Illusion help, please?
I've had a lot of luck with my ill/FF combo. People I team with have declared that set to be almost unfair. /rad is a good partner as well. being able to debuff targets into irrelevance is always a good thing.
Writer of In-Game fiction: Just Completed: My Summer Vacation. My older things are now being archived at Fanfiction.net http://www.fanfiction.net/~jwbullfrog until I come up with a better solution.
I create most my characters by character conception.
Which secondary fits your character conception best?
Sure storms is fine. It has great debuffs. There are no self heals though and the targeted heal (though it works like a limited Clear Mind) doesn't heal a great deal. All this aside, Stormy's are a of fun to play!
My favorite secondary with Illusion is Radiation. Phantom Army is the best power in Illusion, and there are only three things that make it even better: defense debuffs, resistance debuffs, and recharge buffs. Radiation is the only secondary that gives you all three.
Depending on how long you've been away, Illusion may be less awesome than you remember. But a well-built Ill/Rad can still solo giant monsters without using inspirations.
Of the three you mentioned, the best one to pair with Illusion is Storm. You have to play it carefully on teams, but solo, you can really unleash the chaos. Look for Tal_N's guide to Ill/Storm in the Player Guides section. It's a little out of date, but still has lots of good information.
Illusion is still strong. But it plays more aggressive then most Primaries. It has strong synergies with sets that boost your recharge to get phantom army up quicker.
/rad is one of the most common & strongest combos.
/FF is a def monsters, which helps you avoid damage till PA recharges. Great on teams & solo. However solo it might be a little less fun depending on your playstyle.
/kin gives you a heal, siphon speed, some nice buffs.
/Trick Arrow gives you extra control that Illusion is lacking plus makes your enemies weaker & easier for the army to take down faster.
/Storm Gives you more damage output and the very strong ability to keep enemies bouncing around the battle field. This pairing is a pet monster.
/Thermal is great for teams, its rough solo till you get the debuffs tho, and those come late. Its heals are also very good and will keep you up longer solo but lot of its powers just scream TEAM WITH ME.
/empathy is also very strong for teams.
Go with theme/fun. If you want a chaos bringer go storm. If you want to solo things you shouldn't go radiation. If you wanna be very active go trick arrow. Buddy toon go Empathy & Thermal. Wanna do a bit of buffing & debuffing give kinetics a run. If you wanna be night untouchable go with FF.
On a side not, trick arrow also gives a special boon to Illusion. Your phantom army will use the talsorian bow for one of its attacks. I have not seen them use it with any other pairing. It looked awesome watching all 3 uses it.
My g/f and I are running a pair of Illusion/Rads who just dinged 24...
...and it really is like playing the game on 'easy mode'. We pretty much have Hasten and two AM's up all the time, and at least one Phantom Army up constantly... doubling up on the debuffs becomes truly ridiclous.
Looking forward to adding a couple of buffable Phantasm's to the mix.
[ QUOTE ]
Whats a good secondary to pair up with my illusion primary? Would storm be decent? Force field? Sonic? I haven't played in years and honestly I don't even know if illusion is even good anymore...
[/ QUOTE ]
I have Ill/Rad, Ill/Storm and Ill/TA all at 50, and those are the three secondaries I would recommend most. Ill/Rad is overall the most flexible build in the game -- it can solo, go on small teams or big teams. Rad is the only secondary that has Recharge AND Resistance Debuffs AND Defense Debuffs, all of which make Phantom Army better.
Ill/Storm is just a lot of fun. Freezing Rain has both Defense and Resistance debuffs for Phantom Army. Storm's tools fill in holes in the Illusion set . . . but some of the chaos powers have to be limited while on large teams.
Ill/TA is a very different playstyle, almost all ranged, with nice debuffs for Phantom Army.
Kinetics is a very powerful secondary, but it has some synergy problems with Illusion, like when Phantasm knocks back your targets for your siphon powers.
