Illusion/Time Build - First attempt
First off, Illusion/Time is a great combo and very fun, I think you'll like it. Secondly, this is actually a really good build for a first attempt, if I seem overly critical below, it's just my nature.
Okay, gonna look through the build and write things as I notice them.
* First off, you got more recharge than you strictly need, once PA, Chrono, and Hasten are all perma, more recharge doesn't really help you, so you may want to switch to some other sets in some powers
* I also feel you don't have enough end tools, some of your powers are underslotted for Endrdx, and you took a lot of sets that provide extra recharge bonuses, when you could have been shoring up your recovery.
* Blind is way under enhanced. It has very little Acc, and very little damage. The Basilisk's gaze proc isn't very useful in blind, if you're holding an enemy why would a small recharge penalty matter. I'd suggest 4 basalik's gaze(no proc) an Acc/Dam Hami-O, and a Damage IO. Making you're power do more damage consistently is better than damage procs in a single target blast.
* Spectral Wounds is also underslotted, as a blast in should have more damage enhancement. Also, you allready have a good heal, so the entropic chaos proc isn't helping you much(if you're going to die without the heal proc, you're going to die with it).
* If you're going to use Time's Juncture, you might want to slot the To-Hit, Dark Watcher's despair is a great set to drop 3 or 4 in. 2 or 3 slots of damped spirits is also a good bet.
* Deceive on the other hand, is over slotted, you're losing pretty much all the benefit of the flat confusion enhancement, and you really don't need that ranged defense boost. If you're looking for defense with Cold Mastery, you should look for S/L defense.
* If you're going to put more than one slot in temporal selection, you might as well get a set bonus from it. I like 2 miracle myself for the recovery
* Distortion Field has too much Acc, which is gains no benefit from. Drop the Acc/Rech and Acc/Hold for the End/Rech/Hold and the Acc/Rech/Hold/End, you'll make the power directly better. Also this is a good place for either the lockdown proc, or any damage procs.
* You could get more damage out of PA by replacing the Acc/Dam you have in there with an Acc/Dam Hami-O if you got the money.
* Your hasten will be perma with just 2 recharge IO's(it will be with 1, but it will only have a couple seconds overlap)
* Unless you team pretty much all the time, Assault isn't worth it, it's kinda expensive, and your most damage power gets no benefit from it.
* Spectral Terror honestly only needs the the Proc form Glimpse of the Abyss, no other slots are needed unless you really need the set bonuses, and honestly you don't need them that much, you could free up a lot of slots for other powers by dropping the power to 1 slot.
* Unless you really need the Acc bonus at 4 slots for LotG, you really should be using End/Def/To-hit HOs for the two slots after your +recharge in Farsight. You'll get more oomph out of the power.
* Maunvers is an expensive power, and way underslotted for end. Unless you need it to softcap def(which you're a long way off of), it's just not worth it. I'd strongly suggest replacing it with either combat jumping(which has almost no end cost), or hover(which is a useful power and can slot universal travel IO's)
* Phantasm is over slotted with damage, and losing it's benefit. You could get the same results with 4 from Expiditant Reinforcements and 1 Acc/Dam HO.
* Slowed Response is one of you're best powers, and it's not really slotted at all. First, it needs some Acc(it's worthless if it won't hit), and the def-debuff is largely irrelevant, with farsight you shouldn't be missing too much as long as you slot acc in you're powers. 2 or 3 from shield breaker would be useful, as would the achiles heel proc.
* Chrono Shift is way overslotted for heal, and has no end slotting what so ever. You need to slot the end mod in the power, I suggest using 2 or 3 performance shifter or efficiency adaptors, in addition to 2 or 3 numina's or miracles.
* If you're going to take frozen armor, you may as well slot it. This is a good place for those 4 LotG to get some Acc.
* I know that you wanted both Sup Invis and Group Invis, but I really don't think you should take both. Neither provides a great deal of defense, and in most cases, either invis works or it doesn't. If you need LotG mules, use hover or combat jumping, heck even maunvers(which I hate on illusion controllers), is better than taking both invis powers. Also, if you're going Cold Mastery, you really should take one of the AoE attacks. I personally prefer Frost Breath.
