Best Illusion/Empathy Build?
If you're a bigger soloer, I would actually recommend either ill/therm or ill/rad rather than ill/emp. Thermal is a support heavy set, but unlike empathy, it's top end powers are debuffs that will be wonderfully useful solo or in a team. You'll still have the ability to heal, rez, and buff in team situations, but you'll at least be able to make use of those few extra powers when solo.
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Illusion/Empathy is a good team-focused controller who can use several of the Illusion powers to support his/her role of a team buffer and healer. However, Empathy is not a good secondary for solo play. If you want an all-around controller who is great at solo, small teams and large teams, then Illusion/Radiation is the best choice.
The single most important power in the Illusion set is Phantom Army. PA can't be buffed (other than enhancements in the power itself). As a result, Debuffs of the foes are the only thing that can make PA hit more often (Defense Debuff) or hit harder (Resistance Debuffs). You also want PA out as much as possible. The ultimate "goal" for a min/maxed Illusionist is Perma-PA, where the Phantom Army is recharged before the 60-second timer expires.
Radiation is the only secondary with a Defense Debuff, a Resistance Debuff and a Recharge buff. Several other secondary sets have great debuffs (Storm, Cold, Trick Arrow, Therm, Sonic) but no Recharge buff. Kinetics can get a recharge buff from siphoning off of foes, but doesn't have the debuffs needed. Empathy and FF have no debuffs or Recharge buff.
Illusion is a great primary and works great with any secondary. Empathy also can work with any primary. But some pairings have an extra synergy, and Illusion/Radiation is one of those.
If you want to use the Illusion primary, even if you don't pair it with Radiation, take a look at my Illusion/Radiation guide, linked in my sig.
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
Hi all!
What kind of build would you recommend for an illusion/empathy controller? * I tend to solo, but would like to be well-rounded in case the need to group arises. * I would like flight as my travel power. * I don't know whether to choose invisibility or group invisibility (or both?). * I try to shape my powers to fit my character. She's a French magician somewhat inspired by Zatanna Zatara. Found on the streets of Paris and adopted by a witch who trained her, then taken in by a circus and grew into adulthood following the death of the witch. Any suggestions? |
Things will vary a lot depending on playstyle, but in general:
(i) Treat Empathy as a Buff set that happens to have Heals, not a Heal set that happens to have Buffs
(ii) For Illusion: your biggest solo powers are Blind, Spectral Wounds, Deceive, Phantom Army and Phantasm. Treat Spectral Terror as your main AoE Mez, NOT Flash (it's weak, it's PBAoE and it's long activation - I skipped it and with ST and the Purple Proc in Deceive I have not missed it, ever.)
(iii) For Empathy: Fortitude, Clear Mind and Adrenaline Boost are by far your best powers. Heals are situational. Absorb Pain is very useful in certain emergency situations, the Auras are also quite useful generally but they work best if you save them for when they're needed rather than spamming them as soon as they're up.
In terms of build, go for Recharge, Recharge and more recharge. Both Illusion and Empathy benefit very, very heavilly from extra Recharge. Warning: this gets EXPENSIVE.
Ideally you'll want near-perma Phantom Army and Perma Adrenaline Boost (both powers really are that good, and it'll mean you can keep Fortitude up on nearly an entire team and use your Auras far more often). Taking Hasten is a given. Using cheap recharge sets in Spectral Terror and Decieve and your Heals goes a long way, but be prepared to shell out for LOTGs and a few Purple sets (My own build currently has Hasten + 3 Purple sets and 4 LOTGs plus numerous other sets for a total of 165% Recharge with AB perma and Phantom Army and Hasten a few seconds off Perma, in i19 when I can slot two more LOTGs this will rise to 180%)
Superior Invisibility is largely worthless. You can get the same effect of SI for less Endurance by Power Pool Stealth and a Stealth IO in Sprint. Or a Stealth IO in Superspeed (and hey, you'll be taking Hasten anyway!). Grant Invis is an endurance hog and not particularly effective, but it can make a nice mule for a LOTG IO.
