Looking for advice on an Ill/TA build
Not bad for a start. One thing you did not mention is whether you expect to mostly solo or team . . . it makes a difference, especially with the slotting of Blind.
Blind's most important use is to set up Containment for Spectral Wounds. (For single target control, Deceive is actually better.) So, hold duration isn't all that important. My standard slotting for most control powers is 2 Acc, 2 Hold, 2 Rech, and that would be better than your slotting, but you could mix in some damage in place of some Hold. Team, I'd probably go with 2 Acc, 2 Rech, 1 Hold, 1 Dam. Solo, I'd consider 2 Acc, 1 Rech, 3 Damage.
Spectral Wounds? I prefer 1 Acc, 3 Dam, 2 Rech.
Deceive gets the 2/2/2 treatment.
Glue arrow is very nice in lower levels, but as you go higher, it becomes less and less important. I think I put 2 Rech in mine.
Ice Arrow is actually a pretty poor hold power. I mainly use it to stack holds on bosses. I think I only have 4 slots in it . . . 1 Acc, 2 Hold, 1 Rech. Plus, you could move it back to fit Stamina in by 20.
I would move up Acid Arrow. It is your most important debuff arrow.
Phantasm doesn't need Recharge. He is perma and doesn't die very often.
Don't bother with Slow in Oil Slick, you need max Recharge and Damage more. If you want some extra slow, use Glue Arrow.
I'm not very clear about your reason for choosing the Primal APP. The origin Temp power has nothing to do with your APP set. I like Fire because it gives you better options . . . You can light the Slick with both Fire Blast and Fireball. I chose Aid Other and Aid Self as my last two powers . . . but that was entirely optional.
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
Not bad for a start. One thing you did not mention is whether you expect to mostly solo or team . . . it makes a difference, especially with the slotting of Blind.
Blind's most important use is to set up Containment for Spectral Wounds. (For single target control, Deceive is actually better.) So, hold duration isn't all that important. My standard slotting for most control powers is 2 Acc, 2 Hold, 2 Rech, and that would be better than your slotting, but you could mix in some damage in place of some Hold. Team, I'd probably go with 2 Acc, 2 Rech, 1 Hold, 1 Dam. Solo, I'd consider 2 Acc, 1 Rech, 3 Damage. Spectral Wounds? I prefer 1 Acc, 3 Dam, 2 Rech. Deceive gets the 2/2/2 treatment. Glue arrow is very nice in lower levels, but as you go higher, it becomes less and less important. I think I put 2 Rech in mine. Ice Arrow is actually a pretty poor hold power. I mainly use it to stack holds on bosses. I think I only have 4 slots in it . . . 1 Acc, 2 Hold, 1 Rech. Plus, you could move it back to fit Stamina in by 20. I would move up Acid Arrow. It is your most important debuff arrow. Phantasm doesn't need Recharge. He is perma and doesn't die very often. Don't bother with Slow in Oil Slick, you need max Recharge and Damage more. If you want some extra slow, use Glue Arrow. I'm not very clear about your reason for choosing the Primal APP. The origin Temp power has nothing to do with your APP set. I like Fire because it gives you better options . . . You can light the Slick with both Fire Blast and Fireball. I chose Aid Other and Aid Self as my last two powers . . . but that was entirely optional. |
Primals energy blasts will happily ignite Oil Slick as well, Torrent is surprisingly good at it (and will also take a Forced Feedback PROC as it does Knockdown). The single target blast is a bit pants in Primal though, the animation is annoying I've found. You want Torrent. It's pretty excellent and the FX for it are deceptive. It's actually a fairly wide cone (wider than a lot of other cone attacks).
I've always found Deceive is great at low levels and situational at higher ones, again due to animation times. I'd go 4 slots as well. 1 acc, 2 confuse and 1 recharge, because I don't want to spent too long standing around doing the hand-waving thing.
Primal is probably the most thematic to go with Illusion I find. And Power Boosted EMP Arrow is hilarious.
Primals energy blasts will happily ignite Oil Slick as well, Torrent is surprisingly good at it (and will also take a Forced Feedback PROC as it does Knockdown). The single target blast is a bit pants in Primal though, the animation is annoying I've found. You want Torrent. It's pretty excellent and the FX for it are deceptive. It's actually a fairly wide cone (wider than a lot of other cone attacks). I've always found Deceive is great at low levels and situational at higher ones, again due to animation times. I'd go 4 slots as well. 1 acc, 2 confuse and 1 recharge, because I don't want to spent too long standing around doing the hand-waving thing. |
As for Power Boost, do you really need to EXTEND the hold from EM Pulse Arrow? It already lasts for a long time -- if you can't defeat the foes in that time, you have other problems and may need more damage.
However, one of the things I really like about Deceive is the duration of the control. Basically, if you Deceive a guy, he's not only helping you out, he is out of the fight for most or all of the fight as well. That is worth a little extra time waiving hands to me. PLUS, once you can get that Contagious Confusion proc, it becomes an occasional mini-Mass Confusion power, which is just awesome if you use Deceive to take a Boss out before the fight since the proc may take a bunch of the minions and Lts, too. Nothing is better than Deceive to take a problem foe (Sappers, I'm looking at you!) out of the fight before it begins.
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
If you are not careful, Torrent will knock foes out of your Oil Slick, too. I like fire for a few reasons: Fire Blast has a faster animation and does more damage. Fireball is also fast, does great damage and it simply looks awesome to blast a group with Fireball and then have them continue to roast in the oil slick.
|
Re-read my post. It doesn't do knockback...
