Local_Man

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  1. Quote:
    Originally Posted by Enantiodromos View Post
    A: What's really at issue, and can legitimately be called "lost" is XP opportunity. Confusions can cause lost XP opportunity.

    That's exactly what everybody who's talking about something being lost is really talking about, whether they know it or not-- the lost opportunity on a GIVEN mob. Once you wrap your head around that, it's effortless to see that in a system of infinite opportunity like the game presents, the loss of finite opportunity is meaningless.
    I made the exact same point in my Ill/Rad guide. Nobody "loses" XP. At most, you lose the opportunity to earn some potential XP that you haven't earned yet. The net effect is that you kill stuff faster and in more safety, so the effect of Confuse power on XP is only positive.
  2. Quote:
    Originally Posted by Hart View Post
    What do you have against your poor, innocent endurance bar?
    What do you need endurance for if you can just walk in and everything is controlled . . . let the team do the killing while you are lazy.
  3. Local_Man

    Plant/kin Build

    Quote:
    Originally Posted by Rainbow Avenger View Post
    Just a quibble, but FYI to the OP - you won't be able to slot those peroxisomes in Strangler until lvl 47. Nice to see HOs in a build.
    I like to slot most of my single target holds (which do damage) with 1 Nucl (Acc/Dam), 2 Perox (Dam/Mez), 1 Acc/Mez, and two common Recharge IOs. No set bonuses, but I get good accuracy, capped Hold AND Damage, and great Recharge. There are some places where HOs fill the gap better than IOs.
  4. Quote:
    Originally Posted by SkylineGTR View Post
    All this talk about Earth/Storm.. feel like I'm missing out with my Earth/Kin, lol. I've never tried Storm before and want to. For a Storm newbie, would Plant pair with it better than Earth? Or does it just depend on who's behind the wheel?
    Hmm, let's see. So far I have Ill/Storm and Ice/Storm at 50, working on Earth/Storm, Mind/Storm and Grav/Storm all at about 38 or 39, and I have a Plant/Storm in the mid 20's. And I have a couple of baby Fire/Storms, too.

    Storm is a very fun and flashy set with any Primary. It adds more direct damage than any other secondary. Plant, Fire, Earth and Ice all have AoE Immobilize powers with 12 seconds of -knockback that will allow Tornado to be an awesome damage machine if you spam the Immobilize. Grav has an AoE Immob that allows knockdown, turning Freezing Rain into a better control power. Fire, Earth and Grav all have AoE Stuns that can stack with Thunderclap. Ill/Storm is viewed as the "King of Chaos" since it has so little lockdown but is still very powerful. I would say that Mind has the least synergy with Storm.

    Earth/Storm has something that most other Earth combos lack . . . damage in the late powers and the possibility of being able to solo an Earth Controller at a reasonable pace. Several of Earth's and Storm's powers stack and complement each other. Plus, it a very showy combo -- lots of big graphics and big noises.

    I feel that Earth/Rad is a more flexible build, but Earth/Storm is very, very good. Its biggest weakness is a lack of a self heal.
  5. Quote:
    Originally Posted by CelestiaCoH View Post
    There is a minimum amount of time that stone cages prevents knockback. What is it, 14 seconds? You do have to refresh it to prevent them flying around, but when it is initially placed on mobs, they will not be knocked back for 'x' amount of time.
    It is 12 (Twelve) seconds according to City of Data, and as shown in my Earth/Rad guide where I give all the info on the powers.
  6. Quote:
    Originally Posted by BlackBellatrix View Post
    I have an Ice/Storm that has been sitting at around level 35 for a while whom I might dig out solely because of World of Confusion. I was wondering if AA + WoC + the Contagious Confusion proc would be as good as I think it would. As far as skippable powers in such a build... would Ice Patch maybe be a decent candidate to think about getting rid of? I'm definitely going to be getting rid of Hurricane and I was thinking that locking things down with my AoE Immob and then using Tornadoes, Lightning Storm and Freezing Rain to help destroy things with a proc'd Snow Storm and AA and Jack Frost beating them up.

    Would this end up working alright?
    In a team setting, I like to use Ice Slick as my opener under the melee guys, then run in with AA running. Adding World of Confusion should make the combo pretty sick. Ice Slick is great mitigation of most of the initial strike, as long as you don't have another controller on the team spamming AoE Immobilize.