Superior Invisibility is largely worthless. You can get the same effect of SI for less Endurance by Power Pool Stealth and a Stealth IO in Sprint. Or a Stealth IO in Superspeed (and hey, you'll be taking Hasten anyway!). Grant Invis is an endurance hog and not particularly effective, but it can make a nice mule for a LOTG IO. |
Group Invis is optional (maybe as you see it fitting your concept or not). Operationally, I find not so many players know how to utilize being invisible, let alone for a one-shot two-minute duration that could leave them in trouble or getting themselves killed. So I don't personally like using it. Just go yourself where you need to be and port the others in.
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Quote:
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Superior Invisibilty is currently one of the worst methods in the game of attaining "Full Stealth" (Group Invis is close behind it since it wears off as soon as you do anything instead of Suppressing Temporarily). IMO it is therefore completely skippable, and hardly qualifies as "one of the three best powers in Illusion".
Superior Invisiblity costs 1.04 Endurance/Second. You can get the same affect for 0.46 Endurance/Second with Superspeed and a Stealth IO. That combo grants 65 points of Stealth, meaning you'll be invisible to virtually everything in PVE (bar the usual GMs, Snipers and Drones). This is especially useful since you'll be taking Hasten anyway, so it doesn't even need a power pool pick wasted on it like "Stealth" would. And you get a "free travel power" too.
Superior Invisibilty is currently one of the worst methods in the game of attaining "Full Stealth" (Group Invis is close behind it since it wears off as soon as you do anything instead of Suppressing Temporarily). IMO it is therefore completely skippable, and hardly qualifies as "one of the three best powers in Illusion". |
And, I hate to tell you, but a lot of people don't like Super Speed for travel -- they have trouble controling a super-speeding character and dislike the lack of verticle. (I personally like it, but I have seen reasons why others don't.) Stealth, from the stealth pool, not only uses an unneeded power pool, but also has a run speed reduction -- rather frustrating.
On my Ill/Storm, I skipped SI and GI to take Super Speed + Steamy Mist for invisibility, and it works fine most of the time. But every now and then, something that would not have seen me through SI will see me with SS+SM. The invisibility is not as good. The only thing that makes SI a tough choice is the endurance cost, but with good slotting, that can be handled. It is available at level 8, allows you to walk right up to a foe and Deceive him to take him out of the fight -- without having to buy very expensive IOs. It does not have to be re-cast every few minutes and doesn't force you to run around at high speed or low speed. SI is easy and simple and, well, "superior."
The combo of SI and Deceive and Phantom Army is perfect for anyone wanting to be the team spy. SI gets you there, Deceive can distract any foes near a glowie, and PA can pull the attention of a group. Not even a Stalker has that set of tools.
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
Superior Invisiblity costs 1.04 Endurance/Second. You can get the same affect for 0.46 Endurance/Second with Superspeed and a Stealth IO. That combo grants 65 points of Stealth, meaning you'll be invisible to virtually everything in PVE (bar the usual GMs, Snipers and Drones). This is especially useful since you'll be taking Hasten anyway, so it doesn't even need a power pool pick wasted on it like "Stealth" would. And you get a "free travel power" too.
Superior Invisibilty is currently one of the worst methods in the game of attaining "Full Stealth" (Group Invis is close behind it since it wears off as soon as you do anything instead of Suppressing Temporarily). IMO it is therefore completely skippable, and hardly qualifies as "one of the three best powers in Illusion". |
Personally, I went with group invisibility on my ill/sonic. I like it but can see reasons to take other invisibility powers.
Regarding the OP's question, I haven't done Emp so unfortunately I can't help there.
Worst? Not even close. Yes, you can get full PvE invisibility with Super Speed and a very expensive Celerity Stealth IO -- I have it on many of my characters, and the last time I looked, the Celerity Stealth was selling for about 160 mil. I also use Shadow Fall or Steamy Mist + Super Speed or a Stealth IO. But Superior Invis is pure invisibility with some defense on an easy-to-use toggle. It is not difficult to take the endurance cost into effect on an Illusion build. It can be slotted with IOs for 12.5% Recharge and some decent defense. And it even keeps you hard to see by +perception foes until you get really close. It has allowed me to fly past Rikti Drones in caves without being seen if I go by fast enough.
