Yet another Ill/TA


Local_Man

 

Posted

I didn't want to post this on the other two but I am a bit perplexed on the recharge and damage caps on this build. I am wondering if I am not getting enough of one and too much of the other and needing to really consider all my options. Now this is for a lvl 47 at the moment and this is my purely solo/small teaming build. I wanted something that would pretty much give me as much damage as possible while taking the aid rather then soft capping since with this, I am aiming for a steamroller.

First, I took out PGA because, for solo work it just doesn't do me much good. I know I could have probably added it in but since the cost for the sleep set for recharge would have cost me more then the LoTG in Group, this is slightly more cost effective. I took Tactics for the slight damage buff but not sure if I have skipped out on anything/overlooked something. I added the Phoenix in because, I just wasn't sure what else to put in that would only need 2 slots.

Any thoughts? Keep in mind that in Decieve, I can't afford the full purple set at the moment which is why its stacked with malaise.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/Dmg(5), Decim-Dmg/Rchg(17), Decim-Dmg/EndRdx(31), HO:Nucle(37)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Slow%(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(19), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg(37)
Level 4: Glue Arrow -- Slow-I(A)
Level 6: Deceive -- CoPers-Conf%(A), Mlais-Conf/Rng(7), Mlais-Dam%(7), Mlais-Acc/Conf/Rchg(19), Mlais-Acc/Rchg(42)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-Def(9), RedFtn-EndRdx(13), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def/Rchg(46)
Level 10: Ice Arrow -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Aid Other -- Numna-Regen/Rcvry+(A)
Level 20: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Dmg/EndRdx(34), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Dmg/Rchg(40)
Level 22: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(23), AnWeak-%ToHit(23), AnWeak-DefDeb/EndRdx/Rchg(25), AnWeak-Acc/Rchg/EndRdx(45), Achilles-ResDeb%(45)
Level 24: Aid Self -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(25), RgnTis-EndRdx/Rchg(31), RgnTis-Heal/Rchg(43), RgnTis-Regen+(50)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Fear/Rng(27), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(48), Abys-Dam%(48)
Level 28: Assault -- EndRdx-I(A)
Level 30: Disruption Arrow -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34), HO:Nucle(34)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(37), HO:Nucle(42)
Level 38: EMP Arrow -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Slow%(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Efficacy-EndMod/Rchg(40)
Level 41: Fire Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/Rchg(43), Decim-Dmg/EndRdx(43), Decim-Acc/Dmg(50)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 47: Group Invisibility -- LkGmblr-Rchg+(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(15), P'Shift-EndMod(15), EndMod-I(50)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 3.75% Defense(Ranged)
  • 4.5% Max End
  • 2.5% Enhancement(Confused)
  • 93.75% Enhancement(RechargeTime)
  • 38% Enhancement(Accuracy)
  • 2.75% Enhancement(Terrorized)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 57.23 HP (5.627%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 12.7%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 7.2%
  • MezResist(Terrorized) 5%
  • 18% (0.301 End/sec) Recovery
  • 36% (1.529 HP/sec) Regeneration
  • 4.41% Resistance(Fire)
  • 4.41% Resistance(Cold)
  • 9% RunSpeed




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Posted

Data Link is dead bud. Post Data Chunk if you can please


 

Posted

Ah didn't realize it. That should work then. I did change out Rise of the Phoenix for Maneuvers for another LOTG but that may be a later respec. Still debating on that last place. At the moment, the only thing I am still concerned about is wasting slots in Aid self for something else that would have given me better results. I also added one more slot in stamina since I do find myself scrapping bottom of the endurance bar far too often.



 

Posted

Quote:
Originally Posted by Straenge View Post
Ah didn't realize it. That should work then. I did change out Rise of the Phoenix for Maneuvers for another LOTG but that may be a later respec. Still debating on that last place. At the moment, the only thing I am still concerned about is wasting slots in Aid self for something else that would have given me better results. I also added one more slot in stamina since I do find myself scrapping bottom of the endurance bar far too often.
Just an FYI the MIDs link dies if you preview your post.

What happened to /Mace, is it reserved for your Secondary build?

At first glance of your build I noticed you have a total of seven +6.25% recharge set bonus. This violates the "Rule of Five" meaning you won't get any benefits for the sixth and subsequent set bonuses.

To fix this build will require some set bonus deconfliction so you don't loose any more set bonuses.

