Ill/emp build


Chuckles07

 

Posted

Was looking at playing a buffing toon, but wanted to be able to leverage my buffs on to pets if need be. Also trying not to get too crazy expensive. Looking for feedback.

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Getting Low: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(11), Lock-%Hold(34), Dmg-I(34)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(27), Dct'dW-Heal/EndRdx/Rchg(43)
Level 2: Deceive -- CoPers-Conf%(A), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf/Rchg(46), CoPers-Acc/Conf/Rchg(46)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
Level 6: Absorb Pain -- RechRdx-I(A)
Level 8: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(11)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(13), Zephyr-Travel/EndRdx(13)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx(25)
Level 16: Assault -- EndRdx-I(A)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(23), RechRdx-I(25), RechRdx-I(37)
Level 20: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(21), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Clear Mind -- EndRdx-I(A)
Level 24: Vengeance -- LkGmblr-Rchg+(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(29), Abys-Fear/Rng(34), Abys-Acc/Fear/Rchg(37)
Level 30: Recovery Aura -- RechRdx-I(A), RechRdx-I(31)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37)
Level 38: Adrenalin Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(40), Efficacy-EndMod/EndRdx(46)
Level 41: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Achilles-ResDeb%(43)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), Ksmt-Def/EndRdx(45), Ksmt-Def/Rchg(45), Ksmt-EndRdx/Rchg(45), Ksmt-Def/EndRdx/Rchg(50), Ksmt-ToHit+(50)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), Achilles-ResDeb%(50)
Level 49: Super Speed -- Clrty-Stlth(A)
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 -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)



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Posted

Small stuff to consider.

Use a Endred IO in Resurrection. Especially without vigilance working for you like it would in a defender Rez is 26 end, a relatively big chunk to lay out in one shot. Let your high global recharge take care of the recharge and lower the end cost so you can use it when you are potentially low on end ... which might be right towards the end of a very hard fight where you've blown a lot of end and really want to both use rez and get PA (or other pet they're all base 26 end) back in action pretty much at once.

Consider 5 Doctored Wounds and 1 end mod/rech in AB rather than 6 Efficacy Adaptor. The boost to regen is likely more valuable than the extra end for keeping your buff target upright. (And save you end using HA, HO etc. on them). RA alone should make it very hard for those under its effect to burn their own blue bar to zilch. 1 Endmod/Rech in AB is enough boost to recovery to counter the -1000% penalty from most -recovery crashes. Slotting for more endmod is likely to normally be massive overkill.

Consider moving the def/end/rech LotG slot in Fortitude to Recovery Aura. You'll lose slim amounts of end, rech and defense off Fort and can 3 slot RA with rech, end/rech, end/rech (frankkenslot 2 Endmod set IO's) to get a bit more rech in RA and nice amount more endmod. It also keeps Regen Aura and Recovery Aura closer to the same timer. I typically cast both together, keeping the timers close gives me one less thing to have to track.


 

Posted

Cool, I really wanted AB to power folks through -end crashes, and was unsure how much I needed, so thanks. And thanks for catching my rookie mistake on the rez. With Absorb pain one slotted, does it make more sense to throw a heal in there, then the recharge thats in it right now?


 

Posted

I can help on the Illusion side. Please note that I view this as a controller, not a healer with control powers. As an Illusion controller first, you can do a lot to prevent damage before it needs healing.

No Spectral Wounds: You are giving up the ability to do decent damage and take down foes fairly quickly. To me, this is the same as those "pure empathy" defenders who don't take their attacks . . . a waste of a large part of the benefit you could be providing to the team. With SW, you can contribute to taking down foes and solo; without it, you have a gimped build. SW is going to need 5 slots usually, for the Decimation set to add more Recharge.

Blind: the Lockdown proc isn't a good use of a slot. It gives a 15% chance for an extra 2 mag, so it will only work on bosses. 20% of those bosses will be held by Blind anyway (that "overpower" you see). So that proc is only effective on 15%x80%x(percent of bosses). Assuming Bosses are about 20% of foes (which is probably high), it ends up that the proc only has an effect on 2.4% of all foes. Replace that proc with an Acc/Dam Hami-O (or an Acc/Dam from a set if you don't want to get the Hami-O) and you will hit more often and cause damage to 100% of the foes hit.

Flash has a 20% accuracy penalty. See if you can get a 5th slot for an Acc/Hold/Rech or just more accuracy.

Phantom Army: Drop the Dam/End for the Acc/Rech, then trade out the two Rech commons for the Soulbound Dam/Rech and Chance for Build Up. You get capped Damage and Recharge, a damage buff from the build up (which triggers often with three pets) and a 16% Regen bonus. The purple pet IOs are usually fairly inexpensive.

