Phantom army


beyeajus

 

Posted

Paragon wiki states that these dudes cannot be buffed. Any exceptions? at all? I heard that disruption field from sonic will work on them, any truth to that?


 

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From my experience, the wiki is correct- no buffs to the PA (they are invincible anyway, so that leaves the dmg and accuracy IOs you can slot into them). Disruption field is kind of a weird case - it's actually an enemy debuff, with an ally target... although I have never tried it personally to know if it indeed works on a decoy.


 

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ya they cant be buffed but you can debuff the hell outta your enemy with -resistance to make PA do more damage, the main reason why ill/rads synergize so well.


 

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And the purple proc (chance for build up) does work on PA as well.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

awesome, thanks everyone. I'm only level 10 right now and /kin is the secondary, still torn a little as to what else would be good before I get too high of a level to re-roll. I see a lot of ill/rad guides out there, but I like /kin a lot.


 

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/kin works well because it's easy to get perma-PA. And remember Phantasm can be buffed with your SB, FS, etc.


 

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Quote:
Originally Posted by thebeastgrendel View Post
/kin works well because it's easy to get perma-PA. And remember Phantasm can be buffed with your SB, FS, etc.
Minor caveat- But remember SB only affects pet travel speed now and no longer increases their recharge.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by thebeastgrendel View Post
From my experience, the wiki is correct- no buffs to the PA (they are invincible anyway, so that leaves the dmg and accuracy IOs you can slot into them).
With one exception; Hamidon can kill them.

Quote:
Originally Posted by thebeastgrendel View Post
Disruption field is kind of a weird case - it's actually an enemy debuff, with an ally target... although I have never tried it personally to know if it indeed works on a decoy.
I have; Disruption Field works fine.


Arc #40529 : The Furies of the Earth

 

Posted

So DF does work on them eh? That would be cool, extra help in taking out mobs before they start getting hp back from invisible death. From what I've gathered, Phantasm doesn't have that much of a problem with recharge, but the extra speed from sb is gonna be cool. I'm looking forward to increased density too for pantasm.


 

Posted

Quote:
Originally Posted by beyeajus74018 View Post
awesome, thanks everyone. I'm only level 10 right now and /kin is the secondary, still torn a little as to what else would be good before I get too high of a level to re-roll. I see a lot of ill/rad guides out there, but I like /kin a lot.
Ill/Rad has a good reason why it is popular: It is the only only secondary that provided Debuffs to make the Phantom Army better AND a recharge buff to help PA recharge faster. It is a very powerful build, for both solo and teams. Take a look at my Ill/Rad guide, linked in my sig. Even if you don't go with the Rad secondary, it has lots of information on the Illusion Primary.

Ill/Kin can gain a Recharge buff from Siphon Speed only when you can siphon off of foes, and can't buff Phantom Army. Ill/Kin does not have Defense Debuffs to improve PA's accuracy, or Resistance Debuffs to improve PA's Damage. Also, Phantasm's knockback has a tendency to knockback foes away from your melee buffs. On the other hand, Kinetics has such powerful buffs, you may feel it is worth the synergy problems.

Sonic has the Resistance Debuffs, but no Recharge buff. Storm and TA have debuffs, but no Recharge buff. Thermal has debuffs but no Recharge buffs.


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

that's pretty much why I went with /kin. I heard about the 1min duration with PA. I'd like to try and make it as close to perma as possible, so with hasten and / kin, yah you know what I mean.

Is PA's accuracy not great? Would I need some debuffs on in order to make them really shine?

Oh, I'll check out your guide too, thanks Loc!


 

Posted

Well, I went and did a reroll on him last night. dropped /Kin, picked up /TA instead.

What a good combo, the more I took the inherent into consideration. it does work for immob mobs too right? Cause I was one-shotting yelow-con hellions with a web arrow>spec wounds.

then after thinking about the other holds and such, plus how much containment would affect acid arrow's DoT, and EMP arrow later on, plus debufing for max damage output from PA and the like.

