Local_Man

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  1. Um, I think I might have an Ill/Rad around here somewhere . . . (Area Man, 50 Ill/Rad)

    I have a few on other servers, too -- 50 Ill/TA on Pinn, 50 Ill/Storm on Protector, Ill/Rad on Triumph in the 40's, Ill/Rad in the 20's on Virtue, an Ill/Kin in the 30's somewhere.
  2. Local_Man

    HELP! Please!

    Quote:
    Originally Posted by Tremorz View Post
    ok so i start up City of Heroes and i loging but instead of server names it gives what appears to be there location on my computer (Coh/pr...etc) and so i think...wtf? then i click on one and it says wrong game mode must run patcher what does it mean?
    Um, really confused by what you wrote. When asking for tech help, you need to be precise in explaining the problem.

    Try running the program again. If that doesn't work, tell it to go into safe mode (see the click box on the patch box that pops up when you first run the program). Let the program load, then exit and run it in regular mode again.
  3. Leveling up my two Plant controllers, I Frankenslotted for Acc/Conf/Rech in Seeds. No matter how much recharge, it always seems to need more.

    Freezing Rain has a variety of options. One is 5 Lady Gray and a common Recharge. I have seen several people slot it up with lots of procs. The most important is Recharge, to have it up for just about every group. Some amount of Defense Debuff doesn't hurt, but isn't really necessary.

    Hurricane: I usually put in 4 Dark Watcher. I have an extra button on my mouse binded (bound?) to Hurricane, so I can turn it on and off quickly with a click of my thumb. This makes it far more useful and surgical.

    Steamy Mist: I like slotting it up for EndRdx and then Resistance, but some people use Defense. In either case, it is a great place for a Karma OR Steadfast -Knockback. That makes a big difference.

    Spirit Tree: I have it but don't use it all that much. Maybe slot it with 5 Doctored Wounds? Maximize Recharge that way and get a Recharge bonus.

    Fly Trap: a/k/a Chompy, or my favorite nickname, Twoey. (In Little Shop of Horrors, the man-eating plant was named the "Audrey II," but Seymore called it "Twoey." Some folks incorrectly call it "Audrey.") Twoey used to be a pretty bad pet, but he's gotten much better. There are lots of options on how to slot this. 4 from the Expediant Reinforcement set gives good Recharge, but you will need to add a little extra Damage and Recharge to cap -- you can finish out the set, or the two triples from Call To Arms work. However, lots of Recharge in Twoey lets you re-cast him more often.

    Tornado: Another place you can put a 4 from Expediant Reinforcement set for more global recharge, but focus more on EndRdx.

    Lightning Storm: I like a lot of Recharge in this power, and the Devastation Chance for Hold proc is wonderful here. It goes thematically, too, since the foe is held in a Tesla cage.
  4. Quote:
    Originally Posted by Psychoti View Post
    People tell me I have the worst luck with PuGs. Sometimes it feels like that, but I also get pretty lucky meeting new people.
    I'm not sure it is the "worst luck" so much as amazing. The stories you post in that "Rude Tells" thread are simply amazing -- and your smart aleck responses are pretty good, too.

    Quote:
    In an average gaming week:
    1) How often do you PuG instead of grouping within your SG or friends?
    2) How often do you group with friends and fill the rest of the group with PuGs?
    3) How often do your PuG members do what you feel needs to be done without being told to do so?
    4) How often do you find yourself telling PuG members what you feel they should be doing (for the good of the current team/session)?
    5) How often do you find yourself adding PuG members to your friends/global friends, and if those lists are full, using other methods of remembering them?
    6) How often do you group with complete jerks in a PuG?
    1. Until recently, about 85% of my time with just teaming with my circle of 3-5 buddies. Two of them have taken breaks from the game, however. So, I'm doing a LOT more PUGs in the last month, mostly TFs.

    2. For missions, rarely. For TFs, only if we need more people. But as I said above, lately I have been doing more PUGs.

    3. On my main server, Guardian, the community is pretty smallish and I know or know of most of the regular players. Even if I PUG, it will often be with someone I know to some degree. And those people generally know their roles. However, I have lately been venturing to other servers some, and I PUG a lot more on those servers. I have run into more people who are new or otherwise not very knowledgable.

