Ill/TA Build Questions


blackadda

 

Posted

note: I didn't want to hijack the recent ill/ta build thread with my setup and questions, hence the new thread.

Having never played a Troller before, I recently started an Ill/TA (only at lvl 3 atm). I spent some time glancing through a few of the guides and playing around with mids, and came up with the following build (primarily focusing on soloing):

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Contrascene: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(11)
Level 2: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(11), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(13), Mlais-Acc/Conf/Rchg(34)
Level 4: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(25)
Level 10: Ice Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(29)
Level 16: Boxing -- Empty(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(29), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31)
Level 20: Acid Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(33), HO:Lyso(33), Achilles-ResDeb%(34)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(37), LkGmblr-Rchg+(39)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(37), U'spkT-Acc/EndRdx(37), U'spkT-Fear/Rng(39), U'spkT-Acc/Fear/Rchg(39)
Level 28: Disruption Arrow -- EndRdx-I(A)
Level 30: Maneuvers -- HO:Cyto(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42)
Level 35: Oil Slick Arrow -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(42), TmpRdns-Acc/EndRdx(43), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Acc/Dmg/Slow(43)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46), LkGmblr-Rchg+(46)
Level 44: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 47: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Partial Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(17), Mrcl-Rcvry+(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-End%(36)



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My questions are:

Would Disruptor Ray be reliable enough to ignite Oil Slick with its current slotting?

Would Superior Invisibility still keep me S/L capped when suppressed (it looks like it would according to mids - 3.4%)

The aim would be to keep SI running all the time - would the current setup chew through too much endurance, or would it still be okay with stamina only 3 slotted?

The build options for later would be to slot Deceive with Coercive Persuasion and then slot Spectral Terror with Glympse of the Abyss set - this would beef out my global accuracy more so that I could maybe go for a different alpha slot to the currently planned Nerve.


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

I don't have Mid's available at the moment, so I can only look at your build.

A general comment first: You are level 3. Before worrying about an end-game build, try playing the character for a while. Learn how the powers work and what is most important. You may not need that much Defense, and might be able to devote more slots to Recharge. (My Ill/TA does not use Defense.) Especially solo, you can handle most groups with PA drawing the aggro and Deceive controlling any foes who look at you funny. Phantasm's Decoy also draws a lot of aggro, and Spectral Terror provides continuing AoE control. I find my Ill/TA is more of a strategic take-your-time kind of character than a plow-through-and-kill-anything-that-moves character. But maybe your playstyle will be different.

To me, the most important attribute/bonus to look for is Recharge . . . you want PA out as much as possible. It also helps recharge your controls and debuffs faster. If you slot for adequate accuracy, you won't need to get Nerve . . . Spiritual is the clear choice for the Recharge.

If you are looking at a solo build, you will need a bit more damage here and there. Getting a couple more slots in Blind with some Acc and Damage is important. The Baz Gaze set on its own is good Recharge but could use a little bit more enhancement. (I always take Blind at 1, SW at 2 and Deceive at 4, but I suppose it really doesn't matter.) Getting your damage to cap or near cap can be important . . . a sliver of health can make the difference between dropping the foe now or letting the Illusory Damage from Spectral Wounds, Phantom Army and Phantasm's Decoy heal back.

SI: This is a good place for a Luck of the Gambler +Recharge to go with the 5 Red Fortune. The 5 Red Fortune is good slotting for SI, but the endurance cost is still high. I run SI most of the time, but occasionally turn it off when in battle to save endurance. I don't rely on SI for Defense -- I slotted the Red Fortune set for the EndRdx and the Recharge bonus. The endurance cost is high enough that you should probably plan on getting a Numina Regen/Recovery and maybe a Miracle proc (easy to get with Hero Merits).

Phantom Army needs to be fully slotted for Recharge. A 5th slot with the Soulbound Dam/Rech will do it. I prefer a 6th slot for the Soulbound Chance for Build Up proc.

Acid Arrow: The damage done is minimal -- I mainly slot Acid Arrow for Recharge and Defense Debuff and procs . . . that Achilles proc is great.

As I said, I didn't go for Defense -- I don't have Leadership or Fighting. I do have Glue Arrow and Poison Gas Arrow. Glue adds some nice AoE soft control in low levels, which is something Illusion severely lacks. An AoE slow has its uses to keep foes from running away. PGA is a nice Damage Debuff and partial AoE control -- and a nice set mule for the cheapest purple set, Fortunata Hypnosis, with a 10% Recharge buff when you hit 50. Solo, PGA can filter out a group to reduce the number of foes you have to battle at one time while reducing the damage they do. It is not a great power, but certainly not useless and better solo than on teams. You just have to make sure you don't use PGA and Acid at the same time if you want to take advantage of the sleep. You can use Glue Arrow and PGA, then hide around a corner. As the foes who did not get slept slowly turn the corner, Spectral Terror can catch them, you can Deceive one or use Blind-SW to defeat another.

