Ok, Illusion/Storm is incredible, but.....


brophog02

 

Posted

At level 26 now, and have run into a problem...namely too many good powers to select! I'd like to solicite some opinions on a leveling build. Assault(which I took at level 24) is essential(super group requirements, which I don't mind a whit). I need to fit Maneuvers or Tactics in there somewhere as well. Vengeance would be icing on the cake.

Any advice is welcome. I fully realize now, that this is a tight build.


 

Posted

Quote:
Originally Posted by Ignatz View Post
At level 26 now, and have run into a problem...namely too many good powers to select! I'd like to solicite some opinions on a leveling build. Assault(which I took at level 24) is essential(super group requirements, which I don't mind a whit). I need to fit Maneuvers or Tactics in there somewhere as well. Vengeance would be icing on the cake.

Any advice is welcome. I fully realize now, that this is a tight build.
Yes, Ill/Storm is a tight build. One thing you can do to free a slot is use Hasten/Super Speed for travel. Then take Steamy Mist. That combo gives you full invisibility, so you can skip both Superior Invis and Group Invis. Then you'll probably have to skip Flash, Thunderclap, O2 Boost. Then you'll have to decide if you want to skip better powers like Snow Storm and/or Tornado, both of which are useful but situational. Same with Hurricane, but I would try to keep Hurricane.

When you get to the APP powers, consider the Ice set. You can take just Ice Blast (for that nice Blind-Spectral Wounds-Blast-SW chain) and Hibernate (as your heal and endurance recovery panic button). The other two slots you can use for your SG requirements.


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 was kinda messing with it in Mids. I'd let Local Man guide you down the slotting and picking of Illusion. He really knows his stuff. I was just picking the powers to see if you could get a build out of your need for Leadership powers. You could fit them in just fine. I personally wouldn't skip O2 boost as it has a good wake up kick to it for both team mates and pets if they get held, slept or any other mez. Hurricane and Thunder Clap are personal choices. I tend to skip them in a tight build, but they can really help in certain instances. The slotting and selections are up to you, although I'd try to get Freezing Rain in when you can. It's a good debuff and will help out a team greatly but be ready to watch them scatter a bit if they're not falling down when you use it. It will cause a slow run from the power. Without an aoe immobolize, you may want to take flash, but again, Local Man would be able to help you out more with that. I also took the fire epic for consume. With all those toggles running, you may need to be topped off on your endurance from time to time.


It can be done, but it's up to you as to how you want to do it.

Hope it helps!


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Illusion Storm: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Acc-I(A), RechRdx-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(9), Range-I(15)
Level 1: Gale -- Acc-I(A), Dmg-I(13)
Level 2: Blind -- Acc-I(A), RechRdx-I(5), Hold-I(9), Dmg-I(13), Dmg-I(15), Dmg-I(37)
Level 4: Deceive -- Acc-I(A), Conf-I(11), RechRdx-I(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Steamy Mist -- EndRdx-I(A), ResDam-I(11), ResDam-I(17), ResDam-I(34)
Level 12: Assault -- EndRdx-I(A), EndRdx-I(43)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Heal-I(A), Heal-I(40)
Level 18: Phantom Army -- Acc-I(A), RechRdx-I(19), RechRdx-I(19), RechRdx-I(21), Dmg-I(25), Dmg-I(27)
Level 20: Freezing Rain -- RechRdx-I(A), DefDeb-I(21), DefDeb-I(31), RechRdx-I(31), Dmg-I(42), Dmg-I(43)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Tactics -- EndRdx-I(A), EndRdx-I(25), ToHit-I(43)
Level 26: Spectral Terror -- Acc-I(A), RechRdx-I(27), Fear-I(29), RechRdx-I(46)
Level 28: Maneuvers -- EndRdx-I(A), DefBuff-I(29)
Level 30: Snow Storm -- RechRdx-I(A), Slow-I(31)
Level 32: Phantasm -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), Acc-I(34), KBDist-I(34)
Level 35: Tornado -- RechRdx-I(A), RechRdx-I(36), Dmg-I(36), Dmg-I(36), DefDeb-I(37), Dmg-I(37)
Level 38: Lightning Storm -- Acc-I(A), Dmg-I(39), Dmg-I(39), RechRdx-I(39), RechRdx-I(40), EndRdx-I(40)
Level 41: Vengeance -- DefBuff-I(A), Heal-I(42), ToHit-I(42)
Level 44: Fire Blast -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46), Range-I(46)
Level 47: Fire Ball -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Consume -- RechRdx-I(A), Acc-I(50), EndMod-I(50), EndMod-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


