Illusion / Force Field


Ace_of_Hearts

 

Posted

After many months of toil and effort I finally managed to get Ace of Hearts to level 50 (he hit level 50 with 466 badges under his belt btw - not a bad achievement) and to celebrate decided to make Ace of Diamonds. He is an illusion / force field controller (one day I will make something else other than controllers.... I will.... I promise).

Having got Diamonds to level 6 I decided that he was a fun toon and a keeper. So I loaded up mids hero designer and thought how I would develop him.

I have discovered that I could potentially take him down two separate routes both of which seem perfectly viable without too much gimping and both have their pros and cons:

1. Slot for recharge
2. Slot for defence.

The first route is obvious, normally my controllers are slotted for recharge as more recharge = more use of powers = better control = ownage. With Mids' help I discovered I can feasibly slot Diamonds to get PA to about a 70s recharge (with only 10 second downtime), flash, blind and spectral wounds firing at a rate of knots and more spectral terror than a horror movie. Great. Problems - expensive (four LOTG needed), not much use of the bubbles and only real comes into its own when I can get a few purples in the build.

So I then looked at defence. This to me seemed more interesting. I can use superior invisibility, dispursion bubble, hover and combat jumping and slot the lot for defence and (with a few more defence bonus IO's) I am pretty much soft capped on ranged and AOE defence. Add in force bubble meaning that melee attacks are negated and I have pretty much made a tankroller (if such a thing is possible). The idea here would be to switch on force bubble, use it to force enemies into a corner and then use Phantasm (who has ranged attacks) to take them out while I taunt using provoke from the power pools. The build shouldnt be as expensive as my recharge build. In theory sounds great but on the downside, PA's recharge is over three minutes, I dont know if force bubble will effect an AV/EB and I dont know if my overall damage output will be as high as I would like it.

I will post both builds for consideration later (in work atm) and would welcome all comments.

Oh, and just so you know my style play is as follows:

1. I play for game content, which means seeing as much as possible. Lots of ghosting and soloing early on (at least up to level 30) - illusion / force field was MADE for ghosting!
2. Because I solo A LOT I normally rate the effectiveness of my controllers by their abilities to take out AV's (or EB's given that I play heroic).
2. Hate PVP and only enter the zones for collecting the badges
3. I collect badges
4. Prior to level 30 its rare that I will team unless on a TF, Respec, Trial - but my build must be capable of both soloing AND working in a team for when I do one of the above.

Please feel free to comment. As I say I will post the builds I had in mind later so you have a better idea of what I had in mind.


Life is one big practical joke that we as the human race have yet to see the punchline to. Once you work that out the rest is easy.

 

Posted

I've got nothing major to say, just a few notes to consider

Superior Invis' defense bonus drops when you are revealed, not sure if you're taken this into account

AVs/EBs, depending, are resistant to all Mez except Sleep and Immobalise. Repel is one they resist, and considering Force Bub's chronic end use, I wouldn't recommend it as a strategy. For EBs/AVs ( /FF will never win vs AVs solo, i'm afraid), you'll want to bubble phantasm and keep PA pretty much perma for grabbing attention, and PRAY that your damage can beat their regen. My illu/storm is pretty okay vs EBs, but she has debuffs.

As I said, nothing major, just a few notes

Edit: My FF/ 'fender can soft cap a team from Nul, so reaching that for Phantasm and spamming attacks yourself *may* result in some tasty DPS, but without strong debuffs, consider strong EBs/AVs unachievable as a main goal


 

Posted

I wouldn't say Im an expert but I have gotten my Illusion/FF controller to lvl 43 and my thoughts are:
* You can only have one Spectral Terror out at a time so the only reason to slot for recharge is if you are moving between mobs quickly
* If you are going the defence route the I would slot Spectral Terror for ToHit Debuff
* I note you won't team much, which means that it will be a bit slow going with Deflection Shield/Insulation Shield either not being used until you get phantasm or not being taken at all
* Don't forget group invisibility for a small defense buff
* Force Bubble's AoE is actually quite big so it will be hard cornering foes and keep things in range so that PA will actually attack them
* Running Dispertion Bubble, Superior Invisibility and Force Bubble will really drain your endurance
* As Xemulas has said it is hard soloing EBs/AVs with a /FF as it lacks the Debuffs. And even with the 10second down time you mention for PA in your build that is enough for that EB/AV to come after you and regenerate a lot of health.

But saying all that my Illusion/Force Field is a lot of fun to play - and until Going Rogue I think it is the closest that a hero will get to being a MM

I play mine with the view of having either Spectral Terror or Phantom Army out to manage agro while my phantasm and I deal the damage. I decided to make sure I have some attacks to use (Spectral Wounds, Blind, Repulsion Bomb, Mental Blast and I will take Psi Tornado) as otherwise it can be a bit boring not doing much!


Member of GGRRR, a SG on Defiant - check out our website - GGRRR
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Posted

As mentioned earlier here is the first build for the ill/ff. This is slotted for Recharge

