For a wizard concept, what goes well with Illusion?


Archmage MC

 

Posted

Hi guys I have been playing CoX on and for very casually, now I wanna get more into it, and seeing as I haven't played controller at all before I thought I'd give it a go.

I'm looking to make a wizard type character, which is perfect since trollers can chose Ill as prim power, however I can't really make up my mind as to which secondary I should pick. My initial thoughts would be Storm or Cold, then Fire as ancillery (no way a wizard who can't cast fireballs would ever be taken serious by me). That said the build should also be useful in a team. In regards to "what I want to do with this build" I can only say that I never played troller, but I have a def with empathy, so I feel no great need to get another toon with a heavy healing set, such as emp or TR, but open for suggestions all the same

I see that a lot of ppl pretty much worship Thermal Rad and Rad Emish on these forums, but they don't really seem to fit the wizard concept too well. Regardless I'm very interested to hear what people think a wizard should be getting for secondaries and why, and how this pwr set may or may not be useful in a group.

Oh and also for travel teleportation seems to fit, but I don't think I ever heard anyone discuss it as an actual travel power, so if anyone has any ideas about that, they're most welcome too.

- Thanks in advance


 

Posted

Thermal... how does summoning FIRE not work for your concept?

Thermal... skip the heal, take the shields and buffs. You can color customize the shield and illusion to look gnarly awesome together. My toon "Street Magician" looks pretty solid IMO, and Thermal makes the pets that more effective in combat. I'd do thermal for those reasons above any other.


The Story of a Petless MM with a dream
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Originally Posted by Deus_Otiosus View Post
This entire post should receive some kind of award for being both hysterical and fantastic.
Well done.
I have a 50 in every AT, but Scrappers and Dominators are my favorites.

 

Posted

My namesake is a magical Illusion/Storm with Teleport. It's hellafun. The Chaos Controller.

TP and Hurricane go together very nicely indeed.

Freezing Rain helps your Phantom Army out greatly (since they can't be buffed at all, but the enemies they are focused on can be debuffed).


 

Posted

I guess it all comes down to what kind of wizard character you want.

From the sounds of it yours is an all rounder as you have illusions, mind control and fireballs.

So you could easily go for another elementalist such as Thermal like Red has suggested, Storm which is viable and is described as chaos bringer or Cold which (from what Ive read) is a good alternative to Radiation Emission.

Another alternative is Force Field - magical shields - but having leveled a Illusion/FF to 50 myself it was EXTREMELY boring both solo and in teams as they are both drop it and leave it sets.

Empathy could work as you could be using your spells to heal. Kinetics as you would be using your powers to sap the enemies.

Radiation would work as well and I see it is a Death Cloud type spell you see in fantasy RPGs.

To be honest they could all work depending on your concept except for maybe Trick Arrow.

I would recommend (from a personal opinion) either Thermal, Cold, Radiation, Storm


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Posted

Quote:
Originally Posted by Hippaforalkus View Post
Hi guys I have been playing CoX on and for very casually, now I wanna get more into it, and seeing as I haven't played controller at all before I thought I'd give it a go.

I'm looking to make a wizard type character, which is perfect since trollers can chose Ill as prim power, however I can't really make up my mind as to which secondary I should pick. My initial thoughts would be Storm or Cold, then Fire as ancillery (no way a wizard who can't cast fireballs would ever be taken serious by me). That said the build should also be useful in a team. In regards to "what I want to do with this build" I can only say that I never played troller, but I have a def with empathy, so I feel no great need to get another toon with a heavy healing set, such as emp or TR, but open for suggestions all the same

I see that a lot of ppl pretty much worship Thermal Rad and Rad Emish on these forums, but they don't really seem to fit the wizard concept too well. Regardless I'm very interested to hear what people think a wizard should be getting for secondaries and why, and how this pwr set may or may not be useful in a group.

Oh and also for travel teleportation seems to fit, but I don't think I ever heard anyone discuss it as an actual travel power, so if anyone has any ideas about that, they're most welcome too.