    Frostbite alone will get you shot at. Tornado and Lightning Storm will do damage, and Tornado will pass out an occasional stun, but you will still get shot at. Of course Frostbite will stop the knockdown in Freezing Rain for 12 seconds, so that won't help either. I prefer to use Ice Slick first, run in to establish control with AA or let the tank draw aggro, then use my damage powers after the foes are distracted/controled.

    I left out Flashfreeze, Shiver and Thunderclap on my Ill/Storm. I wouldn't leave out Ice Slick. The Slick is an effective form of AoE control. I also keep Hurricane, even though I don't use it all that often. It is a situational power, effective for positioning, acting as a barrier and "panic button" moments. I love Hurricane for cul de sacs, to push all the foes into the back, then unleash Freezing Rain, Tornado and Lightning Storm without fear of knockback.
  7. Local_Man

    Slotting PA

    My Ill/Rad guide includes the one Nintova uses (as he indicates, Thanks), plus a couple more. I use the same slotting as Nintova in my Ill/Storm, but a different one on my Ill/Rad. If you have any other effective slotting, you could post it there so that the information is kept past the next forum wipe.
  8. Quote:
    Originally Posted by MentalMaden View Post
    Earth/Rad- the ultimate toolbox
    Earth/Storm- uber powerful
    Earth/TA- uber control
    (sidenote- I personally found the power mastery pool pretty "meh" on my Earth/TA)
    Fully agree. Earth/Storm is very powerful, flashy and fun, but Earth/Rad is a better team support character, with an AoE heal, AoE team buff, a Rez and debuffs on an anchor and toggle rather than a targetted location.
  9. Quote:
    Originally Posted by MaHaBone23 View Post
    Cages won't negate the KB from Tornado. Tornado's KB is pretty beastly. i've seen it toss around double-caged minions with ease. It does seem to minimize KB distance, tho'.

    Still, Earth/Storm is a GODLIKE combo, and one of the tightest synergies you'll find among controllers.
    As Thorm said, Stone Cages has -knockback only for 12 seconds, even though the Immobilize works longer. If you want to keep foes in place for Tornado, you need to keep re-applying Stone Cages in less than 12 seconds.

    Knowing that the -knockback only lasts 12 sec can be useful. You can throw down Stone Cages, wait your 12 seconds and then use Freezing Rain and/or Earthquake for the knockdown effect while the foes are still immobilized. This can be effective for chaining AoE controls . . . Stalagmites + Stone Cages to start, then follow up with Earthquake when the stun runs out even if the immobilize hasn't.
  10. Quote:
    Originally Posted by New Dawn View Post
    I honestly don't get leaderships in Ill/Storms can anyone help me out here?
    Oh . . .

    I hadn't actually looked at the build until now . . . and it needs some major help. I don't have time right now to comment on everything, but here are a few points:

    (1) The OP has the Defense and Resistance procs for pets in Phantom Army . . . and they are invulnerable. Those procs are a complete waste. The key with Phantom Army is to maximize Recharge First, then Damage and get some decent accuracy. A good slotting is 4 of the Expediant Reinforcement, leaving out Dam/End and the Resistance Proc, and then fill the other two slots with the two triples from Call to Arms.

    (2) I agree that Leadership is not a great choice for this build, especially since Ill/Storm has too many powers that will provide a greater benefit.

    (3) Freezing Rain, arguably the best power in Storm, needs to be slotted for Recharge first. You want it available for every group. Slotting for Defense Debuff is far less important.

    (4) Spectral Wounds is horribly underslotted, while Maneuvers and SI get 6 slots?

    (5) Indomidible Will needs max Recharge -- Defense is just an afterthought on this power.

    There are a lot of other problems, but those jumped out at me.
  11. Quote:
    Originally Posted by Psiphon_EU View Post
    Firstly my apologies for the "very blinkered" comment - it sounded very rude when quoted back at me, that wasn't my intention.

    Personally I found the levelling pretty easy and on par with an Ill/Rad; where as the /Rad gets the debuffs, AM and small heal /Kin gets Siphon Speed for faster attacks/holds, PA out more often and a very large heal.
    I had no trouble levelling either.