Demonfest - 50 - Demon / Thermal Mastermind
Covered Shadow - 50 - Dark Melee / Shield Scrapper

 

Posted

Hi Ignatz,

Here's a build in progress I have for my Illusion/Storm ('Flip All to Alternate' should show the final thoughts/plan as well and while it shows Fire Mastery I haven't yet decided where I'm going APP-wise)

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

False Front (v1.00.i16 non-purpled): Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Acc-I(A), Acc-I(3), EndRdx-I(11), Dmg-I(13), Dmg-I(13), Dmg-I(43)
Level 1: Gale -- Acc-I(A)
Level 2: Deceive -- Acc-I(A), Acc-I(3), RechRdx-I(5), RechRdx-I(9), EndRdx-I(15), RechRdx-I(40)
Level 4: Blind -- Acc-I(A), Acc-I(5), EndRdx-I(9), RechRdx-I(11), Hold-I(15), Hold-I(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hover -- Flight-I(A), Flight-I(34), Zephyr-ResKB(37), Zephyr-Travel/EndRdx(40), Zephyr-Travel(50)
Level 10: Swift -- Flight-I(A)
Level 12: Group Invisibility -- EndRdx-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(17), Achilles-ResDeb%(21), AnWeak-DefDeb/EndRdx/Rchg(27), UndDef-DefDeb/Rchg/EndRdx(37)
Level 18: Phantom Army -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), Acc-I(21), Dmg-I(27), Dmg-I(34)
Level 20: Health -- Mrcl-Heal(A), Numna-Heal(23), Mrcl-Rcvry+(29), Numna-Regen/Rcvry+(45)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(29)
Level 24: Steamy Mist -- EndRdx-I(A), EndRdx-I(25), ResDam-I(25), ResDam-I(48), DefBuff-I(50), DefBuff-I(50)
Level 26: Assault -- EndRdx-I(A)
Level 28: Spectral Terror -- Empty(A), Empty(46), Empty(46), Empty(48), Empty(48)
Level 30: Tactics -- Empty(A), Empty(31), Empty(31), Empty(31), Empty(46)
Level 32: Phantasm -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
Level 35: Tornado -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37)
Level 38: Lightning Storm -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
Level 41: Fire Ball -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
Level 44: Fire Shield -- Empty(A), Empty(45), Empty(45)
Level 47: Vengeance -- Empty(A)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

Thanks for the replies guys. I asked originally because there wasn't a guide specifically for Illusion/Storm, but looking at Local_Man's Illusion/Radiation, plus the two builds given by Pans_Folley and Doomguide help a great deal. I like both of them, and will probably combine them(I love having Hover/Fly for instance). My 'troller is currently level 28 and has been incredibly fun to play. Thanks again!

Edit: I have quite a bit of Influence, so I imagine finding sets with Ranged Defense and/or Recharge are what I should go for.


 

Posted

Quote:
Originally Posted by Ignatz View Post
Thanks for the replies guys. I asked originally because there wasn't a guide specifically for Illusion/Storm, but looking at Local_Man's Illusion/Radiation, plus the two builds given by Pans_Folley and Doomguide help a great deal. I like both of them, and will probably combine them(I love having Hover/Fly for instance). My 'troller is currently level 28 and has been incredibly fun to play. Thanks again!

Edit: I have quite a bit of Influence, so I imagine finding sets with Ranged Defense and/or Recharge are what I should go for.
Actually, Tal_N had a very good Illusion/Storm guide. I have a few very minor disagreements, but overall, it is excellent. Smoke and Mirrors Guide


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 Local_Man View Post
Actually, Tal_N had a very good Illusion/Storm guide. I have a few very minor disagreements, but overall, it is excellent. Smoke and Mirrors Guide
He sure does. Just glossed over it apparently. Admittedly, I took only a cursary look at the guides, as I was also looking for something a little more up to date.


