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Earth's Animate Stone a/k/a Rocky a/k/a Stoney a/k/a Poo Man became superior to Ice's Jack Frost when Seismic Smash was added to replace the mallet attack. Seismic Smash has a mag 3 hold (the pet version). It used to be that Jack's hold was one thing that arguably made him better.
Rocky is a lot tougher than Jack. He can tank for you, and adding Sonic Shields to him pretty much makes him close to invulnerable. Jack brings a slow aura instead of that toughness. Both of them now cycle their attacks quite well, and are more effective than they once were.
Personally, I prefer the Earth set over Ice, and I've played them both to 50. I have started up several Earth controllers with different secondaries, but I don't have nearly as much interest in making another Ice Controller. Earth has awesome ranged AoE controls, plus the -Defense makes Blasters cry for joy and makes it easy for any team to handle higher level content. An Earth Controller + a Fire or Arrows Blaster + almost any other teammates is a formula for success. Take a look at my Earth/Rad guide for a lot of info on Earth, even if you ignore the Rad stuff. If you look in the guide section, there is a guide on Earth/Sonic . . . I haven't seen one on Ice/Sonic.
I prefer my Ice controller to be built for melee, using Arctic Air instead of Shiver. That is one unique thing about Ice Controllers -- you have a choice about their playstyle by your choice between two powers. AA mitigates about 70% of melee damage, so I play my Ice controller as a tank groupee ... following right behind the tank/scrappers, throwing out controls to make them better. You could choose to play your Ice controller from range, using Shiver to slow everything down . . . but I feel that Earth is a better ranged controller. -
One thing I noticed in your list -- no Controllers.
I'm up to 12 50's on my main account, all heroes. 7 of them are Controllers, three of which are the Illusion primary and three of which are Radiation secondary. (Until recently, one of our regular guys didn't like the idea of Villains, so we never played Red-side. I finally have a Thugs/Dark MM up to 38 who has mostly soloed, and an Elec/Elec Brute in the late 20's.) My second account is formerly my wife's -- it has only 2 50s on it, both Defenders. So, yeah, I have 14.
7 Controllers, 3 Defenders, 2 Scrappers, 1 Tank, 1 Blaster. Another Tank and another Blaster are on their way to join the ranks.
You should try a controller. They have a widely varied playstyle depending upon the primary, secondary and how you choose to play. They seem weak but actually turn out to be amazingly strong. Take a look at my Ill/Rad and Earth/Rad guides, and also at Enant's new "choose your controller" guide. (I have a few minor disagreements with it, but it is overall pretty good.) If you have any questions about any Controller combo, let me know and I'll be happy to give you my opinions. -
Hmmm, that's an interesting idea -- World of Confusion. I have the Ice APP on my Ice/Storm currently, mostly for Hibernate as a "panic button" power (since Stormies don't have a self-heal or Endurance Recovery) and for the AoE damage. I might actually have to try a second build to try that out.
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On the Illusion powers, and on Superior Invis vs. Group Invis, take a look at my Ill/Rad guide. It has the numbers for defense and you can decide for yourself. I feel that the choice is really more of a playstyle choice.
Both forms of Invisibility are over the PvE stealth cap -- both let you dance in front of standard foes without being detected. SI is a high endurance toggle that has better invisibility -- but this only makes a difference around foes with +perception, like snipers and those darned Rikti Drones. With SI, you can get closer without being detected than with GI. On my main Ill/Rad, this matters because he has Teleport and tries to be the team spy. For example, in a Lady Grey TF (the one with all those Rikti), he can teleport between groups of Rikti, even if they have drones, and often not be detected (since he didn't have to travel past them). With SI, however, I have to turn it off in many big battles to keep from running out of endurance -- my Ill/Rad has Consume from the Fire APP for when he forgets.
GI uses a LOT less endurance, but has the disadvantage/advantage of being a click power. It also has the advantage of being a team buff. I used GI leveling up my Ill/Rad (before respecing into SI) and have it on another one of my Illusionists, so I am very familiar with it. I found it annoying to have to re-cast it every few minutes, and had a few times where it ran out at inconvenient times (kind of like getting caught with your pants down). Still, the team buff has some nice advantages, in that it allows teammates to get in JUST the right position for a team Alpha Strike. GI also allows the team to help (for a few minutes) with "hunt the glowie" missions or to get past an area without having to wipe it out.
