Ill/Storm Leveling?


Carnifax_NA

 

Posted

After finally getting the Incarnate options unlocked on my Earth/TA, I have decided to roll another Controller. The problem that I am having is that I would like to try out Illusion/Storm, but my Mids-fu is quite weak. I am looking at a (mostly) solo leveling build and the slotting seems to be extremely tight and un-flexible.

I have read over @Local_Man's Illusion/Rad guide to learn how to use the primary, but I haven't found any decent, up to date */Storm guides.

The build I am looking at is below. Please keep in mind that all slots are empty, but this was intended to be a leveling build, so they are all open to suggestion. All help is welcome and very much appreciated.

http://www.cohplanner.com/mids/downl...29FE02DEF9D9EE


 

Posted

Quote:
Originally Posted by wyldchyld View Post
After finally getting the Incarnate options unlocked on my Earth/TA, I have decided to roll another Controller. The problem that I am having is that I would like to try out Illusion/Storm, but my Mids-fu is quite weak. I am looking at a (mostly) solo leveling build and the slotting seems to be extremely tight and un-flexible.

I have read over @Local_Man's Illusion/Rad guide to learn how to use the primary, but I haven't found any decent, up to date */Storm guides.

The build I am looking at is below. Please keep in mind that all slots are empty, but this was intended to be a leveling build, so they are all open to suggestion. All help is welcome and very much appreciated.

http://www.cohplanner.com/mids/downl...29FE02DEF9D9EE
Can you post the build? Some of us are Midless here.


 

Posted

Here it is. Yes, all Enhancement slots are empty, but this was being used as a Leveling build. Once I get a true feel for it, if it even leaves the ground, I will be Frankenslotting IOs into it to suit the needs. The early slots in Blind and Spectral Wounds are going for 1 Acc 3 Dam with some Recharge and Holds for flavor.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 40 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation

Hero Profile:
Level 1: Blind -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(27), Empty(29)
Level 1: Gale -- Empty(A)
Level 2: Spectral Wounds -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(27), Empty(29)
Level 4: Deceive -- Empty(A), Empty(15)
Level 6: Combat Jumping -- Empty(A)
Level 8: Superior Invisibility -- Empty(A), Empty(9)
Level 10: Steamy Mist -- Empty(A), Empty(11)
Level 12: Air Superiority -- Empty(A), Empty(13), Empty(31)
Level 14: Fly -- Empty(A), Empty(15), Empty(34)
Level 16: Hasten -- Empty(A), Empty(17), Empty(17)
Level 18: Phantom Army -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(21), Empty(23)
Level 20: Hurricane -- Empty(A), Empty(37)
Level 22: Freezing Rain -- Empty(A), Empty(23)
Level 24: Flash -- Empty(A), Empty(25), Empty(31), Empty(34), Empty(34)
Level 26: Spectral Terror -- Empty(A), Empty(31)
Level 28: Recall Friend -- Empty(A)
Level 30: Snow Storm -- Empty(A), Empty(40)
Level 32: Phantasm -- Empty(A), Empty(33), Empty(33), Empty(33)
Level 35: Tornado -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38: Lightning Storm -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
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 -- Empty(A)
Level 2: Health -- Empty(A), Empty(13), Empty(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(9), Empty(11)


 

Posted

Looks pretty solid, but Lightning Storm and Tornado look overslotted. Tornado is more situational to an Illusion than say a Plant because you've no way to surpress its knockback.


Some of those slots could go to Freezing Rain and Hurricane instead. You want 3 recharge in FR, and an Achilles Heel PROC if you can manage it and Hurricane is an End Hog, so maxing End Reduction and then adding some -ToHit is very useful.


You're better off taking FR at 16 and leaving something else until 22, it'll make your teens somewhat easier. Maybe move one Superior Invis or Steamy Mist to 22, take Hasten at 8 or 10 and FR at 16. I'd also swap Combat Jumping and Snow Storm around, again Snow Storm is going to make your life easier earlier on IMO. All Snow Storm needs is an End Red


I wouldn't bother with Recall Friend at all, O2 Boost would be my choice. You can heal Phantasm and give allies protection from Stuns and End Drains with it (I've found it very useful situationally when a melee type is having trouble with Sapping types).


I don't think you need to 6 slot Blind and Spectral Wounds (especially Spectral wounds) before level 30. I'd have Blind 5 slotted and SW 4 slotted and move the slots elsewhere instead while it's tight. Throw more into them in the late 30s / 40s.


