Help with an Ill/Emp


Bellpei

 

Posted

So I've been sitting on this toon for a while, trying to decide how to best work with her. So I figured that it would make sense to actually ask people who work with controllers or know the powersets better than I do.

Either way, a few quick notes.

1: The APPs just me grabbing what seemed useful, though having at least one ranged attack from there (for the recharge from one of the range sets, unless you can point me towards a more useful one.)

2: The LotG recipe is unlikely, but since there's nothing else to deal with there, I'll keep it there.

3: Obviously, I'm building for recharge. if I can, I'd like to perma-hasten.

4: Yes, there are still some SOs in there. Just pretend they are IOs and don't pester me about them.

And so...My build. I'm at 34, with a respec, so I'm most of the way through what I can do...

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 2: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(11), Mlais-Conf/Rng(17), Mlais-Acc/Conf/Rchg(17), Pplx-EndRdx/Conf(25)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11)
Level 6: Absorb Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
Level 8: Superior Invisibility -- EndRdx-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), RechRdx-I(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), RechRdx-I(25)
Level 20: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 22: Resurrect -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 24: Clear Mind -- EndRdx-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29), Abys-Dam%(31)
Level 28: Fortitude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), GSFC-ToHit/Rchg(45)
Level 30: Recovery Aura -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Phantasm -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Dmg(34), BldM'dt-Acc/Dmg(34)
Level 35: Regeneration Aura -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Adrenalin Boost -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Spectral Wounds -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(42), Entrpc-Dmg/Rchg(42), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(43)
Level 44: Fire Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(45), Entrpc-Dmg/Rchg(46), Entrpc-Dmg/EndRdx/Rchg(46), Entrpc-Heal%(46)
Level 47: Rise of the Phoenix -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

It would help if you gave a little information on your playstyle. Do you solo much? A mix? Mostly team? Do you tend to play your primary for team control or damage? Do you mostly focus on your secondary, trying to be a "healer"? My guess is that you try to be a "healer" since you have no damage in Blind and skipped Spectral Wounds until late.

I have to say up front that I'm a strong advocate of the Illusion control set, and not so much for Empathy. My Illusion/Radiation guide has a lot to say about Illusion, including a lot of slotting options. I would drop Absorb Pain and replace it with Flash. I would also move things around a bit and take Spectral Wounds early, but I like to do damage with my Illusionists. All of mine start with Blind, SW and Deceive as the first three choices. Flash comes later in the build. I take Hasten much earlier, as it is essential to helping the Recharge in Phantom Army.

As for a Luck of the Gambler Recharge -- It is not hard to save up Merits to get that recipe. Just run a lot of TFs and story arcs. I have 4 of them in my ill/Rad build, and I didn't buy any of them on the market.

Blind: I'm not a big fan of the Lockdown in there. I feel putting in some damage does more good. But that is based upon a desire to do some damage. In upper levels, you can get a nice attack chain of Blind-Spectral Wounds-APP Blast-Spectral Wounds. Since you are firing off Blind as soon as it is up, duration isn't as important.

Deceive: At level 50, try to get 5 of the purple Coersive Pursuasion set, including the proc. This will give you 10% recharge and free up another 6.25% slot that you can get in another power.

Good slotting for Superior Invis: 1 LotG Recharge, 5 Red Fortune (focusing on EndRdx). 12.5% Recharge in one power, and it makes the power more effective. Maybe take the Red Fortune out of Fortitude since you have capped out on 5% Recharge (unless you drop Absorb Pain).

Phantom Army: Good lower level slotting -- 4 Expediant Reinforcement (leave out the Dam/End and the Resist proc) and the two triples from Call to Arms. At 50, you can replace the two triples with Soulbound Alleagence Dam/Rech and Chance for Build Up.

Phantasm: Another Expediant Reinforcement set of 4 gives more Recharge. Then add a 5th slot of Acc/Dam -- at 50, a Hami-O works well.

Spectral Terror: You can drop a slot from this easily to put somewhere else.

Flash: If you take it, it is a nice place for another Baz Gaze set for 7.5% Recharge. It is useful, too, as long as you take it after Spectral Terror.