Of course, the disadvantage of a click power is that it runs out and has to be constantly renewed. The advantage is that it uses its fairly small amount of endurance in one shot, and then doesn't further drain your endurance. Also, GI is just barely over the stealth cap, so it provides almost no protection against +perception foes.
I have seen folks say that SI is great and there is no reason to take GI, and vice versa. Both are quite handy to have but not essential. But there is very little benefit to taking both (except as a mule for a Luck of the Gambler +Recharge).
Flash is a decent power -- it is a pretty standard PB AoE with poor accuracy, a short duration and long recharge, so slotting it up is essential. Before slotting, it stinks. Standard SO slotting is 2 Acc, 2 Hold, 2 Recharge. It is essentially the same as Ice's Glacier and Fire's Cinders, but has a slightly longer animation. Before Spectral Terror, it is your only AoE control power. It can be handy, especially as a panic button or a control power to fill in while Phantom Army is recharging.
My limited experience with Phase Shift powers was not pleasent -- I took Black Hole on a Dark Miasma character and immediately hated the power. So, I have never, ever taken Detention Field on my FF characters. Force Bolt is actually quite useful as a "get out of my face" power -- a way to knock back a foe until Blind Recharges. Force Bubble is very situational, but kind of fun. Which you choose really depends on your playstyle. -
I finally got home so I could look at my slotting for Arctic Air:
Coersive Persuasion: End/Confuse and Contageous Confusion proc
End/Conf from Malaise and Perplex and Cacaphony, and the Chance for Psi Damage from Malaise. That easily caps EndRdx and Confuse, with the two procs. I could have replaced the Cacaphony with a Chance for Energy Damage from the same set, but that would have reduced the EndRdx and Confuse to the low 80%, and I wanted max for those two attributes. -
Quote:I'm trying to remember what I have in AA, but I know that I frankenslotted to get max Confuse and nearly max EndRdx, plus 2 procs. It is very effective and I can run it pretty much all the time. The max confuse really helps the confuse have more of an impact. Max slotting the power for its effective use is more important than the bonuses in my opinion.pull the proc out of AA in favor of an end redux
If you have to use the purple set, that's a good idea. Personally, if I'm looking at an efficient build I'd frankenslot it for confuse and end make sure I've maxed end then maybe a proc or two. While the purple bonuses are teh sexxeh, I think we're sometimes blinded to just want them without looking at the returns. (Not saying that's what you're doing...I'm just as guilty at times)
Look at the numbers on Arctic Fog. It they are substantially the same as Steamy Mist, then I found that I got more benefit slotting for decent resistance for Energy, Cold and Fire, than for a small amount of general defense. Of course, if you already have high defense, then a little bit more can make a large difference. -
Arctic Air is NOT a stealth AoE. It is a significant control aura -- Slow, Confuse and "Afraid." It uses a LOT of endurance because it is very effective when slotted up. Max slot for EndRdx and Confuse, and it mitigates about 70% of the damage from foes in the area. They run slowly, try to run out of the area, then become briefly confused, turn around and maybe attack another foe, maybe just run around. It is as though they are really "confused." On my Ice/Storm, I love the combo of AA and Steamy Mist. Whether to take AA or Shiver depends on whether you want to be mostly in melee or in range. Most folks don't take both, but that's an option, too.
Chilblain is more of a single target damage power in low levels -- I slotted it like a damage power. Still, Ice is a very low damage set, and is painful to solo. Frostbite is crappy damage and it's not worth slotting for damage. I think Procs actually net more damage. Also, because the -knockback in Frostbite conflicts with Ice Slick, I didn't take it until late (level 30), because I needed the -knockback for Tornado. Flash Freeze is the most frequently skipped power in the Ice set, as on teams, sleeps are usually broken quickly.
I have not played the Cold set, but I understand that Fog is similar to Steamy Mist, and Sleet is similar to Freezing Rain. Think about slotting up Fog for Resists, and the damage in Freezing Rain/Sleet is so small that it is clearly not worth slotting for damage -- slot for Recharge and debuffs.
You have invested a lot in Leadership -- I would prefer going for the APP sets to get a little damage in the build. The Ice APP has two AoEs and a nice single target blast. -
Quote:Well, really two and a half. I would include Fire Imps in that discussion, since they only have melee attacks. Yes, I would say that Fire is a melee based set unless the player chooses to steer away from Hot Feet, the main source of Aoe damage until Fire Imps. Cinders alone does not make it melee. But Hot Feet is a key power in the Fire set, and as a toggle requires the player to be in melee most of the time or you are just wasting endurance. And all the pets from other controller sets work from range, but not the imps.Two powers out of nine defines a powerset as "melee based"?