 

Posted

How does this look? Figure I can Frankenslot Tornado and Lightning Storm with the Rech/Dam IOs and Spectral Terror with Fear/Rech. While solo, Steamy Mist will do me no good, but will I want some slots into it while teamed aside from the End Redux?

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 40 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping

Hero Profile:
Level 1: Blind -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(34)
Level 1: Gale -- Empty(A)
Level 2: Spectral Wounds -- Empty(A), Empty(3), Empty(5), Empty(7)
Level 4: Deceive -- Empty(A), Empty(15)
Level 6: Snow Storm -- Empty(A)
Level 8: Superior Invisibility -- Empty(A), Empty(9)
Level 10: Hasten -- Empty(A), Empty(11), Empty(15)
Level 12: Air Superiority -- Empty(A), Empty(13)
Level 14: Fly -- Empty(A), Empty(27), Empty(31)
Level 16: Freezing Rain -- Empty(A), Empty(17), Empty(17), Empty(37)
Level 18: Phantom Army -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(21), Empty(23)
Level 20: Hurricane -- Empty(A), Empty(23), Empty(27), Empty(37)
Level 22: Steamy Mist -- Empty(A), Empty(37)
Level 24: Flash -- Empty(A), Empty(25), Empty(31), Empty(34), Empty(34)
Level 26: Spectral Terror -- Empty(A), Empty(31), Empty(40), Empty(40)
Level 28: O2 Boost -- Empty(A), Empty(29), Empty(29), Empty(40)
Level 30: Combat Jumping -- Empty(A)
Level 32: Phantasm -- Empty(A), Empty(33), Empty(33), Empty(33)
Level 35: Tornado -- Empty(A), Empty(36), Empty(36), Empty(36)
Level 38: Lightning Storm -- Empty(A), Empty(39), Empty(39), Empty(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
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 -- Empty(A)
Level 2: Health -- Empty(A), Empty(13), Empty(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(9), Empty(11)


 

Posted

The order of taking powers in this latest build is good. The first thing I would suggest is to pull the two extra slots out of Fly. Since I-18, Fly is automatically at the flight speed cap so slotting Fly for flightspeed is worthless. You can choose to put a Zephyr -knockback or a Stealth proc there, but I generally put the -knockback in Steamy because you can use a Karma or Steadfast, both of which are a LOT cheaper. The Stealth IO can go in a sprint if you want one.

Spectral Terror only needs its default slot unless you are slotting it for sets. You can choose to add some more Recharge to be able to move to a new area sooner, but those slots can be used somewhere else. Once you have an IO build, then it may need 5 slots for the set bonus, but the power itself doesn't really need all those slots.

I see nothing wrong with 5 or 6 slotting Spectral Wounds. 1 Acc, 3 Damage is the minimum, but adding a Recharge or two will help it come back faster. You can also 6-Slot Blind to include some Damage.

I would put a minimum of 3 in Deceive, but I use it a lot. Personally, I would lean towards 5 slots. In an IO build, you will probably want 5 slots.

O2 Boost: 2 slots is enough -- I really don't expect to be a team healer.


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

How about...

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 40 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping

Hero Profile:
Level 1: Blind -- Acc(A), Dmg(3), Dmg(5), Hold(7), RechRdx(34), Dmg(40)
Level 1: Gale -- Acc(A)
Level 2: Spectral Wounds -- Acc(A), Dmg(3), Dmg(5), Dmg(7), RechRdx(31), RechRdx(31)
Level 4: Deceive -- RechRdx(A), Acc(13), Conf(15)
Level 6: Snow Storm -- EndRdx(A)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(9)
Level 10: Hasten -- RechRdx(A), RechRdx(11), RechRdx(15)
Level 12: Air Superiority -- Acc(A), Dmg(27)
Level 14: Fly -- Flight(A)
Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), RechRdx(17), Dmg(37)
Level 18: Phantom Army -- RechRdx(A), RechRdx(19), RechRdx(19), Dmg(21), Dmg(21), Dmg(23)
Level 20: Hurricane -- EndRdx(A), EndRdx(23), ToHitDeb(27), ToHitDeb(37)
Level 22: Steamy Mist -- EndRdx(A), EndRdx(37)
Level 24: Flash -- RechRdx(A), RechRdx(25), RechRdx(31), Acc(34), Acc(34)
Level 26: Spectral Terror -- RechRdx(A), Acc(40)
Level 28: O2 Boost -- Heal(A), Heal(29), Heal(29), EndRdx(40)
Level 30: Combat Jumping -- DefBuff(A)
Level 32: Phantasm -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
Level 35: Tornado -- RechRdx(A), RechRdx(36), Dmg(36), RechRdx(36)
Level 38: Lightning Storm -- RechRdx(A), RechRdx(39), Dmg(39), Dmg(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
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 -- Flight(A)
Level 2: Health -- Heal(A), Heal(13), Heal(25)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod(9), EndMod(11)



