Ill/kin build
Why, yes, I do. Maybe we can compare them some time. Subtly suggesting you post a build for people to comment on rather than asking for a build outright.
Love to but Mids is all jacked up on my computer (completely unusable-which makes Sofacat cry) and I can only crunch a build manually.
This is a frustrating thing. Haven't been able to use it since I18, dunno what's going on.
Love to but Mids is all jacked up on my computer (completely unusable-which makes Sofacat cry) and I can only crunch a build manually.
This is a frustrating thing. Haven't been able to use it since I18, dunno what's going on. |
I also suggest going to the tech board and lookin for a thread on it.
Kinda sorta got Mids up and running ( I think, it's cooperating right now, anyway) and here's my proposed build. Critique away as I am lost as a babe in the woods with making em bigger, stronger and faster and any advice would be most appreciated!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Radiant Renae: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (5) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (29) Decimation - Accuracy/Damage/Recharge
- (37) Decimation - Chance of Build Up
- (A) Numina's Convalescence - Heal/Endurance
- (3) Numina's Convalescence - Endurance/Recharge
- (7) Numina's Convalescence - Heal/Recharge
- (13) Numina's Convalescence - Heal/Endurance/Recharge
- (31) Numina's Convalescence - Heal
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) HamiO:Membrane Exposure
- (A) Entropic Chaos - Accuracy/Damage
- (5) Entropic Chaos - Damage/Endurance
- (7) Entropic Chaos - Damage/Recharge
- (11) Entropic Chaos - Damage/Endurance/Recharge
- (13) Entropic Chaos - Chance of Heal Self
- (37) Unbreakable Constraint - Hold
- (A) Jumping IO
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance
- (A) Accuracy IO
- (11) Accuracy IO
- (A) Coercive Persuasion - Confused
- (15) Coercive Persuasion - Confused/Recharge
- (23) Coercive Persuasion - Accuracy/Confused/Recharge
- (43) Coercive Persuasion - Accuracy/Recharge
- (46) Coercive Persuasion - Confused/Endurance
- (A) Doctored Wounds - Heal
- (15) Doctored Wounds - Heal/Endurance
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Sovereign Right - Accuracy/Damage
- (19) Sovereign Right - Damage/Endurance
- (19) Sovereign Right - Accuracy/Endurance
- (40) Sovereign Right - Accuracy/Damage/Endurance
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Healing IO
- (23) Recharge Reduction IO
- (A) Ghost Widow's Embrace - Accuracy/Recharge
- (25) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (25) Ghost Widow's Embrace - Accuracy/Endurance
- (40) Ghost Widow's Embrace - Endurance/Hold
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (27) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (27) Glimpse of the Abyss - Endurance/Fear
- (34) Glimpse of the Abyss - Fear/Range
- (A) Unbounded Leap - Jumping
- (29) Unbounded Leap - +Stealth
- (A) Numina's Convalescence - Heal/Endurance
- (31) Numina's Convalescence - Heal
- (31) Numina's Convalescence - Endurance/Recharge
- (36) Numina's Convalescence - Heal/Recharge
- (40) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Soulbound Allegiance - Damage
- (33) Soulbound Allegiance - Damage/Recharge
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge
- (33) Soulbound Allegiance - Accuracy/Recharge
- (34) Soulbound Allegiance - Damage/Endurance
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (46) Performance Shifter - Accuracy/Recharge
- (A) Accuracy IO
- (39) Accuracy IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (46) Range IO
- (A) Devastation - Accuracy/Damage
- (42) Devastation - Accuracy/Damage/Recharge
- (42) Devastation - Accuracy/Damage/Endurance/Recharge
- (42) Devastation - Damage/Recharge
- (A) Obliteration - Damage
- (45) Obliteration - Accuracy/Recharge
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Range
- (48) Positron's Blast - Damage/Recharge
- (A) Time & Space Manipulation - Endurance
- (50) Time & Space Manipulation - Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 1: Brawl
- (A) Accuracy IO
- (A) Run Speed IO
- (A) Healing IO
Level 6: Ninja Run
Kinda sorta got Mids up and running ( I think, it's cooperating right now, anyway) and here's my proposed build. Critique away as I am lost as a babe in the woods with making em bigger, stronger and faster and any advice would be most appreciated!