No Invisibility. I see you have Superspeed with a Stealth IO at level 49 . . . which is OK if you never exemp. One of the strengths of an Illusion controller comes from its invisibility -- you can lead your pets into battle without being seen. You can Deceive tough foes before the fight begins. I have always felt one of the main benefits of Ill/Emp is the ability to run around the battlefield invisible, pulling foes off teammates with Deceive and Phantom Army while healing/buffing teammates. Recall Friend lets you act as team spy, stealting missions. If you find a glowie, you can handle it by deceiving that foe or two near it, or even sending out PA to draw aggro away while you click the glowie in safety. It makes you much more useful to the team.


On the APP choice, I prefer Ice and Fire for the quick single target blast. Blind-SW-Blast-SW lets you take down minions and lieuts fast, before the Illusory damage fades back. This increases your damage substantially. Ice gives you a Defense armor if you want, and Hibernate, an awesome "panic button" power to save yourself so you can save your teammates.


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

Quote:
Originally Posted by Local_Man View Post
I can help on the Illusion side. Please note that I view this as a controller, not a healer with control powers. As an Illusion controller first, you can do a lot to prevent damage before it needs healing.

No Spectral Wounds: You are giving up the ability to do decent damage and take down foes fairly quickly. To me, this is the same as those "pure empathy" defenders who don't take their attacks . . . a waste of a large part of the benefit you could be providing to the team. With SW, you can contribute to taking down foes and solo; without it, you have a gimped build. SW is going to need 5 slots usually, for the Decimation set to add more Recharge.
It was a bummer to drop spectral wounds, but it became harder and harder to fit. I have 5 6.25 rec sets, so adding another decimation wouldn't help and I'd probably be taking the slots from heal other, which would lose me a 5% set. Also its not like this toon wont be able to bring a lot of damage to bear with all the pets, so I picked what I thought was the lesser of two evils.

Quote:
Originally Posted by Local_Man View Post
Blind: the Lockdown proc isn't a good use of a slot. It gives a 15% chance for an extra 2 mag, so it will only work on bosses. 20% of those bosses will be held by Blind anyway (that "overpower" you see). So that proc is only effective on 15%x80%x(percent of bosses). Assuming Bosses are about 20% of foes (which is probably high), it ends up that the proc only has an effect on 2.4% of all foes. Replace that proc with an Acc/Dam Hami-O (or an Acc/Dam from a set if you don't want to get the Hami-O) and you will hit more often and cause damage to 100% of the foes hit.
I switched up blind, I was thinking the proc might help some on locking down AV's, but instead think I may slot the purple hold damage proc in it, or I might grab the purple ranged set's pure damage one.

Quote:
Originally Posted by Local_Man View Post
Flash has a 20% accuracy penalty. See if you can get a 5th slot for an Acc/Hold/Rech or just more accuracy.
Flash is pretty much a set mule, if I really need it, I'll pop a yellow first.

Quote:
Originally Posted by Local_Man View Post
Phantom Army: Drop the Dam/End for the Acc/Rech, then trade out the two Rech commons for the Soulbound Dam/Rech and Chance for Build Up. You get capped Damage and Recharge, a damage buff from the build up (which triggers often with three pets) and a 16% Regen bonus. The purple pet IOs are usually fairly inexpensive.
The build up proc will reduce the recharge too much, but the purple Acc/Rech and Dam/Rech keep it perma, thanks.

Quote:
Originally Posted by Local_Man View Post
No Invisibility. I see you have Superspeed with a Stealth IO at level 49 . . . which is OK if you never exemp. One of the strengths of an Illusion controller comes from its invisibility -- you can lead your pets into battle without being seen. You can Deceive tough foes before the fight begins. I have always felt one of the main benefits of Ill/Emp is the ability to run around the battlefield invisible, pulling foes off teammates with Deceive and Phantom Army while healing/buffing teammates. Recall Friend lets you act as team spy, stealting missions. If you find a glowie, you can handle it by deceiving that foe or two near it, or even sending out PA to draw aggro away while you click the glowie in safety. It makes you much more useful to the team.
I've debated dropping Clearmind for Group Invis, which I might go for. Not having played an emp, or ill before, does summoning or healing/buffing suppres some of the stealth from Super speed/stealth? With no mez protect, its not all that likely I will be taxing folks to the end, recall would be nice, but simply doesnt fit what I want

Quote:
Originally Posted by Local_Man View Post
On the APP choice, I prefer Ice and Fire for the quick single target blast. Blind-SW-Blast-SW lets you take down minions and lieuts fast, before the Illusory damage fades back. This increases your damage substantially. Ice gives you a Defense armor if you want, and Hibernate, an awesome "panic button" power to save yourself so you can save your teammates.
Pets proc with reactive and are more automous. Poison Ray will increase all my pets damage, and is the only way this toon is going to increase the kill speed of PA.