Fireball is nice from the APP -- much more useful than a self-rez. It can take a Posi-blast set. You might have to juggle your sets a bit to not go over the Rule of 5, and maybe put Unspeakable Terror in Spectral Terror.


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

Okay, from the top.

By habit, I tend to mostly play solo, though I don't really want/plan on having to deal with two builds for her, so I set things up for if/when I team. This, being my first controller, was an interesting challenge for me, since the controller playstyle really didn't work for me at the time. I just do what I can with her, for now.

I did see your guide, actually, a little after posing this. I'll delve through it some more later.

I did have Spectral Wounds early to begin with, but I respecced her back when I moved her to her current server, since her slotting was horrible. This was after I picked up Phantasm, so it didn't seem as important at the time. Hasten...Was something I added on at the last minute, realizing that it would help bring PA back up faster.

Yeah, I know I can get them easily, but I don't go out of my way to get them. One for CJ, one for SI if I can do it, and that'd be it, though.

The Lockdown Proc is a habit of mine. I just personally love it. If I was being really silly about it, I'd slot the Devastation Proc in there, too. That, however, isn't worth it at all to me...I'll have to look into this one, though.

Deceive...I actually have that in the alternate slots for the build, so I'm well aware of them...I just tend to not plan for purples.

For SI, I might do that, but I have to decide if dropping Absorb Pain is worth it or not. If I do drop it, I certainly have the slots for your SI idea...Would just need a new power.

For PA, would that really be better than the two Rech IOs for keeping them up? (Edit, did check, it's a few seconds difference) I didn't do any Purple slotting with them, since I originally planned on Purples for Phantasm, but if it's better suited for PA (which, if I recall your guide, is), I may plan for that.

Phantasm with that puts me over the cap for the 6.25%, so it didn't make any sense for me to do that...Unless I get the Purple set for confusion, in which case, it would.

Spectral Terror, if I need hte slot (or if the Damage proc doesn't work for it) I will...Just,a t the time, I didn't need the slot.

Flash...I'll admit, I did exactly what your guide said not to for it. >> I'm...Not sure if I can scrounge up enough slots for it, but if I can, it'd work as a replacement for Absorb Pain.

I thought about Fireball, but couldn't decide if it was really worth it. I'll have to play with it some when I get high enough to take it...Though, following your idea, it would net me the same recharge regardless, so either or works.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

Okay, so because I seem to have nothing better to do, I worked on a build following most (I think) of the suggestions given. Unfortunately for me, Hasten is just shy of Perma, but I think I can handle this...If I get the money for it.

Also, for hte heck of it, I will be changing the colors every time I post a changed build, 'cause I'm weird like that. Deal with it.

Edit 1: Switched out both Entropic Chaos for Decimation, since the stats for the powers themselves are better.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-Acc/Dmg/Rchg(36)
Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
Level 22: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), GSFC-ToHit/Rchg(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(39), U'spkT-Acc/EndRdx(40), U'spkT-Fear/Rng(40), U'spkT-Acc/Fear/Rchg(40)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(46)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Dmg(34), BldM'dt-Acc/Dmg(34)
Level 35: Regeneration Aura -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(48)
Level 41: Fire Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(42), Entrpc-Dmg/Rchg(42), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Clear Mind -- EndRdx-I(A)
Level 49: Resurrect -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

A quick thought for you . . . since you have Ninja Run, get rid of Super Jump. Replace Swift with Hurdle. That way you could get Clear Mind sooner.

I have several characters where I am using Hurdle + Ninja Run for travel -- it is not the fastest, but it is doable. If you have a tight build, it is a great option.


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

If the goal is simply to get Perma-Hasten with this build, and you don't care about perma-PA (and dont mind the 5 second or so gap you have from perma PA) then its easy for you to get perma-Hasten with a minor change.

While conventional wisdom says dont slot more than 3 of any IO in something, additional slots beyond 3 *DO* help. Move those 2 recharge IOs from level 50 that you have on resurrect to Hasten. Hasten will then be 5-slotted with 5 level 50 recharge IOs, and you'll have the recharge on it at 118.2 seconds.