The reason for O2 boost is just to be able to heal the Phantasm if needed. The Damages in Blind will be, as was stated, mostly for leveling. I do understand that it is not a pure attack in the truest sense, so I have no problem slotting for more Damage or Hold as the need arises (solo vs team play). To both Carnifax and Local_Man, thank you both for your time regarding this.


 

Posted

A few points about how you have slotted things -- keep in mind the effect of ED. The first two slots get full benefit, but the third has deminished effect. As a result, you are often better using 2 and 2 rather than 3 and 1. For example, the way you slotted Tornado. I would make it 2 Rech, 2 Dam if limited to 4 slots. There are times, however, when the third slot may make a fairly small difference but that difference is enough to merit the slot, like a 3rd Rech in PA or Freezing Rain.

Blind: What you have is good for solo or a more damage-oriented build. Blind is most often used as the lead-off and Containment-setter for Spectral Wounds. Once you have the foe held, then the damage is most useful. (If I want to control a single foe for a while, I generally use Deceive -- it lasts a lot longer.) Another option might be 2 Acc, 2 Dam, 1 Hold, 1 Rech if you are going up against higher level foes.

Air Sup: I generally start with 2 Acc because its knockup is an effective control. Nothing wrong with 1 Acc, 1 Dam, though.

Freezing Rain: The damage in Freezing Rain is very, very small. Each of those "-1" you see is actually about -.3 in reality. You get a lot more benefit slotting Recharge first, then damage procs than slotting for damage. I recommend using the Achilles Heal Chance for Resist Debuff first. Then later add other procs (Posi Blast, Lady Grey) if you have room.

Phantom Army: SO slotting for PA should be 3 Recharge, 2 Damage, 1 Accuracy. After much testing, folks have discovered that works best if you want it up as much as possible. If you are simply looking to maximize damage, then 2 Recharge, 3 Damage, 1 Acc.

Flash: 2 Acc first, then 2 Rech, 2 Hold is best. If limited to 5 slots, I'd probably go for 2 Acc, 2 Hold, 1 Rech -- but 2 Rech, 1 Hold isn't bad.


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

Have you considered using Steamy Mist + Super Speed for stealth and forgoing Superior Invisibility? That's a tip I picked up, I think, from several posts in the Controller forum, and I've been very happy with that setup. My Ill/Storm had significant difficulty with the endurance needs of SI. Granted, I think he was created before Stamina became inherent, but I still find end consumption to be his biggest challenge (well, besides his player).


 

Posted

Quote:
Originally Posted by Crystal_Smoke View Post
Have you considered using Steamy Mist + Super Speed for stealth and forgoing Superior Invisibility?
I have considered that set-up, however I plan to take this character through Praetoria to the Rogue Isles. That, and Super Speed and I do not see eye-to-eye.

Here's an updated one based on the comments. I do appreciate all of your work/interest in picking this apart.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 40 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping

Hero Profile:
Level 1: Blind -- Acc(A), Acc(3), Dmg(5), Dmg(7), RechRdx(34), Hold(40)
Level 1: Gale -- Acc(A)
Level 2: Spectral Wounds -- Acc(A), Dmg(3), Dmg(5), RechRdx(31), RechRdx(31)
Level 4: Deceive -- RechRdx(A), Acc(7), Conf(13)
Level 6: Snow Storm -- EndRdx(A)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(9)
Level 10: Air Superiority -- Acc(A), Acc(11)
Level 12: Fly -- Flight(A)
Level 14: Hasten -- RechRdx(A), RechRdx(15), RechRdx(15)
Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), RechRdx(17), Achilles-ResDeb%(37)
Level 18: Phantom Army -- RechRdx(A), RechRdx(19), RechRdx(19), Dmg(21), Dmg(21), Acc(23)
Level 20: Hurricane -- EndRdx(A), EndRdx(23), ToHitDeb(27), ToHitDeb(37)
Level 22: Steamy Mist -- EndRdx(A), EndRdx(37)
Level 24: Flash -- Acc(A), Acc(25), RechRdx(27), RechRdx(31), Hold(34), Hold(34)
Level 26: Spectral Terror -- RechRdx(A), Acc(40)
Level 28: O2 Boost -- Heal(A), Heal(29), EndRdx(29), EndRdx(40)
Level 30: Combat Jumping -- DefBuff(A)
Level 32: Phantasm -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
Level 35: Tornado -- RechRdx(A), RechRdx(36), Dmg(36), Dmg(36)
Level 38: Lightning Storm -- RechRdx(A), RechRdx(39), Dmg(39), Dmg(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
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 -- Flight(A)
Level 2: Health -- Heal(A), Heal(13), Heal(25)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod(9), EndMod(11)


 

Posted

One other thing I forgot to mention before: put an EndRdx in Fly instead of the Flight. Fly is already at cap, so the Flightspeed does nothing. Put a Run Speed in Swift. (The only thing Flightspeed enhancements are good for is to make Hover faster.)

If you are going to think about slotting some cheap IOs, one of the easiest to start with is 4 Dark Watcher in Hurricane -- you can get that set cheap. The Fear and Confuse sets are cheap, too. Also, "frankenslotting" is almost always going to give you more enhancement per slot than SOs. Two Acc/Dam provide more enhancement than an Acc and a Dam. So, for example, 4 Acc/Hold/Rech is pretty good slotting for Flash. Three Acc/Conf/Recharge is a lot better than 1 Acc, 1 Conf, 1 Rech.

Leveling up my Ill/Storm, I also used Steamy Mist+Super Speed in place of Superior Invis or Group Invis. I happen to really like Super Speed on a Stormie -- it make "Herdicaning" easy. It also lets you run into melee fast to cast Lightning Storm. However, if you don't like Super Speed, you can accomplish getting full Invis with a Stealth IO in a Sprint power. Sprint will take either the Celerity (run) Stealth or the Unbounded Leap (Jump) one, the the Jump one is usually cheaper. Even easier is to earn them with Hero Merits.

Eventually, I added in GI to my Ill/Storm even though I usually don't use it because it makes a good place for a Luck of the Gambler +7.5% Recharge IO. GI works just as well as SI most of the time and lets you cast Invis on the team so they don't have to stay in your mist.


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

@Local_Man, how do you slot Steamy Mist? This is one of the reasons that I have been putting it off. The default EndRedux, or Frankenslot some Def/End and Res/End IOs? I do have access to Ninja Run and the City Traveler veteran reward, so Travel Powers are not hard to fit in.

@Crystal_Smoke, I was not discrediting your advice on Super Speed and Steamy Mist, I was just looking at a mostly solo, sometime Teaming, build. I am aware of SI's heavy End cost, but I also know that Ninja Run and SI make for simple "stealthing" of missions.

I do hope that I am not sounding ungrateful, quite the opposite. All of this input is quite welcome. I am just now starting to fight Destroyers in Praetoria, so now's a good time to get a solid, level-able build set. Thank you all for your inputs.


 

Posted

Quote:
Originally Posted by wyldchyld View Post
@Crystal_Smoke, I was not discrediting your advice on Super Speed and Steamy Mist, I was just looking at a mostly solo, sometime Teaming, build. I am aware of SI's heavy End cost, but I also know that Ninja Run and SI make for simple "stealthing" of missions.
Not to worry, I didn't take it that way at all. And I too have been very interested in Local Man's and Carnifax_NA's advice.


 

Posted

Once exciting development of Issue 21 is the addition of a new "super fast" Flight power called Afterburners. Apparently it lets you fly faster than is currently possible but puts you in 'only effect self' status (toggles stay up but you can't attack). That's not till October or so and won't help you now but it may be something interesting to you in the future, since you've said you can't stand dealing with navigating the Isles.


