Illusion/Time


Arcanaville

 

Posted

Only got this toon to lv 42 but this is going to be my expected build. Please critique. I truly believe the devs got it right when they made time. I'm a scrapper guy by nature. But I will be playing this toon alot. It is so much fun to play. Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Time Mystic : Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
Level 1: Time Crawl -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Acc/EndRdx(13), P'ngTtl-Rng/Slow(13), P'ngTtl-EndRdx/Rchg/Slow(42), P'ngTtl--Rchg%(43)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(45)
Level 6: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Slow%(11), DarkWD-ToHitDeb(15), P'ngTtl--Rchg%(37)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 10: Boxing -- Empty(A)
Level 12: Fly -- Zephyr-ResKB(A)
Level 14: Temporal Selection -- RechRdx-I(A)
Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(19)
Level 18: Phantom Army -- C'Arms-Acc/Dmg(A), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Dmg/EndRdx(23), C'Arms-Acc/Dmg/Rchg(25)
Level 20: Time Stop -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(21), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(23), UbrkCons-EndRdx/Hold(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(40), Aegis-Psi/Status(40)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Acc/Fear/Rchg(29), Abys-Fear/Rng(34)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-DefDeb/EndRdx/Rchg(40), ShldBrk-Acc/EndRdx/Rchg(43), ShldBrk-Acc/DefDeb(43), ShldBrk-Acc/Rchg(46), Achilles-ResDeb%(46)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Mrcl-Heal/Rchg(39), Mrcl-Heal/EndRdx/Rchg(39)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Gravitic Core Flawless Interface
Level 50: Clarion Radial Epiphany
Level 50: Cryonic Radial Final Judgement
Level 50: Spiritual Radial 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 -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29), Panac-Heal/+End(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-End%(15), P'Shift-EndMod/Acc(46)



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Posted

Well, this build has great Defense, but does not accomplish what I think should be the main goal of an Illusion Controller -- Perma PA. With Perma PA, you don't need defense because the PA are drawing the focus of the foes. Your main focus for slotting should be to get your Recharge up over 205%. (My Ill/Rad/Fire and Ill/TA/Fire have no defense at all. My Ill/Storm/Ice and Ill/Cold/Ice only have a little.)

You skipped Deceive and Flash, two of the important control powers. Deceive in particular is amazingly useful for taking out problem foes before the fight starts. Any Illusion build that does not include Deceive is an immediate fail in my book. I took Flash on all of my Illusion controllers except for Ill/TA, who has a ranged AoE Hold from Trick Arrow.

I suggest you take a look at the Illusion and strategy sections of my Illusion/Rad guide, linked in my sig.

If you six-slot Spectral Wounds to fit in the Chance for Build Up proc, it will boost your damage a fair amount . . . I use SW very, very often as part of my standard attack chain, Blind-SW-Blast-SW. As a result, that proc has a lot of chances to hit.

Time Crawl: 6-slotting Pacing of the Turtle? Maybe if you were going for Ranged Defense (and Recharge should be more important), but for the most part, you should use those slots somewhere else. Slow enhancements only affect Run Speed and nothing else. The slow sets have poor Recharge, and what you need most is Accuracy and Recharge.

Blind is your main power to set up Containment for Blind-SW-Blast-SW, and yet you only have 36% accuracy. Plus, Blind does some decent damage. Consider adding two slots for an Acc/Dam Hami-O and a common Damage.

Time's Juncture: Is that proc really worth a slot? 20% chance of a 20% Recharge debuff? so if a foe's attack recharges in 10 seconds, you have a 20% chance to delay that attack by 2 seconds? You have better things to do with slots.

Superior Invis: With no EndRdx, you won't be able to run SI unless you aren't running anything else. (Look at your Recovery and End Use in Mids, and then turn on SI. SI will use up almost all of your Recovery!) I generally have it slotted with 5 Red Fortunes to cap the EndRdx and get an extra 5% Recharge. That way, I can run SI almost all the time. Of course, the 5 Red Fortunes add defense, even if half of the defense suppresses when you attack or hit a glowie.

