ill/time - extra slots


DarkSideLeague

 

Posted

I haven't gotten any responses in the build forum so I'm trying here.

I've been working on my ill/time build, and I'm not really sure what to do next. I've basically got soft capped ranged defense (clarion radial boosted farsight+gi gives another ~9%), everything is perma, and my end use/recovery seems good (SI is for out of combat use). I've avoided most purple sets because they're just not really needed. But I've got four slots left and I'm not really seeing anything particularly beneficial to do with them. So, any suggestions/improvements? I know local_man would say, "get a single target blast" :P, but I'd rather have a ppp pet on this char since the build is so clicky (I have vet attacks/dark oblit for filler anyway). I'm not tied to soul mastery though.

If I can't find anything better to do my fallback would be 5 doctored wounds in temporal mending, a proc in time's juncture (I use it pretty sparingly though), and another proc in dark oblit.

The character's story is that they've been possessed by their own ghost from the future, so it's thematically designed but has room to justify pretty much anything.

Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/

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Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Spectral Wounds -- HO:Nucle(A), HO:Nucle(3), Apoc-Dmg/EndRdx(3), Apoc-Dam%(5), GJ-Dam%(5)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Blind -- HO:Nucle(A), HO:Perox(7), HO:Perox(7), G'Wdw-EndRdx/Hold(9), G'Wdw-Dam%(9), NrncSD-Dam%(11)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(15), CoPers-Conf%(15)
Level 6: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(21)
Level 8: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(23)
Level 10: Temporal Selection -- Heal-I(A)
Level 12: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 14: Flash -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SWotController-EndRdx/Rchg(25), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27)
Level 16: Distortion Field -- Lock-%Hold(A), NrncSD-Dam%(29), G'Wdw-Dam%(29), ImpSwft-Dam%(31), UbrkCons-Dam%(31), SWotController-Rchg/Dmg%(31)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/Rchg(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-EndRdx/Hold(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Group Invisibility -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- Abys-Dam%(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Cyto(37), HO:Cyto(37), HO:Cyto(39)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExStrk-Dam%(40)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg/EndRdx(40), AnWeak-Acc/Rchg(42)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(42), RechRdx-I(42)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), HO:Ribo(43), HO:Ribo(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Summon Seer -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 4: Swift -- Flight-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(19)
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Cognitive Radial Flawless Interface
Level 50: Ion Core Final Judgement
Level 50: Intuition Radial Paragon
Level 50: Clarion Radial Epiphany
------------



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Posted

Maybe I missed it, but do you have any -Knockback in the build? You have several places you could add a Karma or Steadfast -knockback.

Other than that, I would probably increase the slotting in Slowed Response or Chrono Shift. Personally, I would drop Temporal Selection to add a travel power like Fly, but that's me.


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

I have some -kb in clarion, but more is a good idea.

What would you suggest putting in slowed response/chrono shift?

I'm using magic carpet/ninja run for transportation, which I find to be sufficient. Temporal selection isn't that great and I'd have no objection to dropping it, but I don't really see anything else I'd fit in instead unless I went mu/lev and grabbed surge/hibernate (or when sorcery comes out and I can get a st blast outside of my ppp ).
edit: maybe I'll drop it for soul drain.


 

Posted

You could consider reworking the build so that PA etc. are permanent even without Chronoshift. This gives you the option of slotting and using Chronoshift as a massive heal instead of having to keep it permanent all the time.

You could consider replacing some of your mule powers with better alternatives - swapping CJ for Maneuvers for example. It gives more defense and benefits your teammates too.

Long-term, you could softcap aoe as well as ranged. The improvement in survivability is significant (you'll be surprised how many nasty aoe attacks are out there, and huge aoes is one thing that PA, invis and range can't protect you from.)

Controller soul drain is probably not worth it. You can't make it permanent and it has only 8ft radius. While I don't have personal experience with it, Defender dark consumption has the same radius and I know from experience that getting more than 3 enemies in it is hard.


 

Posted

Thank you for the suggestions.