    /Storm was slower to L16 (Freezing Rain) then once you get PA as well it just got better and better.

    In regards to the KB you need to move to the far side of the mobs so that Phantasm is one side and you're the other. Any KB will take the target to you and not away so you wont miss out on any buffs. This will also pull Phantasm into melee for buffs.

    On my Ill/Kin build I make full use of PA and the distraction that Illusion offers - it's the reason that the build is as survivable as it is.

    I like to push the build as far as I can and enjoy soloing 8 man spawns, a squishy controller surviving in melee where a tank or scrapper might struggle.
    The reason that I'm able to do this is Illusion pulling the aggro away from me.

    GI - invis/stealth and a reduced threat level
    Pets - 4 often 5 targetable pets out at once (4 are invulnerable) taking the aggro and doing good damage
    Spooky - permenant stacking fear for locking down mobs inc bosses

    Transfusion - massive amount of regen -over 400hp every few seconds
    Transference - no End issues
    Siphon power and Fulcram Shift - damage boost that scales with the mob size
    Siphon Speed - 60% global recharge on all powers for perma PA on a small budget without gimping the build with mules.

    My build makes very good use of PA it's the cornerstone, if I tried a large spawn without it I'd faceplant very quickly.

    In some way's I'd say that an Ill/Kin gives a better Illusion experince than any other secondary in that Kinetics takes the primary and simply makes it better - faster recharge etc - as opposed to adding additional flashy powers.
    Some of the other secondaries can overshadow Illusion at times - Storm in particular.

    As I said, overall I agree with your comments on the synergy between the secondaries and Illusion but I do feel that you sell Kinetics short.
    The KB is easily dealt with by the tactics discussed and makes it a non issue.
    Phantasm can be buffed using the same tactics

    The ultimate goal of all Illusion Controllers after all is permenant PA and Kinetics is the only secondary that allows this on a relative budget.
    From your post, it appears that you have a very effective character by leveraging all that Illusion and Kinetics can do. And a good, experienced player can develop great tactics to maximize the benefits of the powerset. You did a great job at explaining how you overcome some of the conflicts in the set.

    But my original post was suggesting to the OP what the best secondary might be for a player new to Controllers in general and Illusion in particular. No question that Kinetics is a great set -- very busy and can be frantic, and it takes some skill to play well and overcome the inherent conflicts with Illusion. For someone without quite that level of experience, I still suggest that Ill/Rad is the best choice. It is easy to play moderately well while you develop the skills for the more difficult and complex stuff. It gets many of its best powers early, so it doesn't mature so late in the build that a new player might lose interest. The Rad debuffs give a defensive benefit that can help survival that Kinetics doesn't have. Ill/Rad is a more flexible build, easily adjusted to more playstyles. And it isn't just "easy controling for beginners," as an Ill/Rad later becomes one of the most powerful builds in the game. While Kinetics may allow for a faster kill speed with its damage buffs, Radiation allows for a wider range of abilities and safety.
  12. Local_Man

    Fire Control/TA?

    Quote:
    Originally Posted by Neutrino_Siphon View Post
    Now, is it just me, or does Cinders not seem that appealing to me? I mean, I want to like it, but the low Accuracy and long Recharge are a huge turn-off for me.
    Whether to take the AoE Hold on a controller has prompted lots of debate on these boards. Back before the "Great Controller Nerf" of Issue 6 or 7, taking the AoE Hold was a no-brainer -- it was a key power in the set. The 20% Accuracy penalty has always been there, but the duration was cut nearly in half, and the recharge was doubled in the "GCN," making the power optional. Still, once the AoE hold is slotted up with 2 Acc, 2 Hold, 2 Recharge, it is still a very functional power even if it isn't up with every group.

