Ill/TA - Critique My Build


Local_Man

 

Posted

My Ill/TA/Fire just hit 50, so I've been working on her final build in Mids. I love her controls and the pets are awesome, but I feel something is missing. I'm pretty comfortable with everything I've come up with, but wonder if my slotting could be a little more efficient.

I'm not worried about softcapping +Def and +Res, that's what the controls are for. I DO place a huge emphasis on Accuracy & Damage, as you'll see.

I do some soloing with her, but now that she's 50 it'll mostly be teaming from here on out.

I realize I'll probably want another slot in Hasten. Endurance problems are usually taken care of with Consume, so I don't build past 2 EndMods in Stamina.

I'm not rich, but I'm not daunted by the prospect of working into an expensive build.

Here's what I'm working on. Let me know what you think:

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(3), Apoc-Dmg/Rchg(5), Apoc-Dmg/EndRdx(7), Apoc-Dmg(9), Acc-I(11)
Level 1: Entangling Arrow -- TmpRdns-Acc/Slow(A)
Level 2: Blind -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(9), Lock-Acc/EndRdx/Rchg/Hold(11)
Level 4: Deceive -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(13), CoPers-Conf/Rchg(15), CoPers-Conf/EndRdx(15)
Level 6: Hover -- DefBuff-I(A)
Level 8: Flash -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-Acc/Rchg(34), G'Wdw-Acc/Hold/Rchg(40), G'Wdw-Dam%(40), G'Wdw-Acc/Rchg(43)
Level 10: Superior Invisibility -- HO:Cyto(A), HO:Cyto(13)
Level 12: Group Invisibility -- DefBuff-I(A), DefBuff-I(50)
Level 14: Fly -- Flight-I(A)
Level 16: Ice Arrow -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Acc/Rchg(17), UbrkCons-Hold/Rchg(17), UbrkCons-EndRdx/Hold(23), UbrkCons-Dam%(31), Lock-Acc/Hold(37)
Level 18: Phantom Army -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), ExRmnt-Dmg/EndRdx(21), RechRdx-I(23)
Level 20: Acid Arrow -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/EndRdx(25), LdyGrey-DefDeb(25), LdyGrey-DefDeb/Rchg/EndRdx(31), LdyGrey-Rchg/EndRdx(31), LdyGrey-%Dam(34)
Level 22: Combat Jumping -- DefBuff-I(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(27), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(29), Abys-Dam%(29)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Phantasm -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg/EndRdx(33), S'bndAl-Dmg/Rchg(33)
Level 35: Oil Slick Arrow -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(36), Posi-Dmg/Rchg(36), Det'tn-Dmg/Rchg(36), Dmg-I(37), Dmg-I(37)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/Rchg(39), Lock-EndRdx/Rchg/Hold(40), G'Wdw-Acc/Hold/Rchg(43), G'Wdw-Dam%(46)
Level 41: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg(42), Dev'n-Acc/Dmg(43)
Level 44: Fire Ball -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg(45), Ragnrk-Dmg/EndRdx(46), Acc-I(46)
Level 47: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(48), Efficacy-EndMod/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/EndRdx(50), Efficacy-EndMod(50)
Level 49: Fire Shield -- HO:Ribo(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- HO:Micro(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(39)
------------
Set Bonus Totals:

  • 25.5% DamageBuff(Smashing)
  • 25.5% DamageBuff(Lethal)
  • 25.5% DamageBuff(Fire)
  • 25.5% DamageBuff(Cold)
  • 25.5% DamageBuff(Energy)
  • 25.5% DamageBuff(Negative)
  • 25.5% DamageBuff(Toxic)
  • 25.5% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 64% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 5% Enhancement(Held)
  • 2.75% Enhancement(Terrorized)
  • 47.5% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 141.16 HP (13.88%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 4.7%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 20% (0.334 End/sec) Recovery
  • 60% (2.548 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 14% RunSpeed


 

Posted

I see a lot of problems with this build, no offense intended. The primary focus for IO slotting for an Illusion Controller, after making sure that the powers are well slotted, should be Recharge. Yet you have missed many, many opportunities to slot for Recharge.

