Ill/Storm not a team player?


Beelzy

 

Posted

I have been levelling my Ill/Storm Controller recently, and, although I am not usually on teams, this seems like a combo that really goes against the idea of team play.

First of all, you are your own team. How many summons are there once your up to 38? Half a dozen, give or take, and that's note even counting the fact that one of your pets has pets...

Then there is the issue of tornado. Not a team pleaser, but a great power.

Finally, there is the problem that people need to know how to play with you rather than the other way around. I have teamed with ill/storms, and because I know what they are doing, I can handle it, but I've met a lot of players who just don't get it.

Here's my build btw, and being that I mainly solo, this isn't a major issue for me, just wondering if anyone else has noticed the same situation...

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

Click this DataLink to open the build![/b][/u][/color]


 

Posted

My Ill/Storm works just fine on teams. Its a combo that requires some finesse, and one of the few builds that has the potential to cause a lot more harm than good. It's got a steeper learning curve than other builds, but its lack of structure can make it a lot of fun once you get the hang of it!

I skipped Tornado on my Ill/Storm, since there's no AoE immob. And even with an AoE immob, 'nado's KB is ridiculous. I've seem it tossed around DOUBLE caged targets (fire and earth) so there's not a lot of ways to avoid that.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

Quote:
Originally Posted by Beelzy View Post
Finally, there is the problem that people need to know how to play with you rather than the other way around. I have teamed with ill/storms, and because I know what they are doing, I can handle it, but I've met a lot of players who just don't get it.
There's nothing special about Ill/Storm that makes it the team centerpiece, requiring team adaptivity instead of the other way around.


 

Posted

The important thing I found with my Ill/Storm is to be very careful with use of the knockback powers. I only pull out Gale, Hurricane and Tornado in certain select situations where I know that those powers will do the most good.

Tornado's one great benefit is that it is autohit . . . which is a huge benefit against high defense foes and AVs. See that Paragon Protector that nobody can hit? Tornado! Especially against AVs, Tornado slotted for damage acts as your -Regen -- the damage from Tornado pretty much offsets the regen on many AVs. But I rarely pull it out against foes who can be knocked around other than a "panic button" moment.

My key to playing an Ill/Storm without angering my team is to keep those knockback powers in my pocket until just the right moment. I use Freezing Rain and Phantom Army as much as possible, with timely use of Deceive, Snow Storm, Lightning Storm, Blind and Spectral Wounds and the team loves it.


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

I generally try to pull Hurricane around the squishies, I have an FF:+recharge slotted there, and use tornado to herd. But the scrappers always seem to get on the wrong side of the tornado and be in the wrong position, spreading out the enemies and then tornado backfires because it causes craziness in a bad way... This also moves them away from ST, FR and LS...

I guess it's just the scrappers I've been playing with that have been the problem, not the build...


 

Posted

I certainly think it's a great team combo!
Sure if you use every power as soon as their recharge is up it's not gonna work great. Both of these sets, and especially storm have very strong powers that require a situational use.

But with PA and FR, you can just own every group you face, these two powers are insane!
Then you have some other extremely nice team powers like snow stom, deceive, hurricane (I mostly use it as a positioning tool but it sure is a nice debuff too), even gale to quickly toss a whole group into a corner, steamy mist, terror, group invis, etc.

Really really powerful powers, but requires you to pay a lot fo attention to positioning, and kb.

I just love tossing autohit snow storm & tornado on MOG'd PP, and then dropping FR and finishing them off.

Tornado is great for KB resistant foes like AVs, I get much less from it than on my fire/storm, but I still picked and slotted the power, it's just that good for me. And I very rarely use it on the ill...

Just don't be the pain in the *** stormy that runs into every group with hurricane on & tornado summoned... Instead, always work on making a tight pack out of every group, under your FR, and teams will love you.


 

Posted

Quote:
Originally Posted by Thorm View Post
I certainly think it's a great team combo!
Sure if you use every power as soon as their recharge is up it's not gonna work great. Both of these sets, and especially storm have very strong powers that require a situational use.

But with PA and FR, you can just own every group you face, these two powers are insane!
Then you have some other extremely nice team powers like snow stom, deceive, hurricane (I mostly use it as a positioning tool but it sure is a nice debuff too), even gale to quickly toss a whole group into a corner, steamy mist, terror, group invis, etc.

