Illusion/Time
I've been back and forth with which epic I'm going to take on mine.
I'm thinking about taking a round trip on the morality train and going Mako to have me a waterspout and another pet just for some added craziness.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Waterspout puts out some nice damage as well.
Also, silly question, how do you slot enhancements in mids that are lower than the max level for the enhance?
|
Notice the Level shown in the bottom right hand corner.
Type on keyboard the two digits of the Level you want the enhancement to be (if IO).
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. |
In any place I've got Ice Storm (Illusion/Storm/Ice controller and an Ice/Time corruptor) I actually have both Ice Storm and Frost Breath for added merriment.
Heck, I'd love to take all the powers in Ice Mastery, but I'm not skipping either of my last two time powers for them. One new advantage of the old Illusion/Rad is they can take their whole epic pool if they want(like Ill/Rad needed to be better). It is slightly annoying that the best two powers Time gives to illusion are the last two.
I've been thinking of modifying my build just a little, taking away a slot from temporal selection(leaving it with just a heal IO), and adding the tempered readiness chance for smashing damage IO to distortion field. What does everyone think?
Hero Plan by Mids' Hero Designer 1.952
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 -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37)
Level 1: Time Crawl -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(13)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(9), HO:Nucle(36)
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(13)
Level 6: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Acc/Rchg(15)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 10: Boxing -- Empty(A)
Level 12: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
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), Lock-%Hold(37)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(23), ExRmnt-Acc/Dmg(25), S'bndAl-Dmg/Rchg(43), S'bndAl-Build%(46)
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-Psi/Status(27), Aegis-ResDam/EndRdx(27), Aegis-ResDam(31)
Level 26: Spectral Terror -- Abys-Dam%(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Membr(29), HO:Membr(36)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(40), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(43)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(34)
Level 35: Slowed Response -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(40), Achilles-ResDeb%(43)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), Dct'dW-Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal(45)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45), Ksmt-ToHit+(46)
Level 47: Frost Breath -- 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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(46)
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Please note I'm a scrapper guy. So I tried to build this toon to meet my type of playing style. I only use Superior Invis for ghosting. So it basically a mule for my LotG 7.5 Recharge.
First thing I noticed, this build is very expensive, you're using 4 purple sets, an a good chunk of a 5th, and that's not going to be cheap. The confusion purple set is pretty cheap on the market, but the hold, ranged dmg, and ranged aoe damage set are going to cost a lot. If you have the money, great, otherwise you may want to go a bit cheaper.
I also question your inclusion of weave. You're sacrificing a lot to get you're softcapped defense, boxing and tough aren't really doing anything for you. You could drop the fighting pool, pick up combat jumping and hover, and still softcap defense with you're build, then you'd have an extra power choice(which should go to flash, it's your only AoE hard control power), and some more slots to spare.
I also think you're missing out the the most important power out of Ice Mastery, Ice Blast. With blind and spectral wounds you have the beginnings of a very strong ST attack chain, and it's a shame to see you picked one of the epic pools that have a great addition to said chain and didn't take the power.
On to more specific points.
Spectral wounds is way over the damage ED cap, you'd get more damage dropping the proc from the set in instead of one of the others enhancements in the power.
Blind would benefit more from a straight damage IO than a second Acc/Dam IO, you allready have plenty of Acc on the power.
Decieve is way over the confusion ED cap, but doesn't have the amazing proc from the set you're using which I find a bit odd, you should drop the straight confusion IO(don't worry you'll still have over 40 sec of duration), to get that proc)
Fly allready hits the flyspeed cap without enhancement, and the second BotZ IO isn't giving you enough of a set bonus to warrant it.
I'd drop the Acc/Hold out of Distorion Field and putting in the proc from basilisk's gaze instead. Acc does nothing for DF, and the hold is short and unreliable, so you're not getting much out of that enhancement.
You're hasten would still be perma with only two(or even one) recharge IO, just so you know
Slowed Response could use a little more Acc, a single Acc IO would make such an important power hit a lot more often.
If you do drop the fighting pool, you can throw those resistance uniques into frozen armor, one of the reasons I like Ice Mastery.
Frost Breath is way over the damage ED cap, but you could throw in that chance to knockdown proc to give the move some extra control.
