Illusion Control Powers
Blind
Level: 1
Recommended number of slots: 6
Recommended regular slotting: 1 Hold Duration, 2 Damage, 2 Accuracy, 1 Recharge
Recommended premium slotting: 1 Endoplasm Exposure HO, 2 Peroxisome Exposure HO, 1 Ghost Widow's A/R, 1 Thunderstrike D/R, 1 Essence of Curare A/R
Visual: Your character leans forward and light flashes from his eyes.
Your basic Single Target hold+damage attack, Magnitude 2 (it will hold LTs and Minions with one application). Since you get a choice of two powers at level 1, I highly recommend getting this and not Spectral Wounds first. Frankenslotting is the way to go with this power, in order to get maximum possible Hold Duration, Accuracy, Damage and Recharge, and in the end it's not even all that expensive (at least in comparison).
Additionally, Blind has a chance of AoE sleep occurring. The area is quite small though. Early on you'll notice it every so often, when your enemies are bunched close together. Later in the game, any Sleep that happens after Blind is usually immediately ruined by your Phantom Army's attacks. Slotting Blind for Sleep is therefore wasteful and useless.
Blind sets up Containment, benefits from Containment and should be the first strike in your single-target attack chain.
Spectral Wounds
Level: 1
Recommended number of slots: 5-6
Recommended regular slotting: 3 Damage, 1/2 Accuracy, 1 Recharge OR Thunderstrike IO set
Recommended premium slotting: 5-6 Apocalypse IO Set
Visual: Your character slashes his left arm through the air, as if giving the enemy a big backhand slap. The target is enveloped in a blue "forcefield" with red streaks/slashes inside.
The second single-target attack in your chain.It deals high damage, which partially heals back after a few seconds if the target is still alive. This attack benefits from Containment, though less than other attacks - it was judged to be too powerful otherwise. It is absolutely necessary to enhance damage on this attack, because only the portion of non-enhanced damage heals back - all the bonus damage from enhancements stays.
Deceive
Level: 2
Recommended number of slots: 5
Recommended regular slotting: 2 Accuracy, 2 Confuse Duration, 1 Recharge
Recommended premium slotting: 5 Coercive Persuasion
Visual: Your character extends both his arms forward and wiggles fingers in the air. His hands glow slightly and purple blobs appear around the target's head.
Deceive is very much misunderstood by some, but it's a great power nonetheless. It confuses a single enemy, forcing him to fight on your side for a while. Early on, Deceive provides you with a pseudo-pet (or pets - nobody says you cannot confuse multiple enemies). Later, you can use it to get rid of annoying enemies that buff or debuff. Malta Sappers draining your Endurance? Confuse 'em! Rikti Guardians or Immunes Surgeons buffing/healing enemies? Make them work for you instead! EXP loss from Deceive is pretty manageable as long as you do more damage than your Deceived "allies" inflict, and benefits last throughout your career. At 50, slotting five Coercive Persuasion IOs gives you a dirt-cheap (in comparison to other purple sets) 10% boost to global +Recharge bonus.
I highly recommend confusing your Radiation anchors, if possible - because they are debuffed, they'll whiff most of their attacks, thus causing little to no EXP loss at all; they'll follow their former friends instead of running at you (thus keeping their former friends in debuff auras) and won't pester you either.
One final note: Deceive does not cause aggro and doesn't suppress stealth. So, you can, in theory, sit in Invisibility forever confusing your enemies until they all kill each other and be perfectly safe. Of course, this will deprive you of EXP and Influence...
Flash
Level: 6
Recommended number of slots: 5
Recommended regular slotting: 2 Accuracy, 2 Hold, 1 Recharge
Recommended premium slotting: 5 Unbreakable Constraint
Visual: Your character concentrates for a moment and then raises his arms in the air. A bright flash of light appears around his body.
This is your PBAoE hold, Magnitude 2. I tried this power, and wasn't overly impressed. Long-ish animation, "meh" accuracy and equally "meh" hold duration mean that early on you'll miss with it quite frequently. Since Flash is PBAoE, you need to be in the middle of an enemy group for it to work - and if you miss, the non-held enemies will immediately attempt to kick your azz. In order to get the most out of Flash, you have to enhance it pretty heavily, and it becomes a decent AoE hold for Containment set-up.
I personally don't recommend it - EM Pulse from the Radiation Emission pool is much more attractive, despite the self-debuff - but some people prefer Flash. Your mileage may vary.