- Thanks in advance
Frankly, with power customization, anything can be adjusted to look like a Magic set. Rad could be a variety of magical auras, and any of the powers could be deemed to have a magical basis. Storm certainly could fit, and Ill/Storm is a very powerful character -- but on teams, you generally need to limit the chaos -- still great, but you have to be careful of the knockback since there are no -knockback powers. Even Ill/Trick Arrow could be applied to a magic concept . . . the wizard puts spells on the arrows.

Personally, I rank Rad, Storm and Trick Arrow as the three best sets with Illusion. Cold may be up there, too, but blooms late. Therm is good, Kin is good but has some synergy issues. I would rank Empathy, Sonic and FF last, but anything works with Illusion. Each one has its strengths and weaknesses.

Frankly, maybe you should try the Ill/Rad. It is a wonderful combo, with a recharge buff to help get PA out more often, and AoE debuffs to help PA hit harder. (My guide goes into the details.) Ill/Rad is also a great "first controller," as it is easy to solo or team, and it is fairly easy to play moderately well. Just use the custom colors to keep it from looking like Radiation. For some of my */Rad characters, I change EF to red (red is the color for damage), RI to purple (defense), AM to Blue (because of the endurance boost), and LR to pink (just to make it different). EM Pulse becomes white, to somewhat match Flash and Blind as a hold. Radiant Aura stayed green for healing. It certainly could be a concept with Magic that you are casting spells to weaken your foes by throwing potions or amulets that stick onto the anchor.

My first Ill/Rad used teleport leveling up, and still has it in one of his two builds. My wife had trouble getting lost, so I had to take Recall Friend for domestic tranquility. Teleport works fine for an Illusionist, especially if you use "the bind." (Somewhere in my Ill/Rad guide, I think where I discuss travel powers, I have it written out. My Ill/Rad guide discusses some of the benefits of Teleport -- yes, there are some.)

Adding some kind of Hover or fly power makes Teleport much better. I didn't add Hover until level 41, and it was a huge relief.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
I had to take Recall Friend for domestic tranquility
Off topic but this has to be one of the funniest things Ive read for a while


Member of GGRRR, a SG on Defiant - check out our website - GGRRR
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Originally Posted by Zwillinger View Post
Quote:
16. Has Paragon Studios redefined "player" to require your mouse to subscribe separately from your keyboard?
If your mouse has greater processing power than your gfx card, the answer is yes.

 

Posted

Quote:
Originally Posted by Tired Angel View Post
Off topic but this has to be one of the funniest things Ive read for a while
And completely true. I got the game Christmas 2004. After a couple of months, I let my wife try it out on my account . . . and then I had trouble getting to play, myself. So, three months after I got the game, I got her her own account, with the idea that we could team up most nights.

. . . but she had a tendency to get lost, while I conceptualize 3-d environments pretty well. So I would get to a mission door or find my way around a mission easily, and she would get lost. Of course, I couldn't help blerting out an "occasional" statement of "Oh, come on . . . I'm waiting here . . ." Not the best thing to say to a frustrated lady.

Recall Friend to the rescue! She often gave up trying to find her way around, and just let me get there and Recall her.

Of course, Recall Friend is wonderful for an Illusionist with Invisibility. It makes you the team spy, perfect for stealthing missions. And I learned to live with Teleport . . . I got so much practice with it that I actually came to like it as a travel power once I learned how to use "the bind."

Wife really got into the game for a while -- because I had to go off to work and she stayed home with the kids, she ended up getting a level 50 before I did (which irritated me substantially) even though I had a 3 month head start. She no longer plays, but I have kept her account as a second account.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Hippaforalkus View Post
I see that a lot of ppl pretty much worship Thermal Rad and Rad Emish on these forums,
ROFLMAO....the force is strong in this one....not so much Thermal as much as Rad. Rad is a very good set.

As for your wizard concept I would recommend Ill/TA/Fire if Ill/Storm/Fire doesn't work out for you


 

Posted

I think anything works for a Wizard except /Trick Arrow. If you can ignore the tech look of the various arrows, you could still go with /Trick Arrow, especially if you are a High Elf wizard with a Long Bow.