 

Posted

Illu/Stormie is definitely incredible, very much fun to play

I found Hover and Fly are good choices for a /Stormie since you have good 3D positioning.
Usually I position my toon above FR'd mobs (Freezing Rain) before I hit Lightning Storm.
Basically that's the same that I'd do as a Energy/ Torrent blaster, the knockback distance gets buffered and turned into a knockdown.
I rarely turn off Fly, my toon is either flying or hovering (it's a winged djinni. why shouldn't it fly at any time).

Superior Invis or Hasten + any other invis/stealth is a good way to get past mobs and have your phantoms run into them if they're still good for another fight.

Hurricane is situational yes, but when exemplared down (for TFs or whatever) it's often a life saver.
Today I was on a team to get the safeguard badges on lv 10-20 missions and on the bank map and indoor side missions it was awesome to guard doors from ambushes or protect team mates behind corners. Also useful for AV fights, the radius is extremely large, you can stay outside the AV's AoE zone and still debuff their to-hit.

I just picked up Thunderclap again since I changed to Stone Mastery APP.
Fissure+Thunder Clap is not the fastest combo but it works and it's pretty much back for every new group. MAG 2+2 stun AoE (15' radius only for Fissure, use this closer to Lt's and bosses)
Even without Fissure, you still get minions stunned with Thunder alone.
So as for Stone Mastery there's Fissure and then there's Seismic Smash which is a very awesome single target attack with a MAG 4 stun (stuns bosses in 1 hit). Deals quite a lot damage, double if you have set up containment.

Tornado is something you probably want to try and then quickly respec out of it ..
It's a pet that moves at about sprint speed and goes for random targets to knock them around. It can even knock guys close to another spawn and aggro a lot of guys who will then go for you.
Tornado can also fear mobs but for that you have Spooky.
Tornado does a good job on stationary targets like Malta gun turrets for example. Or if you're fighting AVs or cornered mobs.
If in doubt, don't use Tornado.


Ranged Defense is great to have when you open with Spectral Terror, then Freezing Rain.
Or when you forget about a deceived mob who got feared, ran away, turned back to normal and now goes for you.
For very hard situations you can fall back on Hurricane which debuffs to-hit and keeps guys away from melee. Together with a decent ranged defense it will get the job done.

I don't quite understand the need for Leadership powers though.
Illu/Storm is too tight for that if you want to play its own powersets in all aspects, but if it's required for your SG hmm ...
Then I'd second what Local Man says:
Skip Flash
Skip Group Invis (but keep/take Steamy Mist)
Skip Super Invis if you have Super Speed
Skip Thunderclap if you won't get Fissure (Stone Mastery epic)
Skip Tornado if you/your SG don't like mobs getting flung around and potentially pulling unnecessary aggro


I can post my build here but it's not what you're looking for.
Maybe you find some of the slotting on my build useful though.
My primary goal was to have Phantom Army out as much as possible, then to get moderate ranged defense (+38% when I switch from Fly to Hover).
Took almost a year to level, build, learn to play, respec 2 times and ofc get the IOs.
If you like ranged defense:
Thunderstrike, Stupefy, Zephir's and the purple confuse set all add quite some bonus.


Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

Click this DataLink to open the build!

