Yet another Ill\Time build


Blade_of_Fury

 

Posted

Hey all,

I was just playing around with the idea of an ill\time build and wanted your opinion. I managed to perma PA etc, softcap to ranged, have a decent attack chain, and even fit in a rez. Just wanted the opinion of those that may have play this or a similar combo lately; I did skip some powers as you'll see and I'm curious to see reactions to what I skipped, especially from local man .

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: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind

  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (9) Lockdown - Chance for +2 Mag Hold: Level 50
  • (37) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (37) Basilisk's Gaze - Recharge/Hold: Level 30
  • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 1: Time Crawl
  • (A) Accuracy IO: Level 50
  • (50) Accuracy IO: Level 50
Level 2: Deceive
  • (A) Coercive Persuasion - Confused/Recharge: Level 50
  • (3) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (3) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (13) Coercive Persuasion - Confused/Endurance: Level 50
  • (15) Coercive Persuasion - Contagious Confusion: Level 50
  • (15) Coercive Persuasion - Confused: Level 50
Level 4: Temporal Mending
  • (A) Doctored Wounds - Endurance/Recharge: Level 50
  • (5) Doctored Wounds - Heal/Recharge: Level 50
  • (5) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (11) Doctored Wounds - Heal: Level 50
  • (13) Doctored Wounds - Recharge: Level 50
Level 6: Spectral Wounds
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (7) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (7) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (11) Thunderstrike - Damage/Endurance/Recharge: Level 50
  • (31) Thunderstrike - Damage/Endurance: Level 50
  • (46) Thunderstrike - Damage/Recharge: Level 50
Level 8: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (9) Recharge Reduction IO: Level 50
Level 10: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 12: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (17) Kismet - Accuracy +6%: Level 30
  • (50) Karma - Knockback Protection: Level 30
Level 16: Distortion Field
  • (A) Basilisk's Gaze - Recharge/Hold: Level 30
  • (17) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (43) Lockdown - Chance for +2 Mag Hold: Level 50
Level 18: Phantom Army
  • (A) Soulbound Allegiance - Damage/Recharge: Level 50
  • (19) Soulbound Allegiance - Chance for Build Up: Level 50
  • (19) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (23) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
Level 20: Time Stop
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (21) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (21) Basilisk's Gaze - Recharge/Hold: Level 30
  • (23) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (46) Lockdown - Chance for +2 Mag Hold: Level 50
Level 22: Kick
  • (A) Empty
Level 24: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (25) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (25) Reactive Armor - Resistance: Level 40
  • (31) Reactive Armor - Endurance: Level 40
  • (34) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 26: Weave
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (27) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (31) Luck of the Gambler - Recharge Speed: Level 50
Level 28: Farsight
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (29) Luck of the Gambler - Defense/Recharge: Level 50
  • (29) Luck of the Gambler - Defense: Level 50
Level 30: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (33) Expedient Reinforcement - Damage/Endurance: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
Level 35: Slowed Response
  • (A) Analyze Weakness - Defense Debuff: Level 50
  • (36) Analyze Weakness - Accuracy/Defense Debuff: Level 50
  • (36) Analyze Weakness - Accuracy/Recharge: Level 50
  • (36) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
  • (37) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
Level 38: Chrono Shift
  • (A) Performance Shifter - EndMod/Recharge: Level 50
  • (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
  • (39) Performance Shifter - EndMod: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 41: Fire Blast
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (42) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (42) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (42) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 44: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (45) Positron's Blast - Damage/Endurance: Level 50
  • (45) Positron's Blast - Damage/Recharge: Level 50
  • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (46) Positron's Blast - Chance of Damage(Energy): Level 50
Level 47: Rise of the Phoenix
  • (A) Absolute Amazement - Stun/Recharge: Level 50
  • (48) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
  • (48) Absolute Amazement - Stun: Level 50
  • (48) Absolute Amazement - Accuracy/Recharge: Level 50
  • (50) Absolute Amazement - Endurance/Stun: Level 50
Level 49: Stealth
  • (A) Luck of the Gambler - Recharge Speed: Level 50
------------
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (43) Miracle - +Recovery: Level 40
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (40) Performance Shifter - EndMod/Accuracy: Level 50
  • (40) Performance Shifter - Chance for +End: Level 50
  • (43) Endurance Modification IO: Level 50
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest
  • (A) Healing IO: Level 50
Level 4: Ninja Run



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Posted

Interesting . . . you skipped Spectral Terror, the best AoE control in the set, so that's a major problem. You also skipped Flash, so you have no AoE control to speak of.

You have high defense, but no mez protection and skipped the main protective power in the Time set, Time's Juncture. So if an ambush gets through your defense and gets you mezzed, you will be in trouble without any AoE control.