Also, another general note, you're hitting perma PA, Chrono Shift, and Hasten by a large margin even before your alpha slot. If you're going to devote this much to getting recharge bonuses, you may want to pick a different alpha slot(musculature is always good), because honestly you're not benefit that much from the extra recharge.
Hero Plan by Mids' Hero Designer 1.952
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: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
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 -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(13)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(9)
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(13)
Level 6: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Acc/Rchg(15)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def(27), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(42)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Fly -- HO:Micro(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), Lock-%Hold(37)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(23), ExRmnt-Acc/Dmg(25), S'bndAl-Build%(31), S'bndAl-Dmg/Rchg(34)
Level 20: Time Stop -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/Hold(21), BasGaze-Acc/Rchg(23)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 24: Teleport -- Range-I(A)
Level 26: Spectral Terror -- Abys-Dam%(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Membr(29), HO:Membr(36)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(34)
Level 35: Slowed Response -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/Rchg(36), ShldBrk-Acc/DefDeb(40), ShldBrk-DefDeb/EndRdx/Rchg(42), Achilles-ResDeb%(43)
Level 38: Chrono Shift -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Mrcl-Heal/EndRdx/Rchg(39), Mrcl-Heal/Rchg(40), Mrcl-EndRdx/Rchg(42)
Level 41: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(43), Decim-Dmg/EndRdx(43), Decim-Acc/EndRdx/Rchg(50), Decim-Dmg/Rchg(50)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45), Ksmt-ToHit+(46), S'fstPrt-ResDam/Def+(46)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(46)
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Anyone go the primal forces mastery route? Seems like PB + farsight = 26.3% Defense would be a tempting offer. Plus you have Group Invis on the same exact timer as farsight for more D fun. That's above 30% D in 3 powers (more if you don't hit first).
Energy Torrent on this seems to be kd and not kb for more mitigation/damage.
And it fits themewise better. No get out of jail free card though.
You could go Primal...I also was tempted to go earth. Thanks to PA you don't have to focus so much on Defense shields. I would also pick up Power Blast to help out Spectral Wounds in the damage department.
I think the only Ancillary that doesn't go with Ill/Time is Psionic...Psionic could work but one would have better options with Stone, Ice, Fire and Primal.
Stone-A little bit of KB with Fissure but a nice way to Keep safe if things get heated plus it's a fun Proc mule set.
A Good Heal that would be almost perma Thanks to your build.
Good defense shield as well as Seismic smash which is a good way to end most fights.
Ice-Well we already covered that one.
Fire-Damage both Aoe and ST also a Self Rez.
Primal-you already covered it shadey.
To be honest I'm still on the fence myself...I'm trying to choose between Stone, Ice and Primal.
This most recent build is a lot cheaper mageblack, something you can obtain without several billion inf, but there are still a few things a bit off about it.
First, you have two travel powers, teleport and fly, and I don't really see a need to have both. Furthermore, teleport is not slotted, which means it won't be useful(also the HO slotted in fly is directly worse than a plain endrdx IO, fly hits the fly speed cap without enhancement.) You still don't have flash, which remains the only form of AoE hard control avaible to illusion controllers, and I really don't think it should be skipped. With all you're acc and recharge, it doesn't need much to be good, an Acc and a Recharge IO would be fine, and if you can spare the slots, 4 Basilik's Gaze would be great.
I also feel you are over enhanced in some areas. First and foremost, you have way more recharge than you need, even without you're incarnate ability, chornoshift hasten, and PA are perma by a large margin, and after you get those abilities perma, more recharge doesn't really help you. You got a good 3 hit attack chain(Blind->Spectral Wounds->Ice Blast), that doesn't need as much recharge as you have, so you could spare some space in you're build by cutting some slots here and there. In particular, superior invis is way over slotted, without anything from red fortune you allready softcap you're build, and none of the set bonuses form the set are helping you, you'd be better off with two endrdx IOs than filling it out with that set.
Also slowed response is having similar problems, it's allready perma without all those slots, and it doesn't need a ton of acc. Enhancing the def debuff doesn't help much because honestly you'll rarely miss ever with this build, the -res is far more important(and far more enhanceable), and the only set bonus you're benefiting from is the recovery.
