Ill/Storm IO Build


Diran

 

Posted

My next project will be an Illusion/Storm controller. My plan for this toon is just to be playable for just about anything. I want to have perma-PA on the build (or at least close, like I have it) and have some extra ranged defense in the build to give me some help if the aggro moves onto me.

Any critiques would be appreciated, especially since I have very limited knowledge of both sets.

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Seteh: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9)
Level 1: Gale -- Empty(A)
Level 2: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(5), UbrkCons-Acc/Rchg(7), UbrkCons-EndRdx/Hold(9)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13)
Level 6: Snow Storm -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(15), TmpRdns-Acc/EndRdx(15), TmpRdns-Rng/Slow(17), TmpRdns-EndRdx/Rchg/Slow(17), ImpSwft-Dam%(19)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 10: Swift -- Flight-I(A)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(21)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
Level 16: Health -- Heal-I(A), Numna-Regen/Rcvry+(23), RgnTis-Regen+(25)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(25), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(29), RechRdx-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), P'Shift-End%(31)
Level 22: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-DefDeb(31), LdyGrey-DefDeb/Rchg(33), LdyGrey-DefDeb/Rchg/EndRdx(33), TmpRdns-EndRdx/Rchg/Slow(33), TmpRdns-Rng/Slow(34)
Level 24: Steamy Mist -- S'fstPrt-ResDam/Def+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34), LkGmblr-Def(36)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(36), Abys-Fear/Rng(37), Abys-Acc/Fear/Rchg(37), Abys-Dam%(37)
Level 28: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(39), DarkWD-Slow%(39)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 32: Phantasm -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(42), S'bndAl-Acc/Dmg/Rchg(42), S'bndAl-Acc/Rchg(43), S'bndAl-Dmg/EndRdx(43), S'bndAl-Build%(43)
Level 35: Tornado -- ShldBrk-DefDeb(A), ShldBrk-DefDeb/EndRdx/Rchg(45), Achilles-ResDeb%(45), LdyGrey-DefDeb(45), LdyGrey-Rchg/EndRdx(46)
Level 38: Lightning Storm -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(46), Entrpc-Dmg/Rchg(46), Entrpc-Dmg/EndRdx/Rchg(48), Entrpc-Heal%(48)
Level 41: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(48), LkGmblr-Rchg+(50)
Level 44: Tactics -- EndRdx-I(A)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 8.63% Defense(Energy)
  • 8.63% Defense(Negative)
  • 8% Defense(Psionic)
  • 3% Defense(Melee)
  • 10.5% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 3.15% Max End
  • 2.75% Enhancement(Terrorized)
  • 1.5% Enhancement(RunSpeed)
  • 24% Enhancement(Accuracy)
  • 95% Enhancement(RechargeTime)
  • 1.5% Enhancement(FlySpeed)
  • 4% Enhancement(Confused)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(JumpSpeed)
  • 137.3 HP (13.5%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 10.3%
  • MezResist(Held) 11.9%
  • MezResist(Immobilize) 7.5%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 7.5%
  • 22.5% (0.38 End/sec) Recovery
  • 62% (2.63 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Psionic)


 

Posted

Some Thoughts:

Snow Storm is way over slotted. It looks to me like you are slotting for the tempered readiness 3.75% recharge. Save yourself the slots and stick an extra slot in hover for another LoTG. All Snow Storm really needs is some endurance reduction since you can only enhance the slow, not the -rech, and with SS and FR you're going to have everything +2 at the slow cap. If you want to keep the +recovery bonus slot the end/rech/slow and acc/end, the damage proc (if you find you use SS a lot, add another end reducer) and move those extra two slots somewhere else...you don't have a miracle in health.

In FR, I don't think you'll find the +range especially useful, and as I already mentioned the slow is pointless in conjunction with SS. I'd replace it with the pacing of the turtle end/rech/slow.

In hurricane, the recharge slow proc is wasted. Everything +2 is already at the -recharge cap and it won't proc often enough on other stuff for you to notice the difference. Replace the proc with the pure to-hit, it will make a much bigger difference.

Steamy Mist, if you can scrounge the slots (Snow Storm), put some more end reduction in it.

I like to slot tornado up for some additional damage, since it's defense debuff is only 15%

In LS, the entropic chaos chance to heal is wasted. It will only have a chance to effect you when it's summoned. instead 5 slot decimations leaving off the proc. Same recharge bonus, better results.

Also this build is going to be a large endurance hog and i suspect you may wish that you had some endurance recovery from your epic. You're also going to feel light on AOE damage, another problem that taking an epic could remedy a little. I'm not sure what i'd drop though..probably tactics and vengeance.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

A agree with most of the points above. You can put the Expediant Reinforcement (Recharge intensive pet) set in Tornado for a little more recharge.

I love the Chance for Hold proc from Devistation in Lightning Storm -- it has a chance to hit with every lightning strike, and it seems to hit often . . . plus the Tesla cage effect goes with the lightning theme.


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

 

Posted

Thanks for the advice guys! I know I said all types of game play, but I was really building it as more of an AV killer subconsciously. Just thought I'd throw that out there. Your advice was awesome, and helped me pick up a few things and change the build around to make it a more manageable build. I dropped Vengeance to pick up Hibernate, for endurance problems that will arise, and slotted Tornado for damage. I also took those slots out of snowstorm and just left some end redux in it, and re-slotted a few powers. I think it's looking much better!