Also, why use the Entropic Chaos set for SW and Fire Blast? I would use Decimation, even if it is more pricey. Maybe Entropic Chaos is cheap tho.

Also, if you were willing to go with Local Man's advice on moving Clear Mind to 16 (taking Health at 14 and Hurdle at 12) and dropping Super Jump, you'd be able to put Group Invis at level 47. That'd let you put another LOTG recharge OR you could put a Kismet +6% tohitbuff unique in it to help with the crappy accuracy on your Entropic Chaos set.

Lewis

EDIT: btw here is the build I'm shooting for. I've been level 50 on her forever, but I have generic IOs. But my Ill/Emp is one of my characters I do, one day, plan to trick out. I've been working on tricking out some other controllers first tho (Earth/Storm, Illusion/Storm, Fire/TA are complete, and my Earth/Rad is only missing one LOTG and a Miracle).

DOUBLE EDIT: had something wrong in my PA. edited.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Silver Shaman: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Perox(7), HO:Nucle(46)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27)
Level 8: Recall Friend -- Zephyr-ResKB(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Fortitude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), LkGmblr-Rchg+(40)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(43), Abys-Fear/Rng(43), Abys-Acc/Fear/Rchg(46)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(29), RechRdx-I(29)
Level 30: Resurrect -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(34)
Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 41: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Superior Invisibility -- EndRdx-I(A), EndRdx-I(48), LkGmblr-Rchg+(48)
Level 49: Hover -- Zephyr-Travel/EndRdx(A), Srng-Fly(50), Srng-EndRdx/Fly(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run



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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

I did switch the Entropic Chaos for Decimation on my current build, even left a note on that in my post. I just happen to find the Entropic Chaos proc rather funny, if not much overall use.

No, I'm not dropping SJ.

Also, thanks for the heads up on the slotting to get perma-hasten. That does help.

I'm not as worried about perma-PA because I suck at remembering to recast it. Perma-hasten I can just set to autofire and leave it alone. Can't do that with perma-PA.

Edit...Again. So after I little finagling, I ended up moving Clear Mind to 16, health to 14, SJ to 30 (Which will only matter if/when I lackey down), Flash to 41, Fire Blast to 47 (May switch with Fireball, but that's not much of a difference), and stole the two slots from Resurrect for Hasten. Anything else of note I should do, or is everything looking as intended. I'm not dropping any powers at this point, unless I decide I'd rather have a different APP.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

I'm sure those changes will be fine. It is likely you'll change your mind again after you play the character up more. So take the build you have now and just run with it. Later, your experience will tell you most of what you'd need to know for any possible tweaks.

Have fun!

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

What I'm currently running minus the purples, substituted by their non-purple +recharge counterparts.

I don't like hover on an emp but that's a matter of personal taste. I find far more value in a timely jousted RA or healing aura than the hover and heal play style most emps that take hover adapt.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Limu: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(9), FtnHyp-Plct%(45)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15), Mrcl-Rcvry+(15)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(23)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(5), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43), HO:Cyto(43), EndRdx-I(43)
Level 10: Hurdle -- Jump-I(A)
Level 12: Recall Friend -- Range-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Acc/Dmg(21), S'bndAl-Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(23)
Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-EndRdx/Rchg(37), HO:Membr(37), HO:Membr(40), GftotA-Run+(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 24: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(48), Apoc-Dam%(50)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
Level 28: Recovery Aura -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(31), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(48)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: Adrenalin Boost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40), EndMod-I(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Resurrect -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run



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Posted

Is Power Boost worth taking? IIRC The actual description of the power actually says only the first couple of attacks/powers will be boosted? Nice and all, but IMO unless that description is outdated/incorrect, Power Boost kinda weak when it comes to healing team members consistently.

So yeah, is Power Boost really worth taking on this build?


 

Posted

My power boosted fort kept a level 48 dark armor tank alive against Lord Recluse during one of my STF runs. And a powerboosted healing aura saves lives when Scirroco unleashes his EMP attack.