Also, I found that Flash isn't that bad when flash arrow is fired off first. that way those who aren't hit with flash are still blinded bi the arrow. The combos just don't seem to end. I think I found the build that works for me (played it smart and used Tech origin to light up OSA later too).


 

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Quote:
Originally Posted by beyeajus74018 View Post
I think I found the build that works for me (played it smart and used Tech origin to light up OSA later too).
Good move. You would think a Natural origin could at least carry a Bic lighter or something, but no go. So my first TA found out upon getting OSA that the fire arrow had to be used, which is a shame.

Ill/TA does sound very interesting as you describe it. But I think I will go Ill/Rad next, once I can envision the character.

Tase that OSA, bro!


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

Posted

Quote:
Originally Posted by beyeajus74018 View Post
Well, I went and did a reroll on him last night. dropped /Kin, picked up /TA instead.

What a good combo, the more I took the inherent into consideration. it does work for immob mobs too right? Cause I was one-shotting yelow-con hellions with a web arrow>spec wounds.

then after thinking about the other holds and such, plus how much containment would affect acid arrow's DoT, and EMP arrow later on, plus debufing for max damage output from PA and the like.

Also, I found that Flash isn't that bad when flash arrow is fired off first. that way those who aren't hit with flash are still blinded bi the arrow. The combos just don't seem to end. I think I found the build that works for me (played it smart and used Tech origin to light up OSA later too).
In addition to my Ill/Rad and Ill/Storm, I also have an Ill/TA at 50. While I feel that Rad is the best secondary for Illusion, I also feel that Illusion is the best primary for Trick Arrow. The added controls from TA are a great complement to Illusion, and the Debuffs make Phantom Army better.

However, you may find that the play style is about as far from your Ill/Kin as possible. Ill/Kin is mostly a melee oriented character. For the most part, my Ill/TA is ranged -- I send in Phantom Army, then stand back and fire off all my debuff arrows before using my single target attacks. Phantasm is a great addition, as he acts as a body guard . . . any foes who decide to come into melee are usually knocked back. I like to save Oil Slick Arrow for when Phantom Army are Recharging, since it adds some control as well as damage.

The only Trick Arrow power I skipped was Flash Arrow. With Superior Invis, I didn't see that much need for Flash Arrow, as the ToHit Debuff is pretty small. (I have Flash Arrow on a TA Defender, and find it more "Flash" than substance.) My goal with my Ill/TA was to try out the TA set, so I took all the other TA powers. On the Illusion side, I skipped Group Invis and Flash. In general, I take the AoE hold on my controllers, but my reasoning this time was that since Flash is a PB AoE power, and all my other powers were all ranged, I really didn't need Flash -- instead, I use EM Pulse Arrow when I need an AoE Hold. I took Hasten/Super Speed for Travel just so I could get Hasten and still have enough power choices for all the TA powers.

For my APP set, I picked Fire Blast and Fireball. Oil Slick Arrow + Fireball make a delightful bar-be-que. I decided to include, as my last two powers, Aid Other and Aid Self from the medicine pool. Not necessary, but I like those enough to keep them.

I went with Tech origin for lighting the Oil Slick. It works OK for the six levels until you get Fire Blast. I set up a macro for targetting the Oil Slick, making it easy to fire off Oil Slick Arrow, hit the macro to target the Oil Slick, and then fire off my taser, Fire Blast or Fire Ball to light the slick. Phantasm also has an energy component to his attack so he can light it if he happens to hit it.

When I was trying to come up with a name for my Ill/TA, I wanted something that would combine the bow and arrow aspect with an Illusionist/Entertainer -- and it had to have a pun. So, I came up with "Beau Jester," who was an entertainer for the French Foreign Legion. I was thrilled when the Devs later added in the Jester costume.


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