Anyways, here is my build for contrast. Hope it gives you some ideas.
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 -- HO:Golgi(A)
Level 12: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(25), 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(27), ExRmnt-Acc/Dmg/Rchg(29), ExRmnt-EndRdx/Dmg/Rchg(29), HO:Nucle(31), S'bndAl-Build%(31)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 22: Distortion Field -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(34), Lock-%Hold(34), ImpSwft-Dam%(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(13), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15)
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Overall pretty good, but I have a few suggestions:
Blind: Replace the proc with the Quad Baz Gaze -- you need the accuracy. As for the two damage procs -- Mids shows that they provide slightly more overall damage than my usual preferred slotting of an Acc/Dam Hami-O and a common Damage, but remember that those procs hit randomly and you will have less accuracy, too. Personally, I would rather have the sure thing than the random chance of damage in Blind.
Spectral Wounds: I would replace the heal proc with an Acc/Dam Hami-O. There is a significant difference in damage, and the proc only give 5% heal 10% of the time.
Flash: I would prefer to replace the Lockdown proc with an Acc/Hold/Rech from any set. Flash needs more accuracy. The proc will only be effective 15% of the time against only bosses. Not worth the slot to me.
Time's Juncture: 4 slot with Dark Watcher. Pull the pure Confuse out of Deceive, and one of the Recharge out of Hasten. That adds another 5% Recharge. Plus that will make the power more effective.
Temporal Selection: Why not put a Heal and Heal/Rech from Numina or Miracle in there? I'm planning on only one-slotting it as slots are needed other places.
Phantom Army: replace the Dam/End with the Soulbound Dam/Rech and then the Recharge with the Soulbound Chance for Build Up.
Time Stop: Replace the triple with the Quad for more accuracy.
I'm not a huge fan of Leadership, but it is a viable choice. I would rather have a travel power and Frost Breath . . . you could put a Posi-Blast in Frostbreath and then replace the Glympse set in Spooky to the Unspeakable Terror set. Or use a purple set in Frost Breath if you can afford it. Or you could take Combat Jumping in place of the travel power (to get back your 5th LotG Rech and to provide Immob protection).
Spectral Terror: If you keep the Glympse set, replace one with the damage proc.
Doesn't Slowed Response need Accuracy?
That last Harmonized Healing in Chrono . . . I'm not sure why you used a Harm Heal instead of a common Heal, but I would move that to Slowed Response.
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
*edit. This is in response to TheOOB. I thought it would be evident, but Local man posted while I was typing this out. lol*
Well to address some of your concerns, and explain a bit of my reasoning:
1) I didn't slot blind for damage because I was planning on mainly using ice blast, and spectral wounds for damage. I would probably spam it on a hard enemy to try to stack the holds etc, but I'm doing that for the hold, and not the damage per se.
2) Usually I use the 4 cheapest pieces in the basilisk gaze quad when I use it for the recharge bonus. I could use the quad and the triple, but i't ups the price a lot. And I don't care about inf really, but just because I have a lot of it, doesn't mean I spend it when I don't feel it is necessary.
3)I usually 3 slot hasten. According to mid's with two io's it has a 120.9 second recharge. I could live with that, and drop the third slot. One slotting it, the recharge is 1:39 or so, which I don't really like. I like it being permanent...but it could really use two, like you mentioned.
4) According to mid's PA recharges in 62s. That's almost perma, so I don't see how I'm over on the recharge that I strictly need. With perma-hasten, I'm sitting at about 188% global recharge which apparently is just enough to make Phantom Army permanent.
5) Going along with 4) that is why I chose the Coersive Persuasion set. It's relatively cheap for a purple set, and gives the 10% recharge which is a decent boost at helping make PA almost perma. I also like the CP proc that can turn my single target confuse, into a possible multi target confuse.
6) Distortion field was slotted with the acc simply because they were the 4 cheapest pieces of the Basilisk's gaze set. I could slot the more pricey ones, and it would be more effective I suppose - but I'm not sure it's all worth the extra hundred's of millions it would cost to do that on all 3 sets that I have 4 slotted.