Ill/Emp is a great battlefield healer, but Emp lacks debuffs or recharge.
Sonic has Resistance debuffs only. FF has very little to offer Illusion in terms of synergy.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
[ QUOTE ]
Sonic has Resistance debuffs only.
[/ QUOTE ]
Actually /Sonic gets def (and to-hit) debuffs too. It gets them late, and not as an every fight power, but it does get them. Other than concept, the main thing /Sonic brings to the illusionary table is -res. It's trivial to stack -45% res on a single target, which is nice with PA.
i love my ill/emp and i have had many people tell me they love ill/rad together.
I'm totally confused by looking at some of these builds I been looking at...
Why is everyone skipping Flash? Last time I used that ability it owned. Why on earth would you skip it?
P.S.
Also, can someone give me a link to a non-dead and non-dated ill/storm build? Can't seem to find one.
Flash, like all aoe hard holds, was mega-nerfed for max targets (capped), duration (halved), and recharge (doubled). Recharge is the key one though. With a 4-minute base recharge, it requires fully six-slotting it to get it up to speed for anything other than very rare or emergency use.
Thus, the usual advice now is to put off Flash until mid-build (say 30+) when slots become more plentiful and most of your core powers have been taken care of.
Many people decide to skip the nerfed aoe holds altogether (other sets have stun/immobilize aoe combos that recharge every spawn and can fill in for the aoe hold.)
Illusion has PA and Spectral Terror to handle aoe control duties, and liberal use of Deceive and Blind will suffice for most control duties on key mobs.
"When heroes fail, the Angels will save you."
MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE
I have an Ill/Sonic and in my opinion it's a combo you want if you're planning on teaming, not for soloing, since some of the best powers are team-focused. A side note is that you will run out of endurance very quickly before you get SOs if you're running your toggles.
The one thing that should be noted about Sonic and one of the reasons I like it very much, is that it's mostly a very low-maintenance set, in that if you keep up toggles and shields (recasting shields every 4 minutes, use clarity only when fighting status inflicting mobs), you will be able to focus on your primary almost the entire fight.
[ QUOTE ]
I'm totally confused by looking at some of these builds I been looking at...
Why is everyone skipping Flash? Last time I used that ability it owned. Why on earth would you skip it?
P.S.
Also, can someone give me a link to a non-dead and non-dated ill/storm build? Can't seem to find one.
[/ QUOTE ]
For Ill/Storm, the best guide out there is Tal_N's Smoke and Mirrors Ill/Storm Guide.
I have a few minor disagreements with him, but this is an excellent guide -- probably the best guide on any Illusion Controller -- until I get my Ill/Rad guide done.
On Flash, in addition to Sandolphan's excellent answer: It actually gets a bit of a bum rap now-a-days. The problems with Flash are (a) Flash is a PB AoE Hold, with the same radius and duration as Ice's Glacier and Fire's Cinders. The cast time is longer, but since you can go invisible, that doesn't matter much. In the old days, Flash had a duration almost twice as long and recharged almost twice as fast, but now it is up rarely and doesn't last very long. 6-Slotting helps, but only to get it not even as good as its previous UNSLOTTED levels. (b) It comes too early in the set. At level 6, you don't have the ability to enhance it enough to make it decent. At that level, it has poor accuracy (a -20% penalty like most AoE powers), short duration and a very long recharge. (c) More importantly, Illusion has no other AoE control power to back up Flash when its duration runs out until later in the build. So, if you take it at 6, fire it off in a crowd, that crowd of baddies will only be held for a short time and then all be aggro'ed on YOU.
Illusion gets no other AoE control powers until 26, Spectral Terror. But Spooky lasts 45 seconds and recharges in 45 seconds out of the box, so why do you need Flash at that point? Containment? Illusion has no AoE damage powers, so AoE containment does little good until you get an AoE damage power from your APP set in the 40's, and by then, you are used to playing without it. Its main use is as a "Panic Button" power for most folks.