Really really powerful powers, but requires you to pay a lot fo attention to positioning, and kb.

I just love tossing autohit snow storm & tornado on MOG'd PP, and then dropping FR and finishing them off.

Tornado is great for KB resistant foes like AVs, I get much less from it than on my fire/storm, but I still picked and slotted the power, it's just that good for me. And I very rarely use it on the ill...

Just don't be the pain in the *** stormy that runs into every group with hurricane on & tornado summoned... Instead, always work on making a tight pack out of every group, under your FR, and teams will love you.
This pretty much tails it.

An Ill/Storm is a very strong combo both solo and in teams, it does great damage and also has very good damage mitigation for both the team and you.

Playing an Ill/Storm requires more thought than most Controller combos, the major no no's are:
Tornado - don't use it in teams without some one else spamming cages for -kb
Hurricane - use it wisely for repositioning mobs
Gale - I use this all the time in teams but it needs practice, once you get used to it's range you can drop back a bit so that you only hit he mobs coming towards the team and blow them back into Freezing Rain.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Psiphon_EU View Post
Gale - I use this all the time in teams but it needs practice, once you get used to it's range you can drop back a bit so that you only hit he mobs coming towards the team and blow them back into Freezing Rain.
Yeah this is great when you have the range right, I used to, but lately I've been playing non storm toons and I'm not as accurate as before it seems.

Also pay attention when you slot any range enhancement in gale, changes things a lot! (ahem, slotted a range once, now I think it's better without)


 

Posted

Another great use of those knockback powers: The cul d'sac or a narrow corner. Use Gale and Hurricane to bunch the foes up in the corner, with Hurricane's ToHit debuff keeping the foes from being able to hit you much. Pull out Lightning Storm and Tornado for the "Cuisinart-o'-doom" while they are stuck in the corner/trapped in the hallway. If a foe escapes, use Deceive to keep him out of trouble. Use Blind-SW to kill off any foes getting near death.


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

I often just try to gale critters into corners. After that, you can unleash everything on them.


Malakim

-Playing since COH beta and still love the game!

 

Posted

Quote:
Originally Posted by Beelzy View Post
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build![/b][/u][/color]
I honestly don't get leaderships in Ill/Storms can anyone help me out here?


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
I honestly don't get leaderships in Ill/Storms can anyone help me out here?
Oh . . .

I hadn't actually looked at the build until now . . . and it needs some major help. I don't have time right now to comment on everything, but here are a few points:

(1) The OP has the Defense and Resistance procs for pets in Phantom Army . . . and they are invulnerable. Those procs are a complete waste. The key with Phantom Army is to maximize Recharge First, then Damage and get some decent accuracy. A good slotting is 4 of the Expediant Reinforcement, leaving out Dam/End and the Resistance Proc, and then fill the other two slots with the two triples from Call to Arms.

(2) I agree that Leadership is not a great choice for this build, especially since Ill/Storm has too many powers that will provide a greater benefit.

(3) Freezing Rain, arguably the best power in Storm, needs to be slotted for Recharge first. You want it available for every group. Slotting for Defense Debuff is far less important.

(4) Spectral Wounds is horribly underslotted, while Maneuvers and SI get 6 slots?

(5) Indomidible Will needs max Recharge -- Defense is just an afterthought on this power.

There are a lot of other problems, but those jumped out at me.


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

I don't have mids' up on this puter, but let me do my best to explain the decisions I made.

1)It was my understanding that the def and res procs offered a 40ft range that effected all your pets, not just the one slotted. I think the reason I slotted it in PA was because I had enough recharge and preferred better slotting for Phantasm.

2)I chose leadership for the to-hit buffs that would help on my attacks as well as my pets. Then there was the nice defense buff that would add another def proc, in essence, to my pets and help my defense as well. This was part of my attempt to be less squishy.

3)I can't remember the numbers, but I thought that I had it slotted enough to pull it out when I needed it.

4)I could see losing the 5% global recharge from the 6-slotted SI, which I use probably a little too much, but the chance for build-up and the 2.5% def bonuses in the six slotted Maneuvers plus its effectiveness overall with this pet-heavy combo I felt justified the investment.

5)I focused on recharge first, but I alse kept my eye on the IO bonuses.

