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Quote:The Black Market is cross-server for all Villains. It will be just as easy to get recipes and enhancements on Freedom as on any other server.Awesome. Trying to get a Set of anything on Freedom seems insane, so I hope using Frankenslotting will allow me to buff up my brute(s).
Wentworths is also cross-server, but the red-side market and the blue-side markets are separate. -
Quote:The IOs from purple sets (Gravitational Anchor, Unbreakable Constraint, Absolute Amazement) will be expensive, in the 20-50 mil range. The -knockback IOs and the Luck of the Gambler Recharges will be expensive, but you can get those with merits. And there are some other somewhat expensive IOs in the build as well, where prices can vary quite a bit on the markets. Bas Gaze, Posi Blasts, Decimations and any procs can be quite expensive.Again...thanks guys.....
The build that (Louis is it?) made.....like I said...I am a newb at IO's....but is that one going to be a bit pricier?
and is Pricier even a word?
Also.....does assault work well for controllers? and does it work on Stoney?
I read mixed reviews about it on here.
Sorry for all the questions all of a sudden
As for Assault . . . The numbers are slightly lower for Controllers than Defenders. Some people love the Leadership toggles . . . but I'm not one of them. I try to get them on most of my Defenders, but I have only one Controller with them. In most cases, I feel that you can choose a power from your primary or secondary that will provide more benefit than those toggles. One exception is a designed team where everyone takes the toggles to stack the buffs, but you said you want to solo later. I believe that it will affact Rocky. It is up to you whether you want to use power pick and an extra slot for the damage buff -- plus you have to decide what you will give up. (Plus, I find the animation to be annoying for some reason.) -
Quote:No, I missed it. That's enough. Steamy Mist+Stealth IO will give you full invis in most situations. However, I like Super Speed on a stormy. SS is great for Herd-i-cane and for getting in just the right position for using powers like Lightning Storm, Thunderclap and Gale.lol no offense taken.....that is why I came here.....I appreciate the sample builds guys and now i know kinda where to go......believe it or not I thought I sorta was slotting for recharge.....
as for stealth..I put that IO in sprint...is that not enough?
Louis had some nice slotting in several of the powers. I liked his Freezing Rain slotting. As I said, I just threw my build together quickly this morning, so there was room for improvement. But at least it should have given you an idea of where to go. -
Just a few notes on what I did above --
I added Super Speed. Steamy Mist+Super Speed gives you full invisibility. That becomes very useful not only for teams, but also solo. Once you get Rocky following you around, you are able to lead him into battle to let him draw the aggro.
In Stone Cages, I put a couple of purples in. If you don't have the Influence to get them and before level 50, you can add another Acc/End and another damage proc. However, that Chance to Hold proc is really nice in this power.
Quicksand: It is autohit, so it does not need Accuracy. It does no damage, so damage enhancments do no good. It needs Recharge, and maybe a little Slow, although the Slow only affects Run Speed. The main use of this power is (a) back-up control that you can throw underneath everything else, and (b) a huge 25% Defense Debuff. Use Quicksand a lot, and you don't need to worry about accuracy.
Freezing Rain: probably your single most important power from Storm, and you want it up as much as possible. Slot for Slow? Use Quicksand and you don't need to. Or, if you want the foes to stay in the area, use Stone Cages. However, that will negate the knockdown, so Quicksand is better. With the Slow in Quicksand and the little bit of inherent Slow in Freezing Rain, the foes will already be at cap (90%) for movement debuff.
Earthquake: You want Recharge and ToHit Debuff in this one. You don't need Defense Debuff since Quicksand and other Earth powers already gives you a ton.
Steamy Mist: Needs EndRdx most, then some Resistance is nice and has more effect than the Defense. You could put a LotG Recharge here if you want, but those are expensive.
Volcanic Gasses: You need to slot for max Recharge and Hold. Then procs in this are great because they hit a lot. Look at my Earth/Rad guide for an explanation of the mechanics of this power. That Lockdown proc builds mag to make it more likely to hold a boss.
Hurricane: The most important things to enhance is ToHitDebuff and EndRdx. I consider this to be a situational power and keep it off most of the time. With some practice, you can learn to "herd-i-cane" foes back into your AoE control areas -- super speed is very helpful to do this. The ToHit Debuff is large, and has the same effect as defense.
