Ill/Emp (among others).
Honestly I think Ill/Anything is good. You've already done two great secondaries in /Time and /Cold I love both of mine. Ill/Rad is the classic powerhouse and original killer of AVs. Honestly I think you can't go wrong with an Illusion secondary. I have thermal/cold/and /Time all at 50+ and it's all I have to stop from rolling another.
I've heard great things about Ill/TA. Ill/Emp doesn't interest me only because I personally prefer more of a debuff (or even balanced buff/debuff) set with my trollers.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Ill/Emp makes a great behind the scenes sort of character. Illusion's control is sort of peaky: it's amazing when PA is up, and kind of less than outstanding when PA is not up. So I run mine with Superior Invis on all the time, keep the team buffed and healed with the emp side, try to keep from drawing aggro most of the time (concentrate on two targets, one getting Deceive and the other Blind and Spectral Wounds until defeated), and save the day as needed with PA. It's kind of soloable at 32 because you can buff the hell out of the Phantasm, but a bit painful before that, especially if half your slots are in the buffs and heals. I think of mine as an empath first, and use illusion powers reactively.
Ill/Storm is far more active. There's enough control just in storm to almost count as a control set, and adding Illusion to it fills in some holes. I have aggro most of the time, but they're too busy dealing with my powersets to get to me. You can always run on low throttle, just running Freezing Rain from the storm side, keeping chaos to a minimum, and break out the fun storm tools when things start to get hairy. Solos pretty well at the point you have FR and PA, because stuff kind of melts. I'm on the offensive almost all the time on this one. Hurricane's debuff helps a lot here. You have to be willing to embrace the chaos, and if someone else goes immob-happy, you can run into trouble when everything just stands there and shoots you instead of flying around the room like it's supposed to.
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
Cheers Lads & Lass's! I currently have 2 Controllers @ lvl 50. My fav... a Ill/Ice/Ice and my new lvl 50 a Ill/TM/Ice. I just cant seem to shy away from the Illusion primary.
So how is Ill/Empathy? It seems rather interesting. And for that matter what other secondary's pair really, really well w/Ill. Ive learned tons of info from this forum and I rarely post. So I wanted to take a moment to thank the guys and gals for the 411. Local Man's guides where/are particularly helpful as where a host of others. Enjoy the Holidays! |
Ill/Rad -- just the best all-purpose character around. Not necessarily the best at everything, but it can do almost anything and fill several roles in a team or solo. It gets all of its important powers early, making the low levels easier. It has a self-AoE heal, Recharge and Recovery buff, and good toggle AoE debuffs that are important to make PA better. It is fairly easy to make a Perma-PA build (Just see my guide).
Ill/Cold is more single-target focused, but is actually better at some things than Ill/Rad. Probably better at debuffing AVs and tough targets. The problems with Ill/Cold are (a) no self-heal, (b) no self-recharge buff, so it is a lot more expensive to make a perma-PA build, and (c) two of the best powers come at 35 and 38.
Ill/Storm is the king of Chaos if you really let loose. It is a great build solo or on a small team, but you need to limit the Chaos on larger teams. Storm adds great debuffs and controls, and adds good damage too. Playstyle can be quite different than other Illusion controllers, as Hurricane and other knockback powers add positioning and protection. Probably the best solo build, but it has the same three problems as Ill/Cold.
Ill/TA has a very different playstyle -- very ranged, and it relies upon PA more than other builds. TA adds a lot of control that Illusion is missing. Same three problems. Personally, I think Illusion makes the best primary for TA, even if TA isn't the best secondary for Illusion.
I have all of those at 50, and each has some part of going Incarnate. I have an Ill/Time I'm working on, and I suspect it will be pretty darn good when I'm finished, probably #2 or #3. Time has a self heal, a Recharge buff but two of the best powers come late including the Recharge buff.
Next I would list:
Ill/Therm (resistance debuffs and a self heal)
Ill/Kin (Some synergy problems but Kin is a great set.