Superior Invisibility
Level: 8
Recommended number of slots: 3
Recommended regular slotting: 3 Endurance Reduction IO
Recommended premium slotting: 1 Luck of the Gambler +7.5 Recharge IO, 2 Endurance Reduction IO
Visual: Standard "power up" animation with head tilted back.
This is the first of two best Stealth powers in the game. It is a toggle, and a rather Endurance-hungry one - so Endurance Reduction IOs are a must. In extended (vs. GM or AV) end-game battles you may want to turn it off altogether once your enemy's attention is occupied elsewhere if you're running low on Endurance.
The good thing about this power is that it lets you control when you are invisible and when you aren't; it doesn't annoy teammates and it can take Luck of the Gambler enhancements. The bad things are the aforementioned Endurance drain, and the fact that it will de-toggle if you are mezzed, leaving you to stumble about completely visible while you're most vulnerable.
Group Invisibility
Level: 12
Recommended number of slots: 1
Recommended regular slotting: 1 Recharge IO
Recommended premium slotting: 1 Luck of the Gambler +7.5 Recharge IO
Visual: Your character does a half-step forward and extends his arms to the sides at shoulder level.
Group Invisibility is the second of two best Stealth powers in the game. It turns you and your team invisible, and will suppress in combat. With just one Recharge IO and some global +Recharge, it is perma or very close to perma with just one slot. Group Invisibility is useful to protect squishier teammates or facilitate team sneaking. Tanks generally don't appreciate it, because it reduces their threat level. Also, be careful with it during missions that require to lead someone out of an instance - the hostage may lose track of his rescuer if the rescuer becomes invisible.
Group Invisibility is a PBAoE Click power, so it will wear off (usually when it's least convenient) and will have to be recast. You briefly turn visible when you recast it, so don't do it when enemies are near. On the plus side, you remain invisible even if mezzed.
Phantom Army
Level: 18
Recommended number of slots: 6
Recommended regular slotting: 3 Recharge IO, 1 Accuracy IO, 2 Damage IO
Recommended premium slotting: 1 Recharge IO, 1 A/D HamiO, Soulbound Allegiance Chance for Build Up, Soulbound Allegiance A/D,Soulbound Allegiance D/R/A, Soulbound Allegiance: Damage, Soulbound Allegiance: D/R
Visual: Your character extends one arm forward and three random-looking Decoys appear out of nowhere.
One of the greatest "summon pet" powers in the game, Phantom Army (or PA) produces what can be described as a "pocket tank". They are invulnerable to anything except falling damage and Hamidon's attacks, and have a Taunt aura, meaning that anything close to them will immediately pounce on them and not on you. Though Phantom Army does not produce Containment, it is arguably one of the best ways to "control" high-end enemies that cannot be chain-mezzed. When the Decoys disappear, whatever aggro they had is transferred either to you or to your Phantasm.
Phantom Army's damage is entirely illusory, and all of it will heal back if you don't enhance it. Though they looks like fire, ice, electricity or blocks of concrete, the Decoys' attacks have none of the side-effects of "real" attacks: illusory fire doesn't produce DoT, Ice does not slow, and Electricity does not drain Endurance.
In late game, PA benefits greatly from Soulbound Allegiance: Chance for Build-Up. Since there are three Decoys and they attack very quickly, the resulting Build-Up lets them pump out some serious hurt, and it fires quite often. It doesn't turn them into godlike monsters, but it definitely helps front-load the damage.
Your ultimate goal is to get your Phantom Army's recharge time to 62 seconds or less, making it essentially perma. A common opinion exists that you must get the recharge under 60 seconds to be completely safe, but I found that recasting PA while another set of Decoys is out often causes your enemy to lose aggro on the Decoys and switch to a different target. In either case, you're likely to be on the receiving end of at least one attack, and shaving off the last 2-3 seconds may cost you millions of Influence and a potentially gimped build. I've soloed every Praetorian AV except Siege with PA recharge at 64 seconds, and took down "Nemesis?" and a Devouring Earth Quarry with PA Recharge at 61.1 seconds. In both cases, my opponents never fired off more than 1 attack during the PA recast, and in most cases the attack missed.
Spectral Terror
Level: 26
Recommended number of slots: 1 to start, 5 by level 50
Recommended regular slotting: 1 Fear Duration
Recommended premium slotting: 5 Glimpse of the Abyss, including the Chance for Psionic Damage
Visual: Your character motions with his arms as if lifting something heavy in front of himself, and a ghostly creature appears from nowhere.