    4. I tend to give more strategy suggestions/instructions on PUGs, not necessarily addressed to any one person. Only when I see something really wrong do I single someone out and make a suggestion in a Tell. I won't do it in team chat unless others are already making comments. And I'm always polite about it. Maybe once a year I get somebody who gets offended. Maybe I should be more of a ********.

    5. Maybe one out of 8 PUG folks will I add someone to friends. Except on Guardian, where I know or know of a lot of people. If I team with them more than once and really liked them, I add them to Global. However, my kids sometimes use my accounts, and have added some strange people to my Global Friends at times.

    6. It is pretty rare. I can't think of one in the last 6 months. But then, I rarely spend much time on Freedom or Virtue. I have one character (an Earth/Storm) at 42 and a few lowbies on Freedom. My kids play on Virtue, so I only have a couple of low level characters there. However, last night I took my Level 12 Ill/Rad on Virtue (which I rolled up 4 years ago) and decided to do both halves of the new Positron on PUGs. I gathered up the teams, then passed the leadership to a higher level teammate. Both teams were moderate in terms of competance, but everyone was nice. There was a nice mix of experienced players and newbs. I answered a lot of questions from the newbs, but did not need to tell them how to play. Got up to level 17.
  5. Quote:
    Originally Posted by JusticeValkyre View Post
    Thanks for the reply and build! Seems like what I asked for. Now to start pricing this out, seems EVERYTHING is alot more expensive on Protector.
    The Wentworth's Market is the same on all the servers. If I put something up for sale on Guardian, you can buy it on Protector. Only the Black Market and Wentworth's are kept separate.

    So if it is expensive on Protector, it is expensive everywhere (except maybe Red side).
  6. Local_Man

    City Traveler

    Quote:
    Originally Posted by Zombie Man View Post
    Way before City Traveler Vet Reward comes along, we get access to the three Vet Attack Powers. Those three powers means that there really is no need from me to take Hasten at low levels anymore, since those three attacks create an attack chain at low levels.
    Some slowly recharging powers can still use Hasten in low levels. Controllers get some useful powers with long recharges early in the build. In low levels, I don't put Hasten on auto . . . I hit hasten just before using a slow recharge power, like Flashfire or Stalagmites or Phantom Army, to maximize the recharge benefit of the power. (Another example -- Tar Patch for Dark Miasma users.)

    Quote:
    So... it's SuperSpeed first chance I can. It gives Stealth. Additionally, getting everywhere fast is my preference. My older alts provide the Stealth IO at first opportunity for full invisibility. And I like having SuperSpeed on during combat (I slot it with EndRedux).

    SuperSpeed is augmented by picking up Temp Fly (from numerous sources, now) and having the GvE Jump Jet.

    So, basically, I get SuperSpeed, and the virtual equivalents of SuperJump and Fly from early on. Skipping Hasten until mid-20s and having SS as the only powerpool movement power means that every build can afford to have Stamina by Level 20; which is nice since I take Hurdle along the way increasing SS's mobility. Once I have Stamina, then I can afford Hasten End-wise.
    I find myself taking Super Speed on more and more characters. It is great battlefield maneuverability, and the easy access to Raptor/GvE Jump Jet/Jet pack makes the vertical issues non-existant. Super Speed is a two-for-one power with travel and stealth. I don't see any reason to take "stealth" at all when SS provides the same benefit AND travel.
  7. Local_Man

    City Traveler

    I have the vet reward. Whether I take the pre-req and travel power, or just a travel power, or no travel power (using Ninja Run+Hurdle) varies with the character.

    I take Air Superiority on some characters who need the attack. I take Hover/Fly on characters, mostly blasters, who like to stay out of melee to fight. I take CJ on characters, mostly scrappers and tanks, who hope to softcap Defense. I take Hasten on most Controllers and other characters for whom Recharge is essential. Once in a while, but not very often, I take Recall Friend.

    Most of the characters with the pre-requisite usually take the matching travel power, but I have a few exceptions. For example, my Illusion/TA controller had a tight build to fit in all the powers I wanted, and needed Hasten. I was forced to take Super Speed for travel. Once I got the vet reward, I was able to change his travel power to Fly, which better fits him.

