Ill/Kin build critique


Days_

 

Posted

I have been fiddling around on Mids to try and come up with a build for my first ever character. Has been so long since I played her I am not particularly sure what I should be looking for but I figured I would try and go for perma PA. Of course once I had done that I realised I hadn't really been thinking of anything else...

Any advice to improve this build before I spend way too much inf on it?







Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Days' Crusader: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Blind
(A) Basilisk's Gaze - Accuracy/Hold
(3) Basilisk's Gaze - Accuracy/Recharge
(7) Basilisk's Gaze - Recharge/Hold
(7) Basilisk's Gaze - Endurance/Recharge/Hold
(13) Unbreakable Constraint - Hold/Recharge
(31) Entropic Chaos - Chance of Heal Self

Level 1: Transfusion
(A) Doctored Wounds - Heal/Endurance
(3) Doctored Wounds - Endurance/Recharge
(23) Touch of the Nictus - Accuracy/Healing
(37) Doctored Wounds - Heal/Recharge
(37) Doctored Wounds - Heal/Endurance/Recharge
(46) Doctored Wounds - Heal

Level 2: Spectral Wounds
(A) Entropic Chaos - Accuracy/Damage
(5) Entropic Chaos - Damage/Endurance
(9) Entropic Chaos - Damage/Recharge
(9) Entropic Chaos - Damage/Endurance/Recharge
(34) Entropic Chaos - Chance of Heal Self

Level 4: Deceive
(A) Coercive Persuasion - Confused/Endurance
(5) Coercive Persuasion - Accuracy/Recharge
(15) Coercive Persuasion - Accuracy/Confused/Recharge
(15) Coercive Persuasion - Contagious Confusion
(25) Coercive Persuasion - Confused/Recharge
(50) Coercive Persuasion - Confused

Level 6: Recall Friend
(A) Recharge Reduction IO

Level 8: Hover
(A) Luck of the Gambler - Recharge Speed
(31) Karma - Knockback Protection

Level 10: Siphon Speed
(A) Recharge Reduction IO
(11) Accuracy IO
(11) Recharge Reduction IO
(13) Recharge Reduction IO

Level 12: Superior Invisibility
(A) Luck of the Gambler - Recharge Speed

Level 14: Group Invisibility
(A) Luck of the Gambler - Recharge Speed

Level 16: Hasten
(A) Recharge Reduction IO
(17) Recharge Reduction IO
(17) Recharge Reduction IO

Level 18: Phantom Army
(A) Expedient Reinforcement - Accuracy/Recharge
(19) Expedient Reinforcement - Accuracy/Damage
(19) Expedient Reinforcement - Damage/Endurance
(21) Expedient Reinforcement - Accuracy/Damage/Recharge
(21) Recharge Reduction IO
(23) Recharge Reduction IO

Level 20: Increase Density
(A) Steadfast Protection - Resistance/+Def 3%

Level 22: Speed Boost
(A) Endurance Modification IO

Level 24: Flash
(A) Unbreakable Constraint - Hold
(31) Basilisk's Gaze - Endurance/Recharge/Hold
(40) Basilisk's Gaze - Recharge/Hold
(46) Basilisk's Gaze - Accuracy/Recharge
(50) Basilisk's Gaze - Accuracy/Hold
(50) Recharge Reduction IO

Level 26: Spectral Terror
(A) Glimpse of the Abyss - Accuracy/Endurance
(27) Glimpse of the Abyss - Endurance/Fear
(27) Glimpse of the Abyss - Accuracy/Recharge
(29) Glimpse of the Abyss - Fear/Range
(29) Glimpse of the Abyss - Accuracy/Fear/Recharge

Level 28: Inertial Reduction
(A) Recharge Reduction IO

Level 30: Siphon Power
(A) Accuracy IO
(34) Recharge Reduction IO
(37) Recharge Reduction IO
(39) Recharge Reduction IO

Level 32: Phantasm
(A) Call to Arms - Accuracy/Damage
(33) Call to Arms - Damage/Endurance
(33) Call to Arms - Accuracy/Damage/Recharge
(33) Call to Arms - Accuracy/Recharge
(34) Edict of the Master - Accuracy/Damage
(48) Sovereign Right - Accuracy/Damage

Level 35: Transference
(A) Efficacy Adaptor - EndMod/Endurance
(36) Efficacy Adaptor - EndMod/Accuracy
(36) Efficacy Adaptor - Accuracy/Recharge
(36) Efficacy Adaptor - EndMod/Accuracy/Recharge
(40) Efficacy Adaptor - EndMod
(43) Efficacy Adaptor - EndMod/Recharge