All that said, I like having Flash. I have it on my Ill/Rad and Ill/Kin, but not on my Ill/Storm or Ill/TA. On Ill/Rad, you also have EM Pulse as a back-up (and overall better) hold. Since you have a second Panic Button power and/or an second AoE hold that will let you hold bosses, you can be more free to use Flash. On my Ill/Rad, I use Flash a lot to fill in when Phantom Army is recharging. Ill/Storm can use Freezing Rain, and Ill/TA has Oil Slick Arrow to fill that same role.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
[ QUOTE ]
I have an Ill/Sonic and in my opinion it's a combo you want if you're planning on teaming, not for soloing, since some of the best powers are team-focused.
[/ QUOTE ]
You do know that Disruption Field, the -res toggle can be anchored on the Phantom Army, right ?
Arc #40529 : The Furies of the Earth
[ QUOTE ]
My g/f and I are running a pair of Illusion/Rads who just dinged 24...
...and it really is like playing the game on 'easy mode'. We pretty much have Hasten and two AM's up all the time, and at least one Phantom Army up constantly... doubling up on the debuffs becomes truly ridiclous.
Looking forward to adding a couple of buffable Phantasm's to the mix.
[/ QUOTE ]
What was really "easy mode" was when I joined up with a super team of Ill/Rads. Imagine 8 AMs, 8 sets of Phantom Army, 8 people casting Group Invis for the stacked defense and 8 Phantasms. We worked harder keeping AM and Phantom Army up on a permanent basis that we did having to beat on bad guys. With the recharge from 8 AMs, we all had perma Hasten, AM and PA. 24 Phantom guys will destroy anything very quickly. We just ran through missions, pausing just long enough to re-cast GI, PA and AM, and the Army guys just killed everything for us. I would use EF on occasion on a boss, but nothing else lasted long enough to bother with the debuffs.
The only thing easier than a team of Ill/Rads is a team of Fire/Rads. Choking Cloud + Hot Feet + Fire Imps X 8 is like a swarm of locusts or Pirhanna.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Levelling my Ill/Emp, it just seems to get a million times better with every power, honestly, and I haven't even got Phantasm yet.
True, at first it's very team-oriented, and does that well- you've got *shudder* heals, a rez, and some very nice buffs. However, later on you'll get very good +recovery and +regen buffs, and you already have a self-heal on hand. When I get a pet I can actually use those buffs on, hoo baby...
Personally I took Flash, since I already have Hasten and as much +recharge as I can get for Phantom Army, may as well take advantage of it for my other powers. Sure, Spooky (so using that nickname now) keeps most enemies fairly quiet, but Flash makes sure they stay quiet.
[ QUOTE ]
Sure, Spooky (so using that nickname now) keeps most enemies fairly quiet, but Flash makes sure they stay quiet.
[/ QUOTE ]
I play with a group of friends, using voicechat with Ventrilo. Not long after we started doing this, I was playing my Ill/Rad on night when one of the folks we on voice chat started laughing and then said he would be right back. He came back a few minutes later and explained that his young daughter was watching on her dad's screen, when I cast Spectral Terror, with its ghostly appearance and wail. It scared her so much that she went running out of the room, and Dad had to go comfort her.
So "Spooky" has been my name for Spectral Terror since then. Then I get Fluffy (Dark Servant) and Sparky (Voltaic Sentinel) on my Dark/Elec Defender, and it sounds like a bunch of dogs and cats.
But my favorite CoH name story comes from the old Hami-Raid days. One of the common strategies was for a team of Illusion controllers to float over Hamidon and continually drop Phantom Army to draw the attention of the Mitos and Hami itself. (Doesn't work any more.) My friend Neuttrino was leading the "Drop Team" and getting everyone in position to begin dropping Phants, waiting for instructions from the raid leader on when to begin. (Now you have to understand, Neut was famous for her typos . . . ) At the right time, suddenly Neut typed to all the folks on the Drop Team, "OK, everyone drop your Pants."
