ill/storm: Not sure about some of my planned powers
For some reason the data chunk isn't working for me so I can't actually see your slotting but in terms of power selections teleport is fine as a travel power nothing really to regret for taking it. I would suggest however going the superspeed route in order to pick up Hasten to shorten the recharge of PA and several other keys powers. In Hurricane's case I'm not quite sure what you mean by "Spammy" but hurricane can be miss used easily and Illusion does not have an AoE immobolize with -kb so the splattroller tactic of immob and brush with hurricane doesn't really work but it's still useful in alcoves and corners to pin mobs while providing an accuracy debuff. Yes, Tornado will also be wild on the knockback without an immobolize however it can be useful on larger targets like AVs or GMs. Assault is a very good power for controllers as it increase you and your team's damage by 15%, second only to defenders.
Finally, you didn't bring it up but you may find that Lightning Clap can be skipped or respecced into later down the road. Lightning clap is only a Mag 2 meaning it will only effect minions and with no stuns of its own Illusion has nothing to stun stack with. However, you may find that you want to keep it for set bonuses and a bit of AoE containment when you pick up fireball.
Thanks for the quick reply.
I get hasten at 6. I don't like SS's lack of vertical movement and am really pleased with Ninja Run. I jump at 48 mph, which is good enough.
I thought I had read in the Smoke and Mirrors ill/storm guide that Clap was good. Or maybe it was just good looking. To me, it sounds like a good amount of control. My only controls now are blind [good on one], snow storm [pretty good slow if I can pick an enemy my team won't kill too fast], and freezing rain.
I've got ph-army, and with spec terror, phantasm, tornado and lightning storm, which are all good, amazing powers in their own right, but I felt I needed to lock 'em down a little more and Clap is the only option.
I'm glad to know my build was pretty good. The last time I posted one, my warshade, they ripped me a new one.
Edited to add: I don't have the slotting in her build yet. Only performance shifter in stamina. The 2 entropics I have in blind and Spec Wounds are really just temporary but I wanted the 20% regen.
First, I suggest you take a look at my Ill/Rad guide section on Illusion powers, and some of the strategy tips related to the illusion powers. It may help you a bit.
I also have an Ill/Storm at 50, as well as several Illusion and Storm characters at 50 and various lower levels -- I have a lot of experience with both sets. Not trying to say that I'm the great expert or anything, as each person has to adjust to his or her playstyle, but I can suggest some things based upon my experience and playstyle.
You skipped Deceive, which I think is one of the best powers in the Illusion set. My guide explains why in detail. You can use it to take out the single biggest problem foes before the fight begins. You can use it in so many different ways, from taking out a problem foe, helping you get a glowie without aggro when stealthing a mission, getting that one straggler to rejoin the group, controlling that guy pounding on your head when Blind is recharging, etc.
You skipped Steamy Mist, too, which I consider to be a very good power. I can't tell you how many times it has saved my teams from rounding a corner only to come almost face-to-face with a group that instantly aggros. The foes usually don't see us. Steamy also provides a bunch of other benefits that add up to a lot.
On Teleport: My first level 50, my Ill/Rad, had teleport and still has it. It is part of his "personality." I respec'ed out for a while and it just didn't feel right. Teleport has some nice advantages -- Recall Friend as a pre-req is always nice, it is the only travel power you can use while immobilized or slowed, and you can teleport past obstructions. It is not easy to use, but you can get used to it.
However, other travel powers have some advantages. On my Ill/Storm, I chose Super Speed. Why? Steamy Mist + Super Speed = Full Invisibility in PvE. This allowed me to skip both Superior Invis AND Group Invis, and still provide the team with continual AoE stealth + Resistance to 3 types of Damage + a small amount of Defense + a good place for a Karma or Steadfast Protection -Knockback IO. The vertical issues for Super Speed are easy to deal with now-a-days, with the GvE Jump Jet, the Raptor Pack and Zero-G Pack, and now Ninja Run + Hurdle. Plus, Super Speed gives great battlefield maneuverability -- get in just the right position to use Hurricane, Lightning Storm, Flash or Thunderclap, or even Gale, or to lead the pets into the fight. Since I had Hasten already, I had one more powerslot for my character, too. And skipping invisibility gave me another.