Level 38: Fulcrum Shift
(A) Accuracy IO
(39) Recharge Reduction IO
(39) Recharge Reduction IO
(40) Recharge Reduction IO

Level 41: Fissure
(A) Positron's Blast - Chance of Damage(Energy)
(42) Positron's Blast - Accuracy/Damage
(42) Positron's Blast - Damage/Recharge
(42) Positron's Blast - Damage/Endurance
(43) Positron's Blast - Accuracy/Damage/Endurance
(43) Positron's Blast - Damage/Range

Level 44: Seismic Smash
(A) Crushing Impact - Accuracy/Damage
(45) Crushing Impact - Damage/Recharge
(45) Crushing Impact - Accuracy/Damage/Recharge
(45) Crushing Impact - Accuracy/Damage/Endurance
(46) Crushing Impact - Damage/Endurance/Recharge

Level 47: Rock Armor
(A) Defense Buff IO
(48) Luck of the Gambler - Defense
(48) Luck of the Gambler - Recharge Speed

Level 49: Maneuvers
(A) Luck of the Gambler - Recharge Speed

------------
Level 1: Brawl
(A) Empty

Level 1: Sprint
(A) Empty

Level 2: Rest
(A) Empty

Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
(A) Flight Speed IO

Level 2: Hurdle
(A) Jumping IO

Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery

Level 2: Stamina
(A) Endurance Modification IO
(25) Endurance Modification IO


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Posted

Well, first things first: I noticed you have all your enhancements maxed out at level FOURTY. This may muck things up a bit, especially when it comes to common IOs. Switch the default level to 50 for better numbers =)

The second thing to stab me in the face was THREE recharges in Siphon Speed? My dear, without either Hasten OR SS active, you already have over 100% global recharge. In FACT, if i activate 1 use of SS, and hasten the power recharges in 15 seconds. If i REMOVE ALL THREE Recharge IOs, the power recharges in... 20 seconds.

You're allocating three slots for a five second difference. If I add just ONE Recharge back in, and double-stack the power, that alone brings the power down to 16 seconds of recharge. Mind you, the power's duration is SIXTY seconds! There's really no need to quadruple-stack it! I'd put the extra slots in either health or stamina.

Transfusion: if you're not going to stack up on the Nictus bonuses, just get rid of it and use a full Accuracy IO. While the power's already fairly accurate, using a heal/acc IO doesn't make much sense, given that you're sacrificing 15% accuracy for about 4% healing

Siphon Power: also over-stacked with Recharge. Especially since the power takes TEN endurance points to use! Scuttle one, or even two Recharge IOs in favor of End Redux

Similar point for Fulcum Shift: Sapping 8 enemies in melee is enough to get you past the damage cap, that's not even including siphon power. You don't need to double/triple stack the power, rendering the multiple recharge IOs ineffective. Maybe add some accuracy and or End Redux.

Other than that, it's a very good build. You have every power you could want, fully slotted. The only thing i could suggest is to drop one of the two invisibility powers and pick up Tactics, as you're under-slotted for accuracy in darn near everything (unless that's the point because you plan to Alpha Slot with the Accuracy bonus). But yeah, that's my 2 inf!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Very good points, thanks.

A few of those recharges were hold overs from my SO build I think. Didn't even think to take them out!
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Adjusted the build slightly. For the first time ever I have more slots than I know what tp do with! For the moment I threw them in health to get yet more recharge (even I know this is going a bit OTT now) but if there is any more sensible place to put them that may be preferable...


 

Posted

I took a quick look and made a few changes that I think will make your powers more effective. I also traded out a few purple IOs but added in some easier-to-get Hami-Os. I added some damage into Blind, because as a Kinetics character, you can never have too much damage to take advantage of your buffs. Blind doesn't need a lot of duration because it is usually used to set Containment for SW.

While I did not make the change in the build below, personally I would not choose the Earth APP -- if you really want some Defense, you could go with Ice and still have access to a great single target blast. That will allow you to use the most effective attack chain for an Illusionist, Blind-SW-Blast-SW. Frost Breath is a good AoE damage power that recharges quickly -- and Cold damage is rarely resisted, while Smashing is often resisted. I personally prefer Fire, but you would have to give up most of your Smash/Lethal Defense.

I left in the excessive Recharge in several powers because they miss on occasion, but I prefer 2 Acc in most of those Kinetics Siphon-type powers. Also, I prefer a regular travel power over IR . . .