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Rikti Drones ignore stealth/perception checks, so no matter how much stealth you pile on they will always see you. I would guess that in the cases you mention you happened to be moving quickly enough to be in and out of their attack range before they started firing at you. The same behaviour holds true for Rularuu Sentries and Knives of Artemis, and certain foes with Autohit PBAoE auras such as certain members of Longbow and the Cabal also effectively see through any amount of stealth when they're in melee range of you. The only thing that SI lets you stand in front of that SS + IO/Stealth doesn't are Turrets/GMs (100 Points) and Snipers (150 points of Perception). So unless you regularly run Nemesis Missions you're probably not going to notice any difference.
As you noted though, the single thing making taking SI a difficult choice is not its stealth magnitude, but its Endurance cost. Whenever a player is is choosing a toggle power which they intend to run constantly, IMO the one to avoid would be the one which costs more than a Fully Slotted Stamina gives them and grants little discernable benefit over other similar choices.
Superior Invisibility and Group Invisibility are not the same as Super Speed + a Stealth IO. The Stealth IO suppresses if you take damage or attack. Superior Invisibility and GI invisibility does not. Stealth IOs will get you part of the way but they do not let you move with the impunity that actual invisibility powers do.
Super Speed + an AoE stealth power (e.g. Steamy Mists or Arctic Fog) is also better than a Super Speed + a Stealth IO and also does not suppress. [EDIT: I misremembered this part. Super Speed stealth does suppress on attacking, the fog does not, so you keep 35ft of Stealth.]
I also believe SI is a must-have for PVP.
Superior Invisibility and Group Invisibility are not the same as Super Speed + a Stealth IO. The Stealth IO suppresses if you take damage or attack. Superior Invisibility and GI invisibility does not. Stealth IOs will get you part of the way but they do not let you move with the impunity that actual invisibility powers do.
Super Speed + an AoE stealth power (e.g. Steamy Mists or Arctic Fog) is also better than a Super Speed + a Stealth IO and also does not suppress. [EDIT: I misremembered this part. Super Speed stealth does suppress on attacking, the fog does not, so you keep 35ft of Stealth.] I also believe SI is a must-have for PVP. |
(and it's been a while since I used them in that capacity, so I'm not even sure about that!)
Even Superior Invis.
+1000 StealthRadiusPlayer for 0.75s
Effect does not stack from same caster
Suppressed when Attacked, for 6 seconds (Always)
Suppressed when HitByFoe, for 6 seconds (Always)
Suppressed when MissionObjectClick, for 10 seconds (Always)
Back in the Pre-PvP-Diminishing-Returns-nerf days, I did run with SI in a PVP zone. It hit the Controller Stealth Cap pretty easily. Unfortunately, the same Stealth Cap could also be hit by Stealth + a Stealth IO whenever they came out, and you saw a lot of Devices Blasters making use of the same thing via Cloaking Device + a Stealth IO.
These days post-nerf, I can't rememeber offhand if Stealth is one of the things that Diminishing Returns affects, but I wouldn't be surprised if it was. Paragonwiki is still a bit unclear on what is and isn't affected by it.
You can also use a less expensive "Unbounded Leap" one in Sprint. Or go for Power Pool Stealth - particularly with i19 soon opening up another "free" power pool choice. And since you're arguing that taking Stealth would waste a power pick slot, I would make the counter-argument that taking SI would waste enhancement slots... since you really need to three-slot it to weather the endurance drain.
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As for the slots . . . . I get 12.5% recharge out of SI by six-slotting it with a LotG Recharge and 5 Red Fortunes. I get some Defense and capped endRdx such that I have no problems at all running SI virutally all the time. And it certainly seems to me that I get seen a lot less often with SI than any other form of invisibility.
Rikti Drones ignore stealth/perception checks, so no matter how much stealth you pile on they will always see you. I would guess that in the cases you mention you happened to be moving quickly enough to be in and out of their attack range before they started firing at you. The same behaviour holds true for Rularuu Sentries and Knives of Artemis, and certain foes with Autohit PBAoE auras such as certain members of Longbow and the Cabal also effectively see through any amount of stealth when they're in melee range of you. The only thing that SI lets you stand in front of that SS + IO/Stealth doesn't are Turrets/GMs (100 Points) and Snipers (150 points of Perception). So unless you regularly run Nemesis Missions you're probably not going to notice any difference. As you noted though, the single thing making taking SI a difficult choice is not its stealth magnitude, but its Endurance cost. Whenever a player is is choosing a toggle power which they intend to run constantly, IMO the one to avoid would be the one which costs more than a Fully Slotted Stamina gives them and grants little discernable benefit over other similar choices. |
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 believe everything aside from Grant/Group Invis suppresses in PVP.