That's my thought processes, but if I've misunderstood how these effects worked, or how helpful they are, please sort me out. I admit that I haven't been playing a controller long enough to be considered an expert by any means. I especially haven't played on teams enough, as I'm in a different time-zone, so my focus, in general, is on solo. It just happened that I teamed with this build and four scrappers, and all but one of the scrappers whined the whole time.


 

Posted

Quote:
Originally Posted by Beelzy View Post
I don't have mids' up on this puter, but let me do my best to explain the decisions I made.

1)It was my understanding that the def and res procs offered a 40ft range that effected all your pets, not just the one slotted. I think the reason I slotted it in PA was because I had enough recharge and preferred better slotting for Phantasm.

2)I chose leadership for the to-hit buffs that would help on my attacks as well as my pets. Then there was the nice defense buff that would add another def proc, in essence, to my pets and help my defense as well. This was part of my attempt to be less squishy.

3)I can't remember the numbers, but I thought that I had it slotted enough to pull it out when I needed it.

4)I could see losing the 5% global recharge from the 6-slotted SI, which I use probably a little too much, but the chance for build-up and the 2.5% def bonuses in the six slotted Maneuvers plus its effectiveness overall with this pet-heavy combo I felt justified the investment.

5)I focused on recharge first, but I alse kept my eye on the IO bonuses.

That's my thought processes, but if I've misunderstood how these effects worked, or how helpful they are, please sort me out. I admit that I haven't been playing a controller long enough to be considered an expert by any means. I especially haven't played on teams enough, as I'm in a different time-zone, so my focus, in general, is on solo. It just happened that I teamed with this build and four scrappers, and all but one of the scrappers whined the whole time.
There are a few key factors that you don't take into account. Phantom Army will not receive any of your accuracy (To Hit -- mostly the same thing) from either Tactics or any IO bonuses -- other than slots in the power, they are unbuffable. Maneuvers, will of course, provide no benefit either. PA is your most important power. It needs Recharge and Damage and a little bit of accuracy. The Chance for Build Up proc from Soulbound Allegence is, as far as I know, the only proc that provides any benefit.

Phantasm doesn't need Defense or Resistance -- he floats at range, casting his Decoy to draw aggro and blasting. Every once in a while, he will draw aggro himself and get wiped out, but it is rare enough that it is not worth slotting for it -- just re-cast. Phanty is one of the most durable pets (comparable to Singy and Rocky) without any resistance or defense. It is very rare that I have to re-cast Phanty because he has been defeated (less than once every ten missions or more), and it certainly is not worth using slots for his protection.

Now, leadership is more debatable. There are some folks who love it. Personally, I think it is less desireable on controller builds because Controllers usually have other powers that will provide more benefit. And, truthfully, I find those toggles to be boring and annoying. I try to fit in Leadership on my Defenders, and have one controller with it currently, but unless I am on a team that is regularly playing together and stacking the Leadership benefits, I find that Leadership on a controller is not the best choice. An Ill/Storm has way too many effective and fun powers to choose from to fit in Leadership -- especially since it has almost no benefit to the pets.

Freezing Rain -- I use it at the start of every battle, and if the battle goes for long, I may use it again unless I think I'll need it at the start of the next battle. With enough Recharge, it can be perma -- and you want it to be. It has so many good benefits that it is a matter of "want" rather than "need." Because Defense Debuff stops having much of an effect once you hit the 95% accuracy cap, max slotting for Defense debuff is far less important than Recharge.

Damage is king in this game, even for a team-oriented character. Don't pass up an easy opportunity for damage. 6-slotting Superior Invis while leaving only two slots in Spectral Wounds is a big mistake in my opinion. On the other hand, a single Posi Blast in Gale is wasted. Just drop a common Accuracy in that power if you rarely use it. If you want to use it with any regularity, it needs at least 2 accuracy before anything else, as it has reduced accuracy.

