Good secondaries for Ill?


3dent

 

Posted

It is the sleep part of Blind that I was referring to, though the damage is the real point of the power when in teams as the sleep is largely useless (I couldn't remember the name of the power when I made the post). Actually the BEST reason for the power is for holding a purple set that costs <5 mil made

It is good solo though because you confuse 1 mob, sleep another and attack the third one (Before pets that is, or when PA is down).


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Posted

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Only reason i would be picking up flash would be as set mule for 4 basilisks gaze.
Its [censored]. Cant use it as a panic button either since it takes an half hour to animate.

[/ QUOTE ]

Imagine my horror when my lowbie Shield/Fire tank picked up Cremate last night and realised it uses the same animation.

Nooooooooo!

Flash is well droppable alright but Carni still has it, 4-slotted with the 3 way IOs. Part of that is simply because I remember its former glory. The other reason is because of damn Nemises. It is nice combined with Freezing Rain and Ice Storm (plus now Frost Breath ) since it's the only AOE power in Illusion which sets up Containment. But that is purely a personal preference for a combo, it's not amazing or anything.


 

Posted

you mean combustion right?


 

Posted

[ QUOTE ]
you mean combustion right?

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"PBAOE fiery thing which takes ages to animate"

That one

(yes, you're right indeed, I mean Combustion)


 

Posted

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[ QUOTE ]
you mean combustion right?

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"PBAOE fiery thing which takes ages to animate"

That one

(yes, you're right indeed, I mean Combustion)

[/ QUOTE ]

Hey i like that animation on combustion... You look so mighty and cool while enemies run towards you. This is why i like fire secondary on tanks despite the fact i hate fire sword series of attacks.


 

Posted

Flash isn't such a bad power once it is slotted, although thats talking from a +rediculous recharge build.

With superior invis you can (If you are brave/foolish) get into a mob and hold it before the team arrives, but its not really a good 'in combat' hold power. I have the chance for +2 mag and 5 of the purple set in mine and it holds pretty much everything when I do cast it (More accurately when I remember about it).


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

[ QUOTE ]
Flash isn't such a bad power once it is slotted, although thats talking from a +rediculous recharge build.

[/ QUOTE ]Doesn't this apply to pretty much all AoE Hold powers? Heh.


 

Posted

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[ QUOTE ]
Flash isn't such a bad power once it is slotted, although thats talking from a +rediculous recharge build.

[/ QUOTE ]Doesn't this apply to pretty much all AoE Hold powers? Heh.

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Yeah i guess so, i use Mass Hypno + Terrify instead of Total Domination or EMP Pulse on Psy-knight. Even with AM+Hasten combo those two takes ages to recharge.


 

Posted

The trouble with Flash is it also requires you to run into the middle of the spawn, causing you to die before the animation finished.

EMP Arrow >> Flash


I really should do something about this signature.

 

Posted

Almost all AoE hold powers suffer from a similar problem as nukes. The long recharge makes for negligible damage per second or hold magnitude per second respectively.
The saving grace of nukes is basically the sheer fun and the situational utility of disposing of a larger number of foes in one big boom. The same effect can not be replicated by any number of other powers at that blaster's disposal.
AoE holds on the other hand add some crowd control to a toon that should have other means to achieve a similar degree of crowd control on a more regular basis although not by the means of a hold. So, there is no such saving grace.
The fact that Flash is one of the worse AoE holds out there and that an illu troller can achieve a good amount of crowd control before the fight even starts (Deceive) additional to their (pseudo-)pet-based options when the fight actually begins does not make Flash appear more favourable either.




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

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The trouble with Flash is it also requires you to run into the middle of the spawn, causing you to die before the animation finished.

EMP Arrow >> Any Other Hold in the Game

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Fixed. Some people say EMP is better but I prefer the range of the Arrow version even with a smaller AOE (EMPs AOE is unholy)


 

Posted

Hmm... Everyone keeps mentioning Deceive... If only I could figure how to add it to a build withot dropping/postponing other essential stuff. (I want SupInv for its utility in ghosting and of course Blind/Spectral and all kin's three early drain-buffs...) then at the teens it's all essential again, maybe Increase Density can be postponed (I want it early mostly for aforementioned -KB IO I've got...)


 

Posted

I think you are on the right track. As nice as -KB is ID as a power does not nearly offer the same utility as Deceive. There are other enemy groups than Council in early levels, you know?




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

Deceive is certainly excellent, especially early on. It's also the most amusing power you'll get probabl, depending on who you use it on. I love using it on anyone that drops an AOE Mez as part of their attack string (CoT Earth mages for example or, later on, Carnie Illusionists & their Flash attack).


 

Posted

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There are other enemy groups than Council in early levels, you know?

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I tend to forget... Ok, postponing ID. (If I thought of it earlier, then I'd probably rather postpone Siphon Power, from my experience you can't use it effectively pre-Stamina anyway, but what's done is done. Plus, it's still nice on team, buffing blasters and khelds.)


 

Posted

You can arrange places of powers with a respec. First one is after level 24 iirc.


 

Posted

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You can arrange places of powers with a respec. First one is after level 24 iirc.

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Yes, but I doubt if it's worth it in this particular case. Unless farming very low-level arcs will be the next big thing to do, of course... (EDIT: if you meant not picking Stamina prerequisites, - well, I'm not sure, the build looks ok the way it is/will be and respecs are more difficult to get nowadays )


 

Posted

well, so, it should be like that:
1) Blind, Transfusion
2) siphon power
4) Spectral wounds
6) Recall Friend
8) Superior Invisibility
10) Siphon Speed
12) Hurdle
14) Health
-------
16) Decieve
18) Phantopm Army
20-24) SB, Teleport, Stamina (still thinking on the exact order)
26) Spectral Terror
28) Increase Density
30) ??
32) Phantasm
35) Transference
38) Fulcrum Shift.
41+) Epic (Still not decided... Earth, probably.)