That one missing 'h' was the source of great entertainment for a long time.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Should a illusion/storm guy pick up tough and weave or no? I read that guys guy, but it's so long that I can't find anything on powerpools in there
P.S.
Does anyone have a build as in an actual build on what to get and when. I like the guys thread on ill/rad and all, but it doesn't give me a straight build to go use or what power pool powers to get
[ QUOTE ]
Should a illusion/storm guy pick up tough and weave or no? I read that guys guy, but it's so long that I can't find anything on powerpools in there
[/ QUOTE ]
In my opinion, no. Small amounts of Resistance or Defense only provide a significant benefit if you can stack it with other Resistance or Defense. There isn't enough defense from Illusion or Storm to make those toggles worth while. You would get more benefit from the Healing Pool. . . . but I didn't take that one, either.
A well-played Ill/Storm shouldn't get hit much, and you have some "Panic Button" powers to protect you. Hurricane, Flash, Gale and Tornado can all perform that function.
The biggest problem with Ill/Storm is too many good powers. Those powers will generally do more for you than most pool powers. Those powers will usually do more to prevent a faceplant than most pool powers.
I made in interesting choice with my Ill/Storm. In order to fit in more Storm powers, I decided to use Super Speed + Steamy Mist for invisibility instead of taking either Superior Invis or Group Invis. The stealth in Super Speed combines with the stealth in Steamy Mist for full invisibility. That let me fit in everything from the Storm set, since Hasten was needed anyway. Others choose to take either SI or GI (I prefer SI, but GI has its uses, too).
I'll try to work on a build for you based on my build.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
OK, as promised, here is a common IO build. I made some choices that some folks might not make.
As I said in my earlier post, I used Super Speed + Steamy Mist in place of either of the two Illusion invisibility powers. That combo is adequate for most of PvE. I also like Super Speed for this character, as a lot of my playstyle depends on positioning. Use of Hurricane effectively is all about positioning. I actually don't use Hurricane that much -- just turn it on to push baddies into the right place, or use it as a barrier or as a "panic button" power. I find that running it too often tends to be counter-productive.
I find having O2 Boost is nice to heal up my Phantasm between encounters, and to free teammates from some mez effects. If you plan to use it a lot, you may want to slot it up with more Heal and maybe an EndRdx.
I chose to add Thunderclap to this build, even though it only stuns minions. I was very, very tempted to take Flash instead. T-clap recharges much faster and looks cool, even though Flash will hold Lts. Besides, when I leveled up my Ill/Storm, my only other Stormy was an Ice/Storm who had skipped T-clap, so I wanted to try it out. However, it is much more effective on characters who can stack it with another stun (Earth, Fire, Grav).
I chose the Ice APP mainly for Hibernate. Storm has neither a self heal nor an endurance recovery power -- Hibernate provides both in an emergency. Plus, Ice blast works very, very nicely with Blind-SW-Blast-SW as a great single-target attack chain. I went with Frost Breath as an AoE that doesn't need an AoE Immobilize to get maximum benefit like Ice Storm does.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ill-Storm Build: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- Acc-I(A), Hold-I(3), RechRdx-I(11), RechRdx-I(11), Acc-I(15), Hold-I(42)
Level 1: Gale -- Acc-I(A)
Level 2: Spectral Wounds -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(5), RechRdx-I(34), RechRdx-I(42)
Level 4: Deceive -- Acc-I(A), Conf-I(7), RechRdx-I(13), RechRdx-I(34), Acc-I(42)
Level 6: Snow Storm -- EndRdx-I(A), EndRdx-I(7), Slow-I(46)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Steamy Mist -- EndRdx-I(A), ResDam-I(13), ResDam-I(15), ResDam-I(27), S'fstPrt-ResDam/EndRdx(31)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), DefDeb-I(27), DefDeb-I(37), DefDeb-I(40)
Level 18: Phantom Army -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), Acc-I(21), Dmg-I(21), Dmg-I(23)
Level 20: Health -- Heal-I(A), Heal-I(34), Heal-I(46)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Hurricane -- EndRdx-I(A), ToHitDeb-I(25), ToHitDeb-I(43), ToHitDeb-I(43)
Level 26: Spectral Terror -- RechRdx-I(A)
