Critique please: Illu Storm Perma PA build
Looks almost identical to my build except that it costs a lot more. You still have 6 seconds of downtime on PA but in all honesty I get along fine with that so you should as well. My only concern is what may happen during those 6 seconds. Personally I worked PS into my build which used liberal use of LoTG and Red Fortune as well. Without going back to look however I'm wondering how I ended up with the same 6 sec downtime like you but didn't spend anywhere nearly as much on high-grade enhancements.
Its been a while since I used Mids, but I recreated my build. There seems to be a disparity between what Mids says is the downtime and what the actual in-game downtime is. Mids says 10 seconds but ingame they start vanishing and I can resummon in 6 seconds.
Heres my build, if you thought yours was unusual then check this out:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
SFX: Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (7) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (37) Kinetic Crash - Damage/Endurance/Knockback
- (37) Kinetic Crash - Damage/Knockback
- (37) Kinetic Crash - Recharge/Knockback
- (43) Kinetic Crash - Accuracy/Knockback
- (43) Kinetic Crash - Recharge/Endurance
- (A) Decimation - Accuracy/Damage
- (5) Decimation - Damage/Endurance
- (5) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (11) Decimation - Accuracy/Damage/Recharge
- (A) Coercive Persuasion - Confused
- (7) Coercive Persuasion - Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Red Fortune - Endurance
- (13) Red Fortune - Defense/Endurance/Recharge
- (13) Red Fortune - Endurance/Recharge
- (17) Red Fortune - Defense/Endurance
- (17) Red Fortune - Defense
- (19) Luck of the Gambler - Recharge Speed
- (A) Flight Speed IO
- (34) Soaring - FlySpeed
- (50) Soaring - Endurance/FlySpeed
- (A) Impervious Skin - Status Resistance
- (19) Impervious Skin - Resistance/Endurance
- (21) Impervious Skin - Resistance/Endurance/Recharge
- (21) Impervious Skin - Resistance/Recharge
- (23) Impervious Skin - Endurance/Recharge
- (23) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Undermined Defenses - Defense Debuff
- (25) Undermined Defenses - Recharge
- (25) Undermined Defenses - Defense Debuff/Recharge
- (27) Achilles' Heel - Chance for Res Debuff
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage
- (29) Soulbound Allegiance - Damage
- (29) Soulbound Allegiance - Accuracy/Recharge
- (31) Soulbound Allegiance - Chance for Build Up
- (31) Recharge Reduction IO
- (A) Dampened Spirits - To Hit Debuff
- (31) Dampened Spirits - To Hit Debuff/Recharge
- (36) Dampened Spirits - To Hit Debuff/Endurance
- (36) Dampened Spirits - Recharge/Endurance
- (36) Dampened Spirits - To Hit Debuff/Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (39) Glimpse of the Abyss - Endurance/Fear
- (39) Glimpse of the Abyss - Accuracy/Endurance
- (39) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (40) Glimpse of the Abyss - Fear/Range
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Stupefy - Chance of Knockback
- (33) Stupefy - Accuracy/Recharge
- (33) Stupefy - Endurance/Stun
- (34) Stupefy - Accuracy/Endurance
- (34) Stupefy - Accuracy/Stun/Recharge
- (A) Endurance Reduction IO
- (A) Accuracy IO
- (A) Damage Increase IO
- (46) Damage Increase IO
- (48) Damage Increase IO
- (48) Recharge Reduction IO
- (48) Recharge Reduction IO
- (50) Achilles' Heel - Chance for Res Debuff
- (A) Blood Mandate - Damage
- (42) Blood Mandate - Accuracy/Damage
- (42) Damage Increase IO
- (42) Recharge Reduction IO
- (43) Force Feedback - Chance for +Recharge
- (A) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Damage/Endurance
- (45) Devastation - Chance of Hold
- (45) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Damage Increase IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Force Feedback - Chance for +Recharge
A lot of these needs re-evaluating because of new enhancements and the change to +rech not benefitting pets anymore. But despite everying I can still solo AVs with all this, anything I do to it now would just make things even easier.