    I don't have any hard rule . . . it changes according to the need of the character, but I appreciate the flexability it offers.
  8. Quote:
    Originally Posted by Streetcleaner View Post
    Last night I did the old Positron TF through Ouroboros, in the expectation that it would award me the Positron's Ally badge when I completed it, but when I finished, I got my merits, but no badge. I had done the second part of the new positron TF previously on the character, but not the first.

    I've done the Ouro Posi before and got the badge at the end, so is this a bug perhaps, or does the fact that I've done one part of the new version prevent me from getting the badge by doing the old one?
    Welcome to the world of "bug testing." It seems that you have found a bug. I haven't heard of anyone doing quite what you have done -- do the second half of the new Posi TF, and then do the old Posi TF through Ouro and not get the badge, when you are supposed to be able to get the badge from doing the old Posi TF through Ouro.

    I'd report it and ask for in-game help. You might get the Positron's Ally badge from the GM who responds.
  9. Quote:
    Originally Posted by Neofusion View Post
    What level IO's should i be buying at 30? and will i ever end up with a mix of 25-50 IO's?
    There are different beliefs on that. At 25, I generally buy SOs, since they are actually better than common IOs. While Frankenslotting is still better than SOs at that point, most of the time, I still use SOs for levels 25 and 30. Then I make sure that I'm fully outfitted with common IOs and whatever set IOs I can fit in cheaply by 35.

    Frankenslotting, in case you don't know, is taking advantage of the fact that the multi purpose IOs from sets provide a higher enhancement level than common IOs or other enhancements at the same level. Two Acc/Dam IOs from two different sets at level 25 will provide more enhancement than an Accuracy and a Damage IO or SO for the same level. The triples are even better. Putting three Acc/Hold/Rech in a hold is much better than an Acc, a Hold and a Rech. Look at the percentages and you'll see. And, of course, the IOs don't expire, so if you can get them fairly cheaply, knowing that you will replace them later, it is generally worth it.

    Will you end up with a mix of 25's and 50's? That's up to you. By the 40's, I generally replace anything I have left over at 25 or 30, but unless you use a respec, those lower level IOs will just get thrown away. But that's OK, because there are always more.
  10. Local_Man

    Who broke it?

    They broke it again . . . really frustrating, as we were down to the last wave of the Hami Raid when I DC'ed and it looks like all the West Coast Servers are down.
  11. This build looks amazingly familiar . . . . since it is exactly my build with common IOs and a couple of set IOs thrown in...

    Start throwing in IO sets, following the same basic slotting concepts. You need to decide if you want to focus on Recharge? Endurance/Recovery? Regen? Defense? Your slotting and power choices may change depending on what you want.

    Here's one way, focused mainly on enhancing the powers to make them most effective. This build doesn't try to slot for any particular set bonus. With enough Influence, you could easily replace the Stupify set with the purple Absolute Amazement set. There are a lot of other changes that could be made. But I like the slotting of Choking Cloud. There might be a better way to slot Hot Feet, but that way works well.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Fire/Rad : Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- HO:Endo(A), HO:Nucle(3), HO:Perox(15), HO:Perox(36), RechRdx-I(37), RechRdx-I(37)
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), GravAnch-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(11), Posi-Dam%(23), TotHntr-Dam%(34), GravAnch-Hold%(34)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(40), RechRdx-I(46)
    Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), HO:Nucle(9), TmpRdns-Dmg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), EndRdx-I(40)
    Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(19)
    Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(42)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Cinders -- HO:Endo(A), HO:Endo(25), RechRdx-I(25), RechRdx-I(40)
    Level 26: Super Speed -- Clrty-Stlth(A)
    Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), Lock-%Hold(29), EndRdx-I(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Hold(31)
    Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(43)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42)
    Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResKB(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Bonfire -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 0: Ninja Run


  12. Quote:
    Originally Posted by Purus View Post
    Before I make one of these fun things I like to build in Mids.......with phantom army being a great shield/agro holder etc do I need to build for any defence or resistance at all or is building purely for recharge the way forward?

    Take a look at my guide, linked in my sig. It has tons of information on the powers, builds and strategy.