Fighting Pool: I'm not a fan of the Fighting Pool on an Illusion Controller, but that's because I'm not a fan of slotting for Defense at the expense of control powers. I would rather take 3 control or other situational powers.

Distortion Field: I'm not convinced that slotting Dist Field for Hold is a good idea. It may be that 2 Recharge is enough slotting. But I don't have enough experience with the power to really have a well-formed opinion yet. Slotting it up for procs might be interesting.

Phantom Army: PA needs to be slotted for capped Recharge and Damage, decent accuracy. The slotting I use is 4 Expeidant Reinforcement (leave out the proc and the Dam/End), and then Dam/Rech and Chance for Build Up from the purple Soulbound set. This is, by far, the most important power in the Illusion set and needs to be up as much as possible. The goal is to get this to Recharge in under 60 seconds.

Slowed Response: Again, I'm not convinced that slotting this for Defense Debuff is all that beneficial. It may just need Acc and Recharge. The Resist debuff is far more important. I think I will probably throw damage procs into it.

You skipped the single most important power in your Ice APP: Ice Blast. Take a look at my Ill/Rad guide for the explanation of how important it is to have that great single target attack chain of Blind-SW-Blast-SW. It allows you to not only have a fast attack chain to kill single enemies faster, but it also allows you to get a lot more benefit from Illusory Damage, substantially increasing your damage. Also, I prefer Frost Breath over Ice Storm, because it has fast, up-front damage. The DoT from Ice Storm won't help you take advantage of Illusory Damage.

My Ill/Rad guide explains the Illusory damage advantages, which will increase your damage substantially.


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

Here's My flawed and Super unaffordable Dream Build lol.

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Posted

Why did you put the Numina and Miracle procs in your heal aura, Negate?

(And it doesn't look all that expensive either)


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
Why did you put the Numina and Miracle procs in your heal aura, Negate?

(And it doesn't look all that expensive either)
I don't know really...I just wanted to really get my mileage out of my heal lol...but I guess with Chrono shift running I really don't need the Numina and Miracle Procs :/. Oh and I do know that the procs only affect me should I throw around the slots elsewhere or just go with the doctored wounds set?



 

Posted

Quote:
Originally Posted by Negate View Post
I don't know really...I just wanted to really get my mileage out of my heal lol...but I guess with Chrono shift running I really don't need the Numina and Miracle Procs :/. Oh and I do know that the procs only affect me should I throw around the slots elsewhere or just go with the doctored wounds set?
Put them in Health. Don't put them in a click power, put them in an auto. Honestly I'd probably just put a miracle proc in the native slot for health and call it a night.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Thanks for the info! I am still learning how the heal procs function since I rarely play Controllers/Defenders/Corrs these days.



 

Posted

I typically look for recharge, +end and recovery on my controller builds. I find the procs aren't 100% necessary with how I usually build, but I'm an end hoarder and prefer to keep the blue bar filled. Especially on an active build that runs toggles. But I will usually try and fit at least one of the heal procs in a build if I can. On melee ATs I like both, on squishies Miracle takes precedence.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
I typically look for recharge, +end and recovery on my controller builds. I find the procs aren't 100% necessary with how I usually build, but I'm an end hoarder and prefer to keep the blue bar filled. Especially on an active build that runs toggles. But I will usually try and fit at least one of the heal procs in a build if I can. On melee ATs I like both, on squishies Miracle takes precedence.
Miracle is that affective eh?



 

Posted

Well I typically don't have a huge need for +regen on a squishy as opposed to a melee character. Not saying it's bad or anything, but what I really want on my trollers is recovery and in that department miracle takes the edge.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Here is the build I'm working on, it had no purple sets(aside from the confusion set, which is fairly cheap on the market, and the proc in PA), perma Phantom Army, Chrono Shift, and Hasten, near softcap S/L defense without having to use Superior Invis(which isn't slotted for endrdx so shouldn't be used in combat), and tons of recovery and accuracy, with some decent damage to boot.