The Spectral Terror is a pseudo-pet, because it is immobile and cannot be targeted for buffs or damage. When it is first summoned, it blasts the nearby area with a PBAoE Fear attack; afterwards, it fires a single-target Fear attack every so often. Targets affected by Fear will cower or run away; either way, their combat efficiency will be severly reduced. The Terror appears to hover, but it really isn't: if you summon it in mid-air, it will fall down, which makes it suitable for "fear-bombing" enemy spawns from relative safety. Note that Fear does not enable containment, though it will help somewhat to keep your targets in a group.
This power is good "out of the box", but should really be five-slotted with Glimpse of the Abyss at 50 for relatively cheap 10% bonus to global +Recharge. One thing to remember is that the Chance for Psionic Damage will only proc when the Spectral Terror is summoned on his initial PBAoE fear attack. It's not huge damage, but it does turn an otherwise non-damaging attack into an occassional AoE.
Phantasm
Level: 32
Recommended number of slots: 5 to start, but respec to 3 at level 50
Recommended regular slotting: 2 Accuracy, 3 Damage or frankenslot with Blood Mandate and Edicts of the Master
Recommended premium slotting: 3 Acc/Dam HamiOs
Visual: Your character stands tall and raises arms above the head in a "Y" pose, and his entire body glows. The Phantasm then appears in front of you.
This is your real, "permanent" pet. Phantasm can be buffed and healed, and likewise damaged, held, stunned, slept and eventually killed. It tends to stay at range, repeatedly firing Energy Bolts and Energy Torrent at the opposition. It will also summon a single decoy copy of itself that will attach to Phantasm's current target, and fire illusory attacks at it. The decoy is invulnerable (like the PA), and will disappear when the Phantasm's target dies. If Phantasm is killed, the decoy will briefly stick around, but it will fade in less than 30 seconds.
Phantasm can fly (but its decoy cannot), and will generally be able to keep up with you, though it is a bit on the dumb side and might become stuck in something; in that case, you can easily enough re-summon it. Both the real Phantasm and its decoy produce a fair amount of knockback, which is as likely to save you from a charging enemy as to knock your anchor out of the crowd. Learn to deal with it; no pet is without its quirks.
Phantasm's attack chain is on the slow side, and slotting procs on him is wasteful - they don't fire often enough and don't produce enough effect to be noticeable. Instead, at level 50 put three slots into the power and stick in 3 Acc/Dam HamiOs, capping both accuracy and damage. You will miss out on some set bonuses, but frankly they aren't that great on pet sets, and those slots could be used elsewhere.
Radiation Emission Powers
Radiant Aura
Level: 1
Recommended number of slots: 5
Recommended regular slotting: 3 Heal, 2 Recharge
Recommended premium slotting: 5 Doctored Wounds
Visual: Your character does a half-step forward and extends his arms to the sides at shoulder level. Green light spreads out in circular waves.
This is your PBAoE Heal. It isn't fabulous even when fully enhanced, but it's better than nothing and might save your (and your teammates') bacon from an immenent faceplant. You aren't an Empath and shouldn't be concentrating on healing, but in a pinch you could off-heal if necessary.
Radiation Infection
Level: 2
Recommended number of slots: 3
Recommended regular slotting: 3 To-Hit Debuff
Recommended premium slotting: 3 Enzyme Exposure HamiO
Visual: Your character extends an arm towards the target, and a green cloud appears around your hand. The target starts emitting a sickly-looking green aura.
Your first anchored toggle debuff. It is autohit. Place it on either the most threatening enemy in the group, or on something you've Deceived. It can also be placed on objects, i.e. Shadow Cysts. The debuff aura will ruin the nearby opponents' ToHit and Defense (moreso when you get HamiOs). This power has a long activation time during which you're stuck to one spot, which makes it a lousy opener. Once Enervating Field becomes available, open with that and follow with Radiation Infection.
As always, be prepared to recast it when your anchor gets killed.
Accelerate Metabolism
Level: 4
Recommended number of slots: 6
Recommended regular slotting: 3 EndMod, 3 Recharge
Recommended premium slotting: 6 Efficacy Adaptor
Visual: Your character does a half-step forward and extends his arms to the sides at shoulder level. Green light spreads out in circular waves.