In your build, you have almost ignored your storm secondary. Freezing Rain at 22 (Always take it at 16!), Hurricane, Tornado and Lightning Storm are the only powers you took to level up with. You threw in Steamy Mist and O2 Boost at 47 and 49, unslotted. You are substantially missing out on the joy of a good Stormie. Illusion has no AoE control powers, but Storm provides a great AoE Slow with -Recharge early in in the set with Snow Storm. Use it situationally, but it can be a huge help. Steamy Mist provides team stealth, a little team defense and good Resistance to three types of damage -- and is a good place to slot either Karma or Steadfast -Knockback procs. (I used Super Speed + Steamy Mist for invisibility and dropped both SI and GI -- letting me take more Storm powers.) Constantly use Freezing Rain for its debuffs and control. Hurricane is situational, but can provide Defense (of a kind) through its huge ToHit Debuff. Use the storm powers properly and the Illusion ability to distract, and you have a lot less of a need for Defense -- I suggest you focus more on the powers themselves and less on the bonuses.

Take a look at Tal_N's Ill/Storm guide. It has a lot to show you what the combo can do.


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

Quote:
Originally Posted by MaHaBone23 View Post

... And even with an AoE immob, 'nado's KB is ridiculous. I've seem it tossed around DOUBLE caged targets (fire and earth) so there's not a lot of ways to avoid that.
Very odd... I have both a fire/storm and earth/storm and this never ever happened to me, nor have I seen it happen with anyone else. Maybe you were on acid?


 

Posted

I'll look into some adjustments tonight after I get home.

I knew that PA was indestructable, but I wasn't sure how to approach keeping phanty around.

Leadership is something I fell in love with as a scrapper, and I thought with Phanty, the tornado and lightning storm it would be a good fit for Ill/storm. I also love the defense bonus from the to-hit set.

I thought I had perma-ed it, but if not I can look into that when I work on the build tonight.

I have always found that defense trumped damage more often than not. I guess my defensive mindset sometimes pushes me away from the very important damage output. But I still take Defense over Offense. On offense.

I had taken O2 boost before, but found I wasn't using it. And, I liked being able to stand right next to someone without being spotted, something you can do with SI but can't do with SM+SS. I also did not find snow storm that helpful. Hurricane I do use often in buildings, it is by itself one of the best defensive powers in game. But I am paranoid, and defense is a constant that I can rely on in case I get a string of misses or just simply mess up.

I have read Tal_N's guide thrice. Will read it again tonight.


 

Posted

Quote:
Originally Posted by Beelzy View Post
I'll look into some adjustments tonight after I get home.

I knew that PA was indestructable, but I wasn't sure how to approach keeping phanty around.

Leadership is something I fell in love with as a scrapper, and I thought with Phanty, the tornado and lightning storm it would be a good fit for Ill/storm. I also love the defense bonus from the to-hit set.

I thought I had perma-ed it, but if not I can look into that when I work on the build tonight.

I have always found that defense trumped damage more often than not. I guess my defensive mindset sometimes pushes me away from the very important damage output. But I still take Defense over Offense. On offense.

I had taken O2 boost before, but found I wasn't using it. And, I liked being able to stand right next to someone without being spotted, something you can do with SI but can't do with SM+SS. I also did not find snow storm that helpful. Hurricane I do use often in buildings, it is by itself one of the best defensive powers in game. But I am paranoid, and defense is a constant that I can rely on in case I get a string of misses or just simply mess up.

I have read Tal_N's guide thrice. Will read it again tonight.
Everyone has their own playstyle -- my advice is generally based upon my own experience plus what I see from others on the Boards . . . but if you like to do things differently, then have fun!

Rather than Defense, I try to use strategy. Defeating and mezzing foes is better than defense, and faster, too. I use invisibility and range, take foes out of the fight with Deceive (I use it a lot) and then send in the Army. At that point, the foes should be focused on the PA and not me. I will often take out tougher foes by Deceiving them first -- Not only does it prevent retribuition, but defeating a Deceived foe generally does not alert other foes around him. If a foe comes after me, I use Deceive to make him turn around.

I use Snow Storm a fair amount on tough bosses. It is especially great on the ITF, where those guys resist most mez effects but are strongly affected by slows. O2 Boost is used more to heal up Phanty on those few occastions he gets hit, and to remove stuns from teammates -- I might heal someone up between fights, but not if there is anyone else with a heal.

My experience with Super Speed + Steamy Mist is not the same -- I can /e Dance in front of any foes who do not have +perception with that combo. The only time that SI is better is against foes with +Perception -- you can get a little closer before being seen. Steamy alone or Super Speed alone won't do it, but the combo = full invisibility at the cap of 600. You can do the same thing by using Steamy + Stealth IO, or SS + Stealth IO. (That's why my Ice/Storm is a flyer -- he uses the Stealth IO + Steamy.)