    In general, PA will hold the aggro. Spectral Terror will also help keep foes away from bothering you. You will also have invisibility to keep foes from noticing you. You will pick one foe to hold and destroy with Blind and Spectral Wounds. If any foe takes notice of you, you can Deceive him to have him turn around and attack his buddies instead.

    Recharge is the high priority. Then Recovery/Endurance. RI slotted for ToHit Debuff provides the equivalent of substantial defense. EF provides a Damage debuff that is the equivalent of Resistance.
  13. Beware -- there are two Paragonwiki sites. The one Tyrrano linked to is the right one, as the other has been taken over by bad people. You may get Adware if you go to the other site.

    The CoHTitan site is a great place to learn about the game. That and these Forums will answer any question you may have. Make sure you download Mid's Hero and Villain Designer -- virtually all the builds you see posted on the forums use that program. Also, go to the Vidiotmaps site (www.vidiotmaps.com) to download and install the map patch. That will show you all the badges and plaques on your in-game map, and is a minor modification tolerated and approved by the Developers.

    Try tons of characters. I started with a Scrapper, then a Blaster. Then I tried a Tank. When I tried a Defender, I thought I had my favorite -- and my namesake is that Defender. I then rolled up a Controller to be a sidekick to that Defender, and quickly found out that Controllers are my favorite.

    This game is not all about taking one character to max level to play the end-game content. The journey is more important. The fun really comes from getting new powers, slotting them up and learning how to use them. Solo is fun but teams are better. I have stayed with this game for so long mostly because of a group of friends I have developed and team with on a regular basis.

    Use the forums. There are lots of player-written guides to give you an idea of what various types of characters are like. Many of them are quite good, but there are a few that are off base. Some of the older ones don't take into account the changes in the game since they were written. If you decide you want to try an Illusion/Rad or Earth/Rad controller, you can see the guilds linked in my sig. I generally suggest an Illusion/Rad as a newer player's first controller.
  14. OK, here is a build with Perma Hasten and AM, and marginal Perma-PA at 61.3 second Recharge. The problem is that by adding the leadership pool, you lose a place for a LotG Recharge. You could drop Fire Shield, replace it with Superior Invis to use as a LotG mule to fit a third LotG Recharge into the build. That would drop the recharge on PA to 60.1 seconds. You could also put in more purple sets. This build has 5 sets with 5% Recharge, and 5 with 6.25% Recharge, so those are at limit. You could add more 10% from purple sets, or another LotG Recharge if you want to get the Recharge higher.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Ill-Rad with Leadership: Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), HO:Nucle(31), Dmg-I(39)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(43)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(31), HO:Nucle(39)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 8: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-ToHitDeb/EndRdx(11), DarkWD-Slow%(17)
    Level 10: Hover -- LkGmblr-Rchg+(A)
    Level 12: Swift -- Flight-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(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%(25)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
    Level 24: Group Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(27), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46)
    Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A)
    Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
    Level 30: Lingering Radiation -- Acc-I(A), TmpRdns-Acc/Slow(34), TmpRdns-EndRdx/Rchg/Slow(40)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(40)
    Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
    Level 38: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit/Rchg(50)
    Level 49: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(50), S'fstPrt-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run



  15. Actually, there are some practical aspects . . . I leveled this guy up before the 60 month reward, using Super Speed. Normally I take SS for steath + Travel in one, but this character didn't need the stealth. Instead I picked SS for travel because I needed Hasten, and only had one power slot left for Travel without skipping something I wanted, so Super Speed let me get an extra TA power. Once I got the 60 vet reward, I decided I wanted to switch to Fly ... but left the same slots in it. Just lazy. I slotted the Zephyrs because I had them, not because I was looking to build ranged Defense. Frankly, this character doesn't get hit much. The little bit he gets hit can usually be handled by Aid Self.

    His strategy is simple: Send in PA, stand back and fire off debuff arrows, then control arrows, then take down single targets refreshing debuffs and controls as needed. If PA runs out, throw out Spooky and/or OSA and continue as before.