Here is a quick summary of some preliminary recommended changes to get you started in other problem areas.:

  • Slot Glue Arrow with a Recharge IO. Glue Arrow can stack. IMO its better to have it available more often than to slot it for Slow which will only enhance the -movement aspect of this power.
  • For all of your Holds slotted with the Basilisk's Gaze set I would recommend slotting the first three and the fifth IOs of the set. The proc is less than impressive IMO
  • At the minimum pick up the Soulbound Pet Build up Proc for PA. It has a chance to fire every time PA attacks. When it does, it affects all three. If you can pick up the three Soulbound IOs with recharge aspect I would slot those in PA as well.
  • Drop the proc from Aid Other and slot it in Health instead of the Miracle single aspect IO. Keep the Miracle +Recovery in Health.
  • Slot a Recharge IO in place of the HO in Oil Slick. You will want this power up as often as possible.


 

Posted

I really appreciate the assist. I was so busy worrying about the rule of 5 with the 7.5% recharge that I completely missed the 6.5% I thought MIDs was supposed to catch that for you but I guess not in this case. This is my purely Solo/light teaming build and made for recharge and damage. I am keeping mace on my teaming/fun build since.. after playing with it for a few days, its fun but can be a bit crazy and not looking forward to try to slotting (disliking group invis greatly) But A few points and possibilitys


Glue Arrow - I slotted for Slow because I rarely use it except against the heavys. EB's and AV's and GM's. Now since my global recharge will be as best as I can get (and afford) would it not be better to keep the slow? Would the mag stack for -recharge against the higher levels?

I did some selling off of salvage from some of my older toons and was able to buy Soulbound Damage/Recharge and Souldbound Buildup. I hadn't bought the two I had shown yet.

Now, I have figured out a weird way to fix the 7.5% and wonder if it would be worth it.. I am kind of hesitant for obvious reasons but if I 6 slot Phantasm with Kinetic Crash (Knockback Set), it will put me at 4 7.5% and 5 6.5% I believe unless I am missing something. Otherwise.. without buying a purpleset, I have no idea.. I suppose I could lose one temporarily until a future time.

I know I could drop glue and put in poison gas arrow for the fortunata set but this was more of a budget build and.. can't decide between the two

Any help?



 

Posted

Ok, I basically scrapped what I had done before and did a bit more scrounging for powersets and what I enjoy. I think I have stumbled across a build that gives a great balance between damage, pet damage, recharge and defense. Now, I am able to afford most of this, the rest will just have to be put on hold. However, a couple of questions for my own peace of mind.

First, I decided to forgo the travel power which looks odd but considering that, concept wise, it would work in his favor and since I have ninja run and enjoy using jetpacks, I don't think I will miss it much. However, I am wondering if there is anyplace I can squeeze in the Zephyr -KB that anyone else can see? As far as I can tell, I am unable to have it and not a big deal, just curious.

Secondly, as you can see, I decided to drop Assault and squeeze in the self heal. I feel that it will benefit me more and for those times I can heal phant and tarantula, but now I am wondering if I can drop one of the powers like glue arrow in favor of Assault. 15% buff isn't much and less toggles, the better but I am still wondering if it is worth squeezing in or at the very least, replacing a power with.

Anything else you can see that I can change, feel free. This is a very strange build and I think I am the only Ill/TA/Mace but damn it, its fun


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(36), HO:Nucle(37)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Blind -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Dmg/Rchg(11), Decim-Dmg/EndRdx(23)
Level 4: Deceive -- CoPers-Conf%(A), Pplx-Acc/Conf/Rchg(5), Pplx-Conf/Rng(7), Pplx-Rchg/Conf(11), Pplx-Acc/Rchg(31)
Level 6: Glue Arrow -- Slow-I(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(9), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(36)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Rchg/Hold(15), BasGaze-Acc/Hold(34)
Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Sleep/Rchg(17), FtnHyp-Sleep(33), FtnHyp-Acc/Rchg(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(31), S'bndAl-Build%(33), S'bndAl-Dmg/Rchg(33)
Level 20: Acid Arrow -- AnWeak-%ToHit(A), AnWeak-Acc/DefDeb(21), AnWeak-Acc/Rchg(21), AnWeak-DefDeb/EndRdx/Rchg(27), AnWeak-Acc/Rchg/EndRdx(31), Achilles-ResDeb%(37)
Level 22: Aid Other -- Mrcl-Rcvry+(A)
Level 24: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(25), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(46)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Fear/Rng(27)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(40)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rng(43), RechRdx-I(43)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Poisonous Ray -- Achilles-ResDeb%(A), Achilles-DefDeb/Rchg(46), Achilles-DefDeb(46)
Level 47: Summon Tarantula -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), ExRmnt-Dmg/EndRdx(48)
Level 49: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rng(50), Posi-Dmg/Rchg(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Acc(29)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 0.938% Defense(Fire)
  • 0.938% Defense(Cold)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 1.875% Defense(AoE)
  • 4.5% Max End
  • 103.75% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 1.5% Enhancement(Confused)
  • 2.75% Enhancement(Terrorized)
  • 49% Enhancement(Accuracy)
  • 5% FlySpeed
  • 41.97 HP (4.126%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 12.7%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 7.2%
  • MezResist(Terrorized) 7.2%
  • 13% (0.217 End/sec) Recovery
  • 48% (2.038 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 8% RunSpeed