7) Chrono shift. According to mid's it is a 15% endurance return when used. Adding more endurance mod io's into it doesn't change that number at all. Seems like yes it can take end mod sets, but they don't seem to be affecting the endurance given when the power is used. Although that may be an error with mid's. But that is why I didn't slot it for endurance - because it didn't seem to be doing anything.
8) I didn't slot to hit debuff in time's juncture because the base seemed fine to me. At -12.5% to hit, even two slotting with 50 io's it increases to -18.7%. I'd rather slot two endurance reductions there to reduce the end cost from 0.52/s to 0.28/s.
9) Assault doesn't affect the illusion pets? Or just not PA? I was thinking it would be cool if all my pets got the benefit of 15% damage buff...but if they don't...then ya, it would be a waste.
10) I didn't slot frozen armor for defence, because I was checking out local man's guide, and it seemed that if played effectively, defence isn't really all that critical on an illusion controller with all the decoys. I was mainly taking it for the base defence, and a place to stick a lotg 7.5. I would assume that Phantom Army would be drawing much of the aggro, and with my invis powers, and slows, the only thing I would have to worry about is ranged smash/lethal damage, which doesn't really bother me too much. I've got about 34% def to s/l with perma far sight active, and up to 38-39% with group invis or superior invisibility(and still in stealth). I could get more by slotting frozen armor more, but with the pets taking a lot of the aggro(hopefully) I don't think I would need it on many even con mobs.
11) Slowed response is one of my best attack powers? Hmm. I didn't gather that from the description. I mean sure, I will be using it, and since it is almost perma, it will be pretty much a constant def and res debuff on mobs. I figured since it was basically less than 2 seconds away from being permanent, thanks to my global recharge, that all it needed was a single -def io. Base def debuff is -20% defence, and -22.5% damage resistance. Seems pretty good right out of the box. I just stuck in another -def io into the single slot, and it boosted it to -28.43% defence debuff.
12) Distortion field is permanent also. It's got a 18 second recharge time on a power with a 45s duration. I slotted for holds for the recharge bonus basilisk's gave me. Even slotted with holds, it's a static -65% recharge debuff on enemies, which is all I would ever use it for personally.
So anyways, that was some of my reasoning for doing what I did. I am going to make some changes though, based on your observations. I'll let you know how it turns out, and maybe you can critique it some more. Thanks!
Overall pretty good, but I have a few suggestions:
Doesn't Slowed Response need Accuracy? |
That last Harmonized Healing in Chrono . . . I'm not sure why you used a Harm Heal instead of a common Heal, but I would move that to Slowed Response. |
Click the button to the right of Chrono Shift to turn the power, on, you'll find you have more recharge in you're build than you think. Hasten in your build is perma with only 1 slot. You're operating with the numbers with chrono shift off which may be why you slotted so much recharge.
Also for chronoshift, if you click on the "effects" panal, you'll see it grants 30% recovery, which is enhanceable with endmod enhancements. Honestly I don't think chronoshifts heal is nearly as important as the recovery. Base it gives you 30% rec but 50% recharge, which means you'll spend more end using it than it gives you, you need to fix that.
Blind holds just fine with 4 basalisk's gaze, and really you're not going to make it any better as a hold power after that, so you might as well boost damage, but it's your call.
As for the price on Basalisk's gaze, I get the quads with alignment merits, in the long run the quad is the best enhancement in the set for most powers. If you want to save money, go ahead, we just bring up ways to make the build better if you have the money.
Slowed response is great out of the box as long as you slot it for Acc, it's one of you're best powers because one of the few ways to increase PA's damage is to reduce an enemies resistance as you can't buff their damage past the ED cap. I use shield breaker mainly for the recovery, and the proc for that chance to debuff resistance extra.
Time's Juncture doesn't need the extra -To-hit, but if you're going to use the power, you might as well enhance it, and there are really good set bonuses from the -To-Hit sets, in particular you can use Dark Watcher's Despair to get some extra recharge, freeing you to use miracle in some healing powers to get recovery.
It is true that defense is not critical for an illusion controller, but you seem to be going two directions at once. You took maneuvers, which is an expensive power that's only real use is to softcap builds, but you didn't slot up frozen armor, so you're bending over backwards to get defense in one power slot, and ignoring it in another. And while defense is not very important, if you allready got the recharge and recovery you need, it's a nice side goal. I managed to get perma PA, hasten, and chrono, a really really good recovery, and softcap defense in my build, and I still got all my control powers and slotted them well.