    My slotting for Health was prompted by what I had on hand, not careful planning. Both of those Numinas were drops. My hope was to get a fair amount of Regen to make up for the lack of a self-heal -- and that was before I decided to add in Aid Self. Leveling up, the Regen really helped. In fact, looking back at it, my build works very well but could certainly be improved in several ways. My Ill/TA is not on my main server either, so he doesn't get that much attention. I have my perma-PA Ill/Rad on Guardian, so he gets the most focus. I certainly could improve the slotting on the Ill/TA in several ways. (For example, if I moved Aid Self and could put one more slot in it, it could take a Doctored Wounds set for another 5% recharge.)

    Still, for the purposes of leveling up an Ill/TA, my haphazard build is a reasonable example. My goal when I made him was to experience the Trick Arrow set, since I already had two other high level Illusion characters. (And this was back under the old Hami rules, and I wanted another Illusionist on my secondary server for the old Hami Raids.) As a result, I tried to take almost everything in Trick Arrow. I only skipped Flash Arrow because I really didn't need it with Superior Invis and PA.

    My slotting for Blind was because I find that I solo this character a fair amount -- while the Hami-O slotting gives no bonuses, it caps both Damage AND Hold, with decent accuarcy and good recharge. Plus, I had the Hami-Os on hand. For a carefully planned build, I would probably swap that out for 4 Baz Gaze, an Acc/Dam Hami and a common Damage.
  16. For the most part, any Illusion/Anything will usually want Recharge. Getting Phantom Army up as fast as possible is a key to any Illusion build. However, I think you should probably wait until the 30's or 40's to start putting together a final IO build.

    My Ill/TA is a lot of fun. You will get some more damage later in the build. Oil Slick Arrow, once lit, provides pretty good AoE Damage. Then Fire Blast and Fire Ball from the APP set adds a lot more. At level 50, he does decent single target damage with Blind-Spectral Wounds-Fire Blast-Spectral Wounds. Oil Slick Arrow lit with Fireball is very gratifying. It is a little frustrating that Phantom Army, which is invulnerable, run out of the lit OSA just like every other pet, but at least they have ranged attacks. (In general, I use OSA most of the time as a filler when PA is recharging, which avoids the "run away" syndrome.)

    Here is my planned build. I don't have nearly enough Infl to buy the Apocalypse set for Fire Blast yet, but I have most of the rest. I recently got the Sleep set in PGA. I could put a Ragnarok set in Fire Ball for more Recharge. I could put a Basilisk Gaze set in Blind for more Recharge and give up a little damage. But this build is about 8 seconds shy of having Perma PA and still slots the powers pretty well -- should be good enough.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Illusion Trick Arrow: Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Medicine
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Blind -- HO:Nucle(A), HO:Endo(3), HO:Perox(13), HO:Perox(15), RechRdx-I(34), RechRdx-I(37)
    Level 1: Entangling Arrow -- Acc-I(A)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(7), Thundr-Acc/Dmg/Rchg(7)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(15), CoPers-Conf%(29)
    Level 6: Glue Arrow -- RechRdx-I(A)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(40), RedFtn-Def(43), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx(48), RedFtn-EndRdx/Rchg(48)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Fly -- Zephyr-Travel(A), Zephyr-ResKB(13)
    Level 14: Swift -- Flight-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Heal-I(17)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(23), S'bndAl-Dmg/Rchg(23), S'bndAl-Build%(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Acid Arrow -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(25), AnWeak-DefDeb/EndRdx/Rchg(27), AnWeak-Acc/Rchg/EndRdx(29), AnWeak-%ToHit(34), Achilles-ResDeb%(43)
    Level 24: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
    Level 26: Spectral Terror -- Abys-Dam%(A)
    Level 28: Disruption Arrow -- RechRdx-I(A)
    Level 30: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Sleep/EndRdx(31), FtnHyp-Plct%(34)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(48)
    Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), RechRdx-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 -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg(42), Apoc-Dam%(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dam%(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Aid Other -- Heal-I(A)
    Level 49: Aid Self -- Heal-I(A), Heal-I(50), Heal-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 2: Ninja Run
  17. Quote:
    Originally Posted by Tal_N View Post
    Ìf the choice was between the no-brainer Illus/Rad where you don't have to think much about what you're doing and Illus/Storm then obviously Illus/Storm was gonna come out second because it is inherantly harder to play and has a learning curve. Personally thats why I love it so much, I don't like vegetating while I play. I prefer to be constantly adapting to the changing situation that Illus/Storm causes.
    eh-HEM . . .