Hurricane: It takes some real practice and thought to use effectively. It is NOT a "run it all the time" power. Hurricane is a "use it for a short time in certain situations" power on an Ill/Storm, especially a team-oriented Ill/Storm. (I have it bound to an extra button on my mouse to be able to toggle on and off quickly.) It has four main uses. (A) As a positioning tool, to shove foes where you want them. (B) As a trapping tool, to catch foes in a cul-de-sac, alcove or corner and pound on them. (C) As a ToHit Debuff power, where you can "kiss" foes with the outer edge of the 'cane to apply the substantial ToHit Debuff. For foes with knockback protection, you can get close. (D) As a "panic button" power, where you turn it on to push all the foes way and debuff their ToHit, just so you can escape and lick your woulds. This works for helping members of your team, too. For uses A and C, it takes some practice -- try turning on Hurricane and Super Speed, and running in circles around the outer edges of groups gathered around a tank. You can push them closer to the tank, making a tighter group for AoE attacks and into your Freezing Rain, while making it almost impossible for the foes to hit anybody. If you can master this, it is great for a farming team. I have had teams astounded at how effective this technique can be.
Hurricane allows the "Corner of Doom." Trap foes in a corner or alcove, then hit them with Lightning Storm, Tornado, Freezing Rain, Phantom Army, Phantasm, and use your single target and AoE attacks. Even bosses die quickly.
Thunderclap vs Flash: One is a mag 2 stun that only affects minions, but recharges pretty quickly. The other is a Mag 3 Hold with a long recharge. Both are nice tools to have, but not essential. I find Thunderclap to be much more useful on characters with another AoE stun (Earth/Storm, Grav/Storm, Fire/Storm) to stack. Tornado has a stun that will stack with Thunderclap, but Tornado is very chaotic. I have Thunderclap on my Ill/Storm presently, but I have seriously considered changing to Flash. Both are useful, but I most often use Thunderclap because it looks cool.
Assault: I generally don't think that the Leadership provides all that much of a benefit to most controllers UNLESS you are able to stack it with other characters using Leadership. Some people love it. I find that other powers are more fun than a toggle that just sits there, drains my endurance for a small increase in the team damage. But get several people with it, and it makes a big difference.
Tornado: On my Ill/Storm, I love having Tornado, but I don't use it much. It causes too much chaos in most situations. I use it (a) for AVs and other foes with lots of knockback protection, (b) for foes with really high defense, since it is auto-hit. It is great against Paragon Protectors who have just a sliver of health left, and who have just hit MOG. (c) "panic button" situations where throwing all foes every which way is a good thing. (d) situations where I have a high chance of getting mezzed. Since Tornado is a pet, it will keep doing its thing even if I'm frozen.
Everyone's playstyle is different, so my experiences may not work for you. I think Storm is a tough set to play the first time, but once you learn some skills and techniques, there is something good in every power in the set . . . yes, even Gale.
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, you say you're not an expert, but you are. Really. I've read your guide several times over the last two months, while I thought about making the break from scrap/blasters to an archetype carrying some responsibility.
In my first, aborted attempt at an illusion controller, I took Deceive and wasn't impressed, though I didn't get past 10 with that character. In Illusion/Storm there are so many worthwhile powers it's hard for me to choose which to drop. This is the first time I've pushed aside other powers and grabbed Recall Friend early, and I've never regretted it. It keeps the game from being 50/50 standing/playing. Or at least feeling that way.
I know you love deceive. And I see your point. I'll probably shuffle some things around, drop maneuvers and get deceive quickly.
Another issue I had with maneuvers is that I'm not sure I stand within the, if memory serves, 20 foot radius of the action. Heck, the blind and spec wounds have 80 ft ranges. I usually only get close to the chaos when I go invisible and jump over it to get my Phantom Dudes to stop staring at me and get to work.
I'm thinking more I'll skip tornado. It seems impolite to unleash it when teaming. And just to practice Hurricaine, I'll solo some. I won't pass up a good power because it doesn't fit my style. I need to move Hurricane from my toggle key area to my click area. Speaking of which, it freaks me out that I have no toggles in this build.
And thanks again. I am super pleased to get some direct insight to my build, Local. I'm really liking this toon and don't want to screw her up. I find having to respec due to poor choices to be a failure. Outgrowing a power is one thing, but realizing I crippled myself is another.
I think your leveling build will end up rather different than your build at level 50.