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Posted

Giving up on a travel power is not unusual now-a-days, since the Raptor Pack is just as fast as speed-capped fly and Ninja Run is a viable travel power. I like having a travel power, but I leveled up one character without one -- it is certainly viable. You won't have access to that Raptor Pack during the new Incarnate trials, however.

I played around with your build a little bit, reslotting a few things. I did not change any of the power choices, but tried to get a little more damage out of your powers. Yes, I added the purple Confuse set in . . . it is expensive, but the second cheapest of the purple sets and you can earn it by running Tip Missions to get expensive enhancements to sell.

I moved the Miracle Proc to Health . . . in Aid Other it would only be active for 120 seconds after you healed someone else. I added some Acc/Dam Hami-Os, but you can use an Acc/Dam from some set without too much loss.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(36), HO:Nucle(37)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(11), HO:Nucle(23), Dmg-I(40)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(5), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(31)
Level 6: Glue Arrow -- RechRdx-I(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(9), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(36)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Rchg/Hold(15), BasGaze-Acc/Hold(34)
Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Sleep/Rchg(17), FtnHyp-Sleep(33), FtnHyp-Acc/Rchg(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(31), S'bndAl-Build%(33), S'bndAl-Dmg/Rchg(33)
Level 20: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(21), AnWeak-Acc/Rchg/EndRdx(31), Achilles-ResDeb%(37)
Level 22: Aid Other -- Heal-I(A)
Level 24: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(25), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(46)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Fear/Rng(27)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), HO:Nucle(40)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rng(43), RechRdx-I(43)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Poisonous Ray -- Achilles-ResDeb%(A), HO:Nucle(46), Dmg-I(46)
Level 47: Summon Tarantula -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), ExRmnt-Dmg/EndRdx(48)
Level 49: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rng(50), Posi-Dmg/Rchg(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21), Numna-Heal(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), EndMod-I(29)
Level 4: Ninja Run

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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

Oh, and by the way, using the Numina Heal IO in place of the Regen Tissue proc actually INCREASES your Regen because of the set bonus and the boost to Regen in Health.


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

Ok.. Local.. I both love and hate you right now. That is without a doubt one of the best builds I have seen so far and hate that it took you as little time to come up with it.. I have spent days going over figures.. I have around 12 different builds going back and forth trying to figure out what works and what doesn't. Then I see this.. and just have to laugh.

Thank you very much.. that has a mix of just about everything I need. I am kicking myself now because for some reason, I have the same health slotting on my main storm/dark and didn't think about doing the same on this build. I kept getting frustrated because I had bought two sets of Decimation, 2 sets of posi and 3 sets of expedient and was trying to figure out how to use them all without going over.. Then, because I have never used aid other/aid self before, I figured this would be a good way to seeing how it works while keeping phant and tarantula alive a little longer when going after heavys.

You are right, I can't really afford all of the coercive or fortunata sets yet, I bought contagious and placate but thats all so far. But that can be said for several sets here but I will get them eventually. The only question I have is this.. well two..

Do you think it might be worth dropping the -kb and moving the second slot in Combat Jumping to Tarantula for another Recharge reduction? That will put it at practically perm standing. How you have the -KB kismet in there never even occurred to me since I was trying to fit more slots in other places but I definitely could use the -kb in those in between times when I get hit, but I just wonder if its worth 19 seconds of recharge on Tarantula.

Secondly, I rarely even touch glue arrow and was hesitant on even keeping it. I should probably open with it more often or use it after OSA but it never really occurs to me to use it until the last minute half the time. I am wondering if I should exchange that for Assault, even though that damage buff isn't much. Would it be worth it? At this point, I would say no since the glue can cause -recharge but the damage buff sounds like it would more then make up for the lack of a slow.