I don't have time to go through the build right now, but you might want to take a look at the slotting suggestions in my Ill/Rad guide. It might give you some ideas.


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

None taken, That's why I asked. I'll check it out.


 

Posted

OK, just a few things to start out. To put this in context, I prefer to slot powers to be most effective, be able to solo but also contribute to teams. Recharge is the most important bonus, so that PA can be out as much as possible.

Spectral Wounds: the Apoc set is very expensive -- great if you can afford it. If not, try 5 from the Decimation set. I use the Chance for Build Up here, and put a Acc/Dam Hami O in the last slot, or you can use an Acc/Dam/Rech from any other set.

Entangling Arrow: Does the Slow really do much? I'd just put an accuracy in it and that's all. I mainly use it to Immob AVs.

Blind: 4 Basilisk's Gaze . . . expensive, but you get great Recharge and enhance the hold. Finish out the last two slots with an Acc/Dam Hami-O and a common Damage.

Deceive: put a 5th slot in for the Contagious Confusion proc . . . it is wonderful in that power. It becomes an occasional mini-Mass Confusion. And you get a whopping 10% Recharge.

Hover: Perfect place for a Luck of the Gambler 7.5% Recharge ("LotG Recharge").

Flash: I like 5 from the Unbreakable Constraint set here. Since it does AoE, you have a better chance of the proc hitting somebody.

Superior Invis: If you can afford the slots, try 1 LotG Recharge, then 5 Red Fortunes for capped EndRdx, Defense and a huge 12.5% Recharge.

Group Invis: Skippable. the only real reason to take it is as a mule for a LotG Recharge in only one slot.

Fly: As of I-19, Fly is at the Flight cap with no Flight speed slotting. Flight Speed in Fly does nothing. Slot it with an EndRdx or maybe a Zephyr -Knockback.

Ice Arrow: 4 Baz Gaze and maybe an Acc/Hold/Rech from another set like Essence of Curae (cheap)

Phantom Army: 4 Expediant Reinforcement (leave out the Dam/End and the Resist proc), and fill the other two slots with Soulbound Dam/Rech and Chance for Build Up. The proc hits really often in PA. Adds a lot of damage. That slotting will cap your Recharge and your damage.

Acid Arrow: I don't remember off the top of my head, but doesn't it need some Accuracy? Defense Debuff really has minimal benefits, so I don't slot much of it.

Combat Jumping: another LotG Recharge! You can slot up to 5.

Assault: I'm not a big fan. Some People like it. If you can fit in the slots, consider taking Poison Gas Arrow slotted with 5 Fortunata Hypnosis . . . the cheapest purple set with a nice 10% Recharge, and the power is a nice damage debuff.

Spectral Terror: Glympse of the Abyss is fine here, unless you are running up against the "Rule of 5" for 6.25% Recharge bonuses. If so, then you can use Unspeakable Terror for 5% Recharge.

Hasten: Needs at least 2 slots, maybe 3 depending on how much Recharge you have. I would move it much earlier, like 12.

Phantasm: 4 Expediant Reinforcement and an Acc/Dam Hami-O in the 5th slot.

Oil Slick Arrow: I used a set of 5 Posi-Blast and a Recharge. Defense Debuff really isn't needed.

Emp Arrow: 4 Baz Gaze. Maybe one more slot for an Acc/Hold/Rech, but it really doesn't need it.

Fire Blast: 5 Decimations and an Acc/Dam/Rech to finish out the set.

Fire Ball: The Ragnarok set is sweet if you can afford it. It also saves a 6.25% Recharge slot for other powers.

Consume: I used to have it, but found I really don't need it. Especially if I slot Stamina and Health well. I ended up getting Aid Other and Aid Self as my last two powers.

Stamina always gets a minimum of 3 slots. Health get the Numina Proc and a Numina Heal, and then the Miracle proc if I can.

Personally, I like Glue Arrow. Illusion lacks a Slow, and Glue Arrow helps keep foes in the area.


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