Assault effects phantasm, but not PA. It's not a bad power, by any means, I just think Illusion Controllers don't get the full value out of it.
Click the button to the right of Chrono Shift to turn the power, on, you'll find you have more recharge in you're build than you think. Hasten in your build is perma with only 1 slot. You're operating with the numbers with chrono shift off which may be why you slotted so much recharge.
Also for chronoshift, if you click on the "effects" panal, you'll see it grants 30% recovery, which is enhanceable with endmod enhancements. Honestly I don't think chronoshifts heal is nearly as important as the recovery. Base it gives you 30% rec but 50% recharge, which means you'll spend more end using it than it gives you, you need to fix that. Blind holds just fine with 4 basalisk's gaze, and really you're not going to make it any better as a hold power after that, so you might as well boost damage, but it's your call. As for the price on Basalisk's gaze, I get the quads with alignment merits, in the long run the quad is the best enhancement in the set for most powers. If you want to save money, go ahead, we just bring up ways to make the build better if you have the money. Slowed response is great out of the box as long as you slot it for Acc, it's one of you're best powers because one of the few ways to increase PA's damage is to reduce an enemies resistance as you can't buff their damage past the ED cap. I use shield breaker mainly for the recovery, and the proc for that chance to debuff resistance extra. Time's Juncture doesn't need the extra -To-hit, but if you're going to use the power, you might as well enhance it, and there are really good set bonuses from the -To-Hit sets, in particular you can use Dark Watcher's Despair to get some extra recharge, freeing you to use miracle in some healing powers to get recovery. It is true that defense is not critical for an illusion controller, but you seem to be going two directions at once. You took maneuvers, which is an expensive power that's only real use is to softcap builds, but you didn't slot up frozen armor, so you're bending over backwards to get defense in one power slot, and ignoring it in another. And while defense is not very important, if you allready got the recharge and recovery you need, it's a nice side goal. I managed to get perma PA, hasten, and chrono, a really really good recovery, and softcap defense in my build, and I still got all my control powers and slotted them well. Assault effects phantasm, but not PA. It's not a bad power, by any means, I just think Illusion Controllers don't get the full value out of it. |
Ya, probably chrono shift was unchecked. I haven't checked on my computer yet, but I will take your word that is what is going on. lol. Wouldn't be the first time. I really wish Mid's would have stuff checked by default, and allow you to take the ones off you didn't need, rather than the other way around.
I took yours and Local Man's advice regarding the Quad's for basilisk's gaze. I bid on 3 of them last night, and am replacing those cheaper BG procs in my current build with the ones that actually enhance accuracy, or the hold etc.
I'll probably opt out of assault, and maybe the Leadership pool altogether since Assault doesn't affect PA.
Generally I build for high recharge in most builds I make. I like to have as much lotg's as I can, and then get the rest from the 3 slotted hasten, and set bonuses. Generally, I can find a way to stick 5 of them in somehow.
Looking over your build, I realize I neglected something very important in my own, which would have become painfully apparent. KB protection!
Actually, I think I might use your build. lol. I will make some tiny mod's though based on my own personal preferences. I don't like frost breath. I just hate cones in general. lol. I slotted sleet, and put the ragnarok chance for KD in there. I've had good experience with using this proc in large location Aoe's. I also added Times Juncture again, and slotted it with the Dark watcher set. Also dropped one slot from Stamina and went with my usual 50 io, and then perf shifter proc, and the perf shifter proc. Recovery is still 4.18/s, and the build is still softcapped with SI on. Some of the values might be a little off tho, like I moved stuff around, and then went to put it back, and I see one of the Lotg's I slotted in frozen armor is a level 30 now instead of 50. You'd think it would be more obvious how to increase the level, but so far it has eluded me on how to do it.
Ended up slotting the DW set in temporal mending. It's just cheaper, and with chrono shift going off all the time, I can't see any issues with my recovery. I'm losing a few set bonuses for hp, and regeneration, but with softcapped defence, and pets taking aggro, and temporal mending and chrono shift, I am hoping my green bar will be pretty low on my list of priorities for me to worry about.