I doubt I'll ever be able to afford all of this but should I be able to manage this here would be my ideal build. Perks of this include:
Double Hasten for roughly 10 seconds. (That will come in handy)
Near Perma-Phantom Army with 0.2 seconds downtime (I'm sure the hasten x2 will negate that)
Instant respam of Spectral Wounds and Decieve (recharges as fast as animation completes)
Double stacking of Freezing Rain
Triple Thunder Storms
And of course I have the Blessing of the Kind Ones temp power which will allow me four thunderstorms, 3 tornadoes and a good 30 seconds of Double Hasten. At present my +rech bonus is 165%, with this ideal build it is 211%. Not much of an increase considering the cost involved but will make AV soloing easier with no downtime.
Hero Plan by Mids' Hero Designer 1.707 http://www.cohplanner.com/ Click this DataLink to open the build! SFX: Level 50 Natural Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Speed Power Pool: Concealment Power Pool: Teleportation Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Spectral Wounds
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I do see you squeezed out a bit more recharge than my build. But I see no Stamina and no Numina/Mircale recoveries so I'm not sure how endurance efficient you'd be. Does this build allow perma Conserve Power? I hadn't really considered that avenue. If CP is perma here I could see that working. I just really liked the idea of Ice APP for Hibernate and the idea of adding Ice Storm into the fray of pseudo pets.
I don't find myself running out of endurance as it is and the updated build has even more +recovery. Besides, it is possible to completely summon ALL of the pets and have the endurance return before needing to resummon again. Because Illus/Storm has so much done by the pets you don't really have to do anything tiring except for resummoning them and doing some micro-management.
And on the odd occasions when you do need endurance you just carry a health supply of blues. Since your pets largely don't benefit from yellows and reds you really don't need to do anything but carry a few heals, some purples and a B/F or two.
Hey Tal_N
I notice that on your phantasm you've got the chance of +rech proc.
How does that work?
Is that a chance to get +rech (for you) anytime the phantasm attacks or only when you cast phantasm?
50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster
I tried it this weekend: Perma PA with Conserve Power and Phase Shift. Perhaps I am going into this build with too high of an expectation to handle at least +0/x8 settings, since I can do +2/x8 settings on my perma PA Illu/Rad/Fire and also with my SS/Fire/Elec brute with ease. Both of them have self healing and mez protection or resistance, neither of which my stormie has.
Phase Shift: Only usable for 30 seconds. Pets still attack but appear to do 0 damage until Phase ends. Hard cap of I believe 90(?) seconds before I can Phase again. Not sure I will keep this power and its pre-reqs. The only nice thing about this over Hibernate is that I can still move around.
Conserve Power: Appears to be no where near perma despite my high recharge. The downtime is very painful without Stamina or the Health IOs. Tornado and Thunderstorm are up very often and cost a lot of end, and PA is mandatory to preserve safety so I have to make sure I have enough end to cast it as well.
The tentative solution to this is to take Hibernate like I initially planned. I can heal, recover endurance, and have an emergency button available. I understand Hibernate also now suffers from the same 90(?) seconds hard cap that Phase does sadly, but overall I still think I personally will enjoy it over Conserve Power, and drop the Concealment pool to get Stamina and the Health IOs again.
Intitial impressions only. I will also consider taking the Psi APP for mez protection since apparently all the pets aren't keeping the foes off me enough. I absolutely hate having no self heal though...
Hey Tal_N
I notice that on your phantasm you've got the chance of +rech proc. How does that work? Is that a chance to get +rech (for you) anytime the phantasm attacks or only when you cast phantasm? |
Conserve Power: Appears to be no where near perma despite my high recharge. The downtime is very painful without Stamina or the Health IOs. Tornado and Thunderstorm are up very often and cost a lot of end, and PA is mandatory to preserve safety so I have to make sure I have enough end to cast it as well.
