Ill/FF bad?


Aquila_NA

 

Posted

I was just doing some random missions with a team. Pretty much quietly keeping to myself, happily buffing 33% to all defenses with FF, throwing out tactics, locking down bosses with Illusion and some pets.

So like they kicked me after two missions without saying anything. Is this game just for electric and kinetics now?


 

Posted

Just make a note that the leader is probably an idiot and move on. In all likelyhood, they either kicked you to make room for someone they know (which would just be extremely rude) or they kicked you because you weren't throwing out green glowing numbers on everyone. (In which case they're terminally stupid.) Some people, especially those who mostly have experience with that Other MMO, tend to expect Controllers and Defenders to be Healers, and seem to feel that anything *else* a Controller or Defender can do is beside the point, if not actually a waste of time.

Such players are usually a self-correcting problem in the long run. They'll either get fed up with all the "n00bs" that don't play this game the way they like, or they'll alienate every single person they meet who doesn't think like they do. Either way, they'll either end up teaming with a small group of equally deranged players, or they'll quit. In either case, it's a win for everybody else.


 

Posted

Any character, well played, can contribute substantially to a team. Consider the guy an idiot and move on. Realize that you are probably better off not being on a team with him.


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 ShadowsBetween View Post
Some people, especially those who mostly have experience with that Other MMO, tend to expect Controllers and Defenders to be Healers, and seem to feel that anything *else* a Controller or Defender can do is beside the point, if not actually a waste of time.
For some reason when I was playing WoW (yeah... about that), I played a discipline priest. I don't think people understood what I was attempting to do their either when I was using my wand because the tank was safe for a while because of my bubble. I also tended to get pushed to do dps because the druid's heals did larger green numbers. I wanted to argue my point then, but figured it'd be lost and get me too worked up to actually play at all. Might as well just conform to stupid when most are of the stupid mentality.

As for this incident, don't let it bother you. Just go to a team that you'll be more valued instead of kicked (assuming it somehow wasn't an intentional kick). My Elec/SR stalker would gladly have you on her team, as I did a Citadel today where the Cold Dom could of soft capped me using the shields that he had chosen, but decided not to, so I was a bit squishier than soft capped.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Did the person by any chance ask you to join his super group first? There is a known, small faction of super group elitists who invite people to team, try to impress them with their 'leet' skills, and ask you if you want to join. If you say no you get kicked, usually with a curt /tell (I got "Disappointing." /kick) I'm not allowed to post the name of the group here. The only thing worse than their manners is their gameplay. You'll know the group the instant you get on the team too, because the first thing you'll hear is:

HERDING TO HERE
HERDING TO HERE
HERDING TO HERE

Mixed with:
AM IN ~~10 SECONDS~~
GATHER FOR RA!!!!
GATHER FOR RA!!!
AM IN ~~5 SECONDS~~

Anyway, I haven't had many problems with getting kicked from groups. Mainly just that one semi-notorious band of complete losers, who might actually just be trolls pretending to suck as much as they do.


 

Posted

Ah, I came here to praise Illusion/FF but it was more about a teaming situation.

Just keep playing and contributing and having fun. You'll always wander into the occasional jerk. Be polite until end of mission and move on. if kicked, remember who they were and avoid them.

As for Illusion/FF? GOOD! GOOD KITTY!

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

Illusion/FF is actually pretty awesome. That team was a collection of tardfarmers, you're probably better off not having been on the team anymore.

If it makes you feel any better, you can imagine the likelyhood of a teamwipe shortly after your defense wasn't there anymore. (hint: pretty likely)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I <3 forcefield and sonic Def/corr/cont.
I <3 a good TA player too

They're so underrated because the other sets make green glowie numbers..
But so many people don't realize the other things those people are doing.
Whether it's debuffing bosses, adding resistance (that almost anyone can benefit from) or making squishies not so squishy (sure an /FF defender loses some value late game when people use IO's to build for soft caps, but they still provide "def debuff" resistance in the form of extra def which only def based armors inherently have..

So.. Yay for /FF!


50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Did the person by any chance ask you to join his super group first? There is a known, small faction of super group elitists who invite people to team, try to impress them with their 'leet' skills, and ask you if you want to join. If you say no you get kicked, usually with a curt /tell (I got "Disappointing." /kick) I'm not allowed to post the name of the group here. The only thing worse than their manners is their gameplay. You'll know the group the instant you get on the team too, because the first thing you'll hear is:

HERDING TO HERE
HERDING TO HERE
HERDING TO HERE
I don't find anything wrong with this "gameplay", that's pretty common with my group. That is as gross a generalization as someone kicking a support toon for not being a healer.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Ill/FF is a great set combo, though (fairly) rare. If you can stand it you are absolutely a super asset for just about any team. MY problem, when playing my own is that for me its terribly boring. Illusion doesn't really have much to do in a running battle/battles, especially before Ancillaries. Not that what it CAN do isn't awesome, just that once those are thrown we're down to Blind->Spectral Wounds->Spectral Wounds->Blind->etc. The fact that Phantasm is the only AoE in your arsenal, and you have no control over how he uses can be another issue. If you want lots of numbers you may feel like, and may seem to not be contributing to the fight. Once you pick up Repulsion Bomb and one or more Ancillary attacks you can fill in the "wait" times with more "impressive" numbers and feel more involved.