I lost a little recharge by only 4 slotting sleet with the posi blasts, but I made that up and more with the DW and DWD set bonuses. I might just end up frankenslotting sleet for acc/dam/rech, so that slotting may change. Although I will definitely keep the Ragnarok proc.
I debated a good while with myself about slotting blind with a damage io. In the end, I took your advice and slotted the damage io. It's a decent TAoE hold, and with moderate psi damage, and it's high recharge rate, it makes sense to be using it all the time, and doing as much damage as I can. It's not capped on damage, but with only two slots, using a hami, and a 50 IO seemed to be the most efficient way to get more damage, and a bit more accuracy.
Ya, I can see now how my original slotting of glimpse of the abyss in Spectral Terror would be a bit overkill.
I'm including my personal preference mod's to your build, if you want to check it out. Thanks for your interest TheOOB! You've been a great help!
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: 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)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), HO:Nucle(9), 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 -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Rchg(21)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(23), EndRdx-I(25)
Level 10: Temporal Selection -- HO:Golgi(A), HO:Golgi(23)
Level 12: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(25)
Level 14: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-ToHitDeb/EndRdx(36), DarkWD-Rchg/EndRdx(40)
Level 16: Hasten -- RechRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(27), ExRmnt-Acc/Dmg/Rchg(29), ExRmnt-EndRdx/Dmg/Rchg(29), HO:Nucle(31), S'bndAl-Build%(31)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 22: Distortion Field -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(34), Lock-%Hold(34)
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)
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+(50)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Ragnrk-Knock%(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), EndMod-I(15)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1509;717;1434;HEX;| |78DA65945B4F134114C767B65B6BCBADD002E552682950285068349118121351489| |52A51E29B62830B6EB2B64D5B127DF45D7DF0C5172372ABF1C5FBFD73A8E89B5F40| |417D3126A69ECEF99736E9269BDFCCB9CD7FCFCC6CE2FA89FA27B3378F09E99EB69| |2B9DCE2743A95CFA62DCBC8DA13C9157349941E07BDA18AA71C148D5BD66ACE4CA7| |CA866055CCF1D5E5E5E88279CD584C24536666D54AE62952D4CDA72971C63257AEE| |65D6A7C3E631857EAD570CE4866CCD44A8B9A2C1896914967F32ACF7D32632E45E3| |4BA56AB9BC91BDE12349C3F4AE4981A7A88B4D424C17DA16B8CDD40BE07DA24F170| |FBCFB394274B2EF21D5E15245BBFCA409E1D7C581CFE017E6C11D708AC2749B70F9| |39779D126DD0604B6ACAE6BE085E62B62C8297996BA4C18E1CFB592A10D685EBB45| |4BEC604D37B86EDDE79E626C1A144163547AB54DFD216640D3E709DEA3AB9AE744E| |96740AD136C97A9DB48F75F0D521DFF787A64EFA7ECA6B609FADE10D6BEC7CC70C7| |D6086DF33FBA84E13EB104D23BCEE36CD9BD1BFE65DE4EF31BB7F81BF993D53ACAB| |679AE79BB4B6076B7B3E728F7BB00701EC4100BDDFA0D856F4ADF5ABA6B407B03F4| |1C4049113FCCB6C23BDEDD0DB8EEF2E103A70063ABED1C4A38B2DAADD85FE76212E| |74947B57E60699FDD0EA87D67E68EDC7BAFDD0F388627BA1B517BD18FC09A22783E| |84918676A9B34F4618FFA349BAA13B6310BE41B607DF6815B9C377C1BBC03C6F9AC| |4466C119E6532A31042D43B82711DC9351DC93D1429952F5F539E58C60BD11F463C| |CCB6773CC0D7AA4D236DECE8CFD138A2F28378AF5A22FB9EEF82BF02D33F61A3CC2| |DA9F51CE04F66402E7AA5BAFBAAB457A4AC5CB9662A4C63B516389D5580ED5580ED| |758E6AA2D63AC655EDFFF4708097D4EF7FEDD2F7E77911FE74C2267B76293F202F7| |A8FE149FB71FD5F1431CBF57B169F21EF5C54BF177B93F8D018E39479725863577A| |AC68FABC6216F65FC1F0A1EECDA| |-------------------------------------------------------------------|
I'm happy to help, and I'm happy to see my build helped someone. You fit time's juncture in there well. I personally prefer not to use it with an illusion 'troller, but I know it's a great move that fits some peoples play styles. I personally think frost breath is better for this build than ice storm(higher dps, and since it's not DoT it works better with spectral damage from spectral wounds and PA), but ice storm with the knockdown proc adds some nice extra control.