EDIT: I played around with the build a bit. By using HO's in farsight over IO's, I was able to free some slots up to cap damage on a few abilities, and add some endrdx on superior invis, allowing for true softcap S/L defense without sacrificing control. And in a really long fight or against end draining mobs, you can turn off sup invis, still have almost 44% S/L defense, and have really good recovery.

If you decide you want Time's Juncture(which I don't think is necessary, this build is plenty hard to kill as is, and I don't think it's worth going into melee for), you can remove combat jumping for the ability, and take the procs out of slowed reflexes and ice blast to put three of the dampened spirits set in there(the -To-Hit, -To-Hit/Endurance, and -To-Hit/Endurance/Recharge ones). Dark Watchers despair will violate the rule of 5 on +2.5% recovery.

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Decim-Build%(5), Apoc-Dam%(7)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(7)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(11), HO:Nucle(11), Dmg-I(13)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
Level 6: Temporal Mending -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(21), Mrcl-Heal/Rchg(23), Mrcl-EndRdx/Rchg(23)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(25), EndRdx-I(25)
Level 10: Temporal Selection -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(27)
Level 12: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(27), Winter-ResSlow(29)
Level 14: Recall Friend -- Range-I(A)
Level 16: Hasten -- RechRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(29), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), HO:Nucle(31), S'bndAl-Build%(33)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(34)
Level 22: Distortion Field -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(36)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- Abys-Dam%(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Membr(36), HO:Membr(36)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), HO:Nucle(40)
Level 35: Slowed Response -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(40), Achilles-ResDeb%(40)
Level 38: Chrono Shift -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Mrcl-Heal(42), Mrcl-Heal/Rchg(43), Mrcl-EndRdx/Rchg(43)
Level 41: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), ImpSwft-Dam%(45)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(48), Ksmt-ToHit+(48)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Spiritual Radial Paragon
Level 50: Reactive Core Flawless Interface
Level 50: Clarion Core Epiphany
Level 50: Pyronic Radial Final Judgement
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(17)



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Posted

Hrmm, you learn something new everyday.



 

Posted

Something I find amusing about all of the Time builds I'm seeing is that very consistently the Distortion Field power is 4 slotted with Basilisk's Gaze for the +7.5% Global Recharge set bonus ... despite the fact that hold duration is almost entirely wasted in Distortion Field due to the 5% chance to Hold. My point being that even with enhanced duration, there's an absurdly low chance to double stack the Hold (to nail Bosses and LTs).

If you really want to boost the effectiveness of the Hold power in Distortion Field, you basically just need the Lockdown Proc. For one thing, the Lockdown Proc has 4x the chance to Proc than the native 5% chance to Hold Distortion Field has natively.

Don't get wrong ... I know that +Recharge set bonus is hard to pass up, but I'm thinking that people ought to be more aware of what they're "giving up" in order to get it.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Something I find amusing about all of the Time builds I'm seeing is that very consistently the Distortion Field power is 4 slotted with Basilisk's Gaze for the +7.5% Global Recharge set bonus ... despite the fact that hold duration is almost entirely wasted in Distortion Field due to the 5% chance to Hold. My point being that even with enhanced duration, there's an absurdly low chance to double stack the Hold (to nail Bosses and LTs).

If you really want to boost the effectiveness of the Hold power in Distortion Field, you basically just need the Lockdown Proc. For one thing, the Lockdown Proc has 4x the chance to Proc than the native 5% chance to Hold Distortion Field has natively.

Don't get wrong ... I know that +Recharge set bonus is hard to pass up, but I'm thinking that people ought to be more aware of what they're "giving up" in order to get it.
Why would you need to give up the Lockdown proc to slot Basilisk? Since it only needs four of the set to get the bonus, you can still slot lockdown if you want to.