Anyways, onto my thoughts, at least, on primal mastery. I think it's a good set, and can work with this build. Power blast is a fine blast, decent damage, decent recharge. The knockback provides a little extra control and damage mitigation, but it's difficult to control and can be a problem in teams or areas with tight spawns so it's a balancing act. I wouldn't take it without hover. Energy Torrent is much the same way, decent attack, knockback is useful, but can be annoying, take hover with it. They can both slot the knockback damage proc so that ties them up with the ice blast, and Energy Torrent has less recharge than Fireball/Frost Breath, but less damage.
Then we get to power boost. Power boost primary boosts the effectiveness of farsight, and gives a nice boost to other power effects as well. Right out of the box it can be used often enough to keep a boosted farsight up perma, so that's a plus. That said, I think it makes it harder to maintain a softcapped defense than Ice Armor. Ice Armor is an easy 20+% defense, while power boost will provide between 10-15, which means you're going to have to find 5-10 extra defense from other sources in order to softcap you're defense, which means you're going to have to make some sacrifices. Further, having a resist shield is nice, but I like the OS tools fire and ice provide.
I think Primal Mastery is a good set with some good tools, but if you're taking it take it because you really want the knock back, not because of power boost.
Also conserve power is good, but it is easy to build a lot of recovery into Illusion/Time.
OOB, Energy Torrent doesn't deal KB it deals KD. Also, I think with Group invisi..even if it's suppressed offers like around 3% defense? Putting him pretty close to 25% defense. I'm not trying to correct you, I'm just trying to be the devils advocate because I'm stuck myself lol. Here, let me post another build I made with a different Anc Pool than I had before.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Effulgent Diviner 2: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds
- (A) Decimation - Chance of Build Up
- (17) Apocalypse - Damage/Recharge
- (17) Apocalypse - Accuracy/Damage/Recharge
- (23) Apocalypse - Accuracy/Recharge
- (23) Apocalypse - Damage
- (25) Apocalypse - Damage/Endurance
- (A) Accuracy IO
- (21) Slow IO
- (43) Accuracy IO
- (A) Basilisk's Gaze - Recharge/Hold
- (3) Basilisk's Gaze - Endurance/Recharge/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (15) Basilisk's Gaze - Accuracy/Hold
- (A) Coercive Persuasion - Contagious Confusion
- (5) Coercive Persuasion - Confused/Recharge
- (5) Coercive Persuasion - Accuracy/Confused/Recharge
- (7) Coercive Persuasion - Accuracy/Recharge
- (7) Coercive Persuasion - Confused/Endurance
- (A) Doctored Wounds - Recharge
- (9) Doctored Wounds - Heal
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Endurance/Recharge
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (37) Dampened Spirits - To Hit Debuff/Endurance
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Doctored Wounds - Recharge
- (31) Doctored Wounds - Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal
- (A) Lockdown - Chance for +2 Mag Hold
- (40) Basilisk's Gaze - Recharge/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (42) Basilisk's Gaze - Endurance/Recharge/Hold
- (42) Basilisk's Gaze - Accuracy/Hold
- (A) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Endurance/Damage/Recharge
- (21) Expedient Reinforcement - Accuracy/Damage/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (29) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (29) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (25) Basilisk's Gaze - Endurance/Recharge/Hold
- (27) Basilisk's Gaze - Accuracy/Recharge
- (27) Basilisk's Gaze - Recharge/Hold
- (A) Empty
- (A) Glimpse of the Abyss - Accuracy/Endurance
- (43) Glimpse of the Abyss - Endurance/Fear
- (43) Glimpse of the Abyss - Chance of Damage(Psionic)
- (46) Glimpse of the Abyss - Fear/Range
- (46) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Defense Buff IO
- (45) Defense Buff IO
- (A) Empty
- (A) Expedient Reinforcement - Endurance/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Damage/Endurance
- (34) Call to Arms - Defense Bonus Aura for Pets
- (A) Achilles' Heel - Chance for Res Debuff
- (36) Analyze Weakness - Accuracy/Endurance/Recharge
- (37) Shield Breaker - Accuracy/Endurance/Recharge
- (37) Accuracy IO
- (A) Healing IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Endurance Modification IO
- (40) Endurance Modification IO
- (40) Recharge Reduction IO
- (A) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (A) Ragnarok - Damage/Endurance
- (46) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Recharge
- (50) Ragnarok - Damage
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Aegis - Resistance/Endurance
- (50) Titanium Coating - Resistance/Endurance
Level 50: Rebirth Radial Epiphany
------------
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Miracle - +Recovery
- (A) Empty
- (A) Empty
- (36) Empty
- (36) Empty
Negate: You didn't post the Data Chunk and your Datalink is broken (That seems to always happen when you edit a post after posting the build . . . that's why I post the Data Chunk generally.) As a result, I can't check your numbers. But few things I see:
You really don't need to put a Slow into Time Crawl . . . it only effects run speed and Time Crawl is already at the 90% cap. It will only have an effect on higher level foes, and the other aspects of the power are far more important.