Edit : Also, i'm not saying Deceive isn't great. It is. But it doesn't particularly need 6 slots. It is situational (as you appear to agree with) and I personally have never needed to slot it with more than 3 slots.
Haven't ever managed to stick a level 50 proc in there (since most of my controllers are now gated off to me since they are EU side and the Powers That Be still insist on the US / EU divide).
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
Oops, you are right. It was changed a while ago before it was added to the primal set, it does knockdown instead of knockback. Phanty's version still does knockback, but not the Primal version. Still, I like Fireball better. It can hit more foes and doesn't require careful positioning like a cone does.
|
Giving pets knockback is a horrible idea, they fixed Mr Lich and the Bruiser. Wish they'd do the same with Phanty.
I agree with you, Fireball is better from a pure stats PoV, it will preform better. But in terms of theme I got irked with Fire both times I tried it (on an Illusion/Storm and Grav/TA) and went with more thematic Epics in the end (Cold and Primal respectively). The Shields especially I just couldn't live with looking at.
Primal is a decent enough substitute, especially if you get the FF proc. My Grav/TA gets better milage from Power boost than an Illusionist would though.
Yep, all Epic versions are Knockdown rather than knockback, which is lovely.
Giving pets knockback is a horrible idea, they fixed Mr Lich and the Bruiser. Wish they'd do the same with Phanty. I agree with you, Fireball is better from a pure stats PoV, it will preform better. But in terms of theme I got irked with Fire both times I tried it (on an Illusion/Storm and Grav/TA) and went with more thematic Epics in the end (Cold and Primal respectively). The Shields especially I just couldn't live with looking at. Primal is a decent enough substitute, especially if you get the FF proc. My Grav/TA gets better milage from Power boost than an Illusionist would though. |
The theme of my Ill/TA has no problem with pulling out a bunch of flame as part of his magic act. I wanted a name that reflected both the Bow & Arrow and an Illusionist -- and I love bad puns. So he became the official entertainer/magician for the French Foreign Legion (kind of like a USO performer) who uses trick arrows as part of the act, named "Beau Jester."
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
Please review my Power choice selection and slotting for leveling. Also if anyone has ideas for IOs please suggest away.
|
Overall you single target powers seem underslotted for accuracy. Versus higher level foes you will find that you will miss more often. I recommend looking at adding some accuracy to your ST powers
If and when you do go for IO sets I would recommend focusing on sets with recharge bonuses. This will give you an increased availability of PA and OSA , ILL/TA's best powers IMO.
If you are interested feel free to ask for build examples if it helps you understand IO set slotting strategies.
If this is the case I recommend slotting accuracy in place of the hold SOs. You want the power to hit in time of need while having it available as often as possible.
Hope that helps! GL with your ILL/TA troller!
This is just my general leveling build for a Ill/TA troller I am thinking of building. I plan on keeping him ranged. Slot-wise, I plan on subbing the SOs for standard IO at 35 and then possibly franken-slotting until close to 50.
Please review my Power choice selection and slotting for leveling. Also if anyone has ideas for IOs please suggest away.
I chose to add Flash at the end of the build as a OH-NO button. I also chose Primal as an APP instead of fire since I can use the Tech starting power to light OSA. I took Hover due to my ranged concept and the fact that I will have Vet powers to help with melee when I get stuck in it.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind -- Acc(A), RechRdx(3), Hold(7), RechRdx(9), Hold(15), Hold(17)
Level 1: Entangling Arrow -- Acc(A)
Level 2: Spectral Wounds -- Acc(A), Dmg(3), Dmg(5), Dmg(5), RechRdx(40)
Level 4: Deceive -- Acc(A), Conf(7), RechRdx(15), RechRdx(46)
Level 6: Glue Arrow -- RechRdx(A), Slow(43), RechRdx(43)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(9), EndRdx(29)
Level 10: Ice Arrow -- Acc(A), RechRdx(11), Hold(11), RechRdx(13), Hold(13), Hold(17)
Level 12: Hover -- Flight(A), Flight(34)
Level 14: Fly -- Flight(A), Flight(27)
Level 16: Swift -- Flight(A)
Level 18: Phantom Army -- RechRdx(A), RechRdx(19), RechRdx(19), Acc(21), Dmg(21), Dmg(23)
Level 20: Health -- Heal(A), Heal(46)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(25)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(27)
Level 26: Spectral Terror -- RechRdx(A), Fear(34)
Level 28: Disruption Arrow -- RechRdx(A), RechRdx(29)
Level 30: Acid Arrow -- Acc(A), Acc(31), DefDeb(31), DefDeb(31), RechRdx(48)
Level 32: Phantasm -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(37)
Level 35: Oil Slick Arrow -- RechRdx(A), Dmg(36), RechRdx(36), Dmg(36), Slow(37), DefDeb(37)
Level 38: EMP Arrow -- Acc(A), Acc(39), RechRdx(39), Hold(39), RechRdx(40), Hold(40)
Level 41: Power Blast -- Acc(A), Acc(42), Dmg(42), Dmg(42), Dmg(43)
Level 44: Temp Invulnerability -- EndRdx(A), EndRdx(45), ResDam(45), ResDam(45), ResDam(46)
Level 47: Power Boost -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Flash -- RechRdx(A), RechRdx(50), Hold(50), Hold(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run