Some people might even be using distortion field as a set mule, and have little intention of using it much, making the slotting of the proc unnecessary.


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Posted

Exactly, I use it as a Set Mule. On teams with huge Spawns Distortion Field really shines and getting it to double stack for a few seconds is no problem for even a lvl 20 toon.



 

Posted

I'd agree that with the short duration of the hold, hold enhancements are not the greatest. However, the basilisk's gaze proc does have purpose in Distortion Field, and I think it warrants being in there. I also want the power to have some endrdx and some recharge in there so, and since I'm allready using the proc I might as well use the rest of the set because the set bonuses are amazing.

The lockdown proc would be useful in the power, but I consider the holds to be an added bonus in the first place, nothing to be relied on, and I can't really think of any enhancements in any other powers I'd want to slot in order to get the proc(and if I did have a spare slot, there are other places it would go first)

I don't want to slot slow effects because between /time, ice mastery, and Spiritual Radial Paragon I can cap slow move speed easily without slow sets. That said, while I don't need slow sets in this build, I could see tempered readyness being very good in another build(I personally don't like pacing of the turtle, unless you really need accuracy it's only really good bonus comes in at the 6 slot mark which is way more than pretty much any slow power needs).

So basically, I can either keep it at minimum slotting, when it will still be a good power, or I can mule some extra recharge, recovery, and defense out of it. I choose the later.

EDIT: But of course, when I actually realize how Lockdown works because I read it(I thought it was chance for +2 Mag), I realize I should have it in there. I suppose I can give up 1.5% recovery from Time Crawl in order to squeeze that proc in

Also, silly question, how do you slot enhancements in mids that are lower than the max level for the enhance?

Here is the revised build. I love critique people

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Decim-Build%(5), Apoc-Dam%(7)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Nucle(11), Dmg-I(11)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19)
Level 6: Temporal Mending -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(21), Mrcl-Heal/Rchg(21), Mrcl-EndRdx/Rchg(23)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(23), EndRdx-I(25)
Level 10: Temporal Selection -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(25)
Level 12: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(27), Winter-ResSlow(27)
Level 14: Recall Friend -- Range-I(A)
Level 16: Hasten -- RechRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(29), ExRmnt-Acc/Dmg/Rchg(29), ExRmnt-EndRdx/Dmg/Rchg(31), HO:Nucle(31), S'bndAl-Build%(31)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 22: Distortion Field -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(34), Lock-%Hold(50)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- Abys-Dam%(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Membr(36), HO:Membr(36)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), HO:Nucle(39)
Level 35: Slowed Response -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(40), Achilles-ResDeb%(40)
Level 38: Chrono Shift -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Mrcl-Heal(42), Mrcl-Heal/Rchg(42), Mrcl-EndRdx/Rchg(43)
Level 41: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(45), ImpSwft-Dam%(45)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(46), Ksmt-ToHit+(48)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Spiritual Radial Paragon
Level 50: Reactive Core Flawless Interface
Level 50: Clarion Core Epiphany
Level 50: Pyronic Radial Final Judgement
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15)



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Posted

How does the Lockdown proc in Distortion Field have a chance to go off?

1. every 10 seconds
2. chance to go off with every potential tick of the hold
3. chance to go off every time a hold does


 

Posted

Quote:
Originally Posted by LuxunS View Post
How does the Lockdown proc in Distortion Field have a chance to go off?

1. every 10 seconds
2. chance to go off with every potential tick of the hold
3. chance to go off every time a hold does
Distortion field is a pseudo pet which means the proc would have a chance of triggering every 10 seconds.

In an activated ability, a proc has a chance to trigger when the ability is clicked.

In a passive or toggle ability, the proc has a chance to trigger every 10 seconds the power is on.

Pseudo Pets are a special case, because even though they are activated abilities, they inherent the proc, and their own ability(which is passive for them), can trigger the check every 10 seconds.