Having said that, bubbles are everybody's friend (except for toons who are already soft-capped or maybe well-built Tanks and Scrappers, I guess...) and unless there is a significant advantage to be had from it, kicking a Bubbler from most any team is just foolishness.


 

Posted

I got kicked for using my Phantoms on a team once.

I made sure everyone in every SG/VG I was a part of and everyone I had in my friends list knew his name and global, and never to team with him.

I think his argument was something like "too much clutter" or some BS. As others have said, you'll always run into the occasional moron. Shrug them off and find a better team

((Psst, if you're on Virtue, come team with my Shield tanker and we can farm the days into oblivion! DEFENSE AHOY))


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

First let me say that my very first character in CoH was an Ill/FF and I still play him. The only valid reason I can imagine for kicking an Ill/FF in a full group is for those that keep out Phantasm and let it do crazy knockback which can dramatically slow down the entire group. This applies to any Illusionist, not just FF. There have been more than several times when I'm playing an alt when I've wanted to kick an Illusionist that insisted on having Phanty out all the time. The other day I was in a full group with 2 Ill/XXX while I was on my tank and the group was killing about half as fast as it could because of all the knockbacks. While there may be some special Illusionists that try to keep their Phanty optimally positioned so that knockbacks will knock stuff back into the main group, they are *very* few and far between and even they will have occasional issues because of Phanty's uncontrollable nature. Personally, when my Ill/FF is grouped, I only bring out Phanty for difficult single targets like AVs for extra DPS or when there is utter chaos and a bit of emergency control (distraction) is needed, then I kill him as soon as he's not needed any more.


 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
First let me say that my very first character in CoH was an Ill/FF and I still play him. The only valid reason I can imagine for kicking an Ill/FF in a full group is for those that keep out Phantasm and let it do crazy knockback which can dramatically slow down the entire group. This applies to any Illusionist, not just FF. There have been more than several times when I'm playing an alt when I've wanted to kick an Illusionist that insisted on having Phanty out all the time. The other day I was in a full group with 2 Ill/XXX while I was on my tank and the group was killing about half as fast as it could because of all the knockbacks. While there may be some special Illusionists that try to keep their Phanty optimally positioned so that knockbacks will knock stuff back into the main group, they are *very* few and far between and even they will have occasional issues because of Phanty's uncontrollable nature. Personally, when my Ill/FF is grouped, I only bring out Phanty for difficult single targets like AVs for extra DPS or when there is utter chaos and a bit of emergency control (distraction) is needed, then I kill him as soon as he's not needed any more.
If you stay back at range, then Phanty's knockback isn't a problem. I keep him out almost all the time and rarely have problems with his knockback. There is a certain distance where Phanty will engage on the closest targets, only to knock them back into the rest of the group. Illusionists who run in to try to be scrappers have knockback problems.


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
If you stay back at range, then Phanty's knockback isn't a problem. I keep him out almost all the time and rarely have problems with his knockback. There is a certain distance where Phanty will engage on the closest targets, only to knock them back into the rest of the group. Illusionists who run in to try to be scrappers have knockback problems.
Ill/Kins have to run in if they want all of their FS to hit.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Quote:
Originally Posted by Local_Man View Post
Illusionists who run in to try to be scrappers have knockback problems.
It also happens very often, even on ranged illusionists, when on maps with narrow caves/hallways and lots of chokepoints; office buildings, Oranbega maps and old-style caves. There really is no way to stay back in many situations and still be effective.

Quote:
Originally Posted by Nalrok_AthZim View Post
Ill/Kins have to run in if they want all of their FS to hit.
This might be particularly bad for Ill/FF as well since you really want to stay about half way between the ranged and melee players so that Dispersion Bubble can affect the most people which also happens to be close enough to the enemy for Phanty to be maximally annoying with knockbacks.


 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
Ill/Kins have to run in if they want all of their FS to hit.
I agree . . . which is one of the pesky synergy problems that Illusion/Kinetics have. Phanty can be a significant source of damage if he can be Fulcrum Shifted . . . but he tends to knock away the targets needed for Fulcrum Shift.


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 Dr_Dismemberment View Post
It also happens very often, even on ranged illusionists, when on maps with narrow caves/hallways and lots of chokepoints; office buildings, Oranbega maps and old-style caves. There really is no way to stay back in many situations and still be effective.
There are ways, depending upon the situation, to make Phanty's knockback work for you rather than against you. I find that managing knockback can be one of the more fun challenges in the game. I have been playing a lot of */Storm lately, and even an Energy/Energy blaster, and I find that I enjoy the challenge.