 

Posted

Quote:
Originally Posted by wyldchyld View Post
@Local_Man, how do you slot Steamy Mist? This is one of the reasons that I have been putting it off. The default EndRedux, or Frankenslot some Def/End and Res/End IOs? I do have access to Ninja Run and the City Traveler veteran reward, so Travel Powers are not hard to fit in.
I used to think slotting for Resistance was best . . . small amounts of Resistance provide overall more benefit than small amounts of Defense. Steamy Mist provides 15% Resistance to three types of damage. However, I have changed my view and now slot for Defense. Steamy provides 3.75% Defense base generally (to all types of damage). Stacking Defense has become very common in the game today, as lots of people have Maneuvers and there are a lot of set IO bonuses for Defense.

4 Luck of the Gamblers lets you fit in a LotG Recharge. However, if you are going for the high Recharge build, then you can go with a LotG Recharge and 5 Red Fortunes, giving you 12.5% recharge in one power. Red Fortune lets you cap both Defense AND EndRdx. That's also the slotting I use on my Perma-PA Ill/Rad build for Superior Invis. (To get your knockback protection, use a Zephyr -Knockback in Fly or somewhere else.)

As for Travel powers, you may find that you can skip Air Superiority once you get an APP blast. Then you can go with just Fly.

Quote:
@Crystal_Smoke, I was not discrediting your advice on Super Speed and Steamy Mist, I was just looking at a mostly solo, sometime Teaming, build. I am aware of SI's heavy End cost, but I also know that Ninja Run and SI make for simple "stealthing" of missions.
Steamy Mist + Super Speed (or any other travel power with a Stealth IO) works just as well and generally uses less endurance. It is also interesting to note that SI has 4.5% base Defense, but half of that is suppressed when you attack or click a glowie. Steamy Mist's 3.75% Base defense does not suppress. So in battle, Steamy provides more Defense.


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
So in battle, Steamy provides more Defense.
And also grants it to the whole team, along with the resists, confuse protection, and stealth! Great power. Confuse protection used to not matter at all, but I have been on recent BAFs where my pets turned on me, and one time where I almost cast a power boosted Terrify at my teammates, but figured out what 'teammates in orange boxes' meant quickly enough to stop.


 

Posted

Quote:
Originally Posted by Local_Man View Post
4 Luck of the Gamblers lets you fit in a LotG Recharge. However, if you are going for the high Recharge build, then you can go with a LotG Recharge and 5 Red Fortunes, giving you 12.5% recharge in one power. Red Fortune lets you cap both Defense AND EndRdx. That's also the slotting I use on my Perma-PA Ill/Rad build. (Then use a Zephyr -Knockback in Fly or somewhere else.)
Oh, that's better than what I had. I can move my Steadfast Prot/+Def into Temp Invulnerability, when he gets Temp Invulnerability, and do that with Steamy Mist. Thanks, Local Man.


 

Posted

Quote:
Originally Posted by Local_Man View Post
Steamy Mist + Super Speed (or any other travel power with a Stealth IO) works just as well and generally uses less endurance. It is also interesting to note that SI has 4.5% base Defense, but half of that is suppressed when you attack or click a glowie. Steamy Mist's 3.75% Base defense does not suppress. So in battle, Steamy provides more Defense.
I was not aware of the suppressed Defense, though I knew that the Stealth portion did get suppressed. This is why the Devs allowed us respecs, thank you.


 

Posted

Took me a couple days, but I finally got this one to 22 and SOs. Ended up going to Paragon over the Isles because, as people have stated, Superspeed is a lot more friendly here than there. Slowly leveling, but with all the help given, it has been a safe road so far. Finished up the Wheel of Destruction arc and had zero problems.


 

Posted

Quote:
Originally Posted by wyldchyld View Post
Took me a couple days, but I finally got this one to 22 and SOs. Ended up going to Paragon over the Isles because, as people have stated, Superspeed is a lot more friendly here than there. Slowly leveling, but with all the help given, it has been a safe road so far. Finished up the Wheel of Destruction arc and had zero problems.
With Super Speed, I strongly recommend that you get a Raptor Pack or Jet Pack to have handy. There is almost always a path for a Super Speeder, but often having that Raptor pack to quickly fly over obstacles will make life easier. One way to get the Raptor Pack is the level 5-10 bank mission, but you have out-leveled that. (Of course, you can get a low-level buddy to take you along.) Fortunately, you can buy a Jet Pack recipe from the market, buy a Raptor Pack from the vendor in the Shadow Shard, or often easiest, run Part 2 of the Positron TF to get a free Jet Pack.


