Temp power for disabling Illusionist phase shift


corinna

 

Posted

I'd like a craftable temp power I can use on a self-phasing villain (Carnie or otherwise) that could disable activation of phase shift long enough for me to have a chance of digging in and taking out a lieutenant-class enemy (15-30 seconds?).

This temp power would be indispensable when playing solo, especially against Carnies. In teams it's not such a big deal to fight a boss who phase shifts, yet I am regularly defeated while soloing groups. It's particularly annoying when a to-hit heal or buff misses due to a phase shift.

Mobs already phase shifted could not be targeted (as usual). This power would work by preventing the future use of phase-shifting powers for the duration of the effect.


Lady Deacon, 50 ill/ff
Cinder Imp, 50 fa/wm
and many more!

 

Posted

The phase shift on Illusionists is 5 seconds on, 10 seconds off. You should *have* a pretty good window to take them out - they can't heal much in that 5 seconds, and if you know your attacks, you can make the most of the unphased time.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
The phase shift on Illusionists is 5 seconds on, 10 seconds off. You should *have* a pretty good window to take them out - they can't heal much in that 5 seconds, and if you know your attacks, you can make the most of the unphased time.
The window is fine when facing only one. The window is fine when facing several while on a team. Facing two or three at once (or four!) can be very tricky, and there is always a good chance of being defeated in such circumstances.

A temp power that delayed activation of phase shift would make fights against these types of opponents easier, and with a limited number of charges the use of the power would need to be tactical. It would be wasteful to use it on every single Illusionist, but when faced with several it would definitely be helpful.

None of the temp powers are strictly necessary to play the game. For instance, the Recovery Serum and Med Pack temp powers are redundant to Rest. But the temp powers add some diversity and can make the game more fun to play. This one would be particularly nice since it introduces a way of handling one of the more difficult mob types in the game.


Lady Deacon, 50 ill/ff
Cinder Imp, 50 fa/wm
and many more!

 

Posted

Quote:
Originally Posted by corinna View Post
Facing two or three at once (or four!) can be very tricky, and there is always a good chance of being defeated in such circumstances.

A temp power that delayed activation of phase shift would make fights against these types of opponents easier, and with a limited number of charges the use of the power would need to be tactical. It would be wasteful to use it on every single Illusionist, but when faced with several it would definitely be helpful.
Lowering your difficulty settings would also be helpful in avoiding having to fight three or four Illusionists at once.

--
Pauper


 

Posted

Quote:
Originally Posted by Pauper View Post
Lowering your difficulty settings would also be helpful in avoiding having to fight three or four Illusionists at once.
The problem is that when you meet a Master Illusionist she usually spawns four Illusionists immediately, regardless of what your difficulty settings might be. Then you have five phasing enemies to deal with, plus a Phantasm, a dummy Phantasm, and a Dark Servant.

Even on x1/+0, many radio missions have the objective of defeating the boss, which will have these capabilities even if you have bosses turned off. So you won't have any choice about meeting an MI that can do this if you accept missions like this.

That said, I can't support the idea of the devs spending their time creating something to address a problem that players have been dealing with for eight years without serious difficulty.

If you're having problems with Illusionists, you just need to use minimum difficulty settings (x1/-1) and the right tactics. On minimum difficulty there aren't many missions that spawn more than one MI or illusionist in one location (the exception I can think of is the level 40-50 hero Carnie tip missions).

The tactic is simple: wait till just after the MI/Illusionist phases back in and then hold/stun/knockback her immediately, then pound on her mercilessly. Since you should be running without bosses, you'll be able to mez her immediately and defeat an LT within 10 sec (use red inspirations if you need to amp up your damage). If don't have a mez attack, you should get one, or avoid running Carnie missions if you find them too difficult. Use purples just before attacking if needed to up your defense. Have breakfrees on hand if you can be mezzed.

If the devs were to do anything, they should rectify the real problem with Illusionists, their being able to affect us while phased, but we can't affect them. Yeah, I know that's their gimmick, but it's still bogus. Being phased is already enough of an advantage for NPCs because many players still continue attacking even though they can't affect phased targets, and it draws out the combat. NPCs should play by the same rules as players.

In the end, if the OP finds doing Carnie missions solo too difficult, the OP should just avoid doing them solo. Dismiss the Carnie hero tip missions, don't take Carnie radio missions and don't take the contacts that give out Carnie missions.


 

Posted

i think the best way to solve what your looking for is to make it so that the illusionists stop phasing when mezzed

currently they phase regardless of what effects are on them including mezzes which is the most annoying since other enemies dont get tier 9 effects and whatnot when they get mezzed


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
i think the best way to solve what your looking for is to make it so that the illusionists stop phasing when mezzed

currently they phase regardless of what effects are on them including mezzes which is the most annoying since other enemies dont get tier 9 effects and whatnot when they get mezzed
Yes, this. That's not a 'challenge', that's just cheap. And always has been, really.


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Posted

Quote:
Originally Posted by Necrotech_Master View Post
i think the best way to solve what your looking for is to make it so that the illusionists stop phasing when mezzed

currently they phase regardless of what effects are on them including mezzes which is the most annoying since other enemies dont get tier 9 effects and whatnot when they get mezzed
If the illusionists stopped phasing when mezzed then there would be a ton of powers that would make fighting them a LOT easier. I would love that. It would moot this entire suggestion.

As far as making the difficulty lower? I have a couple of 50s who can fight any other group of comparable difficulty at +2/x6 (Peacebringer, tank, defender), but can be quickly felled by a Carnie spawn that is only +1/x1, and part of it--a large part of it really, is due to the phasing.

The phasing seems to be part of the challenge of the Carnies. My suggestion is meant to provide a tactical alternative to lowering the difficulty or avoiding the content altogether. But if mezzes stopped the phasing, that would be super.


Lady Deacon, 50 ill/ff
Cinder Imp, 50 fa/wm
and many more!

 

Posted

difficulty wise my toons usually increase the spawn size before increasing the enemy level

however for stealthy toons like stalkers increasing the enemy level before spawn size is preferable due to lack of aoe


 

Posted

Yeah, I hate the Master Illusionist... This one one you beat them use 2 rows of Enrages, and make sure she isn't phased . It does seem like she do phase shift less then in 2004, can be wrong.


 

Posted

My solution is just to ignore/speed through any missions against Carnies. Sitting around and twiddling my thumbs waiting for enemies that can't hurt me to unphase isn't fun, so why bother with them at all?