I'm lazy, I use powerboosted forts so I don't have to heal as much. Some other emps are content watching health bars and spamming heals. Ha! fools.

I should answer your question. Power boost will boost the entire duration of a targeted buff. So a powerboosted fort will keep the enhanced stats until it wear off. This is all the more reason to build for recharge.


 

Posted

Quote:
Originally Posted by Stratos View Post
Is Power Boost worth taking? IIRC The actual description of the power actually says only the first couple of attacks/powers will be boosted? Nice and all, but IMO unless that description is outdated/incorrect, Power Boost kinda weak when it comes to healing team members consistently.

So yeah, is Power Boost really worth taking on this build?
On most Illusion controllers, I would say NO. Illusion has few powers that will benefit from Power Boost, since it does not affect pets. However, on an Ill/Emp, it can be effective to lengthen the Empathy buffs. So, for an Ill/Emp, I would say that it depends on your playstyle.


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 would definitely agree with dropping absorb pain. That power should never be taken on a controller, and I probably wouldn't take it on a defender even too.

I've always been much more partial to group invis. There are few things in this game that a stealth IO and some manuevering can't get past, for anything else group invis, which can go on teammates is enough. The only difference is between nemesis snipers that i've ever seen, and the times where that matters have been so few for me i'd rather have the team buff, and it's easy to perma, and better on endurance.

I am much more a fan of the hover + SS combo, as mentioned on the stealths as well it furthers the bettering of group invis over SI. And hovering is good manuevering with illusion so you can come down on top of the mob to get the most out of your phantasms energy torrent, plus you are getting hasten anyways.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
I would definitely agree with dropping absorb pain. That power should never be taken on a controller, and I probably wouldn't take it on a defender even too.

I've always been much more partial to group invis. There are few things in this game that a stealth IO and some manuevering can't get past, for anything else group invis, which can go on teammates is enough. The only difference is between nemesis snipers that i've ever seen, and the times where that matters have been so few for me i'd rather have the team buff, and it's easy to perma, and better on endurance.

I am much more a fan of the hover + SS combo, as mentioned on the stealths as well it furthers the bettering of group invis over SI. And hovering is good manuevering with illusion so you can come down on top of the mob to get the most out of your phantasms energy torrent, plus you are getting hasten anyways.
The OP said that he (or she) mostly solos. Granted, Ill/Emp is mostly a team build, but if he mostly solos, then I would say that SI is better than GI.

I leveled my first Ill/Rad up using GI, then respec'ed into SI at 50. My second Ill/Rad was part of an Ill/Rad superteam, so she had GI as well, mainly for the shared Defense. Again, I respec'ed into SI once the Superteam was over.

No question that GI is much better on endurance than SI. Two or Three Recharges make it perma. Because it is a click power and not a toggle like SI, there are some advantages and disadvantages. The advantage is that you can share it with teammates and it will not turn off if you run out of endurance. The main disadvantages are that you have to remember to re-cast (hiding when you do because you become briefly visible) every few minutes; and if you die, you may have to wait a few minutes after you rez for GI to recharge. For me, having to re-cast every few minutes was enough of a pain in the tail that I prefer the higher-endurance toggle that I don't have to think about. If my endurance starts to get low in battle, I turn it off (since the baddies can see me anyway when I attack). I find that I can keep it on most of the time . . . I usually only have endurance issues when running the Rad debuff toggles and doing a lot of attacking.

I slot SI with a minimum of 2 EndRdx. I don't really worry about slotting for Defense. GI gets 3 Recharge because Hasten and AM may not both be running, or I may get a Recharge Debuff.


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

My problem with dropping Absorb Pain is that, when I am actually teaming, the power heals by a lot more than Heal Other, and makes a great "Oh $^&@" heal for when the tank nearly gets knocked down.

My only issue is that there's no place to put it in without taking out a power I would rather have/need.

My problem with Group Invisibility was the fact that I really don't like making sure everyone's in a nice little area for it. I mostly just do the RAs on the fly, but GI isn't something I want to deal with, especially when solo.