How is Mace Mastery on controllers? I've got a rogue Ill/Time at 41 and the Ice APP doesn't fit thematically. Fire works for the character concept, but a defense shield would be nice instead of a resist shield.
How is Mace Mastery on controllers? I've got a rogue Ill/Time at 41 and the Ice APP doesn't fit thematically. Fire works for the character concept, but a defense shield would be nice instead of a resist shield.
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The Blind-SW-Blast-SW attack chain adds a huge amount to your overall damage. Part of this increase is the ability to kill lower level foes quickly, which allows you to keep the Illusory Damage from Spectral Wounds, Phantom Army and Phantasm. If you take out that Blast, your killing speed slows down and you give more time for the heal-back.
Mace Mastery has a blast with a much longer Recharge. (Base is 24 seconds vs. 8 seconds for the APP blasts.) It has some -Resistance which increases the damage some, but not enough to make up for the Blind-SW-Blast-SW attack chain. You also get a pet . . . but I'm not convinced that can make up for the attack chain, either.
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
The defense shield works nicely even though you really shouldn't need defense. The big problem, however, is that Mace Mastery does not have the quickly recharging single target blast that the hero-side APPs have. Fire and Ice are fastest, but Psi and Primal are OK. Earth's Hurl Boulder is too slow.
The Blind-SW-Blast-SW attack chain adds a huge amount to your overall damage. Part of this increase is the ability to kill lower level foes quickly, which allows you to keep the Illusory Damage from Spectral Wounds, Phantom Army and Phantasm. If you take out that Blast, your killing speed slows down and you give more time for the heal-back. Mace Mastery has a blast with a much longer Recharge. (Base is 24 seconds vs. 8 seconds for the APP blasts.) It has some -Resistance which increases the damage some, but not enough to make up for the Blind-SW-Blast-SW attack chain. You also get a pet . . . but I'm not convinced that can make up for the attack chain, either. |
If I had to pick I'd go defense shield over resistance shield, both because defense is more useful, and those LotG +recharge enhancements, and the mace mastery shield is one of the best def shields available for contollers.
In a larger team, the ST mace blast could be really strong(as -res would be a big deal), but I'd agree it doesn't make up for the loss of damage for noting having a good ST blast. The other powers are not that impressive, Disruptor Blast is worse than fireball or frost breath(lower damage, annoying KB, commonly resisted damage types), and focused accuracy is too expensive for what it does(and /time shouldn't need extra ToHit.) Time can also get the pet perma without too much trouble, especially if you're going spiritual alpha.
So if you team a lot I think mace mastery could be really strong(better debuffs, more concentration on controlls), but for solo or small group play the blasting powers in fire or cold are really really good.
Questions:
I'm seeing builds here relying on Chrono Shift's +rech to get perma-hasten, but Mids shows Chrono as only having 30 second duration. It looks like you can have it up about a 1/3 of the time so are getting an effective 16%ish recharge over time. Is Mids correct on the duration? If so, does the single slot in Hasten still work?
