Master of - A hero's hero
You need it at 60 seconds even. A bit faster rech is nice if you hesitate or get stuck in another animation when they start dropping because they will be up before that happens. That way you can always be sure that they have minimal time losing agro.
When you start taking on really hard targets you learn to cast phantasm at the right time so that his decoy holds agro during the period that PA loses it. You have to time it because Phantasm will rush into melee and die several seconds later. And while his decoy doesn't despawn upon his death it is something that takes a bit of practice. Hopefully it will eventually get sorted out and he will go back to being a ranged pet. |
Thanks for the input, folks. I've read and re-read Local's guide, but somehow I missed that tidbit of info. I guess I'll just get as much recharge as I can and be happy with that. A purple or two can go a long way to making up for any deficiencies in recharge, I suppose.
may have to try this on my plant/rad, I've tried her against a few GMs and the results have been good, but without PA to tank AVs are going to be tricky, suspect I've have to play well and get lucky for 0 deaths
build for comparrison
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edit: forgot to mention that that plant/rad build runs at 188.5% global recharge, and only has 3 LotGs in it, so without AM (30%) and adding 2 more LotGs (15%) over 170% is acheivable for non rad builds which will only be just off perma hasten (1 or 2 sec down time)
Legion of Valor / Fallen legion
Victory
Phantom Army has a 60 second recharge, but there is a 3 second period when the three phantoms are summoned, and three seconds at the end when they blink out one by one. Thus, a lot of folks feel that recharge of 63 seconds is good enough, as you can re-cast just as the third Phantom is disappearing.
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If you have enough recharge to force the despawn then you just have the 1.13 seconds that it normally takes from despawn to the first one being out.
63 second recharge will give you a bit over 4 seconds of downtime.
You require 302% recharge to have perma PA, but they will always have 1.13 seconds of not being active and even longer before they grab agro again as they need to cast an attack and have it hit.. I currently have 1.39 seconds of inactivity. I can tell a tiny difference from when I had 303.6% rech behind them, but in practice it doesn't seem to matter.
Very impressive.
Would you mind sharing your build? I tried to squeeze the 155% rech, with softcapped sm/leth, most I could muster was around 125%. |
I don't sweat the softcapped S/L, since you have the PA and the Phantasm and Decoy. I get my S'L up to about 27% and pop a purple if needed, keeping the emphasis on recharge primarily. I've solo'd the GMs and AVs, including STF Recluse, with the 27% and it works.
Yeah, I soon realized you should have two or more PA to tank Recluse. 1 PA earned me some debt. But, hey, I was able to pull it off and debt goes away. |
may have to try this on my plant/rad, I've tried her against a few GMs and the results have been good, but without PA to tank AVs are going to be tricky, suspect I've have to play well and get lucky for 0 deaths
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Zero deaths wasn't easy. At least not with inspirations shut off too. It took me 3 attempts and while I wasn't desperately wanting hibernate to come up sooner, it did get a fair amount of use on some of the missions where they attack with things I'm not well protected against. The first time Neuron killed me due to stupidity. There was three x8 spawns in the one room and phantasm agro'd the AV and promptly died. I watched it happen and knew he was going to transfer it on to me. PA was currently occupied with the other spawns and he two shot me. I knew I should have fallen back. The second time Malaise killed me as I attacked a member of his spawn that was bordering another and I thought was part of the original. He slept, then held, then killed me while PA dealt with the original spawn. That second one hurt as it was really far in to the arc.
will also have to try to perma PA on my ill/sonic and see if it can build up enough -res to be able to solo AVs or GMs without any -regen |
edit: forgot to mention that that plant/rad build runs at 188.5% global recharge, and only has 3 LotGs in it, so without AM (30%) and adding 2 more LotGs (15%) over 170% is acheivable for non rad builds which will only be just off perma hasten (1 or 2 sec down time) |
I see your point about the self heal. My Ill Rad has it, which is likely why I don't sweat it when I get tagged for half health as my PA grabs aggro.
You might want to confirm this on live. My build has them recharging in 59.955 seconds. The third one despawns 0.26 seconds before the power begins activating.
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I just ran a few test on live using Herostats to make sure there haven't been any stealth changes. So essentially PA lasts ~63 seconds even though the 60 duration timer starts as soon as the power is activated. Even with sub 60 recharge a recast of PA causes the old spawn to disappear leaving a perceived gap as the new army zones in an grabs aggro.
There was a very long thread about this some time back that proved you can have perma PA by breaking 63 second recharge.
So, it's a matter of the visual not neccessarily matching the powerset (like auras and "weapon redraw" misunderstanding), or giving a different impression?
So, it's a matter of the visual not neccessarily matching the powerset (like auras and "weapon redraw" misunderstanding), or giving a different impression?
