If some else has already come up with this, then great, but just dabbled around with the Illusion Control set and tried placing it over the Scrapper Primary 'template' to see what happened.
Illusory Melee
The flavour of this set is Illusory Damage (i.e. after a while, mobs heal from it!) so my choices for recharges, secondary effects and power magnitude reflects this (I hope).
High damage, Moderate Recharge, chance for Knockdown (mag 2.0). Overhead smash animation, with added shiny-ness of course
Touch of Doubt - Melee
Minor damage, Short Recharge, Confuse (mag 4.0)
Blinding Feint - Cone (short range)
Moderate damage, Moderate Recharge, -ToHit(5%)
Build Up - Self
Long recharge, +Acc, +Dam
Haunting Cry - Ranged
Long Recharge, Taunt
Flash of Fear - PBAoE
Minor damage, Moderate Recharge, -ToHit (5%), Chance for Fear (mag 2.0)
Phantom Attack - Ranged
Minor Illusory Damage, Moderate Energy/Smashing, Long Recharge, Chance for Knockdown (mag 2.0)
Spirit Swarm - Melee Superior DoT, Very Long Recharge, Chance to Hold (mag 2.0)
That's the shell of it so far.
The Phantom Attack is basically Phantom Army, hence the multi-damage component and the chance to knockdown.
The major limit of this set so far is that the damage can be healed by enemies after a time, so Scrappers with Illusory Melee may find protracted battles a chore, especially solo.
To counter this I put in some status effects.
I suppose it's the closest to a Psychic Scrapper I could muster (Illusory is technically treated as Psionic damage, AFAIK) without raiding the Blaster and Dominator sets and trying to make them Scrappery.
Your thoughts, comments, suggestions and add-ons are, as ever, very welcome.
If some else has already come up with this, then great, but just dabbled around with the Illusion Control set and tried placing it over the Scrapper Primary 'template' to see what happened.
Illusory Melee
The flavour of this set is Illusory Damage (i.e. after a while, mobs heal from it!) so my choices for recharges, secondary effects and power magnitude reflects this (I hope).
Spirit Punch - Melee
Low damage, quick recharge, shiny 'spirit' effect on target (Spectral Wounds)
Spirit Smash - Melee
High damage, Moderate Recharge, chance for Knockdown (mag 2.0). Overhead smash animation, with added shiny-ness of course
Touch of Doubt - Melee
Minor damage, Short Recharge, Confuse (mag 4.0)
Blinding Feint - Cone (short range)
Moderate damage, Moderate Recharge, -ToHit(5%)
Build Up - Self
Long recharge, +Acc, +Dam
Haunting Cry - Ranged
Long Recharge, Taunt
Flash of Fear - PBAoE
Minor damage, Moderate Recharge, -ToHit (5%), Chance for Fear (mag 2.0)
Phantom Attack - Ranged
Minor Illusory Damage, Moderate Energy/Smashing, Long Recharge, Chance for Knockdown (mag 2.0)
Spirit Swarm - Melee
Superior DoT, Very Long Recharge, Chance to Hold (mag 2.0)
That's the shell of it so far.
The Phantom Attack is basically Phantom Army, hence the multi-damage component and the chance to knockdown.
The major limit of this set so far is that the damage can be healed by enemies after a time, so Scrappers with Illusory Melee may find protracted battles a chore, especially solo.
To counter this I put in some status effects.
I suppose it's the closest to a Psychic Scrapper I could muster (Illusory is technically treated as Psionic damage, AFAIK) without raiding the Blaster and Dominator sets and trying to make them Scrappery.
Your thoughts, comments, suggestions and add-ons are, as ever, very welcome.