Blind: No damage in this power is really missing out on the opportunity to make that Blind-SW-Blast-SW attack chain far more effective. Try to find two slots for an Acc/Dam Hami-O and a common Damage IO.
Time's Juncture: I would go with 4 Dark Watcher, even if you have to take slots out of Temporal Selection. You get the same 5% Recharge in one less slot. And the debuffing of TJ is substantial -- one of the bet parts of the Time set. You can let PA go in, then skirt around the outside of groups, debuffing the ToHit of foes not focused on PA.
Phantom Army: The biggest problem I see is that PA is underslotted. PA is not only the main source of control-through-distraction, but a major source of damage, too. Throw in a Dam/Rech and Chance for Build Up from Soulbound.
There are a few other places where an extra slot would help: Flash could use an extra Acc/Hold/Rech. In Farsight, is there any reason why you didn't use a LotG Defense instead of the common Defense? You would get some nice Regen with no loss in enhancement amount. In Phantasm, drop that defense proc and replace it with some extra Acc/Dam. Phanty uses his decoy a lot, so doesn't need defense. And if they ever fix the run-into-melee bug, Phanty won't need defense at all.
I really don't see a good reason to take both SJ and SS for travel, unless it was done for PvP. There are a lot of other useful powers that could be taken instead of one of those. At the very least, if you have Super Speed, take the Celerity Stealth IO to make full invis, so you don't have to worry about clicking GI every few minutes.
Power Blast is underslotted. It needs enough Acc/Dam/Rech to work in the Blind-SW-Blast-SW chain, and you want as much damage out of it as possible.
TheOOB is making a lot of the points that I have made for a long time. I prefer the Ice APP over Primal.
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
Energy torrent is listed as knockback in mids, and in energy blast and for my phantasm it defiantly causes ragdolls to go flying, I'm not terribly familiar with the knockback mechanics so maybe it's low magnitude means it won't cause them to fly very far.
Unenhanced, Group Invis provides 1.8 defense when suppressed, and with 2 Defense IO's it jumps to 2.8 defense when suppressed.
Local Man allready made most of the points I would make.
For Time Crawl, if I'm going to put anything other than a plain Acc IO in there, it's going to be two pieces of tempered readiness for some recovery, otherwise it's a one slot wonder(and honestly most of what I use it for is to make time stop a mag 4 hold.)
I tried, I really tried, but short of using the purple set, I have not found a better slotting for blind than Local Mans, 4 basilisk's gaze, an Acc/Dam HO, and a Dam IO is just plain great.
I can almost promise that if you have perma hasten, chrono, and PA(which is kinda the ultimate goal of any Illusion/Time), if you have perma hasten with 3 recharge IO, you have it with 2 recharge IO, likely you have it with 1.
I'd agree with Local Man, PA is your most important power, and deserves 6 slots. I don't have the numbers, but I doubt Phantasm is hitting the damage ED cap either(and that resist aura doesn't do much, phanty doesn't die much, and if he does you can just recast him).
I general, while I'll be the first to say to anyone that it's more important to make your powers work well than it is to get set bonuses, I see a lot of occasions where you are either using common IO's, or frankenslotting, when you might as well be aiming for set bonuses. There are a few places in you're build where switching around a few pieces would give you some extra recovery(or other bonuses) and that's important unless you're going cardiac.
That's not the build I meant to post but it's ok. I'm getting a lot of great feedback and learning things I didn't know about(Pretty much anything to do with Regen) I never really use Flash so I use it as a set mule. I really don't care for the AOE hold when it comes to Illusion since containment is so tricky with an Ill Troller and PA Keeps me safe. I have a Elec Brute and a Plant/Energy/Primal Dom and on both Thunderstrike and Energy torrent the KB/KD is listed as 0.62. 0.62 is knockdown only unless the mob is a level under you(I believe Thunderstrike can send Green and sometimes Blue con mobs flying) so I'm assuming the magnitude scales much like many powers in the game.
