power frees an ally from disorient, immobilization and hold, and adds a small resist for such effects for about a minute. It also has a 20% resist smashing and energy damage built into it. With that said, Its a very situational power and a power most people wont notice. Including you.
I suggest skipping this power.
Level 20) Speed Boost: This power increases the movement speed, power recharge time, and endurance recovery of allies. Its one of the most wanted powers by many team mates (Earth Tanks absolutely love it, and will marry you if you have speed boost).
I highly suggest taking this power. Slot 1-2 endurance modification.
Level 28) Inertial Reduction: This power grants super-jump in an AOE radius of yourself. Coming so late in levels, most people will already have a form of transportation by this point. And seeing as how you are Illusions and your phantasm can fly, its of limited use if any.
I suggest skipping this power.
Level 35) Transference: Just like Transfusion, except it refills endurance rather than health. Requires a to-hit, and also drains the target of a decent sum of his own endurance. Great power.
I highly suggest taking this power. Slot 2 accuracy 2 endurance modification 1-2 recharge.
Level 38) Fulcrum Shift: This power is one of the best final powers in any set in the game. It drains a group of foes of their attack power and transfers it to anyone near them. It can turn the tide of battle in an instant.
I highly suggest taking this power. Slot 2 accuracy 3 recharge.
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Power Pool Powers.
Ive played around with all the pools. Heres my optimum choices for the solo player and teamer alike.
Hasten: Slot with 3 recharges, and pick it up in the 20's.
Air Superiority: Slot with accuracy and damage, use it to get flight. And use it to do very good contained damage when you solo.
Flight:All in all, the most friendly travel power. Not the fastest (though siphon speed helps that) but most certainly the safest worry-free travel power. Plus, flying is cool.
Recall Friend: You can go invisible, this means you can get to an objective and recall your team there without having to fight your way through. Handy. And also handy if you SK your friends, or just want to help a team get together quickly.
Fitness!!
Swift, Health, Stamina. You know why you get these. 3 slot Stamina for endurance modification.
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Epic Powers:
This is more a matter of personal choice than anything else. I took Energy as I felt it would look best with my Phantasm who also shoots energy. But really, by level 41, you will know what you want. All the sets have a good argument why you should or should not take them.
---
And finally, My build:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Illusions/Kinetics Controller
Level: 50
Archetype: Controller
Primary: Illusion Control
Secondary: Kinetics
---------------------------------------------
01) --> Spectral Wounds==> Acc(1) Acc(3) Dmg(7) Dmg(11) Dmg(31)
01) --> Transfusion==> Acc(1) Acc(5) Heal(13) Heal(15) Heal(31)
02) --> Blind==> Acc(2) Acc(3) Hold(5) Hold(11) Rechg(27) Rechg(29)
04) --> Deceive==> Acc(4) Acc(15) ConfDur(17) ConfDur(17) Rechg(31)
06) --> Air Superiority==> Acc(6) Acc(7) Dmg(9) Dmg(9) Dmg(13)
08) --> Siphon Power==> Acc(8) Acc(48)
10) --> Siphon Speed==> Acc(10) Acc(46)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14) Fly(43)
16) --> Health==> Heal(16)
18) --> Phantom Army==> Rechg(18) Rechg(19) Rechg(19) Dmg(21) Dmg(21) Acc(23)
20) --> Stamina==> EndMod(20) EndMod(23) EndMod(27)
22) --> Speed Boost==> EndMod(22)
24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
26) --> Spectral Terror==> Acc(26) Fear(29)
28) --> Superior Invisibility==> EndRdx(28) EndRdx(34) DefBuf(34) DefBuf(37) DefBuf(43)
30) --> Flash==> Acc(30) Acc(36) Hold(37) Hold(39) Rechg(40) Rechg(40)
32) --> Phantasm==> Acc(32) Acc(33) Dmg(33) Dmg(33) Dmg(34)
35) --> Transference==> Acc(35) Acc(36) EndMod(36) EndMod(37) Rechg(50) Rechg(50)
38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(40) Rechg(50)
41) --> Power Blast==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43)
44) --> Temp Invulnerability==> EndRdx(44) EndRdx(45) EndRdx(45) DmgRes(45) DmgRes(46) DmgRes(46)
47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
49) --> Recall Friend==> Rechg(49)
*Respec Note: As I said above, I respecced out of Siphon Power once I got Fulcrum Shift. I, however, left it in this build to show levelling up procedures. If you choose to respec after 38 and Fulcrum Shift, then you can pick up Recall Friend as the "lvl 8" power and pick up something else at 49. Just remember that you will exemplar below 38 some times and that means you wont have a damage boosting power. Not earth shatteringly bad, but I just wanted to make sure I mentioned that.
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Thanks for reading, I hope this guide helps you decide on some things, and gives a new Illusion/Kinetic some good advice.
Your mileage may vary, of course, but in many different builds, this is the one that has made me ultimately happy.