Illusion/Therm
One small thing I saw -- change Call to Arms in Phantasm and Phantom Army to Expediant Reinforcement. In PA, use the Acc/Rech, Acc/Dam, and the two triples, but in Phantasm, replace the Acc/Rech with the Dam/End. Then use the two triples from Call to Arms to fill in the other two slots for Phantom Army. You get the same recharge bonuses, but slightly better numbers in the powers themselves, plus you keep the Recovery bonus for PA.
Personally, I would never take Spectral Wounds that late, but that's me. I'm also not a fan of using a sleep set in Blind, but I understand you did it for the bonuses. I prefer to slot up for Hold and Damage. Even a team character can contribute Damage.
On the SI vs. GI question -- it is really a matter of personal taste. When I have GI, I find that I forget to keep casting it over and over. The toggle is much easier even though it uses a LOT more endurance. I found that with GI, I got attacked periodically when invis ran out at an inopportune time. However, being able to give Invis to the team is a nice benefit, mostly to help them get in place for a maximum Alpha Strike.
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
One small thing I saw -- change Call to Arms in Phantasm and Phantom Army to Expediant Reinforcement. In PA, use the Acc/Rech, Acc/Dam, and the two triples, but in Phantasm, replace the Acc/Rech with the Dam/End. Then use the two triples from Call to Arms to fill in the other two slots for Phantom Army. You get the same recharge bonuses, but slightly better numbers in the powers themselves, plus you keep the Recovery bonus for PA.
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Personally, I would never take Spectral Wounds that late, but that's me. I'm also not a fan of using a sleep set in Blind, but I understand you did it for the bonuses. I prefer to slot up for Hold and Damage. Even a team character can contribute Damage. |
On the SI vs. GI question -- it is really a matter of personal taste. When I have GI, I find that I forget to keep casting it over and over. The toggle is much easier even though it uses a LOT more endurance. I found that with GI, I got attacked periodically when invis ran out at an inopportune time. However, being able to give Invis to the team is a nice benefit, mostly to help them get in place for a maximum Alpha Strike. |
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I think SI is too high of endurance usage too. I had it, but only used it when traveling, never in missions. You probably won't need invis all the time. Mine is /storm though, so steamy mist provides me with stealth, and that is useful.
You can try slotting blind with 4 from basilik's gaze (sp?) and add to 2 damage IOs. That gives 7.5% recharge plus decent damage and hold. Or a damage/mez HO if you want to give up a bit of damage for additional hold time. Blind does decent damage, so I think it's worth slotting it for damage.
Psi tornado is nice, but I'd miss not having another single target attack. That gives a good blind/SW/single target attack chain. Illusion has problems setting up AOE containment. I'm not sure how you'd fit it in though. Still, your recharge might be fast enough to cycle the two pretty well. Can't load it up in mids on this computer.
Right... Another of my 50s is in for a respec, this time a controller.
I went for high recharge with this build to get PA as close as perma as possible, and managed to get it down to 68 seconds recharge with Hasten up. This build is not for AV soloing as I have other characters capable of doing that, and wanted a really good team character this time. I imagine that with PA up nearly always, Thermal shields/heals and Spectral Terror I should be able to keep a team alive quite easily.
That's where we come to the lack of Thaw/PoTP. I have Thaw in his current build, but I barely use it. I'm not to keen on following chat while in combat, so I often miss people needing it. It is a possibility to drop Assault in favour of Thaw, though.
Then there's the Superior Invis vs. Group Invis thing. I'm not sure which one of these to take. Superior Invis eats Endurance like mad, and perma Group Invis would be better in End department as well as being able to give invisibility to the whole team. Any opinions on this are welcome.
I'm open to criticism on the build, and any improvements barring additional LotG +Rech or purple sets are welcome!
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Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Thermal Radiation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(21), FtnHyp-Plct%(21), Hold-I(23)
Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17)
Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(3), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
Level 4: Thermal Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(13)
Level 6: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(34)
Level 12: Group Invisibility -- RechRdx-I(A), LkGmblr-Rchg+(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(23), C'Arms-Acc/Dmg/Rchg(25), C'Arms-EndRdx/Dmg/Rchg(25), RechRdx-I(27), Dmg-I(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 24: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(43), Abys-Acc/EndRdx(43), Abys-Acc/Fear/Rchg(45), Abys-Dam%(46)
Level 28: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(43)
Level 30: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(33)
Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34)
Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(36), Acc-I(36), RechRdx-I(37)
Level 38: Melt Armor -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-Acc/Rchg/EndRdx(39), RechRdx-I(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(50)
Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), KinCrsh-Rechg/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein