Ill/Cold


Alef_infinity

 

Posted

I've made an Ill/Cold that I would like to eventually solo AVs with. I've been wanting to do this for some time but I'm still not sure on what sort of build I would need. I've seen some screenshots on the boards (not sure where) of it being done with Ill/Cold so I know it can be done with this combo. Thanks in advance for the help!


 

Posted

I'd avoid this route unless money is no object. The screens you have likely seen are mine. The build is easily pushing over $4 billion in aftermarket parts. The next level I plan on taking it to will likely push it closer to $10 billion. It takes a lot more than just a few bolt on parts and a bottle of nitrous for this build (ya I just watched fast and furious 4 again) to tear up the scene.

You can build an ill/rad that will be able to do all the same things and have a self heal for 1/10th to 1/4th the cost. Granted, it is about half as fast at it, but still.

If you have the funds and still want to proceed than post up a build and I (we) will gladly improve it from there. The key to the combo is maximum uptime of PA and ideally perma PA as cold itself doesn't have a lot of personal survivability compared to some other secondaries.


 

Posted

For whatever reason this combo is really fun for me to play and I really want to stick with it. Been playing for 3 years now and I've always wanted to be able to solo AVs and the like because to me it would make my toon really feel "super".

So here is my first attempt at a build. I was not able to make PA perma but I was able to softcap S/L (just barely). Here it is even though I'm sure its probably horrible lol.

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

Click this DataLink to open the build!

Jimmy: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg(3), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(7)
Level 1: Infrigidate -- ImpSwft-Dam%(A), ImpSwft-EndRdx/Rchg/Slow(7), ImpSwft-Rng/Slow(9), ImpSwft-Acc/EndRdx(9), ImpSwft-Dmg/Slow(11), ImpSwft-Acc/Slow(11)
Level 2: Blind -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(13), LgcRps-Acc/Sleep/Rchg(13), LgcRps-Acc/Sleep(15)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(17), CoPers-Conf/Rchg(17), CoPers-Conf(19)
Level 6: Snow Storm -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/EndRdx(21), CtlSpd-Rng/Slow(21), CtlSpd-Acc/Slow(23)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(19), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx(50)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Kick -- Empty(A)
Level 18: Phantom Army -- SvgnRt-PetResDam(A), SvgnRt-Acc(23), SvgnRt-Acc/Dmg/EndRdx(25), SvgnRt-Acc/EndRdx(25), SvgnRt-Dmg/EndRdx(31), SvgnRt-Acc/Dmg(31)
Level 20: Stamina -- EndMod-I(A)
Level 22: Arctic Fog -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(50), DefBuff-I(50)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Acc/Rchg(27), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(29), Abys-Fear/Rng(29)
Level 28: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(31), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(34)
Level 30: Benumb -- Acc-I(A), Acc-I(42), RechRdx-I(46), RechRdx-I(48)
Level 32: Phantasm -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Acc/Rchg(34), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Dmg(40)
Level 35: Sleet -- AnWeak-%ToHit(A), AnWeak-Acc/Rchg/EndRdx(36), AnWeak-DefDeb/EndRdx/Rchg(36), AnWeak-Acc/Rchg(36), AnWeak-Acc/DefDeb(37), AnWeak-DefDeb(37)
Level 38: Heat Loss -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod(40)
Level 41: Hibernate -- Numna-Regen/Rcvry+(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def(45), RedFtn-Def/EndRdx(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(46), RedFtn-Def/Rchg(46)
Level 47: Glacial Shield -- LkGmblr-Rchg+(A)
Level 49: Ice Shield -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 22.5% DamageBuff(Smashing)
  • 22.5% DamageBuff(Lethal)
  • 22.5% DamageBuff(Fire)
  • 22.5% DamageBuff(Cold)
  • 22.5% DamageBuff(Energy)
  • 22.5% DamageBuff(Negative)
  • 22.5% DamageBuff(Toxic)
  • 22.5% DamageBuff(Psionic)
  • 10.2% Defense(Smashing)
  • 10.2% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 8% Defense(Psionic)
  • 10.8% Defense(Melee)
  • 4.56% Defense(Ranged)
  • 3% Defense(AoE)
  • 90% Enhancement(RechargeTime)
  • 5% Enhancement(JumpSpeed)
  • 2.75% Enhancement(Terrorized)
  • 4% Enhancement(Confused)
  • 5% Enhancement(JumpHeight)
  • 4% Enhancement(Sleep)
  • 5% Enhancement(FlySpeed)
  • 20% Enhancement(Accuracy)
  • 5% Enhancement(RunSpeed)
  • 61 HP (6%) HitPoints
  • MezResist(Confused) 5.25%
  • MezResist(Held) 7.45%
  • MezResist(Immobilize) 13.5%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 9.65%
  • MezResist(Terrorized) 2.5%
  • 5.5% (0.09 End/sec) Recovery
  • 46% (1.95 HP/sec) Regeneration
  • 21.6% Resistance(Smashing)
  • 21.6% Resistance(Lethal)
  • 23.8% Resistance(Fire)
  • 23.8% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)



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Posted

If your plan is to solo single targets you have very little use for defense considering PA taunts. Focus on recharge for the overall build and especially make sure you have high recharge slotting in the powers you expect to be using a lot. Basically if spec wounds, blind, sleet, PA, HL, benumb aren't all slotted to the ED cap for recharge then you are consciously taking a performance hit.

You can squeeze 155% global rech (before hasten) out of the combo if you solely focus on recharge including purples and pvp IO's. You need 300% recharge in Phantom Army for them to be perma, though a bit more is nice as you only have 60% resistance to recharge debuffs, so if you get tagged by psy blasts or ice powers it could mean trouble. So the build peaks out at ~320% recharge (or a 4.2x modifier) with hasten and 95% rech slotting. If you need 300% for PA you can see how optimized you will need to make the build toward recharge.

I suggest having a read through Local Man's ill/rad guide. It has instructions on how to build a perma PA ill/rad, much of that information can be transferred to other illusion builds.


 

Posted

Am I headed in the right direction with this one?

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

Click this DataLink to open the build!

Jimmy: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- RechRdx-I(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(5), Apoc-Dmg(7)
Level 1: Infrigidate -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-Acc/Slow(40), TmpRdns-Acc/EndRdx(42), TmpRdns-Dmg/Slow(42), TmpRdns-EndRdx/Rchg/Slow(42)
Level 2: Blind -- UbrkCons-Hold(A), UbrkCons-EndRdx/Hold(7), UbrkCons-Acc/Rchg(9), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Hold/Rchg(11), RechRdx-I(11)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Conf(13), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15)
Level 6: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(17), TmpRdns-Acc/Slow(17), TmpRdns-Rng/Slow(34), TmpRdns-Dmg/Slow(34)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def/EndRdx(50)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Flash -- GladNet-Acc/EndRdx/Rchg/Hold(A), GladNet-EndRdx/Rchg/Hold(25), GladNet-Rchg/Hold(25), GladNet-Acc/Rchg(33), GladNet-Acc/Hold(33)
Level 18: Phantom Army -- RechRdx-I(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(21), RechRdx-I(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(50)
Level 22: Arctic Fog -- LkGmblr-Rchg+(A), EndRdx-I(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Acc/Rchg(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-EndRdx/Fear(29)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Benumb -- Acc-I(A), Acc-I(31), RechRdx-I(31), RechRdx-I(31), RechRdx-I(33)
Level 32: Phantasm -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Rechg/EndRdx(43), KinCrsh-Rchg/KB(43), KinCrsh-Acc/KB(45), KinCrsh-Dmg/KB(45)
Level 35: Sleet -- RechRdx-I(A), Ragnrk-Dmg/EndRdx(36), Ragnrk-Acc/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(37), Ragnrk-Dmg(37)
Level 38: Heat Loss -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod(40)
Level 41: Hibernate -- Mrcl-Rcvry+(A)
Level 44: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(46), Decim-Dmg/EndRdx(46), Decim-Acc/Dmg(46)
Level 47: Glacial Shield -- LkGmblr-Rchg+(A)
Level 49: Ice Shield -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 18% DamageBuff(Smashing)
  • 18% DamageBuff(Lethal)
  • 18% DamageBuff(Fire)
  • 18% DamageBuff(Cold)
  • 18% DamageBuff(Energy)
  • 18% DamageBuff(Negative)
  • 18% DamageBuff(Toxic)
  • 18% DamageBuff(Psionic)
  • 6.3% Max End
  • 2.5% Enhancement(Held)
  • 2.75% Enhancement(Terrorized)
  • 39% Enhancement(Accuracy)
  • 3% Enhancement(RunSpeed)
  • 4% Enhancement(Confused)
  • 3% Enhancement(FlySpeed)
  • 128.8% Enhancement(RechargeTime)
  • 3% Enhancement(JumpHeight)
  • 10% Enhancement(Range) (in PvP)
  • 3% Enhancement(JumpSpeed)
  • 95.4 HP (9.38%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 7.5% (in PvP)
  • MezResist(Held) 7.5% (in PvP)
  • MezResist(Immobilize) 12.5%
  • MezResist(Sleep) 7.5% (in PvP)
  • MezResist(Stun) 7.5% (in PvP)
  • MezResist(Terrorized) 7.5% (in PvP)
  • 16.5% (0.28 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 10% ResEffect(FlySpeed) (in PvP)
  • 10% ResEffect(RechargeTime) (in PvP)
  • 10% ResEffect(RunSpeed) (in PvP)
  • 2.5% Resistance(Smashing)
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 3% RunSpeed



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Posted

Illusion and Cold both excel at killing hard single targets, so this is a doable combo, altho as mentioned previously very expensive. Both sets are fun to play and very useful solo or on a team though. Cold Dom has a long reputation as an AV soloer among Defenders and Corruptors, so now that it's available to Controllers, pairing it with the go-to AV soloer, Illusion, seems effective.

One thing to keep in mind about Illusion is that the entirety of its AV soloing capability rests on the way AV AI works. Despite being nigh gods they are unable to figure out they can't damage Phantom Army. If there are updates in Going Rogue that makes AVs smarter it could be really painful. So far there have been no indications that a change is likely, but it's not impossible for it to happen, since AV AI up to this point has been pretty much baseline.

To give you a better idea of what I think an Ill/Cold would look like I've posted a build below. Note that this was not created with AV soloing in mind but as a comparison set to my existing Mind/Cold troller to compare effectiveness. It does not have perma-Phantom Army or perma-Hasten which are near requirements for AV soloing with Illusion. This means recharge, recharge, recharge is the way to build. You could make this build faster (and much more expensive) by slotting more purples. I also skipped Stamina since the comparison was between a Stamina-less Mind troller (it's possible to skip Stamina with that powerset because of how often you spam Confusion at low levels and by the time you get into AoE mezzes you generally have Heat Loss to compensate). My selection was also the Ice Armor APP, which I may or may not actually pick for soloing AVs.

Some specific things I'd change in your existing build:
- Slot Blind as an attack
- Drop the Fighting pool - not needed since you will be using the Phantom Army gambit
- You don't need as many enhancements in Spectral Terror. Possibly none. This power will not affect an AV. If this character were more for general use I'd consider telling you to put a Hami-O -ToHit in here, which is the only way to enhance the -ToHit of this power. AVs resist -ToHit so thoroughly I think it would be a waste here.
- Stamina needs more slots if you choose to take it (I think you will need it). Standard slotting is 1 endurance IO, 1 Performance Shift: Chance for +End, 1 Performance Shifter End Mod
- Move the Numina proc in Hibernate over to a second slot in Health if you decide to keep it. You want it proccing as often as possible.
- Franken-slot Sleet to get its recharge as low as you can. Fill out the rest of the slots with damage procs. One proc I always slot here is Achille's Heel: Chance for Resistance Debuff. It may be somewhat less useful for soloing AVs but is great in normal situations since the proc stacks with the power's already very large -30% resistance. A lot of people choose not to slot up the -Defense in this power, but I always do with Cold since anything that helps increase the hit-rate of Benumb and Heat Loss is a gem.
- Infrigidate is usually not a very useful power to slot up. I've tried it slotted many ways and never gotten much use out of it. You may do some math on AVs and find differently. I put one Accuracy in it and leave it at that--but my Mind builds are usually tighter than Illusion.


I hope that's helpful. My partial build is posted below, but again keep in mind it was built with different goals in mind.


[EDIT: I pulled the build for a minute after a quick check on it. It's way overslotted for +6.25% Recharge bonuses. Will take a quick look at it and see if I can post something more useful.]


 

Posted

Ok, here's a partially fixed build. I didn't do a lot of testing on this to look for additional duplicated bonuses, and it's kind of a mongrol compared to what I started with, but it may give you some ideas.



Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Beast 976: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(5), Decim-Dmg/Rchg(9), Decim-Acc/Dmg(11), Decim-Dmg/EndRdx(13), G'Wdw-EndRdx/Hold(25)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(3), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(5), CoPers-Conf%(7)
Level 4: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(13), Apoc-Dmg/EndRdx(27), Apoc-Dam%(31)
Level 6: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Dam%(15), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(23), Lock-%Hold(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(25)
Level 10: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Aid Other -- EndRdx-I(A)
Level 16: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-Dmg/EndRdx(21), ExRmnt-EndRdx/Dmg/Rchg(21), RechRdx-I(23)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), Aegis-ResDam/EndRdx(37), Aegis-ResDam(37), HO:Cyto(48), Ksmt-ToHit+(50)
Level 22: Snow Storm -- HO:Micro(A), HO:Micro(40)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- HO:Lyso(A)
Level 28: Benumb -- Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(34)
Level 30: Aid Self -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46)
Level 32: Phantasm -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExStrk-Dam%(34)
Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(36), LdyGrey-DefDeb/Rchg/EndRdx(36), LdyGrey-%Dam(36), RechRdx-I(40), ShldBrk-%Dam(40)
Level 38: Heat Loss -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod(50)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 44: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), LkGmblr-Def/EndRdx(48)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 4.5% Max End
  • 30% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 106.3% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 110.6 HP (10.9%) HitPoints
  • MezResist(Immobilize) 5.5%
  • MezResist(Terrorized) 2.2%
  • 21% (0.35 End/sec) Recovery
  • 78% (3.31 HP/sec) Regeneration
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 5% RunSpeed



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Quote:
Originally Posted by Oedipus_Tex View Post
One thing to keep in mind about Illusion is that the entirety of its AV soloing capability rests on the way AV AI works. Despite being nigh gods they are unable to figure out they can't damage Phantom Army. If there are updates in Going Rogue that makes AVs smarter it could be really painful. So far there have been no indications that a change is likely, but it's not impossible for it to happen, since AV AI up to this point has been pretty much baseline.
The only way this will ever become an issue is if it becomes an issue for tanks as well, or Castle decides to specifically nerf PA and the decoy. They attack PA and continue to attack PA despite you doing a lot more individual damage than each one because each of their attacks has this:
+27s Taunt (mag 4)
Additionally the decoy that Phantasm spawns attacks also do:
+13.5s Taunt (mag 4)

You won't strip agro off of them. You can and will pull agro on excess mobs though as they aren't particularly good at keeping the attention of more than a few.

As a comparison point tanker attacks do:
+13.5s Taunt (mag 4)
Tanker agro aura:
+13.5s to +16.875s Taunt (mag 4) *willpower aura is the exception at 1.25s.
And tanker taunt does:
41s Taunt (mag 4)

I don't know much about taunt mechanics, but I have a sneaking suspicion that PA can out taunt (as in pull agro off of the tanker or make it so the tank can't pull the agro off of PA) everything but actual taunt. Like I said though, I'm not sure on that front and haven't tested it.

Further to that Illusion provides a couple ways to lower your personal threat modifier, which decreases the chances of mobs taking a liking to the idea of you being a corpse.

As a side note the pet recharge nerf (as it was a nerf to far more pets than it buffed or fixed that we use) greatly reduced the ability for Phantasm to hold group agro. When he could be affected by recharge it always had a decoy ready to summon (sometimes even 2 out at once). The decoy aoe taunts with energy torrent. This really helped a set with relatively low aoe control protect a team. But it is what it is.


 

Posted

Quote:
Originally Posted by JimmyAISB View Post
Am I headed in the right direction with this one?
Yes you are. You may have taken my comment about ensuring you slot for recharge in key powers a little too literally though

For instance, 5 pieces of the Apoc set gets you 89.9% rech in the power. ED 'cap' is 95%
Slotting a rech IO on top of that exceeds the ED cap, but in all likelyhood will be far more beneficial to either place that slot elsewhere or stick another proc in it.

In the case of spec wounds I hope you brought your sugar-daddy because the only other proc you can place in it is the pvp dam proc, which runs about 800M !

Same thing for sleet. That extra rech IO shaves 0.4 sec off, but would probably be better served with an achilies -res proc.

Blind, same deal, either get another proc in there, or use the 6th slot for the apoc Dam IO and use the other 5 pieces of Apoc in Spec wounds. Ideally you'll slot blind as an attack though. Nothing, and I mean nothing, survives long enough for it to be of use as a hold (the things that do live long enough have AV level hold protection, this includes most late game EBs). You may find to get the recharge you need that you have to slot blind as you have, which is fine. You honestly don't use it on hard targets very often and anything else it is just used to set up containment.

Regarding Infrig and Snowstorm. You may find you end up using them very rarely. I honestly can count on one hand the number of times I use infrig per week. It's a good power, but you kill so fast, why bother? I don't have snowstorm. Same deal, decent power, but why bother? If you do keep them they don't need much slotting to perform well. You may find you can net better global recharge returns from other powers as the slow set has very paltry bonuses (3.75 is very low).

Hasten only needs 2 slots when you have extreme global rech. There is little purpose having it recharge before it expires.

Last but not least, you have 6 lotg+rech slotted. The last one is of no benefit as the set bonuses cap at 5. Worth noting though is that basilisk gaze and the pvp heal set that offer the same 7.5% bonus do not conflict with Lotg, so you can have 5 of each if you wanted for a total of 70% if you found room for them all.

the great thing about pvp IO's (heals in this case) is that aside from costing nearly 2billion for 5 pieces (ok that part isn't so great), is that they also work at all levels just like purples. If you spring for lvl 25lotg's you can have a beastly build even when exemp'ing. But again, I have little doubt this is one of the most expensive builds you can put together in the game if you push it. The build I'm working toward next has 100% global rech all the way down to lvl 22.


 

Posted

Quote:
Originally Posted by Frosticus View Post
Yes you are. You may have taken my comment about ensuring you slot for recharge in key powers a little too literally though

For instance, 5 pieces of the Apoc set gets you 89.9% rech in the power. ED 'cap' is 95%
Slotting a rech IO on top of that exceeds the ED cap, but in all likelyhood will be far more beneficial to either place that slot elsewhere or stick another proc in it.

In the case of spec wounds I hope you brought your sugar-daddy because the only other proc you can place in it is the pvp dam proc, which runs about 800M !

Same thing for sleet. That extra rech IO shaves 0.4 sec off, but would probably be better served with an achilies -res proc.

Blind, same deal, either get another proc in there, or use the 6th slot for the apoc Dam IO and use the other 5 pieces of Apoc in Spec wounds. Ideally you'll slot blind as an attack though. Nothing, and I mean nothing, survives long enough for it to be of use as a hold (the things that do live long enough have AV level hold protection, this includes most late game EBs). You may find to get the recharge you need that you have to slot blind as you have, which is fine. You honestly don't use it on hard targets very often and anything else it is just used to set up containment.

Regarding Infrig and Snowstorm. You may find you end up using them very rarely. I honestly can count on one hand the number of times I use infrig per week. It's a good power, but you kill so fast, why bother? I don't have snowstorm. Same deal, decent power, but why bother? If you do keep them they don't need much slotting to perform well. You may find you can net better global recharge returns from other powers as the slow set has very paltry bonuses (3.75 is very low).

Hasten only needs 2 slots when you have extreme global rech. There is little purpose having it recharge before it expires.

Last but not least, you have 6 lotg+rech slotted. The last one is of no benefit as the set bonuses cap at 5. Worth noting though is that basilisk gaze and the pvp heal set that offer the same 7.5% bonus do not conflict with Lotg, so you can have 5 of each if you wanted for a total of 70% if you found room for them all.

the great thing about pvp IO's (heals in this case) is that aside from costing nearly 2billion for 5 pieces (ok that part isn't so great), is that they also work at all levels just like purples. If you spring for lvl 25lotg's you can have a beastly build even when exemp'ing. But again, I have little doubt this is one of the most expensive builds you can put together in the game if you push it. The build I'm working toward next has 100% global rech all the way down to lvl 22.
Wow looks like I still have quite a bit of work to do on this build! Thank you so much for all the help!

Here is another attempt...

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

Click this DataLink to open the build!

Jimmy: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Spectral Wounds -- GJ-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(5), Apoc-Dmg(7)
Level 1: Infrigidate -- Empty(A)
Level 2: Blind -- UbrkCons-Hold(A), UbrkCons-EndRdx/Hold(7), UbrkCons-Acc/Rchg(9), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Hold/Rchg(11), Apoc-Dam%(11)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Conf(13), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15)
Level 6: Snow Storm -- Empty(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Flash -- GladNet-Acc/EndRdx/Rchg/Hold(A), GladNet-EndRdx/Rchg/Hold(25), GladNet-Rchg/Hold(25), GladNet-Acc/Rchg(33), GladNet-Acc/Hold(33)
Level 18: Phantom Army -- RechRdx-I(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-+Res(Pets)(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(50)
Level 22: Arctic Fog -- LkGmblr-Rchg+(A), RedFtn-Def(23), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(50)
Level 24: Stimulant -- Empty(A)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Acc/Rchg(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-EndRdx/Fear(29)
Level 28: Aid Self -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(34), Panac-Heal/Rchg(34), Panac-EndRdx/Rchg(37), Panac-Heal/EndRedux(40)
Level 30: Benumb -- Acc-I(A), Acc-I(31), RechRdx-I(31), RechRdx-I(31), RechRdx-I(33)
Level 32: Phantasm -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Rechg/EndRdx(43), KinCrsh-Rchg/KB(43), KinCrsh-Acc/KB(45), KinCrsh-Dmg/KB(45)
Level 35: Sleet -- Achilles-ResDeb%(A), Ragnrk-Dmg/EndRdx(36), Ragnrk-Acc/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(37), Ragnrk-Dmg(37)
Level 38: Heat Loss -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod(40)
Level 41: Fissure -- Empty(A)
Level 44: Seismic Smash -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(45), Hectmb-Dmg/Rchg(46), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(46)
Level 47: Glacial Shield -- LkGmblr-Rchg+(A)
Level 49: Ice Shield -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 20% DamageBuff(Smashing)
  • 20% DamageBuff(Lethal)
  • 20% DamageBuff(Fire)
  • 20% DamageBuff(Cold)
  • 20% DamageBuff(Energy)
  • 20% DamageBuff(Negative)
  • 20% DamageBuff(Toxic)
  • 20% DamageBuff(Psionic)
  • 2.25% Max End
  • 17.5% Enhancement(Range) (in PvP)
  • 54% Enhancement(Accuracy)
  • 130% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 2.5% Enhancement(Held)
  • 2.75% Enhancement(Terrorized)
  • 99.2 HP (9.75%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 12.5% (in PvP)
  • MezResist(Held) 12.5% (in PvP)
  • MezResist(Immobilize) 16.9%
  • MezResist(Repel) 1000% (10% chance, in PvP)
  • MezResist(Sleep) 12.5% (in PvP)
  • MezResist(Stun) 12.5% (in PvP)
  • MezResist(Terrorized) 12.5% (in PvP)
  • 20% (0.33 End/sec) Recovery
  • 52% (2.21 HP/sec) Regeneration
  • 10% ResEffect(FlySpeed) (in PvP)
  • 10% ResEffect(RechargeTime) (in PvP)
  • 10% ResEffect(RunSpeed) (in PvP)
  • 14.1% Resistance(Smashing)
  • 11.6% Resistance(Lethal)
  • 20.1% Resistance(Fire)
  • 20.1% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 3% RunSpeed



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Posted

Scratch that last build I posted, working on a much better one (I think) and should have it posted soon.


 

Posted

Just playing with Mids I came up with this build that gives perma PA and perma Benumb without the use of PvP IOs.

I've never played one of these so I don't know if it would be any good.



Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fitness
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/Rchg(17), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21)
Level 1: Infrigidate -- EndRdx-I(A)
Level 2: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(9)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(5), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(7), CoPers-Conf%(7)
Level 6: Ice Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(40), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: Glacial Shield -- LkGmblr-Rchg+(A), RedFtn-Def(27), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Stimulant -- EndRdx-I(A)
Level 18: Phantom Army -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), RechRdx-I(46)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(42), Abys-Acc/EndRdx(43), Abys-Fear/Rng(43), Abys-Acc/Fear/Rchg(43)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(46)
Level 30: Stamina -- P'Shift-End%(A), EndMod-I(50)
Level 32: Phantasm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
Level 35: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Heat Loss -- EndRdx-I(A), EndMod-I(50)
Level 41: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(46)
Level 44: Ice Blast -- EndRdx-I(A)
Level 47: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(13)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 4% Enhancement(Confused)
  • 4% Enhancement(Heal)
  • 2.75% Enhancement(Terrorized)
  • 48% Enhancement(Accuracy)
  • 130% Enhancement(RechargeTime)
  • 3373 HP (331.7%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Immobilize) 8.8%
  • MezResist(Terrorized) 2.2%
  • 16.5% (0.28 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 12.9% Resistance(Fire)
  • 12.9% Resistance(Cold)
  • 3% RunSpeed



Code:
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Posted

How about this build? Its .5 seconds away from perma PA, is that going to be a problem?



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: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(5)
Level 1: Infrigidate -- Empty(A)
Level 2: Blind -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), GJ-Dam%(11)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Conf(13), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15)
Level 6: Flash -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(7), UbrkCons-Acc/Rchg(40), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Hold/Rchg(42)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(17), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27)
Level 10: Hurdle -- Jump-I(A)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(27), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(37)
Level 14: Health -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(21), ExRmnt-Acc/Dmg/Rchg(21), RechRdx-I(23)
Level 20: Stamina -- EndMod-I(A)
Level 22: Ice Shield -- LkGmblr-Rchg+(A)
Level 24: Stimulant -- Empty(A)
Level 26: Spectral Terror -- Fear-I(A)
Level 28: Benumb -- Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(31)
Level 30: Aid Self -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(43), Panac-Heal/Rchg(43), Panac-EndRdx/Rchg(46), Panac-Heal/EndRedux(46)
Level 32: Phantasm -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Rchg/KB(33), KinCrsh-Acc/KB(34), KinCrsh-Dmg/KB(34)
Level 35: Sleet -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Dmg(37), Achilles-ResDeb%(37)
Level 38: Heat Loss -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod(40)
Level 41: Hibernate -- Numna-Regen/Rcvry+(A)
Level 44: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Frost Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 17.5% DamageBuff(Smashing)
  • 17.5% DamageBuff(Lethal)
  • 17.5% DamageBuff(Fire)
  • 17.5% DamageBuff(Cold)
  • 17.5% DamageBuff(Energy)
  • 17.5% DamageBuff(Negative)
  • 17.5% DamageBuff(Toxic)
  • 17.5% DamageBuff(Psionic)
  • 4.5% Max End
  • 4% Enhancement(Confused)
  • 7.5% Enhancement(Range) (in PvP)
  • 39% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 130% Enhancement(RechargeTime)
  • 80.1 HP (7.88%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 7.5%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 17.4%
  • MezResist(Repel) 1000% (10% chance, in PvP)
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 9.7%
  • 18.5% (0.31 End/sec) Recovery
  • 52% (2.21 HP/sec) Regeneration
  • 4.08% Resistance(Smashing) (in PvP)
  • 1.58% Resistance(Lethal) (in PvP)
  • 10.4% Resistance(Fire)
  • 10.4% Resistance(Cold)
  • 3% RunSpeed



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Posted

Quote:
Originally Posted by JimmyAISB View Post
Its .5 seconds away from perma PA, is that going to be a problem?
No it shouldn't be. You can technically have perma PA if your recharge time is down to 63 seconds, however doing so will not give the new PA enough time to grab aggro. In your case you will be able to recast PA as the first of the three phantoms disappears.


 

Posted

Quote:
Originally Posted by Pyrotechtor View Post
Just playing with Mids I came up with this build that gives perma PA and perma Benumb without the use of PvP IOs.

I've never played one of these so I don't know if it would be any good.
Short answer is no, it wouldn't be any good.

Longer answer is that you pair ill with cold because cold is the best debuffer available to trollers and debuffers are the only way to improve PA. The second reason is because PA offers you the safety to go all out improving the recharge of cold powers without worry of personal mitigation.
So having an unenhanced PA, HL, Sleet, Benumb (it rolls a tohit check) is entirely going in the wrong direction.
You don't roll ill/cold to see if you can perma PA, that is fairly easy to do. You roll ill/cold to see if you can perma PA and make one of the most damaging toons in the game all at the same time.

Quote:
Originally Posted by saltyhero13 View Post
No it shouldn't be. You can technically have perma PA if your recharge time is down to 63 seconds, however doing so will not give the new PA enough time to grab aggro. In your case you will be able to recast PA as the first of the three phantoms disappears.
Negative. You need it to be at 60 seconds to have the first one coming out as the last disappears. You will always have a tiny gap though even if you are at recharge cap because summoning them cancels the existing ones.

Quote:
Originally Posted by JimmyAISB View Post
How about this build? Its .5 seconds away from perma PA, is that going to be a problem?
Yes/no/maybe so. The longer you are waiting on PA after they despawn the longer you have to get whacked. Is an extra half second much of a worry? maybe not, but it does give more time for your target to start coming after you and it will make it a bit harder for PA to regrab agro without the risk of you getting tagged first
Fight someone like Synapse and you'll quickly see why extra delays are bad as he can run halfway across a map in 1 second to start beating on you and he'll happily one shot you with thunderstrike (two packets of damage so yes it can one shot you from full health).

But in general against most things that half second won't make or break the deal.

As a side note, I personally don't like kin crash in Phantasm. I prefer 4 piece of expedient reinforcement + 1 explosive proc (if you can fit it). But the decision is yours as to whether the extra 1.25% rech is worth the two slots.


 

Posted

*Both of these builds are highly individualized to what I like and want. I'm not claiming this is the best way to put together an ill/cold, but it is doing a great job for what I want it to do.