Animate Stone: a/k/a Rocky -- the pet resistance proc is very helpful to boost his already high resistances. If you can find another slot, you can add the one from Expediant Reinforcement, too.
I added O2 Boost. It can be quite helpful to heal up Rocky when solo. -
No offense intended, but this build needs some major help. You have several powers slotted for aspects that are minor or should not be slotted. It also is not clear if you are slotting for any particular bonus. Some folks slot for Recharge, others for Defense, others for Endurance/Recovery, etc. Because an Earth/Storm controller has tons of -Defense and some -ToHit, I think the most useful bonus on an Earth/Storm is Recovery and Recharge. Earth/Storm will never be very fast to solo, but you can do it, especially as you get Tornado at 35 and Lightning Storm at 38.
Rather than going through each power, I made a sample build for you. I did this quickly, so I'm sure it could probably be improved, but it should give you an idea of what I suggest your changes should be.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Earth-Storm: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Hold-I(37)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Hold%(3), TotHntr-Acc/EndRdx(11), Enf'dOp-Acc/EndRdx(43), TotHntr-Dam%(43)
Level 4: Stone Prison -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(11), Decim-Build%(19), Decim-Acc/Dmg/Rchg(37)
Level 6: Quicksand -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), RechRdx-I(19)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), Achilles-ResDeb%(50)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb(23), DarkWD-Rchg/EndRdx(23), RechRdx-I(48)
Level 24: Steamy Mist -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam(25), S'fstPrt-ResDam/EndRdx(40)
Level 26: Volcanic Gasses -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(27), Lock-Rchg/Hold(27), UbrkCons-Hold/Rchg(31), UbrkCons-Dam%(34), Lock-%Hold(34)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46)
Level 30: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31), DarkWD-Rchg/EndRdx(50)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Acc/Dmg/EndRdx(33), SvgnRt-PetResDam(34)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-EndRdx/Dmg/Rchg(36), RechRdx-I(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Dev'n-Hold%(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 49: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run -
Quote:As for the regular Teleport power, you need to try a bind to make it easier. From in-game, type:My hero has these tp powers. Foe TP, Friend TP and Self-TP.
My villain has these tp powers. Foe TP, Friend TP and Team TP.
The TP Foe(200ft) and TP Friend(zonewide) are awesome. I can reach long distances with these. But self-TP is horrible. I have only line of sight capabilities(300ft). I saw a user come from another zone and TP right to the Mission location. Was I seeing things?
Here's my question. Is it possible to self-TP farther than 300ft/Line of sight? Can I self-tp by just selecting on the map?
/bind lshift+lbutton powexecname Teleport
(lshift and lbutton have a lower-case L as the first letter) This allows you to hold down the left Shift key and use your left (main) mouse button to click where you want to go. Teleport takes practice to learn to use it effectively. It is the least popular travel power, but it has some advantages -- you can teleport when Immobilized or slowed. You can teleport past blockages in hallways, and through small spaces that you could not otherwise fit through. (Stone Tanks often take Teleport because they can move quickly even when Rooted is on.)
Some other Teleport tips: Slot it for EndRdx first, but you can slot it with Range to make those jumps longer than 300 feet.
Before you start on a "trip," click on your target on the map. This will have the target show up on your navigation bar, making it easier to stay on target. Also, I find it easier to use the mouse wheel to pull back and get a broader view when teleporting.
Combining Hover with Teleport is nice -- no more concerns about falling. However, you can accomplish the same thing with the Raptor Pack.
Recall Friend is a nice, team-friendly power, and very nice to have if you have a rez power. However, I find Teleport foe to be mostly useless. -
My second character ever, and my first blaster was an Ice/Ice. I took him on an ITF yesterday. Ice/Ice is basically a Blaster/Controller, kind of like a Blue-Side Dominator. Great character for solo play, since you can hold foes and then beat them down in safety. With two ranged holds (Bitter Freeze Ray and Freeze Ray) you can quickly hold bosses (BFR takes a while to animate, so that one goes first.) Ice Patch gives you a nice little defensive power, and Shiver is simply awesome for its massive slow and -Recharge.
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First, I agree that 11 merits is too low. However, the Devs appear to set the merits based upon the amount of time that a really good team can do the TF. That's why things like the Eden Trial and the Katie Hannon TF have so few merits -- people figured out ways to run these really, really fast.
