Ill/Storm
Not at liberty to do a full analysis, but off the cuff:
Pros: Hasten + fully slotting PA for recharge, full stealth with GI + SM, some attention given to defense.
Cons: FR not slotted for recharge at all, no EndRedux in LS, no Stamina (perhaps in preparation for Fitness becoming inherent?).
Phantom Army and Freezing Rain are two cornerstones, IMO, to playing an Ill/Stormy. Your power selection is fine overall, and some of the slotting is definitely "to taste", but I think that sort of tweaking can occur once you've really had a chance to get that basic power combination rolling, sometime around level 20.
Endurance is going to be a very significant problem -- even with Stamina -- so you're going to want to work slotting EndRedux into your attack chain. You'll probably want to time using Hasten with Phantom Army, so you get the most overlap. Finally, don't be afraid of using Deceive.
(I'm assuming, given how you've slotted with generic enhancements, that you're not considering Invention Sets at this point, and so have abstained from talking about their benefits.)
Damage in freezing rain is a waste IMO. Slot recharge first, then I'd do some def debuff and likely the -res proc.
@Mental Maden @Maden Mental
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OK, let's take a look:
Spectral Wounds: It has an accuracy bonus of 10% -- you can probably get by with 1 Acc rather than two. Personally, I prefer to slot 1 Acc, 3 Dam, 2 Rech leveling up, but this is a power that benefits from IO sets to get a little of everything.
Blind: Standard slotting is 2 Acc, 2 Hold, 2 Rech. You mostly use it for setting up Containment, so Hold duration isn't as important as Recharge. You can also slot this for Damage, especially if you solo. Solo slotting can be 2 Acc, 2 Dam, 2 Rech. Again, IO sets let you fit EndRdx in without giving up other enhancements.
Deceive: Again, 2 Acc, 2 Conf, 2 Rech -- it has an Accuracy bonus, so the second accuracy is optional unless you use it a lot -- I do. The recharge helps if you want to stack it on a boss.
Snow Storm: Slow enhancements only affect run speed. This power is already just about at run speed cap that it only should get Slow enhancements if you have slots to spare. 2 EndRdx if you use it a lot.
Steamy Mist: It is a matter of taste whether you slot this for Defense or Resistance. I prefer Resistance -- it only resists 3 kinds of damage, but it does a lot for those three. I would only slot for Defense if you otherwise have a lot of Defense. You have chosen both Fighting and Leadership pools -- I would rather have control powers over Defense, but not everyone agrees with me.
Super Speed: With Super Speed, you can skip Group Invis and Superior Invis -- I did on my Ill/Storm. Those powers are nice if you are trying for a high recharge build, but for a common IO build, they are skippable if you have Steamy + Super Speed.
As MM said, slotting Damage in Freezing Rain is a mistake. All those numbers you see? They are actually a small fraction of 1, but the game shows it as a -1, making look like Freezing Rain is doing a lot more damage than it does. You will do better slotting for Recharge, then a little Defense Debuff and procs. The Achilles Heal proc works great here. Damage procs will do a lot more damage than slotting the power for Damage.
Phantom Army: Standard SO slotting is 3 Recharge, 1 Acc, 2 Dam.
Hurricane: The ToHit Debuff is a key part of this power. Slot it up with ToHit Debuff.
Phantasm: EndRdx is wasted, since you only cast this once in a while.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
So there are a few Ill/X builds that have appeared... Which made me think about making one I had a look around but couldn't fine alot about it and I wanted some opinions on my build:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Spectral Wounds -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), EndRdx-I(7)
Level 1: Gale -- Empty(A)
Level 2: Blind -- Acc-I(A), Acc-I(7), Hold-I(9), Hold-I(9), Hold-I(11), EndRdx-I(11)
Level 4: Deceive -- Acc-I(A), Conf-I(13), Conf-I(13), Conf-I(15)
Level 6: Snow Storm -- EndRdx-I(A), EndRdx-I(17), Slow-I(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 10: Steamy Mist -- DefBuff-I(A), DefBuff-I(21), EndRdx-I(23)
Level 12: Boxing -- Empty(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Freezing Rain -- Dmg-I(A), Dmg-I(23), Dmg-I(25), EndRdx-I(25), EndRdx-I(27), EndRdx-I(27)
Level 18: Phantom Army -- Acc-I(A), Acc-I(29), Dmg-I(29), RechRdx-I(31), RechRdx-I(31), RechRdx-I(31)
Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(33)
Level 22: Group Invisibility -- DefBuff-I(A), RechRdx-I(33), RechRdx-I(34)
Level 24: Tough -- ResDam-I(A), ResDam-I(34), EndRdx-I(36)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Weave -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(37)
Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37), EndRdx-I(39)
Level 32: Phantasm -- Acc-I(A), Acc-I(33), Dmg-I(34), Dmg-I(36), Dmg-I(39), EndRdx-I(39)
Level 35: Tornado -- Dmg-I(A), Dmg-I(42), Dsrnt-I(42), Dsrnt-I(42), RechRdx-I(43), RechRdx-I(43)
Level 38: Lightning Storm -- Dmg-I(A), Dmg-I(40), Dmg-I(40), RechRdx-I(40), RechRdx-I(43), RechRdx-I(46)
Level 41: Scorpion Shield -- DefBuff-I(A), DefBuff-I(46), EndRdx-I(46)
Level 44: Poisonous Ray -- Acc-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), EndRdx-I(48)
Level 47: Summon Tarantula -- Acc-I(A), Acc-I(48), Dmg-I(48), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Is it good? Bad? Needing a few tweaks?