    Cinders has the same accuracy, duration, recharge and range as Ice's Glacier and Illusion's Flash. Because they are "Point-Blank" instead of Ranged, the diameter of the hold is larger than the other AoE Holds. Cinders animates faster than the other two. Fire is more of a melee set, so I find Cinders to be a key power to have. I like to run in, fire off Cinders to hold the foes while they roast in Hot Feet. However, with a Fire/TA you can choose to give up Hot Feet for the benefits of staying at range, making Cinders needed less. Still, it is worth considering as a nice "panic button" power and back-up control that sets up Containment.
  13. In my opinion, Choking Cloud on an Ill/Rad is a mistake. Take a look at my Guide to see the discussion about how it works. Ill/Rad just doesn't have the tools to make it worth the endurance cost, playstyle change and slots (it really needs to be fully slotted for EndRdx and Hold). On a Fire/Rad, Choking Cloud is wonderful, but not on an Ill/Rad.
  14. Quote:
    Originally Posted by Psiphon_EU View Post
    I agree with your comments on the synergy between Illusion and the various secondaries however it fails to take into account the Epics.

    The PA plus debuff is fine when talking about taking down a single hard target like an AV but is less applicable when your talking about normal PVE where your moving from mob to mob at a good rate.

    I have no doubt that my Ill/Kin/Stone would clear normal unyielding/invicible missions faster than any other Ill/* combo.

    PA is permenant but merely supplements the damage from the controller itself.
    The build is relativily cheap but in standard missions runs at over 200% global recharge and the damage is boosted to between 200% and 300% which it delivers through Fissure and Siesmic Smash.
    Between Fissure and Siesmic Smash most of the mobs are stunned for containment too.

    So although I agree with your comments on the synergy between Illusion and the various secondaries it is a very blinkered view and in my opinion not that applicable to normal PVE.
    Well, I admit that I was looking at the entire journey of leveling up a controller, rather than the limited view of how a fully built-out controller would be at level 50 doing solo missions. I'm not sure I would agree that "is a very blinkered view." I like to look at the entire journey and see how a controller plays while leveling up, solo and on large and small teams. If I don't like my controller at level 25, I'm never going to get to 50.

    What you have described would apply to most */Kinetics controllers -- Fulcrum Shift + APP AoE damage. It is a controller entirely focused on damage. What you suggest takes the single best power in the illusion set, Phantom Army, and makes it mostly irrelevant, but only applies in the end game.

    Ill/Kin is a late developing build, and has no AoE damage until the APP powers, so you only have a single target attack to take advantage of Siphon Power until you get Phantasm. But in order to take advantage of Transfusion, Transference and Fulcrum Shift, you need to be in melee . . . but Phantasm acts as a body guard with his knockback and tries to knock foes near you away. With Phantasm out, your target for your siphon powers will often get knocked out of range. The only solutions are to not use Phantasm or to go so fast that Phanty can't catch up -- in which case he has no chance of getting the buff from Fulcrum Shift.

    Of course, neither of those damage buffs or other buffs help Phantom Army. The core of an Illusion controller is is distraction -- Illusion has weak controlls because it can distract so well -- and PA do it best. Kinetics is an "in your face" offensive set with team buffs and almost no defense. Sure, an Illusion/Kinetics controller can be very effective, because both sets are great sets. But if you want to experience Illusion in particular, like the OP seems to want to do, then Kinetics is not the best set to enhance Illusion.
  15. I took a look and made a few changes to get you a little closer. I changed to the Ice APP set for more places to have Recharge and more s/l defense. Besides, as discussed in my guide, getting that single target blast is great. (In fact, once you get the single target blast, it is easy to pass up Air Superiority for Hover. That gives you another place for a LotG 7.5% Recharge, and can free up some slots.) I dropped one of your -knockback IOs, as one is good enough 95% of the time, to put a 5th slot in the heal to get the Recharge bonus.

    Of course, these are just suggestions -- use whatever you want.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Ion Mirage: Level 50 Science Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(17), G'Wdw-Acc/Hold/Rchg(31)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(34), Dct'dW-Rchg(34), Dct'dW-Heal/EndRdx/Rchg(50)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Build%(5), Decim-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg(42)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf(31), CoPers-Conf%(37)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(37)
    Level 10: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(45)
    Level 12: Air Superiority -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(21), C'Arms-Acc/Dmg/Rchg(23)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Fear/Rng(45), Abys-Dam%(46), Abys-Acc/Fear/Rchg(46), Abys-Acc/EndRdx(46)
    Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
    Level 30: Lingering Radiation -- Acc-I(A)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), Dmg-I(37)
    Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(50)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
  16. Quote:
    Originally Posted by CrimsonBow View Post
    Thank you so much for breakin it down like that.