In the second half, you go up against an AV. That one is 15 merits.
The old Positron was 66 merits. You can still do the old one via Ouroborus, but it now gives only 40 merits. On the other hand, you can now solo it. -
Yeah, my usual style is to Deceive any foes who might cause a problem first (I use Steamy + Super Speed for Invis), then Phantom Army, Freezing Rain, Lightning Storm, followed by my Blind-SW-Blast-SW attack chain to take down the minions first. Spooky gets deployed a little bit before PA disappear, or to control a nearby spawn. Most of my other powers are situational. I use Deceive a lot because the Contagious Confusion proc can turn it into a small Mass Confusion about 1/3 of the time.
I agree (and make the point in my Ill/Rad guide) that a Perma-PA build is certainly not necessary for a great character. My Ill/Storm is not likely to get an end-game build since she is on a secondary server (I have 6 other controllers on my main server who are more likely to get fully IO'ed out.) Try playing the character for a while before planning an end-game build -- you may change your priorities on slotting. -
Quote:On teams, Propel can be very frustrating. It is very common that you will be shooting off your (very slow) single target attack chain of GD-Crush-Propel, and some teammate will come in and kill off your target before Propel can finish animating. In spite of this, I much prefer Propel over Lift -- I just like throwing stuff at the bad guys, and Propel hits HARD. It is especially nice against Robots who are weak to smashing damage.Mostly teaming, but I like attacking, don't always want to be supporting. So I will build powers accordingly. But I want to make sure I also provide the most support possible. So a tweener build I guess.
I don't have access to Mid's right now. Try playing around with Mids to make up a build following as much of the outline I gave above as you want to.
What is your secondary, by the way? That can make a difference. -
Quote:What are you doing? Are you going solo? Then you need as much damage as possible. Only teams? Then you can focus more on control.Should I slot for damage in my Gravity powers? Or should I be going for sets? Please help, first troller at lvl 16, and I have to admit, not sure how I want to slot him.
Gravity Distortion: Slot for Accuracy, some Recharge, and then depending upon how much you solo, you can slot for Damage or Hold. Good all purpose slotting, assuming you solo some, would be frankenslotting with Acc/Hold/Rech from 3 sets, plus an Acc/Dam/Rech and a couple of Damage.
Crush: This should be used as a damage power. 1 Acc, 3 Damage minimum.
Lift and Propel are also damage powers. I like 2 Acc, 3 Damage minimum in these (I take Propel for a more solo build, Lift for a team build).
Crushing Field: Accuracy and EndRdx are your first goals. It doesn't do much damage, so damage procs are better.
Dimension Shift: Ugh. Never take it.
Grav. Dist. Field: 2 Acc, 2 Hold, 2 Rech is standard slotting. You can do better with sets and Frankenslotting.
Wormhole: Acc, Stun, Rech and some Range if you can fit it in.
Singularity: I max slot Singy for damage, then try to fit in some control. Acc/Dam and Dam from Blood Mandate, Acc/Dam and Acc/Dam/EndRdx from Brilliant Leadership works leveling up, with two slots left for Hold and maybe a Resistance proc. You don't get your pet until level 32.
If you want to learn a lot about controllers, take a look at my Illusion/Radiation guide, linked in my sig. It has a section in the beginning for people new to controllers.
My Grav/Storm is a really fun controller to solo. Not fast, but fun. I really enjoy making strategic uses of my mix of powers. Things really get more fun once you get Wormhole and Singularity -- you will become a LOT more effective -- but Wormhole doesn't come until 26, and Singy comes at 32. It's a long time to get there.
By the way, don't limit yourself to one controller. Controllers are very different depending upon the primary and secondary -- much more varied than other ATs. Even different primaries with the same secondary -- my Ill/Rad is very different compared to my Fire/Rad. Ice/Storm and Earth/Storm are very different.
I had trouble getting into Gravity until I paired it with Storm. But the combo has become one of my favorite solo controllers. -
or the old fashioned way. If you know the character name, type (fill in the parts with <>):
/t <character name>, <message>
Make sure to use the comma. For a global tell,
/t @<global name>, <message>
That's only one @ symbol. You can tell that a name is a global name becuse usually the @ symbol is included. This will send a message to the person regardless of what character he or she may be on. -
Deceive is one of my favorite time wasters: Deceiving Embalmed Cadavers just to see them explode their buddies. I often do that in low level zones as I'm running by.