I did make one more tweak to my build, taking out the fifth slot in Hasten and adding it to Spectral Wounds, more than likely slotting either a straight damage IO or a Dam/end IO. This drops Hasten to just under Perma- (120.3 seconds...Close enough, really.) and makes SW a bit more powerful...Which I have noticed I'm missing when fighting EBs...And most everything else.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

I'm thinking that as long as we're on the subject, could someone take a look at my Ill/Emp build?

I've taken some advise in this thread. I mostly team. I'm aware of purple sets but I'm not gonna plan for them right now, maybe down the road. I do have the 60 month vet badge.

I really want perma-PA. But still want some damage functionality out of the power (have my cake and eat it too). This may be impossible.

I'm thinking about removing my two recharge slots from Group Invis since I don't use it often enough to justify it. However, I don't know where to put the two slots when I'm done.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 6: Swift -- Flight-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), RechRdx-I(50)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(43)
Level 14: Fly -- Flight(A)
Level 16: Health -- Heal-I(A)
Level 18: Phantom Army -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(25), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-Acc/Rchg(27), RechRdx-I(27), RechRdx-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
Level 22: Fortitude -- RedFtn-Def(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(36), LkGmblr-Rchg+(36)
Level 24: Clear Mind -- RechRdx-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(46), Abys-Acc/EndRdx(46), Abys-Acc/Fear/Rchg(46), Abys-Fear/Rng(48)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 30: Recall Friend -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), EdctM'r-Acc/Dmg(34), EdctM'r-Acc/Dmg/EndRdx(34)
Level 35: Group Invisibility -- RechRdx-I(A), RechRdx-I(37), LkGmblr-Rchg+(37)
Level 38: Adrenalin Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Acc(40)
Level 41: Regeneration Aura -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
Level 47: Mind Over Body -- ResDam-I(A), ResDam-I(48), ResDam-I(48)
Level 49: Indomitable Will -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 80% Enhancement(RechargeTime)



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Posted

Looking at yours, there's a few things I personally would change.

I would switch the BasGaze-Acc/Rec for a similar one in the Thunderstrike set, so you can get the recovery bonus. I don't think that small amount of mez protection is really worth it. If you rally need the accuracy, I used the acc/dam/end, but I would just use the dam/end myself. Your accuracy is already decent enough.

Why did you not take Deceive? Do you just not like it? Also, why have both SI and GI? The only reason I see to have them both are the LotG recharges.

That's all I see right now...And if you have extra slots to take, take out the Dct'dW-Rec in both your heals. The six-slot set bonus isn't worth it.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

Quote:
Originally Posted by Everfree_Fire View Post
My problem with dropping Absorb Pain is that, when I am actually teaming, the power heals by a lot more than Heal Other, and makes a great "Oh $^&@" heal for when the tank nearly gets knocked down.
If you're going for a prema-Haste build, you really don't need Absorb Pain since you can just double-up on Heal Other on that tank (or a Heal other, then a healing aura). I understand its faster, but it got a huge downside with not being able to heal yourself for what will seem like forever in a battle going bad.

Add to the fact, getting sucked by when the tank pops Unstoppable and you don't notice... my emp fender has died a handful of times trying to AB the tank and gets too close and grabs some hate.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Quote:
Originally Posted by Pinkpup View Post
If you're going for a prema-Haste build, you really don't need Absorb Pain since you can just double-up on Heal Other on that tank (or a Heal other, then a healing aura). I understand its faster, but it got a huge downside with not being able to heal yourself for what will seem like forever in a battle going bad.

Add to the fact, getting sucked by when the tank pops Unstoppable and you don't notice... my emp fender has died a handful of times trying to AB the tank and gets too close and grabs some hate.
Not to mention, one big reason why I hate absorb pain, is the heal doesn't come in until the end of the animation. You almost have to use heal other before it anyways cause SO many times i've seen people faceplant cause the emp on the team uses AP instead of heal other and the tank or whatever gets killed before the actual heal kicks in anyways.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Not to mention, one big reason why I hate absorb pain, is the heal doesn't come in until the end of the animation. You almost have to use heal other before it anyways cause SO many times i've seen people faceplant cause the emp on the team uses AP instead of heal other and the tank or whatever gets killed before the actual heal kicks in anyways.
You know, you're right... never thought about it before now. Yep, I've lost a few teammates when AP was just a second too late.