    I also have Rock Mastery as my Epic... What should I do with Rock Armor and Earth Embrace
    Earth's Embrace: The Doctored Wounds set -- 5 gives you a recharge bonus.

    Rock Armor: There are several Defense sets that are good. 4 Gift of the Ancients for Endurance. 5 Red Fortune for Recharge. Luck of the Gambler has great Regen, but some of them tend to be expensive.
  17. For most of the powers you mention, there are a wide range of opinions for slotting up the powers for bonuses. Although 150 mil Infl seems like a lot, it won't go very far.

    Char and Fire Cages can be slotted as damage powers, or you can slot them for their main purpose. There are a wide range of options, depending upon your playstyle and what you want out of your bonuses. I would slot Ring of Fire with a Ranged Damage set, but which set depends on what you want. Regen? Recovery (probably not). Ranged Defense? Thunderstrike is good for Ranged Defense.

    For Flashfire -- look at the Stupify set, but use a common Recharge in place of the knockdown proc. You need the recharge, and the proc is useless if you follow Flashfire with Fire Cages.

    Transference -- look at the Efficiency Adapter set, but you can replace the EndMod/EndRdx with an extra Recharge unless you have a lot of Global Recharge.

    SB-- I put a single EndMod in there and use the slots somewhere else.

    Siphon Speed -- Although some people use either of the better slow sets, Tempered Readiness or Pacing of the Turtle, neither has enough recharge. I like 1 Acc, 2 Rech, and Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness.

    Fulcrum Shift -- no sets. 2 Acc, 3 Rech.

    Fire Imps: Depends on what you want and how many slots you have. Look at the Expediant Reinforcement set from the Recharge Intensive Pets set. In 4 slots, you can get by with Acc/Dam and Dam from Blood Mandate and Acc/Dam and Acc/Dam/End from Brilliant Leadership to maximize damage, get good accuracy but no Recharge.

    In Bonfire, I just use a Recharge, but some folks slot up the Kinetic Crash set for 3 points of knockback protection.
  18. Quote:
    Originally Posted by Thorm View Post
    Was talking about TC and/or fissure disorient. Fissure has some KD though, but non immob'd / non slowed disoriented mobs get on my nerves... So as Ill cannot immob, I like having area slows to limit the drunken wandering.
    OK, sorry. It was not clear from your original post that you were talking about the stun in Fissue.

    One of the biggest problems with Ill/Storm is the lack of an AoE Immobilize. To some degree, Mind has the same problem, and Gravity has it to a lesser degree. Without an AoE Immobilize with -knockback, Tornado is a pet of pure chaos instead of a great source of damage to anything that can be knocked back. Add to that problem the lack of a self-heal, and the extra skill it takes to play Ill/Storm well, and that's why I rank it below Radiation.
  19. Another great use of those knockback powers: The cul d'sac or a narrow corner. Use Gale and Hurricane to bunch the foes up in the corner, with Hurricane's ToHit debuff keeping the foes from being able to hit you much. Pull out Lightning Storm and Tornado for the "Cuisinart-o'-doom" while they are stuck in the corner/trapped in the hallway. If a foe escapes, use Deceive to keep him out of trouble. Use Blind-SW to kill off any foes getting near death.
  20. Quote:
    Originally Posted by Thorm View Post
    What I like is the slow from storm with disorient (snow storm + freezing rain) as the roaming on disoriented mobs can be a bit of a pain.
    Neither Freezing Rain nor Snow Storm provide a disorient (same thing as a stun). Are you talking about the Recharge debuff? Or the occasional knockdown in Freezing Rain?

    Thunderclap provides a Mag 2 Stun (minions only), and Tornado has a stun while it throws foes all over the place. Thunderclap is nice to use to stack stuns with a teammates who have AoE stun powers. But alone, Ill/Storm doesn't have another stun to stack with T'clap to make it more effective. Fire, Earth and Grav are better for that.
  21. Quote:
    Originally Posted by Shadows Strike View Post
    Hi iam new to the fourms and ive been playing for 9 months
    Illusion Control looks realy fun and powerful, but i don't know what secondary to pick.
    Some secondarys i was thinking of are
    -Kinetics
    -Force Field


    Can i get some help?
    Illusion -- my favorite primary in the game. So far, I have Ill/Rad, Ill/Storm and Ill/TA at 50, with a second Ill/Rad, Ill/Kin and Ill/Therm on the way. No matter which secondary you choose, I suggest you take a look at my Ill/Rad guide, linked in my sig. It has a ton of information about the game in general, controllers in general and useful info for anyone using either the Illusion primary or Radiation Secondary. Mostly, I compiled a lot of information that other great folks around here have put together.