I build my...well build around Alpha and Destiny so I don't need to focus on recovery much and I rarely Exemp down. I still might focus on it with this toon though...he will probably be one of my mains thanks for the heads up OOB. Great suggestion Local about Time's Juncture...I use the power on the occasion but I tend to avoid it due to the End Drain madness of Ill and Time.
I still have trouble slotting for pets...unless I missed out, mids(which is entirely possible) doesn't really show their damage output. I didn't use the Lotg IO's in Farsight because hastily made the build. It's not final as of yet. I admit that I don't focus on Regen with squishy toons, I tend to focus on recovery but I might try it out and see if I like it .
Super Jump is my favorite Travel power but I picked up SS for added maneuverability and stealth during Incarnate Trials. AGIAN, lol that was just thrown in. I was planning on dropping SS and just slotting The Stealth IO in Sprint, I don't mind having to click GI. Next time I will post a complete build instead of giving everyone a headache heh.
I avoid Hami-O's like the plague. I admit I haven't checked the price of them since...I don't know I14 but they use to be VERY pricey...have they gone down now? I admit when I first started playing I thought 5 mill was something and level 50 was impossible to achieve .
Edit: Just checked, wow...the prices are reasonable, I might use them in a few builds.
I think you guys convinced me though about my Ancillary...I'm going Ice. I don't want to be on that one team that has blue con minions in it and then I would get kicked for sending two mobs entire mobs flying back to the edges of the map LOL.
I'm going to redo my build when I get a chance. Again, thanks so much all for the feedback.
This most recent build is a lot cheaper mageblack, something you can obtain without several billion inf, but there are still a few things a bit off about it.
First, you have two travel powers, teleport and fly, and I don't really see a need to have both. Furthermore, teleport is not slotted, which means it won't be useful(also the HO slotted in fly is directly worse than a plain endrdx IO, fly hits the fly speed cap without enhancement.) You still don't have flash, which remains the only form of AoE hard control avaible to illusion controllers, and I really don't think it should be skipped. With all you're acc and recharge, it doesn't need much to be good, an Acc and a Recharge IO would be fine, and if you can spare the slots, 4 Basilik's Gaze would be great. I also feel you are over enhanced in some areas. First and foremost, you have way more recharge than you need, even without you're incarnate ability, chornoshift hasten, and PA are perma by a large margin, and after you get those abilities perma, more recharge doesn't really help you. You got a good 3 hit attack chain(Blind->Spectral Wounds->Ice Blast), that doesn't need as much recharge as you have, so you could spare some space in you're build by cutting some slots here and there. In particular, superior invis is way over slotted, without anything from red fortune you allready softcap you're build, and none of the set bonuses form the set are helping you, you'd be better off with two endrdx IOs than filling it out with that set. Also slowed response is having similar problems, it's allready perma without all those slots, and it doesn't need a ton of acc. Enhancing the def debuff doesn't help much because honestly you'll rarely miss ever with this build, the -res is far more important(and far more enhanceable), and the only set bonus you're benefiting from is the recovery. Anyways, onto my thoughts, at least, on primal mastery. I think it's a good set, and can work with this build. Power blast is a fine blast, decent damage, decent recharge. The knockback provides a little extra control and damage mitigation, but it's difficult to control and can be a problem in teams or areas with tight spawns so it's a balancing act. I wouldn't take it without hover. Energy Torrent is much the same way, decent attack, knockback is useful, but can be annoying, take hover with it. They can both slot the knockback damage proc so that ties them up with the ice blast, and Energy Torrent has less recharge than Fireball/Frost Breath, but less damage. Then we get to power boost. Power boost primary boosts the effectiveness of farsight, and gives a nice boost to other power effects as well. Right out of the box it can be used often enough to keep a boosted farsight up perma, so that's a plus. That said, I think it makes it harder to maintain a softcapped defense than Ice Armor. Ice Armor is an easy 20+% defense, while power boost will provide between 10-15, which means you're going to have to find 5-10 extra defense from other sources in order to softcap you're defense, which means you're going to have to make some sacrifices. Further, having a resist shield is nice, but I like the OS tools fire and ice provide. I think Primal Mastery is a good set with some good tools, but if you're taking it take it because you really want the knock back, not because of power boost. Also conserve power is good, but it is easy to build a lot of recovery into Illusion/Time. |
My Bad! Should of selected Recall Friend. I understand the importence of hard control. But with Time there is so many options that Flash I believe isnt needed. It really is a preference of how you trying to get things done. Wanted to keep everything softcapped so that I could rush into the middle of things and do my thing and not sit outside the box like most controllers. I'm a scrapper guy by nature. With spiritual alpha i have Phantom Army just under 60 secs. 59.97 secs to be exact. From my readings this is imperative for Illusion control. With the give and take of it all, I truly dont believe i'm over-enhanced. 1 blue pill and I'm right were I want to be.