Umari: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Spectral Wounds -- Acc/Dmg(A), Dmg/EndRdx(3), Acc/Dmg/EndRdx(3), Dmg/EndRdx/Rchg(46)
Level 1: Gale -- Empty(A)
Level 2: Blind -- Acc/Hold(A), Acc/Rchg(9), EndRdx/Rchg/Hold(9), Acc/EndRdx/Rchg/Hold(11)
Level 4: Deceive -- Conf(A), Conf/Rchg(5), Acc/Conf/Rchg(5), Acc/Rchg(7), Conf/EndRdx(7), Conf%(40)
Level 6: Swift -- Run-I(A)
Level 8: Superior Invisibility -- Rchg+(A), HO:Cyto(13), HO:Cyto(13)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Hover -- Rchg+(A), Travel/EndRdx(15), ResKB(36)
Level 14: Fly -- Travel(A), Travel/EndRdx(15)
Level 16: Freezing Rain -- ResDeb%(A), DefDeb/Rchg/EndRdx(17), Rchg/EndRdx(17), %Dam(25), Dam%(31)
Level 18: Phantom Army -- Acc/Rchg(A), Dmg/EndRdx(19), Acc/Dmg/Rchg(19), EndRdx/Dmg/Rchg(21), Dmg/Rchg(21), Acc/Rchg(36)
Level 20: Health -- Rcvry+(A), Regen/Rcvry+(50)
Level 22: Stamina -- EndMod-I(A), EndMod(23), End%(23)
Level 24: Hurricane -- ToHitdeb/Rchg/EndRdx(A), Rchg/EndRdx(25), ToHitDeb/EndRdx(50), Slow%(50)
Level 26: Spectral Terror -- Acc/Rchg(A), EndRdx/Fear(27), Acc/EndRdx(27), Acc/Fear/Rchg(29), Dam%(29)
Level 28: Thunder Clap -- Acc/Rchg(A), EndRdx/Stun(31), Acc/EndRdx(31), Stun/Rng(34), Acc/Stun/Rchg(43), KB%(43)
Level 30: Steamy Mist -- Rchg+(A), ResDam/Def+(46)
Level 32: Phantasm -- Acc/Rchg(A), Acc/Dmg(33), Dmg/EndRdx(33), Acc/Dmg/Rchg(33), EndRdx/Dmg/Rchg(34), +Res(Pets)(34)
Level 35: Tornado -- Acc/Dmg(A), Dmg/EndRdx(36), Acc/Dmg/Rchg(37), EndRdx/Dmg/Rchg(37), ResDeb%(37), %Dam(48)
Level 38: Lightning Storm -- Dmg/Rchg(A), Acc/Dmg/Rchg(39), Acc/Rchg(39), Dmg/EndRdx(39), Dam%(40), EndRdx-I(40)
Level 41: Fissure -- Stun/Rchg(A), Acc/Stun/Rchg(42), Acc/Rchg(42), EndRdx/Stun(42), ToHitDeb%(43)
Level 44: Seismic Smash -- Dmg/Rchg(A), Acc/Dmg/Rchg(45), Acc/Rchg(45), Dmg/EndRdx(45), Dam%(46)
Level 47: Combat Jumping -- Rchg+(A), Travel/EndRdx(48), ResKB(48)
Level 49: Group Invisibility -- Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1412;710;1420;HEX;|
|78DAA594C94F53411CC7E775A174A32D95B2433764A9DD0E262E07A2A8094A95887|
|202CAB33CCA4BDA57D296444FE272F4E4C5132AAEFF02C8C9AB869B462318FD034C|
|5C2F9EEA6F9996DE7D81EF67E637DFDFCCBCDFCC6BE6FA199710EBE342F14E14D44|
|A253B5132AAE552A1A095AD1935AFE7AC578B6A59B70921220743755762B25058AB|
|E825A31E186CF29C5E5B5E4ECC544BE5627666AD582C19BA91F74D1A2B5A5933AA8|
|97AC3355D8279CEE95543AB541CD49959D5B42527C70B7A7E457AA6347515A6683F|
|BBAAE7705E43CB66D44A552BDFE882DD8DC2FF2345C8A766161B80B4303D646C12E|
|24F088BE8236F0DFEE0118F1519804CE59D49887ED1FA9EF181E0F848D80493997D|
|56F39C0927B3CC3316082D59C62261582558A17C56B99E354E5B780A5D1B874CB60|
|E0543AEA3D0B3981B0C43969D2D8A3D46590E861D469C32D9C9C96D7BB452649FE0|
|04839BB7A9B83F999A0C4BE0F6F088C5F31A427EE17D4323DEB784AE5DC2C016ADF|
|41CEC3EF9BEBEEF34D2FE93F18B70E837639C973F45B0C1F27EB973FF79680C8BF4|
|2C6DB315463AE4CE3B82B444E03EE5041E103418EC9407D1B9C53BDA26A45F31760|
|82FC0D72DDFA37B8FE6EED9677C26F47D617C252C83F6CAF7E8BD49A18175C62D42|
|E83661EC0EE32E21A7E099F37BF4739DE39D147B093A28E71BE4BA047F30B83C412|
|E4F88CB13FA43C84356586685D91E617B94ED51B647F960927C142B903524B386E2|
|143A9C60241929BE6C694688CAFA0DAEE9882CD0C8051A199D62641817096397087|
|FE1572026EDB1610A1D19618C32C608F1189F169C63429E63822B93E40B96E41BF8|
|0C62299E4FA4D8D067697C9DF2AB9B6A8EB450DEB4A5F1210A854CFD07A6FF7AB65|
|DF58FDE7ED9017A05651A4499C5D61CCA3C7617B0A562EB1A4A0EBBB51D577D179E|
|63B8A1E32827504EA2DC4393CD09E24471A1B851DA503C285E143F4A00A5076503A|
|5F60F87390F40|
|-------------------------------------------------------------------|


