IIllusion/Sonic controller build
-sonic dispersion needs end reduction
-the Psychic Epic pool is nice for the sleep protection and psi resistance. If you want more damage go for Fireball. and a fyi Power Boost won't boost the dam resistance of your sheilds
perma jump is ---> /up 1
A few quick comments on the Illusion side . . . as I have little experience with Sonic. Is this a concept build, or do you want to play Sonic especially? My personal choice for better secondaries is Rad, Storm or TA. But Sonic adds Resistance Debuffs to help Phantom Army do more damage, and you can anchor that one sonic ally debuff on them. For a team build, it certainly can work well.
First thing to slot in most powers that can take accuracy should be accuracy. Spectral Terror is one of the few exceptions to this rule. But we'll get to that later.
Spectral Wounds: Always max slot this power for damage. It has "spectral" or "illusory" damage that heals back after a few seconds, but any damage from enhancements does not heal back. 1 Acc, 3 Dam, then 2 Rech when you can. It is important to understand how this works. If you defeat a foe before the heal-back, you get to keep the spectral damage. This means that you want to defeat foes fast. Take this into account with your strategy. Contrary to most other builds, focus on the minions and easy to defeat foes FIRST. Take down each foe, one at a time rather than spreading your single target control and damage around. This will reduce the number of targets for Phantom Army, letting them focus their damage on the tougher foes. PA and Phantasm's decoy also do spectral damage, so if a foe has been knocked down to a sliver of health by pets, use Blind-SW to finish the job as fast as you can, before the heal-back.
Blind: Acc and Rech are most important, as it is used most often as a set up for containment. Blind-SW will be your attack chain from 2-50, with others added in when available. I slot 1 Acc, 1 Rech, 1 Hold, then 1 Rech, 1 Acc, and then maybe one more hold, in that order. If you expect to solo, changing both holds to damage is a good idea. Also, if you expect to solo, Air Supp is a nice addition.
Deceive: Standard control slotting -- start with 1 Acc, 1 Rech, 1 Confuse. You can get by on that alone, but if you want to stack it on bosses in upper levels, you should consider adding later, as you have slots available, another one of each. Range is not needed. At 50, be sure to slot that Contagious Confusion proc.
Sup Invis: Check in Mids on the benefit of that third EndRdx. It may be that you can get more benefit for that slot somewhere else. It actually is worth slotting SI for some Defense if you have spare slots, mainly to protect you from AoEs.
Phantom Army: Key power in the set. Replace the EndRdx with Damage. It is worth every point of end. Most of the time, you will summon these guys at the beginning of a fight, and then you can pause while they gather aggro.
Spectral Terror a/k/a "Spooky": Take it at 26, as it is the second best power in the set. Oddly enough, it really needs NO slots. I put a Recharge in the default slot. Later, I may replace that with an Acc/Rech and use a second slot for the Chance for Psi Damage proc. Some people slot this up to get set bonuses, but the slots don't really affect the power all that much. If you need slots elsewhere, take them from here.
Phantasm: Recharge is mostly wasted because once he is cast at the beginning of the mission, you almost never have to re-cast him. Phantasm is one of the most durable pets because he casts a decoy and then blasts from range with knockback. 1 Acc, 3 Dam. Actually, I always slot 1 Acc/Dam and Damage from Blood Mandate, 1 Acc/Dam and Acc/Dam/End from Brilliant Leadership when I first get Phanty.
Flash: You NEED 2 Acc as it has a 20% accuracy penalty, like most AoE control powers (but not Spooky). Use standard slotting of 2 Acc, 2 Hold, 2 Rech. Some people will tell you to skip Flash, but I like it with many Illusion builds. You took it at 35, which was a good choice -- no earlier than 28, after Spooky.
Consider taking a single target blast from the APP powers: Fire, Ice, Primal, and maybe Psi have them. Blind-SW-Blast-SW makes a good attack chain, especially if Blind and SW both have 2 Rech. I did not go with the Psi pool on any of my Illusionists, as I really wanted a different type of damage to deal with Psi resistant foes, like Robots -- and there are a lot of Robots in upper levels. I have tried Fire, Primal and Ice, and all three work well. Besides, my Illusionists don't get mezzed very often.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
One thing I'm not sure about is how often you plan to team. Sonic is pretty team-heavy, so I'm assuming you plan to group up fairly often. I think your build works well. If it were me playing it, the changes I'd consider are:
- Moving Disruption Field until after Stamina. As nice as this power is, it sucks your endurance away fast.