I haven't seen anyone mention the Earth pool. While it lacks a ST blast, it does get a massive ST melee attack that holds, a massive perma HP increase and a fast recharging close AoE that recharges very quickly and can add some extra control. Not to mention a defense armor if you want it. Is the benefit of a ST blast that important or can Fissure and Knockout Blow make up for the lack of one? (especially considering that you'll be in melee range a fair amount)
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
*cough* It's seismic smash *cough*
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Questions:
I'm seeing builds here relying on Chrono Shift's +rech to get perma-hasten, but Mids shows Chrono as only having 30 second duration. It looks like you can have it up about a 1/3 of the time so are getting an effective 16%ish recharge over time. Is Mids correct on the duration? If so, does the single slot in Hasten still work? I haven't seen anyone mention the Earth pool. While it lacks a ST blast, it does get a massive ST melee attack that holds, a massive perma HP increase and a fast recharging close AoE that recharges very quickly and can add some extra control. Not to mention a defense armor if you want it. Is the benefit of a ST blast that important or can Fissure and Knockout Blow make up for the lack of one? (especially considering that you'll be in melee range a fair amount) |
As far as the Earth APP: Yes, the single target blast is that important. Illusion works best from range rather than melee. You let PA draw the attention of the foes while you attack from range, including out of range of the AoEs, keeping you away from both damage and mez. Plus, when you run into melee, Phanty has this annoying tendancy to use his knockback at the most inconvenient time, knocking back the foe(s) you are targetting.
With the fast single-target blast, you can use the Blind-SW-Blast-SW to take down low level foes fast, allowing PA to focus on the tougher targets. The chain is very quick and everything recharges very fast. This lets you take down the minions and lieutenants in one or two chains before any of the Illusory damage heals back. It also lets you concentrate PA and Phanty on the tougher foes, which is where the biggest danger is.
Just for a second, imagine you are going after an AV or a tough boss surrounded by a group of other foes. You cast PA, who then spread out and each focus on an individual minion. You take out those minions in seconds with your fast attack chain, so that PA will then focus on the AV or Boss, which is what is most important. Once all three of the PA and Phantasm are attacking the AV, you get to stay back at range, debuff and keep shooting your attack chain at the AV or boss out of range of all of his AoE attacks. This is a demonstration of the strength of an Illusion controller.
Instead, imagine you don't have that ST blast and have Seismic Smash instead. You cast PA who spread out to attack minions. You run in to the AV or boss surrounded by minions. You hit Fissure, which may stun some of those minions and do some damage, but some of the Lts and bosses will then come after you. You hit a Boss or the AV with Seismic Smash . . . and now what? You have a single target hold/attack, then you wait, then ST Hold/Attack, all while you are getting attacked.
Distraction or Fear (from Spooky) works well as control as long as the foe is not being attacked. With AoE attacks, you may break the fear or distraction. But with a single target Hold-SW-Blast-SW chain, you are only disrupting that one foe, taking him down and then going on to the next.
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
Questions:
I'm seeing builds here relying on Chrono Shift's +rech to get perma-hasten, but Mids shows Chrono as only having 30 second duration. It looks like you can have it up about a 1/3 of the time so are getting an effective 16%ish recharge over time. Is Mids correct on the duration? If so, does the single slot in Hasten still work? |
-Morgan.
It seems to me the notion of "illusion needs to be played from range" doesn't mesh with Time. Either the illusionist needs to adjust his playstyle to be a little more bold to melee, choose a different secondary or accept that they are playing Time in a far from optimal way.
Global = Hedgefund (or some derivation thereof)
I pop in and out of melee on mine. Having a good tank on your team makes it possible.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
It seems to me the notion of "illusion needs to be played from range" doesn't mesh with Time. Either the illusionist needs to adjust his playstyle to be a little more bold to melee, choose a different secondary or accept that they are playing Time in a far from optimal way.
|
I would say that defenders, corruptors, and controllers with other PBAoE toggles can get a lot of use out of Time's Juncture, but it seems situational at best for Illusion. I know I dropped it in my latest build, and don't really miss it.
Are you implying that Time's Juncture is required to play Time in an optimal way?
I would say that defenders, corruptors, and controllers with other PBAoE toggles can get a lot of use out of Time's Juncture, but it seems situational at best for Illusion. I know I dropped it in my latest build, and don't really miss it. |
Global = Hedgefund (or some derivation thereof)
No, I'm not implying it, I'm stating it outright. It's a great debuff and I would equate skipping, or not using it, as analogous to a Dark Miasma user that omits or doesn't use Darkest Night, as both do -dmg and -tohit, with TJ also affecting -rch (I think) and -speed.
|
While it's true Time's Juncture is a great mitigation tool, an Illusion Controller at a range just doesn't get hit with enough attacks to need that extra mitigation, and going into melee with Time's Juncture will usually subject you to more damage than if you had been at a range without it. Similar powers, such as hurricane, usually only require you to tap an enemy with the aura every once in awhile, but to use Time's Juncture you must constantly be in melee with your foes. Furthermore, if you get mezzed because you where in melee, you lose Time's Juncture and are really screwed.