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First and foremost, I would drop Aid Other and Aid Self. Transfusion is the strongest AoE heal in the game and should cover just about all your healing needs in battle. When you need a heal for yourself, just close in on your Transfusion target. However, it's important to note that Transfusion requires an tohit check so accuracy will be necessary in it.
I highly recommend 6-slotting PA. Pack in as much damage and recharge as you can manage with a bit of accuracy on the side. Expedient Reinforcement will do a good job at filling 4 of those slots and offers a 6.25% recharge bonus.
Speedboost is an excellent buff even though it's a bit cumbersome to apply to an entire team. It gives the target the equivalent of two Stamina's worth of recovery and 50% recharge. I consider it an essential power for any /kin that I play.
In general, I'd suggest looking at sets that give some bonus to recharge. You already have several started, but not completed for some reason (Glimpse of the Abyss in ST and Positron's Blast). I'd definitely pull slots from Teleport Foe, which I feel has limited utility on an ill/kin; you'll generally be pushing forward more often than pulling enemies back to a secluded point.
If you revise your build and post it again I'll gladly give it another look.
We have something to work with, and it needs some work. Take a look at the Illusion slotting from my Ill/Rad guide, linked in my sig. That will give you an idea of slotting for your Illusion powers.
Transfusion: It needs Accuracy. The Accurate Healing IO sets (Touch of the Nictus) were made for this power. Another option is a single Acc and 5 Doctored Wounds. The Numina's proc should be in an "always on" power like Health.
Siphon Power: A Membrane is a waste here -- this power will only use the Recharge. You need Accuracy and Recharge, and you would do better using common IOs.
Blind has a lot of options for slotting, but you don't need to worry so much about healing -- Transfusion is one of the strongest heals in the game. Think about slotting 4 Basilisk Gaze, and then adding some Damage and a little extra Accuracy -- you want this to hit, as it sets up Containment for Spectral Wounds.
Superior Invis: You want to slot as much endRdx here as possible. Great slotting is the LotG Recharge, and then 5 Red Fortune trying to maximize EndRdx. You get 12.5% global Recharge in one place.
Siphon Speed needs some Recharge in addition to the Accuracy.
Deceive: Personally, I take it earlier and delay Siphon Power. Replace the Confuse with the Contagious Confusion proc. It is wonderful in this power.
Health: Use the Numina proc and a Numina Heal here -- but a Kin doesn't really need them as much as other builds.
Phantom Army: By far, this is the most important power in the Illusion set. You want to maximize Recharge, then try to get as much damage in it with decent Accuracy. SO slotting is 3 Recharge, 1 Acc, 2 Dam. The Recharge Intensive Pet sets were made for this, but the Resistance and Defense procs are mostly useless. Try slotting Expediant Reinforcement, all but the Dam/End and the Resist proc, then add the two Call to Arms Triples, or at level 50, you can use Dam/Rech and Chance for Build Up from Soulbound. That will cap your Recharge and Damage.
Stamina: EndMod and the Proc from Performance Shifter. Add a common EndMod if you stay with 3 slots, or EndMod/Acc and EndMod/Rech if you go with 4.
Drop Aid Other and Aid Self, as Ketch said.
Flash: Look at 4 Basilisk Gaze, plus some more Acc/Hold/Rech if you can fit it in. I like it after Spectral Terror for the reasons in my Guide.
Spectral Terror: The only reason to slot up this power is for bonuses, as it works great with no slots at all. A 5th Glympse of the Abyss will get you 6.25% Recharge.
Inertial Reduction: I haven't checked it, but how does the Stealth proc work in this power now? I-18 changed these procs to only working when the toggle power is on (a change I dislike), when they used to work for 120 sec after. In IR, I suspect that the proc only works when you click the power and then you are visible again . . . but I haven't tested it.
Phantasm: Need more recharge, so 4 Expediant Reinforcement and an Acc/Dam Hami-O to finish it out.
Transference: I like 6 Efficacy Adaptor in here. Gives more Recharge.
Fulcrum Shift: Range? You want to get up close and personal with this buff.