Tactics and Maneuvers do nothing for Tornado or Lightning Storm. Assault might add a little damage, but not much, and I'm not sure that it affects even them. Tornado is one of the few powers in the game that is Autohit, so Tactics is worthless. Lightning Storm has very high accuracy, well over the accuracy cap. Neither can be hit, so Maneuvers is worthless. So, those leadership toggles only affect your Phantasm and your teammates -- and as I said, I think there are better things you could be doing.

You are correct -- you did have Recharge on Freezing Rain to have it recharge in 18 sec. I prefer the Lady Grey set in there, but that's up to you.


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

I'll try steamy mist with the stealth proc. Actually, as it turns out, I had already been playing with the build. Some of your suggestions taken into account as well.

Here's my new build:Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Gypsy Night: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Spectral Wounds -- Dev'n-Hold%:40(A), Dev'n-Acc/Dmg/EndRdx/Rchg:40(11), Dev'n-Acc/Dmg/Rchg:40(19), Dev'n-Dmg/Rchg:40(25)
Level 1: Gale -- KinCrsh-Acc/Dmg/KB:50(A)
Level 2: Blind -- UbrkCons-EndRdx/Hold:50(A), UbrkCons-Hold:50(3), UbrkCons-Hold/Rchg:50(3), UbrkCons-Acc/Hold/Rchg:50(43), UbrkCons-Acc/Rchg:50(45)
Level 4: Deceive -- CoPers-Conf/EndRdx:50(A), CoPers-Conf:50(5), CoPers-Conf/Rchg:50(5), CoPers-Acc/Conf/Rchg:50(7), CoPers-Acc/Rchg:50(9)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(9), Zephyr-Travel:50(11), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(13), S'fstPrt-ResDam/Def+:30(13)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29), Zephyr-ResKB:50(37)
Level 16: Freezing Rain -- LdyGrey-%Dam:50(A), LdyGrey-DefDeb/Rchg/EndRdx:50(17), LdyGrey-Rchg/EndRdx:50(17), LdyGrey-DefDeb/Rchg:50(19)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(21), ExRmnt-Acc/Rchg:50(29), ExRmnt-Acc/Dmg:50(31), C'Arms-EndRdx/Dmg/Rchg:30(33), C'Arms-Acc/Dmg/Rchg:30(34)
Level 20: Hurricane -- DarkWD-Rchg/EndRdx:50(A), DarkWD-ToHitDeb/EndRdx:50(21), DarkWD-ToHitdeb/Rchg/EndRdx:50(23), DarkWD-ToHitDeb:50(23)
Level 22: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(25), Mrcl-Rcvry+:40(27), RgnTis-Regen+:30(27)
Level 24: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31)
Level 26: Spectral Terror -- Abys-Dam%:50(A), Abys-EndRdx/Fear:50(34), Abys-Acc/Fear/Rchg:50(42), Abys-Fear/Rng:50(42), Abys-Acc/EndRdx:50(43)
Level 28: Recall Friend -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(34)
Level 30: Superior Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(33), RedFtn-EndRdx:50(33), RedFtn-Def:50(37), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-EndRdx/Rchg:50(40)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg:30(A), ExRmnt-Acc/Dmg/Rchg:30(37), ExRmnt-Acc/Rchg:30(39), ExRmnt-Acc/Dmg:30(39)
Level 35: Tornado -- ExRmnt-+Res(Pets):50(A), ExRmnt-Acc/Dmg/Rchg:50(36), ExRmnt-Dmg/EndRdx:50(36), ExRmnt-EndRdx/Dmg/Rchg:50(36)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg/Rchg:50(39), Dev'n-Dmg/Rchg:50(40), Dev'n-Acc/Dmg:50(42), Dev'n-Hold%:50(46)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-EndRdx/Rchg:50(43), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def/Rchg:50(45), RechRdx-I:50(46), RechRdx-I:50(46)
Level 44: Mind Over Body -- Aegis-ResDam/EndRdx:30(A), Aegis-Psi/Status:50(48)
Level 47: Psionic Tornado -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rng:50(50)
Level 49: O2 Boost -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

All I get is a link to the CoH Planner site, not your build.


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

I rolled an illusion/storm just a while ago earlier tonight, thinking it would make an interesting (and challenging) character to play. Then I see this timely thread, which I am reading with curious interest.