 

Posted

Hmm......I have to make an apology. This specific Coalition of the SG I'm now in has no Leadership requirements. Most do, so I incorrectly assumed that this one did as well. Obviously, this might change my build drastically. I'm gonna reassess accordingly. I need to read the fine print more carefully. :/

Edit:I want to reiterate...mostly to the Repeat Offenders..that I have absolutely no problem with taking specific powers to better help the team...this coalition of Super Groups is based upon maximized team play, and are some of the most amazing team players in this game. Again, my apologies for any misinformation.


 

Posted

After taking a hiatus from CoX for 14 months, this thread was one of the ones that got me back into the game. Activated my account lastnight to make Ill/Storm and I'm loving it. Thanks again.


 

Posted

The powers I've taken on mine so far:

1 : Spectral Wounds/Gale
2 : Blind
4 : Deceive
6 : Hover
8 : Swift
10 : Steamy Mist
12 : Hasten
14 : Health
16 : Freezing Rain
18 : Phantom Army
20 : Stamina
22 : Flight
24 : Hurricane
26 : Spectral Terror
28 : Snow Storm
30 : Thunder Clap
32 : Phantasm
35 : Tornado
38 : Lightning Storm

I have a Stealth IO for full invisibility combined with Steamy. Thunder Clap is there in large part to help with Containment once I get to epics; besides, most enemies are minions anyway.

Quote:
Originally Posted by munecaroon View Post
Tornado is something you probably want to try and then quickly respec out of it ..
It's a pet that moves at about sprint speed and goes for random targets to knock them around. It can even knock guys close to another spawn and aggro a lot of guys who will then go for you.
Tornado can also fear mobs but for that you have Spooky.
Tornado does a good job on stationary targets like Malta gun turrets for example. Or if you're fighting AVs or cornered mobs.
If in doubt, don't use Tornado.
Personally I use Tornado all the time. It does good damage against kb resistant targets, and renders single tough non-kb-resistant targets nearly helpless.


Arc #40529 : The Furies of the Earth

 

Posted

Was thinking about Leadership again and it's probably not such a bad idea.
Maneuvers in particular since that and Steamy Mist together help your team and phanta man.
Tactics is skippable if you use Freezing Rain.
All 3 toggles from Leadership plus Steamy Mist would eat too much END.


 

Posted

Quote:
Originally Posted by munecaroon View Post
Was thinking about Leadership again and it's probably not such a bad idea.
Maneuvers in particular since that and Steamy Mist together help your team and phanta man.
Tactics is skippable if you use Freezing Rain.
All 3 toggles from Leadership plus Steamy Mist would eat too much END.
Well the nice thing about it is if you are teamed and start to run low on end you can always just slow or stop attacking for a bit (let your PA, Phantasm, and Tornado do the work for a bit), ask for blue and very likely, especially on many RO teams, have one or more teammates who have a +recovery powers and when not teamed but solo then well you can selectively turn off leadership toggles as needed.

In fact the leadership toggles in a team setting are a bargain in terms of end cost and efficiency when compared to using Blind, Deceive and Spectral Wounds as an attack chain. Running Steamy Mist (0.30), Assault (0.27), Tactics (0.22) and Maneuvers (0.39) costs a total of 1.18 end/sec. Now take a peek at any of those 3 attacks and compare its end/sec costs.