APP: The main reason to take the Psi Pool is the mez protection of Indomidible Will. World of Confusion stinks because the AoE is so small -- the best reason to take this is as a mule for IO confuse sets. Consider the Earth APP set for Fissure and Seismic Smash -- Fulcrum Shifted, those attacks do a lot of damage.
If you are going to take Teleport Foe, you have to slot it with some Accuracy. Very few people actually take this power, and using 4 slots on it is extravagant.
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
Inertial Reduction: I haven't checked it, but how does the Stealth proc work in this power now? I-18 changed these procs to only working when the toggle power is on (a change I dislike), when they used to work for 120 sec after. In IR, I suspect that the proc only works when you click the power and then you are visible again . . . but I haven't tested it.
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thanks for all the input, gave me a lot to mull over. I guess I should have pointed out that I solo 99.9% of the time. I know it's strange especially since I'm building a "support" character but I had a real blast playing an earth/kin to 50.
I'll post build 2.0 after doing some more research including reading your guide Local.
So here's version 2.0 with a lot of advice from ya'll and with an eye to my very odd play style. I attempted to slot with a "kinda Perma" build.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Radiant Renae 2.0: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (13) Basilisk's Gaze - Recharge/Hold
- (13) Damage Increase IO
- (46) Accuracy IO
- (A) Touch of the Nictus - Accuracy/Healing
- (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (7) Touch of the Nictus - Accuracy/Endurance/Recharge
- (29) Touch of the Nictus - Healing
- (43) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Accuracy/Endurance/Recharge
- (15) Decimation - Chance of Build Up
- (31) Decimation - Accuracy/Damage/Recharge
- (42) Decimation - Damage/Recharge
- (A) Coercive Persuasion - Accuracy/Recharge
- (5) Coercive Persuasion - Accuracy/Confused/Recharge
- (7) Coercive Persuasion - Confused/Recharge
- (31) Coercive Persuasion - Contagious Confusion
- (43) Coercive Persuasion - Confused/Endurance
- (A) Jumping
- (A) Luck of the Gambler - Recharge Speed
- (9) Red Fortune - Defense
- (9) Red Fortune - Endurance
- (40) Red Fortune - Defense/Endurance
- (50) Red Fortune - Defense/Endurance/Recharge
- (50) Red Fortune - Endurance/Recharge
- (A) Accuracy IO
- (11) Accuracy IO
- (A) Accuracy IO
- (17) Range IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Healing IO
- (A) Unbreakable Constraint - Hold
- (17) Unbreakable Constraint - Hold/Recharge
- (34) Unbreakable Constraint - Accuracy/Hold/Recharge
- (42) Unbreakable Constraint - Accuracy/Recharge
- (48) Unbreakable Constraint - Endurance/Hold
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Endurance/Damage/Recharge
- (25) Expedient Reinforcement - Accuracy/Damage/Recharge
- (25) Call to Arms - Accuracy/Damage/Recharge
- (34) Call to Arms - Endurance/Damage/Recharge
- (A) Performance Shifter - Chance for +End
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Run Speed IO
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (27) Glimpse of the Abyss - Fear/Range
- (27) Glimpse of the Abyss - Endurance/Fear
- (37) Glimpse of the Abyss - Accuracy/Endurance
- (43) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Jumping IO
- (29) Recharge Reduction IO
- (A) Knockback Distance IO
- (31) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (34) HamiO:Nucleolus Exposure
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (36) Performance Shifter - Accuracy/Recharge
- (37) Performance Shifter - EndMod/Accuracy
- (37) Performance Shifter - Chance for +End
- (A) Accuracy IO
- (39) Accuracy IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Endurance Reduction IO
- (A) Accuracy IO
- (42) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (45) Basilisk's Gaze - Accuracy/Recharge
- (45) Basilisk's Gaze - Recharge/Hold
- (45) Basilisk's Gaze - Endurance/Recharge/Hold
- (46) Damage Increase IO
- (46) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (48) Endurance Reduction IO
- (48) Defense Buff IO
- (A) Recharge Reduction IO
- (50) Endurance Modification IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
It's better, but still needs some work -- Remember that Recharge is the key. Siphon Speed should be slotted with 2 Acc, 2-3 Rech. You want to be able to stack it!