Ill/Emp (Illusion may be the best primary to make Emp better. With Invisibility to allow battlefield healing, PA and Deceive to distract foes, Spectral terror to fear groups, so that healing, buffing and rezzing can be done in safety. However, Emp has no Debuffs or Recharge to make PA better.)
Ill/Sonic (Resistance debuffs only and mez protection)
Ill/FF (FF offers almost no benefit to most of Illusion other than mez protection and a good panic button power.)
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
Illusion gives you much more options to protect the team than just heals and def, and being the only aggroless controller primary makes up for Empathy's inability to build for defense. It also has the advantage of being very easy to play, unlike emp which requires quick reflexes and an attentive eye, so your effectiveness does not deteriorate so much under high-pressure situations. Buildwise, since both sets need high recharge and illusion does fine without defense, you're free to focus only on recharge (My ill/emp could fort 7 people at once... yes, that's the entire team except me) and don't have to deal with many of the challenges that come with designing mixed rech/def builds.
That said, the combo on its own is not particularly strong. Emp as a surgical buff set doesn't contribute as much in leagues of 16-24 players, and has the problem that it does almost nothing to increase team offensive power. Be prepared for a long slog if you get on a low-damage team, and an overwhelming sense of helplessness when you need to kill the Avatar with 30 seconds left on the clock.
The best illusion builds are probably (in no particular order):
Ill/Rad - Illusion to tank the AVs, debuffs for everything else; easy perma-PA, plenty of panic buttons and fringe benefits e.g. immunity to end drain
Ill/Cold - Illusion makes up for Cold's lack of mitigation, both sets depend heavily on recharge; one of the best hard target killers
Ill/Time - Illusion to tank the AVs, softcapped defense and debuffs for everything else; Time's controls bolster illusion which doesn't get much of them; easy perma-PA
I'd second Local Man's list and add that I play an Illusion/Sonic controller and even with it being near the bottom of his list of synergies I still rarely have issues overcoming any threat I encounter and that's with only T4 Spiritual and T3 Reactive. If I add in judement and lore powers I'm basically unstoppable. Really Illusion has a hard time being bad with anything.
Thanks all! Hey Local Man, I'd love to see your build on the Illusion/Trick Arrow combo. I'd sure appreciate it. I have zero experience with TA and your build from mids would give me a great starting point. Many thanks! I think I might give this one a go. =)
Thanks all! Hey Local Man, I'd love to see your build on the Illusion/Trick Arrow combo. I'd sure appreciate it. I have zero experience with TA and your build from mids would give me a great starting point. Many thanks! I think I might give this one a go. =)
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I'm kind of fond of his name: I wanted a character name that combined Illusion and Trick Arrow. Illusion can be a form of entertainment . . . TA is done with Bow and Arrow . . . Bow & Entertainer . . . so the name "Beau Jester" came to me. For those of you who aren't familiar with classics, "Beau Geste" is a famous book and movie about three brothers who joined the French Foreign Legion. So "Beau Jester" was an entertainer of the troops for the French Foreign Legion, using his trick arrow act to create illusions and magic tricks. Because they are tricks, that explains his Tech origin. He was made long before a Jester costume was available in the game, but proudly wore that costume as soon as it became available.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Beau Jester: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Nucle(17), Dmg-I(27)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(17), HO:Nucle(34)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(29), CoPers-Conf%(34)
Level 6: Glue Arrow -- RechRdx-I(A), RechRdx-I(48), ImpSwft-Dam%(50)
Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(46)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(37), FtnHyp-Acc/Rchg(40), FtnHyp-Sleep/EndRdx(40), FtnHyp-Plct%(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Acid Arrow -- HO:Lyso(A), Achilles-ResDeb%(23), LdyGrey-DefDeb/Rchg(25), LdyGrey-DefDeb/Rchg/EndRdx(25), LdyGrey-%Dam(50), Posi-Dam%(50)
Level 22: Hover -- LkGmblr-Def/EndRdx(A)
Level 24: Aid Other -- Heal-I(A)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Heal/Rchg(46)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(48)
Level 35: Oil Slick Arrow -- HO:Nucle(A), HO:Nucle(36), RechRdx-I(36), RechRdx-I(36), LdyGrey-%Dam(37), Dmg-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Def(A)
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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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
Wow tyvm Local Man! This really helps. Seeing I have zero xp on TA. In your opinion based on this build what steps would you take to make this perma Phantom Army. Also as side note I do love to team, but lately I have been doing tips and solo type stuff.