I'm not trying to create a pure healing toon, that is pointless and would be boring, I'm trying to create someone who can add to the team, but is able to fire and forget some of his powers. Masterminds pets can sometimes require a lot of attention, so I'm trying to simulate a MM with tougher (Phantom Army) pets.


 

Posted

Since Local got you covered on the Illuison side, I will cover the Emp for you.

Healing Aura - ok
Healing Other - ok
Absorb Pain - Drop for a Illusion power per Local's recommendation.
Maneuver - I think you got that far overslotted for the gains.
Resurrect - Drop it for one of Local's required Illusion powers. If you really think you need a res, get the temp. With all the varies ways to raise a team mate, I don't really think a emp needs to take this power when the build is tight.
Assault - Another power I might drop for a Illusion power.
Fortitude - RECHARGE, RECHARGE, RECHARGE! On my 50 emp fender, I have LotG Globe Recharge, LoTG -D/R, LoTG - E/R and two Membrane Exposure R/D/ToHit IOs.
Clear Mind - ok
Recovery Aura - I might throw another Recharge IO in it, and if you got the slots two End Mods. You could also frankenslot it with end mod/recharge IOs too.
Regeneration Aura - ok
Adrenalin Boost- Again RECHARGE, REACHARGE, RECHARGE! You want AB up as often as possible, not only for the regen/recvry but the plus to recharge it gives. Because its this plus that turns a teammate into a wreaking ball of destruction. So you can either go with 3 recharge IOs, and a Heal, plus End crafted IO. Or got with a frankenslot with some heal/recharge, end/recharges, and round it off with a normal recharge.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Adrenaline boost is perma on my build, and fort recharges in 16.5 seconds, do you really think I should put more recharge in them?


 

Posted

Quote:
Originally Posted by Chuckles07 View Post
It was a bummer to drop spectral wounds, but it became harder and harder to fit. I have 5 6.25 rec sets, so adding another decimation wouldn't help and I'd probably be taking the slots from heal other, which would lose me a 5% set. Also its not like this toon wont be able to bring a lot of damage to bear with all the pets, so I picked what I thought was the lesser of two evils.
The Blind-SW-Blast-SW attack chain will far outdamage your pets. Blind sets up Containment for the SW-Blast-SW part. The Illusory damage is SW makes it a very powerful attack as long as you can take down foes before the heal-back. In my Ill/Rad guide, I discuss the reasons I suggest that an Illusion controller should focus on taking out minions and lieutenants first . . . because you can take them down fast, you get to keep the Illusory damage. (PA and Phanty's decoy also do Illusory Damage which you can keep if you kill off the target fast enough.) Killing off the minions and lieutenants quickly will also focus your pets on the tougher targets. I actually six-slot SW to include the Chance for Build Up from Decimation, with an Acc/Dam Hami-O to cap out the damage and add a bunch more accuracy.


Quote:
I switched up blind, I was thinking the proc might help some on locking down AV's, but instead think I may slot the purple hold damage proc in it, or I might grab the purple ranged set's pure damage one.
I haven't actually done the calculations on those purple procs. The standard procs do less damage than slotting the power for damage -- don't forget about Containment doubling the damage. Mids doesn't show damage from Containment.

Quote:
Flash is pretty much a set mule, if I really need it, I'll pop a yellow first.
That's OK, but it can be a useful control power and is your only power to set up AoE Containment.

Quote:
The build up proc will reduce the recharge too much, but the purple Acc/Rech and Dam/Rech keep it perma, thanks.
Check the numbers. My slotting of 4 level 50 Expediant Reinforcement (excluding the Dam/End and Resist proc), plus Dam/Rech and Chance for Build Up proc from the Soulbound set will cap both Damage and Recharge. It is used in most Perma-PA builds.


Quote:
I've debated dropping Clearmind for Group Invis, which I might go for. Not having played an emp, or ill before, does summoning or healing/buffing suppres some of the stealth from Super speed/stealth? With no mez protect, its not all that likely I will be taxing folks to the end, recall would be nice, but simply doesnt fit what I want
Drop Clear Mind? No, I would not suggest that. Drop Absorb Pain or Resurrect fist. Drop Leadership first. Most Emps don't take Absorb Pain -- with Heal Other well slotted, it just isn't needed. Res is a "nice to have but skippable" power. Personally, I would drop Assault and Absorb Pain to fit in SW and either SI or GI. I prefer SI because I don't want to have to remember to keep re-casting it and don't want it to run out an an inconvenient time.

Summoning PA, Spectral Terror or Phantasm does not suppress stealth. (The pets, however, will draw aggro to you if they die/disappear.) Even more important, using Deceive does not suppress stealth. Healing and buffs do not suppress stealth. This is why Ill/Emp makes such a good battlefield medic.