(and it's been a while since I used them in that capacity, so I'm not even sure about that!) Even Superior Invis. +1000 StealthRadiusPlayer for 0.75s Effect does not stack from same caster Suppressed when Attacked, for 6 seconds (Always) Suppressed when HitByFoe, for 6 seconds (Always) Suppressed when MissionObjectClick, for 10 seconds (Always) Back in the Pre-PvP-Diminishing-Returns-nerf days, I did run with SI in a PVP zone. It hit the Controller Stealth Cap pretty easily. Unfortunately, the same Stealth Cap could also be hit by Stealth + a Stealth IO whenever they came out, and you saw a lot of Devices Blasters making use of the same thing via Cloaking Device + a Stealth IO. These days post-nerf, I can't rememeber offhand if Stealth is one of the things that Diminishing Returns affects, but I wouldn't be surprised if it was. Paragonwiki is still a bit unclear on what is and isn't affected by it. |
I have no idea if that still works.
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
Concerning the Suppression in PVE: I'm honestly not sure it's that noticable.
At least for the OPs secondary, which is the one I'm most familiar with for Illusion.
I can usually count on one hand the number of times my Ill/Emp gets attacked in a regular mission, and that's usually just with Generic Runspeed-slotted SuperSpeed (Sprint has a Stealth IO in it, but I tend to only toggle it on when I'm "ghosting").
Empathy has no powers that affect a foe directly, so nothing will break suppression.
Illusion has three powers that break suppression: Spectral Wounds, Blind and Flash.
Of those three powers, Flash is a very situational powerchoice given that:
(i) it is a short duration hold which does no damage and only affects up to LTs
(ii) it has a long activation time which requires you enter PBAoE range
(iii) you can already control an entire spawn via Spectral Terror and Deceive, not to mention Phantom Army.
That leaves only Blind and Spectral Wounds.
When soloing, since both powers are Single-Target it's fairly rare to open up on more than one foe with with either of them, so if you're going to be using them then Phantom Army/Phantasm/Spectral Terror will be already holding the attention of all the foes except the one upon which you're concentrating. Since you'll probably be opening with Blind to set up containment before using SW to deal damage, the foe you're hitting will not be attacking you back. So you're visible, but nothing is hitting you.
After you're done with the spawn of foes, your Stealth kicks back in again 10 seconds after you last activated an attack. Spectral Terror by itself occasionally lets an attack or two get as far as you, so it's not perfect. But close enough, especially if you're buffing Phantasm's Perception and Damage so he takes more aggro, and especially-especially if you have a low recharge time on PA.
When on a team, then you'll more than likely be buffing and throwing out your best controls (PA, Spooky and Deceive) and only blasting when you've a spare moment to do so. Maybe even throwing out a heal or two. So you'll mainly be unsuppressed, and even if you are blasting then aggro will be quite well locked down (by you, if not a Tanker) so Stealth or lack thereof is usually a non-issue.
My own Ill/Empath has been level 50 for a good few years now and is the support toon I tend to bring along on higher level TFs more often than not. He's yet to get his first debt badge. It's a rather busy but remarkably safe powerset combo, and I've never once felt the need for more Stealth than the build already possesses.... although admittedly in i19 he will be picking up Group Invis, along with Hover, mainly as mules for a 3rd and 4th LOTG +recharge IO to push his Global recharge up from +165% to +180%. (In a toss up between taking SI for a 5th LOTG slot, or Recall Friend for situational Teleports, I went with Recall Friend. Even if he could theoretically hit the big +200% mark by taking SI and replacing his five Doctored Wounds sets with some Panaceas I have in storage, Phantom Army is already Practically Perma and I know i'd never use SI...)
My first, and for the longest time only, controller was a Ill/emp controller. This is not the combo to destroy hordes, and is a bit slow to start. Likewise it has little to help speed up encounters against arch-villains. Empathy works best when on a group, and can be demanding and reactive in tough situations.