Level 28: Thunder Clap -- Acc-I(A), Acc-I(29), Dsrnt-I(29), RechRdx-I(31), Dsrnt-I(31), RechRdx-I(43)
Level 30: O2 Boost -- Heal-I(A)
Level 32: Phantasm -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33)
Level 35: Tornado -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), Dmg-I(36), Dmg-I(37), Dmg-I(37)
Level 38: Lightning Storm -- Dmg-I(A), Dmg-I(39), Dmg-I(39), RechRdx-I(39), RechRdx-I(40), EndRdx-I(40)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Ice Blast -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46)
Level 47: Frost Breath -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48), Slow-I(50)
Level 49: Frozen Armor -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Then, I have a reasonably priced IO build that doesn't get Perma-PA, but there is only an 11.5 second down time while Hasten is running. Hasten only has about a 13 second down time. Again, I have made some choices that others would make differently, but I have tried to keep all the useful powers effective as much as possible. Some folks like more damage procs in Freezing Rain, for instance.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ill-Storm Build: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(11), HO:Perox(15), HO:Nucle(42)
Level 1: Gale -- Acc-I(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg(42)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(13), CoPers-Conf(34), CoPers-Conf%(42)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Rng/Slow(7), EndRdx-I(46)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Steamy Mist -- S'fstPrt-ResKB(A), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(15), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(31)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(27), LdyGrey-%Dam(37), RechRdx-I(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), RechRdx-I(23)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Mrcl-Rcvry+(46)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(43), DarkWD-Slow%(43)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Dam%(43)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31)
Level 30: O2 Boost -- Heal-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Acc/Dmg/EndRdx(33)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), RechRdx-I(37)
Level 38: Lightning Storm -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(39), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(40)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(50), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Just curious, but why did you choose snow storm? I was told not to get that because it causes a lot of aggro and that I didn't need it in the end beecause I already had so much control. I personally love snow storm, but have just heard not to pick it up a lot. What is your take on it for PvE and PvP?
[ QUOTE ]
Just curious, but why did you choose snow storm? I was told not to get that because it causes a lot of aggro and that I didn't need it in the end beecause I already had so much control. I personally love snow storm, but have just heard not to pick it up a lot. What is your take on it for PvE and PvP?
[/ QUOTE ]
I love Snow Storm on my Ill/Storm. In low levels, Ill/Storm lacks AoE control, and Snow Storm provides it with a "set it and forget it" toggle. It not only slows movement speed, but more importantly slows recharge -- so the foes can't fire at you nearly as often.
Snow Storm is also wonderful for making Fliers drop from the sky. Those witches in Croatoa are a lot less problem with Snow Storm.
Like most Storm powers, it takes some strategy to use effectively. There are times you don't want to use it to avoid unwanted aggro. But when Phantom Army has the aggro, I love to use Snow Storm to keep the foes from running away. In general, with Ill/Storm it is better to take down the minions first, then Lts and then bosses -- taking down lower level foes faster allow you to take advantage of your "spectral damage" before it heals back. Therefore, slowing down the attacks of tougher foes is important. I often use it to slow down the boss until I can take him down.
I can't help you with PvP -- I dislike it. But my understanding is that Slow powers are popular for PvP.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I would have to say /rad or /storm mostly because i play a rad, and absolutely love it, and have for a couple of years now (my only toon that can solo AV's)... at any rate hope you decide on somthing!
Whats a good secondary to pair up with my illusion primary? Would storm be decent? Force field? Sonic? I haven't played in years and honestly I don't even know if illusion is even good anymore...