Should we also define TA as an "invisibility set" because it has one perception debuff out of all of the other things it does?
Fire/TA is a fantastic combination, and it's not even incompatible with the Farm/Kin mindset that rumormongered about Fire being "melee based" until it became "common knowledge". You can use all of TA's powers in melee range, if you choose. They don't suddenly disappear from your tray or shut down if you get closer to critters.
The number of powers doesn't matter nearly as much as the general playstyle of the set. An Ice Controller who focuses on Arctic Air is also, in my opinion, a melee controller, and only has two powers that are "melee." (What makes Ice kind of unique is that the player can choose instead to be a ranged controller by focusing on Shiver instead.) All the other control sets can easily be played from range. Sure, they can be played melee, but range gives a level of safety. Fire trades safety for higher damage.
A Fire/TA can choose to (a) forego the damage of Hot Feet to stay at range, where it is safer, but this weakens him as a damage dealer. (b) Play in melee, giving up the comparable safety of shooting arrows from range, or (c) use Hot Feet and spend time running in and out of melee. -
While my guide is not Earth/Emp, you might want to take a look at it for the Earth side. There are a bunch of strategy tips and information on the Earth powers that might help you. I'm working on some revisions to add more information on IO sets, so a few things may appear unfinished.
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I would put Illusion's Phantom Army and Plant's Seeds of Confusion in with the same category as Stygian Circle. But I think the OP was asking for the highest damage powers.
Energy Transfer for the Energy Melee set is certainly up there. -
On a Plant/TA, I would say that Poison Gas Arrow is skippable. The damage debuff is significant, but far less important than Acid, Disruption and Oil Slick. I would put it below Ice Arrow, too. (I have found the Sleep to pretty worthless, since it only has a 50% chance to hit, and is broken by Acid Arrow. But I was using on an Illusion/TA, where Phantom Army would certainly mess up any sleep.)
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One aspect if you always team with a tank partner . . . Tough/Weave will only affect you. Maneuvers/Tactics will affect your teammates. While the small amount of defense won't have that much of an affect on YOU, a small boost in defense to a character which already has high defense will make a big difference.
If the tank is doing his job and taking most of the aggro, it may be that boosting HIS defense will be the best defensive action. -
Quote:the confuse is only a muling power and so i took the cheapest 5 of the set.
(You might want to take a look at my Ill/Rad guide, linked in my sig, to see my opinion of Deceive. I think it is a wonderful power that can be useful continuously, especially solo or on smaller teams. But I use it a lot on larger teams, too, since that Contagious Confusion proc can hit a large group of foes at once. No, it won't help you much on a large team that can steamroll through content, but I find that it saves my tail frequently and is a lot of fun.) -
OK, from my perspective, this build needs some work . . . but my playstyle may be substantially different from yours.
Mez: To me, this is mainly a damage power that happens to put foes to sleep. I slot it like an attack. My Mind controllers are very good solo in low levels, slotting Dom, Mez and Lev as damage powers -- they make a great attack chain by taking the foe out of the fight three ways (hold, sleep, knock-up) while doing damage.
Dom: Since I use Dominate as mainly a set up for containment as part of my attack chain, I don't slot much for hold duration. Acc, Dam and Rech mostly. Even if you want to slot it as a hold, it deserves 6 slots so you can spread it around or spam it.
AM: Efficiency Adaptor works great in AM. If you don't have enough Global Recharge, then use a common recharge in place of the Acc/EndMod, but if you have enough Global, you can get an extra 5% Recharge from using the entire set.
Confuse: You have a fair number of expensive IOs, but for some reason did not use the rest of the purple set in Confuse. Use 5, or if you want Ranged Defense, go for 6. Compared to other purple sets, it is fairly inexpensive and the bonuses are great. The proc (which you have in the build) turns the single-target confuse into a mini Mass Confusion 1/3 of the time.
Swift: I never understand why people take Swift/Hurdle so early when other, far more useful powers are available and won't affect when you get to Stamina.
Hover: Do you really need Hover in this build? If you are going for Invisibility with Super Speed + Stealth IO, then skip Hover. You can get vertical travel with (a) the Jump Jet from the Good vs. Evil set and (b) careful and stingy use of the Raptor Pack and Zero-G pack from scanner missions. Take Super Speed at 14 to reduce your use of the temp powers so you can save them for later. Try to fit in Levitate in place of Hover for that whole Attack Chain thing (and smashing damage against Psi-resistant foes like Robots).
Radiation Infection: This is one of those powers I like to take early. At level 50, you can save a bunch of slots by using 3 Enzyme Hami-Os (ToHitDebuff/DefenseDebuff/EndRdx), which are the perfect slotting for all three aspects of this power. You can make up for the bonuses elsewhere. Before level 50, slot for ToHit Debuff and some EndRdx, and don't worry about Defense Debuff as the default amount is enough.
LingRad: It can wait in the build, as EF provides more benefit. Note that this has a 30 sec duration and a 90 sec Recharge, so unless you have a bunch of Global Recharge, you will want to slot for Accuracy first, then Recharge.
Terrify: I use it more as my only AoE damage power, but for a team-oriented 'troller, Glympse is a good set.
Choking Cloud: I don't think it would be a good match for a Mind/Rad. Works great as seconary control for a Fire/Rad or maybe Ice/Rad, but Mind/Rad doesn't need to be in melee for a control that hits so unreliably. See my Ill/Rad guide for a detailed explanation on how CC works. If you take it, it needs to be fully sloted for EndRdx and Hold. -
Quote:I read your post, and the first thing that came to mind was . . . I'm not invited to teams to control, I'm invited to teams to contribute whatever I can to make the team better. Very often, that includes aspects of my secondary. If I'm a */Rad, teams will expect me to use my debuffs and buffs as well as my controls. If I'm a Stormie, teams will expect me to use Freezing Rain, Hurricane, and even Snow Storm for debuffs, O2 for buffs and Lightning Storm and Tornado for damage. (I was on a TF last night where a */Storm controller had O2 boost and didn't use it to help folks out of stuns -- frustrating. I was nice and didn't say anything, though. My Ill/Rad became the primary healer when our Kin defender had an emergency for most of the TF.) If I'm */Kin, you can be darn sure that the team expects me to use my secondary, probably more than my primary . . . that's what you get when you choose Kinetics.Secondly, I said I understand that the secondary is important. I played an Emparthy/Dark Blast defender to 50 and I probably spent more time using my blasts than my primary powers, but I always put priority to my primary powers. Same deal with a controller. I'm invited to teams to CONTROL, so that's my priority.
I'm not saying my secondary isn't important though, if I didn't think it was then I probably wouldn't have even started this thread since my initial question was asking about the importance of a secondary power.
I think there's just a huge amount of misunderstanding going on....
I think it is reasonable to expect teammates to use whatever tools are available to make the team better, even if it is not their "primary." If you don't want to do that, well, that's fine, but you should inform your teammates of your preferences to keep them from normal expectations. -
While I would do things differently, you made a nice build. One suggestion: Replace the Conf/End in Deceive with the Contagious Confusion proc. It turns Deceive into a kind of Mass Confusion 1/3 of the time. You give up a little (2 sec from 76 sec of Confuse duration, 2 points of Endurance) to get a lot.
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Quote:But, at least Rocky has a ranged attack -- he can set up outside the area and chuck rocks. Those Minkies only have melee attacks, so they can do nothing but wait or find something else to aggro -- which is what they do best.Quote:
Also, while I think Illusion/Trick Arrow is nice, the Oil Slick will also screw with the pet of the Earth controller.
Stupid bug. -
Quote:The OP said that the character didn't fit his team much . . . when in fact, it may not have fit HIS playstyle. I love my Ill/Storm, and have no doubt that I could get mine to be fun (to me) and effective on that team. But if the OP doesn't like it or feels it is somehow lacking, then it is not the fault of the build . . . it is the OP's personal preferences.Freezing Rain is a fantastic power, but contribution is in the eye of the beholder. If a player feels like he's hand-cuffed in the vast majority of the fights his team faces, because a large portion of his powers are either troublesome or outright counter-productive, then he might not be inclined to play that character in that setting.
I know I don't play my Ice/Storm anymore in most team settings. It's not that the character is ineffective; on the contrary, she's extremely good at limiting incoming damage, and is very nearly unkillable through normal content thanks to IO bonuses. My problem is that the character is just dull as dirt to play in many team situations. Her average per-spawn contribution consists of: Drop Rain, possibly drop slick, hover around with Arctic Air. (With slight variations here and there, of course.)
Which isn't to say that she's incapable of doing more than that, but most of the time it isn't worth it to bother. More interesting tactical maneuvers featuring some of the jewels of the Storm Summoning set are usually reserved for solo encounters, or for encounters which will obviously take the team a long time to finish otherwise. The latter rarely occurs in high-level team play, unless you're in an AE boss farm, or fighting an AV or whatever.
Like I said before, it's largely psychological. I know that almost any build can feel marginalized in a good team, even if they aren't contributing any less or any more than most of their teammates. I also know that I'm probably, in part, simply bored with that particular character, having played it almost exclusively for more than a year.
Somehow, though, I never feel quite as superfluous on other characters in large teams. It probably has something to do with my damage having so much reliance on the circumstance.
I obviously can't speak for the OP, but it's pretty clear to me that Ill/Storm, while an extremely powerful build, isn't ideally complementary of a static team composed of Tank/Empath/Blaster.
Sure, keep the Ill/Storm, but if the purpose behind the team is to play exclusively (or near exclusively) together, then he'd very likely be happier in the long run using a less chaotic build with that team.
So, my post was intended to suggest ways that he might find the character to contribute more. But the better choice may be that he needs to roll up a character he likes.
I have an Ice/Storm at 50, and have a great time playing him . . . I have Ice Blast, Air Superiority and Chilblain slotted up for damage, so I never sit around and watch after Freezing Rain and AA. I do my best to help wipe out the bad guys. Again, it may be my playstyle fits the character more than yours. -
To the OP -- If you want to play a fire/Storm without Freezing Rain, have fun . . . but make sure you tell any potential teams that you are playing a concept character without what is arguably the best power in the set. It's not fair to gimp yourself and not reveal it up front. (It's kind of like a Illusion Controller not taking Phantom Army.)
Personally, I wouldn't do it. Concept only goes so far. If the character isn't fun to play, then I will abandon it soon enough. Every one of my Stormies took Freezing Rain as soon as it became available. Instead, try a Fire/Rad -- it is an awesome combo. -
Quote:What you don't realize is how much Freezing Rain alone contributes. If you use it for every large group, your team is killing groups much faster and more safely from that power alone. Then, if you have PA and phantasm out, they are also contributing to the team damage.thank you for all the replies, it looks like Illusion/Storm controller doesnt really fit in my group all that well which is a shame really as i do like the character. think i may just reroll to a spines/fire scrapper or would a fire/kin controller work well in the group?
i am pretty new to the game on the whole so i don't really know much of later levels.
It is easy to test now-a-days with the AE. Let your team do a mish with you doing nothing, The do the same mish while using Freezing Rain and your pets as much as possible. I bet the mish will go about 20% - 30% faster.
Now, a Fire/Kin, once you get up into the high levels, will contribute tons to a fast team. But that's no reason to abandon a character that you find to be fun. -
I included a lengthy discussion about confuse powers in my Ill/Rad guild. The bottom line is that any loss in XP, if any, is easily offset by the great utility, fun and safety that Mass Confusion provides. I think it is probably variable on whether there is any XP loss or gain, but in either event, if you know to do damage to the targets of the confused foes, any alleged loss will be very small and it might be a net gain. Keep using it, and don't worry so much about small amounts of XP.
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Illusion/Storm has lots of tools to make that team better.
Deceive will take any problem foes out of the fight even before it begins. Deceive will also let you get any foe who uses mez powers to use them on other foes, and not use buffs on the foes. For example, use Deceive on a Tsoo Sorcerer before the fight begins, and he will not heal other foes, and his Hurricane will debuff the accuracy of the foes instead of your team, letting your team kill stuff faster.
Freezing Rain is one of the best debuff powers in the game. Your teammates and Phantom Army will do 30% more damage and hit far more often. For example, your Electric Blaster's "Ball Lighting" will become far more effective, hitting more and doing more damage.
Snow Storm will allow you to keep foes from running away very fast, and knock down fliers. Croatoa will be available at 25, and knocking down those witches is a delight.
Hurricane will allow you to help the tank be a better tank. You can run around the outside of his group, pushing any runners or stragglers back into the group, while debuffing their ability to hit. It takes some practice to learn to do this right, but it is a great strategy. I like to use Super Speed for travel, as it makes doing this much easier. (Plus, super speed + steamy mist = full PvE invisibility -- no need to take Superior or Group Invis.)