Plus, I feel you have a lot of poorly chosen slots. Here's my canned response to when people put the Lockdown proc in Blind:

Quote:
Lockdown +2 Mag proc in a controller's Single Target Hold: Let's use a little bit of reasoning to decide if it is worth a slot. A controller's single target hold (STH) will hold minions and lieutenants in one shot, and has a 20% chance to hold a boss on its own, if it hits. Accuracy varies, so even if we assume you are at the 95% level, you have to factor that in. So if that proc fires, it will do nothing at all unless it happens to fire on the 80% of bosses who were not held by the STH on its own. The proc only fires off 15% of the time. And Bosses are, guessing maybe 20% of the overall population of foes. So if we do the simple math: 20% of population times 80% of the bosses not held times 95% chance to hit times 15% chance to hit equals 2.28%. So the Lockdown proc will have any effect whatsoever only 2.28% of the time. It looks like it is having a lot more effect that that, because if the proc hits on a foe already held, it adds its tesla cage animation to the already-held foe. But it has accomplished nothing.
So the question is whether a proc that has an effect 2.28% of the time is worth a slot. Compare this to slotting for damage or hold, where it hits ALL THE TIME. At level 50, my preferred slotting for most STHs is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage IO. But if you don't care about damage, you could go with 4 Baz Gaze and an Acc/Mez Hami-O.
That Lockdown proc has it uses. It is great in Choking Cloud or Poison Gas Trap or other low mag hold powers where stacking mag makes a big difference. But not in a Single Target Hold that will hold most foes in one shot on its own.
You have a number of Accuracy bonuses and decent accuracy slotted, so I'm not sure the Kismet proc is doing you much good.

Frankly, a perma-PA Illusion controller shouldn't need high defense if you use a proper playstyle. So I don't feel all those sacrifices to get high defense are worth it.

I'm not crazy about Absolute Amazement in Rise of the Phoenix . . . I would much rather see Flash with the Unbreakable Constraint set in it.

Stealth and Grant Invis on an Illusion Controller? That's a waste. If you really want mules for a LotG Recharge, go with SI and Hover -- at least they might have some utility.

You have two IOs with -Knockback. The second one is doing virtually nothing. There are almost no knockback powers in the 4<x<8 range. One or three, but two is wasted. One handles about 90% of the knockback in the game, while 3 will get you up to about 95%.

That's just a few thoughts. There are probably more things that I dislike about the build. Sorry.


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

There are some definite problems with this build. As mentioned above you have no AoE control. I could see skipping flash maybe in a tight build(though I'd advise against any controller skipping their AoE hold), but you skipped spectral terror which is one of the best moves in the set. Not only did you skip spectral terror, but you took Distortion Field, which honestly does Spectral Terror's job worse(but together they are almost as good as having another AoE hard control ability, so I'd take both).

You also skipped Temporal Selection, which is a shame because I think the buffs are the strongest part of Time, temporal selection is a huge buff, even just on phantasm, and it makes for some very impressive healing in groups.

You took the concealment pool, which is a big no-no for Illusion Controllers, you have the two best stealth powers in the game, so why would you take the much worse pool versions? Heck you even have super speed allready(which for much the same reason is the worst Illusion travel, but to each their own). You could have gotten another LotG mule with hover, which doubles as an actually useful power, and if you really really needed a 5th you could take an Epic that has a defense shield. Heck, as it is you have more than 5 LotG +recharge.

You are also sacrificing a ton for that softcapped defense. You don't have all your control powers, you don't have that amazing To-Hit debuff in Time's Juncture, yet you are devoting 3 powers to what amounts to a small defense buff(weave). If you're playing a perma PA build you shouldn't be targeted by your foes that often at all.


 

Posted

IMO the build is actually pretty good with some power selection tweaks.

I would drop the Fighting pool and replace with a few more control-y powers. Time's Juncture is an "up to you" power.

While I agree that an Illusion Controller doesn't technically need defense IMO its not totally wasted either, and for Time the opportunity cost is low.


Possible revision below to use as a template:



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: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), HO:Perox(9), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(40), Dmg-I(43)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(3), CoPers-Conf/EndRdx(13), CoPers-Conf%(15), CoPers-Conf(15)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(13)
Level 6: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(36)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(39)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17)
Level 16: Distortion Field -- ImpSwft-Dam%(A), UbrkCons-Dam%(17), NrncSD-Dam%(19), G'Wdw-Dam%(40), Lock-%Hold(43)
Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(23), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(23)
Level 22: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(31), EoCur-Acc/Hold/Rchg(46)
Level 24: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Rchg(25), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), DefBuff-I(29), DefBuff-I(29)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(37)
Level 35: Slowed Response -- Acc-I(A), RechRdx-I(36)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(39), Dct'dW-Heal/Rchg(39)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/Rchg(50)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 49: Fire Shield -- S'fstPrt-ResDam/Def+(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40), EndMod-I(43)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run



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