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There is nothing wrong with the duration of the power or the animation. Each member of the Phantom Army exists for only 60 seconds. So the duration is correct. However they are materialized into existence (or imagination ) at roughly one second staggered intervals. It takes them roughly one second to dematerialize as well.
What I observed while running Herostats is that the 60 second duration timer starts upon power activation. During the first 3.3 seconds the Phantom Army materializes one at a time (roughly one every second). At this point 56.6 seconds remain on the duration. At exactly 60 seconds the first summons begins to disappears with an additional member vanishing roughly every second after that.
Now when PA is overlapped with enough recharge (sub 60 seconds) all members of the first army despawn at once. It takes about a second for the first phantom of the new summons to appear.
Regardless, the bottom line is that you only need PA at 63 seconds recharge to effectively make it perma. Even with overlapping recharge you will still have the same gap as if you were at 63 seconds (if the power is toggled and placed before its charged). Arcana time (server ticks) will increase the gap if the power is not activated before its charged.
Local_man (I think it was you) dropped a great tip on how to deal with the gap. Re-summon Phantasm. With the right timing he will respawn his decoy. This is one of the best way besides phasing to deal with the gap. Just be careful, the decoys taunt/threat isn't as strong as PA's from my observations.
Sorry didn't realize this thread had a bunch of info added at the end.
For the record, what I said about PA's recharge is correct as I proved in this thread using actual math and testing rather than made up stuff:
http://boards.cityofheroes.com/showthread.php?t=228436
Local_man (I think it was you) dropped a great tip on how to deal with the gap. Re-summon Phantasm. With the right timing he will respawn his decoy. This is one of the best way besides phasing to deal with the gap. Just be careful, the decoys taunt/threat isn't as strong as PA's from my observations.
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As for the duration of PA . . . frankly, I haven't tested it. I was just repeating the "general wisdom" that has been repeated on the boards for a long time. I have never had less than 206% Recharge on my Perma PA build, so I haven't tested whether a lower amount is OK.
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
There are several ways to deal with it. One of them is to re-cast Phanty about 10 seconds before PA despawn, as the first thing Phanty does is cast his Decoy. Another is to use a hiding place out of line of sight. Cast PA near the target while the Target can't see you. Sometimes you can get away with being behind the Target . . . by the time he finds you, a fresh trio of PA will have already gotten his attention. (It helps if you don't fire off an attack just as PA are despawning.)
As for the duration of PA . . . frankly, I haven't tested it. I was just repeating the "general wisdom" that has been repeated on the boards for a long time. I have never had less than 206% Recharge on my Perma PA build, so I haven't tested whether a lower amount is OK. |
Most targets you just put an obstacle between you and cast PA in the line of their path over to you. PA will almost always grab agro before they reach you. Not with synapse though heh.
While not perma PA's (but pretty close), I must say I love my Ill/Cold......and my Ill/Therm.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I must admit that when it comes to an Illusion doing anything it'll take a 3 AV at once fight to impress me. I would be impressed with two done together. This is simply because the pets hold onto aggro. I'd pretty much think that if you gave anyone the same character with the right build they'd be doing entire arcs and AVs undefeated in no time. So it becomes all about the build.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Sry, but to say it takes absolute no skill (in CoH terms) to play an ill controller vs +x/8 is nonsense. Or better said: It takes the same skill as a Shieldscrapper or reflex scrapper (where the build is even more important). It takes some time to understand the mechanics and the best approach. The rest is determined bye the to hit calculator.
Of course the highendtasks are a matter of a build. Without a proper build, it would be luck to succeed.
And although I know that CoH is not rocket science, I would never say that everybody can do the same things given the same character. My playtime experience says simply the opposite.
Edit: Rereading it: It takes more skill to play a ill controller than a shield/SR scrapper. The approach is simply more difficult than go in and scrap.
I must admit that when it comes to an Illusion doing anything it'll take a 3 AV at once fight to impress me. I would be impressed with two done together. This is simply because the pets hold onto aggro. I'd pretty much think that if you gave anyone the same character with the right build they'd be doing entire arcs and AVs undefeated in no time. So it becomes all about the build.
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My new version of the build has 40% ranged def and perma IW, but gave up all aoe damage. So while it would make the difficulties presented much more surmountable I doubt the new build could actually clear the wolves map within the time limit. I have little doubt that you could take a toon of this power (same goes for bots/traps, dm/sheilds, crazy WP builds, etc) and roll your face on the keyboard and emerge victorious in many situations. It's why people with those builds do things like solo ITF's and such.
Anyway, 2 AV's is fairly easy unless they are very difficult AV's. Like taking out Statemsan+Honoree with no insp/temps/accolades was quite difficult and took a number of deaths before successfully pulling it off from start to finish. It required just about every trick I've learned about Illusion and Cold and movement. But on the other hand BaB's+Positron was quite easy and noname AV's in pairs like Citadel+Manticore present no real challenge at all.