    No question that Radiation has the best synergy with Illusion. There are several reasons, but the easiest is to look at Illusion's best power, Phantom Army. PA are a set of three invulnerable pets that last for one minute and taunt the foes, drawing the damage to themselves. PA can't be buffed, so the only way to make them better is by using debuffs on the foes. Defense Debuffs are like an accuracy buff--the PA will hit more often. Resistance Debuffs are like a damage buff--the PA will do more damage when they hit. Finally, you most of all want Recharge, to get PA out there as much as possible. Radiation is the ONLY secondary that provides a Recharge buff to you and Defense and Resistance Debuffs to make PA better.

    There are several other reasons that Rad works so well with Illusion -- Except for Flash, Illusion is a ranged set. And except for EM Pulse (a similar power to Flash) and Choking Cloud (which I suggest you skip), Rad is a ranged set. Rad allows you to set many of your key powers and then focus on other things. And Rad has a self-heal, a nice team buff and a rez, plus some control powers to make Illusion better.

    I would put Ill/Storm just a little behind Ill/Rad -- probably slightly better for solo and small teams, but not as good for large teams or general purpose. It has great debuffs but no Recharge buff. Storm adds some nice damage in upper levels, and the chaos from Storm's knockback can increase your safety solo but frustrate teams unless you know how to play Storm well.

    Illusion/Trick Arrow is a nice combo for solo or team play. I found the playstyle to be quite different, pretty much always from range. It even more relied upon the distraction of Phantom Army to allow shooting the Debuff and control arrows from range. No Recharge and No self-heal. Make sure you choose either the Magic or Tech origin to be able to light the Oil Slick Arrow.

    Ill/Therm is a nice team support build, but lacks debuffs until the upper levels and has no Recharge buff. There isn't much in the Therm secondary to make Phantom Army better, but you get a self-heal.
    Ill/Kin gives you a Recharge buff but no Defense or Resistance Debuffs, and the great team buff of Fulcrum Shift doesn't work on Phantom Army. Both Illusion and Kinetics are great powersets, but they have some synergy problems together.

    Ill/Emp makes a great battlefield healer, but Empathy provides no Recharge buff or debuffs. Ill/Sonic has Resistance debuffs, but no Recharge buff or Defense Debuffs -- but you can put one of the Resistance debuffs anchored on Phantom Army. Ill/FF is a nice team character, but Force Fields offers nothing to make PA better and there is really no synergy between the powersets -- you can be an Illusionist and a Force Fielder, but the two don't really interact.

    There is my summary of the secondaries for Illusion -- and others have different opinions. Illusion is a great set and really works well with any secondary -- but some have more synergy than others.
  22. Local_Man

    kinetics

    Quote:
    Originally Posted by 8thSeraph View Post
    unfortunately i disagree with the above poster regarding sb. i guess i take it personal, but a good fire/kin killing machine doesn't stop every minute and a half to 2 minutes to sb everyone. he should be busy in the mix with the tank rocking everything.
    Either you can be a killing machine by yourself, or you can help the entire team kill things faster . . . SB acts as a team multiplier by buffing speed, Endurance Recovery and Recharge. Try it out . . . do a mission with a team without using SB, and then do the same mission using SB on your teammates. Unless your teammates are incompetant, the full team being buffed will get you though the mission a lot faster.

    I was on a Quarterfield TF a while ago with a Fire/Kin who kept forgetting to buff the team (or just didn't want to -- he only did it once in a while). We had three Blasters, all of whom could have Nuked twice as often if the Fire/Kin had thought about the team instead of himself and kept using SB. Speed Boost would have not only allowed the Nuke to recharge faster, but would have helped the Blaster get back into the fight by helping his Endurance come back faster. We could have finished in a fraction of the time. Then he complained about it taking so long . . .