Maxing out chronoshift for healing would give ~1.6x the healing temporal mending up front. It's not actually as great of an emergency heal as it first seems because about 60% of it is spread out over 30s, while the HoT on temporal mending ticks much faster. I actually care more about the 30s of +recovery. As far as I can see, adding more recharge would greatly increase the cost of the build without actually adding much performance other than being able to save chronoshift.

I chose CJ over maneuvers simply because it costs next to nothing to run. I think I care about that more than the extra defense since it's pretty easy to bottom out my end bar with this build if I don't pay attention.

Building up aoe defense is a good idea, but it seems like to do that I'd have to greatly increase the cost of my build (purple/pvp sets) to avoid sacrificing recharge?

While controller dark consumption has an 8ft radius, soul drain is actually 15ft (which is larger than what scrappers get afaik). It'd have about 50% uptime. Like temporal selection it's not great, but I don't have a lot of options unless I go with a different app. Maybe I should go with a different app though.


 

Posted

Opinions differ, but if you get perma-PA, and then stay a little way away from the PA once they engage, then you don't have to worry about either ranged or AoE defense. My Ill/Rad and Ill/TA have no defense at all, while my Ill/Storm and Ill/Cold have a little bit from Steamy Mist/Arctic Mist and the Ice Shield. I build for Recharge and then keep a safe distance from PA to avoid the AoE which will usually be focused on them.

That's my playstyle, so I don't really need defense. Some people want defense, but they tend to be more aggressive and rely upon Defense rather than avoiding aggro. There's certainly nothing wrong with building for Defense, but I feel Recharge should come first on an Illusion Controller. Admittedly, Chrono Shift adds a good amount of Recharge, making it easier to build for some Defense.


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 Vimes_NA View Post
While controller dark consumption has an 8ft radius, soul rain is actually 15ft (which is larger than what scrappers get afaik). It'd have about 50% uptime. Like temporal selection it's not great, but I don't have a lot of options unless I go with a different app. Maybe I should go with a different app though.
My Ill/Time went with Mu, for what it's worth - My guy does the Statesman/Neuron mission and solos neuron each time as an AV with my Guardian.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Quote:
Originally Posted by Vimes_NA View Post
Thank you for the suggestions.

Maxing out chronoshift for healing would give ~1.6x the healing temporal mending up front. It's not actually as great of an emergency heal as it first seems because about 60% of it is spread out over 30s, while the HoT on temporal mending ticks much faster. I actually care more about the 30s of +recovery. As far as I can see, adding more recharge would greatly increase the cost of the build without actually adding much performance other than being able to save chronoshift.
If you rely on chronoshift to keep PA perma, then you have to use it every time it's up.

If PA is perma without chronoshift, you have the option of holding it in reserve in case a bit hit lands on the team or more people's end bars are almost bottomed out. It's worth considering in high-level content where everyone has huge amounts of rech and heals become more important since there's so much damage flying about, significant amounts are leaking through softcapped defense.

Quote:
Building up aoe defense is a good idea, but it seems like to do that I'd have to greatly increase the cost of my build (purple/pvp sets) to avoid sacrificing recharge?
Yes. Hence it's a long-term goal.

Quote:
While controller dark consumption has an 8ft radius, soul drain is actually 15ft (which is larger than what scrappers get afaik). It'd have about 50% uptime. Like temporal selection it's not great, but I don't have a lot of options unless I go with a different app. Maybe I should go with a different app though.
Thanks for the correction. For some reason, I got the impression that it had a tiny radius.

I use Power mastery. Farsight is one of very few power boostable ally shields in the game, and unlike bubbles, works on yourself. However the attacks aren't particularly good.

Quote:
Originally Posted by Local_Man View Post
Some people want defense, but they tend to be more aggressive and rely upon Defense rather than avoiding aggro.
I don't rely on defense any more than I rely on any other tool. Defense is just another layer added to the multiply redundant defense in depth that all good builds should have.


 

Posted

try this one there are pvp option on it but I use quite the same enhancement into my illu / rad

and it is working perfectly for me

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