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

It looks like you might be set on slotting Tornado for damage, and I would caution against that without some sort of AoE -KB effect. Looking at Mids', the raw numbers are very enticing. However, Tornado has a habit of picking up one mob, running away with it, then coming back to do the same to another mob. The times when it's best-used for damage are typically when it also fits the role for a pseudo-hold (corner with Hurricane and perma-KB with Tornado), the mobs are highly-resistant to KB, or against a Paragon Protector for that last sliver of health (Tornado is auto-hit).

If you really want more damage in your build by that level, I would consider placing those slots into Air Superiority until you know what you want from them later. Again, it's not that Tornado isn't a great power under the right circumstances, but Illusion has a lot of trouble leveraging the power for damage.

Edit: If you decide that you want to continue slotting Tornado as a damage power, you're going to want some End Reduction in there. That sucker is expensive to summon.


 

Posted

I still have a ways to go before Tornado, but you give damn good advice. Not having a reliable -KB power hurts, but everything that Ill/Storm brings to the table is heavy with the KB flavor. I was (mostly) looking at Tornado and Lightning Storm as being part of my attacks when solo as I know how they do not like to do as predicted with teams.


 

Posted

Quote:
Originally Posted by Midnight_Tempest View Post
It looks like you might be set on slotting Tornado for damage, and I would caution against that without some sort of AoE -KB effect. Looking at Mids', the raw numbers are very enticing. However, Tornado has a habit of picking up one mob, running away with it, then coming back to do the same to another mob. The times when it's best-used for damage are typically when it also fits the role for a pseudo-hold (corner with Hurricane and perma-KB with Tornado), the mobs are highly-resistant to KB, or against a Paragon Protector for that last sliver of health (Tornado is auto-hit).

If you really want more damage in your build by that level, I would consider placing those slots into Air Superiority until you know what you want from them later. Again, it's not that Tornado isn't a great power under the right circumstances, but Illusion has a lot of trouble leveraging the power for damage.

Edit: If you decide that you want to continue slotting Tornado as a damage power, you're going to want some End Reduction in there. That sucker is expensive to summon.
I slotted Tornado for Damage on my Ill/Storm happily, knowing that is a situational power. Yes, it throws around foes. So what - - - my attacks are mostly single target ranged attacks, so if the foes gets thrown from here to there, I can still attack. (That's one of several reasons why it makes sense to abandon Air Sup once you get an APP Blast!) Solo or small team, that works fine. While the foe is flying around, getting stunned and/or getting knocked down, I can stay in one place and attack. On large teams, I generally only use Tornado in limited situations to avoid messing up the nice tight AoEs that most people like. But other than the APP AoE attack or a Judgment power, an Ill/Storm doesn't have AoE damage attacks.

But even on teams, Tornado is wonderful in the "corner of doom" setting where you use Hurricane to trap foe or group into a corner, cul-de-sac or closed room, then unleash Lightning Storm, Tornado, Freezing Rain, Phantasm and Phantom Army in the room or limited area.

Tornado slotted for Damage is, in effect, Storm's -Regen power on AVs. The Damage over Time counteracts the Regen of the AV. Most AVs and EBs will not get knocked back, so it works great.


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
I slotted Tornado for Damage on my Ill/Storm happily, knowing that is a situational power. Yes, it throws around foes. So what - - - my attacks are mostly single target ranged attacks, so if the foes gets thrown from here to there, I can still attack.
I should have clarified that I have no problems using Tornado for damage while either soloing or cornering mobs on a team. I was worried that the OP was going to treat Tornado as part of the standard damage arsenal on a team, which will typically catch flak without some form of -KB or first cornering the mob. As you say, it is a situational power - I just didn't want him treating it like Fireball.

Edit: I just noticed you said you couldn't find an up-to-date Storm guide. Hopefully Draggynn won't mind me directing someone to his, it's very good:
http://boards.cityofheroes.com/showthread.php?t=225992


 

Posted

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Originally Posted by Midnight_Tempest View Post
I should have clarified that I have no problems using Tornado for damage while either soloing or cornering mobs on a team. I was worried that the OP was going to treat Tornado as part of the standard damage arsenal on a team, which will typically catch flak without some form of -KB or first cornering the mob. As you say, it is a situational power - I just didn't want him treating it like Fireball.
As someone that has played a Kinfender on teams with Energy Blasters/Corrs messing me up, I do understand the usage of situational KB powers (that, and I've never been able to keep a Fire Blast character past L6 or so...).