    There's a difference between having 5 pets and 7. Ill/Rad doesn't get to cast Lightning Storm and Tornado and sit back (hiding in a hurricane protective wrap) and watch the pets do stuff. Ill/Rad has to be a little more active.

    I like both sets. Neither one is a "no brainer" if played well. Ill/Storm is flashy and loud and chaotic. Ill/Rad is more flexible, more team-friendly and, in the long run, a little bit more powerful. The pet recharge nerf hurt Stormies a lot by reducing LS's attacks quite a bit.
  18. Even with the large amount of Recharge needed for a perma-PA build, there is a small gap in the attack chain. However, Blind-SW-Blast-SW gives you an attack chain that never lets up. Plus, that APP blast can give you a different damage type, letting you handle Psi-resistant foes like robots. The AoE blast can be used whenever you want to fit it in -- after PA has the aggro, of course. Sometimes after using Flash to set AoE containment, but the real strength for an Ill/Rad is that single-target attack chain.

    As I explained in the guide, you need to take into account the Spectral Damage in SW, too. By using that single target APP blast attack with Blind and SW, you'll kill stuff faster and get to keep more of the spectral damage. Fire Blast does a little bit more damage than the others, which adds up, too.

    Take a look at my Perma-PA build near the end of the posts in my guide thread. That build has Fire Blast, Fireball and Fire Shield, all with Perma-PA.
  19. EM Pulse is one of the best holds in the game. It activates quickly, has a huge radius, lasts a long time. It stops your ability to recovery endurance (but does not drain endurance) for a few seconds. This makes EM Pulse a great "panic button" power, but not necessarily something you use on a regular basis. In an emergency, you can pop Cinders and EM Pulse, and the combination will hold bosses. While EM Pulse is not an essential power, it is very nice to have.

    For the Fire Imps: The Resistance and Defense procs are less effective for the Imps because they are little monkeys hopped up on crack -- they run around so much, they often run out of the area of effect. Plus, unless you have more Resistance or more Defense to stack, the little bit from the procs doesn't do much. If you were Fire/Therm, I'd say to get the Resistance procs. But for a Fire/Rad, Recharge will probably do more, as you will be able to re-summon the Imps when one or more die.

    Fire Cages: In spite of the appearance, Fire Cages doesn't do much damage. Overall, damage procs in the power will add up to more damage than slotting for damage itself. So, if you want to maximize damage, slot it up for Accuracy and EndRdx, then add some procs.

    The same is not true for powers with decent damage in them, like Char or Hot Feet. Slotting damage in these powers will generally get you more damage than procs. The only exception to this might be the procs from purple sets which hit 33% of the time instead of 20% or less. Procs will only add more damage after you have already capped the damage in the power.

    SBaudway's advice above is very good.

    Hot Feet needs to cap EndRdx, then Damage and add a little Accuracy. A little Slow is nice, too, as the slow will keep foes in the area longer, to give Choking Clous more chances to hit. My cheap slotting is Dam/End and Acc/Dam/End from Scirocco, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, Acc/Dam Hami-O and a common EndRdx. That can improve with purples.

    Similarly, Choking Cloud needs capped EndRdx and Hold. See my Ill/Rad guide for an explanation of how Choking Cloud works and some alternative slotting. Having capped Hold is important, as it will extend the hold over more pulses, giving you a better chance of extending the hold. Only add procs after EndRdx and Hold are capped, and then the first proc to add should be the Lockdown +2 Mag. Because of the way CC works, this proc is especially effective in Choking Cloud. Getting some accuracy in CC isn't as important as this proc, but a little bit of accuracy is nice. The goal with CC is to keep foes in the area of effect for as long as possible, to allow more chances for pulses to hit. Pulses come every 5 seconds.
  20. Local_Man