The plus side with Ill/emp is that it has a lot of pets to do its work, so you are far more capable of responding to situations with your secondary. Empathy can, as stated, be very reactive. With your pets doing your work, your secondary being team based, and deceive being no-aggro, you can go without attracting attention almost completely.
Here's my take:
Blind/deceive/spectral wounds are your main personal powers. Flash is an emergency button, but is pretty short lasting and slow, so use it wisely. Blind>spectral wounds is your attack chain of sorts.
Spectral terror is your main AoE control, and PA is your big distractor. On SO's, make sure you're aware of timing it, it's great for tough encounters where the army has a lot to do, and can work well as a diversion. The army is all ST, so to get the most damage, time it so that the decoys will be there when the rest of a mob is wiped and just the big bad boss remains.
Phantasm is the go-to front man solo, unless you have crazy IO's for a permanent phantom army. He's not super durable, but with you and your buffs around, he will be. Plus he uses his own decoy. Also note, his damage doesn't vanish after a bit, so he's even more reliable.
I skipped group invisibility for superior invisibility. Some swear by group invis, I find it unnecessary and completely optional. Superior invis ensures that nothing will see you except for the enemies that ignore invisibility anyways.
For empathy: some think healing defines the set, but it's actually the crazy other buffs that make it so powerful. A heal is a bandaid, it prolongs longevity without in any way making a situation more manageable outside of buying time. Fortitude breaks this mold by skewing the odds in favor of your friends. They hit harder/more often, and get hit less. I'd suggest as much recharge and defense as possible. (defense because illusion can't lock down larger groups as reliably as some other primaries, so having the mitigation helps. Note: fortitude is crazy good on blasters. They usually lack mitigation, but have high damage. the damage boost and defense are wonderful for them.
They two RA's give the team way more staying power, and the regeneration aura makes it easier for you to do your job, as you don't have to stop and undo damage as much. Get to know the spread of the effect, and don't call "GATHER!" Sure, it makes you feel important and wanted, but there's no reason for everybody to stop what they were doing. Rather, watch for when the team is together, get in the center, and let them loose on the go.
Also: never skip adrenalin boost. It lets you all but forget about one ally and their worries, gives them near limitless endurance, and allows them to use their best powers far more often. The recharge boost in it is very nice. Adrenalin boost+fortitude= ultra-survivable powerhouse, hitting harder and faster more freely.
The above said, you will still need to heal. Alternative damage mitigation (buffs/control) is the first defense, healing the second. You aren't forcefield, so you can't just buff and forget. You aren't mind control, so you'll never have an entire mob helpless. for long. Those aren't your strengths. You divert damage instead, shutting down key threats, making sure key allies are tough, then undoing whatever damage comes through.
Illusion/empathy is basically this: the invisible problem solver, manipulating the battle. Your decoys can and will change the course of a battle, and your best buffs can enable your team to do stuff they couldn't otherwise pull off. Both are limited in time, (The best buffs only usable on part of a full team) so watch and use them well. If you can gauge well and anticipate situations, you can use your abilities most effectively. Your go-to pair for any team member in danger is this heal other/blind, targeting through the enemy attacking them. This should help undo some damage, and stop the foes from giving more trouble. Deceive is also a good tool, but use it wisely. The animation is long, so if the times short, use the faster powers first. It's a better power to use preemptively, and when you aren't faced with a dire threat.
Just FYI, Ill/emp is rough solo until phantom army, and your secondary will seem largely useless until 32, when you get a reliable buddy to use powers on.
...buh. I went on awhile.
I might be able to post a build later, but it's for my first and main hero, and it ate up years of drops/investment, so it's not a good starting point. ...Plus it needs revising for issue 19.
This is my build, it was expensive but its worth it just to watch the shocked reactions when the "Healer" tanks Lord Recluse at the end of the STF. Perma Phantom Army makes me the ultimate team player. I can keep the team on their feet, stop any and all incoming agro, deal with problem MOB's and tank AV's.
As others have said, this is not a solo friendly powerset combo. You can solo, and solo safely, but other Powersets/Archtypes do it so much better than we can. What Ill/Emp can do, is be the lynch pin that the team is held together by. You will keep bad teams from failing and you will turn good teams into an unstoppable force.