 

Posted

Quote:
Originally Posted by FreezeWave View Post
Thanks for the advice guys! I know I said all types of game play, but I was really building it as more of an AV killer subconsciously. Just thought I'd throw that out there. Your advice was awesome, and helped me pick up a few things and change the build around to make it a more manageable build. I dropped Vengeance to pick up Hibernate, for endurance problems that will arise, and slotted Tornado for damage. I also took those slots out of snowstorm and just left some end redux in it, and re-slotted a few powers. I think it's looking much better!

Hibernate is a great "panic button" power on an Ill/Storm (I have it on mine). It is the only APP power that lets you recover BOTH endurance and Health. Since an Ill/Storm has no powers for Regen/Healing or Recovery, it can be very helpful . . . and save your tail for 30 sec, too.

Consider trying to fit in Ice Blast, also. Blind-SW-Blast-SW makes a very effective attack chain. It is important to kill off low level characters first (Minions first, then Lieutenants), before you focus on the big guys, and that attack chain will help you do that. (See my Ill/Rad guide, under Strategies, to see why killing the low level guys first is a good idea to boost your damage. Even though your secondary is Storm, my guide has a lot of good information on Illusion. You should also look at Tal_N's Ill/Storm guide. I have a few minor disagreements with him, but overall, his guide is very good.)

I'm not a big fan of Leadership on most controllers unless you are with a standard team where others have it and you can stack the effects. The toggles do not affect Phantom Army. Tornado is auto-hit and Lightning Storm has very high accuracy. I would rather take the Ice Armor or Combat Jumping as a place to put a LotG Recharge than Maneuvers.

Leveling up on my Ill/Storm, I used Steamy Mist + Super Speed instead of either of the Invisibility powers. This freed up two other power slots for stormy powers (since I took Hasten as my pre-requisite, so I didn't have to take it later). Not everyone likes SS for travel, but I found it was great battlefield maneuverability for running around to herd with Hurricane, run in to get in position for Lightning Storm, and even leading PA into battle if they had already been cast. I thought about replacing SS with Fly and getting a Stealth IO to make up for SS's stealth, but running around with Super Speed during a fight is just too much fun. I have the Good vs. Evil Jump Pack to take care of most of my verticle problems, or always the Raptor Pack that can be re-purchased in the Shard starting at level 40.

Also, I prefer to look at my characters for a leveling-up build before planning a final, expensive, Level 50 build. Some powers may not work nearly as effectively while leveling up.


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

 

Posted

Well...for soloing AVs (and these are not changes i would recommend for a standard build, but only for an AV specific build) your damage mitigation is going to come from Phantom Army. You don't really care how often the AV attacks since he's not going to be attacking you so you can drop snow storm completely, the damage proc isn't going to make it worth the endurance.

You can also drop hurricane, since again you don't really care if the AV is hitting you since it's attacking Phantom Army anyway. Also AVs will resist tohit debuffs by 85% so Hurricane will only be ~7% to hit debuff. Also it's a huge endurance drain, so if you're trying to keep your endurance up long enough to take down an AV, you probably don't want to be running it.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Quote:
Originally Posted by Local_Man View Post
You should also look at Tal_N's Ill/Storm guide. I have a few minor disagreements with him, but overall, his guide is very good.)
Just some notes if you look at Tal_N's guide...take his numbers with a grain of salt...they're mostly "it looks like X" numbers, not the actual in game numbers. His FR description is currently wrong. Any tick of FR will apply a 30 second debuff (plus the -recharge and slow will continue for another 15 seconds at a lowered level) and any subsequent tick from the same FR will refresh the timer (debuffs from multiple FRs from the same caster will stack). Thus FR effectively provides 45 seconds of debuff (15 seconds of active storm and 30 seconds of debuff).

Also, as you probably know, as of i14 pets no longer inherit recharge so his comments about LS and hasten no longer apply. However LS will hit every 5.17 seconds not every 8-9 seconds like he claims.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Look at some of your skills like Health and Stamina. You can replace one of the basic IOs with a set IO and get some more bonuses.

Hibernate is nice on Ill/storm. Right now I'm using energy. Power blast and energy torrent don't go off quite as often, but it looks good with the phantasm and I like the knockdown. Mainly for converse power though as it allows me to keep going in fast groups and long battles so I can keep summoning and attacking.

Really consider 6 slotting confuse. Contagious confusion is great and you get 5% ranged defense. Also, I believe the first tick needs to hit on freezing rain for the procs to have a chance to go off. I'd recommend some acc in that case.

Where you can, like LS consider franken slotting to get damage, end redux and recharge in there. Something like thunderstrike is cheap and gives ranged defense.

I'd also recommend skipping leadership. Just too much endurance for not enough benefit.

If you can find the slots, 2 acc, or 1 acc 1 acc/knockback is great in gale. (or more knockback depending on your passive acc bonuses) remember is has a penalty. It can actually make a pretty opener in many cases if it hits fairly reliably and helps push mobs into corners/walls. Sometimes I forget about it with all the skills I have, but I've been using it more often lately to great effect. YMMV