And lastly, if time and money (and patience) were spent on the Ill/TA build would this combo be good against hard targets? Many thanks!
<snip> what steps would you take to make this perma Phantom Army. Also as side note I do love to team, but lately I have been doing tips and solo type stuff.
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Here is my final build that is <~1sec off perma-PA. Incarnate slot, e.g. Spiritual, or Hover with an LotG IO will make it perma. Feel free to modify it to your purposes or glean any ideas from it.
Ill/TA/Fire:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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Ill/TA/Mace:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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And lastly, if time and money (and patience) were spent on the Ill/TA build would this combo be good against hard targets?
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Two problematic and weak options to consider:
A -Regen Interface could help; keep in mind these are resistible.
Another option is the craftable temp power Envenomed Dagger. This provides five doses of -Regen needed for AVs, I doubt it can dent a GMs Regen. You'll need the ability to craft a new one during the fight if you exceed 5 uses.
/TA may get some love in the future, if it hasn't received it yet. However I doubt any changes will boost the sets -Regen capabilities.
Additional comments:
Funding- Be patient and learn the market. Don't pay buy it now prices. Place your orders and wait. You'll get kitted up soon enough. Ticket/Merit Rolls are options for income. I recommend checking out the market forum for tips.
/TA Guide- Looks for Luminara(sp??) guide on /TA. Should be posted on the defender forum. I think Silas has a section in one of his comprehensive guides (Corrupter or MM forums??) as well.
IOs If you do anything with IOs, copious amounts of recharge comes highly recommended. Perma PA is one benefit. Low cooldowns on both, Oil Slick Arrow and EMP Arrow, are desired. OSA is the awesomesauce of /TA.
OSA- You'll need something to light the oil slick. There are several suggestions. Choosing a Tech origin is the simplest solution. /Fire APP is another. What ever you pick you will want it available by Lvl 35. A tip for solo you can aggro several spawns before dropping OSA. This will allow you to efficiently maximize its effects. I used to farm the Cimeroran Wall this way
Flash Arrow- I took it while leveling and speced out of it for my final build. The power is great if spawns are close together or if a patrol is inbound. If you do take it don't slot any of the IO procs into it, it will make an aggroless power alert the spawn if it procs. I dropped it, too many numbnuts pulling a Leeeeeeeroooooooooy Jenkins diving headfirst into the spawn every time I used it. People think you are initiating combat, not knowing the power doesn't generate aggro. Worth some laughs, however GI can produce a similar effect. FA IMO is skippable.
Ice Arrow- Took it while leveling. Dropped it on final build. Its great for stacking on bosses. At higher levels I primarily focus on AoE and found myself rarely using it. It has a slow component in its even if the hold doesn't mezz, like on a boss or AV.
Poison Gas Arrow PGA is considered a skippable power. Treat this power as a -DMG debuff and you'll be happier if you keep it. I took it as a set mule but find myself using it fairly often. The purple set proc has some interesting behavior in this power. It basically has a chance to trigger the placate even when the sleep effect doesn't activate.
EMP Arrow- Even if you typically skip out on AoE hold powers, I highly recommend you take this power. It has a ginormous radius and is a targeted AoE hold. It prevents you from recovering endurance for a bit after using it. The large radius and -recovery aspects are two things to keep in mind when using this power.