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

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

Ace of Diamonds: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Personal Force Field -- LkGmblr-Rchg+:50(A)
Level 2: Spectral Wounds -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(7), Apoc-Acc/Dmg/Rchg:50(7), Apoc-Acc/Rchg:50(9), Apoc-Dmg/EndRdx:50(9), Dev'n-Hold%:50(43)
Level 4: Deceive -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(13), CoPers-Acc/Conf/Rchg:50(13), CoPers-Acc/Rchg:50(15), CoPers-Conf/EndRdx:50(17)
Level 6: Swift -- Run-I:50(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(46), RedFtn-Def/Rchg:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-Def:50(50)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Deflection Shield -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(17), RedFtn-Def/Rchg:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(27), RedFtn-Def:50(27)
Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
Level 16: Super Speed -- Clrty-Stlth:50(A)
Level 18: Phantom Army -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Rchg:50(19), ExRmnt-Dmg/EndRdx:50(19), ExRmnt-Acc/Dmg/Rchg:50(23), EdctM'r-PetDef:40(43)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Insulation Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(23), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(34), LkGmblr-Rchg+:50(36)
Level 24: Dispersion Bubble -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(36), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(48)
Level 26: Spectral Terror -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(31), Abys-Acc/EndRdx:50(33), Abys-Fear/Rng:50(33), Abys-Acc/Fear/Rchg:50(33)
Level 28: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(31), BasGaze-Acc/EndRdx/Rchg/Hold:30(31)
Level 30: Group Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(39), RedFtn-Def/Rchg:50(40), RedFtn-EndRdx/Rchg:50(40), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(42)
Level 32: Phantasm -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(37), C'Arms-Dmg/EndRdx:30(39), C'Arms-Acc/Dmg/Rchg:30(39), C'Arms-EndRdx/Dmg/Rchg:30(43)
Level 35: Hurdle -- Jump-I:50(A)
Level 38: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(42), EndRdx-I:50(42)
Level 41: Hibernate -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(45), RedFtn-Def/Rchg:50(45), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def:50(50)
Level 47: Ice Storm -- Ragnrk-Dmg:50(A)
Level 49: Frost Breath -- Dmg-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



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Life is one big practical joke that we as the human race have yet to see the punchline to. Once you work that out the rest is easy.

 

Posted

.... and this one is slotted for defence

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

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

Ace of Diamonds 2: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Personal Force Field -- LkGmblr-Rchg+:50(A)
Level 2: Spectral Wounds -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(9), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 4: Deceive -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(13), CoPers-Acc/Conf/Rchg:50(13), CoPers-Acc/Rchg:50(15), CoPers-Conf/EndRdx:50(15)
Level 6: Swift -- Run-I:50(A)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(17), RedFtn-EndRdx/Rchg:50(19), RedFtn-Def/EndRdx/Rchg:50(19), RedFtn-Def:50(21), RedFtn-EndRdx:50(21)
Level 10: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(11), Zephyr-ResKB:50(11)
Level 12: Insulation Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(27), RedFtn-Def:50(27), RedFtn-EndRdx:50(29)
Level 14: Fly -- Frbd-Stlth:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(17)
Level 18: Phantom Army -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/EndRdx:50(31), BldM'dt-Acc/Dmg/EndRdx:50(31), BldM'dt-Acc:50(42)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
Level 22: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45), Zephyr-ResKB:50(45)
Level 24: Dispersion Bubble -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(33), RedFtn-EndRdx:50(34)
Level 26: Spectral Terror -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(34), Abys-Acc/EndRdx:50(34), Abys-Fear/Rng:50(36), Abys-Acc/Fear/Rchg:50(36)
Level 28: Provoke -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37), Mocking-Taunt/Rng:50(37), Mocking-Rchg:50(39)
Level 30: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
Level 32: Phantasm -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(39), BldM'dt-Acc/EndRdx:50(39), BldM'dt-Acc:50(40), BldM'dt-Acc/Dmg/EndRdx:50(42)
Level 35: Group Invisibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(40), RedFtn-EndRdx/Rchg:50(40), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(43), RedFtn-EndRdx:50(43)
Level 38: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(43), EndRdx-I:50(45)
Level 41: Hibernate -- RechRdx-I:50(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+:50(A), S'fstPrt-ResDam/EndRdx:30(48), S'fstPrt-ResDam/Def+:30(48), S'fstPrt-ResKB:30(48), Aegis-Psi/Status:50(50)
Level 47: Frost Breath -- Dmg-I:50(A)
Level 49: Ice Storm -- Dmg-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



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Life is one big practical joke that we as the human race have yet to see the punchline to. Once you work that out the rest is easy.

 

Posted

I would say slot for recharge if you want to solo EBs as you'll want your little Tanks (Phantom Army) up as often as possible. With a lot of recharge in the build it also makes Flash (Not that useless power!) quite a decent tool, especially in larger teams if you end up in the them.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Great input, and a fellow bear! on victory here


 

Posted

From my experience with Ill/FF.

It needs massive recharge, massive end recovery, and soft capped Ranged def and as much AoE def as you can get.

If you get PA down to a reasonable recharge time you will be continuously bankrupting your self on endurance. If you don't get PA down to a resonable recharge and are able to sustain your recovery you won't deal damage fast enough to level solo let alone handle an EB/AV. Soloing to level 32 will involve either far too much time investment in story arc content or lots of radios that are glowie clicks or rescues (PFF and escort is easy mode) you will be leveling up fastest by stealthing missions for the mission complete bonus. Defeat alls will be grind fests.

If I might make a suggestion..... a FF/Dark/Dark defender (Ace of Spades perhaps?) is a very controllery FF defender. Damage is still anemic but is quite a bit faster than the Ill/FF. It's easier to softcap since defender values are higher and when you are on a team you get a tiny bit of end reduction from the defender inherent (not much though it's barely noticeable).

Tenebrious Tentacles does damage and immobilizes the foes but has no -KB component. This allows Torrent and a wall or corner to be used for positioning so that you can optimize the damage from Nightfall and Repulsion Bomb (the no -KB component in T_T also provides a bit more mitigation since the immob still allows the mobs to be KD'd).

Life Drain gives you a ranged attack that is also a self heal to use for the 5% of the time the damage gets through anyway. Soul Drain lets you pump your damage up occasionally and Dark Consumption allows you to occasionally refill your blue bar when it gets low.

I would honestly reccomend it to you as a much better build and combo. I say that because my Ill/FF stalled out at level 38 but my FF/Dark/Dark went all the way to 50.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
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