Oil Slick Arrow IS a Damage power, mostly. I slot it with 5 PosiBlast and a common Recharge in the 6th slot. It does a huge amount of damage when combined with Disruption and Acid.

I haven't tried the Villain PPPs on any of my controllers. I'm pretty happy with Fire Blast and Fireball on my Ill/TA. The key, again, is quick damage to be able to take down minions and lieutenants quickly before the Illusory Damage heals back. If you take Fire Blast (or Ice Blast), you can have a great attack chain of Blind-SW-Blast-SW that wipes out those minions and lieutenants quickly. Oil Slick Arrow + Fireball is a thing of beauty! An explosion of fire with a lingering BBQ.


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

Thanks for that L_M - some very nice info there to get my teeth into. I will probably toy around with the toon until about lvl 20-25ish before having a rejig of the build - I usually do anyway


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Remember your freebie "origin" power is enough to ignite oil slick if you pick an origin which has an inheirant power with energy damage.

Any power with either fire or energy damage will ignite oil slick.

Also consider using a macro button to target oil slick .. basically this allows you to trigger off oilslick , hit your "target oilslick" power , then quickly fire off an attack with energy or fire damage...

You do this with the "target_name Oil Slick" command

Hope this helps!


 

Posted

Quote:
Originally Posted by Scene_EU View Post
Having never played a Troller before, I recently started an Ill/TA (only at lvl 3 atm). I spent some time glancing through a few of the guides and playing around with mids, and came up with the following build (primarily focusing on soloing):
No too bad for your first Controller, but I think you skipped some good powers in pursuit of bonuses. PGA and Glue Arrow are great powers. I wouldn't count on skipping them if you haven't tried them out yet. At the minimum I would find a way to get Glue Arrow.

You slotted some of your powers poorly as well. Local touched on those points no need to reiterate.

Quote:
Originally Posted by Scene_EU View Post
Would Disruptor Ray be reliable enough to ignite Oil Slick with its current slotting?
If it misses you won't be able to ignite it for another ~9 seconds (unless you picked tech origin or Phantasm hits it). So IMO No its not reliable enough.

Quote:
Originally Posted by Scene_EU View Post
Would Superior Invisibility still keep me S/L capped when suppressed (it looks like it would according to mids - 3.4%)
In Mid's go to Options>Configuration>Effects and Math. You can select Attacked and Damaged under Suppresion. It will report the Suppressed values under your Totals.

Quote:
Originally Posted by Scene_EU View Post
The aim would be to keep SI running all the time - would the current setup chew through too much endurance, or would it still be okay with stamina only 3 slotted?
Generally /TA isn't too demanding on endurance once you have prepped the battlefield as most of its effects are persistent and don't require reapplication. I run SI and CJ all the time and I can still manage to tank my endurance out. Seeing that you have several toggles running, I would be willing to bet that you will have endurance problems if you play very aggressively.

Quote:
Originally Posted by Scene_EU View Post
The build options for later would be to slot Deceive with Coercive Persuasion and then slot Spectral Terror with Glympse of the Abyss set - this would beef out my global accuracy more so that I could maybe go for a different alpha slot to the currently planned Nerve.
You will want PA and OSA up as often as possible. Spiritual is the way to go.


 

Posted

Thanks for all the useful feedback

From what has been mentioned I came up with an alternative build incorporating PGA and Glue Arrow. I scrapped the softcap route and opted for the Fire PPP - this is what I came up with:

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Entangling Arrow -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(7), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(9)
Level 2: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(17), CoPers-Conf%(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21), LkGmblr-Rchg+(23)
Level 10: Glue Arrow -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(27)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(31)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(33)
Level 20: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(34), AnWeak-Acc/Rchg(34), AnWeak-DefDeb/EndRdx/Rchg(34), AnWeak-Acc/Rchg/EndRdx(36), Achilles-ResDeb%(36)
Level 22: Ice Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(25)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(48), LkGmblr-Rchg+(50)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(37), U'spkT-Acc/EndRdx(37), U'spkT-Fear/Rng(37), U'spkT-Acc/Fear/Rchg(39)
Level 28: Disruption Arrow -- EndRdx-I(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Oil Slick Arrow -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 44: Fire Shield -- S'fstPrt-ResDam/Def+(A), HO:Ribo(48)
Level 47: Group Invisibility -- LkGmblr-Rchg+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(39), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40), EndMod-I(40)



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PA would be sub 60sec rech without the Spiritual Alpha, and Oil Slick would hit around 45secs if slotted with Ragnarok (also without spiritual)


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

I'd rather do a little bit more damage with phantom than get as much -def out of acid arrow as you're getting, but with acid arrow being stackable more rechg would be better. It's wingable.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

I wasn't trying to talk you out of /Mace or softcapping; its nice but not really needed on Ill/TA.

