ill/time - phantasm synergy?


kinaki

 

Posted

Heyo... I'm looking to delve into time and I keep pushing myself to try a primary I've never played before - illusion in this case!

I enjoy playing in melee range and /time lends itself well to that, but what about illusion's phantasm? Do it's KB powers seriously annoy in regard to positioning?


 

Posted

Quote:
Originally Posted by kinaki View Post
Heyo... I'm looking to delve into time and I keep pushing myself to try a primary I've never played before - illusion in this case!

I enjoy playing in melee range and /time lends itself well to that, but what about illusion's phantasm? Do it's KB powers seriously annoy in regard to positioning?
Not terribly. You get a bit of throw when they attack, but without slotting for KB it really isn't that far from most targeted areas. If you're concerned, despawn your Phantasm and respawn them in a more KB-appropriate angle.

On another note, if you're worried about Phantasm throwing people out of a kill zone, my next question would be, "why aren't they dead already?"


 

Posted

Yeah, not really an issue to be honest.


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

 

Posted

I know when I first got my phantasm and was using him, it got really annoying when he would KB my anchor away when I was firing off Heat Loss. However, I did get used to it and figured out a good way to still be able to get it double stacked reliably.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Phanty has a kind of a pattern he follows when attacking. He often will cast his decoy at first, and that takes a few seconds. As long as you use your melee debuffs and powers first, before Phanty winds up and fires off his knockback, you should be fine. If you take a while to use them, however, Phanty may frustrate you. Often the best thing to do is let Phanty have his own foe-toy to play with while you work on the others. His Decoy will often keep that foe busy, so you don't have to worry about Time's Juncture on that one foe. You should focus on wiping out the minions nearest to the Phantom Army first.

Phanty's knockback is a lot more of a problem for Illusion/Kin, because Kin has so many melee range siphon powers.

By the way, you may want to take a look at my Illusion/Rad guide (link in my sig) for your Illusion side. Lots of stuff in there about the powers and some strategy suggestions. It is a good idea to understand how Illusory damage works or you will miss out on a lot of damage. Illusion has some unique aspects that are unlike other powersets.


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

Quote:
Originally Posted by Local_Man View Post
By the way, you may want to take a look at my Illusion/Rad guide (link in my sig) for your Illusion side. Lots of stuff in there about the powers and some strategy suggestions. It is a good idea to understand how Illusory damage works or you will miss out on a lot of damage. Illusion has some unique aspects that are unlike other powersets.
I think I've read all your guides over the years Thanks for the tips, guys.