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Tal_N,
You are substantially missing out if you don't put the Contagious Confusion proc in Deceive. About 1/3 of the time, it will hit one or more additional foes if there are others in the area. You get an occational Mini-Mass Confusion just for using Deceive. All three of my level 50 Illusionists have it, as does my Ice/Storm in Arctic Air.
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
I find getting the most out of Conserve Power is a matter of timing. I generally use it in preparation of using powers with a high endurance cost. On my plant/storm, for example, I will reserve it for times when I'll be recasting Creepers, Thunderstorm, and Tornado in quick succession. I do supplement it with Stamina though.
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Hey Tal_N
I notice that on your phantasm you've got the chance of +rech proc. How does that work? Is that a chance to get +rech (for you) anytime the phantasm attacks or only when you cast phantasm? |
Its the same reason why I have the Build-Up proc in Phantom Army. All three have a chance to trigger the buff and all three benefit from it at the same time.
Tal_N, You are substantially missing out if you don't put the Contagious Confusion proc in Deceive. |
This is extremely endurance intensive at *any* time. There really are no spike times I can prepare for. It's a perma-spike, lol. |
I use the power for very specific targets and I found issues when it was an AoE that could effect multiple targets. For example, confusing Skyraider Forcefield Generators. With the AoE proc they may hit a nearby soldier who then decides to make it his mission in life to smash the FFG I'm using to buff myself. In general, there is little to be gained from mass confusion because all it does it eat EXP if you allow it to carry on too long. If the fight is ended quickly then you don't notice the loss but in general Illus/Storm doesn't struggle to deal with large spawns anyway.
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I was on a Lady Gray TF yesterday, and was confusing groups of Rikti, some of which were Guardians who would then cast AM on our team. I wasn't targetting Guardians, but I got some anyway. I used Deceive to mez the Clock King at the end of the first mish, and while I was building mag on him, all his little annoying minions were beating up on each other thanks to the proc -- until the King himself became confused, and he used his big Alpha Strike to wipe out most of his minions. (We were almost all level 50, so XP didn't matter. We were also trying a Master run, so safety mattered more than anything else. The tank didn't have to take the Alpha Strike from the AV that way.) I have no doubt that the frequent use of Deceive with that proc helped reduce the damage my team took and helped us kill groups faster.
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
While it is true that you have every power ready in the blink of an eye that doesn't mean you have to use them. Sometimes more is less, especially when many cause knockback. For example, you don't need hurricane and steamy mist all the time or even most of the time. Check out my videos on youtube, I rarely use either except for specific situations. If you watch my endurance bar you only see it drop low when I do a rapid resummon of my main pets.
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Conclusion: Very fun and enjoyable no-budget build overall and definitely worth the investment if this is your main and/or if you have boatloads of inf to spare on it.
For me personally, I prefer /Rad over /Storm when dealing with no budget IO builds. While both get to enjoy perma Hasten and PA, only /Rad gets the benefit of a self heal, mez resistance, minimal endurance issues, stronger debuffs and overall team-friendliness. With /Storm I had to constantly run behind walls, cast Phase, conserve endurance more than I would like to, and also hold back on teams quite a bit to avoid getting people annoyed with me throwing foes around all over the place with Tornado and such. Overall I had to sacrifice too much considering the amount of money invested. IMO I can still have a ton of fun with my Stormie on a much lower budget, so I think I will be using my two respecs to transfer the expensive IOs to other characters.
Thanks for the advice all.
Ìf the choice was between the no-brainer Illus/Rad where you don't have to think much about what you're doing and Illus/Storm then obviously Illus/Storm was gonna come out second because it is inherantly harder to play and has a learning curve. Personally thats why I love it so much, I don't like vegetating while I play. I prefer to be constantly adapting to the changing situation that Illus/Storm causes.