Hellion Soccer: Get two players with Repel, and then find one of the walled parks in Atlas with arches at either end . . . every now and then, the ball "expires" and we have to find a new ball. The Hellion looks even more like a ball when I use Tesla Cage on him . . . -
In Blind, you will get more overall damage slotting common Damage IOs than the damage procs. Maybe an Acc/Dam and a common Damage. Damage procs work great in powers with low or no damage, or in powers where the damage has already been ED capped, but in a power like Blind, slotting for Damage goes farther than the procs.
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Quote:It depends on the situation. Solo or Team? Large team or small? One good option would be Mass Hypnosis, Siphon Speed (to help everything recharge faster), Fulcrum Shift, then Siphon Power only if you are not at damage cap, then Terrify (cone with Damage and Fear) to keep everything controlled, then another Siphon Speed, then individual attacks (Dom-Mez-Lev). However, on a large, fast moving team, you probably won't have that much time. It may be that you have to let the Tank go in to grab aggro, then Fulcrum Shift, Siphon Speed, Terrify and your individual attack chain. Another would be to use Mass Confusion as an AoE control that lets the foes do damage to one another and then Fulcrum -- just make sure you get some damage done to all the foes.So I have arrived at lvl 25. Still having lots of fun and have a new question.
When I finally get to FS will my chain be my Mass Sleep, FS, Siphon Power, and then my damaging attacks?
Don't underestimate Terrify. It has somewhat weak AoE damage, but that damage adds up. Also, it lets you get some damage on every foe in a group, which is important for when you use Mass Confusion. (You get bonus XP for damage done by confused foes, but only if you do some of the damage to the target of the confused foe.) Most important, with a little bit of Recharge, you can have Terrify back up before the Fear effect ends, making it Perma. An AoE control that is Perma is very powerful. It lets you take your time killing off the foes. -
Quote:Some kinds of wings are Veteran Rewards. Some kinds of wings can be crafted from recipes and then added at the Tailor. The Angel and Demon Wings are vet rewards, but most of the others are craftable recipes. (I think one kind of wings was in the Valkyrie Booster Pack set, but I didn't get that one so I'm not sure.)Ok so I'm still fairly new to the game, only been playing for a month and a half or so but this has been bugging me. I'm seeing all sorts of players (low lvl players at that) running around in big trench coats, or with wings coming out of their backs. This might be a stupid question, but where are they getting these costume choices from? Oh and yes I've got a few of the super booster packages as well as pre-ordered Going Rogue, so I know about that already.
Look in the market under Recipes: Other. -
Quote:Arctic Fog is almost a copy of Steamy Mist (it is missing the confusion protection according to CoD). I would not say that an AoE Stealth compares at all to Superior Invis in terms of invisibility, but if you have GI, you don't need SI no matter what the secondary. However, if you take another stealth power or use a stealth IO, you can drop GI too. You lose the ability to Invis the team when they go out of your AoE, but you gain a power slot. On my Ill/Storm, I took Super Speed + Steamy Mist and skipped both GI and SI. Plus, Super Speed is better for Herd-i-caning.The only /cold power I skip on my builds is snowstorm. Not because it isn't a decent power, but because it is slow to cast and I feel you have more than enough active mitigation to warrant not using it.
My ill/cold is skipping sup invis (already have arc fog which is way better) and group invis. That makes it a very tight build, but you don't really need a lot of powerpools to do well with it imo. -
Quote:The OP said that he (or she) mostly solos. Granted, Ill/Emp is mostly a team build, but if he mostly solos, then I would say that SI is better than GI.I would definitely agree with dropping absorb pain. That power should never be taken on a controller, and I probably wouldn't take it on a defender even too.
I've always been much more partial to group invis. There are few things in this game that a stealth IO and some manuevering can't get past, for anything else group invis, which can go on teammates is enough. The only difference is between nemesis snipers that i've ever seen, and the times where that matters have been so few for me i'd rather have the team buff, and it's easy to perma, and better on endurance.
I am much more a fan of the hover + SS combo, as mentioned on the stealths as well it furthers the bettering of group invis over SI. And hovering is good manuevering with illusion so you can come down on top of the mob to get the most out of your phantasms energy torrent, plus you are getting hasten anyways.