I'm definitely not an expert on this subject, but what I would look into is dropping any travel powers whatsoever and going with Ninja Run + Hurdle. As other have suggested, I would also avoid Illusion's native invisibility powers, but instead of picking up Super Speed I'd invest in a Celerity +Stealth IO, and put it in Sprint. When you run Sprint with Steamy Mists, you will then be invisible to most creatures (hopefully someone here can confirm this). You won't be able to do this right away, so you may want to stick with Super Speed until you reach a high level.
The exception to this is if you plan to use your travel powers to slot defense.
You said you hated the lack of vertical movement in Super Speed, but as suggested by an earlier poster you can get around this very easily. If you go to Firebase Zulu (go to Peregrine Island, then all the way north to the Portal Corp building, then through one of the two portals there) you can buy jetpacks very cheaply (assuming you don't already have one from the Atlas Park bank mission). They last a really long time. Most of my Super Speeders have had the same jetpack for over a year.
I'm personally not a huge fan of Assault in your circumstances. It's not a bad choice but by taking it you give up control options.
Below my suggested power list, without a formal travel power. Powers I skipped were both Invisibility powers and Thunderclap. If you had to pick a power to drop from the list below, the first one I'd drop is Snow Storm. Deceive is something I would recommend slotting very heavily. Once you get enough Confusion duration in there you will be able to keep things Confused for over a minute at a time. It (and Mind's confusion power) are so superior to the single target holds other Controllers have you will wonder how you ever got by with just those in your arsenal.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 37 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Hero Profile:
Level 1: Blind -- (A)
Level 1: Gale -- (A)
Level 2: Deceive -- (A)
Level 4: Spectral Wounds -- (A)
Level 6: O2 Boost -- (A)
Level 8: Hasten -- (A)
Level 10: Hurdle -- (A)
Level 12: Flash -- (A)
Level 14: Health -- (A)
Level 16: Freezing Rain -- (A)
Level 18: Phantom Army -- (A)
Level 20: Stamina -- (A)
Level 22: Steamy Mist -- (A)
Level 24: Hurricane -- (A)
Level 26: Spectral Terror -- (A)
Level 28: Snow Storm -- (A)
Level 30: Recall Friend -- (A)
Level 32: Phantasm -- (A)
Level 35: Tornado -- (A)
Level 38: Lightning Storm -- (A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Containment
I'm definitely not an expert on this subject, but what I would look into is dropping any travel powers whatsoever and going with Ninja Run + Hurdle. As other have suggested, I would also avoid Illusion's native invisibility powers, but instead of picking up Super Speed I'd invest in a Celerity +Stealth IO, and put it in Sprint. When you run Sprint with Steamy Mists...
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Celerity +stealth is running 5 million now. My toon has 400k and I'm about to suck another one or two million off one of my other toons to finance her, but that might not be needed as her enh are good for the next 6 levs.
Local suggested SS w SMist and I would do that, but my toon already has her stuff. When I get in the 30s, I'm probably going to respec.
...go to Firebase Zulu...jetpacks very cheaply |
That also makes you get better stuff from the bank mishs. I like the rez from the bank mish, with 20 seconds of invulnerable running away included.
If you had to pick a power to drop from the list below, the first one I'd drop is Snow Storm. |
Deceive is something I would recommend slotting very heavily. |
Thanks.
Just so you have it for comparison, here is my Ill/Storm build -- I don't have it finished yet, but this is what I am working towards. It is about 11 seconds away from being Perma-PA . . . I didn't want to make the sacrifices in terms of powers or influence to get there, so I think this is good enough. The only purple set I have is the Confuse set, which is usually not too expensive and gives that nice 10% Recharge.
I like having Snow Storm on my Ill/Storm. It fills the gap some for Illusion's lack of AoE control. It is a huge help on the ITF, where those yelling bozos resist most mez powers, but can be slowed quite effectively. It is also my only way to knock down fliers. I think the benefits of Slow and -Recharge powers are underappreciated in this game . . . a lesson I learned with my Ice/Storm controller.
As stated in my guide, I am a big fan of having a single-target blast from the APP sets to go with Illusion. Since Storm doesn't have a self-heal or any Endurance Recovery, Hibernate takes care of both.
