What goes with Illusion Control?
My three favorites :
Ill/Rad : Very powerful jack of all trades; someone soloed Lusca with one.
Ill/Storm : Master of chaos control. Spectactular and powerful. Freezing Rain helps Phantom Army hit hard, Tornado juggles anything without -KB, and eats anything that has it.
Ill/TA : Trick Arrow adds controls, and the debuffs make Phantom Army hit harder. Fry enemies with Oil Slick Arrow when Phantom army isn't ready; choose Tech or Magic origin to light it.
Arc #40529 : The Furies of the Earth
Ill/Rad has become somewhat cliched by now, because they just go together so well. As a control set, Illusion doesn't have all that much hard control, so the heavy debuffs in /Rad help provide extra security. Phantom army is awesome but can't be buffed and has a long recharge, so AM gets it back up faster and the debuffs help them hit harder.
Other solid options are /Kin, mostly because Siphon Speed will let you get PA closer to perma; Storm, because you are the ultimate chaos controller and it can add a lot of damage; and TA, for MOAR DEBUFFS!
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
Hi,
I went for /Rad, here's why;
One of the strongest things in Illusion is Phantom Army, they're ACE . However as they can't be buffed, de-buffing gets alot more out of them. You also want them up as much as possible, so re-charge is king.
Rad gives you both, plenty of de-buff and access to AM to buff re-charge. I've also found that Ill/ shines in small teams / solo. Phantasm, phantom decoy and phantom army are mostly single target, if they can choose from many single targets, they will . Against one strong target (EB, not hit any AVs yet), they will focus fire.
Rad however works well against large spawns, so whilst you don't get aoe damage, you can support aoe damage. The other thing I'd note is the knockback from phantasm. It's fairly random, and I find it annoying enough, I'd hate to have to live with it as a /kin.
Cheers,
Mike.
I hate to be so naive but...maybe i need to roll a ill/rad and see how well they can pair up...can anyone give me a combo example? lol
Illusion goes with anything...
Ill/Rad is probably king, though I really enjoy my Ill/Sonic.
If you look at the end of the Guide to Guides thread, there is a post with fixed links. The front page still needs to be fixed, though.
Take a look at my sig for a very, very comprehensive guide on Illusion/Radiation. And the link is good. Illusion is my favorite primary. So far, I have gone up to 50 with Ill/Rad, Ill/Storm and Ill/TA. I have an Ill/Kin and second Ill/Rad I'm working on, and also an Ill/Therm.
Illusion/Radiation is the classic build for a good reason. Phantom Army is the key power in Illusion, and PA cannot be buffed directly -- the only way to make them hit harder or more often is to use debuffs on the enemy. So, you look for Resistance and Defense debuffs. Also, you want PA to be available as much as possible, so boosting your recharge is essential. Radiation is the ONLY secondary with a Recharge boost, a Resistance debuff and a Defense debuff.
Ill/Rad is a great all-purpose build -- I think it is the best all-purpose build in the game. It works great solo, on small teams or on big teams. An Ill/Rad is always welcome on a team, and can always contribute substantially. You might make small changes to the build for solo play, but geneally your playstyle will be the same no matter what the situation. Also, it is pretty easy to play well, yet gives you tools to use a lot of strategy. Also, Ill/Rad is not a late-developing build -- You don't have to wait for level 35 or 38 to get your best powers.
Ill/Storm comes in pretty close. Storm has so many fun and flashy powers, with nice added damage powers at the end. Storm's Freezing Rain provides a substantial AoE Resistance and Defense Debuff. Storm does NOT have a Recharge boost, and the two damage powers come late in the build. The big complaint about Ill/Storm is that it can be very chaotic -- especially on large teams, you either have to choose not to use several of your Storm powers, or you will probably get the team ticked off with you. Ill/Storm is great solo and small team, however.
Illusion/Trick Arrow would be my next recommendation, although Ill/Therm is also a pretty good. Both have good debuffs but no Recharge buff. My ill/TA had a fully ranged style -- send in PA, then stand back and shoot arrows. Worked well solo and teamed. A lack of a heal caused me to give up a couple of APP powers to fit in the Medicine pool.
Ill/Therm gets its debuffs late, and is more of a team support build. Heals and Resistance Shields help the team, but not Phantom Army.
Illusion/Kinetics seems like it should be good, as both Illusion and Kinetics are great powersets. But there are some synergy problems. One of the big ones is Phantasm's knockback has a tendency to knockback your target for siphon powers. Kinetics has a Recharge buff whenever you have a foe to siphon off of, but no debuff powers to make PA better (Fulcrum Shift does not affect PA). And, of course, Kinetics get two of its best powers at 35 and 38.
Ill/Sonic can provide a Resistance debuff, but no Defense debuff or Recharge. However, you can anchor one of the Resistance debuffs on Phantom Army, which is kind of cool. Ill/Emp has long been seen as a good battlefield healer, but has no debuffs or Recharge. Ill/FF has nothing for Phantom Army either. These are all team-oriented builds.
Illusion goes well with ANY secondary, even if some combos work better than others. Kind of like how Radiation goes with any primary. Of course, these are my opinions -- others love their combos and have good reasons for doing so.