Blind: Change the common Acc to an Acc/Dam from some set. Blind has a 10% accuracy bonus, so a little bit more is enough.
Siphon Power: Range? Kinetics is an "Up Close and Personal" set, so you'll want Recharge, not Range. Even better, put that slot with a Recharge in Siphon Speed.
Health: Rather than a common Heal, try to get a Numina's Heal for a nice Regen bonus.
IR: I think a single Jump may be enough. Use that slot for another Recharge in Siphon Speed.
Repel: Lots of folks will tell you to skip it. I kind of like it, but acknowledge that it is situational and skippable -- I only took it on my Kin Defender, not on my Ill/Kin. Repel is the only real "defensive" power in the secondary, but it is an offensive secondary. Slot it with a single EndRdx. Another Recharge slot for Siphon Speed! However, it can certainly be moved back -- this could easily be your level 49 power if you leave it in at all.
Transference: I prefer the Efficacy Adaptor set.
Fulcrum Shift: The EndRdx really isn't needed.
Fissure: This is an important damage power -- slot it for Damage. 1 Acc, 3 Dam minimum, then Recharge. An IO set gives you more of everything.
Seismic Smash: Again, this is a Damage power -- slot it for damage! The hold is a nice secondary effect.
Rock Armor: Do you understand what "Frankenslotting" is? Here, two Defense/Endrdx from two different sets will give your better numbers than a Defense and an EndRdx.
Speed Boost: This is a hot topic. My opinion is that a kinetic should take this soon after it is available for teaming -- so at level 22. It is one of the best team buffs in the game. Many people hate having to re-cast it on everyone every two minutes, but I think you should have it and use it for the benefit of the team. It can be slotted with a single EndMod. If you are ONLY going to solo, it is skippable.
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
I'm going to be the guy who says no to Repel. As an Ill/Kin enthusiast, I have to tell you that taking and using Repel will absolutely ruin your experience as an Ill/Kin. Being an Ill/Kin means you have to be in the thick of the fight, right in the middle of spawns so you can successfully be affected by your entire Fulcrum Shift. Using Repel will fire everything in every direction and make every utility you have useless. Transfusion? Fulcrum Shift? Transference? None of them will affect you since nothing will get close. I'm nearing completion with my Ill/Kin guide; check it out once it's in my sig. I'll post it when it is.
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."
I'm going to be the guy who says no to Repel. As an Ill/Kin enthusiast, I have to tell you that taking and using Repel will absolutely ruin your experience as an Ill/Kin. Being an Ill/Kin means you have to be in the thick of the fight, right in the middle of spawns so you can successfully be affected by your entire Fulcrum Shift. Using Repel will fire everything in every direction and make every utility you have useless. Transfusion? Fulcrum Shift? Transference? None of them will affect you since nothing will get close. I'm nearing completion with my Ill/Kin guide; check it out once it's in my sig. I'll post it when it is.
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I would take Increase Density over Repel any day, unless I only solo.
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
I agree with most of what has been said, the only addition I'd make is get Combat Jumping. This will give you resistance to immob - the one thing that a Kin needs is the ability to move in for buffs/heals as required.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
That's an excellent point Psiphon. I'd highly recommend taking Combat Jumping as well. There's nothing more frustrating than being stuck a few feet from the transfusion that could save your life.
Well, I'm definitely not married to Repel, it was just a case of "I've got to choose another power from a list of stuff I really don't want". Maybe drop it for combat jump?
Speed boost is another power I don't really want but on the VERY rare occasions I get talked into teaming I suppose I'll be expected to have it.
I can see dropping a slot from Inertial reduction and the End Red slot from Fulcrum shift to add a couple of recharge to Siphon Speed. I think that I probably wasn't using SS to all of it's potential on my other Kinetics controller.
Looking at Performance Shifter versus Efficacy Adaptor I can really see your point. Both sets give the same damage bonus plus EA gives you 5% recharge with all six slotted. A little closer to a "sorta Perma" character.
Thanks again for all the input. I've been playing for 3 years now and just really got into the mechanics of building a few months ago. So far I've tweaked an Inv/SS tank and my bots/traps MM and both are far outperforming what they had been!