Offhand, I don't see why an ill/storm can't be a team player - rather, there are potentially a number of ill-advised ways to play an ill/storm that can be counterproductive for a team. In short, it looks like it takes some skill and practice in exercising selective storm powers judiciously and effectively.


 

Posted

Previous post fixed.

What I was noticing was that it not only takes serious thought into power usage, but also a team that understands what you're doing so as to not pull at the wrong time or in the wrong direction...

If you corner mobs, they'll stay there unless a scrapper is grabbing aggro from the wall... then one at a time they'll slide from your grasp and everything can go to hell...


 

Posted

You should buy a character rename token and name that toon either "Got Knockback?" or "Moar KB Plz". Thats all I have to say about that.


Debt is temporary, prestige is forever


My Screenies and Videos :: My Toon List

 

Posted

This is just my opinion, but I feel you have under slotted your Phantasm, Spectral Wounds, Hasten and possibly Stamina. Then way over slotted Combat Jumping, Superior Invisibility, and Health. There are other "odd" slotting choices, but can be lived with.


Here is my current Ill/Storm, relatively cheap build and it works very well. I run speed ITF's regularly and die very rarely. I cause lv54 boss farms to go rather smooth with all the debuffs and dmg

*a side note - I very rarely exemp down with this toon as doing so breaks the perma hasten and many of the set bonuses. Very fun toon to play!

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

Click this DataLink to open the build!

Queen Nothing: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 1: Gale -- Acc-I(A)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(3), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(43), CoPers-Conf%(46)
Level 4: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(5), TmpRdns-Rng/Slow(13), TmpRdns-Dmg/Slow(15), TmpRdns-Acc/Slow(37)
Level 6: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Hold-I(11)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 10: Swift -- Flight-I(A)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/EndRdx(17), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(23), Dmg-I(23), RechRdx-I(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Hurricane -- DampS-ToHitDeb/Rchg/EndRdx(A), DampS-ToHitDeb/EndRdx(40), DampS-ToHitDeb(42), DampS-ToHitDeb/Rchg(43), DampS-Rchg/EndRdx(46)
Level 24: Fly -- Flight-I(A), Flight-I(25), Flight-I(25)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-Acc/Fear/Rchg(27), U'spkT-Fear/Rng(29), U'spkT-Acc/EndRdx(42), U'spkT-EndRdx/Fear(42)
Level 28: Recall Friend -- EndRdx-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31), RechRdx-I(34), RechRdx-I(37)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExStrk-Dam%(34)
Level 35: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-KB%(36), Stpfy-Acc/Stun/Rchg(37)
Level 38: Lightning Storm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(40)
Level 41: Ice Blast -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/Rchg(45), ImpSwft-Dam%(50)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(46), RedFtn-EndRdx(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48)
Level 47: Hibernate -- RechRdx-I(A), Numna-Heal(50), Numna-Heal/EndRdx(50)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

Hey chap. Don't abandon your toon or consign yourself a life of soloing just yet! Sure, a badly played stormie or ill can wreak havoc, but so can just about anything else.

You're probably used to being able to cope with just about everything by yourself, but in a team setting, you don't have to. You can't click all your powers at once, so instead of hammering your attacks as soon as they're up, wait for the right moment to fire a support power; O2 boost topping up your team-mates health will make you very popular. Saving phantom army or spectral terror for a fight gone bad or an unintentional "double pull" can prevent or reverse a team wipe, instead of spamming it every time it's up.

Gale can be used to shove enemies towards the tank or into corners for the blaster to AoE; freezing rain increasing everyone's damage and survivability; the list goes on. Use your powers creatively and selectively, and you will be a *huge* asset to your team, moreso than simple "make the mobs sit still" controllers...


 

Posted

I like Ill/Storm, well anything Storm. It takes effort to make it good on a team, and most don't. As a tank, I get very annoyed very quickly when one spamming powers just because they are up. Gale, Hurricane, Tornado, and even your pets need a little discretion when teaming. By no means am I saying that I wont group with one, but I will stop taunting the ones (all?) that your screwing up.

Last night I ran with one that I swear was on auto follow with hurricane running and gale on auto fire.

My main controller is Fire/storm and largely focused around knock back, and I love it. It's just hard to put up with people who fling everything everywhere.