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Days' Crusader: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Nucle(13), Dmg-I(31)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Acc-I(23), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(46)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Build%(5), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(34), HO:Nucle(48)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Acc/Rchg(5), CoPers-Acc/Conf/Rchg(15), CoPers-Conf%(15), CoPers-Conf/Rchg(25)
Level 6: Recall Friend -- RechRdx-I(A)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(13)
Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-EndRdx(34), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(50)
Level 14: Group Invisibility -- LkGmblr-Rchg+(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Flash -- EoCur-Acc/Hold/Rchg(A), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(40), BasGaze-Acc/Rchg(46), BasGaze-Acc/Hold(50)
Level 26: Spectral Terror -- Abys-Acc/EndRdx(A), Abys-EndRdx/Fear(27), Abys-Acc/Rchg(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
Level 28: Inertial Reduction -- Zephyr-ResKB(A)
Level 30: Siphon Power -- Acc-I(A), RechRdx-I(31)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(34)
Level 35: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- DefBuff-I(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(25)

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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

My main is a level 50 ill/kin.

My main recommendation for all of these builds is to slot Touch of the Nictus in Transfusion instead of Doctored Wounds. Yes, you lose some global recharge, but the difference I saw going from Doctored Wounds to to Nictus was rather substantial.

The exception to this would be if you chose Nerve for your alpha slot, in which case the accuracy from the Nictus set would be wasted.


 

Posted

my main is a ill/kin/primal with hover+siphon speed as his travel. it seems counter-intuitive, but adding slow enh to siphon speed will actually increase your +speed buff from it. something to keep in mind, as i can buff my flight speed to the cap with one application between siphon speed and my +move set bonuses.

i'd also consider the %BU proc in PA if you can afford it, definitely has increased the damage output on them as each illusion has a chance to proc every time they attack (and you can see the icons on the pet window).

a sovereign right proc in phantasm can help too, although i'd cap it to acc/dam first. the proc will help with any neg eng damage (as phant is weak to it) as well as buff his eng resist even higher.

although some recommend it, i prefer not to put damage into my hold unless they are capped on acc/hold/rech as fulcrum shift can cap your damage in one or two applications especially on teams. i agree that the entropic chaos proc is crap. you have transfusion, the best AoE heal in the GAME! nothing else can heal for +400 in an AoE (+700 with power boost!). no point in wasting a slot in SW like that. much better served with a damage IO or even better... the apocalypse proc!


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

Posted

Quote:
Originally Posted by Soul_Stormer View Post
my main is a ill/kin/primal with hover+siphon speed as his travel. it seems counterintuitive, but adding slow enh to siphon speed will actually increase your +speed buff from it. something to keep in mind, as i can buff my flight speed to the cap with one application between siphon speed and my +move set bonuses.

i'd also consider the %BU proc in PA if you can afford it, definitely has increased the damage output on them as each illusion has a chance to proc every time they attack (and you can see the icons on the pet window).
Actually, as of I-19, unenhanced Flight is already at the flightspeed cap. You don't even have to put Flightspeed in Swift or enhance Fly for Flightspeed. The Raptor Pack also travels at Flightspeed cap without any buffs. The only thing that seems to benefit from Flightspeed enhancement is Hover.

I agree with you on the Soulbound Chance for Build Up proc.


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

 

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Originally Posted by Local_Man View Post
Actually, as of I-19, unenhanced Flight is already at the flightspeed cap. You don't even have to put Flightspeed in Swift or enhance Fly for Flightspeed. The Raptor Pack also travels at Flightspeed cap without any buffs. The only thing that seems to benefit from Flightspeed enhancement is Hover.
very true. that's why i didn't mention flight at all, just hover - which does need some help getting to the flight speed cap.


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

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Oops, I missed that you had said Hover. Sorry.


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

From a power choice perspective it seems a little confused.

How exactly do you like to play, is this for teaming, solo or both?
Do you want to be up front dealing damage or staying back and buffing?

I find that /Kin works best either with Hover and Siphon Speed allowing you to zip around while buffing and attacking at range or use Combat Jumping for the immob resist and play up front and personall dealing massive damage yourself.

If it's the former I'd drop Stone Mastery and pick up a ranged Epic like Fire or Psi.

If it's the latter I'd get Combat Jumping for the Immob resist and Earths Embrace for the extra survivability it provides.

Also why have you got Recall Friend, you have no rez or such?
Teleport Foe would make more sense as you can teleport a held mob near the squishies and use him to heal them.