This is the build I'm playing with right now
What I don't like:
-blind slotting. I'd rather have it as a pure attack
-I'm waiting on my bids for pvp heal sets
-more than 2 AV's at once is a challenge, and I can't fight more than 3. Lord Recluse is ruining me.
What I do like:
unlimited endurance.
Insane damage. I killed a rikti pylon in 112 seconds the other day and that is with sleet being bugged and not stacking most of the time... I'm killing easy AV's in just over 2 min. I can spam the heck out of sleet on teams and I still have my shields to buff them with.
I can play safe-ish and stay at range the whole time because I have stamina.

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This is the build I'm respec'ing in to asap (I have everything, but I think I ran out of vet respec's so I need to run one of the trials).
Things I like:
almost no difference in offensive potential (tiny losses, but will hopefully be compensated by a better blind)
massive survivability increase
blind is better than before
80% slow/rech protection
Things I don't like:
no stamina. I wouldn't go this route unless you are very comfortable with the build and know what you are doing and accept the limitations this puts on you.
No shields for teams
I'm still waiting for my pvp heal sets.

For the future. Arc Fog is getting fixed, so that it protects against typed def too. At that stage I plan to pick up a pvp def proc and have the build just shy of s/l softcap. In the meantime spec terror fills the gap vs mobs and does a decent job filling the gap vs AV's even with their resistance to debuffing.
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This last build is by far the most FUN. Stone mastery is crazy and Seismic Smash does things to this toon that are almost a sin it is so powerful. Lets just say that the better job you do eliminating healback the faster you kill things. Smash lets you avoid healback on some bosses...Standing in melee range all the time though is not a good idea if you want to take on bigger stuff.
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Posted

Quote:
Originally Posted by Frosticus View Post
Negative. You need it to be at 60 seconds to have the first one coming out as the last disappears. You will always have a tiny gap though even if you are at recharge cap because summoning them cancels the existing ones.
You're right Frosty. The power doesn't begin charging until the last phantom is summoned. I just tested this on my live build. I forgot about the new summons canceling the old PA as well. Even sub 60 recharge results in a gap as stated. The other factor remains that they wont have aggro immediately, even if its only for a few seconds


 

Posted

So, I just started on an Ill/Cold myself, and thought I'd take a look at Mids... This is what I came up with:

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: Cold Domination
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds

  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (3) Thunderstrike - Damage/Endurance: Level 50
  • (5) Thunderstrike - Damage/Recharge: Level 50
  • (5) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (11) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (13) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 1: Infrigidate
  • (A) Shield Breaker - Chance for Lethal Damage: Level 30
  • (50) Shield Breaker - Accuracy/Defense Debuff: Level 30
Level 2: Blind
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (3) Basilisk's Gaze - Recharge/Hold: Level 30
  • (13) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (17) Thunderstrike - Accuracy/Damage: Level 50
  • (17) Thunderstrike - Damage/Recharge: Level 50
  • (31) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 4: Deceive
  • (A) Malaise's Illusions - Chance of Damage(Psionic): Level 50
  • (7) Malaise's Illusions - Accuracy/Confused/Recharge: Level 50
  • (40) Malaise's Illusions - Accuracy/Recharge: Level 50
  • (43) Malaise's Illusions - Endurance/Confused: Level 50
Level 6: Flash
  • (A) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50
  • (7) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50
  • (43) Ghost Widow's Embrace - Accuracy/Recharge: Level 50
  • (46) Ghost Widow's Embrace - Endurance/Hold: Level 50
Level 8: Snow Storm
  • (A) Pacing of the Turtle - Accuracy/Slow: Level 50
  • (9) Pacing of the Turtle - Range/Slow: Level 50
  • (9) Pacing of the Turtle - Accuracy/Endurance: Level 50
  • (43) Pacing of the Turtle - Chance of -Recharge: Level 50
Level 10: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (11) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50
  • (42) Luck of the Gambler - Defense/Recharge: Level 50
  • (42) Luck of the Gambler - Endurance/Recharge: Level 50
  • (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 12: Swift
  • (A) Run Speed IO: Level 50
Level 14: Health
  • (A) Numina's Convalescence - Heal: Level 50
  • (15) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (15) Regenerative Tissue - +Regeneration: Level 30
Level 16: Hover
  • (A) Karma - Knockback Protection: Level 30
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (19) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (19) Expedient Reinforcement - Damage/Endurance: Level 50
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (48) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
Level 20: Stamina
  • (A) Endurance Modification IO: Level 50
  • (21) Endurance Modification IO: Level 50
  • (21) Endurance Modification IO: Level 50
Level 22: Group Invisibility
  • (A) Defense Buff IO: Level 50
  • (23) Recharge Reduction IO: Level 50
  • (23) Recharge Reduction IO: Level 50
Level 24: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (25) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 26: Spectral Terror
  • (A) Recharge Reduction IO: Level 50
  • (27) Recharge Reduction IO: Level 50
Level 28: Benumb
  • (A) Accuracy IO: Level 50
  • (29) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Phantasm
  • (A) Blood Mandate - Accuracy/Damage: Level 50
  • (33) Blood Mandate - Damage/Endurance: Level 50
  • (33) Blood Mandate - Accuracy/Endurance: Level 50
  • (33) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (34) Blood Mandate - Accuracy: Level 50
  • (34) Blood Mandate - Damage: Level 50
Level 35: Sleet
  • (A) Shield Breaker - Chance for Lethal Damage: Level 30
  • (36) Shield Breaker - Defense Debuff: Level 30
  • (36) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
  • (36) Positron's Blast - Accuracy/Damage: Level 50
  • (37) Positron's Blast - Damage/Recharge: Level 50
  • (37) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 38: Heat Loss
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (39) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (39) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (40) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (40) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 41: Assault
  • (A) Endurance Reduction IO: Level 50
Level 44: Tactics
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (45) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
  • (45) Adjusted Targeting - Endurance/Recharge: Level 50
  • (46) Adjusted Targeting - To Hit Buff/Endurance: Level 50
  • (46) Adjusted Targeting - Recharge: Level 50
Level 47: Hibernate
  • (A) Recharge Reduction IO: Level 50
  • (48) Healing IO: Level 50
  • (48) Endurance Modification IO: Level 50
Level 49: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed: Level 30
  • (50) Luck of the Gambler - Defense: Level 50
  • (50) Luck of the Gambler - Defense/Endurance: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 4.69% Defense(Fire)
  • 4.69% Defense(Cold)
  • 12.8% Defense(Energy)
  • 12.8% Defense(Negative)
  • 14.4% Defense(Ranged)
  • 6.56% Defense(AoE)
  • 2.25% Max End
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(JumpSpeed)
  • 31.3% Enhancement(RechargeTime)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(JumpHeight)
  • 34% Enhancement(Accuracy)
  • 2.5% Enhancement(Confused)
  • 4% FlySpeed
  • 53.4 HP (5.25%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 12.5%
  • MezResist(Held) 15.3%
  • MezResist(Immobilize) 12.5%
  • MezResist(Sleep) 15.3%
  • MezResist(Stun) 14.2%
  • MezResist(Terrorized) 12.5%
  • 19% (0.32 End/sec) Recovery
  • 52% (2.21 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.6% Resistance(Fire)
  • 11.6% Resistance(Cold)
  • 11.3% Resistance(Energy)
  • 11.3% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 13.1% Resistance(Psionic)
  • 9% RunSpeed