Outside those two, everything about this build I am loving and going to be respeccing tonight. Thanks again, Local.



 

Posted

Quote:
Originally Posted by Straenge View Post
Ok.. Local.. I both love and hate you right now. That is without a doubt one of the best builds I have seen so far and hate that it took you as little time to come up with it.. I have spent days going over figures.. I have around 12 different builds going back and forth trying to figure out what works and what doesn't. Then I see this.. and just have to laugh.

Thank you very much.. that has a mix of just about everything I need. I am kicking myself now because for some reason, I have the same health slotting on my main storm/dark and didn't think about doing the same on this build. I kept getting frustrated because I had bought two sets of Decimation, 2 sets of posi and 3 sets of expedient and was trying to figure out how to use them all without going over.. Then, because I have never used aid other/aid self before, I figured this would be a good way to seeing how it works while keeping phant and tarantula alive a little longer when going after heavys.

You are right, I can't really afford all of the coercive or fortunata sets yet, I bought contagious and placate but thats all so far. But that can be said for several sets here but I will get them eventually. The only question I have is this.. well two..

Do you think it might be worth dropping the -kb and moving the second slot in Combat Jumping to Tarantula for another Recharge reduction? That will put it at practically perm standing. How you have the -KB kismet in there never even occurred to me since I was trying to fit more slots in other places but I definitely could use the -kb in those in between times when I get hit, but I just wonder if its worth 19 seconds of recharge on Tarantula.

Secondly, I rarely even touch glue arrow and was hesitant on even keeping it. I should probably open with it more often or use it after OSA but it never really occurs to me to use it until the last minute half the time. I am wondering if I should exchange that for Assault, even though that damage buff isn't much. Would it be worth it? At this point, I would say no since the glue can cause -recharge but the damage buff sounds like it would more then make up for the lack of a slow.

Outside those two, everything about this build I am loving and going to be respeccing tonight. Thanks again, Local.
I would probably pull a slot out of Spectral Terror rather than lose the -knockback. Spooky doesn't really need the slots, since you have some decent global Recharge and Accuracy.

I use Glue Arrow all the time. It is part of my Debuff Chain I use after I send out Phantom Army -- Acid, Disruption, Glue, PGA. I have those four powers set up in a line on my power bar so I can just click down the line. I often throw in Entangle and/or Ice Arrow, too, while I have the bow drawn. Glue Arrow helps me keep foes at range and in range of the debuffs and fills part of the AoE control hole in Illusion. I just wish the -Recharge was higher.

Assault is an OK power to have, but I would rather have Glue Arrow. I think many people underestimate the benefits of slow powers in this game. If things get out of hand, slowing your foes can save you from a face-plant by allowing you time to run away and let your powers recharge. Personally, I would drop Maneuvers or even PGA before Glue Arrow.


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

Looking at the build I am curious as to what drew you to /Mace Mastery epic Straenge?


 

Posted

I think because its unique. You don't see it everyday and I like the idea of having a hero only powerset that has a villain only ancillary. I mean I could say it is a bit conceptual. I suppose you have to see him to understand why his powerset is a bit... odd.




Yea.. Mace is more like some wierd scepter and definately works for him overall. I also don't have any villains. I just dislike playing redside so having him go over just to play for the mace, I feel a bit better about having to work for it.


As for the final build, I decided to leave glue arrow and start using it more often. The only thing I changed out is Combat for Hover since I may need it more and I prefer hovering in combat. I may move one of the spectral terrors into Tarantula since it is a bit squishier then I originally thought but it works for now.



 

Posted

Quote:
Originally Posted by Straenge View Post
I think because its unique. You don't see it everyday and I like the idea of having a hero only powerset that has a villain only ancillary. I mean I could say it is a bit conceptual. I suppose you have to see him to understand why his powerset is a bit... odd.




Yea.. Mace is more like some wierd scepter and definately works for him overall. I also don't have any villains. I just dislike playing redside so having him go over just to play for the mace, I feel a bit better about having to work for it.


As for the final build, I decided to leave glue arrow and start using it more often. The only thing I changed out is Combat for Hover since I may need it more and I prefer hovering in combat. I may move one of the spectral terrors into Tarantula since it is a bit squishier then I originally thought but it works for now.
I dig it! Love the base pic.