One of the best buffs in the game, the AM improves yours and nearby allies' Recovery and ToHit, Recharge, Speed, Damage and even gives some Mez resistance. You should aim to make AM perma, because it helps with reducing recharge of Phantom Army, and it's a great overall buff for both you and your team. Cast as soon as it's up, and recast ad nauseum.
Enervating Field
Level: 10
Recommended number of slots: 2
Recommended regular slotting: 2 Endurance Reduction IO
Recommended premium slotting: 2 Endurance Reduction IO (oddly enough)
Visual: Your character does a double-axe-handle overhead smash, similar to Air Superiority attack. This is a ranged attack, so don't expect it to do melee damage.
Your second anchored, toggled debuff. Like Radiation Infection, it will always hit. This one ruins your enemies' Damage Resistance and Damage output. You cannot enhance either of those, so just put a couple of EndRed IOs to lessen the Endurance drain, and be done with it.
Mutation
Level: 16
Recommended number of slots: 1
Recommended regular slotting: 1 Recharge Reduction IO
Recommended premium slotting: 1 Recharge Reduction IO
Visual: Your character motions with his arms as if lifting something heavy in front of himself, and green glow appears around his hands.
This is one of the best combat resurrection powers available. Not only your fallen allies is brought back to life with full HP and Endurance, they also receive a substantial buff to Recharge, Recovery, Damage and Accuracy; this buff wears off after a little while and is replaced by a brief debuff. If you are trying to be team-friendly, grab this power.
Lingering Radiation
Level: 20
Recommended number of slots: 3-5
Recommended regular slotting: 3 Slow IOs
Recommended premium slotting: 3-5 Tempered Readiness
Visual: Your character does a double-axe-handle overhead smash, similar to Air Superiority attack. This is a ranged attack, so don't expect it to do melee damage.
This power is one of the reasons why you'll be wanted on Task Forces and teams involved in AV and GM takedowns. The most important component of it is -Regen, which suppresses the ungodly HP regeneration that the harder enemies have. -Recharge and Slow are just icing on the cake, though they are helpful in reducing the amount of incoming fire and keeping your enemies bunched up.
This power is NOT autohit, so some accuracy enhancement is in order. Always fire it last, after you've placed your debuff toggles.
You cannot enhance the -Regen component of the power. I found that the Tempered Readiness set gives you some half-decent set bonuses, and that's the most you can hope in this case.
Choking Cloud
Level: 28
Recommended number of slots: ???
Recommended regular slotting: ???
Recommended premium slotting: ???
Visual: ???
I have no experience with this power, and cannot recommend it. It is a pulsing PBAoE hold, meaning that you have to stand in the middle of enemies for it to work, and every so often some of them will break it and make a beeline straight for your hindquarters. It is also an Endurance hog. I never tried it in any one of my builds, so I cannot offer any advice regarding it; however, it has a lot of negative press on the forums without my input...
Fallout
Level: 26
Recommended number of slots: ???
Recommended regular slotting: ???
Recommended premium slotting: ???
Visual: ???
Another power I never picked, and cannot advise on. It's a "craftable nuke" - when a teammate dies, you blow up their corpse real good. Out of pure courtesy, if you take this, take Mutation as well - if you abuse someone's corpse, at least have the decency to rez them afterwards. Slot and enhance it like you would any nuke attack - that is, if you absolutely MUST take it.
EM Pulse
Level: 32
Recommended number of slots: 5
Recommended regular slotting: 3 Recharge, 2 Accuracy
Recommended premium slotting: 5 Unbreakable Constraint (including the Chance for Smashing Damage)
Visual: Your character stands tall and raises his arms, making a "Y" pose. A pulse of something that looks like greenish gas shoots out in every direction.
I can't say enough good things about this power. Despite the fact that it looks like a gigantic full-body fart and not an EM pulse, it is the single best PBAoE hold in the game. It activates very quickly, has a huge radius, high accuracy and long duration, drains some Endurance from targets and damages enemy robots to boot. The only drawbacks are a rather long recharge time and the -Recovery debuff that you receive for 10 seconds after activating this power. The debuff is easy enough to stomach if you slot Performance Shifter Chance for +Endurance IO, and have your Phantasm and Phantom Army properly outfitted for damage. Let your pets do the work while the debuff wears off, and then mop up whomever is still standing. Once slotted with Unbreakable Constraint, the power really shines - and gives you the coveted 10% bonus to global +Recharge.