Recall Friend will help you pull teammates out of battle if needed, as well as stealth missions. It is not essential, but very nice to have and I would take it over Vengence.



Quote:
Pets proc with reactive and are more automous. Poison Ray will increase all my pets damage, and is the only way this toon is going to increase the kill speed of PA.

I'm not trying to create a pure healing toon, that is pointless and would be boring, I'm trying to create someone who can add to the team, but is able to fire and forget some of his powers. Masterminds pets can sometimes require a lot of attention, so I'm trying to simulate a MM with tougher (Phantom Army) pets.
Fire Blast and Ice Blast recharge in 8 seconds before any enhancement. Poisonous Ray recharges in 25 seconds before any enhancement. You can't get an attack chain with PR like you can with Fire or Ice Blast. Plus you get an AoE attack, a defensive power and a utility power. Will that be better than the PPP Mace set with its extra pet? Hard to say. I think it is because you choose your targets rather than relying upon the game's AI.

Illusion controllers pay quite a bit differently than Masterminds . . . the focus is different. An Illusion controller's main job is to control, with buffing/debuffing next and damage third in line.


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

I don't have access to Mid's right now since I'm on my ipad, so can't see the numbers.

So if you got Fort and AB that low, then you're fine. But be sure to check the numbers with Incarnate off, just to be sure if you go on a low-level task force or something.

Yet I would still trade in those LoTG for some of those Hami IOs I was taking about. The cost could be near the same (the LoTG set can be pricey), and the + to hit is nice (on mine, its 26% vs the normal 18%).

As for Clear Mind....keep it in your build. Group Invis is fine and all, but if you get stuck on the Hami Taunt Team... the tank is going to be wanting a CM, not be invisible.

As long as you keep Fort up on as many teammates you can, and keep casting AB as fast as it recharges.... people won't complain about your emp-ing. Auras are great and all, but as long as you keep up those two and have clear mind for those that need it... you're job is pretty much done on the emp side. Any more, I use Heal Other more now as a 50lvl then I do Healing Auras. In fact, I mostly use Healing Auras as a top-off after a Heal Other on a team mate.

Yet I will add this, you might want to keep your recharge on Fort to the level you think you can handle it at. With casting time and such, and your other powers... you could be too busy to keep casting it on all seven of your teammates. If you think four mates is more then enough, then back down on your recharge on Fort.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Another vote for keeping Clear Mind. Whether you use it proactively or preemptively (or a mix in between) I'd keep it over Absorb Pain or Resurrection. As an aside I also tend to slot the base with range vs other.

In the Mids I saw Fort has enough recharge from global bonuses (from aiming for perma-PA) to not worry much about recharge in the power itself. While it's nice to have the recharge down to being able to Fort 6 or more the reality is on my defenders I'm usually busy enough that 4 is more typical over the course of a task force or several missions. And I agree with the sentiment that this is a controller first and empath support second. Not that I would skimp on the empath powers (should be enough slots for both Primary and Secondary) but if a choice of one slot came down to the primary vs secondary I'd lean strongly to putting that slot in the primary.

Absorb Pain I have never really taken on my Empaths (6 at 50 and a bunch under that). Some folks love and use it but I don't think any one thinks it's a must have. I do think for me it's main value is late game when I need a MASSIVE sudden heal when a high health aggro holder just got hit hard by a late game AV. As such I wouldn't slot beyond the base unless I really had the extra slot or two and the base slot would likely be a lvl 50 Heal IO.


 

Posted

It seems like people think I'm neglecting control in this build. I think I'm misunderstanding somehow. I took all the control powers, and am able to keep up an almost seemless chain of confuse/blind, I can keep PA out perma'd, and spectral terror recharges in under 12 seconds. So whats the control part that I'm missing?


 

Posted

Quote:
Originally Posted by Chuckles07 View Post
It seems like people think I'm neglecting control in this build. I think I'm misunderstanding somehow. I took all the control powers, and am able to keep up an almost seemless chain of confuse/blind, I can keep PA out perma'd, and spectral terror recharges in under 12 seconds. So whats the control part that I'm missing?

Illusion control is unlike other control sets. It controls through misdirection and distraction. Doing damage is part of the set. Invisibility is a significant part of the set -- it has two powers devoted to it. The AoE control mainly comes from drawing aggro to the PA and fear from Spooky. The goal is to keep foes from noticing the Controller until it is too late . . . when the foe is held and then defeated.

As a result, Invis goes a long way to protecting the controller . . . I have very little defense on most of my Illusion controllers. I usually don't need it because the foes never see me. Illusion is an offensive set that takes out the foes rather than waiting for teammates to do it.


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