3 AV's at once is difficult to nearly impossible depending on how hard they are. Like Chimera+Bobcat+Battle Maiden was fairly trivial for the most part, but BaB's+Positron+Statemsman or Honoree+The Dragon+ Hro Drohtz is extremely difficult. The Freedom Phalanx combo I haven't cracked yet without insp, but I did manage to crack the Rikti combo with no insp/temps/accos with my psy mastery build.
Actually the hardest thing about the Freedom Phalanx triple combo I'm working on right now is that you can't use them in a normal spawn. So you have to agro each on on to you and drag it to the next one and then agro that one on to you and so forth. So you have to withstand 3 very dangerous AV's long enough to gather them up and then have PA pull them off of you. Comparatively the Rikti Trio isn't really any less dangerous, but you engage them with PA so you don't need to worry about agro shifting to you until you have gotten the fight set up. Just that difference alone is huge.
Sry, but to say it takes absolute no skill (in CoH terms) to play an ill controller vs +x/8 is nonsense. Or better said: It takes the same skill as a Shieldscrapper or reflex scrapper (where the build is even more important). It takes some time to understand the mechanics and the best approach. The rest is determined bye the to hit calculator.
Of course the highendtasks are a matter of a build. Without a proper build, it would be luck to succeed. And although I know that CoH is not rocket science, I would never say that everybody can do the same things given the same character. My playtime experience says simply the opposite. Edit: Rereading it: It takes more skill to play a ill controller than a shield/SR scrapper. The approach is simply more difficult than go in and scrap. |
I have an Illusion and feel that plonking some pets who will keep aggro well on an AV and getting on with the job at hand is pretty trivial. x8 setting missions is a different kettle of fish but I wasn't referring to that. I'd like to think that anyone can read the details of a power, test a few ideas and within a day go about playing an Illusion well, versus AVs given the right build. Personal survivability versus a AV isn't exactly a worry compared to playing other sets as pets take aggro. With them taking aggro you don't have to worry as much as other sets about what the AVs are capable of.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
@Frosticus
Gratz on being the "first" most likely to do what you've done you jammy sod
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I have an Illusion and feel that plonking some pets who will keep aggro well on an AV and getting on with the job at hand is pretty trivial. x8 setting missions is a different kettle of fish but I wasn't referring to that. I'd like to think that anyone can read the details of a power, test a few ideas and within a day go about playing an Illusion well, versus AVs given the right build. Personal survivability versus a AV isn't exactly a worry compared to playing other sets as pets take aggro. With them taking aggro you don't have to worry as much as other sets about what the AVs are capable of.
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I don´t say it´s the same as going with an emp/elec into the battle, but saying it´s nothing notable is simply false.
I think you share my opinion but the harshness of your words could not be left alone
One thing left: I share your hope reagrding the ability to read, but as I stated above, my playtime says some different things.
I have an Illusion and feel that plonking some pets who will keep aggro well on an AV and getting on with the job at hand is pretty trivial. x8 setting missions is a different kettle of fish but I wasn't referring to that. I'd like to think that anyone can read the details of a power, test a few ideas and within a day go about playing an Illusion well, versus AVs given the right build. Personal survivability versus a AV isn't exactly a worry compared to playing other sets as pets take aggro. With them taking aggro you don't have to worry as much as other sets about what the AVs are capable of.
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I wouldn't presume that you could hand just anyone a fire/kin and have them cranking out ~400k/min. I would however conclude that it is a safe bet that most people could take a fire/kin and farm better with it than they could with a grav/ta.
I chose to do a master's run with insp off of a hero's hero for a specific reason. Primarily to show off the strength of the build. The AV's in the arc aren't there to highlight the ease of survivability (that was the x8 setting). They are there to show the offensive capability of the toon.
Chopping down Seige in 9 min against his 75% psy res and 50% res to my other damage (the toon deals largely psy). Diabolique and her constant phasing on top of 30% psy res. Mother mayhem and Mailaise each with 50% psy res. You need overwhelming offense to kill such things quickly.
I have little doubt that other people could do the same with the toon some likely better and some likely worse. I'm not making the claim of being an amazing player based on my ability to defeat AI. Though I am very comfortable with the build and I don't think there are many players that could pick it up and achieve similar feats in a short period of time. But given enough time I'm sure most could be just as proficient if they so desired.
But if your premise is that most anyone could just jump into the drivers seat and do as well I'll disagree. I have toons that are much easier to play than this one and I don't believe that is true of those ones either. If however your premise is that most anyone could jump into the build and achieve roughly the bare minimum of what the toon is capable of then I would agree. In the case of a perma PA toon the bare minimum is that you can survive indefinitely against a single target.
I think there are plenty of players out there that could achieve a no insp masters run of this arc. However, I don't think there are many toons.
Would you mind sharing your build? I tried to squeeze the 155% rech, with softcapped sm/leth, most I could muster was around 125%.
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