Ìf the choice was between the no-brainer Illus/Rad where you don't have to think much about what you're doing and Illus/Storm then obviously Illus/Storm was gonna come out second because it is inherantly harder to play and has a learning curve. Personally thats why I love it so much, I don't like vegetating while I play. I prefer to be constantly adapting to the changing situation that Illus/Storm causes.
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There's a difference between having 5 pets and 7. Ill/Rad doesn't get to cast Lightning Storm and Tornado and sit back (hiding in a hurricane protective wrap) and watch the pets do stuff. Ill/Rad has to be a little more active.
I like both sets. Neither one is a "no brainer" if played well. Ill/Storm is flashy and loud and chaotic. Ill/Rad is more flexible, more team-friendly and, in the long run, a little bit more powerful. The pet recharge nerf hurt Stormies a lot by reducing LS's attacks quite a bit.
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
Have actually knocked the dust off of mine and decided to io out my ill/storm for perma pa. Here is what I came up with, some advice and/or critique would be great. Trying to keep in mind you have to add the casting time into perma pa, this build (according to Mids) shows a 4 second down time adding in the 3 second casting time.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Jonnie Phantom: Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
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Level 1: Spectral Wounds Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(13), Entrpc-Heal%(17)
Level 1: Gale KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(43), KinCrsh-Rchg/KB(43), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(45), KinCrsh-Acc/Dmg/KB(50)
Level 2: Deceive CoPers-Conf(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Conf%(13)
Level 4: O2 Boost Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(5), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31)
Level 6: Swift Flight-I(A)
Level 8: Superior Invisibility LkGmblr-Rchg+(A)
Level 10: Snow Storm TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(11), TmpRdns-EndRdx/Rchg/Slow(11), TmpRdns-Rng/Slow(15), TmpRdns-Acc/Dmg/Slow(46)
Level 12: Hover LkGmblr-Rchg+(A)
Level 14: Fly Zephyr-ResKB(A)
Level 16: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 18: Phantom Army ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), RechRdx-I(25), ExRmnt-Acc/Dmg/Rchg(37), RechRdx-I(39)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-End%(25)
Level 22: Hasten RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Steamy Mist LkGmblr-Rchg+(A)
Level 26: Spectral Terror Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(39), Abys-Acc/Fear/Rchg(39)
Level 28: Freezing Rain Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Achilles-ResDeb%(37), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 30: Blind UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Acc/Rchg(31), UbrkCons-Hold(31), UbrkCons-Hold/Rchg(34), UbrkCons-EndRdx/Hold(34)
Level 32: Phantasm ExRmnt-Acc/Rchg(A), S'bndAl-Build%(33), ExRmnt-Acc/Dmg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Tornado AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(36), AnWeak-Acc/Rchg(36), AnWeak-DefDeb/EndRdx/Rchg(36), AnWeak-Acc/Rchg/EndRdx(37)
Level 38: Lightning Storm Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42)
Level 41: Indomitable Will LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), LkGmblr-Def(46)
Level 44: Mind Over Body S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46), S'fstPrt-ResKB(50)
Level 47: Psionic Tornado Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Combat Jumping LkGmblr-Rchg+(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
Level 0: Ninja Run
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Set Bonus Totals:
17% DamageBuff(Smashing)
17% DamageBuff(Lethal)
17% DamageBuff(Fire)
17% DamageBuff(Cold)
17% DamageBuff(Energy)
17% DamageBuff(Negative)
17% DamageBuff(Toxic)
17% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
3% Defense(Ranged)
3% Defense(AoE)
3.15% Max End
59% Enhancement(Accuracy)
2.75% Enhancement(Terrorized)
1.5% Enhancement(RunSpeed)
125% Enhancement(RechargeTime)
1.5% Enhancement(FlySpeed)
4% Enhancement(Heal)
1.5% Enhancement(JumpHeight)
1.5% Enhancement(JumpSpeed)
4% Enhancement(Confused)
5% FlySpeed
106.8 HP (10.5%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -11)