    Fire - Rad

    If you want an end game build, here is one that is effective. Note that I did not seek to maximize any particular bonus. I just wanted to slot up the powers to be as effective as possible.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Capt. Fantastic: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Char -- HO:Endo(A), HO:Nucle(3), HO:Perox(15), HO:Perox(36), RechRdx-I(37), RechRdx-I(37)
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), GravAnch-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(11), Posi-Dam%(23), TotHntr-Dam%(34), GravAnch-Hold%(34)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(40), RechRdx-I(46)
    Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), HO:Nucle(9), TmpRdns-Dmg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), EndRdx-I(40)
    Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(19)
    Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(42)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Cinders -- HO:Endo(A), HO:Endo(25), RechRdx-I(25), RechRdx-I(40)
    Level 26: Bonfire -- RechRdx-I(A)
    Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), Lock-%Hold(29), EndRdx-I(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Hold(31)
    Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(43)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42)
    Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResKB(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Super Speed -- Clrty-Stlth(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 0: Ninja Run

    If you want to slot for Ranged Defense, that's fine, but you need to start with the core powers and have an understanding of how the build works first.
  21. Local_Man

    Fire - Rad

    To the OP:

    No offense intended, but from my view, you have skipped the core powers of a Fire/Rad (Hot Feet and Choking Cloud) and slotted your powers up for ranged defense at the expense of more effective slotting. The core strategy for a Fire/Rad is to handle large groups of lower level foes. Flashfire and Fire Cages from range, then run in with Hot Feet and Choking Cloud on, Fire Imps trailing, to hold everything and let HF and the imps kill everything. Fire Control is a weak set to use as a ranged controller. It has AoE damage, not single target damage. It is not really much of an AV killer. I'm not saying it is impossible, as with enough Insp and temp powers, you might be able to do it, but you aren't working towards the strength of the set.

    Ignitros threw out an outragiously expensive build. Put enough purple sets and procs in almost any build, and it will look like a good build. But unless you have about 10 billion, I wouldn't look at his build. He made a few choices I wouldn't make, but at least he has Hot Feet and Choking Cloud.

    Here's a Fire/Rad build with common IOs to show the basic powers and common slotting. There are some powers that are optional -- Fire's essential powers are Char, Fire Cages, Hot Feet, Flashfire, Fire Imps. Everything else is optional, but I would consider Cinders to be nearly essential. From Rad, Mutaion and Fallout are skippable. Maybe EM Pulse, but it is one of the best AoE holds in the game and a great Panic Button power.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Capt. Fantastic: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Char -- Acc-I(A), Hold-I(3), RechRdx-I(15), Dmg-I(36), Dmg-I(37), Dmg-I(37)
    Level 1: Radiant Aura -- Heal-I(A), Heal-I(15), RechRdx-I(43), Heal-I(43)
    Level 2: Fire Cages -- Acc-I(A), Acc-I(3), EndRdx-I(11), EndRdx-I(23), TotHntr-Dam%(34), Posi-Dam%(34)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5), EndMod-I(37), EndMod-I(40), EndMod-I(46)
    Level 6: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(7), EndRdx-I(7), ToHitDeb-I(39)
    Level 8: Hot Feet -- EndRdx-I(A), EndRdx-I(9), Dmg-I(9), EndRdx-I(27), Acc-I(27), Dmg-I(40)
    Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
    Level 12: Flashfire -- Acc-I(A), Acc-I(13), RechRdx-I(13), Dsrnt-I(17), RechRdx-I(17), Dsrnt-I(19)
    Level 14: Fly -- Flight-I(A), Flight-I(42)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Cinders -- Acc-I(A), Acc-I(25), Hold-I(25), RechRdx-I(40)
    Level 26: Bonfire -- RechRdx-I(A)
    Level 28: Choking Cloud -- EndRdx-I(A), Hold-I(29), EndRdx-I(29), Hold-I(31), EndRdx-I(31), Hold-I(31)
    Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 32: Fire Imps -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), Acc-I(34), RechRdx-I(43)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(45), EndRdx-I(45), S'fstPrt-ResKB(45)
    Level 47: Psionic Tornado -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48), RechRdx-I(50)
    Level 49: Super Speed -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 0: Ninja Run
  22. Quote:
    Originally Posted by Tal_N View Post
    I use the power for very specific targets and I found issues when it was an AoE that could effect multiple targets. For example, confusing Skyraider Forcefield Generators. With the AoE proc they may hit a nearby soldier who then decides to make it his mission in life to smash the FFG I'm using to buff myself. In general, there is little to be gained from mass confusion because all it does it eat EXP if you allow it to carry on too long. If the fight is ended quickly then you don't notice the loss but in general Illus/Storm doesn't struggle to deal with large spawns anyway.
    With the proc, I use Deceive constantly in almost every battle. I think the benefits far outweigh any downside. An AoE Mez that doesn't draw aggro and can result in bonus XP? Yes, please! As long as I or my team do some of the damage, we're earning plenty of XP.