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I could theoretically swap Group Invisibility for Maneuvers and squeeze another 4% or so defense out of it, plus some more set bonuses, but I'm honestly not sure if it's even worth it. Phantom Army isn't perma, but it just so happens that I'll be without it for 28.8 seconds and if they drop while in combat (IE: AV fight or something), Hibernate just happens to last 30 seconds. Coincidence? I think not. I'll also be without Hasten for 29.8 seconds, but that just goes back to Hibernate, if I just CAN'T live without Hasten for 30 seconds. I'm open to suggestions, of course.


 

Posted

So after looking over the Illusion guides and following closely to the Stone Mastery build Frosticus put up I've come up with this.

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

Click this DataLink to open the build!

Sleet Specter: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), GJ-Dam%(7)
Level 1: Infrigidate -- Achilles-ResDeb%(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(9), Decim-Build%(11)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Conf%(11), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19)
Level 6: Super Speed -- Run-I(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(15), RedFtn-EndRdx(15), RedFtn-EndRdx/Rchg(17)
Level 10: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Dam%(21), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(31)
Level 12: Hurdle -- Jump-I(A)
Level 14: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(23), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-Dmg/EndRdx(25), S'bndAl-Build%(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27)
Level 22: Arctic Fog -- LkGmblr-Rchg+(A), S'fstPrt-ResKB(34)
Level 24: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(34), Abys-Acc/EndRdx(37), Abys-Acc/Fear/Rchg(37), Abys-Dam%(40)
Level 28: Benumb -- Acc-I(A), RechRdx-I(43), RechRdx-I(43), RechRdx-I(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), HO:Nucle(50)
Level 35: Sleet -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36), Ragnrk-Knock%(37), Achilles-ResDeb%(46)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Fissure -- Amaze-Stun(A), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(42), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(43), FrcFbk-Rechg%(50)
Level 44: Seismic Smash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(46)
Level 47: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run



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Possibly the most expensive build I've ever even considered trying, it somehow ended up with nearly 100% more recharge than the sample build it was based on... if I messed something up or if there's anything I can do to improve and possibly (hopefully) cut down on cost of this can someone let me know?


 

Posted

Wow, that will be expensive. I hate to see the Stun set in Fissure when it should get Damage, but I see why you did it.

In Phantom Army, you might want to consider replacing the Dam/End with the Soulbound Dam/Rech.


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

One thing to be aware of: your build might have the +recharge proc toggled on in Mids (and possibly the buildup proc too). This will result in it counting their buffs into your stats, thus the extra 100% recharge over the build you based it on.


 

Posted

Ah, did not notice that it was counting the procs. You are correct, thank you.

Noted the change in PA slotting and realized, though harder to get, the second Soulbound provides a better bonus both from the enhancement and from the set. Has been changed.

Even without the proc this build has Hasten pera iteself and PA is off by exactly .1 seconds... of course it's got 5 purple sets, 5 LotGs, and more money than sense dropped into it.

So I have a question. Does anyone have a cheap build to get me going and moving on while I put together the money and drops for this crazy one? I usually build a pure non-set IO build cause it's fairly cheap to run on and replace those over time with sets that I collect. I'm not sure how effective a non-set IO build would be for this combination though, so any thoughts?