    And I have a Fire/Kin . . . with the right keybinds, Speed Boosting everyone between battles takes very little time.
  23. The important thing I found with my Ill/Storm is to be very careful with use of the knockback powers. I only pull out Gale, Hurricane and Tornado in certain select situations where I know that those powers will do the most good.

    Tornado's one great benefit is that it is autohit . . . which is a huge benefit against high defense foes and AVs. See that Paragon Protector that nobody can hit? Tornado! Especially against AVs, Tornado slotted for damage acts as your -Regen -- the damage from Tornado pretty much offsets the regen on many AVs. But I rarely pull it out against foes who can be knocked around other than a "panic button" moment.

    My key to playing an Ill/Storm without angering my team is to keep those knockback powers in my pocket until just the right moment. I use Freezing Rain and Phantom Army as much as possible, with timely use of Deceive, Snow Storm, Lightning Storm, Blind and Spectral Wounds and the team loves it.
  24. Welcome to CoH!

    Ice is arguably the lowest damage controller primary, so I would not recommend Ice/Kin for a solo character. It can be a very good team character. There is another thread here where I just posted a summary of Kinetics if you want to continue forward with this character.

    First, take a look at my Ill/Rad guide, linked in my sig. It will give you tons of information about the game in general, Controllers in general and specifically the build that I feel is the best for a "new" controller, Illusion/Radiation. You can solo well and team well. You don't die much as long as you use reasonable strategy. The powers are easy to understand and to use properly. And it is a very, very powerful build -- widely known as the best AV killer build.

    If you look in the guides section of the boards, there is plenty of information for you. Enant just posted a guide to choosing your controller -- I think he undervalues Illusion a bit, but it's not a bad guide.

    Feel free to make lots and lots of characters. That is one of the best parts of CoH . . . the opportunity to try things out. See what you like best. Some people love Illusion, while others love Mind controllers. Some people much prefer scrappers or tanks or blasters or defenders. Me? I like controllers.

    Oh, and as a new player -- stay out of the AE building. Play the missions from contacts. Learn how to play your character the hard way, by doing missions. There are a lot of new players who are getting very fast leveling in the AE missions, but know nothing about the game and how their characters work. ("Remember, with great power comes great responsibility.") This game is mostly about the journey, not the "end game." Read the stories from the contacts -- there is a great underlying plot to this game.
  25. Local_Man

    kinetics

    The essential powers for a Kinetics controller are Transfusion (AoE heal and you have no choice, but you would want it anyway), Siphon Speed (buff yourself with speed and recharge, debuff a foe's speed), Speed Boost (one of the best buffs in the game, but you can't use it on yourself, so some selfish people skip it), Transference (AoE Endurance recovery with an endurance drain on the target) and Fulcrum Shift (a HUGE damage buff for the team, and debuff for the foes in range -- this is the crown jewel of Kinetics)

    Siphon Power is good to have -- it fills the gap for buffing damage until you get Fulcrum Shift, and is still good to have after that. Increase Density is a teammate buff with a very, very short duration -- one minute -- but it does a lot of nice things like knockback protection and mez protection. Inertial Reduction is a team AoE short-term superjump -- many people skip a travel power and use this instead, but if you have a travel power, it is skippable. Repel is the only significant defensive power in the set, and is the most often skipped power -- a knockback bubble conflicts with some of your other powers.

    Kinetics is very "Clicky" if played right. Many people don't like to play it because they don't want to be a "buff-bot." But a well played Kinetic will make the team much more successful, by helping everyone move faster and kill faster. Make your life easier and set up some binds to Speed Boost your team easily.

    Kinetics encourages you to be in melee, since you need to be close to get the benefits of Transfusion (heal), Transference (Endurance) and Fulcrum Shift (huge damage buff). One reason that Fire/Kin is so popular is that the two sets go together so well -- both are melee sets, and Fire takes advantage of the huge damage buff. Ice/Kin is also a good combo, since an Ice Controller with Arctic Air is also in melee, but Ice is very low damage. Plant has some decent AoE damage, so Plant/Kin is a good combo. But Kinetics is such a good set (and in such demand) that it works well with any primary.