 

Posted

maybe like this?
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

Level 48 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Stone Mastery

Hero Profile:
------------
Level 1: Spectral Wounds Empty(A)
Level 1: Transfusion Empty(A)
Level 2: Deceive Empty(A)
Level 4: Blind Empty(A)
Level 6: Swift Empty(A)
Level 8: Recall Friend Empty(A)
Level 10: Siphon Speed Empty(A)
Level 12: Superior Invisibility Empty(A)
Level 14: Health Empty(A)
Level 16: Increase Density Empty(A)
Level 18: Phantom Army Empty(A)
Level 20: Stamina Empty(A)
Level 22: Speed Boost Empty(A)
Level 24: Siphon Power Empty(A)
Level 26: Spectral Terror Empty(A)
Level 28: Inertial Reduction Empty(A)
Level 30: Combat Jumping Empty(A)
Level 32: Phantasm Empty(A)
Level 35: Transference Empty(A)
Level 38: Fulcrum Shift Empty(A)
Level 41: Fissure Empty(A)
Level 44: Seismic Smash Empty(A)
Level 47: Rock Armor Empty(A)
Level 49: Earth's Embrace Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment


 

Posted

Yes, ythat's a better one, although... What Inertial reduction does that travel powers don't? And at very early levels, Blind has more utility, IMHO, - Spectral wounds get most of their damage from Containment anyway, so I'd still reverse their order


 

Posted

Ok, after some thoughts decided to payspec the character more along TRT's lines, actual and planned power picks as of now:

Level 1: Blind Empty(A)
Level 1: Transfusion Empty(A)
Level 2: Deceive Empty(A)
Level 4: Spectral Wounds Empty(A)
Level 6: Hurdle Empty(A) (IMO, more useful than Swift, - allows you to hop over things instead of running around, esspecially if I plan picking CJ later anyway.)
Level 8: Superior Invisibility Empty(A)
Level 10: Siphon Speed Empty(A)
Level 12: Recall Friend Empty(A)
Level 14: Health Empty(A)
Level 16: Increase Density Empty(A)
Level 18: Phantom Army Empty(A)
Level 20: Stamina Empty(A)
Level 22: Speed Boost Empty(A)
Level 24: Teleport Empty(A)
Level 26: Spectral Terror Empty(A)
Level 28: Siphon Power Empty(A)
Level 30: Combat Jumping Empty(A) (Or, maybe Hover for concept reasons... )
Level 32: Phantasm Empty(A)
Level 35: Transference Empty(A)
Level 38: Fulcrum Shift Empty(A)
Level 41: Fissure Empty(A)
Level 44: Seismic Smash Empty(A)
Level 47: Rock Armor Empty(A)
Level 49: Earth's Embrace Empty(A)

Tested it a little too, yes, it's more of a "stalktroller" I had in mind initially, with Deceive being very useful. And those Lost buckshots, CoT archers and Penumbra may shoot at me to their hearts' contents It won't work.


 

Posted

Or, in Mid's format and with more tweaks:
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Dr. Reality build 2.0: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Flight
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(13), Empty(17)
Level 1: Transfusion -- Empty(A), Empty(3), Empty(7), Empty(15)
Level 2: Deceive -- Empty(A), Empty(46)
Level 4: Spectral Wounds -- Empty(A), Empty(5), Empty(15), Empty(17), Empty(31), Empty(31)
Level 6: Hurdle -- Empty(A)
Level 8: Superior Invisibility -- Empty(A), Empty(9), Empty(9)
Level 10: Siphon Speed -- Empty(A), Empty(11), Empty(11), Empty(13)
Level 12: Recall Friend -- Empty(A)
Level 14: Health -- Empty(A), Empty(37), Empty(43)
Level 16: Increase Density -- Empty(A)
Level 18: Phantom Army -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(21), Empty(23)
Level 20: Stamina -- Empty(A), Empty(23), Empty(25)
Level 22: Speed Boost -- Empty(A), Empty(34), Empty(40)
Level 24: Teleport -- Empty(A), Empty(25)
Level 26: Spectral Terror -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
Level 28: Hover -- Empty(A)
Level 30: Siphon Power -- Empty(A)
Level 32: Phantasm -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 35: Transference -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38: Fulcrum Shift -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: Fissure -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43), Empty(43)
Level 44: Rock Armor -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Seismic Smash -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Earth's Embrace -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

I meant respec in TF PoV. If you want to do Synapse or Posi you will be auto-ex'ed you know.

Did you place slots according to your idea of slotting or is it random?


 

Posted

Up to lvl 17 that's the slots i've actually taken (+/- lvl). Further, - more or less my idea of slotting. Pets>Stamina>attack chains>everything else. (Still not decided on specific enhancements @50... )


 

Posted

Hmm okay than here is somethings you wish to consider;

- Only one slot in Speed Boost is enough i guess, End Mod. If i recall correctly it is a fast recharge power already and it's end mod value is pretty good.
- You will probably want at least 2 acc in your Siphon Power.
- 1 slot in health is enough. You have your own healing power and it won't make you a regen scrapper. Maybe two is also a good idea if you come across some proc like Numina +Rec/+Reg. (You can get it thru Merits which is too simple if you ask me)
- 6 slots in your armor is bit overkill if you don't planning to slot it with a full IO set. Also maybe it is a better idea to swap places of armor and Siesmic Smash. 1 End. Rdx + 3 Dmg. Res is enough for your shield so you can 6 slot SS.
- You can put extra slots in Decieve or Siphon Power. Malaise is a good IO set to slot in Decieve, gives good bonuses and not that costy except one or two rare salvages.