Phantom Army adds three more damage dealers to your team. Your Blind+Spectral Wounds allows you to be a single target blaster, holding the foe from running. Pick targets outside of the tank's reach of his melee attacks. (Energy Melee has low AoE but high single target damage after the last two powers. You can help taking down those single targets, especially ones with only a little health left.) I suggest you focus on taking out the lower level foes, starting with minions, and let the tank and others focus on the tougher foes -- take a look at the Strategy section of my Ill/Rad guide to see why. -
Quote:I assume you are talking about an Illusion/Kinetics controller. Siphon Speed is one of the "must have" powers. It does not replace Hasten. SS gives you a stackable recharge boost (I think it is 20% per application). I generally slot SS with 2 Acc, 3 Rech, or 1 Acc, 2 Rech, and Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness. Of course, it only works when you have a foe to siphon off of.So, I was wondering if siphon speed is worth taking? It could replace hasten to lower recharge on flash and other powers, and combined with inertial reduction, it could be a travel power. Im thinking putting just one enhancement slot in siphon speed, and slot it with recharge and accuracy, and maybe one in inertial reduction. Do you think I should be using enhancement slots or even power slots at all on these two powers?
Edit: And if this is a little unclear on some parts, I apolagize and will edit later, team is waiting on me.
In Kinetics, the "must haves" for an Ill/Kin are Transfusion, Siphon Speed, Transference and Fulcrum Shift. I would include Speed Boost, but some folks seem to find it skippable. On the Illusion side, Blind, Spectral Wounds, Phantom Army, Spectral Terror, and Phantasm are "must have" powers that you should take as soon as available. I would include Deceive in there, too.
Hasten gives you a 70% recharge boost when it is up. Because the key power in Illusion is Phantom Army, boosting your Recharge to get PA recharged as fast as possible is one of the ways to make your character better. This is why both Hasten and Siphon Speed are key powers for an Ill/Kin.
Siphon Speed can be used, together with the temp powers, as a travel power. It has problems, like if you are in a high level zone, siphoning off of a foe can get you killed. Try Deceiving the foe first, as that will avoid aggroing that foe and others around him. You can use Invisibility for when the foes are such high level that you can't hit them. However, with my Ill/Kin, I took a travel power, as I find waiting until level 28 for Inertial Reduction to be too long. You may want to consider taking a travel power at first, then later using a respec to change out. Consider using Hasten/Superspeed since you should take Hasten anyway. (I use IR on one of my two Kin defenders -- it is a little annoying to have to re-cast it constantly.)
Even though my guide is for Ill/Rad, I suggest you take a look at the Illusion side of the guide, linked in my sig. -
One small thing I saw -- change Call to Arms in Phantasm and Phantom Army to Expediant Reinforcement. In PA, use the Acc/Rech, Acc/Dam, and the two triples, but in Phantasm, replace the Acc/Rech with the Dam/End. Then use the two triples from Call to Arms to fill in the other two slots for Phantom Army. You get the same recharge bonuses, but slightly better numbers in the powers themselves, plus you keep the Recovery bonus for PA.
Personally, I would never take Spectral Wounds that late, but that's me. I'm also not a fan of using a sleep set in Blind, but I understand you did it for the bonuses. I prefer to slot up for Hold and Damage. Even a team character can contribute Damage.
On the SI vs. GI question -- it is really a matter of personal taste. When I have GI, I find that I forget to keep casting it over and over. The toggle is much easier even though it uses a LOT more endurance. I found that with GI, I got attacked periodically when invis ran out at an inopportune time. However, being able to give Invis to the team is a nice benefit, mostly to help them get in place for a maximum Alpha Strike. -
Quote:You somewhat oversimplify the effect of Choking Cloud. It is not very effective a a primary control because it can take up to 5 seconds for the first pulse to hit, and then if it hits there is a only a 50% chance that even a minion will be held by any pulse, and only a 40% chance for any Lieutenant . . . then you have to wait another 5 seconds for another 50%/40% chance. However, as secondary control, after an AoE stun or hold, it can be effective. My Ill/Rad guide discusses the mechanics of Choking Cloud. (But the Lockdown proc works great in Choking Cloud -- I have it on my Fire/Rad.)Alternately, if you can get a quick-recharging AoE stun or hold, Choking Cloud, enhanced for hold and accuracy, can hit up to 16 targets per pulse with a 7-second mag 2 hold. I have mine slotted with 4 basilisk's Gaze and a lockdown proc, and it can hold an entire mob by itself. It works very well as additional hold mag stacked on top of another AoE hold as well.
There really aren't any "quick-recharging" AoE stun or hold powers (other than maybe Storm's Thunderclap, but that is only Mag 2) that work as primary control -- depending on what you consider to be "quick-recharging." I would consider that to be something that recharges fast enough to be perma with slotting.