 

Posted

Quote:
Originally Posted by Doomguide View Post
Well the nice thing about it is if you are teamed and start to run low on end you can always just slow or stop attacking for a bit (let your PA, Phantasm, and Tornado do the work for a bit), ask for blue and very likely, especially on many RO teams, have one or more teammates who have a +recovery powers and when not teamed but solo then well you can selectively turn off leadership toggles as needed.

In fact the leadership toggles in a team setting are a bargain in terms of end cost and efficiency when compared to using Blind, Deceive and Spectral Wounds as an attack chain. Running Steamy Mist (0.30), Assault (0.27), Tactics (0.22) and Maneuvers (0.39) costs a total of 1.18 end/sec. Now take a peek at any of those 3 attacks and compare its end/sec costs.


Indeed. I think I'm going to go ahead and keep some of the Leadership toggles. Your build Doomguide was pretty darn close to what I think I'm going to end up with. Appreciate the insights.


 

Posted

Quote:
Originally Posted by Local_Man View Post
Actually, Tal_N had a very good Illusion/Storm guide. I have a few very minor disagreements, but overall, it is excellent. Smoke and Mirrors Guide
Personally I found Tal_Ns guide really annoying. Why? Because I wrote one myself, then read his a few months and realized it was much better detailed and basically mine just agreed with it. Bah! I hate it when someone does that!

Although he does miss out on the joy that is TP+Hurricane. One of my favourite things to do with Carni is blink about the edges of combat using teleport (with the Control & Left mouse click bind) with Hurricane on, using it to grind enemies back into the center of combat where your PAs and Freezing Rain are. If you summon Lightning Storm beforehand you can Herdicane knocked back enemies back towards LS & Phanty.


 

Posted

Quote:
Originally Posted by Carnifax View Post
Personally I found Tal_Ns guide really annoying. Why? Because I wrote one myself, then read his a few months and realized it was much better detailed and basically mine just agreed with it. Bah! I hate it when someone does that!

Although he does miss out on the joy that is TP+Hurricane. One of my favourite things to do with Carni is blink about the edges of combat using teleport (with the Control & Left mouse click bind) with Hurricane on, using it to grind enemies back into the center of combat where your PAs and Freezing Rain are. If you summon Lightning Storm beforehand you can Herdicane knocked back enemies back towards LS & Phanty.
In a somewhat simiilar manner, I use Super Speed to run around the edges, pushing foes back towards the center. The extra advantage I found with Super Speed is that combined with Steamy Mist, it gives full invisibility in PvE, allowing me to skip both Superior Invis and Group Invis. I like getting 2 for 1.


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

Obscure,

Your build to 38 is nearly identical to mine, so from my perspective it seems you've got a good grasp on what you want and what you like. I took the cold APP for Hibernate and the single target blast. I didn't opt for either of the aoes since it's rare for me to have aoe containment. I tend to play my Ill/Storm in terms of servicing single targets as quickly as possible while my pets and Lightning Storm keep things off my back. It works really well solo, and on teams I just focus more on nullifying dangerous opponents and let the rest of the team take out the yard trash.

I'm glad you're enjoying it.


 

Posted

Quote:
Originally Posted by Doomguide View Post
Well the nice thing about it is if you are teamed and start to run low on end you can always just slow or stop attacking for a bit (let your PA, Phantasm, and Tornado do the work for a bit), ask for blue and very likely, especially on many RO teams, have one or more teammates who have a +recovery powers and when not teamed but solo then well you can selectively turn off leadership toggles as needed.

In fact the leadership toggles in a team setting are a bargain in terms of end cost and efficiency when compared to using Blind, Deceive and Spectral Wounds as an attack chain. Running Steamy Mist (0.30), Assault (0.27), Tactics (0.22) and Maneuvers (0.39) costs a total of 1.18 end/sec. Now take a peek at any of those 3 attacks and compare its end/sec costs.
I'm going to do that on the alternative build for my toon.
Sounds like a plan for teams when a tank is around.
With a tank on a team I only use PA to deal with extra aggro anyway and certainly won't need them around 99% of the time.