So, Illusion doesn't benefit strongly from Time's Juncture, but it still benefits from the set as a whole, because Chrono Shift and Slowed Response are much stronger powers with Illusion than with other sets(due to how PA works).
Also, just a note, Time's Juncture doesn't affect recharge, and hitting the slow speed cap shouldn't be a problem with time.
Your example comparing the power to Darkest Night really hurts your argument, because the powers are completely different. Darkest Night is a AoE toggled debuff with a very powerful effect, but hampered by a long cast time so it's usually only useful on tougher foes. Time's Juncture is a PBAoE toggle that's cast time is generally irrelevant unless you get mezzed, but requires you to be in melee, which depending on your other power set and build may or may not be a good option. Dark Miasma is a set that relies almost entirely on it's debuffs(and some control) to reduce an enemies fighting abilities, while time relies more of control and powerful buffs.
In short, Time's Juncture is a great power, but I'm not going to go into melee purely for it's benefit.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
Your example comparing the power to Darkest Night really hurts your argument, because the powers are completely different. |
Global = Hedgefund (or some derivation thereof)
Did you intend to show how the comparison "hurts my argument"? To you, do two powers have to be identical to be comparable? Here's the answer - no, otherwise you wouldn't need to make a comparison. Bottom line - they both debuff damage and tohit. That is a very real, valid comparison and just saying "one's in melee the other isn't" doesn't negate it.
|
Beowulf -
Too many Alts, not enough 50's. Story of my life...
I haven't gotten all that far with the set yet. but I view Time's Juncture to be a worthwhile power. On teams, I'm letting the tank do his thing, drawing the aggro, and then running round the outside with TJ debuffing the ToHit of foes who may be outside of his aggro. Or I can use it as a kind of defensive power for an ambush. Since the AoE of Distortion Field kind of ruins invisibility, I may as well debuff the ToHit of foes since they know I'm there.
I use it less solo, as I rely more upon invisibility, PA and Deceive. Still, it can be a kind of panic button power to reduce incoming damage.
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
Okay, Local Man, I read some of your Ill/Rad guide. It gave me some good ideas. Here's my first try at my Illusion/Time build.
Oh...I took SI and GI because I did want another Lotg mule, and I can use Group Inviz a lot, instead of Superior Invisibility, and it does have a decent team benefit too. Stealthing for glowies. *cough* But for the times I am using it, I stuck in the end reduction io's cuz it is a bit of an end hog, to put it mildly.
I tried to slot the time powers as best I could, based on my understanding of how they will work, and keeping in mind their usefulness, and ED caps, etc.
Anyone have any suggestions, comments, ideas...I am all ears.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Temporal Princess: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Slow%(3), BasGaze-EndRdx/Rchg/Hold(5), G'Wdw-Dam%(5), NrncSD-Dam%(7)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal/EndRdx(11)
Level 4: Spectral Wounds -- Entrpc-Heal%(A), Decim-Acc/Dmg(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), Decim-Build%(15)
Level 6: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(19)
Level 8: Superior Invisibility -- EndRdx-I(A), EndRdx-I(21), LkGmblr-Rchg+(21)
Level 10: Time's Juncture -- EndRdx-I(A), EndRdx-I(50)
Level 12: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(25), CoPers-Conf(25), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29)
Level 14: Temporal Selection -- Heal-I(A), Heal-I(29)
Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Slow%(50)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), RechRdx-I(34)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(37)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(34), Abys-Acc/EndRdx(34), Abys-Fear/Rng(36), Abys-Acc/Fear/Rchg(36)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/Rchg(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), BldM'dt-Acc/Dmg(42)
Level 35: Slowed Response -- DefDeb-I(A)
Level 38: Chrono Shift -- Dct'dW-Heal(A), Dct'dW-Rchg(42), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), H'zdH-Heal(43)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), ImpSwft-Dam%(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(46), P'Shift-EndMod(48)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Data Chunk!
http://www.cohplanner.com/mids/downl...52F90741BE018E