In short, Pseudo Pets are awesome.


 

Posted

Quote:
Originally Posted by TheOOB View Post
Distortion field is a pseudo pet which means the proc would have a chance of triggering every 10 seconds.

In an activated ability, a proc has a chance to trigger when the ability is clicked.

In a passive or toggle ability, the proc has a chance to trigger every 10 seconds the power is on.

Pseudo Pets are a special case, because even though they are activated abilities, they inherent the proc, and their own ability(which is passive for them), can trigger the check every 10 seconds.

In short, Pseudo Pets are awesome.
Have you tried the Locdown Proc in Distortion Field yet? It works in that powers just as good as it works in Poison Trap. It's beautiful.



 

Posted

Quote:
Originally Posted by TheOOB View Post
Distortion field is a pseudo pet which means the proc would have a chance of triggering every 10 seconds.

In an activated ability, a proc has a chance to trigger when the ability is clicked.

In a passive or toggle ability, the proc has a chance to trigger every 10 seconds the power is on.

Pseudo Pets are a special case, because even though they are activated abilities, they inherent the proc, and their own ability(which is passive for them), can trigger the check every 10 seconds.

In short, Pseudo Pets are awesome.
The highlighted bit is true for Distortion Field, but not always true for all Pseudos. It depends on how the Pseudo casts the effect. Lots of them have basically got a PBAOE aura which causes the effect so you get the once every 10 seconds thing (Pseudo life MOD 10 == 0). Most Patches like Distortion Field, Rains, Quicksand, Quake and Caltrops fall into this bracket.

But then you get Pets & Pseudos which actively cast powers on the enemy, most pet attacks, Acid Mortar, Lightning Storm and Volcanic Gases fall into this bracket. Depending on the AOE & rate of fire this can be even better than in the first type of pseudo. For example Gases summons multiple wee geysers which cast holds on people in the area.

Then you've got the freaky outliers with things like Spectral Terror (he's got a Fear PBAOE AND a single-target Fear attack) and Carrion Creepers (an initial patch and lots attack-making pseudo-pets who can proc individually).

So Lockdown checks immediately and then every 10 seconds afterwards on everyone in the AOE.

Spectral Terror is also a nice place for a Fear Damage PROC because it's up every spawn and is slot light, you'll have a once every 10 second check from the toggle and a single-target check every time it "screams" at someone. The knockback Damage proc in Phantasm isn't bad either, it has a chance to go off with any of his 2 NRG attacks. Don't slot the chance for +Recharge though, it's a waste)

Speaking of Distortion field what does a Controllers real numbers say about the duration? I ask because my Corruptors said a 2% change of a 47.5 second duration last night when I checked!!


 

Posted

I don't really know time, however i have several criticisms of your illision build. for starters, why ice mastery? Psionic mastery gives you a clicky staus resist, there is no other choice. second, for holds, Lockdown has incredible defenses, as for fight, thats alot of pts, and barrier is way better, and it doesn't take that long to get a t4 sheild. 1 slot spectral fear, its a great soft control, no reason to slot it, grab confuse, I have it 2 slotted with purple, conatagiouse confusion for aoe and some other purple, probably confuse/recharge/acc or something for the extra end boost. 6 slot flash, you don't even have it, lockdown adds alot to def. 6 slot both your pet lines, and use purples here, they are cheap. I would suggest 4 purps in phantasm and 2 in pa, then go with ex pets, all with recharge, you can get 3 however with enough recharge and spiritual that will perma pa. The extra, i would use for acc/dmg.


