Illusion/Storm advice


Carnifax

 

Posted

I recently rolled an Illusion/Storm (up at the dizzy heights of lvl 10 atm!), with my highest ever 'troll being a lvl 13 fire/kin i'm a little clueless with any of the troller sets but i'm really enjoying this combo.
I'm looking for some pointers on what powers to take, what not to take, what pool powers, travel powers and what doesn't really need 6 slots?
Currently i have

Spectral Wounds
Blind
Flash
Superior Invisibility

Gale
Snow Storm
Steamy Mist

I am considering going with hasten and superspeed. The fitness pool and hover much later on.

Then taking everything apart from Thunder Clap from the Storm set and taking Phantom Army, Spectral Terror and Phatasm from the Illusion set.

Thoughts, build advice please. Not just a build though, but some explanation on why certain slotting would be good too.
Ta.


 

Posted

I'm a recent convert to the Church of Deceive. Its a great power. Cast on Carni illusionist. Laugh as she Flashes her mates (oo-er). Cast on a Tsoo Sorcerer. He heals you. Double-cast on a scary looking boss (Caliban for example). He starts squishing his mate, you can wade in with his alpha suddenly on your side.

Also Spectral Terror is a must have in my opinion. It ends up being your main control power.

Theres a lovely build here

My must haves are Blind, 5/6 slotted ASAP, Spectral Wounds, Decieve, only needs a few accuracy really, PAs, 6 slotted (1 acc, 2 damage, 3 recharge is good), Spectral Terror (only needs a few slots, Fear Duration & accuracy) & Phant (5 slots, 3 dmg, 2 acc).

For Storm my favs are Snow Storm (2/3 slows) closest thing you have to an immobilse and superb vs flying enemies like the Croatoa Witches. Freezing Rain (2/3 recharge, 2 defense debuff). Steamy Mist (1 end red, 2/3 Dmg Resist). Hurricane, although its pretty severly borked at the moment, the pushback is way too far, it was doubled in i7 without explaination (3 acc debuff, 2/3 End Red). Thunderstorm (3 damage, maybe a range. End Red)

Travel power is up to you but yes Hasten helps & SS & Steamy Mist do stack into a decent invis.


 

Posted

Ooh, Carnifax is soooooo right. You gotta get Decieve. Seriously. I was like you (only my 'trollers get to about level 20 before I get bored), but I started an ill/storm and I havent looked back. He's level 34/35 and counting. You'll probably find that there are too many powers to choose from, and you'll want them all.

But make sure you get Freezing Rain. I adore that power, and I will one day learn the rain dance to call it out.

Apart from that, what Carnifax said.


 

Posted

I rolled a illusion/storm (and I dislike illusion anyway). Looked kind of fun, but seemed to me to be the most difficult power combination anyone could play (not gimped, just needed a LOT of skill). Talk about knockback and pet chaos!


 

Posted

PvE way i see it for an illusion/storm is that superior invis is an optional power as you already have steamy mist, coupled with superspeed is completely invisible. Steamy mist also gives nice resistances to elemental damage and costs less endurance, so for PvE i'd give superior invis a miss.

Key Powers I use with my stormy

Snow Storm- really nice to keep mobs grouped and nice for damage mitigation- 2 end redux
Steamy Mist-great resistances 3 res/2end redux
Freezing Rain-most commonly used power its just [censored] awesome.3recharge 2endredux
Hurricaine-situational, mainly used against AVs and for herding which is done if i have support behind me. 3tohitdebuff 2end redux
Lightning Cloud: Really Nice damage in PvE, great when used positionally after a herd in corners, although damage may not be what it used to be, this thing racks up quite a few kills. 3damage 2recharge 1endredux

Sometimes use Thunder clap for the stacking disorients and Tornado for AVs.

I'd recommend getting acrobatics and aid self, nothing more annoying than getting knocked over with hurricaine, aid self gives you more survivability.


 

Posted

My Ill/Storm was my first toon and my first to 50. As mentioned above, too many powers to choose from so I went down the route of "more a stormy with pets" than adopting the full illusion suite with deceive and spectral terror.

A few respecs has led to the build below, but I am respecing Tornado back in and dropping Flash which I rarely use.

Don't be afraid to use all your storm powers, just learn to use them wisely. The storm set will scatter mobs, (it has to because IMHO its so powerful it needs balance) but used at the right times will compliment the team's actions rather than break your tanker's herding or scrapper's AoEs.

Many players (tankers scrappers mostly) will not like you using Freezing Rain as they either think it a "fear" power or is just useful for scattering mobs. Slotted for Defense debuff and slow, just watch how much more quickly a mob(s) can be taken down after you apply rain compared with "dry". This is by far the best power in the set IMO. It's on a par with Radition debuffing, especially for EBs, GMs and AVs.

Steamy, goes without saying is brill, you can be fighting mobs with your teammates within your mist, and mobs just outside the perimeter don't notice, as long as no one agroes them ofc. I kept Superior Invisibilty for doing exploration and PVP work, although it's up to you whether you need to keep both types of stealth.

Gale, useful in early levels as self protection against melee attacks, use it wisely with tankers and scrappers around, and then only to move mobs into other hazards. I prefer its more positional effect to Hurricane, again you may not need both, choose which you prefer.

Snow storm, an early power, great for slowing bosses and nearby mobs all the way to lvl 50, and for dropping flyers of course.

O2 Boost, not everyones cup of tea, but don't underestimate the mez protection it offers, also 3 slotted at lvl fifty gives over 300 HP healing. A life saver in teams without a healing defender.

Thunderclap. I love this power, part of my control chain, slotted for maximum disorient. I prefer this to blind which in my view takes too long for the animation to fire off.

Lightning Storm offers great protection when solo, extra mob damage and end removal when teaming. Knockback is good for self preservation, however again, skill and experience will tell you when not to use in team.

As with all Knockback powers, they will annoy other players who like to herd or have closely compacted groups of mobs, but you can happily coexist with teammates and use your powersets to the full. Persevere with the low levels and learn your craft and you'll be rewarded with a fun toon and love the high levels as a stormy.

Gale: 1 Acc, 1 Knockback
O2 Boost: 3 Heal, 1 Recharge
Steamy Mist: 3 DamageRes, 2 EndRedux
Freezing Rain: 3 Defense deBuffs, 2 Slows, 1 Recharge
Snow Storm: 3 Slows, 1 EndRedux, 1 Recharge
ThunderClap: 3 Disorients, 2 Accuracy, 1 Recharge
Lightning Storm: 3 Damage, 1 EndMod, 1 Recharge

Spectral Wounds: 3 Dmg, 2 Recharge, 1 Acc
Blind: 3 Holds, 1 Dmg, 1 Acc, 1 Recharge
Super Invisibility (useful for PVP)
Phantom Army 2 Dmg, 1 Acc, 3 Recharge
Phantasm: 3 Dmg 3 Acc
Flash: 1Acc, 3 Holds, 1 Recharge.
Hover : 1 Flight (Knockback limiting)
Fitness pool
Haste
TP Pool: Recall Friend, TP Foe
Primal Forces
Conserve Power: 3 Recharge
Power Blast: 3 Dmg, 1 EndRedux, 1 Acc
Power Boost: 2 Recharge


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