Well, I'm definitely not married to Repel, it was just a case of "I've got to choose another power from a list of stuff I really don't want". Maybe drop it for combat jump?
Speed boost is another power I don't really want but on the VERY rare occasions I get talked into teaming I suppose I'll be expected to have it. I can see dropping a slot from Inertial reduction and the End Red slot from Fulcrum shift to add a couple of recharge to Siphon Speed. I think that I probably wasn't using SS to all of it's potential on my other Kinetics controller. Looking at Performance Shifter versus Efficacy Adaptor I can really see your point. Both sets give the same damage bonus plus EA gives you 5% recharge with all six slotted. A little closer to a "sorta Perma" character. Thanks again for all the input. I've been playing for 3 years now and just really got into the mechanics of building a few months ago. So far I've tweaked an Inv/SS tank and my bots/traps MM and both are far outperforming what they had been! |
*points to sig*
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."
Well, I'm definitely not married to Repel, it was just a case of "I've got to choose another power from a list of stuff I really don't want". Maybe drop it for combat jump?
Speed boost is another power I don't really want but on the VERY rare occasions I get talked into teaming I suppose I'll be expected to have it. I can see dropping a slot from Inertial reduction and the End Red slot from Fulcrum shift to add a couple of recharge to Siphon Speed. I think that I probably wasn't using SS to all of it's potential on my other Kinetics controller. Looking at Performance Shifter versus Efficacy Adaptor I can really see your point. Both sets give the same damage bonus plus EA gives you 5% recharge with all six slotted. A little closer to a "sorta Perma" character. Thanks again for all the input. I've been playing for 3 years now and just really got into the mechanics of building a few months ago. So far I've tweaked an Inv/SS tank and my bots/traps MM and both are far outperforming what they had been! |
This will give you in combat perma PA (using Siphon Speed).
With this build I can solo at +0/x8 standing on my head and can go to +2/x8 if I concentrate.
If you're mainly soloing, pre Epics I'd drop Siphon Power and pick up Air Superiority this will give you a proper attack chain - try to fit both in if you can possibly drop the AoE hold.
I found GI a better choice than SI as you still gain the tactical advantage of being able to get in close and not aggro nearby mobs but you can also attack aggresively without the End issues of the SI toggle.
2 SO's plus Hasten will make it Permanent.
Hope this helps.
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L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Just a side note about Medicine.
I dont find aid self/Other useless. Unless you go for Psy epic pool (which is not bad depending on what you want to do with your toon) you will be sensible to stun. Aid Self gives a decent resistance to Stun effect if you think about casting it every 45 sec on you.
Also, even if Transfusion is an amazing AoE heal it has downsides. You cant cast it when you dont have mobs, you have to hug the target, target must not die while you cast it (unlike Twilight Graps). As an illusion controler you dont completely lock down foes but you control them through Fears and Taunts (PA), that means many of them will still be landing some attacks, these attacks might be AoE and you will recieve "some" damage. Aid Self allows you to run away from LoS, heal yourself and come back.
I noticed for exemple on my Illu/Kin I wasnt able to "play mele" like a Kin is supposed to and like I do with my Earth/Kin. On some villian groups like nemesis or very extreme packs (+4x8 with 5 heavy AoE bosses) I just cannot handle being on mele range.
Just a side note about Medicine.
I dont find aid self/Other useless. Unless you go for Psy epic pool (which is not bad depending on what you want to do with your toon) you will be sensible to stun. Aid Self gives a decent resistance to Stun effect if you think about casting it every 45 sec on you. Also, even if Transfusion is an amazing AoE heal it has downsides. You cant cast it when you dont have mobs, you have to hug the target, target must not die while you cast it (unlike Twilight Graps). As an illusion controler you dont completely lock down foes but you control them through Fears and Taunts (PA), that means many of them will still be landing some attacks, these attacks might be AoE and you will recieve "some" damage. Aid Self allows you to run away from LoS, heal yourself and come back. I noticed for exemple on my Illu/Kin I wasnt able to "play mele" like a Kin is supposed to and like I do with my Earth/Kin. On some villian groups like nemesis or very extreme packs (+4x8 with 5 heavy AoE bosses) I just cannot handle being on mele range. |
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."
Anyone have a good one?