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

 

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Originally Posted by Psiphon View Post
From a power choice perspective it seems a little confused.

How exactly do you like to play, is this for teaming, solo or both?
Do you want to be up front dealing damage or staying back and buffing?

I find that /Kin works best either with Hover and Siphon Speed allowing you to zip around while buffing and attacking at range or use Combat Jumping for the immob resist and play up front and personall dealing massive damage yourself.

If it's the former I'd drop Stone Mastery and pick up a ranged Epic like Fire or Psi.

If it's the latter I'd get Combat Jumping for the Immob resist and Earths Embrace for the extra survivability it provides.

Also why have you got Recall Friend, you have no rez or such?
Teleport Foe would make more sense as you can teleport a held mob near the squishies and use him to heal them.
Ill/Kin plays very much like Ann Heche's relationships: I'm out, I'm in, I'm out! You start off outside of battle, sending in PA and Spooky (thanks for the term, Local) and then run in to cast Fulcrum Shift. You then run out again to hold, blast and debuff as needed.

Recall Friend has always been more helpful to me than Teleport Foe.

May I suggest Power Mastery for this build? Power Mastery has a beefy 42% S/L resist power in Temp Invulnerability, as well as Power Boost (which can turn your heals, endurance changes and recovery boosts into MEGAHEALS/MEGA-ENDURANCE/MEGA-RECOVERY).


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."

 

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Originally Posted by Nalrok_AthZim View Post
Ill/Kin plays very much like Ann Heche's relationships: I'm out, I'm in, I'm out! You start off outside of battle, sending in PA and Spooky (thanks for the term, Local) and then run in to cast Fulcrum Shift. You then run out again to hold, blast and debuff as needed.

Recall Friend has always been more helpful to me than Teleport Foe.

May I suggest Power Mastery for this build? Power Mastery has a beefy 42% S/L resist power in Temp Invulnerability, as well as Power Boost (which can turn your heals, endurance changes and recovery boosts into MEGAHEALS/MEGA-ENDURANCE/MEGA-RECOVERY).
The Epic can have a big influence over how an Ill/Kin is played and how well it performs solo.

Power Mastery is light on damage and has good buffs so is great for teams but I find is the least effective solo.

Stone Mastery is in my opinion the best match with an Ill/Kin as it provides a number of things that Illusion lacks:
AoE damage - Fissure
Containment - Fissure (top of my head a 50% chance to stun) with high recharge the mobs are still stunned when the second application of Fissure hits.

It also provides additional mitigation allowing better survival in melee:
Fissure - regular knockdown and stun.
Siesmic Smash - Great ST damage and a Mag 4 hold

The other Epics sit some where between the 2.

My Ill/Kin has a dual build one with Stone and CJ and the other Psy and Hover, they play very differently.

In regards to Recall Friend I've never found a use for it with a Kin, Dark Miasma and Rad on the other hand.........


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

 

Posted

Recall Friend works great for stealthing missions in TFs.


 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
May I suggest Power Mastery for this build? Power Mastery has a beefy 42% S/L resist power in Temp Invulnerability, as well as Power Boost (which can turn your heals, endurance changes and recovery boosts into MEGAHEALS/MEGA-ENDURANCE/MEGA-RECOVERY).
i use primal forces mastery (the defender energy one is power mastery) and the main reason i use it is power boost, besides its synergy with illusion aesthetically. it extends flash's duration to a incredibly long AoE hold, boosts transfusion's heal, transference's end boost/drains, all run and fly buffs, extends blind's and deceive's duration, boosts group invisibility's defense buff for GI's duration all while boosting tactic's to-hit and maneuver's, cj's, and hover's defense for power boost's duration. it's recharge can be easily made to under 1 minute and it lasts 15 seconds and none of the aforementioned boosts are minor. power boost is that awesome. i haven't found a reason to even try any of the other epics because of power boost - although checking into stone mastery makes me want a dual build for FS'ed crazy damage in seismic smash and fissure.

Quote:
Originally Posted by EmperorSteele View Post
Similar point for Fulcum Shift: Sapping 8 enemies in melee is enough to get you past the damage cap, that's not even including siphon power. You don't need to double/triple stack the power, rendering the multiple recharge IOs ineffective. Maybe add some accuracy and or End Redux.
your reasoning is sound, but i found that more recharge gives me more chances to get a good mob grouping for FS, even if some of the time i'm over the damage buff cap. at least i have larger buffs more of the time. i'd recommend accuracy first, however you plan it - you won't get as big of a buff if it misses.


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004