But if you got your recharge down to the barely above the animation time, you don't need Absorb Pain any longer. And if your buffs are good enough, you won't even need your heals in the first place.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Some thoughts on the Empathy side of things as I have far more experience with Empathy than with Illusion (though I do have several Illusion/*).

1) Heal Aura and 2) Heal Other. Pretty straight foward, Doctored Wounds is the set for Empaths. I generally go 5 slots dropping the Rech. I have gone 6 slots and dropped the Miracle and Numinas in there (Miracle in HA, Numina's in HO) but that was on a defender without Fitness/Stamina and with Vigilance. Wouldn't be in any hurry to go without Stamina on a high recharge controller build so I would also stick to 5 slots in HA and HO.

3) Absorb Pain - One of these days I should take it and see just how much I need/don't need it. Guessing my teammates would get to use vengeance more often

4) Resurrect - Most of my builds and nearly all my primary builds skip Resurrect. I'll carry or make you a wakie first. That said the best and primary reason to have Resurrect in a build is to rez during combat when you need that teammate back in action yesterday. Resurrect costs 26 end to use and I may or may not have 26 endurance on hand in the midst of a hairy fight so I'd slot endred and be done with it. If I need it more often than the once a minute or so that a high recharge build will have it up, on anything resembling a routine basis .. errm ... the team needs new tactics or I need new teammates.

5) Clear Mind - Ideally in the build by level 20. Post 30th is getting late and into choices where it's competing with Phantasm, AB etc.. I do not want to be making those choices as that means Clear Mind probably ends up post 40th (Actually it means I would be burning a respec). What gets slotted is almost meaningless ... but I'd lean towards Range if using it reactively and Endred if using it proactively. Recharge isn't really doing anything for you, it won't cut the sadistically long animation time down any.

6) Fortitude - Yummy! First choice for me is usually 4 LotG +/- a Karma -kb. The Karma generally gets respec'd out after I have a BotZ -kb available or never added (either the slot or the IO) if I have the BotZ already for the build. I like the +acc bonus but grabbing the +rech from 5 slotting Red Fortune is a solid alternative especially if you aren't fighting things well over your level (+4's) on a regular basis or have significant sources of +acc elsewhere in the build. Generally I don't slot for +to hit over +def. The to hit bonus is large out of the box. If you are fighting things on regular basis where your team/teammates need more +to hit than the base amount in Fort I'd be looking at Leadership/Tactics, slotting Membrane HO's or both.

7) Recovery Aura - I like the slotting Lewis has in his RA. Uses the same 3 slots I tend to use and squeaks a tiny bit more endurance out. Okay squeaks a bit more than a tiny amount out at no cost in slots and about 3 seconds more downtime, pretty much all win there. Bonus points for synching up the 2 Auras.

8} Regen Aura - I'd be using 5 or 6 Doctored Wounds here. You want the regeneration (heal) enhanced. It's the difference between roughly 30 hp/sec (unenhanced aura) and 60 hp/sec (ED capped enhancement), for instance, on yourself .. add in the effect of Fortitude plus Regen Aura on teammates and you have a large shift in survivability and far less need to use HA and HO. Never mind the lucky recipient of Adrenaline Boost on top of all that.

9) Adrenaline Boost - I'd use 5 slots no less, prefer 6 slots >> 5 Doctored Wounds and 1 Endmod/Rech IO. I want the regen and rech ED capped and the +recovery over 1000%.

Reyna Morningdew of Green Machine, RO Network.


 

Posted

Quote:
Originally Posted by Doomguide View Post
Some thoughts on the Empathy side of things as I have far more experience with Empathy than with Illusion (though I do have several Illusion/*).

7) Recovery Aura - I like the slotting Lewis has in his RA. Uses the same 3 slots I tend to use and squeaks a tiny bit more endurance out. Okay squeaks a bit more than a tiny amount out at no cost in slots and about 3 seconds more downtime, pretty much all win there. Bonus points for synching up the 2 Auras.