I leveled my first Ill/Rad up using GI, then respec'ed into SI at 50. My second Ill/Rad was part of an Ill/Rad superteam, so she had GI as well, mainly for the shared Defense. Again, I respec'ed into SI once the Superteam was over.
No question that GI is much better on endurance than SI. Two or Three Recharges make it perma. Because it is a click power and not a toggle like SI, there are some advantages and disadvantages. The advantage is that you can share it with teammates and it will not turn off if you run out of endurance. The main disadvantages are that you have to remember to re-cast (hiding when you do because you become briefly visible) every few minutes; and if you die, you may have to wait a few minutes after you rez for GI to recharge. For me, having to re-cast every few minutes was enough of a pain in the tail that I prefer the higher-endurance toggle that I don't have to think about. If my endurance starts to get low in battle, I turn it off (since the baddies can see me anyway when I attack). I find that I can keep it on most of the time . . . I usually only have endurance issues when running the Rad debuff toggles and doing a lot of attacking.
I slot SI with a minimum of 2 EndRdx. I don't really worry about slotting for Defense. GI gets 3 Recharge because Hasten and AM may not both be running, or I may get a Recharge Debuff. -
Quote:On most Illusion controllers, I would say NO. Illusion has few powers that will benefit from Power Boost, since it does not affect pets. However, on an Ill/Emp, it can be effective to lengthen the Empathy buffs. So, for an Ill/Emp, I would say that it depends on your playstyle.Is Power Boost worth taking? IIRC The actual description of the power actually says only the first couple of attacks/powers will be boosted? Nice and all, but IMO unless that description is outdated/incorrect, Power Boost kinda weak when it comes to healing team members consistently.
So yeah, is Power Boost really worth taking on this build? -
Quote:I don't think that Spectral Terror takes any ToHit Debuff enhancements. My understanding is that the -15% ToHit Debuff is unenhanceable. Spooky only takes Fear sets.I like /cold on trollers quite a bit.
4. The -to hit in spectral terror is -15%, up to about 23-24% when well enhanced. This stacks very nicely with the +defense buffs in the shields and in arctic air; after defense totals have been enhanced in the shields and after spectral terror has been enhanced for -to hit, your pet and teammates will be functionally quite close the softcap limit on defenses. Almost any more boosts provided by teammates--or by running maneuvers on your troller, if you'd like to do that--will have mobs routinely whiffing.
Maybe you could use an Enzyme to squeeze in some ToHit Debuff, but I've never tried it. And it may or may not work since Spooky is a pet. -
Quote:Fully agree. And for most builds, there is something even better to take at level 6 than Hasten or whatever travel pre-req you plan to take. You are going to have your Tier 4 power from your primary become available for the first time at level 6, and will still have two other powers from your primary or secondary available. Most of the time, one of those powers will provide more benefit than either Swift or Hurdle at level 6.It's a personal decision but I always favor Hasten over Swift at low levels. In fact it's extremely rare that I take Swift at all, since so many of my characters use Ninja Run and Hurdle is much faster paired with that.
The reason to take Hasten so low is it provides a MUCH bigger boost to your recharge rate than you will ever get with slotting at that level. With 3 Training Origins slotted it is up about 40% of the time (about 300 seconds end to end recharge with 120 seconds of that Hastened). Looked at as an average, that's about like a global boost of 28% to all powers, or like slotting every single power you have with 3 recharge TO slots. Now, in practice Hasten doesn't actually work like that--you get bursts of very fast Recharge mixed with slower moments. However any long recharging powers--specifically, AoE mezzes--are likely to Recharge faster, and the effect is extremely significant. It's like getting free enhancement slots when you need them the most. The powers Ice/Storm is most in need of re-popping at early-ish levels are Ice Slick and Freezing Rain.
As for what to actually put in enhancement slots, the answer for most powers early on is simply Endurance Reduction. You really don't need the accuracy yet (since you've got a bonus and probably fight enemies your level besides), damage and mezz duration barely effect the bottom line. Recharge enhancers go in a few critical powers but everything else benefits most from Endurace Reduction.