If you really want Recall Friend, you could replace O2 Boost. I like having that heal for my Phantasm and to un-stun teammates, but it is not essential.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ill-Storm Build: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(11), HO:Perox(15), HO:Nucle(42)
Level 1: Gale -- Acc-I(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg(42)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(13), CoPers-Conf(34), CoPers-Conf%(42)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Rng/Slow(7), EndRdx-I(46)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Steamy Mist -- S'fstPrt-ResKB(A), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(15), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(31)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(27), LdyGrey-%Dam(37), RechRdx-I(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), RechRdx-I(23)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Mrcl-Rcvry+(46)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(43), DarkWD-Slow%(43), FrcFbk-Rechg%(43)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31)
Level 30: O2 Boost -- Heal-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Acc/Dmg/EndRdx(33)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), RechRdx-I(37)
Level 38: Lightning Storm -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(39), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(40)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(50), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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
It seems like you've already gotten pretty good advice so far.
As for Hurricane - it is very situational for me, but when I want it I am really glad I have it. Especially against Nemesis and other mobs that are resistant to stuns and confuse, it gives you another form of control.
Tornado - I almost never pull this out, but it's great against AVs, and for the occasional Hurricane trap - pocket of doom.
Assault - My Ill/Storm had some serious endurance issues before she was IOed out, and she can still run through it when I pull out all the stops. Running Assault would mean you will have to watch carefully what you are able to use - which I never really liked. Also I don't think PA gets anything out of it, so it doesn't really help that much.
I like Steaming Mists instead of Improved Invisibility for exactly the reasons Local brought up. Honestly it is a more generally useful power for a similar cost.
Take Deceive. Really just think of it as an additional Hold with fringe benefits. It comes in handy in so many ways it's hard to imagine not having it.
Thunderclap is not generally very handy. It's so-so, but you are leaving out Steaming Mists and Deceive, and taking this ... If you do take it, then go Earth Epic and get Fissure. The two have about the same range, and they will stack for a mag 4 stun, which is handy. Add Seismic smash to the mix and you have a real winner. Earth can also give a self heal, which you won't usually need, but can be great when you do need one.
If you are going to go with the Fire APP, I would look at taking the single target blast earlier. I realize you have at least one veteran attack, but my Ill/Storm uses the single target blast from the Ice APP constantly. The thing is, you want fast, reliable damage to help kill the mobs that PA has slivered. Spectral Wounds goes a long way, and the Veteran attacks help too, but the single target blast is the finisher.
Take home, Hurricane and Tornado are too good when you want them to not take, but don't slot either heavily. Assault and Superior Invisibility would probably be better replaces with Deceive and Steaming Mists. Take the single target blast earlier. Otherwise, you should be fine, and Illusion/Storm really is one of the most fun and most powerful builds out there, so however you do it, enjoy the ride
I've been really happy with my build until I took Hurricane. Maybe I'm misusing it, but I'm not thrilled with it. I find it worse spammy than the crack of spine scrappers.
My main concerns are whether my picks of teleport, assault, and tornado are going to make sense. I work with teams 95% of the time.
I like teleport in my warshade. But it's mostly fun or a get-me-out power.
I've never taken assault but the mez resistance sounds good and I lack that kind of thing.
Tornado sounds like a Hurricane I can't control. I've only used Hurricane once in combat and I was embarrassed by the KB.
Any advice, barring just calling me a ******* for my choices, is appreciated.
Candyjet is a stealther by theme. I don't tend to fret about IOs until later, depending only on SOs post 22. Though I do have some Entropics in my ranged stuff for the regen.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Candyjet: Level 48 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
------------
Level 1: Spectral Wounds (A)(3)(3)
Level 1: Gale (A)
Level 2: Blind (A)
Level 4: Snow Storm (A)
Level 6: Hasten (A)
Level 8: Hurdle (A)
Level 10: Recall Friend (A)
Level 12: Superior Invisibility (A)
Level 14: Health (A)
Level 16: Freezing Rain (A)
Level 18: Phantom Army (A)
Level 20: Stamina (A)(21)(21)
Level 22: Hurricane (A)
You are here.
Level 24: Teleport (A)
Level 26: Spectral Terror (A)
Level 28: Thunder Clap (A)
Level 30: Assault (A)
Level 32: Phantasm (A)
Level 35: Tornado (A)
Level 38: Lightning Storm (A)
Level 41: Fire Ball (A)
Level 44: Rise of the Phoenix (A)
Level 47: Consume (A)
Level 49: Fire Blast (A)
------------
Level 1: Brawl (A)
Level 1: Sprint (A)
Level 2: Rest (A)
Level 1: Containment
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