Knockup (Mag -11)
MezResist(Confused) 5%
MezResist(Held) 5%
MezResist(Immobilize) 7.75%
MezResist(Sleep) 5%
MezResist(Stun) 7.2%
MezResist(Terrorized) 7.2%
20% (0.33 End/sec) Recovery
42% (1.78 HP/sec) Regeneration
12.5% Resistance(Smashing)
10% Resistance(Lethal)
17.9% Resistance(Fire)
17.9% Resistance(Cold)
10% Resistance(Energy)
10% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
8% RunSpeed
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Set Bonuses:
Apocalypse
(Spectral Wounds)
16% (0.68 HP/sec) Regeneration
30.5 HP (3%) HitPoints
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Kinetic Crash
(Gale)
3% RunSpeed
2.5% Resistance(Smashing)
Knockback Protection (Mag -3)
6% (0.25 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Coercive Persuasion
(Deceive)
4% (0.07 End/sec) Recovery
4% Enhancement(Confused)
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Doctored Wounds
(O2 Boost)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Luck of the Gambler
(Superior Invisibility)
7.5% Enhancement(RechargeTime)
Tempered Readiness
(Snow Storm)
1.5% (0.03 End/sec) Recovery
1.5% Enhancement(Slow)
0.9% Max End
3.75% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Fly)
Knockback Protection (Mag -4)
Expedient Reinforcement
(Phantom Army)
Status Resistance 2.5%
3% DamageBuff(All)
6.25% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
19.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
Luck of the Gambler
(Steamy Mist)
7.5% Enhancement(RechargeTime)
Glimpse of the Abyss
(Spectral Terror)
2.75% Enhancement(Terrorized)
19.1 HP (1.88%) HitPoints
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Positron's Blast
(Freezing Rain)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Unbreakable Constraint
(Blind)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantasm)
Status Resistance 2.5%
3% DamageBuff(All)
6.25% Enhancement(RechargeTime)
10% Resistance(All)
Analyze Weakness
(Tornado)
10% (0.42 HP/sec) Regeneration
MezResist(Stun) 2.2%
3% DamageBuff(All)
11% Enhancement(Accuracy)
Decimation
(Lightning Storm)
MezResist(Immobilize) 2.75%
11.4 HP (1.13%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Indomitable Will)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)
Steadfast Protection
(Mind Over Body)
1.5% (0.03 End/sec) Recovery
15.3 HP (1.5%) HitPoints
3% Defense(All)
Knockback Protection (Mag -4)
Ragnarok
(Psionic Tornado)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Member of The Stoned Templars
"If you can't eat it or smoke it, I'm not paying $100 for it" - Cherry Cupcakes
To preface I realize some of my slotting may be seen as odd or questionable, like in Spectral Wounds. I have no budget issues so want to get a very powerful, potent, and fun build. The idea of this build is to keep Army out at all times while enjoying the awesome chaos Illusion/Storm offers. Will do some single targeting but will overall focus more on pets and AOEs. I already imagine endurance will be an issue so I took Ice APP for Hibernate to help out with that. Any suggestions/tweaks/etc would be appreciated
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: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Gale -- Acc-I(A)
Level 2: Spectral Wounds -- Apoc-Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(5), CoPers-Conf/EndRdx(7), CoPers-Conf%(7)
Level 6: Swift -- Flight-I(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(40)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(42), RedFtn-EndRdx(42)
Level 12: Hover -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(13), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Freezing Rain -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(40)
Level 18: Phantom Army -- S'bndAl-Build%(A), S'bndAl-Dmg/EndRdx(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Acc/Dmg(37)
Level 20: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(21), Mrcl-Rcvry+(21)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-ToHitDeb/EndRdx(27), DarkWD-Slow%(31)
Level 28: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(29), U'spkT-Acc/EndRdx(29), U'spkT-Fear/Rng(31), U'spkT-Acc/Fear/Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(34)
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)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-Dmg/EndRdx(36)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A)
Level 47: Ice Storm -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A)
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