I would consider taking Fire Ball. It will be your only source of AoE when OSA is down.

Also check your inbox.


 

Posted

I played around with your build for a couple of minutes. Fireball is a must . . . Fireball+OSA is just awesome, and that gives you three ways to light the slick (Fireball, Fire Blast, Origin Power). This version has a LOT less defense and Resistance, but you seem to want Leadership so I left it in. I have the Medicine Pool on mine.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Controvascene: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Build%(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), HO:Nucle(37)
Level 1: Entangling Arrow -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(7), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(9)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), HO:Nucle(13), Dmg-I(27)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(17), CoPers-Conf%(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21), LkGmblr-Rchg+(23)
Level 10: Glue Arrow -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(31)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(33)
Level 20: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(34), Achilles-ResDeb%(36)
Level 22: Ice Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(25)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(34), RedFtn-Def(34), RedFtn-EndRdx/Rchg(36), LkGmblr-Rchg+(36), RedFtn-Def/EndRdx/Rchg(42)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Dam%(37)
Level 28: Disruption Arrow -- EndRdx-I(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), HO:Nucle(39), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Oil Slick Arrow -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(40), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 47: Group Invisibility -- LkGmblr-Rchg+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Mrcl-Heal(39), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40), EndMod-I(40)

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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

Ah yes, I like that setup, thanks again L_M. I'll probably aim for that, but again it will more than likely change a few times over the course of play to suit my playstyle

btw do Glue & Disruption Arrow stack on themselves?


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Quote:
Originally Posted by Scene_EU View Post
Ah yes, I like that setup, thanks again L_M. I'll probably aim for that, but again it will more than likely change a few times over the course of play to suit my playstyle

btw do Glue & Disruption Arrow stack on themselves?
Yes they currently both stack with themselves.

I wanted to add a comment about PGA. I see a lot of folks get frustrated with this power because they view it as a control; at 66% Chance for Mag 2 Sleep, its unreliable at that. View this power as a -20% Damage Debuff. The sleep aspect just happens to be a bonus.

I would strongly recommend slotting PGA with the Placate proc and not the pure Sleep enhancement. This gives you a chance to placate regardless if the sleep hits or not. I think folks overlook this because they think PGA is a pseudo pet. The pseudo pet aspect is purely graphical meaning you are the source of the debuff and sleep.


 

Posted

Quote:
Originally Posted by Scene_EU View Post
Ah good to know - I wasn't sure if the proc was worth it or not in PGA

Is the buildup proc worth it in SW?
With a Hami-O in the last slot to otherwise cap the damage and increase Accuracy, I think so. If you use SW the way I do, constantly and quickly in the Blind-SW-Fire Blast-SW attack chain, you are firing off SW twice every 4-6 seconds. That adds up to a LOT of chances for that Build Up to hit.


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

Speaking of Build up procs, I would recommend looking into slotting the Soulbound Pet build up proc. It's great in PA. It essentially has a chance to fire whenever PA attacks. When it does fire, the boost is granted to all three members of PA.


 

Posted

I suppose the Numina Heal could come out of Heal and slot into PA which would not only allow for the proc but the SA bonus would make up for some of the regen lost - would only lose about 13% overall regen

looking forward to lvling this toon and seeing what the results are


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Just to give my two cents on the Epic pool. I decided to make an alternative teaming/fun build because I really wanted to add Mace Mastery and I have to admit, I am not missing fire much with it and actually impressed. The knockback acts more like knockdown on the disruptor. Even with only SO's slotted, I am seeing decent damage and its lighting oil slick everytime. Poisonous Ray has as a killer debuff that stacks nicely with acid arrow (and lights OSA as well) and watching my pet Tarantula tear through Carnies along side PA is actually pretty good considering I only have it 2 slotted with recharge. At this point, I was really just testing but I am considering respecing my Solo build with mace now that I am seeing how well Mace works. DPS wise, fire is still the best and also quickest for pure damage. The recharge times are slightly higher but if I do a build with more recharge all the way around, I doubt I will even see much difference after debuffs.

I just thought maybe once your happy with one build, you may want to try Mace out on an alternative build.



 

Posted

I'm glad you mentioned this Staenge. Not many folks talk about /Mace much here. The ST attack is on a longer recharge but that looks like a good trade off to being able softcap S/L/E fairly easily. Before the BotZ nerf I went the Ranged DEF route which worked out great. /Mace is definitely something to consider.