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
Local Man covered most of it. My 50 is Ill/Storm and I love playing that character. It is chaotic depending on the skills you use. Harder to play then Ill/Rad, but more rewarding when I do it well. To me, /rad is doing the same thing over and over and I like that storm offers a wide variety of skills for different situations. I have almost everything in it. Some teams/maps you may not use a lot of it though, others you'll use everything. It is a lot of fun solo, at least more so then rad IMHO. I'm not a huge fan of TA, but I think Illusion is one of the primaries it goes better with as they have some skills that fill in holes. Just make sure you pick an origin to light the oil slick.
I'll second his opinion on /kin too. I see a lot of people play them, but there isn't good synergy there. I'd save it for a different primary.
I'm looking at Illusion/Sonic is there a guide. I've never done Sonic and I think I could figure out a back story. Is there a guide so I can see how it plays as it gets bigger.
I really really really love my latest 50 Illusion/Trick Arrow gal. This was my first exposure to playing TA, and it melds wonderfully with Illusion.
Queen of the Amazons, WP/DB
Sound Judgement Son/Son
Cobra Lily Plant/Kin
Celestia, FF/Psy
Nefertiri, Storm/Elec
Pixie, Ill/Rad
Guardian Server
I really really really love my latest 50 Illusion/Trick Arrow gal. This was my first exposure to playing TA, and it melds wonderfully with Illusion.
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But I'm trying to do something different with this character. So I'm sorta torn between Illusion/Kinetic and Illusion/Sonic. Rad is very strong too. But I have a Fire/Rad
I have both an Ill/Rad and an Ill/Storm at 50. The Ill/Rad was actually my first 50.
For me, Illusion and Storm paired together is literally the most fun character I have played. Always something to do. WAY more FUN than the Ill/Rad combo. As someone posted, Ill/Rad gets really repetitive.
But, as always, play what's fun for you!
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
Illusion: best controller primary.
Radiation: best controller secondary.
The rest is a no-brainer.
I have an Illusion/Storm at level 50, and he is tied as my favorite character in COH (tied with my Earth/Storm controller). However, Illusion/Sonic is decent too. I have one around level 44-45 or so, I believe. I havent played her in a while.
Its a decent combo, in the sense that any Illusion combo is decent (tho Illusion/Kin is awkward). I enjoy Illusion/Empathy, Illusion/Rad, and Illusion/Storm more (the other combos I've played to high levels).
I'm not sure if there is a guide.
Here is a sample build. I put in cheap sets, but I tried to slot it in an order where SOs and generic IOs would at least be functional. Power Boost (BTW) doesnt work on Sonic Shields, or it used to not do so. I just took it for the heck of it, in this build. It isnt even the epic I picked on my character (I went psi). Oh, also, yes you can cast Disruption Field on the Phantom Army, or you used to be able to. That is a nice ability to have.
Lewis
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Sonic Resonance
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(3), Lock-Acc/Hold(3), Lock-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7), Ruin-Acc/EndRdx/Rchg(11)
Level 1: Sonic Siphon -- Acc-I(A), Acc-I(36), RechRdx-I(36)
Level 2: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Hold%(11)
Level 4: Deceive -- Pplx-Acc/Rchg(A), Pplx-EndRdx/Conf(13), Pplx-Acc/Conf/Rchg(13), Pplx-Rchg/Conf(34), Pplx-Acc/EndRdx(34), Mlais-Acc/Conf/Rchg(36)
Level 6: Sonic Barrier -- EndRdx-I(A), TtmC'tng-ResDam/EndRdx(15), ResDam-I(31), ResDam-I(37)
Level 8: Sonic Haven -- EndRdx-I(A), TtmC'tng-ResDam/EndRdx(15), ResDam-I(34), ResDam-I(37)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Health -- Heal-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), C'Arms-Acc/Dmg/Rchg(21), Dmg-I(21), RechRdx-I(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 22: Sonic Dispersion -- ResDam-I(A), ResDam-I(25), TtmC'tng-ResDam/EndRdx(27), EndRdx-I(27), EndRdx-I(37)
Level 24: Disruption Field -- EndRdx-I(A), EndRdx-I(31)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(43), Abys-Fear/Rng(46), Abys-Acc/Fear/Rchg(50)
Level 28: Hover -- Flight-I(A), Srng-Fly(29), Srng-EndRdx/Fly(29)
Level 30: Superior Invisibility -- EndRdx-I(A), EndRdx-I(31)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(33), SvgnRt-Acc/Dmg(33), ExRmnt-Acc/Dmg(33)
Level 35: Clarity -- EndRdx-I(A)
Level 38: Flash -- Para-Acc/Hold/Rchg(A), NrncSD-Acc/Hold/Rchg(39), EoCur-Acc/Hold/Rchg(39), G'Wdw-Acc/Hold/Rchg(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Liquefy -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(42), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitDeb/EndRdx(43), DampS-Rchg/EndRdx(43)
Level 44: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46)
Level 47: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I have an Ill/Kin in the high 40's and I find it a good combination. I'll admit that I chose my Illusion as it doesn't require micro-managing and therefore made a good match for Kinetics. I've seen too many people taking a high-maintenance primary for controllers and adding Kinetics - it's very hard to keep on buffing the entire team with SB & ID and keep up your primary mezzes/controls as well.
So I'm quite happy with Ill/Kin and it does indeed kick butt very nicely. YMMV of course.
All the guides have disappeared because of the forum relocation. I'm wanting to do an Illusion Controller, but have no idea what to pair with it. What are the suggestions and why?