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Even today, I haven't taken my Ill/TA or Ill/Storm to the level of perma-PA, and yet these characters are still fun to play and very effective. Too many people get caught up on the forums with the belief that if they aren't min-max built, that the character has a crappy build. Perma-PA, softcapped defenses and the like take away a lot of the challenge in the game and make it too easy. My Perma-PA Ill/Rad and Ill/Cold almost never die even in the toughest trials and missions, but that takes away a lot of the challenge.
/off soapbox
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
APP Torrent does 0.67 knockback, ie knockdown. It's not terrible but it's not great. If you want to take Primal to get Power Boost (which I do with my Plant/Emp) it's not an awful choice at all (better than Conserve Power).
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I do think Primal is a good APP, even for Illusion/Time, but I think that if you're taking it just because you want to use it to softcap defense, you may be picking the wrong set because a set with a defense shield does that better. Power boost is a really good power though, and there are other reasons to take it, but take it because you want it to make you're healing and control a little better.
For an illusion controller, defense isn't the goal, it's a bonus, a thing you work twords when you're build is otherwise good to make it that much better. If I take say, combat jumping, I'm not taking it because it gives me defense, I'm taking it because it can give me +7.5 global recharge without needing any extra slots, the virtually end-free defense is just a bonus. It's why I think the fighting pool is a sub par choice for an Illusion troller, you're taking one more or less useless power(boxing or kick), and one power with very little use(tough), for one power that honestly is barely better than say maneuvers which has no prerequisites. I promise you that if you're Illusion build has weave, you are giving up some manner of control for it, and since Illusion has so little hard control, you want all the control you can get.
I'd agree that perma PA is not essential to any Illusion Controller, my Illusion/Time doesn't have it yet and he is amazing both solo and in teams. That said, perma PA is a very powerful tool, and a noble goal to work twords to be sure. With spiritual alpha and easy access to LotG globals with alignment merits, any Illusion build can obtain it, and for Illusion/Time it is even easier to obtain. I personally think some of the strongest points of /time when paired with illusion is gaining PA, and how slowed response makes PA even better.
I don't think perma PA is neccesary, but I think if you're pairing Illusion with Time and you are not aiming for it, you might want to question if time is the right secondary, because without perma PA you are not really using the strong suits of /time as well as you could be.
Thanks Carnifax for restating that Energy Torrent doesn't deal KB. I already brought that up but I know my post was a bit long winded.
Psi is a great epic, don't get me wrong, but for pretty much all the reasons mentioned by Local Man, I choose not to go with it. In fact, after looking at all the options (both hero and villian), I really narrowed it down to either Ice or Fire.
They both provide a good single target blast, fire does a little more damage, but ice provides some kiting ability with the slow(enhanced by spiritual radial paragon even), and can slot the slow damage proc. Fireball and ice breath are fairly equal, fireball hits more foes easier, but ice breath deals more damage and has the slow once again.
As far as shields go, a defense shield is simply better for most purposes, it allows for softcapped defense, which isn't necessary for a controller, but doesn't hurt as long as you are not giving up control for it, can slot those great globals, and still can take resist IOs.
Hibernate and Rise of the Phoenix both do about the same thing, they help you when things go bad. RotP saves you when you face plant, Hibernate prevents you from faceplanting, I prefer the latter. Honestly neither Ice Storm or Consume really fit the Illusion/Time build. Ice storm is a DoT, and isn't going to get perma, and Consume is a PBAoE that provides no real control, and the build has a ton of end as is.
You could easily use fire instead of ice in my build, psi would weaken the build. I could see Primal being decent but not great, and none of the PPPs provide a good single target blast.