 

Posted

Quote:
Originally Posted by dazedandconfused View Post
I don't really know time, however i have several criticisms of your illision build. for starters, why ice mastery? Psionic mastery gives you a clicky staus resist, there is no other choice. second, for holds, Lockdown has incredible defenses, as for fight, thats alot of pts, and barrier is way better, and it doesn't take that long to get a t4 sheild. 1 slot spectral fear, its a great soft control, no reason to slot it, grab confuse, I have it 2 slotted with purple, conatagiouse confusion for aoe and some other purple, probably confuse/recharge/acc or something for the extra end boost. 6 slot flash, you don't even have it, lockdown adds alot to def. 6 slot both your pet lines, and use purples here, they are cheap. I would suggest 4 purps in phantasm and 2 in pa, then go with ex pets, all with recharge, you can get 3 however with enough recharge and spiritual that will perma pa. The extra, i would use for acc/dmg.
Why would an Illusionist need mez protection? I can understand for a Fire, Elec or Ice Time but an Illusionist really doesn't need it.

Ice is great on an Illusionist as you can just "shut up shop" when threatened and let your pets and pseudopets do the work. Mind you I'd personally take Ice Storm over Frost Breath.


 

Posted

Quote:
Originally Posted by dazedandconfused View Post
I don't really know time, however i have several criticisms of your illision build. for starters, why ice mastery? Psionic mastery gives you a clicky staus resist, there is no other choice. second, for holds, Lockdown has incredible defenses, as for fight, thats alot of pts, and barrier is way better, and it doesn't take that long to get a t4 sheild. 1 slot spectral fear, its a great soft control, no reason to slot it, grab confuse, I have it 2 slotted with purple, conatagiouse confusion for aoe and some other purple, probably confuse/recharge/acc or something for the extra end boost. 6 slot flash, you don't even have it, lockdown adds alot to def. 6 slot both your pet lines, and use purples here, they are cheap. I would suggest 4 purps in phantasm and 2 in pa, then go with ex pets, all with recharge, you can get 3 however with enough recharge and spiritual that will perma pa. The extra, i would use for acc/dmg.
There are several good reasons to take Ice Mastery. First, as Carnifax mentioned, Illusion doesn't really need mez protection as much as other controllers since PA will pull the aggro. Plus, we now have the option of Clarion in your Destiny slot for mez protection.

Second, Ice Blast is much better than Psi Blast. It is faster. Psi damage is highly resisted in late game by certain types of foes and since Illusion already does a lot of Psi damage, a different damage type is very helpful against Psi-resistant foes. Ice, on the other hand, is very rarely resisted and most Fire-type foes are actually weak to it. Plus, Ice Blast is faster than Psi Blast. Ice works better in the Blind-SW-Blast-SW attack chain. Fire is the other one that works best.

Third, Hibernate. Hibernate is a wonderful "panic button" power that has saved me from a faceplant many, many times. Psi has nothing to compare.

Fourth, Defense vs Resist Shield. If you are concerned about building Defense, the S/L Defense from Ice Shield is better than the resistance-based shield in Psi. Of course, you can use Ice Shield to slot those valuable defense-based IOs.

Fifth, Up-front damage. Psi Tornado is all DoT and slow to activate. Frost Breath is all up-front damage, actives fairly quickly and recharges pretty quickly. Ice Storm is a DoT Area attack, which some people like, but up-front damage is better for killing foes quickly to take advantage of Illusory Damage. (Fireball is even better, however.) Because Illusory damage heals back after a few seconds, you want to try to kill foes before the heal-back so that you can keep that extra damage. Damage Over Time powers take too long.

How is that for reasons to take Ice over Psi?


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

You pretty much got it Local. I prefer up front damage myself so If I had to chose I would pick frost breath over Ice Storm for my Ill/Time.



 

Posted

Quote:
Originally Posted by Negate View Post
You pretty much got it Local. I prefer up front damage myself so If I had to chose I would pick frost breath over Ice Storm for my Ill/Time.
And that is what I actually did on my Illusion/Cold and my Illusion/Storm. Quick recharge and up front damage made it the best choice. I have tried Ice Storm and find Frost Breath to be better for those characters.

Ice Storm can be pretty nice on other controllers, however. I have it on my Ice/Storm and a few others where the DoT is not a downside.


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