I think Illusion/Storm has the most Wizard-like feel, followed closely by Illusion/Cold and Illusion/Thermal. But again, all of them work well except perhaps /TA, just because the "Wizard Hat" is a very big hat.

Lewis


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

 

Posted

Thermal is an extremely useful Jack-of-all-Trades set, but it is VERY busy.

Illusion/Storm can be VERY fun. It's sorta like driving on ice. You're not getting much control. Fight it, and you will hate it. Surrender to the chaos, and it can be fun on a bun.

Like Local said, with customization, there really isn't anything in the troller secondaries that doesn't look like magic.

Considering your... domestic needs, what sort of support are you looking to provide?


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

My main was the same concept, and Illusion / Rad was an easy choice for me.

Especially now, with power customization, you can choose a lot of different auras for your Rad powers, but the main thing is that Rad's effects are very much like Curses / Enchantments. While Fire is clearly fire-based, which works for a fire-based mage, if you want a general Merlin-style "casts all types of spells" wizard, then Rad is clearly the most generic type of powers/magic that you can get.


 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
Illusion/Storm can be VERY fun. It's sorta like driving on ice. You're not getting much control. Fight it, and you will hate it. Surrender to the chaos, and it can be fun on a bun.
Yeah, just "turn into the skid" and hang on.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
I think anything works for a Wizard except /Trick Arrow. If you can ignore the tech look of the various arrows, you could still go with /Trick Arrow, especially if you are a High Elf wizard with a Long Bow.

I think Illusion/Storm has the most Wizard-like feel, followed closely by Illusion/Cold and Illusion/Thermal. But again, all of them work well except perhaps /TA, just because the "Wizard Hat" is a very big hat.

Lewis
I don't mean to come off like I am attacking your opinion Lewis considering that I generally agree with your advice and input on these forums....

...but have you seen the Rulaaru and Talsorian Bows? They scream arcane. From a thematic pairing the two fit well for a trickster type character as well. From a performance stand point /TA bolsters some of Illusion/ lack of control in addition to debuffs that synergize well with PA (who are unbuffable). Oh and lets not forget the awesomesauce that is OSA (the ignite issue has been fixed on Beta)

Base on the OPs comments I got the impression that the OP wasn't interested in buffing sets... then again maybe it was my personal disdain for playing buff bot on teams (even though my current project is a Fire/Cold/Stone)

I admit I am an Ill/TA/Fire fanboy so please consider my post with this bias.


 

Posted

First and for all I want to thank you all for your input, you all came with valuable advice. And sure bows would be great for a trickster sort of magician, but I was going for a less martial character to relies more on magic than... Well anything else really. As for thermal radiation many of the skills seem useful for a healer, and I already have an empath def, so I wanted a powerset which is not really healing at all.

The description of the "Merlin" archetype was good. Think at this point I will go for either Radiation Emission or Storm Summoning. Though I heard Storm can be hard to use without getting verbally abused in a team :P

At the end I just wanna say that while I greatly appreciate all of you guys input, I am particularly happy to see Local Man giving his opinion on the matter. Even being undecided on a secondary I have been using Local's guide on the Ill/Rad troller to learn more about Illusion, so another thanks for that.

PS. I don't mind buffing, just the healing aspect I would rather leave to my def.
PSS. I thought of force field, but after reading a bit everyone pretty much seems to agree it's good, but boring :P

I will take to heart what all of you guys have said and make the coolest character ever. Thanks a bunch!


 

Posted

Quote:
Originally Posted by Hippaforalkus View Post
First and for all I want to thank you all for your input, you all came with valuable advice. And sure bows would be great for a trickster sort of magician, but I was going for a less martial character to relies more on magic than... Well anything else really. As for thermal radiation many of the skills seem useful for a healer, and I already have an empath def, so I wanted a powerset which is not really healing at all.

The description of the "Merlin" archetype was good. Think at this point I will go for either Radiation Emission or Storm Summoning. Though I heard Storm can be hard to use without getting verbally abused in a team :P

At the end I just wanna say that while I greatly appreciate all of you guys input, I am particularly happy to see Local Man giving his opinion on the matter. Even being undecided on a secondary I have been using Local's guide on the Ill/Rad troller to learn more about Illusion, so another thanks for that.