- Moving Teleport to level 14. It's your choice if you want to ignore this and put a different power here, just know that if you are running task forces that exemp you down your teammates may get tired of waiting for you. I'd also recommend placing a slot or 2 in teleport for endurance reduction.
- Moving Sonic Haven much earlier in the build. This power is fantastic right out of the gate. You will definitely want it for teaming up against enemy groups like Hellions who only do elemental damage.
- Swapping Spectral Wounds and Deceive. You can think of Deceive as a second hold power. Although I assume you've already leveled up past where its useful to make this distinction.
// edit //
// I also skipped Flash. I personally just hate this power on an Illusionist. Perhaps you will like it more than me. If I had to thread it back in, the power I'd drop is Clarity, since your Sonic Dispersion protects against the big 3 mezzes already (hold-stun-immob). The only common mezz protection you lack is Sleep. Confuse and Fear are very rare, and +perception is situational, mainly useful against certain Arachnos enemies.
Here's the resulting build, with Fire selected as the epic power pool.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Magiciannie suggest: Level 48 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Sonic Resonance
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- (A)
Level 1: Sonic Siphon -- (A)
Level 2: Deceive -- (A)
Level 4: Spectral Wounds -- (A)
Level 6: Sonic Barrier -- (A)
Level 8: Superior Invisibility -- (A)
Level 10: Sonic Haven -- (A)
Level 12: Recall Friend -- (A)
Level 14: Teleport -- (A)
Level 16: Hurdle -- (A)
Level 18: Health -- (A)
Level 20: Stamina -- (A)
Level 22: Phantom Army -- (A)
Level 24: Sonic Dispersion -- (A)
Level 26: Disruption Field -- (A)
Level 28: Spectral Terror -- (A)
Level 30: Hasten -- (A)
Level 32: Phantasm -- (A)
Level 35: Clarity -- (A)
Level 38: Liquefy -- (A)
Level 41: Fire Blast -- (A)
Level 44: Fire Shield -- (A)
Level 47: Fire Ball -- (A)
Level 49: Consume -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Containment
As for your epic power pools, I would recommend you consider either Fire or Primal. My reasoning is that both of these sets offer armor powers that provide +Resistance that stacks with your Sonic Dispersion. I'm not an expert on the numbers, but it looks like Fire Armor in particular will greatly increase your survivability. Before slotting, Sonic Dispersion + Fire Armor = 38% resistance to Slashing and Lethal, 31% resistance to Fire, 21% resistance to Cold, and 11% resistance to everything else (edit: except Psionic). Enhancing your bubble and the armor makes these numbers even better and (again I'm not an expert on the numbers here) I think can soft cap your resistances (edit: when combined with +resistance from set bonuses).
Psionic also provides this, but Psionic's Indomitable Will won't net you nearly as much effect as it would a Controller who didn't already have access to -Stun, -Hold, and -Immob. You *could* take it anyway and become more or less totally immune to these effects, but it really feels like overkill to me. Indom Will also provides protection to Sleep. The Fear and Confuse protection are ok but pretty much not needed because almost nothing in PvE causes these effects.
If you choose Primal Forces, I'd probably skip Power Boost. You only have 2 powers that it strongly benefits. This power, IMO, is best on a character who can inflict lots of status effects (the Mind Control set in particular benefits from this power).
I need to add one more thing. Illusion/Sonic is a particularly challenging combination to solo with because one of Sonic's best powers, Disruption Field, requires a teammate or pet as an anchor. On teams this is no big deal because you can put it on the tank or a Scrapper.
Illusion does have a creature that can have the anchor (the Phantasm). However, Phantasms rarely enter melee, and also have knockback powers that tend to knock things out of range of the power.
Again this is only an issue when solo. On teams you will still be very, very effective (basically bringing an off-tank in the form of Phantom Army, a boatload of extra damage from Disruption Field and Sonic Siphon, protection from the most annoying mezzes, and excellent resistance to most attacks.) Just keep this in mind as you decide where to go with the character.
You can also put Disruption Field on a Phantom Army decoy.