It can keep up 3 power boosted Fortitude's for almost 32% defense each, Can PB/AP for 2150HP bringing most tanks from near death to full health. Has Perma hasten, Perma Phantom Army, Perma Adrenaline Boost. Can Heal other as fast as it recharges and is .2 seconds from Heal Aura recharging as fast as its cast time. Regen and Recovery Auras have only a 43 second down time and thanks to the Doctored Wounds set bonuses you will heal as much Raw HP as a Defender and thanks to your superior Power Boost (Vs Defender Power Build up) You will have the advantage with Power Boosted Fort and Power Boosted Critical Heals.
This build is 99% issue 19 compliant.
Hero Plan by Mids' Hero Designer 1.81
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Click this DataLink to open the build!
Nurse White: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
- (19) Miracle - +Recovery
- (A) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Endurance/Recharge
- (17) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal/Endurance/Recharge
- (21) Doctored Wounds - Heal
- (27) Numina's Convalescence - +Regeneration/+Recovery
- (A) Coercive Persuasion - Confused
- (11) Coercive Persuasion - Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Confused/Recharge
- (13) Coercive Persuasion - Accuracy/Recharge
- (13) Coercive Persuasion - Confused/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (29) Doctored Wounds - Endurance/Recharge
- (29) Doctored Wounds - Heal/Recharge
- (31) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Heal
- (A) Luck of the Gambler - Recharge Speed
- (31) Endurance Reduction IO
- (31) Endurance Reduction IO
- (A) Decimation - Accuracy/Damage
- (27) Decimation - Damage/Endurance
- (45) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Damage/Recharge
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (15) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Winter's Gift - Slow Resistance (20%)
- (A) Range IO
- (A) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Damage/Recharge
- (21) Expedient Reinforcement - Accuracy/Recharge
- (25) Expedient Reinforcement - Accuracy/Damage
- (25) Expedient Reinforcement - Endurance/Damage/Recharge
- (33) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Defense/Recharge
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Recharge Speed
- (A) Performance Shifter - EndMod
- (37) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - Accuracy/Recharge
- (37) Performance Shifter - EndMod/Accuracy/Recharge
- (46) Recharge Reduction IO
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (34) Glimpse of the Abyss - Endurance/Fear
- (36) Glimpse of the Abyss - Accuracy/Endurance
- (36) Glimpse of the Abyss - Fear/Range
- (36) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Recharge
- (39) Expedient Reinforcement - Accuracy/Damage
- (50) Call to Arms - Accuracy/Damage/Recharge
- (A) Doctored Wounds - Heal
- (39) Doctored Wounds - Recharge
- (39) Doctored Wounds - Endurance/Recharge
- (40) Doctored Wounds - Heal/Recharge
- (40) Doctored Wounds - Heal/Endurance/Recharge
- (A) Endurance Modification IO
- (40) Doctored Wounds - Recharge
- (42) Doctored Wounds - Heal
- (42) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Endurance/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (A) Unbreakable Constraint - Hold
- (45) Unbreakable Constraint - Hold/Recharge
- (48) Unbreakable Constraint - Accuracy/Hold/Recharge
- (48) Unbreakable Constraint - Accuracy/Recharge
- (48) Unbreakable Constraint - Endurance/Hold
- (A) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
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Set Bonus Totals:
- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 2.25% Max End
- 33% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 107.5% Enhancement(RechargeTime)
- 20% Enhancement(Heal)
- 4% Enhancement(Confused)
- 11% FlySpeed
- 61.04 HP (6.002%) HitPoints
- 11% JumpHeight
- 11% JumpSpeed
- MezResist(Confused) 10%
- MezResist(Held) 12.75%
- MezResist(Immobilize) 12.75%
- MezResist(Sleep) 10%
- MezResist(Stun) 10%
- MezResist(Terrorized) 21%
- 12.5% (0.209 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 8.82% Resistance(Fire)
- 13.82% Resistance(Cold)
- 11% RunSpeed
Hi all!
What kind of build would you recommend for an illusion/empathy controller?
* I tend to solo, but would like to be well-rounded in case the need to group arises.
* I would like flight as my travel power.
* I don't know whether to choose invisibility or group invisibility (or both?).
* I try to shape my powers to fit my character. She's a French magician somewhat inspired by Zatanna Zatara. Found on the streets of Paris and adopted by a witch who trained her, then taken in by a circus and grew into adulthood following the death of the witch.
Any suggestions?