For my current high recharge build I don't use Blind, Deceive and Spectral Wounds as an attack chain anymore, not at level 50 anyway.
What I do is, float above spawns, (leading in or casting a new PA) then Spooky, Freezing .. and LS. Then just hover and enjoy the chaos, check for runners and make those head back to *the herd* (confuse). END is always back before the fight is over.


 

Posted

Quote:
Originally Posted by Local_Man View Post
In a somewhat simiilar manner, I use Super Speed to run around the edges, pushing foes back towards the center. The extra advantage I found with Super Speed is that combined with Steamy Mist, it gives full invisibility in PvE, allowing me to skip both Superior Invis and Group Invis. I like getting 2 for 1.
I do both. On Masterminds, it is the teleport method and everything else it is the Superspeed method.

GREAT on Rikti invasions. I cast all of the debuffs in the center with my LS above, and run around the edge knocking everything back into the debuff field. No more annoying mentalists standing on the outside irritating everyone!


 

Posted

Just curious, how would those builds do against AV's? Reason I ask is I most solo due to the strange hours I play and I've always wanted to try an AV or GM.


 

Posted

Quote:
Originally Posted by Mariner View Post
Just curious, how would those builds do against AV's? Reason I ask is I most solo due to the strange hours I play and I've always wanted to try an AV or GM.
The nerf to pets where recharge doesn't affect them any more substantially hurt the damage output of Lightning Storm. Storm doesn't have any -Regen, and with that reduction, the amount of damage you can do may not be enough to overcome an AV's regen. Tornado has a constant damage output, but that's probably not enough.

But, I haven't tried it myself.


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 Local....guess I'll look to another build then


 

Posted

Quote:
Originally Posted by Local_Man View Post
The nerf to pets where recharge doesn't affect them any more substantially hurt the damage output of Lightning Storm. Storm doesn't have any -Regen, and with that reduction, the amount of damage you can do may not be enough to overcome an AV's regen. Tornado has a constant damage output, but that's probably not enough.

But, I haven't tried it myself.
I've tried it a couple times now on my lv 50 Illu/Stormie and failed miserably.
As if the recharge *adjustment* wasn't enough, LS also has a Fear MAG 50 component.
Together with Tornado's Fear MAG 10 that's a lot Fear.
Now have 2 or 3 LS and Tornados out and you send every AV/GM packing.
I don't even mention spooky here, although his To-Hit debuff would come in handy, it's just too much.
I've tried a lot but so far everything big starts to run quickly (out of LS range and Freezing Rain patch).

To me the entire /Storm set has lost its appeal and I'm currently looking into rebuilding as Illu/???, but not /Rad, I simply don't like Rad.


 

Posted

Quote:
Originally Posted by munecaroon View Post
I've tried it a couple times now on my lv 50 Illu/Stormie and failed miserably.
As if the recharge *adjustment* wasn't enough, LS also has a Fear MAG 50 component.
Together with Tornado's Fear MAG 10 that's a lot Fear.
Now have 2 or 3 LS and Tornados out and you send every AV/GM packing.
I don't even mention spooky here, although his To-Hit debuff would come in handy, it's just too much.
I've tried a lot but so far everything big starts to run quickly (out of LS range and Freezing Rain patch).

To me the entire /Storm set has lost its appeal and I'm currently looking into rebuilding as Illu/???, but not /Rad, I simply don't like Rad.

I'm so happy I came in after the TA, Traps, Storm and AR nerfs. I'm able to enjoy those sets. Because they're still freaking awesomesause. From the sound of things they were all /afk easymode before and that sounds less like fun and more like broken game mechanics that would piss me off.


 

Posted

Quote:
Originally Posted by Jorlain View Post
I'm so happy I came in after the TA, Traps, Storm and AR nerfs. I'm able to enjoy those sets. Because they're still freaking awesomesause. From the sound of things they were all /afk easymode before and that sounds less like fun and more like broken game mechanics that would piss me off.
Storm is still awesome. Lightning Storm is not. It's so slow that I rarely summon it outside of AV fights. It would be nice if they would adjust the fire rate, endurance cost, and/or damage to make it a little less situational.