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...one of Sonic's best powers, Disruption Field, requires a teammate or pet as an anchor. On teams this is no big deal because you can put it on the tank or a Scrapper.
Illusion does have a creature that can have the anchor (the Phantasm). However, (they aren't a great target for it).
[/ QUOTE ]
As an Ill/Sonic who solos a fair bit, I'd like to point out that Disruption Field can also be slapped on Phantom Army (have your pet window out for ease of targetting a Decoy), and this works a treat. Hit a hard target with a 45% resistance debuff and watch it melt to the wrath of PA.
[ QUOTE ]
As an Ill/Sonic who solos a fair bit, I'd like to point out that Disruption Field can also be slapped on Phantom Army (have your pet window out for ease of targetting a Decoy), and this works a treat. Hit a hard target with a 45% resistance debuff and watch it melt to the wrath of PA.
[/ QUOTE ]
Really? That's great news. I didn't know the PA could be buffed at all. That hugely raises my opinion of Illusion/Sonic. I'm assuming any extra damage the PA does also doesn't heal back. Add Sonic Siphon on top of that and... wow. I bet its impressive.
[ QUOTE ]
[ QUOTE ]
As an Ill/Sonic who solos a fair bit, I'd like to point out that Disruption Field can also be slapped on Phantom Army (have your pet window out for ease of targetting a Decoy), and this works a treat. Hit a hard target with a 45% resistance debuff and watch it melt to the wrath of PA.
[/ QUOTE ]
Really? That's great news. I didn't know the PA could be buffed at all. That hugely raises my opinion of Illusion/Sonic. I'm assuming any extra damage the PA does also doesn't heal back. Add Sonic Siphon on top of that and... wow. I bet its impressive.
[/ QUOTE ]
Well, it is not really a buff to Phantom Army . . . it is a debuff that is ANCHORED on a phantom. But the net result is that Phantom Army does more damage. Pretty much the same effect with Rad's Enervating Field, Freezing Rain and several other powers but Sonic's main thing is buffing and debuffing resistance.
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
So I am trying out my first controller and decided to go with an Illusion/Sonic. Here is my build so far. Could you guys look her over and tell me if I made any huge mistakes in slotting or power selection. Also I am not sure what to go with for my APP, any advice on that would be appreciated as well. Thanks
Here she is:
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: Magiciannie
Level: 44
Archetype: Controller
Primary: Illusion Control
Secondary: Sonic Resonance
+---------------------------------------------
01 => Sonic Siphon ==> Acc(1),Rech(7),EndCost(34)
01 => Spectral Wounds ==> Dam(1),Dam(3),Acc(5),Acc(11),Rech(13),Rech(15)
02 => Blind ==> Hold(2),Hold(3),Acc(5),Acc(11),Rech(15),Rech(27)
04 => Deceive ==> Confuse(4),Acc(7),Rech(27),Range(31),Empty(37),Empty(43)
06 => Hurdle ==> Jump(6)
08 => Superior Invisibi... ==> EndCost(8),EndCost(9),EndCost(9)
10 => Recall Friend ==> Range(10)
12 => Sonic Barrier ==> DamRes(12),DamRes(13),DamRes(31)
14 => Health ==> Heal(14)
16 => Disruption Field ==> EndCost(16),EndCost(17),EndCost(17)
18 => Phantom Army ==> Rech(18),Rech(19),Rech(19),Acc(31),EndCost(37),Dam(40)
20 => Stamina ==> EndMod(20),EndMod(21),EndMod(21)
22 => Hasten ==> Rech(22),Rech(23),Rech(23)
24 => Sonic Dispersion ==> DamRes(24),DamRes(25),DamRes(25)
26 => Teleport ==> Range(26)
28 => Spectral Terror ==> Fear(28),EndCost(29),Acc(29),Rech(37),Empty(40)
30 => Sonic Haven ==> DamRes(30),DamRes(31),DamRes(31)
32 => Phantasm ==> Rech(32),Rech(33),Dam(33),Acc(33),EndCost(34),Dam(34)
35 => Flash ==> Hold(35),Hold(36),EndCost(36),Acc(36),Rech(39),Rech(40)
38 => Clarity ==> EndCost(38),Range(39),Range(39)
41 => Liquefy ==> Hold(41),Hold(42),Rech(42),Rech(42),Acc(43),Acc(43)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
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