PS. I don't mind buffing, just the healing aspect I would rather leave to my def.
PSS. I thought of force field, but after reading a bit everyone pretty much seems to agree it's good, but boring :P

I will take to heart what all of you guys have said and make the coolest character ever. Thanks a bunch!
I'm glad you are enjoying the guide. Most of what I did in it was compile the information I received from a lot of discussions, similar to this one, here on the forums, then tried to confirm much of it with my own experience. Plus I grabbed the details of powers from City of Data and Paragonwiki. So, a lot of these folks on the Forums were part of that guide.

A nice thing about */Rad over Therm -- you have one team buff and a PB AoE heal, and that's it -- no need to individually shield your teammates or individually heal them. Plus, you get your debuffs early, which really helps get you through those low levels.

Once you roll the caracter, if you want some tips on using Teleport for travel, let me know. I have had lots of practice. It is easy to hate Teleport until you learn its quirks. My original Ill/Rad still has Teleport on one build, plus I use it on two Stone tanks and several Warshades.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I must agree with most of the posts here. To me, the most "wizardly" would be /Kinetics. What it does to your enemies is awesome, although it has synergy problems with Illusion. Radiation Emission (NOT Thermal Radiation) has the best synergy with Illusion, and the effects do look somewhat magical (even without power customization), although you just have to ignore the name (Radiation).

Personally, I like /Kinetics. And with /Kin you will always be welcome on a team, especially with a Stone/ Tank.


 

Posted

While I agree that Trick Arrow may not appear very 'wizardly', I do like it for Illusion. The main reason being that Illusion is a bit weak on controls, but TA gets some good ones - and they do set up Containment, making those Controller powers more effective.

As others have said, secondaries with good Defense and Resistance debuffing are excellent for leveraging Phantom Army's damage.

Be Well!
Fireheart


 

Posted

/necro!


 

Posted

Rad, Time and Kin are pretty versatile - they're just glowy lights and particle effects that could be anything, really. It helps that all of them are top-tier secondaries.

Storm, Therm, Cold and Dark (when it does get released) are a bit more concept specific but might work for elementalist ideas.

FF and Sonic don't quite look the part, and are specialized enough that they don't bring the sort of versatile effects that most comic book wizard characters have traditionally been able to do.

TA probably isn't a good fit.


Quote:
Originally Posted by Fireheart View Post
The main reason being that Illusion is a bit weak on controls.
Illusion is far above even Earth in terms of control power. It just isn't obvious.


 

Posted

I personally use ill/cold for my mage character. While you can make anything but trick arrow work, Anything with Fire, Cold, or Arcane (yay Warcraft) works the best. Thermal is 'meh' if you wanna solo GMs, so that was out for me. And I didn't like how busy /Rad was, not to mention the end problems it has.

So I went /cold. No end problems once you get heat loss for you or anyone in the mob. (SS/Fire/soul brutes love me.) Sleet gives you another layer of control along with drastically increasing everyone's damage and making the mobs easier to hit, and benumb which debuffs EVERYTHING besides resistance. Its scary that once you benumb a GM, those mezzes don't hurt anymore, their damage falls to almost nothing, and other fun stuff like cutting their regen to 35% of what it normally was. Not to mention it gives a ton more -res to a single target and comparatively the same as a /rad for groups. 110-130% -res on a GM makes it die so much faster. You just need more purple sets to get perma PA is all.

Oh, and the def shields. Nice giving 12% def to all to all your killable pets like Tarantula and Phanty and the party.

Basically as I see it. /rad if you wanna have an easier time with groups but have a harder time fighting a GM/AV, or /cold to lose a bit of group debuffing for more GM/AV debuffing. And Arctic Fog is nice, 60% slow resistance on top of winter's gift's 20% is very very nice.

Downside to /cold is that it gets sleet and heat loss at 35/38, so its a late bloomer.