8} Regen Aura - I'd be using 5 or 6 Doctored Wounds here. You want the regeneration (heal) enhanced. It's the difference between roughly 30 hp/sec (unenhanced aura) and 60 hp/sec (ED capped enhancement), for instance, on yourself .. add in the effect of Fortitude plus Regen Aura on teammates and you have a large shift in survivability and far less need to use HA and HO. Never mind the lucky recipient of Adrenaline Boost on top of all that.

9) Adrenaline Boost - I'd use 5 slots no less, prefer 6 slots >> 5 Doctored Wounds and 1 Endmod/Rech IO. I want the regen and rech ED capped and the +recovery over 1000%.

Reyna Morningdew of Green Machine, RO Network.
My problem with these is that I really don't have any more slots to move. Sure, I could take out the +tohit/+rchg from Fortitude, but that's only one slot, not enough to five slot either Regen Aura or AB.

I will admit I'm not the best and frankenslotting anything, so the idea of just grabbing one recipe from one/one from the other doesn't really come natural to me. Frankedslotting hte two to match (Endmod/rchg from Performance Shifter and Efficacy Adaptor, Heal/rcge from Numina and Doctored Wounds) Would be the most I could really work with, since I just really don't have the slots to move around much.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

Here's one variant incorporating some of the changes I mentioned.

Specifically swapped the Entropic Chaos for Decimation (since you mentioned you had). Used two damage procs in Blind instead of the Thunderstrikes to increase damage. Moved a slot out of Deceive (no Confuse) the difference between 5 slots and 6 here is negligible. If you were building for ranged defense then maybe keep it but as is don't need the 6th. Went to 4 slots in Superior Invisibility slotting LotG vs Red Fortune gaining 2 slots. Used 4 LotG in Fortitude instead of 3 plus the Guassians. Altered Recovery Aura enhancements to use a pair of Endmod/Rech instead of generic Rech IO's. Moved 2 slots out of Resurrect. Used the 5 slots gained (1 from Deceive, 2 from Superior Invis, 2 from Rez) to increase slotting in AB and RegenA and slotted as described with sets of Doctored Wounds (plus the Endmod/Rech in AB).

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Everfree Fire v2: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), G'Wdw-Dam%(11), NrncSD-Dam%(11)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19)
Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23)
Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-Acc/Dmg/Rchg(36)
Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
Level 22: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(37), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(39), U'spkT-Acc/EndRdx(40), U'spkT-Fear/Rng(40), U'spkT-Acc/Fear/Rchg(40)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(29), RechRdx-I(29)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(46)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Dmg(34), BldM'dt-Acc/Dmg(34)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39)
Level 38: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(46), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-Rchg(50), Efficacy-EndMod/Rchg(50)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Clear Mind -- Range-I(A)
Level 49: Resurrect -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run



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Posted

In Blind, you will get more overall damage slotting common Damage IOs than the damage procs. Maybe an Acc/Dam and a common Damage. Damage procs work great in powers with low or no damage, or in powers where the damage has already been ED capped, but in a power like Blind, slotting for Damage goes farther than the procs.


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
In Blind, you will get more overall damage slotting common Damage IOs than the damage procs. Maybe an Acc/Dam and a common Damage. Damage procs work great in powers with low or no damage, or in powers where the damage has already been ED capped, but in a power like Blind, slotting for Damage goes farther than the procs.
Agreed, had a doh! moment ... then looked at the builds slotted both ways. Blind must sit right about at the break point between low/no damage and enough to make ED capping first the best choice. Unless I'm misreading, misinterpreting something the "average" damage is nearly identical between slotting the procs and slotting 2 lvl 50 damage IO's in Blind. The procs do a few more points on average. Slotting the damage IO's will give more consistent overall performance but the procs will have more variance.

Makes some sense 2 procs about 28 points damage (average), ED capped damage is going fall just short of doubling the base which is 30.6. Toss in the 10% or so global damage bonus and it's basically a wash.