    I was on a Lady Gray TF yesterday, and was confusing groups of Rikti, some of which were Guardians who would then cast AM on our team. I wasn't targetting Guardians, but I got some anyway. I used Deceive to mez the Clock King at the end of the first mish, and while I was building mag on him, all his little annoying minions were beating up on each other thanks to the proc -- until the King himself became confused, and he used his big Alpha Strike to wipe out most of his minions. (We were almost all level 50, so XP didn't matter. We were also trying a Master run, so safety mattered more than anything else. The tank didn't have to take the Alpha Strike from the AV that way.) I have no doubt that the frequent use of Deceive with that proc helped reduce the damage my team took and helped us kill groups faster.
  23. Tal_N,

    You are substantially missing out if you don't put the Contagious Confusion proc in Deceive. About 1/3 of the time, it will hit one or more additional foes if there are others in the area. You get an occational Mini-Mass Confusion just for using Deceive. All three of my level 50 Illusionists have it, as does my Ice/Storm in Arctic Air.
  24. Quote:
    Originally Posted by Xapphyre View Post
    Thank you so much, true metal, for implying correctly. I didn't know that. Saves me a lot of time and anger =)

    And thanks for all your help everyone! I think the questions asked have been answered!
    A scrapper is pretty good for quick leveling. Blasters do pretty well, too. In the long run, I prefer Controllers, but they are not very fast through the lower levels solo -- you will go much faster on a team.

    One way to get your first 8-10 levels is a sewer run with a decent team. I like to get my character to level 4 before going into the sewers, but many hit them fresh out of the Tutorial. Just broadcast that you want a sewer team, and if enough folks are on, there are usually some takers.

    If you want to play solo, I use a pretty simple roadmap to get started. I do my missions in Atlas from my first contact, with a little bit of street sweeping along the way. That usually gets me to level 5.

    Then I go to King's Row to do three Scanner missions. (Go to the Detective who pops up on your screen when you arrive in King's Row and he will give you a scanner. Click on the scanner to get missions.) That generally gets me to level 6 or 7. Then it is time to do the Atlas Park Bank mission (Solo, it is sometimes a good idea to lower your difficultly to -1 for this first bank mission -- you really want to complete it to get the Raptor pack for early flight.)

    Then I get a new contact from the Detective. I decide if I want to do missions in the Hollows (since I have to run there anyways) or do missions from the contact to get up to level 10 or 11. I try to get the contact who gives out the Fortune teller missions (Spelunker badge is needed later for Atlas Medal Accolade). Then it is time to do three more scanner missions in King's Row to get the King's Row Bank mission for the Zero-G pack (Super Jump). Then back to missions from contacts or Hollows to 15 or 16. Do more Scanner missions and the Bank mission for the Self-rez temp power. That's a good time to do a Positron TF, but if you can't, go to Faultline for missions that will get you most of the way to 20.

    And Warshades are all kinds of fun. 6-20, you are mostly a floating gunship. At 20, you get your Dwarf form and can start tanking. Then comes level 22 and Stygian Circle -- one of the best powers in the game on teams. And each power after than adds more fun to the mix. Peacebringers are mostly the same until level 22, but then the two types of HEATs begin to differ substantially.
  25. Quote:
    Originally Posted by graystar_blaster View Post
    5 slot PA(with soulbound) save yourself a slot and still keep the good bonuses.

    or go with A rech/intensive set and get a bonus for you phantasm
    Slot it that way and you won't have nearly enough Recharge. Slot it my way, and you get capped Damage and Recharge, good accuracy and that Chance for Build Up. -- if you want to save a slot, leave off the chance for build up.

    The Resistance Proc in Expedient Reinforcement provides minimal benefit for an Illusionist's Phantasm, since Phantasm generally stays back, casts his Decoy in melee and then attacks from range. That proc mostly benefits Earth and Gravity pets, who already have high resistance.