Redraw The only thing I hate about this combo is the redraw. If you establish a good battle-rhythm you can minimize it. I usually open by confuse the heavy hitter==> drop a PA (in the middle or furthest side of the spawn) ==>drop Spooky (Spectral Terror) ==> drop OSA (if available) ==> drop Glue on the OSA ==> unload remaining debuffs until seasoned to taste ==> ignite OSA ==> Mop up stranglers with single target chain. Rinse and repeat. You can easily take two or three spawns on this way with practice.
Ill/Emp makes a great behind the scenes sort of character. Illusion's control is sort of peaky: it's amazing when PA is up, and kind of less than outstanding when PA is not up. So I run mine with Superior Invis on all the time, keep the team buffed and healed with the emp side, try to keep from drawing aggro most of the time (concentrate on two targets, one getting Deceive and the other Blind and Spectral Wounds until defeated), and save the day as needed with PA. It's kind of soloable at 32 because you can buff the hell out of the Phantasm, but a bit painful before that, especially if half your slots are in the buffs and heals. I think of mine as an empath first, and use illusion powers reactively.
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Been playing the thing for quite some time, still I'd like to see other ways to build. Did someone make a build she's be willing to share?
Les �diteurs de MMO sont comme les artistes : ils ont le public qu'ils m�ritent.
http://boards.cityofheroes.com/showthread.php?t=279984
This was my final ill/emp build. Perma-PA and fortitude perma on 7 characters, roughly half of which is powerboosted. The build had a few nagging issues I was never able to solve (such as not being able to cap hitchance vs. +3 enemies on Flash, since I had no room for tactics. Eventually the character got rerolled as Ill/time, which is a more powerful secondary than emp and fits her concept better - don't you love it when minmaxing and concept go hand in hand?
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Thanks
I thought about rerolling too, but I like my toon way too much.
Les �diteurs de MMO sont comme les artistes : ils ont le public qu'ils m�ritent.
http://boards.cityofheroes.com/showthread.php?t=279984
Ill/Thermal is little heard of but IMO among the best iTrial support characters you could have, if played to its strengths as support. I was scanning the lists of powerset combos recently and noticed it's one of the only combos that could provide consistent support for Keyes (powerful heals), UG (anti-confusion for 7 players when stacked with Tactics)*, MOM (heals for Aurora and a rezz), and TPN (shields/heals for the TVs), while still providing big bursts of -Regen. The team-wide Resist shields are just gravy. Thermal is also one of the few support sets I trust to be able to keep its Lore pets alive, which has a big impact on DPS if selected right.
Technically you could put any primary with Therm for similar effect, although Illusion is never a bad choice.
*EDIT: Was wrong about the Mag of UG Confusion. It's 20, and the mag of Tactics + Thaw is around 15, and Thaw doesn't stack, so unfortunately it's a no-go there.
This was my final ill/emp build. Perma-PA and fortitude perma on 7 characters, roughly half of which is powerboosted. The build had a few nagging issues I was never able to solve (such as not being able to cap hitchance vs. +3 enemies on Flash, since I had no room for tactics. Eventually the character got rerolled as Ill/time, which is a more powerful secondary than emp and fits her concept better - don't you love it when minmaxing and concept go hand in hand?
Code:
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What about the Incarnate stuff?
Les �diteurs de MMO sont comme les artistes : ils ont le public qu'ils m�ritent.
http://boards.cityofheroes.com/showthread.php?t=279984
Cheers Lads & Lass's! I currently have 2 Controllers @ lvl 50. My fav... a Ill/Ice/Ice and my new lvl 50 a Ill/TM/Ice. I just cant seem to shy away from the Illusion primary.
So how is Ill/Empathy? It seems rather interesting. And for that matter what other secondary's pair really, really well w/Ill.
Ive learned tons of info from this forum and I rarely post. So I wanted to take a moment to thank the guys and gals for the 411. Local Man's guides where/are particularly helpful as where a host of others. Enjoy the Holidays!