 

Posted

Quote:
Originally Posted by Archmage MC View Post
I personally use ill/cold for my mage character. While you can make anything but trick arrow work, Anything with Fire, Cold, or Arcane (yay Warcraft) works the best. Thermal is 'meh' if you wanna solo GMs, so that was out for me. And I didn't like how busy /Rad was, not to mention the end problems it has.
Actually, for a mage character, why can't be he be an archer, too? Why not an Elvin Archer/Mage?

And Rad is too "busy" compared to Cold? 2 of Rad's 3 Debuffs are toggles, while Cold's Benumb, Infridgidate and Sleet and Heat Loss are all click powers, and two of them are single-target only. I find Cold to be a lot "busier" than Rad.

Quote:
So I went /cold. No end problems once you get heat loss for you or anyone in the mob. (SS/Fire/soul brutes love me.) Sleet gives you another layer of control along with drastically increasing everyone's damage and making the mobs easier to hit, and benumb which debuffs EVERYTHING besides resistance. Its scary that once you benumb a GM, those mezzes don't hurt anymore, their damage falls to almost nothing, and other fun stuff like cutting their regen to 35% of what it normally was. Not to mention it gives a ton more -res to a single target and comparatively the same as a /rad for groups. 110-130% -res on a GM makes it die so much faster. You just need more purple sets to get perma PA is all.

Oh, and the def shields. Nice giving 12% def to all to all your killable pets like Tarantula and Phanty and the party.

Basically as I see it. /rad if you wanna have an easier time with groups but have a harder time fighting a GM/AV, or /cold to lose a bit of group debuffing for more GM/AV debuffing. And Arctic Fog is nice, 60% slow resistance on top of winter's gift's 20% is very very nice.

Downside to /cold is that it gets sleet and heat loss at 35/38, so its a late bloomer.
I agree that Cold has stronger debuffs on a single tough target (like an AV) while Rad is better for groups. Both sets are great. I think the big downsides for Cold are (a) it is a late blooming set, (b) no self-heal and (c) no self-Recharge buff. Rad also offers some AoE control (EM Pulse and Choking Cloud) and some quirky damage (Fallout) that is lacking in Cold.


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

Ignoring the fact that this thread is over a year old, two of the newer sets, Time and Dark, match up well with Illusion as well.

I've played for years and have never once had the desire to solo an AV, so Illusion's capacity for that has never been a decision factor. Illusion is good enough that you should be able to combine with any secondary and have a character that is good at something. The ability to solo AVs is dime a dozen these days anyway in the wake or Lore pets, and the importance of teaming at high levels and under strange/quirky circumstances has increased dramatically, so I'm not sure why the ability to solo old world AVs continues to be used as a benchmark of character success. It's certainly a capability but IMO not what it once was.


 

Posted

I'd vote for a illusion/storm/fire with Teleport for a wizard type character... a variety of elemental and illusory powers seems thematically appropriate


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Posted

Dark Affinity is coming. I can see that meshing well.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

I have an ill/storm/ice whose character concept is a bound air elemental and its a blast. I wouldn't get too worked up about ppl complaining about the storm secondary, really you can be very effective just utilizing a few of the storm powers most of the time. For me I tend not to use hurricane or tornado unless I need to go into bastion mode, and that does come up. And an ill/storm controller can really provide a bastion of defense when they let loose. I completely shut down two rear ambush spawns in a TF while the rest of the crew were clearing up the front.

The only caveat is that Ill/Storm is really expensive IO wise if you want perma PA (and I would recommend it highly) and almost requires the T4 Cardiac Alpha Incarnate slot to really shine. And even then you can still come up against AVs that you just cant shut down with the damage output. On the bright side, you really never have to worry about your defense values as the vast majority of the time you never draw aggro.

Ill/Rad is much cheaper to get perma PA and with some hefty -regen it can really shut down AVs and GMs much easier, but I just don't think it has the ability to completely wall out a group of enemies like Ill/Storm.

BTW: As long as you are doing VP and incarnate stuff you could always roll Ill/Storm/Cold and pick up the Pyro Judgement for the massive fireball, I only say this because freezing rain + (forgot the name) storm from the cold app is a really nice blanket of damage to lay out while your army is tearing stuff up.