Quote:
This might be particularly bad for Ill/FF as well since you really want to stay about half way between the ranged and melee players so that Dispersion Bubble can affect the most people which also happens to be close enough to the enemy for Phanty to be maximally annoying with knockbacks.
Yes, that aspect is an issue for Ill/FF and Ill/Sonic. The question becomes whether your bubble provides more benefit than Phanty. If the melee guys can get by without your big bubble, then you can stay with the ranged folks. But the point of my post was that Phanty's knockback can be somewhat managed with the right strategy. I tend to play my Illusionists at range mostly, so Phanty's knockback is far more of a benefit than a problem. (Ill/Rad, Ill/TA and Ill/Storm all work great from range most of the time.)


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 MentalMaden View Post
I don't find anything wrong with this "gameplay", that's pretty common with my group. That is as gross a generalization as someone kicking a support toon for not being a healer.

It's not a generalization at all. It's recount of an actual experience I had with a specific group of players, as I stated.

The 'generalization' was:

Quote:
Originally Posted by Oedipus Tex
Anyway, I haven't had many problems with getting kicked from groups.


 

Posted

Quote:
The only thing worse than their manners is their gameplay. You'll know the group the instant you get on the team too, because the first thing you'll hear is:

HERDING TO HERE
HERDING TO HERE
HERDING TO HERE
That was the generalization I was referring to. (bolded)


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
That was the generalization I was referring to. (bolded)

Well. It's possible I didn't share enough to draw the true picture of just how awful this group is. That announcement was made three times per pull. And interspersed with, also in all caps, "STAY BEHIND THE TANK!!! STAY BEHIND THE TANK!!!" coming from the Tanker himself, the Empath, and the Rad. I'm still hoping it was a group of bored players who wanted to troll people. I'm not sure. The only reason I shared the story was because I would hate for anyone to think CoH players are that obnoxious. It was definitely the worst experience I've ever had on a team.


 

Posted

Well the little extra information was helpful, because your post just read like people who herd have a terrible playstyle.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Local_Man View Post
I agree . . . which is one of the pesky synergy problems that Illusion/Kinetics have. Phanty can be a significant source of damage if he can be Fulcrum Shifted . . . but he tends to knock away the targets needed for Fulcrum Shift.
I circumvent this one of two ways:

1: I Speed Boost my Phantasm so he's rocketing around at stupid-high speeds. When I run into a group, Phanty zips up next to me like a Bugs Bunny gag, leaving the AI 1-3 seconds before it suddenly realizes it's surrounded by enemies. Provided I've dumped my Phantom Army and/or my Spec-Terror into the fray, I can drop FS and buff up myself and my Phantasm before he decides to scatter the group like they were pepper floating and water and he was a drop of dish soap (try it!).

2. I summon Phantoms, then summon Phanty as I enter the group and IMMEDIATELY hit FS. Phanty is buffed, insert scatter.

EDIT: I also have the Soulbound Allegiance set in my Phantasm... the Chance for Build Up goes off all the time, adding to his output. It's beautiful.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Quote:
Originally Posted by Comfort View Post
I was just doing some random missions with a team. Pretty much quietly keeping to myself, happily buffing 33% to all defenses with FF, throwing out tactics, locking down bosses with Illusion and some pets.

So like they kicked me after two missions without saying anything. Is this game just for electric and kinetics now?
You sound like a good player and I'd be happy to team with you. They were probably rude and making space for someone else.

However.

May I ask, have you changed the visual effect of your forcefields? I have teamed with FF and Sonic buffers who have turned up the brightness of their shields to an eye-searing extreme, and I have wanted to kick them. (I did not, but oh ghod I wanted to.) If you modified your shields into neon yellow and day-glo purple, that could be cause for kicking in some people's book.


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New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.

 

Posted

Quote:
Originally Posted by RemusShepherd View Post

May I ask, have you changed the visual effect of your forcefields? I have teamed with FF and Sonic buffers who have turned up the brightness of their shields to an eye-searing extreme, and I have wanted to kick them. (I did not, but oh ghod I wanted to.) If you modified your shields into neon yellow and day-glo purple, that could be cause for kicking in some people's book.
Ever seen neon pink Rad debuffs?

Don't team with my Elec/Rad.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
Ever seen neon pink Rad debuffs?

Don't team with my Elec/Rad.
Actually, I think brightly colored debuffs are a good thing. It makes the anchor stand out from the mob. And except for AVs, they generally do not last very long.

Brightly colored *buffs*, however, are a headache-producing nuisance. They obscure your character and if you have a close POV they can block the view of most of your screen. And they are there for the entire life of the team.

In power customization I tend to turn my debuffs up, while turning my buffs down as far as they can go.


...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.