Arctic Air, BTW, works fabulously at low levels if you six slot and fill it purely with endurance reduction. You will still struggle for endurance a little, but if you can resist the urge to click constantly you are hands down the most powerful team Controller possible until level 15 or so. Very, very few enemies can withstand this power at that level due to their very few attacks and the fact that it is always available, while other Controllers are struggling with Recharge. In fact, at very low levels (e.g. on sewer runs or early missions) an Ice Troller is probably a better tank than most actual Tankers or Scrappers.
The point I was making originally is that it seems that people seem to often take Swift or Hurdle at level 6 out of habit. Except in very few builds, something else would be better at that level even if you expect to take the Fitness pool eventually. It doesn't really matter except when you are first leveling up the character -- but showing builds to new players with Swift or Hurdle at 6 has a good chance of misleading a new player when they could be doing something more effective. -
A quick thought for you . . . since you have Ninja Run, get rid of Super Jump. Replace Swift with Hurdle. That way you could get Clear Mind sooner.
I have several characters where I am using Hurdle + Ninja Run for travel -- it is not the fastest, but it is doable. If you have a tight build, it is a great option. -
It would help if you gave a little information on your playstyle. Do you solo much? A mix? Mostly team? Do you tend to play your primary for team control or damage? Do you mostly focus on your secondary, trying to be a "healer"? My guess is that you try to be a "healer" since you have no damage in Blind and skipped Spectral Wounds until late.
I have to say up front that I'm a strong advocate of the Illusion control set, and not so much for Empathy. My Illusion/Radiation guide has a lot to say about Illusion, including a lot of slotting options. I would drop Absorb Pain and replace it with Flash. I would also move things around a bit and take Spectral Wounds early, but I like to do damage with my Illusionists. All of mine start with Blind, SW and Deceive as the first three choices. Flash comes later in the build. I take Hasten much earlier, as it is essential to helping the Recharge in Phantom Army.
As for a Luck of the Gambler Recharge -- It is not hard to save up Merits to get that recipe. Just run a lot of TFs and story arcs. I have 4 of them in my ill/Rad build, and I didn't buy any of them on the market.
Blind: I'm not a big fan of the Lockdown in there. I feel putting in some damage does more good. But that is based upon a desire to do some damage. In upper levels, you can get a nice attack chain of Blind-Spectral Wounds-APP Blast-Spectral Wounds. Since you are firing off Blind as soon as it is up, duration isn't as important.
Deceive: At level 50, try to get 5 of the purple Coersive Pursuasion set, including the proc. This will give you 10% recharge and free up another 6.25% slot that you can get in another power.
Good slotting for Superior Invis: 1 LotG Recharge, 5 Red Fortune (focusing on EndRdx). 12.5% Recharge in one power, and it makes the power more effective. Maybe take the Red Fortune out of Fortitude since you have capped out on 5% Recharge (unless you drop Absorb Pain).
Phantom Army: Good lower level slotting -- 4 Expediant Reinforcement (leave out the Dam/End and the Resist proc) and the two triples from Call to Arms. At 50, you can replace the two triples with Soulbound Alleagence Dam/Rech and Chance for Build Up.
Phantasm: Another Expediant Reinforcement set of 4 gives more Recharge. Then add a 5th slot of Acc/Dam -- at 50, a Hami-O works well.
Spectral Terror: You can drop a slot from this easily to put somewhere else.
Flash: If you take it, it is a nice place for another Baz Gaze set for 7.5% Recharge. It is useful, too, as long as you take it after Spectral Terror.
Fireball is nice from the APP -- much more useful than a self-rez. It can take a Posi-blast set. You might have to juggle your sets a bit to not go over the Rule of 5, and maybe put Unspeakable Terror in Spectral Terror. -
Welcome to CoH! You don't have to pick just one server. My main server is Guardian, since that's where a lot of folks I know are. Guardian has a fairly silly bunch of people who love to share virtual cookies and bacon (long story). However, I have a bunch of characters on Pinnacle (known as the "drunk" server) and mostly villains on Infinity. I have a few on Freedom for when I feel like taking my chances with a Pick-up Group and some on Protector and several other servers.
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Quote:Repel IS fun . . . I have it on my Kinetics/Elec Defender. Ever play Hellion Soccer in Atlas Park? There are a few little parks surrounded by walls except for the arches at either end -- perfect to use as goals. If you hold them in a Tesla Cage, they make a nice Soccer Ball.Sure you can be all jaded and min-maxy and take Siphon Power instead of Repel, but Repel is more fun.
Lewis